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732 lines
18 KiB
732 lines
18 KiB
//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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// $NoKeywords: $
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//=============================================================================//
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// Author: Michael S. Booth ([email protected]), 2003
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#include "cbase.h"
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#include "cs_bot.h"
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#include "cs_nav_path.h"
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// memdbgon must be the last include file in a .cpp file!!!
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#include "tier0/memdbgon.h"
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//--------------------------------------------------------------------------------------------------------------
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/**
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* This method is the ONLY legal way to change a bot's current state
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*/
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void CCSBot::SetState( BotState *state )
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{
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PrintIfWatched( "%s: SetState: %s -> %s\n", GetPlayerName(), (m_state) ? m_state->GetName() : "NULL", state->GetName() );
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/*
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if ( IsDefusingBomb() )
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{
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const Vector *bombPos = GetGameState()->GetBombPosition();
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if ( bombPos != NULL )
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{
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if ( TheCSBots()->GetBombDefuser() == this )
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{
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if ( TheCSBots()->IsBombPlanted() )
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{
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Msg( "Bot %s is switching from defusing the bomb to %s\n",
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GetPlayerName(), state->GetName() );
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}
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}
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}
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}
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*/
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// if we changed state from within the special Attack state, we are no longer attacking
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if (m_isAttacking)
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StopAttacking();
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if (m_state)
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m_state->OnExit( this );
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state->OnEnter( this );
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m_state = state;
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m_stateTimestamp = gpGlobals->curtime;
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}
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//--------------------------------------------------------------------------------------------------------------
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void CCSBot::Idle( void )
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{
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SetTask( SEEK_AND_DESTROY );
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SetState( &m_idleState );
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}
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//--------------------------------------------------------------------------------------------------------------
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void CCSBot::EscapeFromBomb( void )
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{
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SetTask( ESCAPE_FROM_BOMB );
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SetState( &m_escapeFromBombState );
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}
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//--------------------------------------------------------------------------------------------------------------
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void CCSBot::EscapeFromFlames( void )
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{
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SetTask( ESCAPE_FROM_FLAMES );
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SetState( &m_escapeFromFlamesState );
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}
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//--------------------------------------------------------------------------------------------------------------
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void CCSBot::Follow( CCSPlayer *player )
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{
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if (player == NULL)
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return;
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// note when we began following
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if (!m_isFollowing || m_leader != player)
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m_followTimestamp = gpGlobals->curtime;
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m_isFollowing = true;
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m_leader = player;
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SetTask( FOLLOW );
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m_followState.SetLeader( player );
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SetState( &m_followState );
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}
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//--------------------------------------------------------------------------------------------------------------
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/**
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* Continue following our leader after finishing what we were doing
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*/
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void CCSBot::ContinueFollowing( void )
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{
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SetTask( FOLLOW );
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m_followState.SetLeader( m_leader );
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SetState( &m_followState );
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}
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//--------------------------------------------------------------------------------------------------------------
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/**
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* Stop following
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*/
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void CCSBot::StopFollowing( void )
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{
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m_isFollowing = false;
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m_leader = NULL;
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m_allowAutoFollowTime = gpGlobals->curtime + 10.0f;
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}
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//--------------------------------------------------------------------------------------------------------------
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/**
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* Begin process of rescuing hostages
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*/
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void CCSBot::RescueHostages( void )
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{
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SetTask( RESCUE_HOSTAGES );
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}
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//--------------------------------------------------------------------------------------------------------------
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/**
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* Use the entity
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*/
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void CCSBot::UseEntity( CBaseEntity *entity )
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{
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m_useEntityState.SetEntity( entity );
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SetState( &m_useEntityState );
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}
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//--------------------------------------------------------------------------------------------------------------
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/**
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* Open the door.
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* This assumes the bot is directly in front of the door with no obstructions.
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* NOTE: This state is special, like Attack, in that it suspends the current behavior and returns to it when done.
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*/
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void CCSBot::OpenDoor( CBaseEntity *door )
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{
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m_openDoorState.SetDoor( door );
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m_isOpeningDoor = true;
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m_openDoorState.OnEnter( this );
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}
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//--------------------------------------------------------------------------------------------------------------
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/**
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* DEPRECATED: Use TryToHide() instead.
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* Move to a hiding place.
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* If 'searchFromArea' is non-NULL, hiding spots are looked for from that area first.
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*/
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void CCSBot::Hide( CNavArea *searchFromArea, float duration, float hideRange, bool holdPosition )
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{
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if ( !TheCSBots()->AllowedToDoExpensiveBotOperationThisFrame() )
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return;
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DestroyPath();
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CNavArea *source;
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Vector sourcePos;
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if (searchFromArea)
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{
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source = searchFromArea;
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sourcePos = searchFromArea->GetCenter();
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}
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else
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{
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source = m_lastKnownArea;
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sourcePos = GetCentroid( this );
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}
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if (source == NULL)
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{
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PrintIfWatched( "Hide from area is NULL.\n" );
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Idle();
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return;
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}
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m_hideState.SetSearchArea( source );
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m_hideState.SetSearchRange( hideRange );
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m_hideState.SetDuration( duration );
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m_hideState.SetHoldPosition( holdPosition );
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// search around source area for a good hiding spot
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Vector useSpot;
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const Vector *pos = FindNearbyHidingSpot( this, sourcePos, hideRange, IsSniper() );
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if (pos == NULL)
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{
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PrintIfWatched( "No available hiding spots.\n" );
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// hide at our current position
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useSpot = GetCentroid( this );
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}
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else
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{
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useSpot = *pos;
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}
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m_hideState.SetHidingSpot( useSpot );
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// build a path to our new hiding spot
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if (ComputePath( useSpot, FASTEST_ROUTE ) == false)
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{
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PrintIfWatched( "Can't pathfind to hiding spot\n" );
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Idle();
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return;
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}
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SetState( &m_hideState );
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}
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//--------------------------------------------------------------------------------------------------------------
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/**
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* Move to the given hiding place
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*/
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void CCSBot::Hide( const Vector &hidingSpot, float duration, bool holdPosition )
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{
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CNavArea *hideArea = TheNavMesh->GetNearestNavArea( hidingSpot );
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if (hideArea == NULL)
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{
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PrintIfWatched( "Hiding spot off nav mesh\n" );
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Idle();
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return;
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}
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DestroyPath();
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m_hideState.SetSearchArea( hideArea );
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m_hideState.SetSearchRange( 750.0f );
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m_hideState.SetDuration( duration );
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m_hideState.SetHoldPosition( holdPosition );
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m_hideState.SetHidingSpot( hidingSpot );
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// build a path to our new hiding spot
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if (ComputePath( hidingSpot, FASTEST_ROUTE ) == false)
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{
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PrintIfWatched( "Can't pathfind to hiding spot\n" );
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Idle();
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return;
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}
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SetState( &m_hideState );
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}
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//--------------------------------------------------------------------------------------------------------------
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/**
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* Try to hide nearby. Return true if hiding, false if can't hide here.
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* If 'searchFromArea' is non-NULL, hiding spots are looked for from that area first.
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*/
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bool CCSBot::TryToHide( CNavArea *searchFromArea, float duration, float hideRange, bool holdPosition, bool useNearest, const Vector *pStartPosOverride /*= NULL*/ )
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{
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CNavArea *source;
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Vector sourcePos;
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if (searchFromArea)
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{
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source = searchFromArea;
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sourcePos = searchFromArea->GetCenter();
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}
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else
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{
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source = m_lastKnownArea;
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sourcePos = GetCentroid( this );
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}
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// Optionally force the starting position instead of using the center of an area...
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if ( pStartPosOverride )
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sourcePos = *pStartPosOverride;
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if (source == NULL)
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{
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PrintIfWatched( "Hide from area is NULL.\n" );
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return false;
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}
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m_hideState.SetSearchArea( source );
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m_hideState.SetSearchRange( hideRange );
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m_hideState.SetDuration( duration );
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m_hideState.SetHoldPosition( holdPosition );
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// search around source area for a good hiding spot
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const Vector *pos = FindNearbyHidingSpot( this, sourcePos, hideRange, IsSniper(), useNearest );
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if (pos == NULL)
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{
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PrintIfWatched( "No available hiding spots.\n" );
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return false;
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}
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m_hideState.SetHidingSpot( *pos );
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// build a path to our new hiding spot
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if (ComputePath( *pos, FASTEST_ROUTE ) == false)
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{
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PrintIfWatched( "Can't pathfind to hiding spot\n" );
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return false;
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}
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SetState( &m_hideState );
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return true;
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}
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//--------------------------------------------------------------------------------------------------------------
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/**
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* Retreat to a nearby hiding spot, away from enemies
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*/
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bool CCSBot::TryToRetreat( float maxRange, float duration )
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{
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// We don't want heavies to retreat
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if ( CSGameRules() && CSGameRules()->IsPlayingCooperativeGametype() && HasHeavyArmor() )
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return false;
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const Vector *spot = FindNearbyRetreatSpot( this, maxRange );
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if (spot)
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{
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// ignore enemies for a second to give us time to hide
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// reaching our hiding spot clears our disposition
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IgnoreEnemies( 10.0f );
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if (duration < 0.0f)
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{
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duration = RandomFloat( 3.0f, 15.0f );
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}
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StandUp();
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Run();
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Hide( *spot, duration );
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PrintIfWatched( "Retreating to a safe spot!\n" );
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return true;
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}
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return false;
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}
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//--------------------------------------------------------------------------------------------------------------
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void CCSBot::Hunt( void )
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{
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SetState( &m_huntState );
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}
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//--------------------------------------------------------------------------------------------------------------
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/**
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* Attack our the given victim
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* NOTE: Attacking does not change our task.
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*/
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void CCSBot::Attack( CCSPlayer *victim )
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{
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if (victim == NULL)
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return;
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// zombies never attack
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if (cv_bot_zombie.GetBool())
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return;
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// cannot attack if we are reloading
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if (IsReloading())
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return;
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// change enemy
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SetBotEnemy( victim );
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//
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// Do not "re-enter" the attack state if we are already attacking
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//
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if (IsAttacking())
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return;
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if (IsUsingGrenade())
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{
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// throw towards their feet
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ThrowGrenade( victim->GetAbsOrigin() );
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return;
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}
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// if we are currently hiding, increase our chances of crouching and holding position
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if (IsAtHidingSpot())
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m_attackState.SetCrouchAndHold( (RandomFloat( 0.0f, 100.0f ) < 60.0f) ? true : false );
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else
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m_attackState.SetCrouchAndHold( false );
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//SetState( &m_attackState );
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//PrintIfWatched( "ATTACK BEGIN (reaction time = %g (+ update time), surprise time = %g, attack delay = %g)\n",
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// GetProfile()->GetReactionTime(), m_surpriseDelay, GetProfile()->GetAttackDelay() );
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m_isAttacking = true;
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m_attackState.OnEnter( this );
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Vector victimOrigin = GetCentroid( victim );
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// cheat a bit and give the bot the initial location of its victim
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m_lastEnemyPosition = victimOrigin;
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m_lastSawEnemyTimestamp = gpGlobals->curtime;
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m_aimFocus = GetProfile()->GetAimFocusInitial();
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PickNewAimSpot();
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// forget any look at targets we have
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ClearLookAt();
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}
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//--------------------------------------------------------------------------------------------------------------
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/**
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* Exit the Attack state
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*/
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void CCSBot::StopAttacking( void )
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{
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PrintIfWatched( "ATTACK END\n" );
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m_attackState.OnExit( this );
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m_isAttacking = false;
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// if we are following someone, go to the Idle state after the attack to decide whether we still want to follow
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if (IsFollowing())
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{
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Idle();
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}
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}
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//--------------------------------------------------------------------------------------------------------------
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bool CCSBot::IsAttacking( void ) const
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{
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return m_isAttacking;
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}
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//--------------------------------------------------------------------------------------------------------------
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/**
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* Return true if we are escaping from the bomb
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*/
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bool CCSBot::IsEscapingFromBomb( void ) const
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{
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if (m_state == static_cast<const BotState *>( &m_escapeFromBombState ))
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return true;
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return false;
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}
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//--------------------------------------------------------------------------------------------------------------
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/**
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* Return true if we are escaping from a field of flames
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*/
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bool CCSBot::IsEscapingFromFlames( void ) const
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{
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if ( m_state == static_cast< const BotState * >( &m_escapeFromFlamesState ) )
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return true;
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return false;
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}
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//--------------------------------------------------------------------------------------------------------------
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/**
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* Return true if we are defusing the bomb
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*/
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bool CCSBot::IsDefusingBomb( void ) const
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{
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if (m_state == static_cast<const BotState *>( &m_defuseBombState ))
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return true;
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return false;
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}
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//--------------------------------------------------------------------------------------------------------------
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/**
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* Return true if we are defusing the bomb
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*/
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bool CCSBot::IsPickingupHostage( void ) const
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{
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if (m_state == static_cast<const BotState *>( &m_pickupHostageState ))
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return true;
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return false;
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}
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//--------------------------------------------------------------------------------------------------------------
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/**
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* Return true if we are hiding
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*/
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bool CCSBot::IsHiding( void ) const
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{
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if (m_state == static_cast<const BotState *>( &m_hideState ))
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return true;
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return false;
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}
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//--------------------------------------------------------------------------------------------------------------
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/**
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* Return true if we are hiding and at our hiding spot
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*/
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bool CCSBot::IsAtHidingSpot( void ) const
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{
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if (!IsHiding())
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return false;
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return m_hideState.IsAtSpot();
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}
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//--------------------------------------------------------------------------------------------------------------
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/**
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* Return number of seconds we have been at our current hiding spot
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*/
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float CCSBot::GetHidingTime( void ) const
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{
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if (IsHiding())
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{
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return m_hideState.GetHideTime();
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}
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return 0.0f;
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}
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//--------------------------------------------------------------------------------------------------------------
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/**
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* Return true if we are huting
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*/
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bool CCSBot::IsHunting( void ) const
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{
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if (m_state == static_cast<const BotState *>( &m_huntState ))
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return true;
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return false;
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}
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//--------------------------------------------------------------------------------------------------------------
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/**
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* Return true if we are in the MoveTo state
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*/
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bool CCSBot::IsMovingTo( void ) const
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{
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if (m_state == static_cast<const BotState *>( &m_moveToState ))
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return true;
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return false;
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}
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//--------------------------------------------------------------------------------------------------------------
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/**
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* Return true if we are buying
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*/
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bool CCSBot::IsBuying( void ) const
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{
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if (m_state == static_cast<const BotState *>( &m_buyState ))
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return true;
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return false;
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}
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//--------------------------------------------------------------------------------------------------------------
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bool CCSBot::IsInvestigatingNoise( void ) const
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{
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if (m_state == static_cast<const BotState *>( &m_investigateNoiseState ))
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return true;
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return false;
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}
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//--------------------------------------------------------------------------------------------------------------
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bool CCSBot::IsIdling( void ) const
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{
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if ( m_state == static_cast< const BotState * >( &m_idleState ) )
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return true;
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return false;
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}
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//--------------------------------------------------------------------------------------------------------------
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/**
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* Move to potentially distant position
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*/
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void CCSBot::MoveTo( const Vector &pos, RouteType route )
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{
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m_moveToState.SetGoalPosition( pos );
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m_moveToState.SetRouteType( route );
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SetState( &m_moveToState );
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}
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//--------------------------------------------------------------------------------------------------------------
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void CCSBot::PlantBomb( void )
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{
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SetState( &m_plantBombState );
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}
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//--------------------------------------------------------------------------------------------------------------
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/**
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* Bomb has been dropped - go get it
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*/
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void CCSBot::FetchBomb( void )
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{
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SetState( &m_fetchBombState );
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}
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//--------------------------------------------------------------------------------------------------------------
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void CCSBot::DefuseBomb( void )
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{
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SetState( &m_defuseBombState );
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}
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void CCSBot::PickupHostage( CBaseEntity *entity )
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|
{
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m_pickupHostageState.SetEntity( entity );
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SetState( &m_pickupHostageState );
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}
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//--------------------------------------------------------------------------------------------------------------
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/**
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* Investigate recent enemy noise
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*/
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void CCSBot::InvestigateNoise( void )
|
|
{
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SetState( &m_investigateNoiseState );
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}
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|
|
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//--------------------------------------------------------------------------------------------------------------
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void CCSBot::Buy( void )
|
|
{
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SetState( &m_buyState );
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}
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|
|
|
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//--------------------------------------------------------------------------------------------------------------
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|
/**
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* Move to a hiding spot and wait for initial encounter with enemy team.
|
|
* Return false if can't do this behavior (ie: no hiding spots available).
|
|
*/
|
|
bool CCSBot::MoveToInitialEncounter( void )
|
|
{
|
|
int myTeam = GetTeamNumber();
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|
int enemyTeam = OtherTeam( myTeam );
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|
|
|
// build a path to an enemy spawn point
|
|
CBaseEntity *enemySpawn = TheCSBots()->GetRandomSpawn( enemyTeam );
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|
|
|
if (enemySpawn == NULL)
|
|
{
|
|
PrintIfWatched( "MoveToInitialEncounter: No enemy spawn points?\n" );
|
|
return false;
|
|
}
|
|
|
|
if ( !TheCSBots()->AllowedToDoExpensiveBotOperationThisFrame() )
|
|
return false;
|
|
|
|
TheCSBots()->OnExpensiveBotOperation();
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|
|
|
// build a path from us to the enemy spawn
|
|
CCSNavPath path;
|
|
PathCost cost( this, FASTEST_ROUTE );
|
|
path.Compute( WorldSpaceCenter(), enemySpawn->GetAbsOrigin(), cost );
|
|
|
|
if (!path.IsValid())
|
|
{
|
|
PrintIfWatched( "MoveToInitialEncounter: Pathfind failed.\n" );
|
|
return false;
|
|
}
|
|
|
|
// find battlefront area where teams will first meet along this path
|
|
int i;
|
|
for( i=0; i<path.GetSegmentCount(); ++i )
|
|
{
|
|
if (path[i]->area->GetEarliestOccupyTime( myTeam ) > path[i]->area->GetEarliestOccupyTime( enemyTeam ))
|
|
{
|
|
break;
|
|
}
|
|
}
|
|
|
|
if (i == path.GetSegmentCount())
|
|
{
|
|
PrintIfWatched( "MoveToInitialEncounter: Can't find battlefront!\n" );
|
|
return false;
|
|
}
|
|
|
|
/// @todo Remove this evil side-effect
|
|
SetInitialEncounterArea( path[i]->area );
|
|
|
|
// find a hiding spot on our side of the battlefront that has LOS to it
|
|
const float maxRange = 1500.0f;
|
|
const HidingSpot *spot = FindInitialEncounterSpot( this, path[i]->area->GetCenter(), path[i]->area->GetEarliestOccupyTime( enemyTeam ), maxRange, IsSniper() );
|
|
|
|
if (spot == NULL)
|
|
{
|
|
PrintIfWatched( "MoveToInitialEncounter: Can't find a hiding spot\n" );
|
|
return false;
|
|
}
|
|
|
|
float timeToWait = path[i]->area->GetEarliestOccupyTime( enemyTeam ) - spot->GetArea()->GetEarliestOccupyTime( myTeam );
|
|
float minWaitTime = 4.0f * GetProfile()->GetAggression() + 3.0f;
|
|
if (timeToWait < minWaitTime)
|
|
{
|
|
timeToWait = minWaitTime;
|
|
}
|
|
|
|
Hide( spot->GetPosition(), timeToWait );
|
|
|
|
return true;
|
|
}
|
|
|