void CWaypointLocations :: AutoPathInBucket ( edict_t *pPlayer, int i, int j, int k, int iWptFrom ) { //dataStack <int> tempStack = m_iLocations[i][j][k]; int iWpt; CWaypoint *pOtherWpt; extern ConVar bot_waypointpathdist; CWaypoint *pWpt = CWaypoints::getWaypoint(iWptFrom); Vector vWptOrigin = pWpt->getOrigin(); Vector vOtherWptOrigin; trace_t tr; //CTraceFilterWorldOnly filter; //while ( !tempStack.IsEmpty() ) dataUnconstArray<int> *arr = &(m_iLocations[i][j][k]); short int size = (short int)arr->Size(); for ( int l = 0; l < size; l ++ ) { iWpt = arr->ReturnValueFromIndex(l); //iWpt = tempStack.ChooseFromStack(); pOtherWpt = CWaypoints::getWaypoint(iWpt); if ( !pOtherWpt->isUsed() ) continue; if ( pOtherWpt == pWpt ) continue; vOtherWptOrigin = pOtherWpt->getOrigin(); // if ( fabs(vOtherWptOrigin.z-vWptOrigin.z) > 128 ) // continue; if ( (vWptOrigin-vOtherWptOrigin).Length() <= bot_waypointpathdist.GetFloat() ) { if ( CBotGlobals::isVisible(vWptOrigin,vOtherWptOrigin) ) { if ( CBotGlobals::walkableFromTo(pPlayer, vWptOrigin,vOtherWptOrigin) ) { pWpt->addPathTo(iWpt); } if ( CBotGlobals::walkableFromTo(pPlayer,vOtherWptOrigin,vWptOrigin) ) { pOtherWpt->addPathTo(iWptFrom); } } } } }
/////////////// // return nearest waypoint that can be used to cover from vCoverFrom vector void CWaypointLocations :: AutoPath ( edict_t *pPlayer, int iWpt ) { CWaypoint *pWpt = CWaypoints::getWaypoint(iWpt); Vector vOrigin = pWpt->getOrigin(); int iLoc = READ_LOC(vOrigin.x); int jLoc = READ_LOC(vOrigin.y); int kLoc = READ_LOC(vOrigin.z); int i,j,k; int iMinLoci,iMaxLoci,iMinLocj,iMaxLocj,iMinLock,iMaxLock; getMinMaxs(iLoc,jLoc,kLoc,&iMinLoci,&iMinLocj,&iMinLock,&iMaxLoci,&iMaxLocj,&iMaxLock); for ( i = iMinLoci; i <= iMaxLoci; i++ ) { for ( j = iMinLocj; j <= iMaxLocj; j++ ) { for ( k = iMinLock; k <= iMaxLock; k++ ) { // check each area around the current area // for closer waypoints AutoPathInBucket(pPlayer, i,j,k,iWpt); } } } }
CBotDefendSched::CBotDefendSched ( int iWaypointID, float fMaxTime ) { CWaypoint *pWaypoint; pWaypoint = CWaypoints::getWaypoint(iWaypointID); addTask(new CFindPathTask(iWaypointID)); addTask(new CBotDefendTask(pWaypoint->getOrigin(),fMaxTime,8,false,Vector(0,0,0),LOOK_SNIPE,pWaypoint->getFlags())); }
// called each frame void CClient :: think () { extern ConVar bot_cmd_enable_wpt_sounds; //if ( m_pPlayer ) // HookGiveNamedItem(m_pPlayer); /*if ( m_pPlayer.get() == NULL ) { clientDisconnected(); return; } */ //if ( m_fMonitorHighFiveTime > engine->Time() ) //{ if ( (m_pPlayer != NULL) && (m_pPlayerInfo == NULL) ) { m_pPlayerInfo = playerinfomanager->GetPlayerInfo(m_pPlayer); } if ( CBotGlobals::isMod(MOD_TF2) ) { if ( (m_fMonitorHighFiveTime < engine->Time()) && (m_pPlayer != NULL) && (m_pPlayerInfo != NULL) && m_pPlayerInfo->IsConnected() && !m_pPlayerInfo->IsDead() && m_pPlayerInfo->IsPlayer() && !m_pPlayerInfo->IsObserver() && CClassInterface::getTF2HighFiveReady(m_pPlayer) ) { m_fMonitorHighFiveTime = engine->Time() + 0.25f; if ( CClassInterface::getHighFivePartner(m_pPlayer) == NULL ) { // wanting high five partner // search for bots nearby who can see this player CBotFunc_HighFiveSearch *newFunc = new CBotFunc_HighFiveSearch(m_pPlayer,CClassInterface::getTeam(m_pPlayer)); CBots::botFunction(newFunc); CBot *pBot = newFunc->getNearestBot(); if ( pBot != NULL ) { ((CBotTF2*)pBot)->highFivePlayer(m_pPlayer,CClassInterface::getTF2TauntYaw(m_pPlayer)); m_fMonitorHighFiveTime = engine->Time() + 3.0f; } delete newFunc; } } } if ( m_szSoundToPlay[0] != 0 ) { if ( bot_cmd_enable_wpt_sounds.GetBool() ) engine->ClientCommand(m_pPlayer,m_szSoundToPlay); m_szSoundToPlay[0] = 0; } if ( m_bIsTeleporting ) { if ( m_fTeleportTime < engine->Time() ) { m_bIsTeleporting = false; m_fTeleportTime = 0; //reset movetypes byte *pMoveType = CClassInterface::getMoveTypePointer(m_pPlayer); int *pPlayerFlags = CClassInterface::getPlayerFlagsPointer(m_pPlayer); *pMoveType &= ~15; *pMoveType |= MOVETYPE_WALK; *pPlayerFlags &= ~FL_FLY; *pPlayerFlags |= FL_ONGROUND; } } if ( m_bShowMenu ) { m_bShowMenu = false; engine->ClientCommand(m_pPlayer,"cancelselect"); } if ( m_pMenu != NULL ) { if ( needToRenderMenu() ) m_pMenu->render(this); //CBotMenuList::render(pClient); } if ( isWaypointOn() ) CWaypoints::drawWaypoints(this); if ( m_fUpdatePos < engine->Time() ) { m_vVelocity = (getOrigin()-m_vLastPos); m_fSpeed = m_vVelocity.Length(); m_vLastPos = getOrigin(); if ( (m_fUpdatePos > 0) && (m_fSpeed > 0) ) { if ( !m_bSentWelcomeMessage ) { m_bSentWelcomeMessage = true; giveMessage(CStrings::getString(BOT_WELCOME_MESSAGE)); giveMessage(CStrings::getString(CWaypoints::getWelcomeMessage()),5.0f); } } m_fUpdatePos = engine->Time() + 1.0f; } if ( isDebugging() ) { IPlayerInfo *p = playerinfomanager->GetPlayerInfo(m_pPlayer); if ( isDebugOn(BOT_DEBUG_SPEED) ) { CBotGlobals::botMessage(m_pPlayer,0,"speed = %0.0f",m_fSpeed); } if ( isDebugOn(BOT_DEBUG_USERCMD) ) { if ( p ) { CBotCmd cmd = p->GetLastUserCommand(); CBotGlobals::botMessage(m_pPlayer,0,"Btns = %d, cmd_no = %d, impulse = %d, weapselect = %d, weapsub = %d",cmd.buttons,cmd.command_number,cmd.impulse,cmd.weaponselect,cmd.weaponsubtype); } } if ( (m_pDebugBot!=NULL) && isDebugOn(BOT_DEBUG_HUD) ) { if ( m_fNextPrintDebugInfo < engine->Time() ) { char msg[1024]; CBot *pBot = CBots::getBotPointer(m_pDebugBot); QAngle eyes = p->GetLastUserCommand().viewangles; Vector vForward; // in fov? Check angle to edict AngleVectors(eyes,&vForward); vForward = vForward / vForward.Length(); // normalize Vector vLeft = (vForward-p->GetAbsOrigin()).Cross(Vector(0,0,1)); vLeft = vLeft/vLeft.Length(); Vector vDisplay = p->GetAbsOrigin() + vForward*300.0f; vDisplay = vDisplay - vLeft*300.0f; // get debug message pBot->debugBot(msg); #ifndef __linux__ int i = 0; int n = 0; char line[256]; int linenum = 0; int iIndex = ENTINDEX(m_pDebugBot); do { while ( (msg[i]!=0) && (msg[i]!='\n') ) line[n++] = msg[i++]; line[n]=0; debugoverlay->AddEntityTextOverlay(iIndex,linenum++,1.0f,255,255,255,255,line); n = 0; if ( msg[i] == 0 ) break; i++; }while ( 1 ) ; //int ent_index, int line_offset, float duration, int r, int g, int b, int a, const char *format, ... // debugoverlay->AddEntityTextOverlay(); #endif m_fNextPrintDebugInfo = engine->Time() + 1.0f; } } //this->cm_pDebugBot->getTaskDebug(); //m_pDebugBot->canAvoid(); } if ( m_fNextBotServerMessage < engine->Time() ) { if ( !m_NextTooltip.empty() ) { CToolTip *pTooltip = m_NextTooltip.front(); pTooltip->send(m_pPlayer); m_NextTooltip.pop(); delete pTooltip; m_fNextBotServerMessage = engine->Time() + 11.0f; } else m_fNextBotServerMessage = engine->Time() + 1.0f; } /***** Autowaypoint stuff below borrowed and converted from RCBot1 *****/ if ( m_bAutoWaypoint ) { if ( !m_pPlayerInfo ) m_pPlayerInfo = playerinfomanager->GetPlayerInfo(m_pPlayer); if ( !m_bSetUpAutoWaypoint || !m_pPlayerInfo || m_pPlayerInfo->IsDead() ) { int i; int start = 0; if ( !m_pPlayerInfo->IsDead() ) start = 1; // grab one location m_fLastAutoWaypointCheckTime = engine->Time() + 0.5f; if ( !m_pPlayerInfo->IsDead() ) m_vLastAutoWaypointCheckPos[0].SetVector(getOrigin()); for ( i = start; i < MAX_STORED_AUTOWAYPOINT; i++ ) { m_vLastAutoWaypointCheckPos[i].UnSetPoint(); } m_vLastAutoWaypointPlacePos = getOrigin(); m_bSetUpAutoWaypoint = TRUE; m_fCanPlaceJump = 0; m_iLastButtons = 0; m_iLastJumpWaypointIndex = -1; m_iLastLadderWaypointIndex = -1; m_iLastMoveType = 0; m_fCanPlaceLadder = 0; m_iJoinLadderWaypointIndex = -1; } else { int iMoveType = CClassInterface::getMoveType(m_pPlayer); int iPlayerFlags = CClassInterface::getPlayerFlags(m_pPlayer); CBotCmd cmd = m_pPlayerInfo->GetLastUserCommand(); Vector vPlayerOrigin = getOrigin(); // **************************************************** // Jump waypoint // // wait until checkJump is not -1 (meaning that bot is in the air) // set checkJump to time+0.5 after landing // // **************************************************** if ( m_iAutoEventWaypoint != 0 ) { int iWpt = CWaypointLocations::NearestWaypoint(m_vAutoEventWaypointOrigin,m_fAutoEventWaypointRadius,-1,false,false,false,NULL,false,m_iAutoEventWaypointTeam,false,false,Vector(0,0,0),m_iAutoEventWaypoint); CWaypoint *pWpt = CWaypoints::getWaypoint(iWpt); if ( !pWpt ) { //updateCurrentWaypoint(); //pWpt = CWaypoints::getWaypoint(currentWaypoint()); //if ( !pWpt || pWpt->distanceFrom(m_vAutoEventWaypointOrigin) > 32.0f ) //{ if ( m_bAutoEventWaypointAutoType ) { CWaypointType *pMainType = CWaypointTypes::getTypeByFlags(m_iAutoEventWaypoint); if ( pMainType ) CWaypoints::addWaypoint(this,pMainType->getName(),"","",""); else CWaypoints::addWaypoint(m_pPlayer,m_vAutoEventWaypointOrigin,(m_iAutoEventWaypointTeam==0)?(m_iAutoEventWaypoint):((m_iAutoEventWaypoint|m_iAutoEventWaypointTeamOn)&~m_iAutoEventWaypointTeamOff),true,cmd.viewangles.y,0,32.0f); } else CWaypoints::addWaypoint(m_pPlayer,m_vAutoEventWaypointOrigin,(m_iAutoEventWaypointTeam==0)?(m_iAutoEventWaypoint):((m_iAutoEventWaypoint|m_iAutoEventWaypointTeamOn)&~m_iAutoEventWaypointTeamOff),true,cmd.viewangles.y,0,32.0f); //} /*else { pWpt->addFlag(m_iAutoEventWaypoint); }*/ } m_iAutoEventWaypoint = 0; } //g_pBotManager->GetBotController(m_pPlayer)->IsEFlagSet(); if ( /*(pev->waterlevel < 3) &&*/ (m_fCanPlaceJump < engine->Time()) ) { Vector v_floor; if ( (m_fCanPlaceJump != -1) && (m_iLastButtons & IN_JUMP) && !(iPlayerFlags & FL_ONGROUND) ) { int iNearestWpt = CWaypointLocations::NearestWaypoint(vPlayerOrigin, 80.0, -1, true, false, false, NULL); m_iLastJumpWaypointIndex = -1; if ( iNearestWpt == -1 ) { m_iLastJumpWaypointIndex = CWaypoints::addWaypoint(m_pPlayer,vPlayerOrigin,CWaypointTypes::W_FL_JUMP,true); } else m_iLastJumpWaypointIndex = iNearestWpt; // can still update a current waypoint for land position m_vLastAutoWaypointPlacePos = vPlayerOrigin; m_fCanPlaceJump = -1; } // **************************************************** // Join jump waypoint to the landed waypoint // **************************************************** else if ( (m_fCanPlaceJump == -1) && (iPlayerFlags & FL_ONGROUND) ) { if ( m_iLastJumpWaypointIndex != -1 ) { int iNearestWpt = CWaypointLocations::NearestWaypoint(vPlayerOrigin, 80.0, -1, true, false, false, NULL); if ( iNearestWpt == -1 ) { int iNewWpt = CWaypoints::addWaypoint(m_pPlayer,vPlayerOrigin,0,true); if ( iNewWpt != -1 ) { CWaypoint *pWpt = CWaypoints::getWaypoint(iNewWpt); CWaypoint *pJumpWpt = CWaypoints::getWaypoint(m_iLastJumpWaypointIndex); pJumpWpt->addPathTo(iNewWpt); pJumpWpt->addFlag(CWaypointTypes::W_FL_JUMP); trace_t *tr; Vector v_src = pWpt->getOrigin(); CBotGlobals::quickTraceline(m_pPlayer,v_src,v_src-Vector(0,0,144)); tr = CBotGlobals::getTraceResult(); v_floor = tr->endpos; float len = v_src.z-tr->endpos.z; CBotGlobals::quickTraceline(m_pPlayer,v_src,v_src+Vector(0,0,144)); len += (tr->endpos.z-v_src.z); if ( len > 72 ) { pWpt->removeFlag(CWaypointTypes::W_FL_CROUCH); pWpt->move(v_floor+Vector(0,0,36)); } else if ( len > 32 ) { pWpt->addFlag(CWaypointTypes::W_FL_CROUCH); pWpt->move(v_floor+Vector(0,0,12)); } } } else if ( iNearestWpt != m_iLastJumpWaypointIndex ) { CWaypoint *pJumpWpt = CWaypoints::getWaypoint(m_iLastJumpWaypointIndex); pJumpWpt->addPathTo(iNearestWpt); pJumpWpt->addFlag(CWaypointTypes::W_FL_JUMP); } } m_iLastJumpWaypointIndex = -1; // wait a sec after player lands before checking jump again m_fCanPlaceJump = engine->Time() + 0.5; } } bool bCheckDistance = (iMoveType != MOVETYPE_FLY) && (m_fCanPlaceLadder == 0); // always check distance unless ladder climbing // **************************************************** // Ladder waypoint // make the frist waypoint (e.g. bottom waypoint) // **************************************************** if ( (iMoveType == MOVETYPE_FLY) && !(m_iLastMoveType == MOVETYPE_FLY) ) { // went ON to a ladder int iNearestWpt = CWaypointLocations::NearestWaypoint(vPlayerOrigin, 80.0, -1, true, false, false, NULL); m_iLastLadderWaypointIndex = -1; if ( iNearestWpt == -1 ) m_iLastLadderWaypointIndex = CWaypoints::addWaypoint(m_pPlayer,vPlayerOrigin,CWaypointTypes::W_FL_LADDER,true); else { m_iLastLadderWaypointIndex = iNearestWpt; // can still update a current waypoint for land position CWaypoint *pLadderWpt = CWaypoints::getWaypoint(m_iLastLadderWaypointIndex); pLadderWpt->addFlag(CWaypointTypes::W_FL_LADDER); // update flags } m_vLastAutoWaypointPlacePos = vPlayerOrigin; bCheckDistance = false; m_fCanPlaceLadder = 0; // need to unset every check point when going on ladder first time for ( int i = 0; i < MAX_STORED_AUTOWAYPOINT; i ++ ) { m_vLastAutoWaypointCheckPos[i].UnSetPoint(); } } else if ( !(iMoveType == MOVETYPE_FLY) && (m_iLastMoveType == MOVETYPE_FLY) ) { // went OFF a ladder m_fCanPlaceLadder = engine->Time() + 0.2f; } // **************************************************** // If we have walked off a ladder for a small amount of time // Make the top/bottom ladder waypoint // **************************************************** if ( m_fCanPlaceLadder && (m_fCanPlaceLadder < engine->Time() ) ) { if ( m_iLastLadderWaypointIndex != -1 ) // place a ladder waypoint before jumping off { int iNearestWpt = CWaypointLocations::NearestWaypoint(vPlayerOrigin, 80.0, -1, true, false, false, NULL); if ( iNearestWpt == -1 ) { int iNewWpt = CWaypoints::addWaypoint(m_pPlayer,vPlayerOrigin,CWaypointTypes::W_FL_LADDER,true); if ( iNewWpt != -1 ) { CWaypoint *pLadderWpt = CWaypoints::getWaypoint(m_iLastLadderWaypointIndex); m_iJoinLadderWaypointIndex = iNewWpt; pLadderWpt->addPathTo(iNewWpt); } } else if ( iNearestWpt != m_iLastLadderWaypointIndex ) { CWaypoint *pLadderWpt = CWaypoints::getWaypoint(m_iJoinLadderWaypointIndex); m_iJoinLadderWaypointIndex = iNearestWpt; pLadderWpt->addPathTo(iNearestWpt); } } m_iLastLadderWaypointIndex = -1; bCheckDistance = false; m_fCanPlaceLadder = 0; } // **************************************************** // Join top ladder waypoint to a ground waypoint // **************************************************** if ( (m_iJoinLadderWaypointIndex != -1) && (iPlayerFlags & FL_ONGROUND) && (iMoveType == MOVETYPE_WALK) ) { int iNearestWpt = CWaypointLocations::NearestWaypoint(vPlayerOrigin, 40.0, m_iJoinLadderWaypointIndex, true, false, false, NULL); if ( iNearestWpt == -1 ) { int iNewWpt = CWaypoints::addWaypoint(m_pPlayer,vPlayerOrigin,0,true); if ( iNewWpt != -1 ) { CWaypoint *pLadderWpt = CWaypoints::getWaypoint(m_iJoinLadderWaypointIndex); pLadderWpt->addPathTo(iNewWpt); } } else if ( iNearestWpt != m_iJoinLadderWaypointIndex ) { CWaypoint *pLadderWpt = CWaypoints::getWaypoint(m_iJoinLadderWaypointIndex); pLadderWpt->addPathTo(iNearestWpt); } m_iJoinLadderWaypointIndex = -1; } m_iLastButtons = cmd.buttons; m_iLastMoveType = iMoveType; if ( m_fLastAutoWaypointCheckTime < engine->Time() ) { // **************************************** // Corner - Check // **************************************** // // place a "Check - point" at player origin // CAutoWaypointCheck *vCurVector; Vector vCheckOrigin; Vector vPlacePosition; int iFlags = 0; bool bPlace = false; int i; int n; trace_t *tr; int numset = 0; int last = 0; for ( n = 0; n < MAX_STORED_AUTOWAYPOINT; n ++ ) { if ( m_vLastAutoWaypointCheckPos[n].IsVectorSet() ) { numset++; } } if ( numset == MAX_STORED_AUTOWAYPOINT ) { // move check points down for ( n = 0; n < (MAX_STORED_AUTOWAYPOINT-1); n ++ ) { m_vLastAutoWaypointCheckPos[n] = m_vLastAutoWaypointCheckPos[n+1]; } last = MAX_STORED_AUTOWAYPOINT-1; } else { last = numset; } iFlags = 0; // sort out flags for this waypoint depending on player if ((iPlayerFlags & FL_DUCKING) == FL_DUCKING) { iFlags |= CWaypointTypes::W_FL_CROUCH; // crouching waypoint } if (iMoveType == MOVETYPE_LADDER) iFlags |= CWaypointTypes::W_FL_LADDER; // waypoint on a ladder m_vLastAutoWaypointCheckPos[last].SetPoint(vPlayerOrigin,iFlags); if ( (m_iLastJumpWaypointIndex==-1) && bCheckDistance && ((vPlayerOrigin - m_vLastAutoWaypointPlacePos).Length() > 200) ) { extern ConVar rcbot_autowaypoint_dist; int iNearestWpt = CWaypointLocations::NearestWaypoint(vPlayerOrigin, rcbot_autowaypoint_dist.GetFloat(), -1, true, false, false, NULL); if ( iNearestWpt == -1 ) CWaypoints::addWaypoint(this,"","","",""); // set regardless m_vLastAutoWaypointPlacePos = vPlayerOrigin; } // search for occluded check points from player for ( i = 0; i < MAX_STORED_AUTOWAYPOINT; i++ ) { vCurVector = &m_vLastAutoWaypointCheckPos[i]; if ( !vCurVector->IsVectorSet() ) continue; vCheckOrigin = vCurVector->GetVector(); CBotGlobals::quickTraceline(m_pPlayer,vPlayerOrigin,vCheckOrigin); tr = CBotGlobals::getTraceResult(); #ifndef __linux__ if ( m_bDebugAutoWaypoint && !engine->IsDedicatedServer() ) { debugoverlay->AddLineOverlay(vCheckOrigin+Vector(0,0,16),vCheckOrigin-Vector(0,0,16),255,255,255,0,2); debugoverlay->AddLineOverlay(vPlayerOrigin,vCheckOrigin,255,255,255,0,2); } #endif if ( tr->fraction < 1.0 ) { if ( tr->m_pEnt ) { Vector vel; extern IServerGameEnts *servergameents; edict_t *pEdict = servergameents->BaseEntityToEdict(tr->m_pEnt); if ( CClassInterface::getVelocity(pEdict,&vel) ) { // on a lift/train moving "fast" if ( vel.Length() > 20.0 ) continue; } } // find next which is visible for ( n = i+1; n < MAX_STORED_AUTOWAYPOINT; n++ ) { vCurVector = &m_vLastAutoWaypointCheckPos[n]; if ( !vCurVector->IsVectorSet() ) continue; vCheckOrigin = vCurVector->GetVector(); CBotGlobals::quickTraceline(m_pPlayer,vPlayerOrigin,vCheckOrigin); #ifndef __linux__ if ( m_bDebugAutoWaypoint ) debugoverlay->AddLineOverlay(vPlayerOrigin,vCheckOrigin,255,255,255,false,2); #endif if ( tr->fraction >= 1.0 ) { int iNearestWpt = CWaypointLocations::NearestWaypoint(vCheckOrigin, 100.0, -1, true, false, false, NULL); if ( iNearestWpt == -1 ) { bPlace = true; vPlacePosition = vCheckOrigin; iFlags = vCurVector->getFlags(); break; } else continue; } } } } if ( bPlace ) { int inewwpt = CWaypoints::addWaypoint(m_pPlayer,vPlacePosition,iFlags,true); CWaypoint *pWpt = CWaypoints::getWaypoint(inewwpt); Vector v_floor; m_vLastAutoWaypointPlacePos = vPlacePosition; bool bCanStand; trace_t *tr; Vector v_src = vPlacePosition; CBotGlobals::quickTraceline(m_pPlayer,v_src,v_src-Vector(0,0,144)); tr = CBotGlobals::getTraceResult(); v_floor = tr->endpos; float len = v_src.z-tr->endpos.z; CBotGlobals::quickTraceline(m_pPlayer,v_src,v_src+Vector(0,0,144)); len += (tr->endpos.z-v_src.z); bCanStand = ( len > 72 ); if ( (m_iLastJumpWaypointIndex != -1) && bCanStand ) { pWpt->removeFlag(CWaypointTypes::W_FL_CROUCH); //waypoints[inewwpt].origin = v_floor+Vector(0,0,36); } //clear from i int pos = n; int n = 0; for ( n = 0; pos < MAX_STORED_AUTOWAYPOINT; n ++ ) { m_vLastAutoWaypointCheckPos[n] = m_vLastAutoWaypointCheckPos[pos]; pos++; } for ( n = n; n < MAX_STORED_AUTOWAYPOINT; n ++ ) { m_vLastAutoWaypointCheckPos[n].UnSetPoint(); } } m_fLastAutoWaypointCheckTime = engine->Time() + 0.5f; } } } }
// from the bots UTILITIES , execute the given action bool CHLDMBot :: executeAction ( eBotAction iAction ) { switch ( iAction ) { case BOT_UTIL_HL2DM_USE_CRATE: // check if it is worth it first { const char *szModel; char type; CBotWeapon *pWeapon = NULL; /* possible models 0000000000111111111122222222223333 0123456789012345678901234567890123 models/items/ammocrate_ar2.mdl models/items/ammocrate_grenade.mdl models/items/ammocrate_rockets.mdl models/items/ammocrate_smg1.mdl */ szModel = m_pAmmoCrate.get()->GetIServerEntity()->GetModelName().ToCStr(); type = szModel[23]; if ( type == 'a' ) // ar2 { pWeapon = m_pWeapons->getWeapon(CWeapons::getWeapon(HL2DM_WEAPON_AR2)); } else if ( type == 'g' ) // grenade { pWeapon = m_pWeapons->getWeapon(CWeapons::getWeapon(HL2DM_WEAPON_FRAG)); } else if ( type == 'r' ) // rocket { pWeapon = m_pWeapons->getWeapon(CWeapons::getWeapon(HL2DM_WEAPON_RPG)); } else if ( type == 's' ) // smg { pWeapon = m_pWeapons->getWeapon(CWeapons::getWeapon(HL2DM_WEAPON_SMG1)); } if ( pWeapon && (pWeapon->getAmmo(this) < 1) ) { CBotSchedule *pSched = new CBotSchedule(); pSched->addTask(new CFindPathTask(m_pAmmoCrate)); pSched->addTask(new CBotHL2DMUseButton(m_pAmmoCrate)); m_pSchedules->add(pSched); m_fUtilTimes[iAction] = engine->Time() + randomFloat(5.0f,10.0f); return true; } } return false; case BOT_UTIL_PICKUP_WEAPON: m_pSchedules->add(new CBotPickupSched(m_pNearbyWeapon.get())); return true; case BOT_UTIL_FIND_NEAREST_HEALTH: m_pSchedules->add(new CBotPickupSched(m_pHealthKit.get())); return true; case BOT_UTIL_HL2DM_FIND_ARMOR: m_pSchedules->add(new CBotPickupSched(m_pBattery.get())); return true; case BOT_UTIL_FIND_NEAREST_AMMO: m_pSchedules->add(new CBotPickupSched(m_pAmmoKit.get())); m_fUtilTimes[iAction] = engine->Time() + randomFloat(5.0f,10.0f); return true; case BOT_UTIL_HL2DM_USE_HEALTH_CHARGER: { CBotSchedule *pSched = new CBotSchedule(); pSched->addTask(new CFindPathTask(m_pHealthCharger)); pSched->addTask(new CBotHL2DMUseCharger(m_pHealthCharger,CHARGER_HEALTH)); m_pSchedules->add(pSched); m_fUtilTimes[BOT_UTIL_HL2DM_USE_HEALTH_CHARGER] = engine->Time() + randomFloat(5.0f,10.0f); return true; } case BOT_UTIL_HL2DM_USE_CHARGER: { CBotSchedule *pSched = new CBotSchedule(); pSched->addTask(new CFindPathTask(m_pCharger)); pSched->addTask(new CBotHL2DMUseCharger(m_pCharger,CHARGER_ARMOR)); m_pSchedules->add(pSched); m_fUtilTimes[BOT_UTIL_HL2DM_USE_CHARGER] = engine->Time() + randomFloat(5.0f,10.0f); return true; } case BOT_UTIL_HL2DM_GRAVIGUN_PICKUP: { CBotSchedule *pSched = new CBotSchedule(new CBotGravGunPickup(m_pCurrentWeapon,m_NearestPhysObj)); pSched->setID(SCHED_GRAVGUN_PICKUP); m_pSchedules->add(pSched); return true; } case BOT_UTIL_FIND_LAST_ENEMY: { Vector vVelocity = Vector(0,0,0); CClient *pClient = CClients::get(m_pLastEnemy); CBotSchedule *pSchedule = new CBotSchedule(); CFindPathTask *pFindPath = new CFindPathTask(m_vLastSeeEnemy); pFindPath->setCompleteInterrupt(CONDITION_SEE_CUR_ENEMY); if ( !CClassInterface::getVelocity(m_pLastEnemy,&vVelocity) ) { if ( pClient ) vVelocity = pClient->getVelocity(); } pSchedule->addTask(pFindPath); pSchedule->addTask(new CFindLastEnemy(m_vLastSeeEnemy,vVelocity)); ////////////// pFindPath->setNoInterruptions(); m_pSchedules->add(pSchedule); m_bLookedForEnemyLast = true; return true; } case BOT_UTIL_THROW_GRENADE: { // find hide waypoint CWaypoint *pWaypoint = CWaypoints::getWaypoint(CWaypointLocations::GetCoverWaypoint(getOrigin(),m_vLastSeeEnemy,NULL)); if ( pWaypoint ) { CBotSchedule *pSched = new CBotSchedule(); pSched->addTask(new CThrowGrenadeTask(m_pWeapons->getWeapon(CWeapons::getWeapon(HL2DM_WEAPON_FRAG)),getAmmo(CWeapons::getWeapon(HL2DM_WEAPON_FRAG)->getAmmoIndex1()),m_vLastSeeEnemyBlastWaypoint)); // first - throw pSched->addTask(new CFindPathTask(pWaypoint->getOrigin())); // 2nd -- hide m_pSchedules->add(pSched); return true; } } case BOT_UTIL_SNIPE: { // roam CWaypoint *pWaypoint = CWaypoints::randomWaypointGoal(CWaypointTypes::W_FL_SNIPER); if ( pWaypoint ) { CBotSchedule *snipe = new CBotSchedule(); CBotTask *findpath = new CFindPathTask(CWaypoints::getWaypointIndex(pWaypoint)); CBotTask *snipetask; // use DOD task snipetask = new CBotHL2DMSnipe(m_pWeapons->getWeapon(CWeapons::getWeapon(HL2DM_WEAPON_CROSSBOW)),pWaypoint->getOrigin(),pWaypoint->getAimYaw(),false,0); findpath->setCompleteInterrupt(CONDITION_PUSH); snipetask->setCompleteInterrupt(CONDITION_PUSH); snipe->setID(SCHED_DEFENDPOINT); snipe->addTask(findpath); snipe->addTask(snipetask); m_pSchedules->add(snipe); return true; } break; } case BOT_UTIL_ROAM: // roam CWaypoint *pWaypoint = CWaypoints::getWaypoint(CWaypoints::randomFlaggedWaypoint(getTeam())); if ( pWaypoint ) { m_pSchedules->add(new CBotGotoOriginSched(pWaypoint->getOrigin())); return true; } break; } return false; }