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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 "cs_bot.h"
#include "fmtstr.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
//-----------------------------------------------------------------------------------------------------------
float CCSBot::GetMoveSpeed( void ) { return 250.0f; }
//--------------------------------------------------------------------------------------------------------------
/**
* Lightweight maintenance, invoked frequently */ void CCSBot::Upkeep( void ) { VPROF_BUDGET( "CCSBot::Upkeep", VPROF_BUDGETGROUP_NPCS );
if (TheNavMesh->IsGenerating() || !IsAlive()) return; // If bot_flipout is on, then generate some random commands.
if ( cv_bot_flipout.GetBool() ) { int val = RandomInt( 0, 2 ); if ( val == 0 ) MoveForward(); else if ( val == 1 ) MoveBackward(); val = RandomInt( 0, 2 ); if ( val == 0 ) StrafeLeft(); else if ( val == 1 ) StrafeRight();
if ( RandomInt( 0, 5 ) == 0 ) Jump( true ); val = RandomInt( 0, 2 ); if ( val == 0 ) Crouch(); else ( val == 1 ); StandUp(); return; } // BOTPORT: Remove this nasty hack
m_eyePosition = EyePosition();
Vector myOrigin = GetCentroid( this );
// aiming must be smooth - update often
if (IsAimingAtEnemy()) { UpdateAimOffset();
// aim at enemy, if he's still alive
if (m_enemy != NULL && m_enemy->IsAlive()) { Vector enemyOrigin = GetCentroid( m_enemy );
if (m_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_aimSpot = GetPartPosition( GetBotEnemy(), aimAtPart ); } else { // desired part is blocked - aim at whatever part is visible
if (IsEnemyPartVisible( GUT )) { m_aimSpot = GetPartPosition( GetBotEnemy(), GUT ); } else if (IsEnemyPartVisible( HEAD )) { m_aimSpot = GetPartPosition( GetBotEnemy(), HEAD ); } else if (IsEnemyPartVisible( LEFT_SIDE )) { m_aimSpot = GetPartPosition( GetBotEnemy(), LEFT_SIDE ); } else if (IsEnemyPartVisible( RIGHT_SIDE )) { m_aimSpot = GetPartPosition( GetBotEnemy(), RIGHT_SIDE ); } else // FEET
{ m_aimSpot = GetPartPosition( GetBotEnemy(), FEET ); } }
// high skill bots lead the target a little to compensate for update tick latency
/*
if (false && GetProfile()->GetSkill() > 0.5f) { const float k = 1.0f; m_aimSpot += k * g_flBotCommandInterval * (m_enemy->GetAbsVelocity() - GetAbsVelocity()); } */
} else { // aim where we last saw enemy - but bend the ray so we dont point directly into walls
// if we put this back, make sure you only bend the ray ONCE and keep the bent spot - dont continually recompute
//BendLineOfSight( m_eyePosition, m_lastEnemyPosition, &m_aimSpot );
m_aimSpot = m_lastEnemyPosition; }
// add in aim error
m_aimSpot.x += m_aimOffset.x; m_aimSpot.y += m_aimOffset.y; m_aimSpot.z += m_aimOffset.z;
Vector to = m_aimSpot - EyePositionConst();
QAngle idealAngle; VectorAngles( to, idealAngle );
// adjust aim angle for recoil, based on bot skill
const QAngle &punchAngles = GetPunchAngle(); idealAngle -= punchAngles * GetProfile()->GetSkill();
SetLookAngles( idealAngle.y, idealAngle.x ); } } else { if (m_lookAtSpotClearIfClose) { // dont look at spots just in front of our face - it causes erratic view rotation
const float tooCloseRange = 100.0f; if ((m_lookAtSpot - myOrigin).IsLengthLessThan( tooCloseRange )) m_lookAtSpotState = NOT_LOOKING_AT_SPOT; }
switch( m_lookAtSpotState ) { case NOT_LOOKING_AT_SPOT: { // look ahead
SetLookAngles( m_lookAheadAngle, 0.0f ); break; }
case LOOK_TOWARDS_SPOT: { UpdateLookAt(); if (IsLookingAtPosition( m_lookAtSpot, m_lookAtSpotAngleTolerance )) { m_lookAtSpotState = LOOK_AT_SPOT; m_lookAtSpotTimestamp = gpGlobals->curtime; } break; }
case LOOK_AT_SPOT: { UpdateLookAt();
if (m_lookAtSpotDuration >= 0.0f && gpGlobals->curtime - m_lookAtSpotTimestamp > m_lookAtSpotDuration) { m_lookAtSpotState = NOT_LOOKING_AT_SPOT; m_lookAtSpotDuration = 0.0f; } break; } }
// have view "drift" very slowly, so view looks "alive"
if (!IsUsingSniperRifle()) { float driftAmplitude = 2.0f; if (IsBlind()) { driftAmplitude = 5.0f; }
m_lookYaw += driftAmplitude * BotCOS( 33.0f * gpGlobals->curtime ); m_lookPitch += driftAmplitude * BotSIN( 13.0f * gpGlobals->curtime ); } }
// view angles can change quickly
UpdateLookAngles(); }
//--------------------------------------------------------------------------------------------------------------
/**
* Heavyweight processing, invoked less often */ void CCSBot::Update( void ) { VPROF_BUDGET( "CCSBot::Update", VPROF_BUDGETGROUP_NPCS );
// If bot_flipout is on, then we only do stuff in Upkeep().
if ( cv_bot_flipout.GetBool() ) return;
Vector myOrigin = GetCentroid( this );
// if we are spectating, get into the game
if (GetTeamNumber() == 0) { HandleCommand_JoinTeam( m_desiredTeam ); int desiredClass = GetProfile()->GetSkin(); if ( m_desiredTeam == TEAM_CT && desiredClass ) { desiredClass = FIRST_CT_CLASS + desiredClass - 1; } else if ( m_desiredTeam == TEAM_TERRORIST && desiredClass ) { desiredClass = FIRST_T_CLASS + desiredClass - 1; } HandleCommand_JoinClass( desiredClass ); return; }
// update our radio chatter
// need to allow bots to finish their chatter even if they are dead
GetChatter()->Update(); // check if we are dead
if (!IsAlive()) { // remember that we died
m_diedLastRound = true;
BotDeathThink(); return; }
// the bot is alive and in the game at this point
m_hasJoined = true;
//
// Debug beam rendering
//
if (cv_bot_debug.GetBool() && IsLocalPlayerWatchingMe()) { DebugDisplay(); }
if (cv_bot_stop.GetBool()) return;
// check if we are stuck
StuckCheck();
// Check for physics props and other breakables in our way that we can break
BreakablesCheck();
// Check for useable doors in our way that we need to open
DoorCheck();
// update travel distance to all players (this is an optimization)
UpdateTravelDistanceToAllPlayers();
// if our current 'noise' was heard a long time ago, forget it
const float rememberNoiseDuration = 20.0f; if (m_noiseTimestamp > 0.0f && gpGlobals->curtime - m_noiseTimestamp > rememberNoiseDuration) { ForgetNoise(); }
// where are we
if (!m_currentArea || !m_currentArea->Contains( myOrigin )) { m_currentArea = (CCSNavArea *)TheNavMesh->GetNavArea( myOrigin ); }
// track the last known area we were in
if (m_currentArea && m_currentArea != m_lastKnownArea) { m_lastKnownArea = m_currentArea;
OnEnteredNavArea( m_currentArea ); }
// keep track of how long we have been motionless
const float stillSpeed = 10.0f; if (GetAbsVelocity().IsLengthLessThan( stillSpeed )) { m_stillTimer.Start(); } else { m_stillTimer.Invalidate(); }
// if we're blind, retreat!
if (IsBlind()) { if (m_blindFire) { PrimaryAttack(); } }
UpdatePanicLookAround();
//
// Enemy acquisition and attack initiation
//
// take a snapshot and update our reaction time queue
UpdateReactionQueue();
// "threat" may be the same as our current enemy
CCSPlayer *threat = GetRecognizedEnemy(); if (threat) { Vector threatOrigin = GetCentroid( threat );
// adjust our personal "safe" time
AdjustSafeTime();
BecomeAlert();
const float selfDefenseRange = 500.0f; // 750.0f;
const float farAwayRange = 2000.0f;
//
// Decide if we should attack
//
bool doAttack = false; switch( GetDisposition() ) { case IGNORE_ENEMIES: { // never attack
doAttack = false; break; }
case SELF_DEFENSE: { // attack if fired on
doAttack = (IsPlayerLookingAtMe( threat, 0.99f ) && DidPlayerJustFireWeapon( threat ));
// attack if enemy very close
if (!doAttack) { doAttack = (myOrigin - threatOrigin).IsLengthLessThan( selfDefenseRange ); }
break; }
case ENGAGE_AND_INVESTIGATE: case OPPORTUNITY_FIRE: { if ((myOrigin - threatOrigin).IsLengthGreaterThan( farAwayRange )) { // enemy is very far away - wait to take our shot until he is closer
// unless we are a sniper or he is shooting at us
if (IsSniper()) { // snipers love far away targets
doAttack = true; } else { // attack if fired on
doAttack = (IsPlayerLookingAtMe( threat, 0.99f ) && DidPlayerJustFireWeapon( threat )); } } else { // normal combat range
doAttack = true; }
break; } }
// if we aren't attacking but we are being attacked, retaliate
if (!doAttack && !IsAttacking() && GetDisposition() != IGNORE_ENEMIES) { const float recentAttackDuration = 1.0f; if (GetTimeSinceAttacked() < recentAttackDuration) { // we may not be attacking our attacker, but at least we're not just taking it
// (since m_attacker isn't reaction-time delayed, we can't directly use it)
doAttack = true; PrintIfWatched( "Ouch! Retaliating!\n" ); } }
if (doAttack) { if (!IsAttacking() || threat != GetBotEnemy()) { if (IsUsingKnife() && IsHiding()) { // if hiding with a knife, wait until threat is close
const float knifeAttackRange = 250.0f; if ((GetAbsOrigin() - threat->GetAbsOrigin()).IsLengthLessThan( knifeAttackRange )) { Attack( threat ); } } else { Attack( threat ); } } } else { // dont attack, but keep track of nearby enemies
SetBotEnemy( threat ); m_isEnemyVisible = true; }
TheCSBots()->SetLastSeenEnemyTimestamp(); }
//
// Validate existing enemy, if any
//
if (m_enemy != NULL) { if (IsAwareOfEnemyDeath()) { // we have noticed that our enemy has died
m_enemy = NULL; m_isEnemyVisible = false; } else { // check LOS to current enemy (chest & head), in case he's dead (GetNearestEnemy() only returns live players)
// note we're not checking FOV - once we've acquired an enemy (which does check FOV), assume we know roughly where he is
if (IsVisible( m_enemy, false, &m_visibleEnemyParts )) { m_isEnemyVisible = true; m_lastSawEnemyTimestamp = gpGlobals->curtime; m_lastEnemyPosition = GetCentroid( m_enemy ); } else { m_isEnemyVisible = false; } // check if enemy died
if (m_enemy->IsAlive()) { m_enemyDeathTimestamp = 0.0f; m_isLastEnemyDead = false; } else if (m_enemyDeathTimestamp == 0.0f) { // note time of death (to allow bots to overshoot for a time)
m_enemyDeathTimestamp = gpGlobals->curtime; m_isLastEnemyDead = true; } } } else { m_isEnemyVisible = false; }
// if we have seen an enemy recently, keep an eye on him if we can
if (!IsBlind() && !IsLookingAtSpot(PRIORITY_UNINTERRUPTABLE) ) { const float seenRecentTime = 3.0f; if (m_enemy != NULL && GetTimeSinceLastSawEnemy() < seenRecentTime) { AimAtEnemy(); } else { StopAiming(); } } else if( IsAimingAtEnemy() ) { StopAiming(); }
//
// Hack to fire while retreating
/// @todo Encapsulate aiming and firing on enemies separately from current task
//
if (GetDisposition() == IGNORE_ENEMIES) { FireWeaponAtEnemy(); }
// toss grenades
LookForGrenadeTargets();
// process grenade throw state machine
UpdateGrenadeThrow();
// avoid enemy grenades
AvoidEnemyGrenades();
// check if our weapon is totally out of ammo
// or if we no longer feel "safe", equip our weapon
if (!IsSafe() && !IsUsingGrenade() && IsActiveWeaponOutOfAmmo()) { EquipBestWeapon(); }
/// @todo This doesn't work if we are restricted to just knives and sniper rifles because we cant use the rifle at close range
if (!IsSafe() && !IsUsingGrenade() && IsUsingKnife() && !IsEscapingFromBomb()) { EquipBestWeapon(); }
// if we haven't seen an enemy in awhile, and we switched to our pistol during combat,
// switch back to our primary weapon (if it still has ammo left)
const float safeRearmTime = 5.0f; if (!IsReloading() && IsUsingPistol() && !IsPrimaryWeaponEmpty() && GetTimeSinceLastSawEnemy() > safeRearmTime) { EquipBestWeapon(); }
// reload our weapon if we must
ReloadCheck();
// equip silencer
SilencerCheck();
// listen to the radio
RespondToRadioCommands();
// make way
const float avoidTime = 0.33f; if (gpGlobals->curtime - m_avoidTimestamp < avoidTime && m_avoid != NULL) { StrafeAwayFromPosition( GetCentroid( m_avoid ) ); } else { m_avoid = NULL; }
// if we're using a sniper rifle and are no longer attacking, stop looking thru scope
if (!IsAtHidingSpot() && !IsAttacking() && IsUsingSniperRifle() && IsUsingScope()) { SecondaryAttack(); }
if (!IsBlind()) { // check encounter spots
UpdatePeripheralVision();
// watch for snipers
if (CanSeeSniper() && !HasSeenSniperRecently()) { GetChatter()->SpottedSniper();
const float sniperRecentInterval = 20.0f; m_sawEnemySniperTimer.Start( sniperRecentInterval ); }
//
// Update gamestate
//
if (m_bomber != NULL) GetChatter()->SpottedBomber( GetBomber() );
if (CanSeeLooseBomb()) GetChatter()->SpottedLooseBomb( TheCSBots()->GetLooseBomb() ); }
//
// Scenario interrupts
//
switch (TheCSBots()->GetScenario()) { case CCSBotManager::SCENARIO_DEFUSE_BOMB: { // flee if the bomb is ready to blow and we aren't defusing it or attacking and we know where the bomb is
// (aggressive players wait until its almost too late)
float gonnaBlowTime = 8.0f - (2.0f * GetProfile()->GetAggression());
// if we have a defuse kit, can wait longer
if (m_bHasDefuser) gonnaBlowTime *= 0.66f;
if (!IsEscapingFromBomb() && // we aren't already escaping the bomb
TheCSBots()->IsBombPlanted() && // is the bomb planted
GetGameState()->IsPlantedBombLocationKnown() && // we know where the bomb is
TheCSBots()->GetBombTimeLeft() < gonnaBlowTime && // is the bomb about to explode
!IsDefusingBomb() && // we aren't defusing the bomb
!IsAttacking()) // we aren't in the midst of a firefight
{ EscapeFromBomb(); break; }
break; }
case CCSBotManager::SCENARIO_RESCUE_HOSTAGES: { if (GetTeamNumber() == TEAM_CT) { UpdateHostageEscortCount(); } else { // Terrorists have imperfect information on status of hostages
unsigned char status = GetGameState()->ValidateHostagePositions();
if (status & CSGameState::HOSTAGES_ALL_GONE) { GetChatter()->HostagesTaken(); Idle(); } else if (status & CSGameState::HOSTAGE_GONE) { GetGameState()->HostageWasTaken(); Idle(); } } break; } }
//
// Follow nearby humans if our co-op is high and we have nothing else to do
// If we were just following someone, don't auto-follow again for a short while to
// give us a chance to do something else.
//
const float earliestAutoFollowTime = 5.0f; const float minAutoFollowTeamwork = 0.4f; if (cv_bot_auto_follow.GetBool() && TheCSBots()->GetElapsedRoundTime() > earliestAutoFollowTime && GetProfile()->GetTeamwork() > minAutoFollowTeamwork && CanAutoFollow() && !IsBusy() && !IsFollowing() && !IsBlind() && !GetGameState()->IsAtPlantedBombsite()) {
// chance of following is proportional to teamwork attribute
if (GetProfile()->GetTeamwork() > RandomFloat( 0.0f, 1.0f )) { CCSPlayer *leader = GetClosestVisibleHumanFriend(); if (leader && leader->IsAutoFollowAllowed()) { // count how many bots are already following this player
const float maxFollowCount = 2; if (GetBotFollowCount( leader ) < maxFollowCount) { const float autoFollowRange = 300.0f; Vector leaderOrigin = GetCentroid( leader ); if ((leaderOrigin - myOrigin).IsLengthLessThan( autoFollowRange )) { CNavArea *leaderArea = TheNavMesh->GetNavArea( leaderOrigin ); if (leaderArea) { PathCost cost( this, FASTEST_ROUTE ); float travelRange = NavAreaTravelDistance( GetLastKnownArea(), leaderArea, cost ); if (travelRange >= 0.0f && travelRange < autoFollowRange) { // follow this human
Follow( leader ); PrintIfWatched( "Auto-Following %s\n", leader->GetPlayerName() );
if (CSGameRules()->IsCareer()) { GetChatter()->Say( "FollowingCommander", 10.0f ); } else { GetChatter()->Say( "FollowingSir", 10.0f ); } } } } } } } else { // we decided not to follow, don't re-check for a duration
m_allowAutoFollowTime = gpGlobals->curtime + 15.0f + (1.0f - GetProfile()->GetTeamwork()) * 30.0f; } }
if (IsFollowing()) { // if we are following someone, make sure they are still alive
CBaseEntity *leader = m_leader; if (leader == NULL || !leader->IsAlive()) { StopFollowing(); }
// decide whether to continue following them
const float highTeamwork = 0.85f; if (GetProfile()->GetTeamwork() < highTeamwork) { float minFollowDuration = 15.0f; if (GetFollowDuration() > minFollowDuration + 40.0f * GetProfile()->GetTeamwork()) { // we are bored of following our leader
StopFollowing(); PrintIfWatched( "Stopping following - bored\n" ); } } }
//
// Execute state machine
//
if (m_isOpeningDoor) { // opening doors takes precedence over attacking because DoorCheck() will stop opening doors if
// we don't have a knife out.
m_openDoorState.OnUpdate( this );
if (m_openDoorState.IsDone()) { // open door behavior is finished, return to previous behavior context
m_openDoorState.OnExit( this ); m_isOpeningDoor = false; } } else if (m_isAttacking) { m_attackState.OnUpdate( this ); } else { m_state->OnUpdate( this ); }
// do wait behavior
if (!IsAttacking() && IsWaiting()) { ResetStuckMonitor(); ClearMovement(); }
// don't move while reloading unless we see an enemy
if (IsReloading() && !m_isEnemyVisible) { ResetStuckMonitor(); ClearMovement(); }
// if we get too far ahead of the hostages we are escorting, wait for them
if (!IsAttacking() && m_inhibitWaitingForHostageTimer.IsElapsed()) { const float waitForHostageRange = 500.0f; if ((GetTask() == COLLECT_HOSTAGES || GetTask() == RESCUE_HOSTAGES) && GetRangeToFarthestEscortedHostage() > waitForHostageRange) { if (!m_isWaitingForHostage) { // just started waiting
m_isWaitingForHostage = true; m_waitForHostageTimer.Start( 10.0f ); } else { // we've been waiting
if (m_waitForHostageTimer.IsElapsed()) { // give up waiting for awhile
m_isWaitingForHostage = false; m_inhibitWaitingForHostageTimer.Start( 3.0f ); } else { // keep waiting
ResetStuckMonitor(); ClearMovement(); } } } }
// remember our prior safe time status
m_wasSafe = IsSafe(); }
//--------------------------------------------------------------------------------------------------------------
class DrawTravelTime { public: DrawTravelTime( const CCSBot *me ) { m_me = me; }
bool operator() ( CBasePlayer *player ) { if (player->IsAlive() && !m_me->InSameTeam( player )) { CFmtStr msg; player->EntityText( 0, msg.sprintf( "%3.0f", m_me->GetTravelDistanceToPlayer( (CCSPlayer *)player ) ), 0.1f );
if (m_me->DidPlayerJustFireWeapon( ToCSPlayer( player ) )) { player->EntityText( 1, "BANG!", 0.1f ); } }
return true; }
const CCSBot *m_me; };
//--------------------------------------------------------------------------------------------------------------
/**
* Render bot debug info */ void CCSBot::DebugDisplay( void ) const { const float duration = 0.15f; CFmtStr msg; NDebugOverlay::ScreenText( 0.5f, 0.34f, msg.sprintf( "Skill: %d%%", (int)(100.0f * GetProfile()->GetSkill()) ), 255, 255, 255, 150, duration );
if ( m_pathLadder ) { NDebugOverlay::ScreenText( 0.5f, 0.36f, msg.sprintf( "Ladder: %d", m_pathLadder->GetID() ), 255, 255, 255, 150, duration ); }
// show safe time
float safeTime = GetSafeTimeRemaining(); if (safeTime > 0.0f) { NDebugOverlay::ScreenText( 0.5f, 0.38f, msg.sprintf( "SafeTime: %3.2f", safeTime ), 255, 255, 255, 150, duration ); }
// show if blind
if (IsBlind()) { NDebugOverlay::ScreenText( 0.5f, 0.38f, msg.sprintf( "<<< BLIND >>>" ), 255, 255, 255, 255, duration ); }
// show if alert
if (IsAlert()) { NDebugOverlay::ScreenText( 0.5f, 0.38f, msg.sprintf( "ALERT" ), 255, 0, 0, 255, duration ); }
// show if panicked
if (IsPanicking()) { NDebugOverlay::ScreenText( 0.5f, 0.36f, msg.sprintf( "PANIC" ), 255, 255, 0, 255, duration ); }
// show behavior variables
if (m_isAttacking) { NDebugOverlay::ScreenText( 0.5f, 0.4f, msg.sprintf( "ATTACKING: %s", GetBotEnemy()->GetPlayerName() ), 255, 0, 0, 255, duration ); } else { NDebugOverlay::ScreenText( 0.5f, 0.4f, msg.sprintf( "State: %s", m_state->GetName() ), 255, 255, 0, 255, duration ); NDebugOverlay::ScreenText( 0.5f, 0.42f, msg.sprintf( "Task: %s", GetTaskName() ), 0, 255, 0, 255, duration ); NDebugOverlay::ScreenText( 0.5f, 0.44f, msg.sprintf( "Disposition: %s", GetDispositionName() ), 100, 100, 255, 255, duration ); NDebugOverlay::ScreenText( 0.5f, 0.46f, msg.sprintf( "Morale: %s", GetMoraleName() ), 0, 200, 200, 255, duration ); }
// show look at status
if (m_lookAtSpotState != NOT_LOOKING_AT_SPOT) { const char *string = msg.sprintf( "LookAt: %s (%s)", m_lookAtDesc, (m_lookAtSpotState == LOOK_TOWARDS_SPOT) ? "LOOK_TOWARDS_SPOT" : "LOOK_AT_SPOT" );
NDebugOverlay::ScreenText( 0.5f, 0.60f, string, 255, 255, 0, 150, duration ); }
NDebugOverlay::ScreenText( 0.5f, 0.62f, msg.sprintf( "Steady view = %s", HasViewBeenSteady( 0.2f ) ? "YES" : "NO" ), 255, 255, 0, 150, duration );
// show friend/foes I know of
NDebugOverlay::ScreenText( 0.5f, 0.64f, msg.sprintf( "Nearby friends = %d", m_nearbyFriendCount ), 100, 255, 100, 150, duration ); NDebugOverlay::ScreenText( 0.5f, 0.66f, msg.sprintf( "Nearby enemies = %d", m_nearbyEnemyCount ), 255, 100, 100, 150, duration );
if ( m_lastNavArea ) { NDebugOverlay::ScreenText( 0.5f, 0.68f, msg.sprintf( "Nav Area: %d (%s)", m_lastNavArea->GetID(), m_szLastPlaceName.Get() ), 255, 255, 255, 150, duration ); /*
if ( cv_bot_traceview.GetBool() ) { if ( m_currentArea ) { NDebugOverlay::Line( GetAbsOrigin(), m_currentArea->GetCenter(), 0, 255, 0, true, 0.1f ); } else if ( m_lastKnownArea ) { NDebugOverlay::Line( GetAbsOrigin(), m_lastKnownArea->GetCenter(), 255, 0, 0, true, 0.1f ); } else if ( m_lastNavArea ) { NDebugOverlay::Line( GetAbsOrigin(), m_lastNavArea->GetCenter(), 0, 0, 255, true, 0.1f ); } } */ }
// show debug message history
float y = 0.8f; const float lineHeight = 0.02f; const float fadeAge = 7.0f; const float maxAge = 10.0f; for( int i=0; i<TheBots->GetDebugMessageCount(); ++i ) { const CBotManager::DebugMessage *msg = TheBots->GetDebugMessage( i );
if (msg->m_age.GetElapsedTime() < maxAge) { int alpha = 255;
if (msg->m_age.GetElapsedTime() > fadeAge) { alpha *= (1.0f - (msg->m_age.GetElapsedTime() - fadeAge) / (maxAge - fadeAge)); }
NDebugOverlay::ScreenText( 0.5f, y, msg->m_string, 255, 255, 255, alpha, duration ); y += lineHeight; } }
// show noises
const Vector *noisePos = GetNoisePosition(); if (noisePos) { const float size = 25.0f; NDebugOverlay::VertArrow( *noisePos + Vector( 0, 0, size ), *noisePos, size/4.0f, 255, 255, 0, 0, true, duration ); }
// show aim spot
if (IsAimingAtEnemy()) { NDebugOverlay::Cross3D( m_aimSpot, 5.0f, 255, 0, 0, true, duration ); }
if (IsHiding()) { // show approach points
DrawApproachPoints(); } else { // show encounter spot data
if (false && m_spotEncounter) { NDebugOverlay::Line( m_spotEncounter->path.from, m_spotEncounter->path.to, 0, 150, 150, true, 0.1f );
Vector dir = m_spotEncounter->path.to - m_spotEncounter->path.from; float length = dir.NormalizeInPlace();
const SpotOrder *order; Vector along;
FOR_EACH_VEC( m_spotEncounter->spots, it ) { order = &m_spotEncounter->spots[ it ];
// ignore spots the enemy could not have possibly reached yet
if (order->spot->GetArea()) { if (TheCSBots()->GetElapsedRoundTime() < order->spot->GetArea()->GetEarliestOccupyTime( OtherTeam( GetTeamNumber() ) )) { continue; } }
along = m_spotEncounter->path.from + order->t * length * dir;
NDebugOverlay::Line( along, order->spot->GetPosition(), 0, 255, 255, true, 0.1f ); } } }
// show aim targets
if (false) { CStudioHdr *pStudioHdr = const_cast< CCSBot *>( this )->GetModelPtr(); if ( !pStudioHdr ) return;
mstudiohitboxset_t *set = pStudioHdr->pHitboxSet( const_cast< CCSBot *>( this )->GetHitboxSet() ); if ( !set ) return;
Vector position, forward, right, up; QAngle angles; char buffer[16];
for ( int i = 0; i < set->numhitboxes; i++ ) { mstudiobbox_t *pbox = set->pHitbox( i );
const_cast< CCSBot *>( this )->GetBonePosition( pbox->bone, position, angles ); AngleVectors( angles, &forward, &right, &up );
NDebugOverlay::BoxAngles( position, pbox->bbmin, pbox->bbmax, angles, 255, 0, 0, 0, 0.1f );
const float size = 5.0f; NDebugOverlay::Line( position, position + size * forward, 255, 255, 0, true, 0.1f ); NDebugOverlay::Line( position, position + size * right, 255, 0, 0, true, 0.1f ); NDebugOverlay::Line( position, position + size * up, 0, 255, 0, true, 0.1f );
Q_snprintf( buffer, 16, "%d", i ); if (i == 12) { // in local bone space
const float headForwardOffset = 4.0f; const float headRightOffset = 2.0f; position += headForwardOffset * forward + headRightOffset * right; } NDebugOverlay::Text( position, buffer, true, 0.1f ); } }
/*
const QAngle &angles = const_cast< CCSBot *>( this )->GetPunchAngle(); NDebugOverlay::ScreenText( 0.3f, 0.66f, msg.sprintf( "Punch angle pitch = %3.2f", angles.x ), 255, 255, 0, 150, duration ); */
DrawTravelTime drawTravelTime( this ); ForEachPlayer( drawTravelTime );
/*
// show line of fire
if ((cv_bot_traceview.GetInt() == 100 && IsLocalPlayerWatchingMe()) || cv_bot_traceview.GetInt() == 101) { if (!IsFriendInLineOfFire()) { Vector vecAiming = GetViewVector(); Vector vecSrc = EyePositionConst();
if (GetTeamNumber() == TEAM_TERRORIST) UTIL_DrawBeamPoints( vecSrc, vecSrc + 2000.0f * vecAiming, 1, 255, 0, 0 ); else UTIL_DrawBeamPoints( vecSrc, vecSrc + 2000.0f * vecAiming, 1, 0, 50, 255 ); } }
// show path navigation data
if (cv_bot_traceview.GetInt() == 1 && IsLocalPlayerWatchingMe()) { Vector from = EyePositionConst();
const float size = 50.0f; //Vector arrow( size * cos( m_forwardAngle * M_PI/180.0f ), size * sin( m_forwardAngle * M_PI/180.0f ), 0.0f );
Vector arrow( size * (float)cos( m_lookAheadAngle * M_PI/180.0f ), size * (float)sin( m_lookAheadAngle * M_PI/180.0f ), 0.0f ); UTIL_DrawBeamPoints( from, from + arrow, 1, 0, 255, 255 ); }
if (cv_bot_show_nav.GetBool() && m_lastKnownArea) { m_lastKnownArea->DrawConnectedAreas(); } */
if (IsAttacking()) { const float crossSize = 2.0f; CCSPlayer *enemy = GetBotEnemy(); if (enemy) { NDebugOverlay::Cross3D( GetPartPosition( enemy, GUT ), crossSize, 0, 255, 0, true, 0.1f ); NDebugOverlay::Cross3D( GetPartPosition( enemy, HEAD ), crossSize, 0, 255, 0, true, 0.1f ); NDebugOverlay::Cross3D( GetPartPosition( enemy, FEET ), crossSize, 0, 255, 0, true, 0.1f ); NDebugOverlay::Cross3D( GetPartPosition( enemy, LEFT_SIDE ), crossSize, 0, 255, 0, true, 0.1f ); NDebugOverlay::Cross3D( GetPartPosition( enemy, RIGHT_SIDE ), crossSize, 0, 255, 0, true, 0.1f ); } } }
//--------------------------------------------------------------------------------------------------------------
/**
* Periodically compute shortest path distance to each player. * NOTE: Travel distance is NOT symmetric between players A and B. Each much be computed separately. */ void CCSBot::UpdateTravelDistanceToAllPlayers( void ) { const unsigned char numPhases = 3;
if (m_updateTravelDistanceTimer.IsElapsed()) { ShortestPathCost pathCost;
for( int i=1; i<=gpGlobals->maxClients; ++i ) { CCSPlayer *player = static_cast< CCSPlayer * >( UTIL_PlayerByIndex( i ) );
if (player == NULL) continue;
if (FNullEnt( player->edict() )) continue;
if (!player->IsPlayer()) continue; if (!player->IsAlive()) continue;
// skip friends for efficiency
if (player->InSameTeam( this )) continue;
int which = player->entindex() % MAX_PLAYERS;
// if player is very far away, update every third time (on phase 0)
const float veryFarAway = 4000.0f; if (m_playerTravelDistance[ which ] < 0.0f || m_playerTravelDistance[ which ] > veryFarAway) { if (m_travelDistancePhase != 0) continue; } else { // if player is far away, update two out of three times (on phases 1 and 2)
const float farAway = 2000.0f; if (m_playerTravelDistance[ which ] > farAway && m_travelDistancePhase == 0) continue; }
// if player is fairly close, update often
m_playerTravelDistance[ which ] = NavAreaTravelDistance( EyePosition(), player->EyePosition(), pathCost ); }
// throttle the computation frequency
const float checkInterval = 1.0f; m_updateTravelDistanceTimer.Start( checkInterval );
// round-robin the phases
++m_travelDistancePhase; if (m_travelDistancePhase >= numPhases) { m_travelDistancePhase = 0; } } }
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