Esempio n. 1
0
void CC_CreatePlayerBall(const CCommand &args)
{
	if (!SDKGameRules()->IsIntermissionState() || SDKGameRules()->IsCeremony())
		return;

	CSDKPlayer *pPl = ToSDKPlayer(UTIL_GetCommandClient());
	if (!CSDKPlayer::IsOnField(pPl))
		return;

	if (pPl->GetFlags() & FL_REMOTECONTROLLED)
		return;

	trace_t tr;

	CTraceFilterSkipTwoEntities traceFilter(pPl, pPl->GetPlayerBall(), COLLISION_GROUP_NONE);

	UTIL_TraceHull(
		pPl->GetLocalOrigin() + VEC_VIEW,
		pPl->GetLocalOrigin() + VEC_VIEW + pPl->EyeDirection3D() * 150,
		-Vector(BALL_PHYS_RADIUS, BALL_PHYS_RADIUS, BALL_PHYS_RADIUS),
		Vector(BALL_PHYS_RADIUS, BALL_PHYS_RADIUS, BALL_PHYS_RADIUS),
		MASK_SOLID,
		&traceFilter,
		&tr);

	Vector pos = tr.endpos;

	if (pPl->GetPlayerBall())
	{
		if (pPl->GetPlayerBall()->GetHoldingPlayer())
		{
			//pPl->GetPlayerBall()->RemoveFromPlayerHands(pPl->GetPlayerBall()->GetHoldingPlayer());
			pPl->GetPlayerBall()->State_Transition(BALL_STATE_NORMAL);
		}

		if (sv_ball_update_physics.GetBool())
			pPl->GetPlayerBall()->CreateVPhysics();

		pPl->GetPlayerBall()->SetPos(pos, false);
		pPl->GetPlayerBall()->RemoveAllTouches();
	}
	else
		pPl->SetPlayerBall(CreatePlayerBall(pos, pPl));

	//pPl->GetPlayerBall()->m_nSkin = pPl->GetPlayerBallSkin() == -1 ? g_IOSRand.RandomInt(0, BALL_SKIN_COUNT - 1) : pPl->GetPlayerBallSkin();
	pPl->GetPlayerBall()->SetSkinName(pPl->GetPlayerBallSkinName());
	pPl->GetPlayerBall()->SetBallCannonMode(false);
	pPl->GetPlayerBall()->SaveBallCannonSettings();
	pPl->m_Shared.SetStamina(100);
}
Esempio n. 2
0
CSDKPlayer *CKeeperBot::FindClosestPlayerToBall()
{
	float shortestDist = FLT_MAX;
	CSDKPlayer *pClosest = NULL;

	for (int i = 1; i <= gpGlobals->maxClients; i++)
	{
		CSDKPlayer *pPl = ToSDKPlayer(UTIL_PlayerByIndex(i));
		if (!CSDKPlayer::IsOnField(pPl))
			continue;

		float dist = (m_vBallPos - pPl->GetLocalOrigin()).Length2D();

		if (dist < shortestDist)
		{
			shortestDist = dist;
			pClosest = pPl;
		}
	}

	return pClosest;
}
Esempio n. 3
0
void CReplayManager::TakeSnapshot()
{
	Snapshot *pSnap = new Snapshot;
	pSnap->snaptime = gpGlobals->curtime;
	pSnap->replayCount = 0;

	BallSnapshot *pBallSnap = new BallSnapshot;

	GetMatchBall()->VPhysicsGetObject()->GetPosition(&pBallSnap->pos, &pBallSnap->ang);
	GetMatchBall()->VPhysicsGetObject()->GetVelocity(&pBallSnap->vel, &pBallSnap->rot);

	pSnap->pBallSnapshot = pBallSnap;

	for (int i = 0; i < 2; i++)
	{
		for (int j = 0; j < 11; j++)
		{
			pSnap->pPlayerSnapshot[i][j] = NULL;
		}
	}

	for (int i = 1; i <= gpGlobals->maxClients; i++)
	{
		CSDKPlayer *pPl = ToSDKPlayer(UTIL_PlayerByIndex(i));
		if (!CSDKPlayer::IsOnField(pPl))
			continue;

		PlayerSnapshot *pPlSnap = new PlayerSnapshot;

		pPlSnap->pos = pPl->GetLocalOrigin();
		pPlSnap->vel = pPl->GetLocalVelocity();
		pPlSnap->ang = pPl->GetLocalAngles();

		for(int layerIndex = 0; layerIndex < NUM_LAYERS_WANTED; layerIndex++)
		{
			const CAnimationLayer *pSourceLayer = pPl->GetAnimOverlay(layerIndex);
			if(!pSourceLayer)
				continue;

			LayerRecord *pTargetLayer = &pPlSnap->layerRecords[layerIndex];
			if(!pTargetLayer)
				continue;

			pTargetLayer->cycle = pSourceLayer->m_flCycle;
			pTargetLayer->order = pSourceLayer->m_nOrder;
			pTargetLayer->sequence = pSourceLayer->m_nSequence;
			pTargetLayer->weight = pSourceLayer->m_flWeight;
			pTargetLayer->playbackRate = pSourceLayer->m_flPlaybackRate;
			pTargetLayer->looping = pSourceLayer->m_bLooping;
			pTargetLayer->sequenceFinished = pSourceLayer->m_bSequenceFinished;
			pTargetLayer->flags = pSourceLayer->m_fFlags;
			pTargetLayer->priority = pSourceLayer->m_nPriority;
			pTargetLayer->activity = pSourceLayer->m_nActivity;
			pTargetLayer->layerAnimtime = pSourceLayer->m_flLayerAnimtime;
			pTargetLayer->blendIn = pSourceLayer->m_flBlendIn;
			pTargetLayer->blendOut = pSourceLayer->m_flBlendOut;
			pTargetLayer->prevCycle = pSourceLayer->m_flPrevCycle;
			pTargetLayer->killDelay = pSourceLayer->m_flKillDelay;
			pTargetLayer->killRate = pSourceLayer->m_flKillRate;
			pTargetLayer->lastAccess = pSourceLayer->m_flLastAccess;
			pTargetLayer->lastEventCheck = pSourceLayer->m_flLastEventCheck;
			pTargetLayer->layerFadeOuttime = pSourceLayer->m_flLayerFadeOuttime;
		}

		pPlSnap->masterSequence = pPl->GetSequence();
		pPlSnap->masterCycle = pPl->GetCycle();
		pPlSnap->simulationTime = pPl->GetSimulationTime();

		pPlSnap->moveX = pPl->GetPoseParameter(4);
		pPlSnap->moveY = pPl->GetPoseParameter(3);

		pPlSnap->teamNumber = pPl->GetTeamNumber();
		pPlSnap->teamPosIndex = pPl->GetTeamPosIndex();
		pPlSnap->isKeeper = pPl->GetTeamPosType() == POS_GK;
		pPlSnap->shirtNumber = pPl->GetShirtNumber();
		pPlSnap->skinIndex = pPl->GetSkinIndex();
		pPlSnap->body = pPl->m_nBody;

		pPlSnap->pPlayerData = pPl->GetPlayerData();

		pSnap->pPlayerSnapshot[pPl->GetTeamNumber() - TEAM_HOME][pPl->GetTeamPosIndex()] = pPlSnap;
	}

	m_Snapshots.AddToTail(pSnap);

	// Add the snapshot to existing highlights if their end time hasn't been reached yet
	for (int i = 0; i < m_MatchEvents.Count(); i++)
	{
		if (m_MatchEvents[i]->snapshotEndTime >= gpGlobals->curtime)
		{
			m_MatchEvents[i]->snapshots.AddToTail(pSnap);
			pSnap->replayCount += 1;
		}
	}
	
	float replayStartTime = GetReplayStartTime();

	// Remove old snapshots from the list. Only free a snapshot's memory if it isn't part of any highlight.
	while (m_Snapshots.Count() >= 2 && m_Snapshots[0]->snaptime < replayStartTime && m_Snapshots[1]->snaptime <= replayStartTime)
	{
		if (m_Snapshots[0]->replayCount == 0)
			delete m_Snapshots[0];

		m_Snapshots.Remove(0);
	}
}
Esempio n. 4
0
void CKeeperBot::BotAdjustPos()
{
	float modifier = KEEPER_MID_COEFF;
	QAngle ang = m_oldcmd.viewangles;
	Vector target = GetTeam()->m_vGoalCenter;

	if (m_vBallVel.Length2D() > 750 && m_flAngToBallVel < 60)
	{
		float yDist = GetTeam()->m_vGoalCenter.GetY() - m_vBallPos.y;
		float vAng = acos(Sign(yDist) * m_vBallDir2D.y);
		float xDist = Sign(m_vBallDir2D.x) * abs(yDist) * tan(vAng);
		target.x = clamp(m_vBallPos.x + xDist, GetTeam()->m_vGoalCenter.GetX() - 150, GetTeam()->m_vGoalCenter.GetX() + 150);
	}

	if (m_pBall->State_Get() == BALL_STATE_KEEPERHANDS && m_pBall->GetCurrentPlayer() == this)
	{
		if (ShotButtonsReleased())
		{
			modifier = KEEPER_CLOSE_COEFF;
			//m_cmd.buttons |= (IN_ATTACK2 | IN_ATTACK);
			m_cmd.buttons |= IN_ALT1;
			CSDKPlayer *pPl = FindClosestPlayerToSelf(true, true);
			if (!pPl && SDKGameRules()->IsIntermissionState())
				pPl = FindClosestPlayerToSelf(false, true);

			if (pPl)
			{
				VectorAngles(pPl->GetLocalOrigin() - GetLocalOrigin(), ang);
				ang[PITCH] = g_IOSRand.RandomFloat(-40, 0);
				//m_flBotNextShot = gpGlobals->curtime + 1;
			}
			else
			{
				VectorAngles(Vector(0, GetTeam()->m_nForward, 0), ang);
				ang[YAW] += g_IOSRand.RandomFloat(-45, 45);
				ang[PITCH] = g_IOSRand.RandomFloat(-40, 0);
				//m_flBotNextShot = gpGlobals->curtime + 1;
			}
		}
	}
	else// if (gpGlobals->curtime >= m_flBotNextShot)
	{
		VectorAngles(m_vDirToBall, ang);
		float ballDistToGoal = (m_vBallPos - GetTeam()->m_vGoalCenter).Length2D();
		CSDKPlayer *pClosest = FindClosestPlayerToBall();
		m_cmd.buttons |= IN_ATTACK;

		if (ballDistToGoal < 750 && m_vDirToBall.Length2D() < 200 && m_vDirToBall.z < 200 && (m_vDirToBall.z < 80 || m_vBallVel.z <= 0))
		{
			modifier = KEEPER_CLOSE_COEFF;// max(0.15f, 1 - ballDistToGoal / 750);
			VectorAngles(Vector(0, GetTeam()->m_nForward, 0), ang);
			bool diving = false;

			if (m_flAngToBallVel < 60 && m_flAngToBallVel > 15)
			{
				if (abs(m_vDirToBall.x) > 50 && abs(m_vDirToBall.x) < 200 && m_vDirToBall.z < 150 && abs(m_vDirToBall.x) < 150 && m_vBallVel.Length() > 200)
				{
					m_cmd.buttons |= IN_JUMP;
					m_cmd.buttons |= Sign(m_vDirToBall.x) == GetTeam()->m_nRight ? IN_MOVERIGHT : IN_MOVELEFT;
					//m_cmd.buttons |= (IN_ATTACK2 | IN_ATTACK);
					diving = true;
				}
				else if (m_vDirToBall.z > 100 && m_vDirToBall.z < 150 && m_vDirToBall.Length2D() < 100)
				{
					m_cmd.buttons |= IN_JUMP;
					//m_cmd.buttons |= (IN_ATTACK2 | IN_ATTACK);
					diving = true;
				}
				else if (abs(m_vDirToBall.y) > 50 && abs(m_vDirToBall.y) < 200 && m_vDirToBall.z < 100 && abs(m_vDirToBall.x) < 50 && m_vBallVel.Length() < 200 && pClosest != this)
				{
					m_cmd.buttons |= IN_JUMP;
					m_cmd.buttons |= Sign(m_vLocalDirToBall.x) == GetTeam()->m_nForward ? IN_FORWARD : IN_BACK;
					//m_cmd.buttons |= (IN_ATTACK2 | IN_ATTACK);
					diving = true;
				}
			}

			if (!diving)
			{
				if (m_vDirToBall.Length2D() < 50)
				{
					modifier = KEEPER_CLOSE_COEFF;
					//m_cmd.buttons |= (IN_ATTACK2 | IN_ATTACK);
					CSDKPlayer *pPl = FindClosestPlayerToSelf(true, true);
					if (!pPl && SDKGameRules()->IsIntermissionState())
						pPl = FindClosestPlayerToSelf(false, true);

					if (pPl)
					{
						VectorAngles(pPl->GetLocalOrigin() - GetLocalOrigin(), ang);
						ang[PITCH] = g_IOSRand.RandomFloat(-40, 0);
						//m_flBotNextShot = gpGlobals->curtime + 1;
					}
					else
					{
						VectorAngles(Vector(0, GetTeam()->m_nForward, 0), ang);
						ang[YAW] += g_IOSRand.RandomFloat(-45, 45);
						ang[PITCH] = g_IOSRand.RandomFloat(-40, 0);
						//m_flBotNextShot = gpGlobals->curtime + 1;
					}
				}
				else
					modifier = KEEPER_CLOSE_COEFF;
			}
		}
		else if (ballDistToGoal < 1250 && m_flAngToBallVel < 60 && m_vBallVel.Length2D() > 300 && (m_vBallVel.z > 100 || m_vDirToBall.z > 100))
		{
			modifier = KEEPER_FAR_COEFF;
		}
		else if (ballDistToGoal < 1000 && m_vDirToBall.z < 80 && m_vBallVel.Length2D() < 300 && m_vBallVel.z < 100)
		{
			if (pClosest == this)
				modifier = KEEPER_CLOSE_COEFF;
			else
				modifier = max(KEEPER_FAR_COEFF, 1 - pow(min(1, ballDistToGoal / 750.0f), 2));
		}
		else
		{
			modifier = KEEPER_MID_COEFF;
		}

		m_cmd.viewangles = ang;
		m_LastAngles = m_cmd.viewangles;
		SetLocalAngles(m_cmd.viewangles);
		SnapEyeAngles(ang);

		Vector targetPosDir = target + modifier * (m_vBallPos - target) - GetLocalOrigin();
		targetPosDir.z = 0;
		float dist = targetPosDir.Length2D();
		VectorNormalizeFast(targetPosDir);
		Vector localDir;
		VectorIRotate(targetPosDir, EntityToWorldTransform(), localDir);
		//float speed;
		//if (dist < 10)
		//	speed = 0;
		//else if (dist < 100)
		//	speed = mp_runspeed.GetInt();
		//else
		//	speed = mp_sprintspeed.GetInt();
		//float speed = clamp(dist - 10, 0, mp_runspeed.GetInt());
		float speed = 0;

		if (dist > 30)
			speed = clamp(5 * dist, 0, mp_sprintspeed.GetInt() * (mp_botkeeperskill.GetInt() / 100.0f));

		if (speed > mp_runspeed.GetInt())
			m_cmd.buttons |= IN_SPEED;

		m_cmd.forwardmove = localDir.x * speed;
		m_cmd.sidemove = -localDir.y * speed;

		if (m_cmd.forwardmove > 0)
			m_cmd.buttons |= IN_FORWARD;
		else if (m_cmd.forwardmove < 0)
			m_cmd.buttons |= IN_BACK;

		if (m_cmd.sidemove > 0)
			m_cmd.buttons |= IN_RIGHT;
		else if (m_cmd.sidemove < 0)
			m_cmd.buttons |= IN_MOVELEFT;
	}

	m_cmd.viewangles = ang;
}