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 "basecsgrenade_projectile.h"
#include "../../../shared/cstrike15/cs_gamerules.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
//--------------------------------------------------------------------------------------------------------------
/**
* Fire our active weapon towards our current enemy
* NOTE: Aiming our weapon is handled in RunBotUpkeep()
*/
void CCSBot::FireWeaponAtEnemy( void )
{
if (cv_bot_dont_shoot.GetBool())
{
return;
}
CBasePlayer *enemy = GetBotEnemy();
if (enemy == NULL)
{
return;
}
Vector myOrigin = GetCentroid( this );
if (IsUsingSniperRifle())
{
// if we're using a sniper rifle, don't fire until we are standing still, are zoomed in, and not rapidly moving our view
if (!IsNotMoving() || IsWaitingForZoom() || !HasViewBeenSteady( GetProfile()->GetReactionTime() ) )
{
return;
}
}
if (gpGlobals->curtime > m_fireWeaponTimestamp &&
GetTimeSinceAcquiredCurrentEnemy() >= GetProfile()->GetAttackDelay() &&
!IsSurprised())
{
if (!(IsRecognizedEnemyProtectedByShield() && IsPlayerFacingMe( enemy )) && // don't shoot at enemies behind shields
!IsReloading() &&
!IsActiveWeaponClipEmpty() &&
//gpGlobals->curtime > m_reacquireTimestamp &&
IsEnemyVisible())
{
// we have a clear shot - pull trigger if we are aiming at enemy
Vector toAimSpot = m_targetSpot - EyePosition();
float rangeToEnemy = toAimSpot.NormalizeInPlace();
if ( IsUsingSniperRifle() )
{
// check our accuracy versus our target distance
float fProjectedSpread = rangeToEnemy * GetActiveCSWeapon()->GetInaccuracy();
float fRequiredSpread = IsUsing( WEAPON_AWP ) ? 50.0f : 25.0f; // AWP will kill with any hit
if ( fProjectedSpread > fRequiredSpread )
return;
}
// get actual view direction vector
Vector aimDir = GetViewVector();
float onTarget = DotProduct( toAimSpot, aimDir );
// aim more precisely with a sniper rifle
// because rifles' bullets spray, don't have to be very precise
const float halfSize = (IsUsingSniperRifle()) ? HalfHumanWidth : 2.0f * HalfHumanWidth;
// aiming tolerance depends on how close the target is - closer targets subtend larger angles
float aimTolerance = (float)cos( atan( halfSize / rangeToEnemy ) );
if (onTarget > aimTolerance)
{
bool doAttack;
// if friendly fire is on, don't fire if a teammate is blocking our line of fire
if (TheCSBots()->AllowFriendlyFireDamage())
{
if (IsFriendInLineOfFire())
doAttack = false;
else
doAttack = true;
}
else
{
// fire freely
doAttack = true;
}
if (doAttack)
{
// if we are using a knife, only swing it if we're close
if (IsUsingKnife())
{
const float knifeRange = 75.0f; // 50
if (rangeToEnemy < knifeRange)
{
// since we've given ourselves away - run!
ForceRun( 5.0f );
// if our prey is facing away, backstab him!
if (!IsPlayerFacingMe( enemy ))
{
SecondaryAttack();
}
else
{
// randomly choose primary and secondary attacks with knife
const float knifeStabChance = 33.3f;
if (RandomFloat( 0, 100 ) < knifeStabChance)
SecondaryAttack();
else
PrimaryAttack();
}
}
}
else
{
PrimaryAttack();
}
}
if (IsUsingPistol())
{
// high-skill bots fire their pistols quickly at close range
const float closePistolRange = 360.0f;
if (GetProfile()->GetSkill() > 0.75f && rangeToEnemy < closePistolRange)
{
// fire as fast as possible
m_fireWeaponTimestamp = 0.0f;
}
else
{
// fire somewhat quickly
m_fireWeaponTimestamp = RandomFloat( 0.15f, 0.4f );
}
}
else // not using a pistol
{
const float sprayRange = 400.0f;
if (GetProfile()->GetSkill() < 0.5f || rangeToEnemy < sprayRange || IsUsingMachinegun())
{
// spray 'n pray if enemy is close, or we're not that good, or we're using the big machinegun
m_fireWeaponTimestamp = 0.0f;
}
else
{
const float distantTargetRange = 800.0f;
if (!IsUsingSniperRifle() && rangeToEnemy > distantTargetRange)
{
// if very far away, fire slowly for better accuracy
m_fireWeaponTimestamp = RandomFloat( 0.3f, 0.7f );
}
else
{
// fire short bursts for accuracy
m_fireWeaponTimestamp = RandomFloat( 0.15f, 0.25f ); // 0.15, 0.5
}
}
}
// subtract system latency
m_fireWeaponTimestamp -= g_BotUpdateInterval;
m_fireWeaponTimestamp += gpGlobals->curtime;
}
}
}
}
//--------------------------------------------------------------------------------------------------------------
/**
* Set the current aim offset
*/
void CCSBot::PickNewAimSpot()
{
// aim at enemy, if he's still alive
if (m_enemy != NULL && m_enemy->IsAlive())
{
Vector enemyOrigin = GetCentroid( m_enemy );
if ( IsEnemyVisible() )
{
//
// Enemy is visible - determine which part of him to shoot at
//
const float sharpshooter = 0.8f;
VisiblePartType aimAtPart;
if (IsUsingMachinegun())
{
// spray the big machinegun at the enemy's gut
aimAtPart = GUT;
}
else if (IsUsing( WEAPON_AWP ) || IsUsingShotgun())
{
// these weapons are best aimed at the chest
aimAtPart = GUT;
}
else if (GetProfile()->GetSkill() > 0.5f && IsActiveWeaponRecoilHigh() )
{
// sprayin' and prayin' - aim at the gut since we're not going to be accurate
aimAtPart = GUT;
}
else if (GetProfile()->GetSkill() < sharpshooter)
{
// low skill bots don't go for headshots
aimAtPart = GUT;
}
else
{
// high skill - aim for the head
aimAtPart = HEAD;
}
if (IsEnemyPartVisible( aimAtPart ))
{
m_targetSpot = GetPartPosition( GetBotEnemy(), aimAtPart );
}
else
{
// desired part is blocked - aim at whatever part is visible
if (IsEnemyPartVisible( GUT ))
{
m_targetSpot = GetPartPosition( GetBotEnemy(), GUT );
}
else if (IsEnemyPartVisible( HEAD ))
{
m_targetSpot = GetPartPosition( GetBotEnemy(), HEAD );
}
else if (IsEnemyPartVisible( LEFT_SIDE ))
{
m_targetSpot = GetPartPosition( GetBotEnemy(), LEFT_SIDE );
}
else if (IsEnemyPartVisible( RIGHT_SIDE ))
{
m_targetSpot = GetPartPosition( GetBotEnemy(), RIGHT_SIDE );
}
else // FEET
{
m_targetSpot = GetPartPosition( GetBotEnemy(), FEET );
}
}
// temp test
m_targetSpot = GetPartPosition( GetBotEnemy(), GUT );
m_targetSpotVelocity = m_enemy->GetAbsVelocity();
m_targetSpotTime = gpGlobals->curtime;
}
else
{
// aim where we last saw enemy - but bend the ray so we don't point directly into walls
// if we put this back, make sure you only bend the ray ONCE and keep the bent spot - don't continually recompute
//BendLineOfSight( m_eyePosition, m_lastEnemyPosition, &m_aimSpot );
m_targetSpot = m_lastEnemyPosition;
m_targetSpotVelocity.Zero();
}
// decay old aim focus angle
m_aimFocus *= expf(logf(GetProfile()->GetAimFocusDecay()) * m_aimFocusInterval);
// calculate current aim focus maxima
Vector toTarget = m_targetSpot - EyePositionConst();
QAngle aimGoal;
VectorAngles( toTarget, aimGoal );
QAngle viewAngles = EyeAngles();
float deltaYaw = AngleDistance(viewAngles.y, aimGoal.y);
float deltaPitch = AngleDistance(viewAngles.x, aimGoal.x);
float fAngleOffset = sqrtf(deltaYaw * deltaYaw + deltaPitch * deltaPitch);
float fNewMaxFocus = MIN(60.0f, fAngleOffset) * GetProfile()->GetAimFocusOffsetScale();
m_aimFocus = MAX(m_aimFocus, fNewMaxFocus);
float fTheta = RandomFloat(0.0f, 2.0f * M_PI);
float fRadius = RandomFloat(0.0f, m_aimFocus);
m_aimError[YAW] = fRadius * cosf(fTheta);
m_aimError[PITCH] = fRadius * sinf(fTheta);
}
// define time when aim offset will automatically be updated
m_aimFocusInterval = GetProfile()->GetAimFocusInterval();
m_aimFocusInterval *= RandomFloat(0.8f, 1.2f); // add some randomness
m_aimFocusNextUpdate = gpGlobals->curtime + m_aimFocusInterval;
}
//--------------------------------------------------------------------------------------------------------------
/**
* Wiggle aim error based on GetProfile()->GetSkill()
*/
void CCSBot::UpdateAimPrediction( void )
{
float fTimeSinceAimSpot = gpGlobals->curtime - m_targetSpotTime;
m_targetSpotPredicted = m_targetSpot + fTimeSinceAimSpot * m_targetSpotVelocity;
Vector toTarget = m_targetSpotPredicted - EyePositionConst();
VectorAngles( toTarget, m_aimGoal );
if ( m_aimGoal[PITCH] > 180.0f )
m_aimGoal[PITCH] -= 360.f;
m_aimGoal += m_aimError;
// adjust aim angle for recoil
float fSkill = GetProfile()->GetSkill(); // 0.0 .. 1.0
float fPunchAngleCorrectionFactor = 1.0f + (1.f - fSkill) * .8f * SlowNoise( 6.f );
const QAngle &punchAngles = GetAimPunchAngle();
m_aimGoal -= punchAngles * fPunchAngleCorrectionFactor;
m_aimGoal[PITCH] = clamp(m_aimGoal[PITCH], -89.0f, +89.0f);
}
//--------------------------------------------------------------------------------------------------------------
/**
* Change our zoom level to be appropriate for the given range.
* Return true if the zoom level changed.
*/
bool CCSBot::AdjustZoom( float range )
{
bool adjustZoom = false;
if (IsUsingSniperRifle())
{
const float sniperZoomRange = 150.0f; // NOTE: This must be less than sniperMinRange in AttackState
const float sniperFarZoomRange = 1500.0f;
// if range is too close, don't zoom
if (range <= sniperZoomRange)
{
// zoom out
if (GetZoomLevel() != NO_ZOOM)
{
adjustZoom = true;
}
}
else if (range < sniperFarZoomRange)
{
// maintain low zoom
if (GetZoomLevel() != LOW_ZOOM)
{
adjustZoom = true;
}
}
else
{
// maintain high zoom
if (GetZoomLevel() != HIGH_ZOOM)
{
adjustZoom = true;
}
}
}
else
{
// zoom out
if (GetZoomLevel() != NO_ZOOM)
{
adjustZoom = true;
}
}
if (adjustZoom)
{
SecondaryAttack();
// pause after zoom to allow "eyes" to refocus
// m_zoomTimer.Start( 0.25f + (1.0f - GetProfile()->GetSkill()) );
m_zoomTimer.Start( 0.25f );
}
return adjustZoom;
}
//--------------------------------------------------------------------------------------------------------------
/**
* Returns true if using the specific weapon
*/
bool CCSBot::IsUsing( CSWeaponID weaponID ) const
{
CWeaponCSBase *weapon = GetActiveCSWeapon();
if (weapon == NULL)
return false;
if (weapon->IsA( weaponID ))
return true;
return false;
}
//--------------------------------------------------------------------------------------------------------------
/**
* Returns true if we are using a weapon with a removable silencer
*/
bool CCSBot::DoesActiveWeaponHaveRemoveableSilencer( void ) const
{
CWeaponCSBase *weapon = GetActiveCSWeapon();
if (weapon == NULL)
return false;
if ( weapon->IsA( WEAPON_USP ) )
return true;
return false;
}
//--------------------------------------------------------------------------------------------------------------
/**
* Return true if we are using a sniper rifle
*/
bool CCSBot::IsUsingSniperRifle( void ) const
{
CWeaponCSBase *weapon = GetActiveCSWeapon();
if (weapon && IsSniperRifle( weapon ))
return true;
return false;
}
//--------------------------------------------------------------------------------------------------------------
/**
* Return true if we have a sniper rifle in our inventory
*/
bool CCSBot::IsSniper( void ) const
{
CWeaponCSBase *weapon = static_cast<CWeaponCSBase *>( Weapon_GetSlot( WEAPON_SLOT_RIFLE ) );
if (weapon && IsSniperRifle( weapon ))
return true;
return false;
}
//--------------------------------------------------------------------------------------------------------------
/**
* Return true if we are actively sniping (moving to sniper spot or settled in)
*/
bool CCSBot::IsSniping( void ) const
{
if (GetTask() == MOVE_TO_SNIPER_SPOT || GetTask() == SNIPING)
return true;
return false;
}
//--------------------------------------------------------------------------------------------------------------
/**
* Return true if we are using a shotgun
*/
bool CCSBot::IsUsingShotgun( void ) const
{
CWeaponCSBase *weapon = GetActiveCSWeapon();
if (weapon == NULL)
return false;
return weapon->IsKindOf(WEAPONTYPE_SHOTGUN);
}
//--------------------------------------------------------------------------------------------------------------
/**
* Returns true if using the big 'ol machinegun
*/
bool CCSBot::IsUsingMachinegun( void ) const
{
CWeaponCSBase *weapon = GetActiveCSWeapon();
if (weapon && weapon->IsA( WEAPON_M249 ))
return true;
return false;
}
//--------------------------------------------------------------------------------------------------------------
/**
* Return true if primary weapon doesn't exist or is totally out of ammo
*/
bool CCSBot::IsPrimaryWeaponEmpty( void ) const
{
CWeaponCSBase *weapon = static_cast<CWeaponCSBase *>( Weapon_GetSlot( WEAPON_SLOT_RIFLE ) );
if (weapon == NULL)
return true;
// check if gun has any ammo left
if (weapon->HasAnyAmmo())
return false;
return true;
}
//--------------------------------------------------------------------------------------------------------------
/**
* Return true if pistol doesn't exist or is totally out of ammo
*/
bool CCSBot::IsPistolEmpty( void ) const
{
CWeaponCSBase *weapon = static_cast<CWeaponCSBase *>( Weapon_GetSlot( WEAPON_SLOT_PISTOL ) );
if (weapon == NULL)
return true;
// check if gun has any ammo left
if (weapon->HasAnyAmmo())
return false;
return true;
}
//--------------------------------------------------------------------------------------------------------------
/**
* Equip the given item
*/
bool CCSBot::DoEquip( CWeaponCSBase *weapon )
{
if (weapon == NULL)
return false;
// check if weapon has any ammo left
if (!weapon->HasAnyAmmo())
return false;
// equip it
SelectItem( weapon->GetClassname() );
m_equipTimer.Start();
return true;
}
// throttle how often equipping is allowed
const float minEquipInterval = 5.0f;
//--------------------------------------------------------------------------------------------------------------
/**
* Equip the best weapon we are carrying that has ammo
*/
void CCSBot::EquipBestWeapon( bool mustEquip )
{
// throttle how often equipping is allowed
if (!mustEquip && m_equipTimer.GetElapsedTime() < minEquipInterval)
return;
CCSBotManager *ctrl = static_cast<CCSBotManager *>( TheBots );
CWeaponCSBase *primary = static_cast<CWeaponCSBase *>( Weapon_GetSlot( WEAPON_SLOT_RIFLE ) );
if (primary)
{
CSWeaponType weaponClass = primary->GetWeaponType();
if ((ctrl->AllowShotguns() && weaponClass == WEAPONTYPE_SHOTGUN) ||
(ctrl->AllowMachineGuns() && weaponClass == WEAPONTYPE_MACHINEGUN) ||
(ctrl->AllowRifles() && weaponClass == WEAPONTYPE_RIFLE) ||
(ctrl->AllowShotguns() && weaponClass == WEAPONTYPE_SHOTGUN) ||
(ctrl->AllowSnipers() && weaponClass == WEAPONTYPE_SNIPER_RIFLE) ||
(ctrl->AllowSubMachineGuns() && weaponClass == WEAPONTYPE_SUBMACHINEGUN))
{
if (DoEquip( primary ))
return;
}
}
if (ctrl->AllowPistols())
{
if (DoEquip( static_cast<CWeaponCSBase *>( Weapon_GetSlot( WEAPON_SLOT_PISTOL ) ) ))
return;
}
// always have a knife
EquipKnife();
}
//--------------------------------------------------------------------------------------------------------------
/**
* Equip our pistol
*/
void CCSBot::EquipPistol( void )
{
// throttle how often equipping is allowed
if (m_equipTimer.GetElapsedTime() < minEquipInterval)
return;
if (TheCSBots()->AllowPistols() && !IsUsingPistol())
{
CWeaponCSBase *pistol = static_cast<CWeaponCSBase *>( Weapon_GetSlot( WEAPON_SLOT_PISTOL ) );
DoEquip( pistol );
}
}
//--------------------------------------------------------------------------------------------------------------
/**
* Equip the knife
*/
void CCSBot::EquipKnife( void )
{
if (!IsUsingKnife())
{
SelectItem( "weapon_knife" );
}
}
//--------------------------------------------------------------------------------------------------------------
/**
* Return true if we have a grenade in our inventory
*/
bool CCSBot::HasGrenade( void ) const
{
CWeaponCSBase *grenade = static_cast<CWeaponCSBase *>( Weapon_GetSlot( WEAPON_SLOT_GRENADES ) );
return (grenade) ? true : false;
}
//--------------------------------------------------------------------------------------------------------------
/**
* Equip a grenade, return false if we cant
*/
bool CCSBot::EquipGrenade( bool noSmoke )
{
// snipers don't use grenades
if (IsSniper())
return false;
if ( CSGameRules()->IsPlayingOffline() && CSGameRules()->GetCustomBotDifficulty() == CUSTOM_BOT_DIFFICULTY_DUMB )
{
// For Offline games: Bots in dumb mode should not toss grenades
return false;
}
if (IsUsingGrenade())
return true;
if (HasGrenade())
{
CWeaponCSBase *grenade = static_cast<CWeaponCSBase *>( Weapon_GetSlot( WEAPON_SLOT_GRENADES ) );
if (noSmoke && grenade->IsA( WEAPON_SMOKEGRENADE ))
return false;
SelectItem( grenade->GetClassname() );
return true;
}
return false;
}
//--------------------------------------------------------------------------------------------------------------
/**
* Returns true if we have knife equipped
*/
bool CCSBot::IsUsingKnife( void ) const
{
CWeaponCSBase *weapon = GetActiveCSWeapon();
if (weapon && (weapon->IsA( WEAPON_KNIFE ) || weapon->IsA( WEAPON_KNIFE_GG )))
return true;
return false;
}
//--------------------------------------------------------------------------------------------------------------
/**
* Returns true if we have pistol equipped
*/
bool CCSBot::IsUsingPistol( void ) const
{
CWeaponCSBase *weapon = GetActiveCSWeapon();
if (weapon && weapon->IsPistol())
return true;
return false;
}
//--------------------------------------------------------------------------------------------------------------
/**
* Returns true if we have a grenade equipped
*/
bool CCSBot::IsUsingGrenade( void ) const
{
CWeaponCSBase *weapon = GetActiveCSWeapon();
if (!weapon)
return false;
if (weapon->IsA( WEAPON_FLASHBANG ) ||
weapon->IsA( WEAPON_SMOKEGRENADE ) ||
weapon->IsA( WEAPON_HEGRENADE ) ||
weapon->IsA( WEAPON_MOLOTOV ) ||
weapon->IsA( WEAPON_INCGRENADE ) ||
weapon->IsA( WEAPON_DECOY ) ||
weapon->IsA( WEAPON_TAGRENADE ) )
return true;
return false;
}
//--------------------------------------------------------------------------------------------------------------
/**
* Begin the process of throwing the grenade
*/
void CCSBot::ThrowGrenade( const Vector &target )
{
if (IsUsingGrenade() && m_grenadeTossState == NOT_THROWING && !IsOnLadder())
{
m_grenadeTossState = START_THROW;
m_tossGrenadeTimer.Start( 2.0f ); // wait up to two seconds for teammates to clear out of the way
Vector bend = target;
BendLineOfSight( target, GetLastKnownEnemyPosition(), &bend );
const float angleTolerance = 3.0f;
SetLookAt( "GrenadeThrowBend", bend, PRIORITY_UNINTERRUPTABLE, 4.0f, false, angleTolerance );
if ( !CSGameRules()->IsPlayingCooperativeGametype() )
Wait( RandomFloat( 2.0f, 4.0f ) );
if (cv_bot_debug.GetBool() && IsLocalPlayerWatchingMe())
{
NDebugOverlay::Cross3D( bend, 25.0f, 125, 255, 125, true, 300.0f );
}
PrintIfWatched( "%3.2f: Grenade: START_THROW\n", gpGlobals->curtime );
}
}
//--------------------------------------------------------------------------------------------------------------
/**
* Returns true if our weapon can attack
*/
bool CCSBot::CanActiveWeaponFire( void ) const
{
return ( GetActiveWeapon() && GetActiveWeapon()->m_flNextPrimaryAttack <= gpGlobals->curtime );
}
//--------------------------------------------------------------------------------------------------------------
/**
* Find spot to throw grenade ahead of us and "around the corner" along our path
*/
bool CCSBot::FindGrenadeTossPathTarget( Vector *pos )
{
if (!HasPath())
return false;
// find farthest point we can see on the path
int i;
for( i=m_pathIndex; i<m_pathLength; ++i )
{
if (!FVisible( m_path[i].pos + Vector( 0, 0, HalfHumanHeight ) ))
break;
}
if (i == m_pathIndex)
return false;
// find exact spot where we lose sight
Vector dir = m_path[i].pos - m_path[i-1].pos;
float length = dir.NormalizeInPlace();
const float inc = 25.0f;
Vector p;
Vector visibleSpot = m_path[i-1].pos;
for( float t = 0.0f; t<length; t += inc )
{
p = m_path[i-1].pos + t * dir;
p.z += HalfHumanHeight;
if (!FVisible( p ))
break;
visibleSpot = p;
}
// massage the location a bit
visibleSpot.z += 10.0f;
const float bufferRange = 50.0f;
trace_t result;
Vector check;
// check +X
check = visibleSpot + Vector( 999.9f, 0, 0 );
UTIL_TraceLine( visibleSpot, check, MASK_PLAYERSOLID, this, COLLISION_GROUP_NONE, &result );
if (result.fraction < 1.0f)
{
float range = result.endpos.x - visibleSpot.x;
if (range < bufferRange)
{
visibleSpot.x = result.endpos.x - bufferRange;
}
}
// check -X
check = visibleSpot + Vector( -999.9f, 0, 0 );
UTIL_TraceLine( visibleSpot, check, MASK_PLAYERSOLID, this, COLLISION_GROUP_NONE, &result );
if (result.fraction < 1.0f)
{
float range = visibleSpot.x - result.endpos.x;
if (range < bufferRange)
{
visibleSpot.x = result.endpos.x + bufferRange;
}
}
// check +Y
check = visibleSpot + Vector( 0, 999.9f, 0 );
UTIL_TraceLine( visibleSpot, check, MASK_PLAYERSOLID, this, COLLISION_GROUP_NONE, &result );
if (result.fraction < 1.0f)
{
float range = result.endpos.y - visibleSpot.y;
if (range < bufferRange)
{
visibleSpot.y = result.endpos.y - bufferRange;
}
}
// check -Y
check = visibleSpot + Vector( 0, -999.9f, 0 );
UTIL_TraceLine( visibleSpot, check, MASK_PLAYERSOLID, this, COLLISION_GROUP_NONE, &result );
if (result.fraction < 1.0f)
{
float range = visibleSpot.y - result.endpos.y;
if (range < bufferRange)
{
visibleSpot.y = result.endpos.y + bufferRange;
}
}
*pos = visibleSpot;
return true;
}
//--------------------------------------------------------------------------------------------------------------
/**
* Look for grenade throw targets and throw the grenade
*/
void CCSBot::LookForGrenadeTargets( void )
{
if (!IsUsingGrenade() || IsThrowingGrenade())
{
return;
}
const CNavArea *tossArea = GetInitialEncounterArea();
if (tossArea == NULL)
{
return;
}
int enemyTeam = OtherTeam( GetTeamNumber() );
// check if we should put our grenade away
if (tossArea->GetEarliestOccupyTime( enemyTeam ) > gpGlobals->curtime)
{
EquipBestWeapon( MUST_EQUIP );
return;
}
// throw grenades at initial encounter area
Vector tossTarget = Vector( 0, 0, 0 );
if (!tossArea->IsVisible( EyePosition(), &tossTarget ))
{
return;
}
CWeaponCSBase *weapon = GetActiveCSWeapon();
if (weapon && weapon->IsA( WEAPON_SMOKEGRENADE ))
{
// don't worry so much about smokes
ThrowGrenade( tossTarget );
PrintIfWatched( "Throwing smoke grenade!" );
SetInitialEncounterArea( NULL );
return;
}
else // explosive and flashbang grenades
{
// initial encounter area is visible, wait to throw until timing is right
const float leadTime = 1.5f;
float enemyTime = tossArea->GetEarliestOccupyTime( enemyTeam );
if (enemyTime - TheCSBots()->GetElapsedRoundTime() > leadTime)
{
// don't throw yet
return;
}
Vector to = tossTarget - EyePosition();
float range = to.Length();
const float slope = 0.2f; // 0.25f;
float tossHeight = slope * range;
trace_t result;
CTraceFilterNoNPCsOrPlayer traceFilter( this, COLLISION_GROUP_NONE );
const float heightInc = tossHeight / 10.0f;
Vector target;
float safeSpace = tossHeight / 2.0f;
// Build a box to sweep along the ray when looking for obstacles
const Vector& eyePosition = EyePosition();
Vector mins = VEC_HULL_MIN;
Vector maxs = VEC_HULL_MAX;
mins.z = 0;
maxs.z = heightInc;
// find low and high bounds of toss window
float low = 0.0f;
float high = tossHeight + safeSpace;
bool gotLow = false;
float lastH = 0.0f;
for( float h = 0.0f; h < 3.0f * tossHeight; h += heightInc )
{
target = tossTarget + Vector( 0, 0, h );
// make sure toss line is clear
QAngle angles( 0, 0, 0 );
Ray_t ray;
ray.Init( eyePosition, target, mins, maxs );
enginetrace->TraceRay( ray, MASK_VISIBLE_AND_NPCS | CONTENTS_GRATE, &traceFilter, &result );
if (result.fraction == 1.0f)
{
//NDebugOverlay::SweptBox( eyePosition, target, mins, maxs, angles, 0, 0, 255, 40, 10.0f );
// line is clear
if (!gotLow)
{
low = h;
gotLow = true;
}
}
else
{
//NDebugOverlay::SweptBox( eyePosition, target, mins, maxs, angles, 255, 0, 0, 5, 10.0f );
// line is blocked
if (gotLow)
{
high = lastH;
break;
}
}
lastH = h;
}
if (gotLow)
{
// throw grenade into toss window
if (tossHeight < low)
{
if (low + safeSpace > high)
{
// narrow window
tossHeight = (high + low)/2.0f;
}
else
{
tossHeight = low + safeSpace;
}
}
else if (tossHeight > high - safeSpace)
{
if (high - safeSpace < low)
{
// narrow window
tossHeight = (high + low)/2.0f;
}
else
{
tossHeight = high - safeSpace;
}
}
ThrowGrenade( tossTarget + Vector( 0, 0, tossHeight ) );
SetInitialEncounterArea( NULL );
return;
}
}
}
//--------------------------------------------------------------------------------------------------------------
class FOVClearOfFriends
{
public:
FOVClearOfFriends( CCSBot *me )
{
m_me = me;
}
bool operator() ( CBasePlayer *player )
{
if (player == m_me || !player->IsAlive())
return true;
if (m_me->InSameTeam( player ))
{
Vector to = player->EyePosition() - m_me->EyePosition();
to.NormalizeInPlace();
Vector forward;
m_me->EyeVectors( &forward );
if (DotProduct( to, forward ) > 0.95f)
{
if (m_me->IsVisible( (CCSPlayer *)player ))
{
// we see a friend in our FOV
return false;
}
}
}
return true;
}
CCSBot *m_me;
};
//--------------------------------------------------------------------------------------------------------------
/**
* Process the grenade throw state machine
*/
void CCSBot::UpdateGrenadeThrow( void )
{
switch( m_grenadeTossState )
{
case START_THROW:
{
if (m_tossGrenadeTimer.IsElapsed())
{
// something prevented the throw - give up
EquipBestWeapon( MUST_EQUIP );
ClearLookAt();
m_grenadeTossState = NOT_THROWING;
PrintIfWatched( "%3.2f: Grenade: THROW FAILED\n", gpGlobals->curtime );
return;
}
if (m_lookAtSpotState == LOOK_AT_SPOT)
{
// don't throw if there are friends ahead of us
FOVClearOfFriends fovClear( this );
if (ForEachPlayer( fovClear ))
{
m_grenadeTossState = FINISH_THROW;
float flGrenadeTossDelay = CSGameRules()->IsPlayingCooperativeGametype() ? 0.01f : 1.0f;
m_tossGrenadeTimer.Start( flGrenadeTossDelay );
PrintIfWatched( "%3.2f: Grenade: FINISH_THROW\n", gpGlobals->curtime );
}
else
{
PrintIfWatched( "%3.2f: Grenade: Friend is in the way...\n", gpGlobals->curtime );
}
}
// hold in the trigger and be ready to throw
PrimaryAttack();
break;
}
case FINISH_THROW:
{
// throw the grenade and hold our aiming line for a moment
if (m_tossGrenadeTimer.IsElapsed())
{
ClearLookAt();
m_grenadeTossState = NOT_THROWING;
PrintIfWatched( "%3.2f: Grenade: THROW COMPLETE\n", gpGlobals->curtime );
}
break;
}
default:
{
if (IsUsingGrenade())
{
// pull the pin
PrimaryAttack();
}
break;
}
}
}
//--------------------------------------------------------------------------------------------------------------
class GrenadeResponse
{
public:
GrenadeResponse( CCSBot *me )
{
m_me = me;
}
bool operator() ( ActiveGrenade *ag ) const
{
const float retreatRange = 300.0f;
const float hideTime = 1.0f;
// do we see this grenade
if (m_me->IsVisible( ag->GetPosition(), CHECK_FOV, (CBaseEntity *)ag->GetEntity() ))
{
// we see it
if (ag->IsSmoke())
{
// ignore smokes
return true;
}
Vector velDir = ag->GetEntity()->GetAbsVelocity();
float grenadeSpeed = velDir.NormalizeInPlace();
const float atRestSpeed = 50.0f;
const float aboutToBlow = 0.5f;
if (ag->IsFlashbang() && ag->GetEntity()->m_flDetonateTime - gpGlobals->curtime < aboutToBlow)
{
// turn away from flashbangs about to explode
QAngle eyeAngles = m_me->EyeAngles();
float yaw = RandomFloat( 100.0f, 135.0f );
eyeAngles.y += (RandomFloat( -1.0f, 1.0f ) < 0.0f) ? (-yaw) : yaw;
Vector forward;
AngleVectors( eyeAngles, &forward );
Vector away = m_me->EyePosition() - 1000.0f * forward;
const float duration = 2.0f;
m_me->ClearLookAt();
m_me->SetLookAt( "Avoid Flashbang", away, PRIORITY_UNINTERRUPTABLE, duration );
m_me->StopAiming();
return false;
}
// flee from grenades if close by or thrown towards us
const float throwDangerRange = 750.0f;
const float nearDangerRange = 300.0f;
Vector to = ag->GetPosition() - m_me->GetAbsOrigin();
float range = to.NormalizeInPlace();
if (range > throwDangerRange)
{
return true;
}
if (grenadeSpeed > atRestSpeed)
{
// grenade is moving
if (DotProduct( to, velDir ) >= -0.5f)
{
// going away from us
return true;
}
m_me->PrintIfWatched( "Retreating from a grenade thrown towards me!\n" );
}
else if (range < nearDangerRange)
{
// grenade has come to rest near us
m_me->PrintIfWatched( "Retreating from a grenade that landed near me!\n" );
}
// retreat!
m_me->TryToRetreat( retreatRange, hideTime );
return false;
}
return true;
}
CCSBot *m_me;
};
/**
* React to enemy grenades we see
*/
void CCSBot::AvoidEnemyGrenades( void )
{
// low skill bots dont avoid grenades
if (GetProfile()->GetSkill() < 0.5)
{
return;
}
if (IsAvoidingGrenade())
{
// already avoiding one
return;
}
// low skill bots don't avoid grenades
if (GetProfile()->GetSkill() < 0.6f)
{
return;
}
GrenadeResponse respond( this );
if (TheBots->ForEachGrenade( respond ) == false)
{
const float avoidTime = 4.0f;
m_isAvoidingGrenade.Start( avoidTime );
}
}
//--------------------------------------------------------------------------------------------------------------
/**
* Reload our weapon if we must
*/
void CCSBot::ReloadCheck( void )
{
const float safeReloadWaitTime = 3.0f;
const float reloadAmmoRatio = 0.6f;
// don't bother to reload if there are no enemies left
if (GetEnemiesRemaining() == 0)
return;
if (IsDefusingBomb() || IsReloading())
return;
if (IsActiveWeaponClipEmpty())
{
// high-skill players switch to pistol instead of reloading during combat
if (GetProfile()->GetSkill() > 0.5f && IsAttacking())
{
if (!GetActiveCSWeapon()->IsPistol() && !IsPistolEmpty())
{
// switch to pistol instead of reloading
EquipPistol();
return;
}
}
}
else if (GetTimeSinceLastSawEnemy() > safeReloadWaitTime && GetActiveWeaponAmmoRatio() <= reloadAmmoRatio)
{
// high-skill players use all their ammo and switch to pistol instead of reloading during combat
if (GetProfile()->GetSkill() > 0.5f && IsAttacking())
return;
}
else
{
// do not need to reload
return;
}
// don't reload the AWP until it is totally out of ammo
if (IsUsing( WEAPON_AWP ) && !IsActiveWeaponClipEmpty())
return;
Reload();
// move to cover to reload if there are enemies nearby
if (GetNearbyEnemyCount())
{
// avoid enemies while reloading (above 0.75 skill always hide to reload)
const float hideChance = 25.0f + 100.0f * GetProfile()->GetSkill();
if (!IsHiding() && RandomFloat( 0, 100 ) < hideChance)
{
const float safeTime = 5.0f;
if (GetTimeSinceLastSawEnemy() < safeTime)
{
PrintIfWatched( "Retreating to a safe spot to reload!\n" );
const Vector *spot = FindNearbyRetreatSpot( this, 1000.0f );
if (spot)
{
// ignore enemies for a second to give us time to hide
// reaching our hiding spot clears our disposition
IgnoreEnemies( 10.0f );
Run();
StandUp();
Hide( *spot, 0.0f );
}
}
}
}
}
//--------------------------------------------------------------------------------------------------------------
/**
* Silence/unsilence our weapon if we must
*/
void CCSBot::SilencerCheck( void )
{
const float safeSilencerWaitTime = 3.5f; // longer than reload check because reloading should take precedence
if (IsDefusingBomb() || IsReloading() || IsAttacking())
return;
if (!DoesActiveWeaponHaveRemoveableSilencer())
return;
if (GetTimeSinceLastSawEnemy() < safeSilencerWaitTime)
return;
// don't touch the silencer if there are enemies nearby
if (GetNearbyEnemyCount() == 0)
{
CWeaponCSBase *weapon = GetActiveCSWeapon();
if (weapon == NULL)
return;
bool isSilencerOn = weapon->IsSilenced();
if ( weapon->m_flNextSecondaryAttack >= gpGlobals->curtime )
return;
// equip silencer if we want to and we don't have a shield.
if ( isSilencerOn != (GetProfile()->PrefersSilencer() || GetProfile()->GetSkill() > 0.7f) && !HasShield() )
{
PrintIfWatched( "%s silencer!\n", (isSilencerOn) ? "Unequipping" : "Equipping" );
weapon->SecondaryAttack();
}
}
}
//--------------------------------------------------------------------------------------------------------------
/**
* Invoked when in contact with a CBaseCombatWeapon
*/
bool CCSBot::BumpWeapon( CBaseCombatWeapon *pWeapon )
{
CWeaponCSBase *droppedGun = dynamic_cast< CWeaponCSBase* >( pWeapon );
// right now we only care about primary weapons on the ground
if ( droppedGun && droppedGun->GetSlot() == WEAPON_SLOT_RIFLE )
{
CWeaponCSBase *myGun = dynamic_cast< CWeaponCSBase* >( Weapon_GetSlot( WEAPON_SLOT_RIFLE ) );
// if the gun on the ground is the same one we have, dont bother
if ( myGun && droppedGun->GetCSWeaponID() != myGun->GetCSWeaponID() )
{
// if we don't have a weapon preference, give up
if ( GetProfile()->HasPrimaryPreference() )
{
// don't change weapons if we've seen enemies recently
const float safeTime = 2.5f;
if ( GetTimeSinceLastSawEnemy() >= safeTime )
{
// we have a primary weapon - drop it if the one on the ground is better
for( int i = 0; i < GetProfile()->GetWeaponPreferenceCount(); ++i )
{
CSWeaponID prefID = GetProfile()->GetWeaponPreference( i );
if (!IsPrimaryWeapon( prefID ))
continue;
// if the gun we are using is more desirable, give up
if ( prefID == myGun->GetCSWeaponID() )
break;
if ( prefID == droppedGun->GetCSWeaponID() )
{
// the gun on the ground is better than the one we have - drop our gun
DropWeaponSlot( WEAPON_SLOT_RIFLE );
break;
}
}
}
}
}
}
return BaseClass::BumpWeapon( droppedGun );
}
//--------------------------------------------------------------------------------------------------------------
/**
* Return true if a friend is in our weapon's way
* @todo Check more rays for safety.
*/
bool CCSBot::IsFriendInLineOfFire( void )
{
// compute the unit vector along our view
Vector aimDir = GetViewVector();
// trace the bullet's path
trace_t result;
UTIL_TraceLine( EyePosition(), EyePosition() + 10000.0f * aimDir, MASK_PLAYERSOLID, this, COLLISION_GROUP_NONE, &result );
if (result.DidHitNonWorldEntity())
{
CBaseEntity *victim = result.m_pEnt;
if (victim && victim->IsPlayer() && victim->IsAlive())
{
CBasePlayer *player = static_cast<CBasePlayer *>( victim );
if ( !IsOtherEnemy( player->entindex() ) )
return true;
}
}
return false;
}
//--------------------------------------------------------------------------------------------------------------
/**
* Return line-of-sight distance to obstacle along weapon fire ray
* @todo Re-use this computation with IsFriendInLineOfFire()
*/
float CCSBot::ComputeWeaponSightRange( void )
{
// compute the unit vector along our view
Vector aimDir = GetViewVector();
// trace the bullet's path
trace_t result;
UTIL_TraceLine( EyePosition(), EyePosition() + 10000.0f * aimDir, MASK_PLAYERSOLID, this, COLLISION_GROUP_NONE, &result );
return (EyePosition() - result.endpos).Length();
}
//--------------------------------------------------------------------------------------------------------------
/**
* Return true if the given player just fired their weapon
*/
bool CCSBot::DidPlayerJustFireWeapon( const CCSPlayer *player ) const
{
// if this player has just fired his weapon, we notice him
CWeaponCSBase *weapon = player->GetActiveCSWeapon();
return (weapon && !weapon->IsSilenced() && weapon->m_flNextPrimaryAttack > gpGlobals->curtime);
}