Example #1
0
// Decide if we should move to help the player, return true if we will
bool CCSBot::RespondToHelpRequest(CBasePlayer *them, Place place, float maxRange)
{
	if (IsRogue())
		return false;

	// if we're busy, ignore
	if (IsBusy())
		return false;

	// if we are too far away, ignore
	if (maxRange > 0.0f)
	{
		// compute actual travel distance
		PathCost pc(this);
		real_t travelDistance = NavAreaTravelDistance(m_lastKnownArea, TheNavAreaGrid.GetNearestNavArea(&them->pev->origin), pc);
		if (travelDistance < 0.0f)
			return false;

		if (travelDistance > maxRange)
			return false;
	}

	if (place == UNDEFINED_PLACE)
	{
		// if we have no "place" identifier, go directly to them

		// if we are already there, ignore
		float rangeSq = (them->pev->origin - pev->origin).LengthSquared();
		const float close = 750.0f * 750.0f;

		if (rangeSq < close)
			return true;

		MoveTo(&them->pev->origin, FASTEST_ROUTE);
	}
	else
	{
		// if we are already there, ignore
		if (GetPlace() == place)
			return true;

		// go to where help is needed
		const Vector *pos = GetRandomSpotAtPlace(place);
		if (pos)
		{
			MoveTo(pos, FASTEST_ROUTE);
		}
		else
		{
			MoveTo(&them->pev->origin, FASTEST_ROUTE);
		}
	}

	// acknowledge
	GetChatter()->Say("OnMyWay");

	return true;
}
Example #2
0
// Invoked when killed
void CCSBot::Killed(entvars_t *pevAttacker, int iGib)
{
	PrintIfWatched("Killed( attacker = %s )\n", STRING(pevAttacker->netname));

	GetChatter()->OnDeath();

	// increase the danger where we died
	const float deathDanger = 1.0f;
	const float deathDangerRadius = 500.0f;
	IncreaseDangerNearby(m_iTeam - 1, deathDanger, m_lastKnownArea, &pev->origin, deathDangerRadius);

	// end voice feedback
	EndVoiceFeedback();

	// extend
	CBasePlayer::Killed(pevAttacker, iGib);
}
Example #3
0
BOOL ChattersModel::OnChatterJoining(UINT16 account_id, const ChatInfo& room,
	const OpStringC& chatter, BOOL is_operator, BOOL is_voiced, const OpStringC& prefix, BOOL initial)
{
	if (!IsModelForRoom(account_id, room.ChatName()))
	{
		return TRUE;
	}

	if (GetChatter(chatter))
		return FALSE;

	ChattersModelItem* item = OP_NEW(ChattersModelItem, (m_account_id, chatter, is_operator, is_voiced, prefix));
	if (!item)
		return FALSE;

	m_chatters_hash_table.Add(item->GetName(), item);
	AddLast(item);

	return TRUE;
}
Example #4
0
// Blind the bot for the given duration
void CCSBot::__MAKE_VHOOK(Blind)(float duration, float holdTime, float fadeTime, int alpha)
{
	// extend
	CBasePlayer::Blind(duration, holdTime, fadeTime, alpha);

	PrintIfWatched("I'm blind!\n");

	if (RANDOM_FLOAT(0.0f, 100.0f) < 33.3f)
	{
		GetChatter()->Say("Blinded", 1.0f);
	}

	// decide which way to move while blind
	m_blindMoveDir = static_cast<NavRelativeDirType>(RANDOM_LONG(1, NUM_RELATIVE_DIRECTIONS - 1));

	// if blinded while in combat - then spray and pray!
	m_blindFire = (RANDOM_FLOAT(0.0f, 100.0f) < 10.0f) != 0;

	// no longer safe
	AdjustSafeTime();
}
Example #5
0
void CCSBot::__MAKE_VHOOK(OnEvent)(GameEventType event, CBaseEntity *entity, CBaseEntity *other)
{
	GetGameState()->OnEvent(event, entity, other);
	GetChatter()->OnEvent(event, entity, other);

	// Morale adjustments happen even for dead players
	switch (event)
	{
	case EVENT_TERRORISTS_WIN:
		if (m_iTeam == CT)
		{
			DecreaseMorale();
		}
		else
		{
			IncreaseMorale();
		}
		break;
	case EVENT_CTS_WIN:
		if (m_iTeam == CT)
		{
			IncreaseMorale();
		}
		else
		{
			DecreaseMorale();
		}
		break;
	}

	if (!IsAlive())
		return;

	CBasePlayer *player = static_cast<CBasePlayer *>(entity);

	// If we just saw a nearby friend die, and we haven't yet acquired an enemy
	// automatically acquire our dead friend's killer
	if (!IsAttacking() && (GetDisposition() == ENGAGE_AND_INVESTIGATE || GetDisposition() == OPPORTUNITY_FIRE))
	{
		if (event == EVENT_PLAYER_DIED)
		{
			if (BotRelationship(player) == BOT_TEAMMATE)
			{
				CBasePlayer *killer = static_cast<CBasePlayer *>(other);

				// check that attacker is an enemy (for friendly fire, etc)
				if (killer != NULL && killer->IsPlayer())
				{
					// check if we saw our friend die - dont check FOV - assume we're aware of our surroundings in combat
					// snipers stay put
					if (!IsSniper() && IsVisible(&player->pev->origin))
					{
						// people are dying - we should hurry
						Hurry(RANDOM_FLOAT(10.0f, 15.0f));

						// if we're hiding with only our knife, be a little more cautious
						const float knifeAmbushChance = 50.0f;
						if (!IsHiding() || !IsUsingKnife() || RANDOM_FLOAT(0, 100) < knifeAmbushChance)
						{
							PrintIfWatched("Attacking our friend's killer!\n");
							Attack(killer);
							return;
						}
					}
				}
			}
		}
	}

	switch (event)
	{
		case EVENT_PLAYER_DIED:
		{
			CBasePlayer *victim = player;
			CBasePlayer *killer = (other != NULL && other->IsPlayer()) ? static_cast<CBasePlayer *>(other) : NULL;

			// if the human player died in the single player game, tell the team
			if (CSGameRules()->IsCareer() && !victim->IsBot() && BotRelationship(victim) == BOT_TEAMMATE)
			{
				GetChatter()->Say("CommanderDown", 20.0f);
			}

			// keep track of the last player we killed
			if (killer == this)
			{
				m_lastVictimID = victim->entindex();
			}

			// react to teammate death
			if (BotRelationship(victim) == BOT_TEAMMATE)
			{
				// chastise friendly fire from humans
				if (killer != NULL && !killer->IsBot() && BotRelationship(killer) == BOT_TEAMMATE && killer != this)
				{
					GetChatter()->KilledFriend();
				}

				if (IsHunting())
				{
					PrintIfWatched("Rethinking hunt due to teammate death\n");
					Idle();
					return;
				}

				if (IsAttacking())
				{
					if (GetTimeSinceLastSawEnemy() > 0.4f)
					{
						PrintIfWatched("Rethinking my attack due to teammate death\n");

						// allow us to sneak past windows, doors, etc
						IgnoreEnemies(1.0f);

						// move to last known position of enemy - this could cause us to flank if 
						// the danger has changed due to our teammate's recent death
						SetTask(MOVE_TO_LAST_KNOWN_ENEMY_POSITION, GetEnemy());
						MoveTo(&GetLastKnownEnemyPosition());
						return;
					}
				}
			}
			// an enemy was killed
			else
			{
				if (killer != NULL && BotRelationship(killer) == BOT_TEAMMATE)
				{
					// only chatter about enemy kills if we see them occur, and they were the last one we see
					if (GetNearbyEnemyCount() <= 1)
					{
						// report if number of enemies left is few and we killed the last one we saw locally
						GetChatter()->EnemiesRemaining();

						if (IsVisible(&victim->pev->origin, CHECK_FOV))
						{						
							// congratulate teammates on their kills
							if (killer != this)
							{
								float delay = RANDOM_FLOAT(2.0f, 3.0f);
								if (killer->IsBot())
								{
									if (RANDOM_FLOAT(0.0f, 100.0f) < 40.0f)
										GetChatter()->Say("NiceShot", 3.0f, delay);
								}
								else
								{
									// humans get the honorific
									if (CSGameRules()->IsCareer())
										GetChatter()->Say("NiceShotCommander", 3.0f, delay);
									else
										GetChatter()->Say("NiceShotSir", 3.0f, delay);
								}
							}
						}
					}
				}
			}
			return;
		}
		case EVENT_TERRORISTS_WIN:
			if (m_iTeam == TERRORIST)
				GetChatter()->CelebrateWin();
			return;
		case EVENT_CTS_WIN:
			if (m_iTeam == CT)
				GetChatter()->CelebrateWin();
			return;
		case EVENT_BOMB_DEFUSED:
			if (m_iTeam == CT && TheCSBots()->GetBombTimeLeft() < 2.0)
				GetChatter()->Say("BarelyDefused");
			return;
		case EVENT_BOMB_PICKED_UP:
		{
			if (m_iTeam == CT && player != NULL)
			{
				// check if we're close enough to hear it
				const float bombPickupHearRangeSq = 1000.0f * 1000.0f;
				if ((pev->origin - player->pev->origin).LengthSquared() < bombPickupHearRangeSq)
				{
					GetChatter()->TheyPickedUpTheBomb();
				}
			}
			return;
		}
		case EVENT_BOMB_BEEP:
		{
			// if we don't know where the bomb is, but heard it beep, we've discovered it
			if (GetGameState()->IsPlantedBombLocationKnown() == false)
			{
				// check if we're close enough to hear it
				const float bombBeepHearRangeSq = 1000.0f * 1000.0f;
				if ((pev->origin - entity->pev->origin).LengthSquared() < bombBeepHearRangeSq)
				{
					// radio the news to our team
					if (m_iTeam == CT && GetGameState()->GetPlantedBombsite() == CSGameState::UNKNOWN)
					{
						const CCSBotManager::Zone *zone = TheCSBots()->GetZone(&entity->pev->origin);
						if (zone != NULL)
							GetChatter()->FoundPlantedBomb(zone->m_index);
					}

					// remember where the bomb is
					GetGameState()->UpdatePlantedBomb(&entity->pev->origin);
				}
			}
			return;
		}
		case EVENT_BOMB_PLANTED:
		{
			// if we're a CT, forget what we're doing and go after the bomb
			if (m_iTeam == CT)
			{
				Idle();
			}

			// if we are following someone, stop following
			if (IsFollowing())
			{
				StopFollowing();
				Idle();
			}

			OnEvent(EVENT_BOMB_BEEP, other);
			return;
		}
		case EVENT_BOMB_DEFUSE_ABORTED:
			PrintIfWatched("BOMB DEFUSE ABORTED\n");
			return;
		case EVENT_WEAPON_FIRED:
		case EVENT_WEAPON_FIRED_ON_EMPTY:
		case EVENT_WEAPON_RELOADED:
		{
			if (m_enemy == entity && IsUsingKnife())
				ForceRun(5.0f);
			break;
		}
		default:
			break;
	}

	// Process radio events from our team
	if (player != NULL && BotRelationship(player) == BOT_TEAMMATE && event > EVENT_START_RADIO_1 && event < EVENT_END_RADIO)
	{
		// TODO: Distinguish between radio commands and responses
		if (event != EVENT_RADIO_AFFIRMATIVE && event != EVENT_RADIO_NEGATIVE && event != EVENT_RADIO_REPORTING_IN)
		{
			m_lastRadioCommand = event;
			m_lastRadioRecievedTimestamp = gpGlobals->time;
			m_radioSubject = player;
			m_radioPosition = player->pev->origin;
		}
	}

	// player_follows needs a player
	if (player == NULL)
		return;

	if (!IsRogue() && event == EVENT_HOSTAGE_CALLED_FOR_HELP && m_iTeam == CT && IsHunting())
	{
		if ((entity->pev->origin - pev->origin).IsLengthGreaterThan(1000.0f))
			return;

		if (IsVisible(&entity->Center()))
		{
			m_task = COLLECT_HOSTAGES;
			m_taskEntity = NULL;

			Run();
			m_goalEntity = entity;

			MoveTo(&entity->pev->origin, m_hostageEscortCount == 0 ? SAFEST_ROUTE : FASTEST_ROUTE);
			PrintIfWatched("I'm fetching a hostage that called out to me\n");

			return;
		}
	}

	// don't pay attention to noise that friends make
	if (!IsEnemy(player))
		return;

	float range;
	PriorityType priority;
	bool isHostile;

	if (IsGameEventAudible(event, entity, other, &range, &priority, &isHostile) == false)
		return;

	if (event == EVENT_HOSTAGE_USED)
	{
		if (m_iTeam == CT)
			return;

		if ((entity->pev->origin - pev->origin).IsLengthGreaterThan(range))
			return;

		GetChatter()->HostagesBeingTaken();

		if (!GetGameState()->GetNearestVisibleFreeHostage() && m_task != GUARD_HOSTAGE_RESCUE_ZONE && GuardRandomZone())
		{
			m_task = GUARD_HOSTAGE_RESCUE_ZONE;
			m_taskEntity = NULL;

			SetDisposition(OPPORTUNITY_FIRE);
			PrintIfWatched("Trying to beat them to an escape zone!\n");
		}
	}

	// check if noise is close enough for us to hear
	const Vector *newNoisePosition = &player->pev->origin;
	float newNoiseDist = (pev->origin - *newNoisePosition).Length();
	if (newNoiseDist < range)
	{
		// we heard the sound
		if ((IsLocalPlayerWatchingMe() && cv_bot_debug.value == 3.0f) || cv_bot_debug.value == 4.0f)
		{
			PrintIfWatched("Heard noise (%s from %s, pri %s, time %3.1f)\n",
				(event == EVENT_WEAPON_FIRED) ? "Weapon fire " : "",
				STRING(player->pev->netname),
				(priority == PRIORITY_HIGH) ? "HIGH" : ((priority == PRIORITY_MEDIUM) ? "MEDIUM" : "LOW"),
				gpGlobals->time);
		}

		if (event == EVENT_PLAYER_FOOTSTEP && IsUsingSniperRifle() && newNoiseDist < 300.0)
			EquipPistol();

		// 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->time - m_noiseTimestamp < shortTermMemoryTime)
			{
				// prior noise is more important - ignore new one
				if (priority < m_noisePriority)
					return;

				float oldNoiseDist = (pev->origin - 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 = TheNavAreaGrid.GetNavArea(newNoisePosition);
		if (noiseArea == NULL)
			noiseArea = TheNavAreaGrid.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 + RANDOM_FLOAT(-errorRadius, errorRadius);
		m_noisePosition.y = newNoisePosition->y + RANDOM_FLOAT(-errorRadius, errorRadius);

		// make sure noise position remains in the same area
		m_noiseArea->GetClosestPointOnArea(&m_noisePosition, &m_noisePosition);

		m_isNoiseTravelRangeChecked = false;
		// note when we heard the noise
		m_noiseTimestamp = gpGlobals->time;
	}
}
Example #6
0
void ChattersModel::OnChatPropertyChanged(UINT16 account_id, const ChatInfo& room,
	const OpStringC& chatter, const OpStringC& changed_by,
	EngineTypes::ChatProperty property, const OpStringC& property_string,
	INT32 property_value)
{
	if (!IsModelForRoom(account_id, room.ChatName()))
	{
		return;
	}

	if (property == EngineTypes::ROOM_MODERATED)
	{
		m_is_moderated = property_value;
		ChangeAll();
		return;
	}

	ChattersModelItem* item = GetChatter(chatter);

	if (item)
	{
		switch (property)
		{
			case EngineTypes::CHATTER_NICK:
			{
				m_chatters_hash_table.Remove(item->GetName(), &item);
				item->SetName(property_string);
				m_chatters_hash_table.Add(item->GetName(), item);
				break;
			}

			case EngineTypes::CHATTER_OPERATOR:
			{
				item->SetOperator(property_value);
				break;
			}

			case EngineTypes::CHATTER_VOICED:
			{
				item->SetVoiced(property_value);
				break;
			}

			case EngineTypes::CHATTER_PRESENCE:
			{
				item->SetStatus((AccountTypes::ChatStatus) property_value);
				break;
			}
			case EngineTypes::CHATTER_UNKNOWN_MODE_OPERATOR:
			{
				item->SetOperator(property_value == 1);
			}
			case EngineTypes::CHATTER_UNKNOWN_MODE_VOICED:
			{
				item->SetVoiced(property_value == 1);
			}
		}

		item->Change(TRUE);
	}
}
Example #7
0
// Invoked when injured by something
// NOTE: We dont want to directly call Attack() here, or the bots will have super-human reaction times when injured
BOOL CCSBot::TakeDamage(entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType)
{
	CBaseEntity *pAttacker = GetClassPtr<CCSEntity>((CBaseEntity *)pevInflictor);

	// if we were attacked by a teammate, rebuke
	if (pAttacker->IsPlayer())
	{
		CBasePlayer *pPlayer = static_cast<CBasePlayer *>(pAttacker);
		if (BotRelationship(pPlayer) == BOT_TEAMMATE && !pPlayer->IsBot())
		{
			GetChatter()->FriendlyFire();
		}

		if (IsEnemy(pPlayer))
		{
			// Track previous attacker so we don't try to panic multiple times for a shotgun blast
			CBasePlayer *lastAttacker = m_attacker;
			float lastAttackedTimestamp = m_attackedTimestamp;

			// keep track of our last attacker
			m_attacker = pPlayer;
			m_attackedTimestamp = gpGlobals->time;

			// no longer safe
			AdjustSafeTime();

			if (!IsSurprised() && (m_attacker != lastAttacker || m_attackedTimestamp != lastAttackedTimestamp))
			{
				// being hurt by an enemy we can't see causes panic
				if (!IsVisible(pPlayer, CHECK_FOV))
				{
					bool bPanic = false;

					// if not attacking anything, look around to try to find attacker
					if (!IsAttacking())
					{
						bPanic = true;
					}
					else
					{
						// we are attacking
						if (!IsEnemyVisible())
						{
							// can't see our current enemy, panic to acquire new attacker
							bPanic = true;
						}
					}

					if (!bPanic)
					{
						float invSkill = 1.0f - GetProfile()->GetSkill();
						float panicChance = invSkill * invSkill * 50.0f;

						if (panicChance > RANDOM_FLOAT(0, 100))
						{
							bPanic = true;
						}
					}

					if (bPanic)
					{
						// can't see our current enemy, panic to acquire new attacker
						Panic(m_attacker);
					}
				}
			}
		}
	}

	// extend
	return CBasePlayer::TakeDamage(pevInflictor, pevAttacker, flDamage, bitsDamageType);
}
Example #8
0
// Respond to radio commands from HUMAN players
void CCSBot::RespondToRadioCommands()
{
	// bots use the chatter system to respond to each other
	if (m_radioSubject.IsValid() && m_radioSubject->IsPlayer())
	{
		if (m_radioSubject->IsBot())
		{
			m_lastRadioCommand = EVENT_INVALID;
			return;
		}
	}

	if (m_lastRadioCommand == EVENT_INVALID)
		return;

	// a human player has issued a radio command
	GetChatter()->ResetRadioSilenceDuration();

	// if we are doing something important, ignore the radio
	// unless it is a "report in" request - we can do that while we continue to do other things
	// TODO: Create "uninterruptable" flag
	if (m_lastRadioCommand != EVENT_RADIO_REPORT_IN_TEAM)
	{
		if (IsBusy())
		{
			// consume command
			m_lastRadioCommand = EVENT_INVALID;
			return;
		}
	}

	// wait for reaction time before responding
	// delay needs to be long enough for the radio message we're responding to to finish
	float respondTime = 1.0f + 2.0f * GetProfile()->GetReactionTime();
	if (IsRogue())
		respondTime += 2.0f;

	if (gpGlobals->time - m_lastRadioRecievedTimestamp < respondTime)
		return;

	// rogues won't follow commands, unless already following the player
	if (!IsFollowing() && IsRogue())
	{
		if (IsRadioCommand(m_lastRadioCommand))
		{
			GetChatter()->Negative();
		}

		// consume command
		m_lastRadioCommand = EVENT_INVALID;
		return;
	}

	if (!m_radioSubject)
		return;

	// respond to command
	bool canDo = false;
	const float inhibitAutoFollowDuration = 60.0f;
	switch (m_lastRadioCommand)
	{
	case EVENT_RADIO_REPORT_IN_TEAM:
	{
		GetChatter()->ReportingIn();
		break;
	}
	case EVENT_RADIO_FOLLOW_ME:
	case EVENT_RADIO_COVER_ME:
	case EVENT_RADIO_STICK_TOGETHER_TEAM:
	case EVENT_RADIO_REGROUP_TEAM:
	{
		if (!IsFollowing())
		{
			Follow(m_radioSubject);
			m_radioSubject->AllowAutoFollow();
			canDo = true;
		}
		break;
	}
	case EVENT_RADIO_ENEMY_SPOTTED:
	case EVENT_RADIO_NEED_BACKUP:
	case EVENT_RADIO_TAKING_FIRE:
	{
		if (!IsFollowing())
		{
			Follow(m_radioSubject);
			GetChatter()->Say("OnMyWay");
			m_radioSubject->AllowAutoFollow();
			canDo = false;
		}
		break;
	}
	case EVENT_RADIO_TEAM_FALL_BACK:
	{
		if (TryToRetreat())
			canDo = true;
		break;
	}
	case EVENT_RADIO_HOLD_THIS_POSITION:
	{
		// find the leader's area
		SetTask(HOLD_POSITION);
		StopFollowing();
		m_radioSubject->InhibitAutoFollow(inhibitAutoFollowDuration);
		Hide(TheNavAreaGrid.GetNearestNavArea(&m_radioPosition));
		canDo = true;
		break;
	}
	case EVENT_RADIO_GO_GO_GO:
	case EVENT_RADIO_STORM_THE_FRONT:
	{
		StopFollowing();
		Hunt();
		canDo = true;
		m_radioSubject->InhibitAutoFollow(inhibitAutoFollowDuration);
		break;
	}
	case EVENT_RADIO_GET_OUT_OF_THERE:
	{
		if (TheCSBots()->IsBombPlanted())
		{
			EscapeFromBomb();
			m_radioSubject->InhibitAutoFollow(inhibitAutoFollowDuration);
			canDo = true;
		}
		break;
	}
	case EVENT_RADIO_SECTOR_CLEAR:
	{
		// if this is a defusal scenario, and the bomb is planted,
		// and a human player cleared a bombsite, check it off our list too
		if (TheCSBots()->GetScenario() == CCSBotManager::SCENARIO_DEFUSE_BOMB)
		{
			if (m_iTeam == CT && TheCSBots()->IsBombPlanted())
			{
				const CCSBotManager::Zone *zone = TheCSBots()->GetClosestZone(m_radioSubject);
				if (zone)
				{
					GetGameState()->ClearBombsite(zone->m_index);

					// if we are huting for the planted bomb, re-select bombsite
					if (GetTask() == FIND_TICKING_BOMB)
						Idle();

					canDo = true;
				}
			}
		}
		break;
	}
	default:
		// ignore all other radio commands for now
		return;
	}

	if (canDo)
	{
		// affirmative
		GetChatter()->Affirmative();

		// if we agreed to follow a new command, put away our grenade
		if (IsRadioCommand(m_lastRadioCommand) && IsUsingGrenade())
		{
			EquipBestWeapon();
		}
	}

	// consume command
	m_lastRadioCommand = EVENT_INVALID;
}