int CNPC::GetWantTalkTo(CNPC* one) { int val; int aa = chrom[CHR_ATTRCT]; int ba = one->GetGenome()[CHR_ATTRCT]; if (one->GetGenome()[CHR_LIFESP] - one->GetAge() < CHR_TALKMAXAGE) return 0; if (ba >= aa - rnd->RangedNumber(aa/2)) val = 2; else return 0; val += ba - aa; val += (int)ceil(2.f / distance(one->GetCrd(),my_coord) * CHR_TALKDISTMUL); aa = chrom[CHR_GENDER]; ba = one->GetGenome()[CHR_GENDER]; if (aa != ba) val *= 2; if ((aa % 2) != (ba % 2)) val *= 2; val += GetDisposition(one->GetSign()); if (gui_gettarget() == this) printlog("wants to talk to %ld as much as %d\n",one->GetSign(),val); return val; }
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; } }
void CNPC::Quantum(void) { if (dead) return; if (++tick >= chrom[CHR_LIFESP]) { dead = true; //stop talking if you're dead :) if (my_state == NPC_Talking) if (my_stats.talk_to) my_stats.talk_to->StopTalkTo(this); my_state = NPC_Idle; return; } //do something to reach our goal (if it exists, of course) // if ((my_stats.aimed) && (my_stats.aim != my_coord)) { // //check correctness of currently selected direction // if (my_stats.last_dist <= distance(my_stats.aim,my_coord)) { // if (!my_stats.stuck) SetDirectionTo(); //we resolve it below // } // //remember the distance! :) // my_stats.last_dist = distance(my_stats.aim,my_coord); // //and switch to walking if we're near // if ((my_stats.last_dist < 3) && (my_state == NPC_Running)) // my_state = NPC_Walking; // } else // my_stats.last_dist = 0; //-------------------NPC' state machine------------------- switch (my_state) { case NPC_Idle: my_stats.direction = -1; if (my_stats.idle_count++ > rnd->RangedNumber(chrom[CHR_LAZINS])) { my_stats.idle_count = 0; my_state = (my_stats.building)? NPC_Building:NPC_Browsing; } break; case NPC_Running: my_stats.stamina--; //no break case NPC_Walking: my_stats.idle_count = 0; if (--my_stats.stamina <= 0) { my_state = NPC_Sleeping; return; } if (my_coord == my_stats.aim) { my_state = (my_stats.building)? NPC_Building:NPC_Browsing; return; } if (my_stats.stuck) { my_stats.stuck = false; if (my_stats.aimed) { //right-hand rule // if (++my_stats.direction > 7) my_stats.direction = 0; my_stats.direction = -1; //reset direction if (!AimTo()) my_state = NPC_Browsing; } else my_state = NPC_Idle; } //TODO: move along routed path break; case NPC_Sleeping: my_stats.aimed = false; my_stats.talk_to = NULL; if (my_stats.on_bed) my_stats.stamina += 3; else my_stats.stamina++; if (my_stats.stamina >= chrom[CHR_STRGTH]) my_state = NPC_Idle; my_stats.idle_count = 0; break; case NPC_Browsing: my_stats.aimed = false; if (my_stats.direction >= 0) { //already have some visual information if (PlanTalking()) return; } if (++my_stats.direction >= 8) { //it's time to make a decision my_stats.direction = rnd->RangedNumber(8); if ((!my_stats.own_home) && (!my_stats.building) && (PlanBuilding())) my_state = NPC_Building; else my_state = NPC_Walking; } break; case NPC_Talking: my_stats.aimed = false; if (my_stats.idle_count++ > my_stats.stamina) { if (my_stats.talk_to) my_stats.talk_to->StopTalkTo(this); my_state = NPC_Idle; return; } if (my_stats.talk_to) //just in case SetDisposition(my_stats.talk_to->GetSign(), GetDisposition(my_stats.talk_to->GetSign() + my_stats.talk_to->TalkAbout(chrom[rnd->RangedNumber(CHR_TRAITD-CHR_TRAITA+1)+CHR_TRAITA]))); else my_state = NPC_Idle; //failsafe break; case NPC_Building: my_plan.cur = CPoint2D(my_plan.done/(my_plan.sz.X-1),my_plan.done%(my_plan.sz.X-1)); // my_stats.aim = my_plan.cur + my_plan.ul; // my_stats.aimed = true; if (!AimTo(my_plan.cur + my_plan.ul)) { //unable to reach destination cell // my_stats.building = false; my_state = NPC_Idle; //let's wait return; } if (!my_stats.building) //well, let's do it my_stats.building = true; if (my_coord != my_stats.aim) { // SetDirectionTo(); // AimTo(); my_state = NPC_Walking; return; } if (cur_change.changed) { //continue cur_change.want_change = cur_change.changed = false; if (++my_plan.done >= my_plan.sz.X*my_plan.sz.Y) { //done my_stats.building = false; my_stats.aimed = false; my_stats.direction = 4; my_stats.own_home = true; my_stats.stamina = 1; my_state = NPC_Walking; return; } } else if (!cur_change.want_change) { cur_change.want_change = true; cur_change.change_to = my_plan.map[my_plan.cur.X][my_plan.cur.Y]; if (cur_change.change_to == CT_Empty) abort(); } else { if (++my_stats.idle_count > chrom[CHR_STRGTH]) { //abandon all hope my_stats.building = false; my_state = NPC_Idle; } } break; default: ; } }