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