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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
// Author: Michael S. Booth ([email protected]), 2003
#include "cbase.h"
#include "cs_gamerules.h"
#include "KeyValues.h"
#include "cs_bot.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
//--------------------------------------------------------------------------------------------------------------
/**
* Checks if the bot can hear the event */ void CCSBot::OnAudibleEvent( IGameEvent *event, CBasePlayer *player, float range, PriorityType priority, bool isHostile, bool isFootstep, const Vector *actualOrigin ) { /// @todo Listen to non-player sounds
if (player == NULL) return;
// don't pay attention to noise that friends make
if (!IsEnemy( player )) return;
Vector playerOrigin = GetCentroid( player ); Vector myOrigin = GetCentroid( this );
// If the event occurs far from the triggering player, it may override the origin
if ( actualOrigin ) { playerOrigin = *actualOrigin; }
// check if noise is close enough for us to hear
const Vector *newNoisePosition = &playerOrigin; float newNoiseDist = (myOrigin - *newNoisePosition).Length(); if (newNoiseDist < range) { // we heard the sound
if ((IsLocalPlayerWatchingMe() && cv_bot_debug.GetInt() == 3) || cv_bot_debug.GetInt() == 4) { PrintIfWatched( "Heard noise (%s from %s, pri %s, time %3.1f)\n", (FStrEq( "weapon_fire", event->GetName() )) ? "Weapon fire " : "", (player) ? player->GetPlayerName() : "NULL", (priority == PRIORITY_HIGH) ? "HIGH" : ((priority == PRIORITY_MEDIUM) ? "MEDIUM" : "LOW"), gpGlobals->curtime ); }
// should we pay attention to it
// if noise timestamp is zero, there is no prior noise
if (m_noiseTimestamp > 0.0f) { // only overwrite recent sound if we are louder (closer), or more important - if old noise was long ago, its faded
const float shortTermMemoryTime = 3.0f; if (gpGlobals->curtime - m_noiseTimestamp < shortTermMemoryTime) { // prior noise is more important - ignore new one
if (priority < m_noisePriority) return;
float oldNoiseDist = (myOrigin - m_noisePosition).Length(); if (newNoiseDist >= oldNoiseDist) return; } }
// find the area in which the noise occured
/// @todo Better handle when noise occurs off the nav mesh
/// @todo Make sure noise area is not through a wall or ceiling from source of noise
/// @todo Change GetNavTravelTime to better deal with NULL destination areas
CNavArea *noiseArea = TheNavMesh->GetNearestNavArea( *newNoisePosition ); if (noiseArea == NULL) { PrintIfWatched( " *** Noise occurred off the nav mesh - ignoring!\n" ); return; }
m_noiseArea = noiseArea;
// remember noise priority
m_noisePriority = priority;
// randomize noise position in the area a bit - hearing isn't very accurate
// the closer the noise is, the more accurate our placement
/// @todo Make sure not to pick a position on the opposite side of ourselves.
const float maxErrorRadius = 400.0f; const float maxHearingRange = 2000.0f; float errorRadius = maxErrorRadius * newNoiseDist/maxHearingRange;
m_noisePosition.x = newNoisePosition->x + RandomFloat( -errorRadius, errorRadius ); m_noisePosition.y = newNoisePosition->y + RandomFloat( -errorRadius, errorRadius );
// note the *travel distance* to the noise
m_noiseTravelDistance = GetTravelDistanceToPlayer( (CCSPlayer *)player );
// make sure noise position remains in the same area
m_noiseArea->GetClosestPointOnArea( m_noisePosition, &m_noisePosition );
// note when we heard the noise
m_noiseTimestamp = gpGlobals->curtime;
// if we hear a nearby enemy, become alert
const float nearbyNoiseRange = 1000.0f; if (m_noiseTravelDistance < nearbyNoiseRange && m_noiseTravelDistance > 0.0f) { BecomeAlert(); } } }
//--------------------------------------------------------------------------------------------------------------
void CCSBot::OnHEGrenadeDetonate( IGameEvent *event ) { if ( !IsAlive() ) return;
// don't react to our own events
CBasePlayer *player = UTIL_PlayerByUserId( event->GetInt( "userid" ) ); if ( player == this ) return;
OnAudibleEvent( event, player, 99999.0f, PRIORITY_HIGH, true ); // hegrenade_detonate
}
//--------------------------------------------------------------------------------------------------------------
void CCSBot::OnFlashbangDetonate( IGameEvent *event ) { if ( !IsAlive() ) return;
// don't react to our own events
CBasePlayer *player = UTIL_PlayerByUserId( event->GetInt( "userid" ) ); if ( player == this ) return;
OnAudibleEvent( event, player, 1000.0f, PRIORITY_LOW, true ); // flashbang_detonate
}
//--------------------------------------------------------------------------------------------------------------
void CCSBot::OnSmokeGrenadeDetonate( IGameEvent *event ) { if ( !IsAlive() ) return;
// don't react to our own events
CBasePlayer *player = UTIL_PlayerByUserId( event->GetInt( "userid" ) ); if ( player == this ) return;
OnAudibleEvent( event, player, 1000.0f, PRIORITY_LOW, true ); // smokegrenade_detonate
}
//--------------------------------------------------------------------------------------------------------------
void CCSBot::OnGrenadeBounce( IGameEvent *event ) { if ( !IsAlive() ) return;
// don't react to our own events
CBasePlayer *player = UTIL_PlayerByUserId( event->GetInt( "userid" ) ); if ( player == this ) return;
OnAudibleEvent( event, player, 500.0f, PRIORITY_LOW, true ); // grenade_bounce
}
//--------------------------------------------------------------------------------------------------------------
void CCSBot::OnBulletImpact( IGameEvent *event ) { if ( !IsAlive() ) return;
// don't react to our own events
CBasePlayer *player = UTIL_PlayerByUserId( event->GetInt( "userid" ) ); if ( player == this ) return;
// Construct an origin for the sound, since it can be far from the originating player
Vector actualOrigin; actualOrigin.x = event->GetFloat( "x", 0.0f ); actualOrigin.y = event->GetFloat( "y", 0.0f ); actualOrigin.z = event->GetFloat( "z", 0.0f );
/// @todo Ignoring bullet impact events for now - we dont want bots to look directly at them!
//OnAudibleEvent( event, player, 1100.0f, PRIORITY_MEDIUM, true, false, &actualOrigin ); // bullet_impact
}
//--------------------------------------------------------------------------------------------------------------
void CCSBot::OnBreakProp( IGameEvent *event ) { if ( !IsAlive() ) return;
// don't react to our own events
CBasePlayer *player = UTIL_PlayerByUserId( event->GetInt( "userid" ) ); if ( player == this ) return;
OnAudibleEvent( event, player, 1100.0f, PRIORITY_MEDIUM, true ); // break_prop
}
//--------------------------------------------------------------------------------------------------------------
void CCSBot::OnBreakBreakable( IGameEvent *event ) { if ( !IsAlive() ) return;
// don't react to our own events
CBasePlayer *player = UTIL_PlayerByUserId( event->GetInt( "userid" ) ); if ( player == this ) return;
OnAudibleEvent( event, player, 1100.0f, PRIORITY_MEDIUM, true ); // break_glass
}
//--------------------------------------------------------------------------------------------------------------
void CCSBot::OnDoorMoving( IGameEvent *event ) { if ( !IsAlive() ) return;
// don't react to our own events
CBasePlayer *player = UTIL_PlayerByUserId( event->GetInt( "userid" ) ); if ( player == this ) return;
OnAudibleEvent( event, player, 1100.0f, PRIORITY_MEDIUM, false ); // door_moving
}
//--------------------------------------------------------------------------------------------------------------
void CCSBot::OnHostageFollows( IGameEvent *event ) { if ( !IsAlive() ) return;
// don't react to our own events
CBasePlayer *player = UTIL_PlayerByUserId( event->GetInt( "userid" ) ); if ( player == this ) return;
// player_follows needs a player
if (player == NULL) return;
// don't pay attention to noise that friends make
if (!IsEnemy( player )) return;
Vector playerOrigin = GetCentroid( player ); Vector myOrigin = GetCentroid( this ); const float range = 1200.0f;
// this is here so T's not only act on the noise, but look at it, too
if (GetTeamNumber() == TEAM_TERRORIST) { // make sure we can hear the noise
if ((playerOrigin - myOrigin).IsLengthGreaterThan( range )) return;
// tell our teammates that the hostages are being taken
GetChatter()->HostagesBeingTaken();
// only move if we hear them being rescued and can't see any hostages
if (GetGameState()->GetNearestVisibleFreeHostage() == NULL) { // since we are guarding the hostages, presumably we know where they are
// if we're close enough to "hear" this event, either go to where the event occured,
// or head for an escape zone to head them off
if (GetTask() != CCSBot::GUARD_HOSTAGE_RESCUE_ZONE) { //const float headOffChance = 33.3f;
if (true) // || RandomFloat( 0, 100 ) < headOffChance)
{ // head them off at a rescue zone
if (GuardRandomZone()) { SetTask( CCSBot::GUARD_HOSTAGE_RESCUE_ZONE ); SetDisposition( CCSBot::OPPORTUNITY_FIRE ); PrintIfWatched( "Trying to beat them to an escape zone!\n" ); } } else { SetTask( SEEK_AND_DESTROY ); StandUp(); Run(); MoveTo( playerOrigin, FASTEST_ROUTE ); } } } } else { // CT's don't care about this noise
return; }
OnAudibleEvent( event, player, range, PRIORITY_MEDIUM, false ); // hostage_follows
}
//--------------------------------------------------------------------------------------------------------------
void CCSBot::OnRoundEnd( IGameEvent *event ) { // Morale adjustments happen even for dead players
int winner = event->GetInt( "winner" ); switch ( winner ) { case WINNER_TER: if (GetTeamNumber() == TEAM_CT) { DecreaseMorale(); } else { IncreaseMorale(); } break;
case WINNER_CT: if (GetTeamNumber() == TEAM_CT) { IncreaseMorale(); } else { DecreaseMorale(); } break;
default: break; }
m_gameState.OnRoundEnd( event );
if ( !IsAlive() ) return;
if ( event->GetInt( "winner" ) == WINNER_TER ) { if (GetTeamNumber() == TEAM_TERRORIST) GetChatter()->CelebrateWin(); } else if ( event->GetInt( "winner" ) == WINNER_CT ) { if (GetTeamNumber() == TEAM_CT) GetChatter()->CelebrateWin(); } }
//--------------------------------------------------------------------------------------------------------------
void CCSBot::OnRoundStart( IGameEvent *event ) { m_gameState.OnRoundStart( event ); }
//--------------------------------------------------------------------------------------------------------------
void CCSBot::OnHostageRescuedAll( IGameEvent *event ) { m_gameState.OnHostageRescuedAll( event ); }
//--------------------------------------------------------------------------------------------------------------
void CCSBot::OnNavBlocked( IGameEvent *event ) { if ( event->GetBool( "blocked" ) ) { unsigned int areaID = event->GetInt( "area" ); if ( areaID ) { // An area was blocked off. Reset our path if it has this area on it.
for( int i=0; i<m_pathLength; ++i ) { const ConnectInfo *info = &m_path[ i ]; if ( info->area && info->area->GetID() == areaID ) { DestroyPath(); return; } } } } }
//--------------------------------------------------------------------------------------------------------------
/**
* Invoked when bot enters a nav area */ void CCSBot::OnEnteredNavArea( CNavArea *newArea ) { // assume that we "clear" an area of enemies when we enter it
newArea->SetClearedTimestamp( GetTeamNumber()-1 );
// if we just entered a 'stop' area, set the flag
if ( newArea->GetAttributes() & NAV_MESH_STOP ) { m_isStopping = true; }
/// @todo Flag these areas as spawn areas during load
if (IsAtEnemySpawn()) { m_hasVisitedEnemySpawn = true; } }
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