// // YaPB, based on PODBot by Markus Klinge ("CountFloyd"). // Copyright © YaPB Project Developers . // // SPDX-License-Identifier: MIT // #include ConVar cv_debug ("debug", "0", "Enables or disables useful messages about bot states. Not required for end users.", true, 0.0f, 4.0f); ConVar cv_debug_goal ("debug_goal", "-1", "Forces all alive bots to build path and go to the specified here graph node.", true, -1.0f, kMaxNodes); ConVar cv_user_follow_percent ("user_follow_percent", "20", "Specifies the percent of bots, that can follow leader on each round start.", true, 0.0f, 100.0f); ConVar cv_user_max_followers ("user_max_followers", "1", "Specifies how many bots can follow a single user.", true, 0.0f, static_cast (kGameMaxPlayers / 4)); ConVar cv_jasonmode ("jasonmode", "0", "If enabled, all bots will be forced only the knife, skipping weapon buying routines."); ConVar cv_radio_mode ("radio_mode", "2", "Allows bots to use radio or chatter.\nAllowed values: '0', '1', '2'.\nIf '0', radio and chatter is disabled.\nIf '1', only radio allowed.\nIf '2' chatter and radio allowed.", true, 0.0f, 2.0f); ConVar cv_economics_rounds ("economics_rounds", "1", "Specifies whether bots able to use team economics, like do not buy any weapons for whole team to keep money for better guns."); ConVar cv_economics_disrespect_percent ("economics_disrespect_percent", "25", "Allows bots to ignore economics and buy weapons with disrespect of economics.", true, 0.0f, 100.0f); ConVar cv_check_darkness ("check_darkness", "1", "Allows or disallows bot to check environment for darkness, thus allows or not to use flashlights or NVG."); ConVar cv_avoid_grenades ("avoid_grenades", "1", "Allows bots to partially avoid grenades."); ConVar cv_tkpunish ("tkpunish", "1", "Allows or disallows bots to take revenge of teamkillers / team attacks."); ConVar cv_freeze_bots ("freeze_bots", "0", "If enabled, the bots think function is disabled, so bots will not move anywhere from their spawn spots."); ConVar cv_spraypaints ("spraypaints", "1", "Allows or disallows the use of spray paints."); ConVar cv_botbuy ("botbuy", "1", "Allows or disallows bots weapon buying routines."); ConVar cv_destroy_breakables_around ("destroy_breakables_around", "1", "Allows bots to destroy breakables around them, even without touching with them."); ConVar cv_object_pickup_radius ("object_pickup_radius", "450.0", "The radius on which bot searches world for new objects, items, and weapons.", true, 64.0f, 1024.0f); ConVar cv_object_destroy_radius ("object_destroy_radius", "400.0", "The radius on which bot destroy breakables around it, when not touching with them.", true, 64.0f, 1024.0f); ConVar cv_chatter_path ("chatter_path", "sound/radio/bot", "Specifies the paths for the bot chatter sound files.", false); ConVar cv_restricted_weapons ("restricted_weapons", "", "Specifies semicolon separated list of weapons that are not allowed to buy / pickup.", false); ConVar cv_attack_monsters ("attack_monsters", "0", "Allows or disallows bots to attack monsters."); ConVar cv_pickup_custom_items ("pickup_custom_items", "0", "Allows or disallows bots to pickup custom items."); ConVar cv_pickup_ammo_and_kits ("pickup_ammo_and_kits", "0", "Allows bots pickup mod items like ammo, health kits and suits."); ConVar cv_pickup_best ("pickup_best", "1", "Allows or disallows bots to pickup best weapons."); ConVar cv_ignore_objectives ("ignore_objectives", "0", "Allows or disallows bots to do map objectives, i.e. plant/defuse bombs, and save hostages."); ConVar cv_smoke_grenade_checks ("smoke_grenade_checks", "2", "Affect bot's vision by smoke clouds.", true, 0.0f, 2.0f); // game console variables ConVar mp_c4timer ("mp_c4timer", nullptr, Var::GameRef); ConVar mp_buytime ("mp_buytime", nullptr, Var::GameRef, true, "1"); ConVar mp_startmoney ("mp_startmoney", nullptr, Var::GameRef, true, "800"); ConVar mp_footsteps ("mp_footsteps", nullptr, Var::GameRef); void Bot::pushMsgQueue (int message) { // this function put a message into the bot message queue if (message == BotMsg::Say) { // notify other bots of the spoken text otherwise, bots won't respond to other bots (network messages aren't sent from bots) const int entityIndex = index (); for (const auto &other : bots) { if (other->pev != pev) { if (m_isAlive == other->m_isAlive) { other->m_sayTextBuffer.entityIndex = entityIndex; other->m_sayTextBuffer.sayText = m_chatBuffer; } other->m_sayTextBuffer.timeNextChat = game.time () + other->m_sayTextBuffer.chatDelay; } } } m_msgQueue.emplaceLast (message); } void Bot::avoidGrenades () { // checks if bot 'sees' a grenade, and avoid it // check if old pointers to grenade is invalid if (game.isNullEntity (m_avoidGrenade)) { m_avoidGrenade = nullptr; m_needAvoidGrenade = 0; } else if ((m_avoidGrenade->v.flags & FL_ONGROUND) || (m_avoidGrenade->v.effects & EF_NODRAW)) { m_avoidGrenade = nullptr; m_needAvoidGrenade = 0; } if (!bots.hasActiveGrenades ()) { return; } const auto &activeGrenades = bots.getActiveGrenades (); // find all grenades on the map for (auto pent : activeGrenades) { if (pent->v.effects & EF_NODRAW) { continue; } // check if visible to the bot if (isInFOV (pent->v.origin - getEyesPos ()) > pev->fov * 0.5f && !seesEntity (pent->v.origin)) { continue; } auto model = pent->v.model.str (9); if (m_preventFlashing < game.time () && m_personality == Personality::Rusher && cv_whose_your_daddy && model == kFlashbangModelName) { // don't look at flash bang if (!(m_states & Sense::SeeingEnemy)) { m_lookAt.y = cr::wrapAngle ((game.getEntityOrigin (pent) - getEyesPos ()).angles ().y + 180.0f); m_canChooseAimDirection = false; m_preventFlashing = game.time () + rg (1.0f, 2.0f); } } else if (game.isNullEntity (m_avoidGrenade) && model == kExplosiveModelName) { if (game.getTeam (pent->v.owner) == m_team || pent->v.owner == ent ()) { continue; } if (!(pent->v.flags & FL_ONGROUND)) { const float distanceSq = pent->v.origin.distanceSq (pev->origin); const float distanceMovedSq = pev->origin.distanceSq (pent->v.origin + pent->v.velocity * m_frameInterval); if (distanceMovedSq < distanceSq && distanceSq < cr::sqrf (500.0f)) { const auto &dirToPoint = (pev->origin - pent->v.origin).normalize2d_apx (); const auto &rightSide = pev->v_angle.right ().normalize2d_apx (); if ((dirToPoint | rightSide) > 0.0f) { m_needAvoidGrenade = -1; } else { m_needAvoidGrenade = 1; } m_avoidGrenade = pent; } } } else if (cv_smoke_grenade_checks.as () == 1 && (pent->v.flags & FL_ONGROUND) && model == kSmokeModelName) { if (seesEntity (pent->v.origin) && isInFOV (pent->v.origin - getEyesPos ()) < pev->fov / 3.0f) { const auto &entOrigin = game.getEntityOrigin (pent); const auto &betweenUs = (entOrigin - pev->origin).normalize_apx (); const auto &betweenNade = (entOrigin - pev->origin).normalize_apx (); const auto &betweenResult = ((betweenNade.get2d () * 150.0f + entOrigin) - pev->origin).normalize_apx (); if ((betweenNade | betweenUs) > (betweenNade | betweenResult) && util.isVisible (pent->v.origin, ent ())) { const float distance = entOrigin.distance (pev->origin); // shrink bot's viewing distance to smoke grenade's distance if (m_viewDistance > distance) { m_viewDistance = distance; if (rg.chance (45)) { pushChatterMessage (Chatter::BehindSmoke); } } } } } } } void Bot::checkBreakable (edict_t *touch) { if (game.isNullEntity (touch)) { m_breakableEntity = lookupBreakable (); } else { m_breakableEntity = touch; m_breakableOrigin = game.getEntityOrigin (touch); } // re-check from previous steps if (game.isNullEntity (m_breakableEntity) || m_breakableOrigin.empty ()) { return; } m_campButtons = pev->button & IN_DUCK; startTask (Task::ShootBreakable, TaskPri::ShootBreakable, kInvalidNodeIndex, 0.0f, false); } void Bot::checkBreakablesAround () { if (!m_buyingFinished || !cv_destroy_breakables_around || usesKnife () || rg.chance (25) || !game.hasBreakables () || m_seeEnemyTime + 4.0f > game.time () || !game.isNullEntity (m_enemy) || !hasPrimaryWeapon ()) { return; } const auto radius = cv_object_destroy_radius.as (); // check if we're have some breakables in 400 units range for (const auto &breakable : game.getBreakables ()) { bool ignoreBreakable = false; // check if it's blacklisted for (const auto &ignored : m_ignoredBreakable) { if (ignored == breakable) { ignoreBreakable = true; break; } } // keep searching if (ignoreBreakable) { continue; } if (!util.isShootableBreakable (breakable)) { continue; } const auto &origin = game.getEntityOrigin (breakable); const auto lengthToObstacleSq = origin.distanceSq (pev->origin); // too far, skip it if (lengthToObstacleSq > cr::sqrf (radius)) { continue; } // too close, skip it if (lengthToObstacleSq < cr::sqrf (100.0f)) { continue; } // maybe time to give up? if (m_lastBreakable == breakable && m_breakableTime + 1.0f < game.time ()) { m_ignoredBreakable.emplace (breakable); m_breakableOrigin.clear (); m_lastBreakable = nullptr; m_breakableEntity = nullptr; continue; } if (isInFOV (origin - getEyesPos ()) < pev->fov && seesEntity (origin)) { if (m_breakableEntity != breakable) { m_breakableTime = game.time (); m_lastBreakable = breakable; } m_breakableOrigin = origin; m_breakableEntity = breakable; m_campButtons = pev->button & IN_DUCK; startTask (Task::ShootBreakable, TaskPri::ShootBreakable, kInvalidNodeIndex, 0.0f, false); break; } } } edict_t *Bot::lookupBreakable () { // this function checks if bot is blocked by a shoot able breakable in his moving direction TraceResult tr {}; game.testLine (pev->origin, pev->origin + (m_destOrigin - pev->origin).normalize_apx () * 72.0f, TraceIgnore::None, ent (), &tr); if (!cr::fequal (tr.flFraction, 1.0f)) { auto ent = tr.pHit; // check if this isn't a triggered (bomb) breakable and if it takes damage. if true, shoot the crap! if (util.isShootableBreakable (ent)) { m_breakableOrigin = game.getEntityOrigin (ent); return ent; } } game.testLine (getEyesPos (), getEyesPos () + (m_destOrigin - getEyesPos ()).normalize_apx () * 72.0f, TraceIgnore::None, ent (), &tr); if (!cr::fequal (tr.flFraction, 1.0f)) { auto ent = tr.pHit; if (util.isShootableBreakable (ent)) { m_breakableOrigin = game.getEntityOrigin (ent); return ent; } } m_breakableEntity = nullptr; m_breakableOrigin.clear (); return nullptr; } void Bot::setIdealReactionTimers (bool actual) { if (cv_whose_your_daddy) { m_idealReactionTime = 0.05f; m_actualReactionTime = 0.095f; return; // zero out reaction times for extreme mode } const auto tweak = conf.getDifficultyTweaks (m_difficulty); if (actual) { m_idealReactionTime = tweak->reaction[0]; m_actualReactionTime = tweak->reaction[0]; return; } m_idealReactionTime = rg (tweak->reaction[0], tweak->reaction[1]); } void Bot::updatePickups () { // this function finds Items to collect or use in the near of a bot // utility to check if this function is currently doesn't allowed to run const auto isPickupBlocked = [&] () -> bool { // zombie or chickens not allowed to pickup anything if (m_isCreature) { return true; } // seeing enemy now, not good time to pickup anything else if (m_states & Sense::SeeingEnemy) { return true; } // bots on ladder don't have to search anything else if (isOnLadder ()) { return true; } // we're escaping from the bomb, don't bother! else if (getCurrentTaskId () == Task::EscapeFromBomb) { return true; } // knife mode is in progress ? else if (cv_jasonmode) { return true; } // no interesting entities, how ? else if (!bots.hasInterestingEntities ()) { return true; } return false; }; // we're not allowed to run now if (isPickupBlocked ()) { m_pickupItem = nullptr; m_pickupType = Pickup::None; return; } const auto &interesting = bots.getInterestingEntities (); const float radius = cr::sqrf (cv_object_pickup_radius.as ()); if (!game.isNullEntity (m_pickupItem)) { bool itemExists = false; auto pickupItem = m_pickupItem; for (auto &ent : interesting) { // in the periods of updating interesting entities we can get fake ones, that already were picked up, so double check if drawn if (ent->v.effects & EF_NODRAW) { continue; } const Vector &origin = game.getEntityOrigin (ent); // too far from us ? if (pev->origin.distanceSq (origin) > radius) { continue; } if (ent == pickupItem) { if (seesItem (origin, ent->v.classname.str ())) { itemExists = true; } break; } } if (itemExists) { return; } else { m_pickupItem = nullptr; m_pickupType = Pickup::None; } } edict_t *pickupItem = nullptr; int32_t pickupType = Pickup::None; Vector pickupPos = nullptr; m_pickupItem = nullptr; m_pickupType = Pickup::None; for (const auto &ent : interesting) { bool allowPickup = false; // assume can't use it until known otherwise // get the entity origin const auto &origin = game.getEntityOrigin (ent); if ((ent->v.effects & EF_NODRAW) || isIgnoredItem (ent) || cr::abs (origin.z - pev->origin.z) > 96.0f) { continue; // someone owns this weapon or it hasn't re-spawned yet } // too far from us ? if (pev->origin.distanceSq (origin) > radius) { continue; } auto classname = ent->v.classname.str (); auto model = ent->v.model.str (9); // check if line of sight to object is not blocked (i.e. visible) if (seesItem (origin, classname)) { const bool isWeaponBox = classname.startsWith ("weaponbox"); const bool isDemolitionMap = game.mapIs (MapFlags::Demolition); const bool isHostageRescueMap = game.mapIs (MapFlags::HostageRescue); const bool isCSDM = game.is (GameFlags::CSDM); if (isHostageRescueMap && util.isHostageEntity (ent)) { allowPickup = true; pickupType = Pickup::Hostage; } else if (isDemolitionMap && isWeaponBox && model == "backpack.mdl") { allowPickup = true; pickupType = Pickup::DroppedC4; } else if ((isWeaponBox || classname.startsWith ("armoury_entity") || (isCSDM && classname.startsWith ("csdm"))) && !m_isUsingGrenade) { allowPickup = true; pickupType = Pickup::Weapon; if (cv_pickup_ammo_and_kits) { const int primaryWeaponCarried = getBestOwnedWeapon (); const int secondaryWeaponCarried = getBestOwnedPistol (); const auto &config = conf.getWeapons (); const auto &primary = config[primaryWeaponCarried]; const auto &secondary = config[secondaryWeaponCarried]; const auto &primaryProp = conf.getWeaponProp (primary.id); const auto &secondaryProp = conf.getWeaponProp (secondary.id); if (secondaryWeaponCarried < kPrimaryWeaponMinIndex && (getAmmo (secondary.id) > 0.3 * secondaryProp.ammo1Max) && model == "357ammobox.mdl") { allowPickup = false; } else if (!m_isVIP && primaryWeaponCarried >= kPrimaryWeaponMinIndex && (getAmmo (primary.id) > 0.3 * primaryProp.ammo1Max) && !m_isUsingGrenade && !hasShield ()) { auto weaponType = conf.getWeaponType (primary.id); const bool isSniperRifle = weaponType == WeaponType::Sniper; const bool isSubmachine = weaponType == WeaponType::SMG; const bool isShotgun = weaponType == WeaponType::Shotgun; const bool isRifle = weaponType == WeaponType::Rifle || weaponType == WeaponType::ZoomRifle; const bool isHeavy = weaponType == WeaponType::Heavy; if (!isRifle && model == "9mmarclip.mdl") { allowPickup = false; } else if (!isShotgun && model == "shotbox.mdl") { allowPickup = false; } else if (!isSubmachine && model == "9mmclip.mdl") { allowPickup = false; } else if (!isSniperRifle && model == "crossbow_clip.mdl") { allowPickup = false; } else if (!isHeavy && model == "chainammo.mdl") { allowPickup = false; } } else if (m_healthValue >= 100.0f && model == "medkit.mdl") { allowPickup = false; } else if (pev->armorvalue >= 100.0f && (model == "kevlar.mdl" || model == "battery.mdl" || model == "assault.mdl")) { allowPickup = false; } else if ((pev->weapons & cr::bit (Weapon::Flashbang)) && model == kFlashbangModelName) { allowPickup = false; } else if ((pev->weapons & cr::bit (Weapon::Explosive)) && model == kExplosiveModelName) { allowPickup = false; } else if ((pev->weapons & cr::bit (Weapon::Smoke)) && model == kSmokeModelName) { allowPickup = false; } if (allowPickup) { pickupType = Pickup::AmmoAndKits; } } // weapon replacement is not allowed if (!cv_pickup_best) { allowPickup = false; pickupType = Pickup::None; } } else if (classname.startsWith ("weapon_shield") && !m_isUsingGrenade) { allowPickup = true; pickupType = Pickup::Shield; // weapon replacement is not allowed if (!cv_pickup_best) { allowPickup = false; pickupType = Pickup::None; } } else if (isDemolitionMap && m_team == Team::CT && !m_hasDefuser && classname.startsWith ("item_thighpack")) { allowPickup = true; pickupType = Pickup::DefusalKit; } else if (isDemolitionMap && classname.startsWith ("grenade") && conf.getBombModelName () == model) { allowPickup = true; pickupType = Pickup::PlantedC4; } else if (cv_pickup_custom_items && util.isItem (ent) && !classname.startsWith ("item_thighpack")) { allowPickup = true; pickupType = Pickup::Items; } } // if the bot found something it can pickup... if (allowPickup) { // found weapon on ground? if (pickupType == Pickup::Weapon || pickupType == Pickup::AmmoAndKits) { if (m_isVIP) { allowPickup = false; } else if (!rateGroundWeapon (ent)) { allowPickup = false; // double check if it's ammo/kits if (pickupType == Pickup::AmmoAndKits) { const auto &rawWeapons = conf.getWeapons (); // verify that the model is not weapon for (const auto &rw : rawWeapons) { if (rw.model == model) { allowPickup = false; break; } allowPickup = true; } } } } // found a shield on ground? else if (pickupType == Pickup::Shield) { if ((pev->weapons & cr::bit (Weapon::Elite)) || hasShield () || m_isVIP || (hasPrimaryWeapon () && !rateGroundWeapon (ent))) { allowPickup = false; } } // terrorist team specific else if (m_team == Team::Terrorist) { if (pickupType == Pickup::DroppedC4) { m_destOrigin = origin; // ensure we reached dropped bomb pushChatterMessage (Chatter::FoundC4); // play info about that clearSearchNodes (); } else if (pickupType == Pickup::Hostage) { m_ignoredItems.push (ent); allowPickup = false; if (!m_defendHostage && m_personality != Personality::Rusher && m_difficulty >= Difficulty::Normal && rg.chance (15) && m_timeCamping + 15.0f < game.time () && numFriendsNear (pev->origin, 384.0f) < 3) { const int index = findDefendNode (origin); startTask (Task::Camp, TaskPri::Camp, kInvalidNodeIndex, game.time () + rg (cv_camping_time_min.as (), cv_camping_time_max.as ()), true); // push camp task on to stack startTask (Task::MoveToPosition, TaskPri::MoveToPosition, index, game.time () + rg (3.0f, 6.0f), true); // push move command // decide to duck or not to duck selectCampButtons (index); m_defendHostage = true; pushChatterMessage (Chatter::GoingToGuardHostages); // play info about that return; } } else if (pickupType == Pickup::PlantedC4) { allowPickup = false; if (!m_defendedBomb) { m_defendedBomb = true; const int index = findDefendNode (origin); const Path &path = graph[index]; const float bombTimer = mp_c4timer.as (); const float timeMidBlowup = bots.getTimeBombPlanted () + (bombTimer * 0.5f + bombTimer * 0.25f) - graph.calculateTravelTime (pev->maxspeed, pev->origin, path.origin); if (timeMidBlowup > game.time ()) { clearTask (Task::MoveToPosition); // remove any move tasks startTask (Task::Camp, TaskPri::Camp, kInvalidNodeIndex, timeMidBlowup, true); // push camp task on to stack startTask (Task::MoveToPosition, TaskPri::MoveToPosition, index, timeMidBlowup, true); // push move command // decide to duck or not to duck selectCampButtons (index); if (rg.chance (85) && numEnemiesNear (pev->origin, 768.0f) < 4) { pushChatterMessage (Chatter::DefendingBombsite); } } else { pushRadioMessage (Radio::ShesGonnaBlow); // issue an additional radio message } } } } else if (m_team == Team::CT) { if (pickupType == Pickup::Hostage) { if (game.isNullEntity (ent) || ent->v.health <= 0) { allowPickup = false; // never pickup dead hostage } else { for (const auto &other : bots) { if (other->m_isAlive) { for (const auto &hostage : other->m_hostages) { if (hostage == ent) { allowPickup = false; break; } } } } // don't steal hostage from human teammate (hack) if (allowPickup) { for (auto &client : util.getClients ()) { if ((client.flags & ClientFlags::Used) && !(client.ent->v.flags & FL_FAKECLIENT) && (client.flags & ClientFlags::Alive) && client.team == m_team && client.ent->v.origin.distanceSq (ent->v.origin) <= cr::sqrf (240.0f)) { allowPickup = false; break; } } } } } else if (pickupType == Pickup::PlantedC4) { if (util.isAlive (m_enemy)) { return; } if (isOutOfBombTimer ()) { completeTask (); // then start escape from bomb immediate startTask (Task::EscapeFromBomb, TaskPri::EscapeFromBomb, kInvalidNodeIndex, 0.0f, true); return; } if (rg.chance (70)) { pushChatterMessage (Chatter::FoundC4Plant); } allowPickup = !isBombDefusing (origin) || m_hasProgressBar; if (!m_defendedBomb && !allowPickup) { m_defendedBomb = true; const int index = findDefendNode (origin); const auto &path = graph[index]; const float timeToExplode = bots.getTimeBombPlanted () + mp_c4timer.as () - graph.calculateTravelTime (pev->maxspeed, pev->origin, path.origin); clearTask (Task::MoveToPosition); // remove any move tasks startTask (Task::Camp, TaskPri::Camp, kInvalidNodeIndex, timeToExplode, true); // push camp task on to stack startTask (Task::MoveToPosition, TaskPri::MoveToPosition, index, timeToExplode, true); // push move command // decide to duck or not to duck selectCampButtons (index); if (rg.chance (85)) { pushChatterMessage (Chatter::DefendingBombsite); } } if (pev->origin.distanceSq (origin) > cr::sqrf (60.0f)) { if (!graph.isNodeReacheable (pev->origin, origin)) { allowPickup = false; } } } else if (pickupType == Pickup::DroppedC4) { m_ignoredItems.push (ent); allowPickup = false; if (!m_defendedBomb && m_difficulty >= Difficulty::Normal && rg.chance (75) && m_healthValue < 60) { const int index = findDefendNode (origin); startTask (Task::Camp, TaskPri::Camp, kInvalidNodeIndex, game.time () + rg (cv_camping_time_min.as (), cv_camping_time_max.as ()), true); // push camp task on to stack startTask (Task::MoveToPosition, TaskPri::MoveToPosition, index, game.time () + rg (10.0f, 30.0f), true); // push move command // decide to duck or not to duck selectCampButtons (index); m_defendedBomb = true; pushChatterMessage (Chatter::GoingToGuardDroppedC4); // play info about that return; } } } // if condition valid if (allowPickup) { pickupPos = origin; // remember location of entity pickupItem = ent; // remember this entity m_pickupType = pickupType; break; } else { pickupType = Pickup::None; } } } // end of the while loop if (!game.isNullEntity (pickupItem)) { for (const auto &other : bots) { if (other.get () != this && other->m_isAlive && other->m_pickupItem == pickupItem) { m_pickupItem = nullptr; m_pickupType = Pickup::None; return; } } const float highOffset = (m_pickupType == Pickup::Hostage || m_pickupType == Pickup::PlantedC4) ? 50.0f : 20.0f; // check if item is too high to reach, check if getting the item would hurt bot if (pickupPos.z > getEyesPos ().z + highOffset || isDeadlyMove (pickupPos)) { m_ignoredItems.push (m_pickupItem); m_pickupItem = nullptr; m_pickupType = Pickup::None; return; } m_pickupItem = pickupItem; // save pointer of picking up entity } } void Bot::ensurePickupEntitiesClear () { const auto tid = getCurrentTaskId (); if (tid == Task::PickupItem || (m_states & Sense::PickupItem)) { if (!game.isNullEntity (m_pickupItem) && !m_hasProgressBar) { m_ignoredItems.push (m_pickupItem); // clear these pointers, bot might be stuck getting to them } m_itemCheckTime = game.time () + 5.0f; m_pickupType = Pickup::None; m_pickupItem = nullptr; if (tid == Task::PickupItem) { completeTask (); } findValidNode (); } } bool Bot::isIgnoredItem (edict_t *ent) { for (const auto &ignored : m_ignoredItems) { if (ignored == ent) { return true; } } return false; } Vector Bot::getCampDirection (const Vector &dest) { // this function check if view on last enemy position is blocked - replace with better vector then // mostly used for getting a good camping direction vector if not camping on a camp node TraceResult tr {}; const Vector &src = getEyesPos (); game.testLine (src, dest, TraceIgnore::Monsters, ent (), &tr); // check if the trace hit something... if (tr.flFraction < 1.0f) { const float distanceSq = tr.vecEndPos.distanceSq (src); if (distanceSq > cr::sqrf (1024.0f)) { return nullptr; } const int enemyIndex = graph.getNearest (dest); const int tempIndex = graph.getNearest (pev->origin); if (tempIndex == kInvalidNodeIndex || enemyIndex == kInvalidNodeIndex) { return nullptr; } float nearestDistance = kInfiniteDistance; int lookAtNode = kInvalidNodeIndex; const Path &path = graph[tempIndex]; for (auto &link : path.links) { if (link.index == kInvalidNodeIndex) { continue; } const auto distance = planner.dist (link.index, enemyIndex); if (distance < nearestDistance) { nearestDistance = distance; lookAtNode = link.index; } } if (graph.exists (lookAtNode)) { return graph[lookAtNode].origin; } } const auto dangerIndex = practice.getIndex (m_team, m_currentNodeIndex, m_currentNodeIndex); if (graph.exists (dangerIndex)) { return graph[dangerIndex].origin; } return nullptr; } void Bot::showChatterIcon (bool show, bool disconnect) { // this function depending on show boolean, shows/remove chatter, icon, on the head of bot. if (!game.is (GameFlags::HasBotVoice) || cv_radio_mode.as () != 2) { return; } auto sendBotVoice = [] (bool on, edict_t *ent, int ownId) { MessageWriter (MSG_ONE, msgs.id (NetMsg::BotVoice), nullptr, ent) // begin message .writeByte (on) // switch on/off .writeByte (ownId); }; const int ownIndex = index (); // do not respect timers while disconnecting bot for (auto &client : util.getClients ()) { if (!(client.flags & ClientFlags::Used) || (client.ent->v.flags & FL_FAKECLIENT) || client.team != m_team) { continue; } // dormants not receiving messages if (client.ent->v.flags & FL_DORMANT) { continue; } // do not respect timers while disconnecting bot if (!show && (client.iconFlags[ownIndex] & ClientFlags::Icon) && (disconnect || client.iconTimestamp[ownIndex] < game.time ())) { sendBotVoice (false, client.ent, entindex ()); client.iconTimestamp[ownIndex] = 0.0f; client.iconFlags[ownIndex] &= ~ClientFlags::Icon; } else if (show && !(client.iconFlags[ownIndex] & ClientFlags::Icon)) { sendBotVoice (true, client.ent, entindex ()); } } } void Bot::instantChatter (int type) { // this function sends instant chatter messages. if (!game.is (GameFlags::HasBotVoice) || cv_radio_mode.as () != 2 || !conf.hasChatterBank (type) || !conf.hasChatterBank (Chatter::DiePain)) { return; } const auto &playbackSound = conf.pickRandomFromChatterBank (type); const auto &painSound = conf.pickRandomFromChatterBank (Chatter::DiePain); if (m_isAlive) { showChatterIcon (true); } MessageWriter msg {}; const int ownIndex = index (); auto writeChatterSound = [&msg] (ChatterItem item) { msg.writeString (strings.format ("%s%s%s.wav", cv_chatter_path.as (), kPathSeparator, item.name)); }; for (auto &client : util.getClients ()) { if (!(client.flags & ClientFlags::Used) || (client.ent->v.flags & FL_FAKECLIENT) || client.team != m_team) { continue; } msg.start (MSG_ONE, msgs.id (NetMsg::SendAudio), nullptr, client.ent); // begin message msg.writeByte (ownIndex); if (pev->deadflag & DEAD_DYING) { client.iconTimestamp[ownIndex] = game.time () + painSound.duration; writeChatterSound (painSound); } else if (m_isAlive) { client.iconTimestamp[ownIndex] = game.time () + playbackSound.duration; writeChatterSound (playbackSound); } msg.writeShort (m_voicePitch).end (); client.iconFlags[ownIndex] |= ClientFlags::Icon; } } void Bot::pushRadioMessage (int message) { // this function inserts the radio message into the message queue if (cv_radio_mode.as () == 0 || m_numFriendsLeft == 0 || m_isCreature) { return; } m_forceRadio = !game.is (GameFlags::HasBotVoice) || !conf.hasChatterBank (message) || cv_radio_mode.as () != 2; // use radio instead voice m_radioSelect = message; pushMsgQueue (BotMsg::Radio); } void Bot::pushChatterMessage (int message) { // this function inserts the voice message into the message queue (mostly same as above) if (!game.is (GameFlags::HasBotVoice) || m_isCreature || cv_radio_mode.as () != 2 || !conf.hasChatterBank (message) || m_numFriendsLeft == 0) { return; } bool sendMessage = false; const auto messageRepeat = conf.getChatterMessageRepeatInterval (message); auto &messageTimer = m_chatterTimes[message]; if (messageTimer < game.time () || cr::fequal (messageTimer, kMaxChatterRepeatInterval)) { if (!cr::fequal (messageRepeat, kMaxChatterRepeatInterval)) { messageTimer = game.time () + messageRepeat; } sendMessage = true; } if (!sendMessage) { m_radioSelect = kInvalidRadioSlot; return; } m_radioSelect = message; pushMsgQueue (BotMsg::Radio); } void Bot::checkMsgQueue () { // this function checks and executes pending messages // no new message? if (m_msgQueue.empty ()) { return; } // get message from deque const auto state = m_msgQueue.popFront (); // nothing to do? if (state == BotMsg::None || (state == BotMsg::Radio && (m_isCreature || game.is (GameFlags::FreeForAll)))) { return; } float delayResponseTime = 0.0f; switch (state) { case BotMsg::Buy: // general buy message // buy weapon if (m_nextBuyTime > game.time ()) { // keep sending message pushMsgQueue (BotMsg::Buy); return; } if (!m_inBuyZone || game.is (GameFlags::CSDM) || m_isCreature) { m_buyPending = true; m_buyingFinished = true; break; } m_buyPending = false; m_nextBuyTime = game.time () + rg (0.5f, 1.3f); // if freezetime is very low do not delay the buy process if (mp_freezetime.as () <= 1.0f) { m_nextBuyTime = game.time (); m_ignoreBuyDelay = true; } // if bot buying is off then no need to buy if (!cv_botbuy) { m_buyState = BuyState::Done; } // if fun-mode no need to buy if (cv_jasonmode) { m_buyState = BuyState::Done; selectWeaponById (Weapon::Knife); } // prevent vip from buying if (m_isVIP) { m_buyState = BuyState::Done; m_pathType = FindPath::Fast; } // prevent terrorists from buying on es maps if (game.mapIs (MapFlags::Escape) && m_team == Team::Terrorist && !m_inBuyZone) { m_buyState = BuyState::Done; } // prevent teams from buying on fun maps if (game.mapIs (MapFlags::KnifeArena)) { m_buyState = BuyState::Done; if (game.mapIs (MapFlags::KnifeArena)) { cv_jasonmode.set (1); } } if (m_buyState > BuyState::Done - 1) { m_buyingFinished = true; return; } pushMsgQueue (BotMsg::None); buyStuff (); break; case BotMsg::Radio: delayResponseTime = rg (1.0f, 3.0f); // if last bot radio command (global) happened some a little time ago, delay response if (bots.getLastRadioTimestamp (m_team) + delayResponseTime < game.time ()) { // if same message like previous just do a yes/no if (m_radioSelect != Radio::RogerThat && m_radioSelect != Radio::Negative) { if (m_radioSelect == bots.getLastRadio (m_team) && bots.getLastRadioTimestamp (m_team) + delayResponseTime * 0.5f > game.time ()) { m_radioSelect = kInvalidRadioSlot; } else { if (m_radioSelect != Radio::ReportingIn) { bots.setLastRadio (m_team, m_radioSelect); } else { bots.setLastRadio (m_team, kInvalidRadioSlot); } for (const auto &bot : bots) { if (pev != bot->pev && bot->m_team == m_team) { bot->m_radioOrder = m_radioSelect; bot->m_radioEntity = ent (); } } } } if (m_radioSelect != kInvalidRadioSlot) { if ((m_radioSelect != Radio::ReportingIn && m_forceRadio) || cv_radio_mode.as () != 2 || !conf.hasChatterBank (m_radioSelect) || !game.is (GameFlags::HasBotVoice)) { auto radioSlot = m_radioSelect; if (m_radioSelect < Radio::GoGoGo) { issueCommand ("radio1"); } else if (m_radioSelect < Radio::RogerThat) { radioSlot -= Radio::GoGoGo - 1; issueCommand ("radio2"); } else { radioSlot -= Radio::RogerThat - 1; issueCommand ("radio3"); } // select correct menu item for this radio message issueCommand ("menuselect %d", radioSlot); } else if (m_radioSelect != Radio::ReportingIn) { instantChatter (m_radioSelect); } } m_forceRadio = false; // reset radio to voice bots.setLastRadioTimestamp (m_team, game.time ()); // store last radio usage } else { pushMsgQueue (BotMsg::Radio); } break; // team independent saytext case BotMsg::Say: sendToChat (m_chatBuffer, false); break; // team dependent saytext case BotMsg::SayTeam: sendToChat (m_chatBuffer, true); break; default: return; } } bool Bot::isWeaponRestricted (int wid) { // this function checks for weapon restrictions. auto val = cv_restricted_weapons.as (); if (val.empty ()) { return isWeaponRestrictedAMX (wid); // no banned weapons } const auto &bannedWeapons = val.split (";"); const auto &alias = util.weaponIdToAlias (wid); for (const auto &ban : bannedWeapons) { // check is this weapon is banned if (ban == alias) { return true; } } return isWeaponRestrictedAMX (wid); } bool Bot::isWeaponRestrictedAMX (int wid) { // this function checks restriction set by AMX Mod, this function code is courtesy of KWo. if (!game.is (GameFlags::Metamod)) { return false; } auto checkRestriction = [&wid] (StringRef cvar, const int *data) -> bool { auto restrictedWeapons = game.findCvar (cvar); if (restrictedWeapons.empty ()) { return false; } // find the weapon index const auto index = data[wid - 1]; // validate index range if (index < 0 || index >= static_cast (restrictedWeapons.length ())) { return false; } return restrictedWeapons[static_cast (index)] != '0'; }; // check for weapon restrictions if (cr::bit (wid) & (kPrimaryWeaponMask | kSecondaryWeaponMask | Weapon::Shield)) { constexpr int kIds[] = { 4, 25, 20, -1, 8, -1, 12, 19, -1, 5, 6, 13, 23, 17, 18, 1, 2, 21, 9, 24, 7, 16, 10, 22, -1, 3, 15, 14, 0, 11 }; // verify restrictions return checkRestriction ("amx_restrweapons", kIds); } // check for equipment restrictions else { constexpr int kIds[] = { -1, -1, -1, 3, -1, -1, -1, -1, 4, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, 2, -1, -1, -1, -1, -1, 0, 1, 5 }; // verify restrictions return checkRestriction ("amx_restrequipammo", kIds); } } bool Bot::canReplaceWeapon () { // this function determines currently owned primary weapon, and checks if bot has // enough money to buy more powerful weapon. const auto tab = conf.getRawWeapons (); // if bot is not rich enough or non-standard weapon mode enabled return false if (tab[25].teamStandard != 1 || m_moneyAmount < 4000) { return false; } if (m_currentWeapon == Weapon::Scout && m_moneyAmount > 5000) { return true; } else if (m_currentWeapon == Weapon::MP5 && m_moneyAmount > 6000) { return true; } else if (usesShotgun () && m_moneyAmount > 4000) { return true; } return isWeaponRestricted (m_currentWeapon); } int Bot::pickBestWeapon (Array &vec, int moneySave) { // this function picks best available weapon from random choice with money save if (vec.length () < 2) { return vec.first (); } const bool needMoreRandomWeapon = (m_personality == Personality::Careful) || (rg.chance (25) && m_personality == Personality::Normal); if (needMoreRandomWeapon) { auto buyFactor = (static_cast (m_moneyAmount) - static_cast (moneySave)) / (16000.0f - static_cast (moneySave)) * 3.0f; if (buyFactor < 1.0f) { buyFactor = 1.0f; } // swap array values vec.reverse (); return vec[static_cast (static_cast (vec.length () - 1) * cr::log10 (rg (1.0f, cr::powf (10.0f, buyFactor))) / buyFactor + 0.5f)]; } int chance = 95; // high skilled bots almost always prefer best weapon if (m_difficulty < Difficulty::Expert) { if (m_personality == Personality::Normal) { chance = 50; } else if (m_personality == Personality::Careful) { chance = 75; } } const auto &tab = conf.getWeapons (); for (const auto &w : vec) { const auto &weapon = tab[w]; // if we have enough money for weapon, buy it if (weapon.price + moneySave < m_moneyAmount + rg (50, 200) && rg.chance (chance)) { return w; } } return vec.random (); } void Bot::buyStuff () { // this function does all the work in selecting correct buy menus for most weapons/items WeaponInfo *selectedWeapon = nullptr; m_nextBuyTime = game.time (); if (!m_ignoreBuyDelay) { m_nextBuyTime += rg (0.3f, 0.5f); } int count = 0; Array choices {}; // select the priority tab for this personality const int *pref = conf.getWeaponPrefs (m_personality) + kNumWeapons; const auto tab = conf.getRawWeapons (); const bool isPistolMode = tab[25].teamStandard == -1 && tab[3].teamStandard == 2; const bool teamHasGoodEconomics = bots.checkTeamEco (m_team); // do this, because xash engine is not capable to run all the features goldsrc, but we have cs 1.6 on it, so buy table must be the same const bool isOldGame = game.is (GameFlags::Legacy); const bool hasDefaultPistols = (pev->weapons & (cr::bit (Weapon::USP) | cr::bit (Weapon::Glock18))); const bool isFirstRound = m_moneyAmount == mp_startmoney.as (); switch (m_buyState) { case BuyState::PrimaryWeapon: // if no primary weapon and bot has some money, buy a primary weapon if ((!hasShield () && !hasPrimaryWeapon () && teamHasGoodEconomics) || (teamHasGoodEconomics && canReplaceWeapon ())) { int moneySave = 0; do { bool ignoreWeapon = false; pref--; assert (*pref > -1); assert (*pref < kNumWeapons); selectedWeapon = &tab[*pref]; ++count; if (selectedWeapon->buyGroup == 1) { continue; } // weapon available for every team? if (game.mapIs (MapFlags::Assassination) && selectedWeapon->teamAS != 2 && selectedWeapon->teamAS != m_team) { continue; } // ignore weapon if this weapon not supported by currently running cs version... if (isOldGame && selectedWeapon->buySelect == -1) { continue; } // ignore weapon if this weapon is not targeted to out team.... if (selectedWeapon->teamStandard != 2 && selectedWeapon->teamStandard != m_team) { continue; } // ignore weapon if this weapon is restricted if (isWeaponRestricted (selectedWeapon->id)) { continue; } const int *limit = conf.getEconLimit (); int prostock = 0; const int disrespectEconomicsPct = 100 - cv_economics_disrespect_percent.as (); // filter out weapons with bot economics switch (m_personality) { case Personality::Rusher: prostock = limit[EcoLimit::ProstockRusher]; break; case Personality::Careful: prostock = limit[EcoLimit::ProstockCareful]; break; case Personality::Normal: default: prostock = limit[EcoLimit::ProstockNormal]; break; } if (m_team == Team::CT) { switch (selectedWeapon->id) { case Weapon::TMP: case Weapon::UMP45: case Weapon::P90: case Weapon::MP5: if (m_moneyAmount > limit[EcoLimit::SmgCTGreater] + prostock && rg.chance (disrespectEconomicsPct)) { ignoreWeapon = true; } break; } if (selectedWeapon->id == Weapon::Shield && m_moneyAmount > limit[EcoLimit::ShieldGreater] && rg.chance (disrespectEconomicsPct)) { ignoreWeapon = true; } } else if (m_team == Team::Terrorist) { switch (selectedWeapon->id) { case Weapon::UMP45: case Weapon::MAC10: case Weapon::P90: case Weapon::MP5: case Weapon::Scout: if (m_moneyAmount > limit[EcoLimit::SmgTEGreater] + prostock && rg.chance (disrespectEconomicsPct)) { ignoreWeapon = true; } break; } } switch (selectedWeapon->id) { case Weapon::XM1014: case Weapon::M3: if (m_moneyAmount < limit[EcoLimit::ShotgunLess] && rg.chance (disrespectEconomicsPct)) { ignoreWeapon = true; } if (m_moneyAmount >= limit[EcoLimit::ShotgunGreater]) { ignoreWeapon = false; } break; } switch (selectedWeapon->id) { case Weapon::SG550: case Weapon::G3SG1: case Weapon::AWP: case Weapon::M249: if (m_moneyAmount < limit[EcoLimit::HeavyLess] && rg.chance (85)) { ignoreWeapon = true; } if (m_moneyAmount >= limit[EcoLimit::HeavyGreater]) { ignoreWeapon = false; } break; } if (ignoreWeapon && tab[25].teamStandard == 1 && cv_economics_rounds) { continue; } // save money for grenade for example? moneySave = rg (500, 1000); if (bots.getLastWinner () == m_team) { moneySave = 0; } if (selectedWeapon->price <= (m_moneyAmount - moneySave)) { choices.emplace (*pref); } } while (count < kNumWeapons && choices.length () < 4); // found a desired weapon? if (!choices.empty ()) { selectedWeapon = &tab[pickBestWeapon (choices, moneySave)]; } else { selectedWeapon = nullptr; } if (selectedWeapon != nullptr) { issueCommand ("buy;menuselect %d", selectedWeapon->buyGroup); if (isOldGame) { issueCommand ("menuselect %d", selectedWeapon->buySelect); } else { if (m_team == Team::Terrorist) { issueCommand ("menuselect %d", selectedWeapon->buySelectT); } else { issueCommand ("menuselect %d", selectedWeapon->buySelectCT); } } } } else if (hasPrimaryWeapon () && !hasShield ()) { m_reloadState = Reload::Primary; break; } else if ((hasSecondaryWeapon () && !hasShield ()) || hasShield ()) { m_reloadState = Reload::Secondary; break; } break; case BuyState::ArmorVestHelm: // if armor is damaged and bot has some money, buy some armor if (pev->armorvalue < rg (50.0f, 80.0f) && teamHasGoodEconomics && (isPistolMode || (teamHasGoodEconomics && hasPrimaryWeapon ()))) { // if bot is rich, buy kevlar + helmet, else buy a single kevlar if (m_moneyAmount > 1500 && !isWeaponRestricted (Weapon::ArmorHelm)) { issueCommand ("buyequip;menuselect 2"); } else if (!isWeaponRestricted (Weapon::Armor)) { issueCommand ("buyequip;menuselect 1"); } } break; case BuyState::SecondaryWeapon: // if bot has still some money, buy a better secondary weapon if (isPistolMode || (isFirstRound && hasDefaultPistols && rg.chance (60)) || (hasDefaultPistols && bots.getLastWinner () == m_team && m_moneyAmount > rg (2000, 3000)) || (hasPrimaryWeapon () && hasDefaultPistols && m_moneyAmount > rg (7500, 9000))) { do { pref--; assert (*pref > -1); assert (*pref < kNumWeapons); selectedWeapon = &tab[*pref]; ++count; if (selectedWeapon->buyGroup != 1) { continue; } // ignore weapon if this weapon is restricted if (isWeaponRestricted (selectedWeapon->id)) { continue; } // weapon available for every team? if (game.mapIs (MapFlags::Assassination) && selectedWeapon->teamAS != 2 && selectedWeapon->teamAS != m_team) { continue; } if (isOldGame && selectedWeapon->buySelect == -1) { continue; } if (selectedWeapon->teamStandard != 2 && selectedWeapon->teamStandard != m_team) { continue; } if (selectedWeapon->price <= (m_moneyAmount - rg (100, 200))) { choices.emplace (*pref); } } while (count < kNumWeapons && choices.length () < 4); // found a desired weapon? if (!choices.empty ()) { selectedWeapon = &tab[pickBestWeapon (choices, rg (100, 200))]; } else { selectedWeapon = nullptr; } if (selectedWeapon != nullptr) { issueCommand ("buy;menuselect %d", selectedWeapon->buyGroup); if (isOldGame) { issueCommand ("menuselect %d", selectedWeapon->buySelect); } else { if (m_team == Team::Terrorist) { issueCommand ("menuselect %d", selectedWeapon->buySelectT); } else { issueCommand ("menuselect %d", selectedWeapon->buySelectCT); } } } } break; case BuyState::Ammo: // buy enough primary & secondary ammo (do not check for money here) for (int i = 0; i < 7; ++i) { issueCommand ("buyammo%d", rg (1, 2)); // simulate human } // buy enough ammo if (hasPrimaryWeapon ()) { issueCommand ("buy;menuselect 6"); } else { issueCommand ("buy;menuselect 7"); } // try to reload secondary weapon if (m_reloadState != Reload::Primary) { m_reloadState = Reload::Secondary; } m_ignoreBuyDelay = false; break; case BuyState::Grenades: // if bot has still some money, choose if bot should buy a grenade or not if (teamHasGoodEconomics) { // buy a he grenade if (conf.chanceToBuyGrenade (0) && m_moneyAmount >= 400 && !isWeaponRestricted (Weapon::Explosive)) { issueCommand ("buyequip"); issueCommand ("menuselect 4"); } // buy a concussion grenade, i.e., 'flashbang' if (conf.chanceToBuyGrenade (1) && m_moneyAmount >= 300 && !isWeaponRestricted (Weapon::Flashbang)) { issueCommand ("buyequip"); issueCommand ("menuselect 3"); } // buy a smoke grenade if (conf.chanceToBuyGrenade (2) && m_moneyAmount >= 400 && !isWeaponRestricted (Weapon::Smoke)) { issueCommand ("buyequip"); issueCommand ("menuselect 5"); } } break; case BuyState::DefusalKit: // if bot is CT and we're on a bomb map, randomly buy the defuse kit if (game.mapIs (MapFlags::Demolition) && m_team == Team::CT && rg.chance (80) && m_moneyAmount > 200 && !isWeaponRestricted (Weapon::Defuser)) { if (isOldGame) { issueCommand ("buyequip;menuselect 6"); } else { issueCommand ("defuser"); // use alias in steamcs } } break; case BuyState::NightVision: if (teamHasGoodEconomics && m_moneyAmount > 2500 && !m_hasNVG && rg.chance (30) && m_path) { const float skyColor = illum.getSkyColor (); const float lightLevel = m_path->light; // if it's somewhat darkm do buy nightvision goggles if ((skyColor >= 50.0f && lightLevel <= 15.0f) || (skyColor < 50.0f && lightLevel < 40.0f)) { if (isOldGame) { issueCommand ("buyequip;menuselect 7"); } else { issueCommand ("nvgs"); // use alias in steamcs } } } break; } ++m_buyState; pushMsgQueue (BotMsg::Buy); } void Bot::updateEmotions () { // slowly increase/decrease dynamic emotions back to their base level if (m_nextEmotionUpdate > game.time ()) { return; } if (m_seeEnemyTime + 1.0f > game.time ()) { m_agressionLevel += 0.05f; if (m_agressionLevel > 1.0f) { m_agressionLevel = 1.0f; } } else if (m_seeEnemyTime + 5.0f < game.time ()) { if (m_agressionLevel > m_baseAgressionLevel) { m_agressionLevel -= 0.05f; } else { m_agressionLevel += 0.05f; } if (m_fearLevel > m_baseFearLevel) { m_fearLevel -= 0.05f; } else { m_fearLevel += 0.05f; } if (m_agressionLevel > 1.0f) { m_agressionLevel = 1.0f; } if (m_fearLevel > 1.0f) { m_fearLevel = 1.0f; } if (m_agressionLevel < 0.0f) { m_agressionLevel = 0.0f; } if (m_fearLevel < 0.0f) { m_fearLevel = 0.0f; } } m_nextEmotionUpdate = game.time () + 0.5f; } void Bot::overrideConditions () { const auto tid = getCurrentTaskId (); // check if we need to escape from bomb if (game.mapIs (MapFlags::Demolition) && bots.isBombPlanted () && m_isAlive && tid != Task::EscapeFromBomb && tid != Task::Camp && isOutOfBombTimer ()) { completeTask (); // complete current task // then start escape from bomb immediate startTask (Task::EscapeFromBomb, TaskPri::EscapeFromBomb, kInvalidNodeIndex, 0.0f, true); } constexpr float kReachEnemyWikKnifeDistanceSq = cr::sqrf (102.0f); // special handling, if we have a knife in our hands if (isKnifeMode () && (util.isPlayer (m_enemy) || (cv_attack_monsters && util.isMonster (m_enemy)))) { const float distanceSq2d = pev->origin.distanceSq2d (m_enemy->v.origin); // do nodes movement if enemy is not reachable with a knife if (distanceSq2d > kReachEnemyWikKnifeDistanceSq && (m_states & Sense::SeeingEnemy)) { const int nearestToEnemyPoint = graph.getNearest (m_enemy->v.origin); if (nearestToEnemyPoint != kInvalidNodeIndex && nearestToEnemyPoint != m_currentNodeIndex && cr::abs (graph[nearestToEnemyPoint].origin.z - m_enemy->v.origin.z) < 16.0f) { if (tid != Task::MoveToPosition && !cr::fequal (getTask ()->desire, TaskPri::Hide)) { startTask (Task::MoveToPosition, TaskPri::Hide, nearestToEnemyPoint, game.time () + distanceSq2d / cr::sqrf (m_moveSpeed) * 2.0f, true); } else { if (tid == Task::MoveToPosition && getTask ()->data != nearestToEnemyPoint) { clearTask (Task::MoveToPosition); startTask (Task::MoveToPosition, TaskPri::Hide, nearestToEnemyPoint, game.time () + distanceSq2d / cr::sqrf (m_moveSpeed) * 2.0f, true); } } } } else { if (distanceSq2d <= kReachEnemyWikKnifeDistanceSq && (m_states & Sense::SeeingEnemy) && tid == Task::MoveToPosition) { clearTask (Task::MoveToPosition); // remove any move tasks } } } // special handling for sniping if (usesSniper () && (m_states & (Sense::SeeingEnemy | Sense::SuspectEnemy)) && m_shootTime - 0.4f <= game.time () && m_sniperStopTime > game.time ()) { ignoreCollision (); m_moveSpeed = 0.0f; m_strafeSpeed = 0.0f; m_navTimeset = game.time (); } // special handling for reloading if (!bots.isRoundOver () && tid == Task::Normal && m_reloadState != Reload::None && m_isReloading && !isDucking () && !isInNarrowPlace ()) { if (m_reloadState != Reload::None || m_isReloading) { const auto maxClip = conf.findWeaponById (m_currentWeapon).maxClip; const auto curClip = getAmmoInClip (); // consider not reloading if full ammo in clip if (curClip >= maxClip) { m_isReloading = false; } } if (m_seeEnemyTime + 2.5f < game.time () && (m_states & (Sense::SuspectEnemy | Sense::HearingEnemy))) { m_moveSpeed = m_fearLevel > m_agressionLevel ? 0.0f : getShiftSpeed (); m_navTimeset = game.time (); } } } void Bot::syncUpdatePredictedIndex () { auto wipePredict = [this] () { m_lastPredictIndex = kInvalidNodeIndex; m_lastPredictLength = kInfiniteDistanceLong; }; if (!m_predictLock.tryLock ()) { return; // allow only single instance of search per-bot } ScopedUnlock unlock (m_predictLock); const auto lastEnemyOrigin = m_lastEnemyOrigin; const auto currentNodeIndex = m_currentNodeIndex; const auto &botOrigin = pev->origin; if (lastEnemyOrigin.empty () || !vistab.isReady () || !util.isAlive (m_lastEnemy)) { wipePredict (); return; } int destIndex = graph.getNearest (lastEnemyOrigin); int bestIndex = kInvalidNodeIndex; if (destIndex == kInvalidNodeIndex) { wipePredict (); return; } int pathLength = 0; auto result = planner.find (destIndex, currentNodeIndex, [&] (int index) { ++pathLength; if (vistab.visible (currentNodeIndex, index) && botOrigin.distanceSq (graph[index].origin) < cr::sqrf (2048.0f)) { bestIndex = index; return false; } return true; }); if (result && bestIndex != kInvalidNodeIndex) { m_lastPredictIndex = bestIndex; m_lastPredictLength = pathLength; return; } wipePredict (); } void Bot::updatePredictedIndex () { if (m_lastEnemyOrigin.empty () || !vistab.isReady () || !util.isAlive (m_lastEnemy)) { return; // do not run task if no last enemy } worker.enqueue ([this] () { syncUpdatePredictedIndex (); }); } void Bot::refreshEnemyPredict () { if (game.isNullEntity (m_enemy) && !game.isNullEntity (m_lastEnemy) && !m_lastEnemyOrigin.empty ()) { const auto distanceToLastEnemySq = m_lastEnemyOrigin.distanceSq (pev->origin); if (distanceToLastEnemySq < cr::sqrf (2048.0f)) { m_aimFlags |= AimFlags::PredictPath; } const bool denyLastEnemy = pev->velocity.lengthSq2d () > 0.0f && distanceToLastEnemySq < cr::sqrf (256.0f) && m_shootTime + 1.5f > game.time (); if (!(m_aimFlags & (AimFlags::Enemy | AimFlags::PredictPath)) && !denyLastEnemy && seesEntity (m_lastEnemyOrigin, true)) { m_aimFlags |= AimFlags::LastEnemy; } } if (m_aimFlags & AimFlags::PredictPath) { updatePredictedIndex (); } } void Bot::setLastVictim (edict_t *ent) { m_lastVictim = ent; m_lastVictimOrigin = ent->v.origin; m_lastVictimTime = game.time (); m_forgetLastVictimTimer.start (rg (1.0f, 2.0f)); } void Bot::setConditions () { // this function carried out each frame. does all of the sensing, calculates emotions and finally sets the desired // action after applying all of the Filters m_aimFlags = 0; updateEmotions (); // does bot see an enemy? trackEnemies (); // did bot just kill an enemy? if (!game.isNullEntity (m_lastVictim)) { if (game.getTeam (m_lastVictim) != m_team) { // add some aggression because we just killed somebody m_agressionLevel += 0.1f; if (m_agressionLevel > 1.0f) { m_agressionLevel = 1.0f; } if (rg.chance (10)) { pushChatMessage (Chat::Kill); } if (rg.chance (10)) { pushRadioMessage (Radio::EnemyDown); } else if (rg.chance (60)) { if (m_lastVictim->v.weapons & kSniperWeaponMask) { pushChatterMessage (Chatter::SniperKilled); } else { switch (numEnemiesNear (pev->origin, kInfiniteDistance)) { case 0: if (rg.chance (50)) { pushChatterMessage (Chatter::NoEnemiesLeft); } else { pushChatterMessage (Chatter::EnemyDown); } break; case 1: pushChatterMessage (Chatter::OneEnemyLeft); break; case 2: pushChatterMessage (Chatter::TwoEnemiesLeft); break; case 3: pushChatterMessage (Chatter::ThreeEnemiesLeft); break; default: pushChatterMessage (Chatter::EnemyDown); } } } else { m_killsInterval = m_lastVictimTime - game.time (); if (m_killsInterval <= 5.0f) { ++m_killsCount; if (m_killsCount > 2) { pushChatterMessage (Chatter::OnARoll); } } else { m_killsCount = 0; } } // if no more enemies found AND bomb planted, switch to knife to get to bomb place faster if (m_team == Team::CT && !usesKnife () && m_numEnemiesLeft == 0 && bots.isBombPlanted ()) { selectWeaponById (Weapon::Knife); m_plantedBombNodeIndex = getNearestToPlantedBomb (); if (isOccupiedNode (m_plantedBombNodeIndex)) { pushChatterMessage (Chatter::BombsiteSecured); } } } else { pushChatMessage (Chat::TeamKill, true); pushChatterMessage (Chatter::FriendlyFire); } m_lastVictim = nullptr; } m_numFriendsLeft = numFriendsNear (pev->origin, kInfiniteDistance); m_numEnemiesLeft = numEnemiesNear (pev->origin, kInfiniteDistance); // check if our current enemy is still valid if (!game.isNullEntity (m_lastEnemy)) { if (!util.isAlive (m_lastEnemy) && m_shootAtDeadTime < game.time ()) { m_lastEnemy = nullptr; } } else { m_lastEnemy = nullptr; } // don't listen if seeing enemy, just checked for sounds or being blinded (because its inhuman) if (m_soundUpdateTime < game.time () && m_blindTime < game.time () && m_seeEnemyTime + 0.5f < game.time ()) { updateHearing (); m_soundUpdateTime = game.time () + 0.05f; } else if (m_soundUpdateTime >= game.time () && m_heardSoundTime + 10.0f < game.time ()) { m_states &= ~Sense::HearingEnemy; // clear the last enemy pointers if time has passed or enemy far away if (!m_lastEnemyOrigin.empty ()) { const auto distanceSq = pev->origin.distanceSq (m_lastEnemyOrigin); if (distanceSq > cr::sqrf (2048.0f) || (game.isNullEntity (m_enemy) && m_seeEnemyTime + 10.0f < game.time ())) { m_lastEnemyOrigin.clear (); m_lastEnemy = nullptr; m_aimFlags &= ~AimFlags::LastEnemy; } } } refreshEnemyPredict (); // check for grenades depending on difficulty if (rg.chance (cr::max (25, m_difficulty * 25)) && !m_isCreature) { checkGrenadesThrow (); } // check if there are items needing to be used/collected if (m_itemCheckTime < game.time () || !game.isNullEntity (m_pickupItem)) { updatePickups (); m_itemCheckTime = game.time () + 0.5f; } filterTasks (); } void Bot::filterTasks () { // initialize & calculate the desire for all actions based on distances, emotions and other stuff getTask (); float tempFear = m_fearLevel; float tempAgression = m_agressionLevel; // decrease fear if players near int friendlyNum = 0; if (!m_lastEnemyOrigin.empty ()) { friendlyNum = numFriendsNear (pev->origin, 500.0f) - numEnemiesNear (m_lastEnemyOrigin, 500.0f); } if (friendlyNum > 0) { tempFear = tempFear * 0.5f; } // increase/decrease fear/aggression if bot uses a sniping weapon to be more careful if (usesSniper ()) { tempFear = tempFear * 1.2f; tempAgression = tempAgression * 0.6f; } auto &filter = bots.getFilters (); // bot found some item to use? if (!game.isNullEntity (m_pickupItem) && getCurrentTaskId () != Task::EscapeFromBomb) { m_states |= Sense::PickupItem; if (m_pickupType == Pickup::Button) { filter[Task::PickupItem].desire = 50.0f; // always pickup button } else { filter[Task::PickupItem].desire = cr::max (50.0f, 500.0f - pev->origin.distance (game.getEntityOrigin (m_pickupItem)) * 0.2f); } } else { m_states &= ~Sense::PickupItem; filter[Task::PickupItem].desire = 0.0f; } // calculate desire to attack if ((m_states & Sense::SeeingEnemy) && reactOnEnemy ()) { filter[Task::Attack].desire = TaskPri::Attack; } else { filter[Task::Attack].desire = 0.0f; } float &seekCoverDesire = filter[Task::SeekCover].desire; float &huntEnemyDesire = filter[Task::Hunt].desire; float &blindedDesire = filter[Task::Blind].desire; // calculate desires to seek cover or hunt if (util.isPlayer (m_lastEnemy) && !m_lastEnemyOrigin.empty () && !m_hasC4) { const float retreatLevel = (100.0f - (m_healthValue > 70.0f ? 100.0f : m_healthValue)) * tempFear; // retreat level depends on bot health if (m_isCreature || (m_numEnemiesLeft > m_numFriendsLeft / 2 && m_retreatTime < game.time () && m_seeEnemyTime - rg (2.0f, 4.0f) < game.time ())) { float timeSeen = m_seeEnemyTime - game.time (); float timeHeard = m_heardSoundTime - game.time (); float ratio = 0.0f; m_retreatTime = game.time () + rg (1.0f, 4.0f); if (timeSeen > timeHeard) { timeSeen += 10.0f; ratio = timeSeen * 0.1f; } else { timeHeard += 10.0f; ratio = timeHeard * 0.1f; } const bool lowAmmo = isLowOnAmmo (m_currentWeapon, 0.18f); const bool sniping = m_sniperStopTime > game.time () && lowAmmo; if (m_isCreature) { ratio = 0.0f; } if (bots.isBombPlanted () || m_isStuck || usesKnife ()) { ratio /= 3.0f; // reduce the seek cover desire if bomb is planted } else if (m_isVIP || m_isReloading || (sniping && usesSniper ())) { ratio *= 3.0f; // triple the seek cover desire if bot is VIP or reloading } else if (m_lastEnemyOrigin.distanceSq2d (pev->origin) < cr::sqrf (256.0f)) { ratio *= 3.0f; } else if (game.is (GameFlags::CSDM)) { ratio = 0.0f; } else { ratio /= 2.0f; // reduce seek cover otherwise } seekCoverDesire = retreatLevel * ratio; } else { seekCoverDesire = 0.0f; } // if half of the round is over, allow hunting if (getCurrentTaskId () != Task::EscapeFromBomb && game.isNullEntity (m_enemy) && !m_isVIP && bots.getRoundMidTime () < game.time () && !m_hasHostage && !m_isUsingGrenade && m_currentNodeIndex != graph.getNearest (m_lastEnemyOrigin) && m_personality != Personality::Careful && !cv_ignore_enemies) { float desireLevel = 4096.0f - ((1.0f - tempAgression) * m_lastEnemyOrigin.distance (pev->origin)); desireLevel = (100.0f * desireLevel) / 4096.0f; desireLevel -= retreatLevel; if (desireLevel > 89.0f) { desireLevel = 89.0f; } huntEnemyDesire = desireLevel; } else { huntEnemyDesire = 0.0f; } } else { huntEnemyDesire = 0.0f; seekCoverDesire = 0.0f; } // zombie bots has more hunt desire if (m_isCreature && huntEnemyDesire > 25.0f) { huntEnemyDesire = TaskPri::Attack; } // blinded behavior blindedDesire = m_blindTime > game.time () ? TaskPri::Blind : 0.0f; // now we've initialized all the desires go through the hard work // of filtering all actions against each other to pick the most // rewarding one to the bot. // FIXME: instead of going through all of the actions it might be // better to use some kind of decision tree to sort out impossible // actions. // most of the values were found out by trial-and-error and a helper // utility i wrote so there could still be some weird behaviors, it's // hard to check them all out. // this function returns the behavior having the higher activation level auto maxDesire = [] (BotTask *first, BotTask *second) { if (first->desire > second->desire) { return first; } return second; }; // this function returns the first behavior if its activation level is anything higher than zero auto subsumeDesire = [] (BotTask *first, BotTask *second) { if (first->desire > 0) { return first; } return second; }; // this function returns the input behavior if it's activation level exceeds the threshold, or some default behavior otherwise auto thresholdDesire = [] (BotTask *first, float threshold, float desire) { if (first->desire < threshold) { first->desire = desire; } return first; }; // this function clamp the inputs to be the last known value outside the [min, max] range. auto hysteresisDesire = [] (float cur, float min, float max, float old) { if (cur <= min || cur >= max) { old = cur; } return old; }; m_oldCombatDesire = hysteresisDesire (filter[Task::Attack].desire, 40.0f, 90.0f, m_oldCombatDesire); filter[Task::Attack].desire = m_oldCombatDesire; auto offensive = &filter[Task::Attack]; auto pickup = &filter[Task::PickupItem]; // calc survive (cover/hide) auto survive = thresholdDesire (&filter[Task::SeekCover], 40.0f, 0.0f); survive = subsumeDesire (&filter[Task::Hide], survive); auto def = thresholdDesire (&filter[Task::Hunt], 60.0f, 0.0f); // don't allow hunting if desires 60< offensive = subsumeDesire (offensive, pickup); // if offensive task, don't allow picking up stuff auto sub = maxDesire (offensive, def); // default normal & careful tasks against offensive actions auto finalTask = subsumeDesire (&filter[Task::Blind], maxDesire (survive, sub)); // reason about fleeing instead if (!m_tasks.empty ()) { finalTask = maxDesire (finalTask, getTask ()); startTask (finalTask->id, finalTask->desire, finalTask->data, finalTask->time, finalTask->resume); // push the final behavior in our task stack to carry out } } void Bot::clearTasks () { // this function resets bot tasks stack, by removing all entries from the stack. m_tasks.clear (); } void Bot::startTask (Task id, float desire, int data, float time, bool resume) { static const auto &filter = bots.getFilters (); for (auto &task : m_tasks) { if (task.id == id) { if (!cr::fequal (task.desire, desire)) { task.desire = desire; } return; } } m_tasks.emplace (filter[id].func, id, desire, data, time, resume); clearSearchNodes (); ignoreCollision (); const auto tid = getCurrentTaskId (); // leader bot? if (m_isLeader && tid == Task::SeekCover) { updateTeamCommands (); // reorganize team if fleeing } if (tid == Task::Camp) { selectBestWeapon (); } // this is best place to handle some voice commands report team some info if (cv_radio_mode.as () > 1) { if (rg.chance (90)) { if (tid == Task::Blind) { pushChatterMessage (Chatter::Blind); } else if (tid == Task::PlantBomb) { pushChatterMessage (Chatter::PlantingBomb); } } if (rg.chance (25) && tid == Task::Camp) { if (game.mapIs (MapFlags::Demolition) && bots.isBombPlanted ()) { pushChatterMessage (Chatter::GuardingPlantedC4); } else { pushChatterMessage (Chatter::GoingToCamp); } } if (rg.chance (75) && tid == Task::Camp && m_team == Team::CT && m_inEscapeZone) { pushChatterMessage (Chatter::GoingToGuardEscapeZone); } if (rg.chance (75) && tid == Task::Camp && m_team == Team::Terrorist && m_inRescueZone) { pushChatterMessage (Chatter::GoingToGuardRescueZone); } if (rg.chance (75) && tid == Task::Camp && m_team == Team::Terrorist && m_inVIPZone) { pushChatterMessage (Chatter::GoingToGuardVIPSafety); } } if (cv_debug_goal.as () != kInvalidNodeIndex) { m_chosenGoalIndex = cv_debug_goal.as (); } else { m_chosenGoalIndex = getTask ()->data; } } BotTask *Bot::getTask () { if (m_tasks.empty ()) { startTask (Task::Normal, TaskPri::Normal, kInvalidNodeIndex, 0.0f, true); } return &m_tasks.last (); } bool Bot::isLowOnAmmo (const int id, const float factor) const { return static_cast (m_ammoInClip[id]) < static_cast (conf.findWeaponById (id).maxClip) * factor; } void Bot::clearTask (Task id) { // this function removes one task from the bot task stack. if (m_tasks.empty () || getCurrentTaskId () == Task::Normal) { return; // since normal task can be only once on the stack, don't remove it... } if (getCurrentTaskId () == id) { clearSearchNodes (); ignoreCollision (); m_tasks.pop (); return; } for (auto &task : m_tasks) { if (task.id == id) { m_tasks.remove (task); } } ignoreCollision (); clearSearchNodes (); } void Bot::completeTask () { // this function called whenever a task is completed. ignoreCollision (); if (m_tasks.empty ()) { return; } do { m_tasks.pop (); } while (!m_tasks.empty () && !m_tasks.last ().resume); clearSearchNodes (); } bool Bot::isEnemyThreat () { if (game.isNullEntity (m_enemy) || (m_states & Sense::SuspectEnemy) || getCurrentTaskId () == Task::SeekCover) { return false; } // if bot is camping, he should be firing anyway and not leaving his position if (getCurrentTaskId () == Task::Camp) { return false; } // if enemy is near or facing us directly if (m_enemy->v.origin.distanceSq (pev->origin) < cr::sqrf (256.0f) || (!usesKnife () && isInViewCone (m_enemy->v.origin))) { return true; } return false; } bool Bot::reactOnEnemy () { // the purpose of this function is check if task has to be interrupted because an enemy is near (run attack actions then) if (!isEnemyThreat ()) { return false; } if (m_enemyReachableTimer < game.time ()) { const auto lineDist = m_enemy->v.origin.distance (pev->origin); if (isEnemyNoticeable (lineDist)) { m_isEnemyReachable = true; } else { int ownIndex = m_currentNodeIndex; if (ownIndex == kInvalidNodeIndex) { ownIndex = findNearestNode (); } const auto enemyIndex = graph.getNearest (m_enemy->v.origin); const auto pathDist = planner.preciseDistance (ownIndex, enemyIndex); if (pathDist - lineDist > 112.0f || isOnLadder ()) { m_isEnemyReachable = false; } else { m_isEnemyReachable = true; } } m_enemyReachableTimer = game.time () + 1.0f; } if (m_isEnemyReachable) { m_navTimeset = game.time (); // override existing movement by attack movement return true; } return false; } bool Bot::lastEnemyShootable () { // don't allow shooting through walls if (!(m_aimFlags & (AimFlags::LastEnemy | AimFlags::PredictPath)) || m_lastEnemyOrigin.empty () || game.isNullEntity (m_lastEnemy)) { return false; } return util.getConeDeviation (ent (), m_lastEnemyOrigin) >= 0.90f && isPenetrableObstacle (m_lastEnemyOrigin); } void Bot::checkRadioQueue () { // this function handling radio and reacting to it // don't allow bot listen you if bot is busy if (m_radioOrder != Radio::ReportInTeam && (getCurrentTaskId () == Task::DefuseBomb || getCurrentTaskId () == Task::PlantBomb || m_hasHostage || m_hasC4 || m_isCreature)) { m_radioOrder = 0; return; } float distanceSq = m_radioEntity->v.origin.distanceSq (pev->origin); switch (m_radioOrder) { case Radio::CoverMe: case Radio::FollowMe: case Radio::StickTogetherTeam: case Chatter::GoingToPlantBomb: case Chatter::CoverMe: // check if line of sight to object is not blocked (i.e. visible) if (seesEntity (m_radioEntity->v.origin) || m_radioOrder == Radio::StickTogetherTeam) { if (game.isNullEntity (m_targetEntity) && game.isNullEntity (m_enemy) && rg.chance (m_personality == Personality::Careful ? 80 : 20)) { int numFollowers = 0; // check if no more followers are allowed for (const auto &bot : bots) { if (bot->m_isAlive) { if (bot->m_targetEntity == m_radioEntity) { ++numFollowers; } } } int allowedFollowers = cv_user_max_followers.as (); if (m_radioEntity->v.weapons & cr::bit (Weapon::C4)) { allowedFollowers = 1; } if (numFollowers < allowedFollowers) { pushRadioMessage (Radio::RogerThat); m_targetEntity = m_radioEntity; // don't pause/camp/follow anymore const auto tid = getCurrentTaskId (); if (tid == Task::Pause || tid == Task::Camp) { getTask ()->time = game.time (); } startTask (Task::FollowUser, TaskPri::FollowUser, kInvalidNodeIndex, 0.0f, true); } else if (numFollowers > allowedFollowers) { for (int i = 0; (i < game.maxClients () && numFollowers > allowedFollowers); ++i) { auto bot = bots[i]; if (bot != nullptr) { if (bot->m_isAlive) { if (bot->m_targetEntity == m_radioEntity) { bot->m_targetEntity = nullptr; numFollowers--; } } } } } else if (m_radioOrder != Chatter::GoingToPlantBomb && rg.chance (25)) { pushRadioMessage (Radio::Negative); } } else if (m_radioOrder != Chatter::GoingToPlantBomb && rg.chance (35)) { pushRadioMessage (Radio::Negative); } } break; case Radio::HoldThisPosition: if (!game.isNullEntity (m_targetEntity)) { if (m_targetEntity == m_radioEntity) { m_targetEntity = nullptr; pushRadioMessage (Radio::RogerThat); m_campButtons = 0; startTask (Task::Pause, TaskPri::Pause, kInvalidNodeIndex, game.time () + rg (30.0f, 60.0f), false); } } break; case Chatter::NewRound: pushChatterMessage (Chatter::YouHeardTheMan); break; case Radio::TakingFireNeedAssistance: if (game.isNullEntity (m_targetEntity)) { if (game.isNullEntity (m_enemy) && m_seeEnemyTime + 4.0f < game.time ()) { // decrease fear levels to lower probability of bot seeking cover again m_fearLevel -= 0.2f; if (m_fearLevel < 0.0f) { m_fearLevel = 0.0f; } if (rg.chance (45) && cv_radio_mode.as () == 2) { pushChatterMessage (Chatter::OnMyWay); } else if (m_radioOrder == Radio::NeedBackup && cv_radio_mode.as () != 2) { pushRadioMessage (Radio::RogerThat); } tryHeadTowardRadioMessage (); } else if (rg.chance (25)) { pushRadioMessage (Radio::Negative); } } break; case Radio::YouTakeThePoint: if (seesEntity (m_radioEntity->v.origin) && m_isLeader) { pushRadioMessage (Radio::RogerThat); } break; case Radio::EnemySpotted: case Radio::NeedBackup: case Chatter::SpottedOneEnemy: case Chatter::SpottedTwoEnemies: case Chatter::SpottedThreeEnemies: case Chatter::TooManyEnemies: case Chatter::ScaredEmotion: case Chatter::PinnedDown: if (((game.isNullEntity (m_enemy) && seesEntity (m_radioEntity->v.origin)) || distanceSq < cr::sqrf (2048.0f) || !m_moveToC4) && rg.chance (50) && m_seeEnemyTime + 4.0f < game.time ()) { m_fearLevel -= 0.1f; if (m_fearLevel < 0.0f) { m_fearLevel = 0.0f; } if (rg.chance (45) && cv_radio_mode.as () == 2) { pushChatterMessage (Chatter::OnMyWay); } else if (m_radioOrder == Radio::NeedBackup && cv_radio_mode.as () != 2 && rg.chance (50)) { pushRadioMessage (Radio::RogerThat); } tryHeadTowardRadioMessage (); } else if (rg.chance (30) && m_radioOrder == Radio::NeedBackup) { pushRadioMessage (Radio::Negative); } break; case Radio::GoGoGo: if (m_radioEntity == m_targetEntity) { if (rg.chance (45) && cv_radio_mode.as () == 2) { pushRadioMessage (Radio::RogerThat); } else if (m_radioOrder == Radio::NeedBackup && cv_radio_mode.as () != 2) { pushRadioMessage (Radio::RogerThat); } m_targetEntity = nullptr; m_fearLevel -= 0.2f; if (m_fearLevel < 0.0f) { m_fearLevel = 0.0f; } } else if ((game.isNullEntity (m_enemy) && seesEntity (m_radioEntity->v.origin)) || distanceSq < cr::sqrf (2048.0f)) { const auto tid = getCurrentTaskId (); if (tid == Task::Pause || tid == Task::Camp) { m_fearLevel -= 0.2f; if (m_fearLevel < 0.0f) { m_fearLevel = 0.0f; } pushRadioMessage (Radio::RogerThat); // don't pause/camp anymore getTask ()->time = game.time (); m_targetEntity = nullptr; m_position = m_radioEntity->v.origin + m_radioEntity->v.v_angle.forward () * rg (1024.0f, 2048.0f); clearSearchNodes (); startTask (Task::MoveToPosition, TaskPri::MoveToPosition, kInvalidNodeIndex, 0.0f, true); } } else if (!game.isNullEntity (m_doubleJumpEntity)) { pushRadioMessage (Radio::RogerThat); resetDoubleJump (); } else if (rg.chance (35)) { pushRadioMessage (Radio::Negative); } break; case Radio::ShesGonnaBlow: if (game.isNullEntity (m_enemy) && distanceSq < cr::sqrf (2048.0f) && bots.isBombPlanted () && m_team == Team::Terrorist) { pushRadioMessage (Radio::RogerThat); if (getCurrentTaskId () == Task::Camp) { clearTask (Task::Camp); } m_targetEntity = nullptr; startTask (Task::EscapeFromBomb, TaskPri::EscapeFromBomb, kInvalidNodeIndex, 0.0f, true); } else if (rg.chance (35)) { pushRadioMessage (Radio::Negative); } break; case Radio::RegroupTeam: // if no more enemies found AND bomb planted, switch to knife to get to bombplace faster if (m_team == Team::CT && !usesKnife () && m_numEnemiesLeft == 0 && bots.isBombPlanted () && getCurrentTaskId () != Task::DefuseBomb) { selectWeaponById (Weapon::Knife); clearSearchNodes (); m_position = graph.getBombOrigin (); startTask (Task::MoveToPosition, TaskPri::MoveToPosition, kInvalidNodeIndex, 0.0f, true); pushRadioMessage (Radio::RogerThat); } break; case Radio::StormTheFront: if (((game.isNullEntity (m_enemy) && seesEntity (m_radioEntity->v.origin)) || distanceSq < cr::sqrf (1024.0f)) && rg.chance (50)) { pushRadioMessage (Radio::RogerThat); // don't pause/camp anymore const auto tid = getCurrentTaskId (); if (tid == Task::Pause || tid == Task::Camp) { getTask ()->time = game.time (); } m_targetEntity = nullptr; m_position = m_radioEntity->v.origin + m_radioEntity->v.v_angle.forward () * rg (1024.0f, 2048.0f); clearSearchNodes (); startTask (Task::MoveToPosition, TaskPri::MoveToPosition, kInvalidNodeIndex, 0.0f, true); m_fearLevel -= 0.3f; if (m_fearLevel < 0.0f) { m_fearLevel = 0.0f; } m_agressionLevel += 0.3f; if (m_agressionLevel > 1.0f) { m_agressionLevel = 1.0f; } } break; case Radio::TeamFallback: if ((game.isNullEntity (m_enemy) && seesEntity (m_radioEntity->v.origin)) || distanceSq < cr::sqrf (1024.0f)) { m_fearLevel += 0.5f; if (m_fearLevel > 1.0f) { m_fearLevel = 1.0f; } m_agressionLevel -= 0.5f; if (m_agressionLevel < 0.0f) { m_agressionLevel = 0.0f; } if (getCurrentTaskId () == Task::Camp) { getTask ()->time += rg (10.0f, 15.0f); } else { // don't pause/camp anymore const auto tid = getCurrentTaskId (); if (tid == Task::Pause) { getTask ()->time = game.time (); } m_targetEntity = nullptr; m_seeEnemyTime = game.time (); // if bot has no enemy if (m_lastEnemyOrigin.empty ()) { float nearestDistanceSq = kInfiniteDistance; // take nearest enemy to ordering player for (const auto &client : util.getClients ()) { if (!(client.flags & ClientFlags::Used) || !(client.flags & ClientFlags::Alive) || client.team == m_team) { continue; } auto enemy = client.ent; const float currentDistanceSq = m_radioEntity->v.origin.distanceSq (enemy->v.origin); if (currentDistanceSq < nearestDistanceSq) { nearestDistanceSq = currentDistanceSq; m_lastEnemy = enemy; m_lastEnemyOrigin = enemy->v.origin; } } } clearSearchNodes (); } } break; case Radio::ReportInTeam: switch (getCurrentTaskId ()) { case Task::Normal: if (getTask ()->data != kInvalidNodeIndex && rg.chance (70)) { const Path &path = graph[getTask ()->data]; if (path.flags & NodeFlag::Goal) { if (m_hasC4) { pushChatterMessage (Chatter::GoingToPlantBomb); } else { pushChatterMessage (Chatter::Nothing); } } else if (m_hasHostage) { pushChatterMessage (Chatter::RescuingHostages); } else if ((path.flags & NodeFlag::Camp) && rg.chance (75)) { pushChatterMessage (Chatter::GoingToCamp); } else if (m_states & Sense::HearingEnemy) { pushChatterMessage (Chatter::HeardTheEnemy); } } else if (rg.chance (30)) { pushChatterMessage (Chatter::ReportingIn); } break; case Task::MoveToPosition: if (rg.chance (2)) { pushChatterMessage (Chatter::GoingToCamp); } break; case Task::Camp: if (rg.chance (40)) { if (bots.isBombPlanted () && m_team == Team::Terrorist) { pushChatterMessage (Chatter::GuardingPlantedC4); } else if (m_inEscapeZone && m_team == Team::CT) { pushChatterMessage (Chatter::GuardingEscapeZone); } else if (m_inVIPZone && m_team == Team::Terrorist) { pushChatterMessage (Chatter::GuardingVIPSafety); } else { pushChatterMessage (Chatter::Camping); } } break; case Task::PlantBomb: pushChatterMessage (Chatter::PlantingBomb); break; case Task::DefuseBomb: pushChatterMessage (Chatter::DefusingBomb); break; case Task::Attack: if (rg.chance (50)) { pushChatterMessage (Chatter::InCombat); } else { if (cv_radio_mode.as () == 2) { switch (numEnemiesNear (pev->origin, 384.0f)) { case 1: pushChatterMessage (Chatter::SpottedOneEnemy); break; case 2: pushChatterMessage (Chatter::SpottedTwoEnemies); break; case 3: pushChatterMessage (Chatter::SpottedThreeEnemies); break; default: pushChatterMessage (Chatter::TooManyEnemies); break; } } else if (cv_radio_mode.as () == 1) { pushRadioMessage (Radio::EnemySpotted); } } break; case Task::Hide: case Task::SeekCover: pushChatterMessage (Chatter::SeekingEnemies); break; default: if (rg.chance (50)) { pushChatterMessage (Chatter::Nothing); } break; } break; case Radio::SectorClear: // is bomb planted and it's a ct if (!bots.isBombPlanted ()) { break; } // check if it's a ct command if (game.getTeam (m_radioEntity) == Team::CT && m_team == Team::CT && util.isFakeClient (m_radioEntity) && bots.getPlantedBombSearchTimestamp () < game.time ()) { float nearestDistanceSq = kInfiniteDistance; int bombPoint = kInvalidNodeIndex; // find nearest bomb node to player for (auto &point : graph.m_goalPoints) { distanceSq = graph[point].origin.distanceSq (m_radioEntity->v.origin); if (distanceSq < nearestDistanceSq) { nearestDistanceSq = distanceSq; bombPoint = point; } } // mark this node as restricted point if (bombPoint != kInvalidNodeIndex && !graph.isVisited (bombPoint)) { // does this bot want to defuse? if (getCurrentTaskId () == Task::Normal) { // is he approaching this goal? if (getTask ()->data == bombPoint) { getTask ()->data = kInvalidNodeIndex; pushRadioMessage (Radio::RogerThat); } } graph.setVisited (bombPoint); } bots.setPlantedBombSearchTimestamp (game.time () + 0.5f); } break; case Radio::GetInPositionAndWaitForGo: if (!m_isCreature && ((game.isNullEntity (m_enemy) && seesEntity (m_radioEntity->v.origin)) || distanceSq < cr::sqrf (1024.0f))) { pushRadioMessage (Radio::RogerThat); if (getCurrentTaskId () == Task::Camp) { getTask ()->time = game.time () + rg (30.0f, 60.0f); } else { // don't pause anymore const auto tid = getCurrentTaskId (); if (tid == Task::Pause) { getTask ()->time = game.time (); } m_targetEntity = nullptr; m_seeEnemyTime = game.time (); // if bot has no enemy if (m_lastEnemyOrigin.empty ()) { float nearestDistanceSq = kInfiniteDistance; // take nearest enemy to ordering player for (const auto &client : util.getClients ()) { if (!(client.flags & ClientFlags::Used) || !(client.flags & ClientFlags::Alive) || client.team == m_team) { continue; } auto enemy = client.ent; const float enemyDistanceSq = m_radioEntity->v.origin.distanceSq (enemy->v.origin); if (enemyDistanceSq < nearestDistanceSq) { nearestDistanceSq = enemyDistanceSq; m_lastEnemy = enemy; m_lastEnemyOrigin = enemy->v.origin; } } } clearSearchNodes (); const int index = findDefendNode (m_radioEntity->v.origin); // push camp task on to stack startTask (Task::Camp, TaskPri::Camp, kInvalidNodeIndex, game.time () + rg (30.0f, 60.0f), true); // push move command startTask (Task::MoveToPosition, TaskPri::MoveToPosition, index, game.time () + rg (30.0f, 60.0f), true); // decide to duck or not to duck selectCampButtons (index); } } break; } m_radioOrder = 0; // radio command has been handled, reset } void Bot::tryHeadTowardRadioMessage () { const auto tid = getCurrentTaskId (); if (tid == Task::MoveToPosition || m_headedTime + 15.0f < game.time () || !util.isAlive (m_radioEntity) || m_hasC4) { return; } if ((util.isFakeClient (m_radioEntity) && rg.chance (25) && m_personality == Personality::Normal) || !(m_radioEntity->v.flags & FL_FAKECLIENT)) { if (tid == Task::Pause || tid == Task::Camp) { getTask ()->time = game.time (); } m_headedTime = game.time (); m_position = m_radioEntity->v.origin; clearSearchNodes (); startTask (Task::MoveToPosition, TaskPri::MoveToPosition, kInvalidNodeIndex, 0.0f, true); } } void Bot::checkParachute () { static ConVarRef parachute (conf.fetchCustom ("AMXParachuteCvar").chars ()); // if no cvar or it's not enabled do not bother if (parachute.exists () && parachute.value () > 0.0f) { if (isOnLadder () || pev->velocity.z > -50.0f || isOnFloor ()) { m_fallDownTime = 0.0f; } else if (cr::fzero (m_fallDownTime)) { m_fallDownTime = game.time (); } // press use anyway if (!cr::fzero (m_fallDownTime) && m_fallDownTime + 0.35f < game.time ()) { pev->button |= IN_USE; } } } void Bot::frame () { pev->flags |= FL_CLIENT | FL_FAKECLIENT; // restore fake client bit, just in case if (m_thinkDelay.time <= game.time ()) { update (); // delay next execution for thinking m_thinkDelay.time = game.time () + m_thinkDelay.interval; // run bot command on twice speed if (m_commandDelay.time <= game.time ()) { runMovement (); m_commandDelay.time = game.time () + m_commandDelay.interval; } } if (m_slowFrameTimestamp > game.time ()) { return; } if (bots.isBombPlanted () && m_team == Team::CT && m_isAlive) { const Vector &bombPosition = graph.getBombOrigin (); if (!m_hasProgressBar && getCurrentTaskId () != Task::EscapeFromBomb && pev->origin.distanceSq (bombPosition) < cr::sqrf (1540.0f) && !isBombDefusing (bombPosition)) { m_ignoredItems.clear (); m_itemCheckTime = game.time (); clearTask (getCurrentTaskId ()); } } checkSpawnConditions (); checkForChat (); checkBreakablesAround (); if (game.is (GameFlags::HasBotVoice)) { showChatterIcon (false); // end voice feedback } // kick the bot if stay time is over, the quota maintain will add new bot for us later if (cv_rotate_bots && m_stayTime < game.time ()) { m_kickedByRotation = true; // kicked by rotation, so not save bot name if save bot names is active kick (); return; } m_slowFrameTimestamp = game.time () + 0.5f; } void Bot::update () { const auto tid = getCurrentTaskId (); m_canChooseAimDirection = true; m_isAlive = util.isAlive (ent ()); m_team = game.getTeam (ent ()); m_healthValue = cr::clamp (pev->health, 0.0f, 100.0f); if (m_team == Team::Terrorist && game.mapIs (MapFlags::Demolition)) { m_hasC4 = !!(pev->weapons & cr::bit (Weapon::C4)); if (m_hasC4 && (cv_ignore_objectives || cv_jasonmode)) { if (cv_ignore_objectives) { donateC4ToHuman (); } m_hasC4 = false; } } else if (m_team == Team::CT && game.mapIs (MapFlags::HostageRescue)) { m_hasHostage = hasHostage (); } m_isCreature = isCreature (); // is bot movement enabled bool botMovement = false; // for some unknown reason some bots have speed of 1.0 after respawn on csdm if (game.is (GameFlags::CSDM) && cr::fequal (pev->maxspeed, 1.0f) && tid == Task::Normal) { static ConVarRef sv_maxspeed ("sv_maxspeed"); // reset max speed to max value, thus allowing bot movement pev->maxspeed = sv_maxspeed.value (); } // if the bot hasn't selected stuff to start the game yet, go do that... if (m_notStarted) { updateTeamJoin (); // select team & class } else if (!m_isAlive) { // we got a teamkiller? vote him away... if (m_voteKickIndex != m_lastVoteKick && cv_tkpunish) { issueCommand ("vote %d", m_voteKickIndex); m_lastVoteKick = m_voteKickIndex; // if bot tk punishment is enabled slay the tk if (cv_tkpunish.as () != 2 || util.isFakeClient (game.entityOfIndex (m_voteKickIndex))) { return; } auto killer = game.entityOfIndex (m_lastVoteKick); ++killer->v.frags; MDLL_ClientKill (killer); } // host wants us to kick someone else if (m_voteMap != 0) { issueCommand ("votemap %d", m_voteMap); m_voteMap = 0; } } else if (m_buyingFinished && !(pev->maxspeed < 10.0f && tid != Task::PlantBomb && tid != Task::DefuseBomb) && !cv_freeze_bots && !graph.hasChanged ()) { botMovement = true; } checkMsgQueue (); if (!m_isStale && botMovement) { logic (); // execute main code } else if (pev->maxspeed < 10.0f) { logicDuringFreezetime (); } else if (!botMovement) { resetMovement (); } } void Bot::logicDuringFreezetime () { if (m_isStale) { return; } pev->button &= ~IN_DUCK; updateLookAngles (); runMovement (); if (m_changeViewTime > game.time ()) { return; } if (rg.chance (15) && m_jumpTime + rg (1.0f, 2.0f) < game.time ()) { pev->button |= IN_JUMP; m_jumpTime = game.time (); } static Array players {}; players.clear (); // search for visible enemies for (const auto &client : util.getClients ()) { if (!(client.flags & ClientFlags::Used) || !(client.flags & ClientFlags::Alive) || client.team == m_team || client.ent == ent () || !client.ent || !seesEntity (client.origin)) { continue; } players.push (client.ent); } // use teammates if (players.empty ()) { for (const auto &client : util.getClients ()) { if (!(client.flags & ClientFlags::Used) || !(client.flags & ClientFlags::Alive) || client.team != m_team || client.ent == ent () || !client.ent || !seesEntity (client.origin)) { continue; } players.push (client.ent); } } else { selectBestWeapon (); } if (!players.empty ()) { auto ent = players.random (); if (ent) { m_lookAt = ent->v.origin + ent->v.view_ofs; if (m_buyingFinished) { m_enemy = ent; m_enemyOrigin = ent->v.origin; } } // good time too greet everyone if (m_needToSendWelcomeChat) { pushChatMessage (Chat::Hello); m_needToSendWelcomeChat = false; } } m_changeViewTime = game.time () + rg (1.25f, 2.0f); } void Bot::executeTasks () { // this is core function that handle task execution auto func = getTask ()->func; // run the current task (this->*func) (); } void Bot::checkSpawnConditions () { // this function is called instead of ai when buying finished, but freezetime is not yet left. if (!game.isNullEntity (m_enemy)) { return; } // switch to knife if time to do this if (m_checkKnifeSwitch && m_buyingFinished && m_spawnTime + rg (5.0f, 7.5f) < game.time ()) { if (rg (1, 100) < 2 && cv_spraypaints) { startTask (Task::Spraypaint, TaskPri::Spraypaint, kInvalidNodeIndex, game.time () + 1.0f, false); } if (m_difficulty >= Difficulty::Normal && rg.chance (m_personality == Personality::Rusher ? 99 : 50) && !m_isReloading && game.mapIs (MapFlags::HostageRescue | MapFlags::Demolition | MapFlags::Escape | MapFlags::Assassination)) { if (isKnifeMode ()) { dropCurrentWeapon (); } else { selectWeaponById (Weapon::Knife); } } m_checkKnifeSwitch = false; if (rg.chance (cv_user_follow_percent.as ()) && game.isNullEntity (m_targetEntity) && !m_isLeader && !m_hasC4 && rg.chance (50)) { decideFollowUser (); } } // check if we already switched weapon mode if (m_checkWeaponSwitch && m_buyingFinished && m_spawnTime + rg (3.0f, 4.5f) < game.time ()) { if (hasShield () && isShieldDrawn ()) { pev->button |= IN_ATTACK2; } else { switch (m_currentWeapon) { case Weapon::M4A1: case Weapon::USP: checkSilencer (); break; case Weapon::Famas: case Weapon::Glock18: if (rg.chance (50)) { pev->button |= IN_ATTACK2; } break; } } // movement in freezetime is disabled, so fire movement action if button was hit if (pev->button & IN_ATTACK2) { runMovement (); } m_checkWeaponSwitch = false; } } void Bot::logic () { // this function gets called each frame and is the core of all bot ai. from here all other subroutines are called float movedDistance = 2.0f; // length of different vector (distance bot moved) resetMovement (); // increase reaction time m_actualReactionTime += 0.3f; if (m_actualReactionTime > m_idealReactionTime) { m_actualReactionTime = m_idealReactionTime; } // bot could be blinded by flashbang or smoke, recover from it m_viewDistance += 3.0f; if (m_viewDistance > m_maxViewDistance) { m_viewDistance = m_maxViewDistance; } if (m_blindTime > game.time ()) { m_maxViewDistance = 4096.0f; } m_moveSpeed = pev->maxspeed; if (m_prevTime <= game.time ()) { // see how far bot has moved since the previous position... if (m_checkTerrain) { movedDistance = m_prevOrigin.distance (pev->origin); } // save current position as previous m_prevOrigin = pev->origin; m_prevTime = game.time () + 0.2f; } // if there's some radio message to respond, check it if (m_radioOrder != 0) { checkRadioQueue (); } // do all sensing, calculate/filter all actions here if (canRunHeavyWeight ()) { setConditions (); } else if (!game.isNullEntity (m_enemy)) { trackEnemies (); } // some stuff required by by chatter engine if (cv_radio_mode.as () == 2) { if ((m_states & Sense::SeeingEnemy) && !game.isNullEntity (m_enemy)) { int hasFriendNearby = numFriendsNear (pev->origin, 512.0f); if (!hasFriendNearby && rg.chance (45) && (m_enemy->v.weapons & cr::bit (Weapon::C4))) { pushChatterMessage (Chatter::SpotTheBomber); } else if (!hasFriendNearby && rg.chance (45) && m_team == Team::Terrorist && util.isPlayerVIP (m_enemy)) { pushChatterMessage (Chatter::VIPSpotted); } else if (!hasFriendNearby && rg.chance (50) && game.getTeam (m_enemy) != m_team && isGroupOfEnemies (m_enemy->v.origin, 2, 384.0f)) { pushChatterMessage (Chatter::ScaredEmotion); } else if (!hasFriendNearby && rg.chance (40) && (m_enemy->v.weapons & kSniperWeaponMask)) { pushChatterMessage (Chatter::SniperWarning); } // if bot is trapped under shield yell for help ! if (getCurrentTaskId () == Task::Camp && hasShield () && isShieldDrawn () && hasFriendNearby >= 2) { pushChatterMessage (Chatter::PinnedDown); } } // if bomb planted warn players ! if (bots.hasBombSay (BombPlantedSay::Chatter) && bots.isBombPlanted () && m_team == Team::CT) { pushChatterMessage (Chatter::GottaFindC4); bots.clearBombSay (BombPlantedSay::Chatter); } } m_checkTerrain = true; m_moveToGoal = true; m_wantsToFire = false; // avoid flyings grenades, if needed if (cv_avoid_grenades && !m_isCreature) { avoidGrenades (); } m_isUsingGrenade = false; executeTasks (); // execute current task setAimDirection (); // choose aim direction updateLookAngles (); // and turn to chosen aim direction // the bots wants to fire at something? if (m_shootAtDeadTime > game.time () || (m_wantsToFire && !m_isUsingGrenade && m_shootTime <= game.time ())) { fireWeapons (); // if bot didn't fire a bullet try again next frame } // check for reloading if (m_reloadCheckTime <= game.time ()) { checkReload (); } // set the reaction time (surprise momentum) different each frame according to skill setIdealReactionTimers (); // calculate 2 direction vectors, 1 without the up/down component const Vector &dirOld = m_destOrigin - (pev->origin + pev->velocity * m_frameInterval); const Vector &dirNormal = dirOld.normalize2d_apx (); m_moveAngles = dirOld.angles (); m_moveAngles.clampAngles (); m_moveAngles.x = -m_moveAngles.x; // invert for engine // do some overriding for special cases overrideConditions (); // allowed to move to a destination position? if (m_moveToGoal) { moveToGoal (); } // are we allowed to check blocking terrain (and react to it)? if (m_checkTerrain) { // check for breakables around bots movement direction checkBreakable (nullptr); doPlayerAvoidance (dirNormal); checkTerrain (movedDistance, dirNormal); } // if we have fallen from the place of move, the nearest point is allowed checkFall (); // check the darkness if (!m_isCreature && cv_check_darkness) { checkDarkness (); } // must avoid a grenade? if (m_needAvoidGrenade != 0) { // don't duck to get away faster pev->button &= ~IN_DUCK; m_moveSpeed = -pev->maxspeed; m_strafeSpeed = pev->maxspeed * static_cast (m_needAvoidGrenade); } // ensure we're not stuck picking something if (m_moveToGoal && m_moveSpeed > 0.0f && rg (2.5f, 3.5f) + m_navTimeset + m_destOrigin.distanceSq2d (pev->origin) / cr::sqrf (m_moveSpeed) < game.time () && !(m_states & Sense::SeeingEnemy)) { ensurePickupEntitiesClear (); } // check if need to use parachute checkParachute (); // display some debugging thingy to host entity if (cv_debug.as () >= 1) { showDebugOverlay (); } // save the previous speed (for checking if stuck) m_prevSpeed = cr::abs (m_moveSpeed); m_prevVelocity = cr::abs (pev->velocity.length2d ()); m_lastDamageType = -1; // reset damage } void Bot::spawned () { if (game.is (GameFlags::CSDM | GameFlags::ZombieMod)) { newRound (); clearTasks (); } } void Bot::showDebugOverlay () { bool displayDebugOverlay = false; if (!graph.hasEditor ()) { return; } auto overlayEntity = graph.getEditor (); if (overlayEntity->v.iuser2 == entindex () && overlayEntity->v.origin.distanceSq (pev->origin) < cr::sqrf (256.0f)) { displayDebugOverlay = true; } if (!displayDebugOverlay && cv_debug.as () >= 2) { Bot *nearest = nullptr; if (util.findNearestPlayer (reinterpret_cast (&nearest), overlayEntity, 128.0f, false, true, true, true) && nearest == this) { displayDebugOverlay = true; } } if (!displayDebugOverlay) { return; } static int index = kInvalidNodeIndex, goal = kInvalidNodeIndex, tid = 0; static HashMap tasks { { Task::Normal, "Normal" }, { Task::Pause, "Pause" }, { Task::MoveToPosition, "MoveToPosition" }, { Task::FollowUser, "FollowUser" }, { Task::PickupItem, "PickupItem" }, { Task::Camp, "Camp" }, { Task::PlantBomb, "PlantBomb" }, { Task::DefuseBomb, "DefuseBomb" }, { Task::Attack, "Attack" }, { Task::Hunt, "Hunt" }, { Task::SeekCover, "SeekCover" }, { Task::ThrowExplosive, "ThrowExplosive" }, { Task::ThrowFlashbang, "ThrowFlashbang" }, { Task::ThrowSmoke, "ThrowSmoke" }, { Task::DoubleJump, "DoubleJump" }, { Task::EscapeFromBomb, "EscapeFromBomb" }, { Task::ShootBreakable, "ShootBreakable" }, { Task::Hide, "Hide" }, { Task::Blind, "Blind" }, { Task::Spraypaint, "Spraypaint" } }; static HashMap personalities { { Personality::Rusher, "Rusher" }, { Personality::Normal, "Normal" }, { Personality::Careful, "Careful" } }; static HashMap flags { { AimFlags::Nav, "Nav" }, { AimFlags::Camp, "Camp" }, { AimFlags::PredictPath, "Predict" }, { AimFlags::LastEnemy, "LastEnemy" }, { AimFlags::Entity, "Entity" }, { AimFlags::Enemy, "Enemy" }, { AimFlags::Grenade, "Grenade" }, { AimFlags::Override, "Override" }, { AimFlags::Danger, "Danger" }, }; auto boolValue = [] (const bool test) { return test ? "Yes" : "No"; }; if (m_tasks.empty ()) { return; } if (tid != getCurrentTaskId () || index != m_currentNodeIndex || goal != getTask ()->data || m_timeDebugUpdateTime < game.time ()) { tid = getCurrentTaskId (); goal = getTask ()->data; index = m_currentNodeIndex; String enemy = "(none)"; if (!game.isNullEntity (m_enemy)) { enemy = m_enemy->v.netname.str (); } else if (!game.isNullEntity (m_lastEnemy)) { enemy.assignf ("%s (L)", m_lastEnemy->v.netname.str ()); } String pickup = "(none)"; if (!game.isNullEntity (m_pickupItem)) { pickup = m_pickupItem->v.classname.str (); } String aimFlags {}; for (uint32_t i = 0u; i < 9u; ++i) { auto bit = cr::bit (i); if (m_aimFlags & bit) { aimFlags.appendf (" %s", flags[static_cast (bit)]); } } StringRef weapon = util.weaponIdToAlias (m_currentWeapon); StringRef debugData = strings.format ( "\n\n\n\n\n\n%s (H:%.1f/A:%.1f)- Task: %d=%s Desire:%.02f\n" "Item: %s Clip: %d Ammo: %d%s Money: %d AimFlags: %s\n" "SP=%.02f SSP=%.02f I=%d CG=%d PG=%d G=%d T: %.02f MT: %d\n" "Enemy=%s Pickup=%s Type=%s Terrain=%s Stuck=%s\n", pev->netname.str (), m_healthValue, pev->armorvalue, tid, tasks[tid], getTask ()->desire, weapon, getAmmoInClip (), getAmmo (), m_isReloading ? " (R)" : "", m_moneyAmount, aimFlags.trim (), m_moveSpeed, m_strafeSpeed, index, m_chosenGoalIndex, m_prevGoalIndex, goal, m_navTimeset - game.time (), pev->movetype, enemy, pickup, personalities[m_personality], boolValue (m_checkTerrain), boolValue (m_isStuck)); static hudtextparms_t textParams {}; textParams.channel = 1; textParams.x = -1.0f; textParams.y = 0.0f; textParams.effect = 0; textParams.r1 = textParams.r2 = static_cast (m_team == Team::CT ? 0 : 255); textParams.g1 = textParams.g2 = static_cast (100); textParams.b1 = textParams.b2 = static_cast (m_team != Team::CT ? 0 : 255); textParams.a1 = textParams.a2 = static_cast (1); textParams.fadeinTime = 0.0f; textParams.fadeoutTime = 0.0f; textParams.holdTime = 0.5f; textParams.fxTime = 0.0f; game.sendHudMessage (overlayEntity, textParams, debugData); m_timeDebugUpdateTime = game.time () + 0.5f; } // green = destination origin // blue = ideal angles // red = view angles constexpr auto kArrowLifeTime = 1; game.drawLine (overlayEntity, getEyesPos (), m_destOrigin, 10, 0, { 0, 255, 0 }, 250, 5, kArrowLifeTime, DrawLine::Arrow); game.drawLine (overlayEntity, getEyesPos () - Vector (0.0f, 0.0f, 16.0f), getEyesPos () + m_idealAngles.forward () * 300.0f, 10, 0, { 0, 0, 255 }, 250, 5, kArrowLifeTime, DrawLine::Arrow); game.drawLine (overlayEntity, getEyesPos () - Vector (0.0f, 0.0f, 32.0f), getEyesPos () + pev->v_angle.forward () * 300.0f, 10, 0, { 255, 0, 0 }, 250, 5, kArrowLifeTime, DrawLine::Arrow); // now draw line from source to destination for (size_t i = 0; i < m_pathWalk.length () && i + 1 < m_pathWalk.length (); ++i) { game.drawLine (overlayEntity, graph[m_pathWalk.at (i)].origin, graph[m_pathWalk.at (i + 1)].origin, 15, 0, { 255, 100, 55 }, 200, 5, kArrowLifeTime, DrawLine::Arrow); } } bool Bot::hasHostage () { if (cv_ignore_objectives || game.mapIs (MapFlags::Demolition)) { return false; } for (auto &hostage : m_hostages) { if (!game.isNullEntity (hostage)) { // don't care about dead hostages if (hostage->v.health > 0.0f || pev->origin.distanceSq (hostage->v.origin) < cr::sqrf (600.0f)) { return true; } else { m_hostages.remove (hostage); hostage = nullptr; } } } return false; } void Bot::takeDamage (edict_t *inflictor, int damage, int armor, int bits) { // this function gets called from the network message handler, when bot's gets hurt from any // other player. m_lastDamageType = bits; if (!game.is (GameFlags::CSDM)) { updatePracticeValue (damage); } if (util.isPlayer (inflictor) || (cv_attack_monsters && util.isMonster (inflictor))) { const auto inflictorTeam = game.getTeam (inflictor); if (!util.isMonster (inflictor) && cv_tkpunish && inflictorTeam == m_team && !util.isFakeClient (inflictor)) { // alright, die you team killer!!! m_actualReactionTime = 0.0f; m_seeEnemyTime = game.time (); m_enemy = inflictor; m_lastEnemy = m_enemy; m_lastEnemyOrigin = m_enemy->v.origin; m_enemyOrigin = m_enemy->v.origin; pushChatMessage (Chat::TeamAttack); pushChatterMessage (Chatter::FriendlyFire); } else { // attacked by an enemy if (m_healthValue > 60.0f) { m_agressionLevel += 0.1f; if (m_agressionLevel > 1.0f) { m_agressionLevel += 1.0f; } } else { m_fearLevel += 0.03f; if (m_fearLevel > 1.0f) { m_fearLevel += 1.0f; } } clearTask (Task::Camp); if (game.isNullEntity (m_enemy) && m_team != inflictorTeam) { m_lastEnemy = inflictor; m_lastEnemyOrigin = inflictor->v.origin; // FIXME - Bot doesn't necessary sees this enemy m_seeEnemyTime = game.time (); } if (!game.is (GameFlags::CSDM)) { updatePracticeDamage (inflictor, armor + damage); } } } // hurt by unusual damage like drowning or gas else { // leave the camping/hiding position if (!isReachableNode (graph.getNearest (m_destOrigin))) { clearSearchNodes (); findNextBestNode (); } } } void Bot::takeBlind (int alpha) { // this function gets called by network message handler, when screenfade message get's send // it's used to make bot blind from the grenade. m_viewDistance = rg (10.0f, 20.0f); // do not take in effect some unique map effects on round start if (bots.getRoundStartTime () + 5.0f < game.time ()) { m_viewDistance = m_maxViewDistance; } m_blindTime = game.time () + static_cast (alpha - 200) / 16.0f; if (m_blindTime < game.time ()) { return; } m_enemy = nullptr; if (m_difficulty <= Difficulty::Normal) { m_blindMoveSpeed = 0.0f; m_blindSidemoveSpeed = 0.0f; m_blindButton = IN_DUCK; return; } m_blindNodeIndex = findCoverNode (512.0f); m_blindMoveSpeed = -pev->maxspeed; m_blindSidemoveSpeed = 0.0f; if (rg.chance (50)) { m_blindSidemoveSpeed = pev->maxspeed; } else { m_blindSidemoveSpeed = -pev->maxspeed; } if (m_healthValue < 85.0f) { m_blindMoveSpeed = -pev->maxspeed; } else if (m_personality == Personality::Careful) { m_blindMoveSpeed = 0.0f; m_blindButton = IN_DUCK; } else { m_blindMoveSpeed = pev->maxspeed; } } void Bot::updatePracticeValue (int damage) { // gets called each time a bot gets damaged by some enemy. tries to achieve a statistic about most/less dangerous // nodes for a destination goal used for pathfinding if (graph.length () < 1 || graph.hasChanged () || m_chosenGoalIndex < 0 || m_prevGoalIndex < 0) { return; } const auto health = static_cast (m_healthValue); // max goal value constexpr int kMaxGoalValue = PracticeLimit::Goal; // only rate goal node if bot died because of the damage // FIXME: could be done a lot better, however this cares most about damage done by sniping or really deadly weapons if (health - damage <= 0) { practice.setValue (m_team, m_chosenGoalIndex, m_prevGoalIndex, cr::clamp (practice.getValue (m_team, m_chosenGoalIndex, m_prevGoalIndex) - health / 20, -kMaxGoalValue, kMaxGoalValue)); } } void Bot::updatePracticeDamage (edict_t *attacker, int damage) { // this function gets called each time a bot gets damaged by some enemy. stores the damage (team-specific) done by victim. if (!util.isPlayer (attacker)) { return; } const int attackerTeam = game.getTeam (attacker); const int victimTeam = m_team; if (attackerTeam == victimTeam) { return; } constexpr int kMaxDamageValue = PracticeLimit::Damage; // if these are bots also remember damage to rank destination of the bot m_goalValue -= static_cast (damage); if (bots[attacker] != nullptr) { bots[attacker]->m_goalValue += static_cast (damage); } if (damage < 20) { return; // do not collect damage less than 20 } int attackerIndex = graph.getNearest (attacker->v.origin); int victimIndex = m_currentNodeIndex; if (victimIndex == kInvalidNodeIndex) { victimIndex = findNearestNode (); } if (m_healthValue > 20.0f) { if (victimTeam == Team::Terrorist || victimTeam == Team::CT) { practice.setDamage (victimIndex, victimIndex, victimIndex, cr::clamp (practice.getDamage (victimTeam, victimIndex, victimIndex), 0, kMaxDamageValue)); } } const auto updateDamage = util.isFakeClient (attacker) ? 10 : 7; // store away the damage done const auto damageValue = cr::clamp (practice.getDamage (m_team, victimIndex, attackerIndex) + damage / updateDamage, 0, kMaxDamageValue); if (damageValue > practice.getHighestDamageForTeam (m_team)) { practice.setHighestDamageForTeam (m_team, damageValue); } practice.setDamage (m_team, victimIndex, attackerIndex, damageValue); } void Bot::pushChatMessage (int type, bool isTeamSay) { if (!conf.hasChatBank (type) || !cv_chat) { return; } prepareChatMessage (conf.pickRandomFromChatBank (type)); pushMsgQueue (isTeamSay ? BotMsg::SayTeam : BotMsg::Say); } void Bot::dropWeaponForUser (edict_t *user, bool discardC4) { // this function, asks bot to discard his current primary weapon (or c4) to the user that requested it with /drop* // command, very useful, when i'm don't have money to buy anything... ) if (util.isAlive (user) && m_moneyAmount >= 2000 && hasPrimaryWeapon () && user->v.origin.distanceSq (pev->origin) <= cr::sqrf (450.0f)) { m_aimFlags |= AimFlags::Entity; m_lookAt = user->v.origin; if (discardC4 && m_hasC4) { selectWeaponById (Weapon::C4); dropCurrentWeapon (); } else if (!discardC4) { selectBestWeapon (); dropCurrentWeapon (); } m_pickupItem = nullptr; m_pickupType = Pickup::None; m_itemCheckTime = game.time () + 5.0f; if (m_inBuyZone) { m_ignoreBuyDelay = true; m_buyingFinished = false; m_buyState = BuyState::PrimaryWeapon; pushMsgQueue (BotMsg::Buy); m_nextBuyTime = game.time (); } } } void Bot::startDoubleJump (edict_t *ent) { resetDoubleJump (); m_doubleJumpOrigin = ent->v.origin; m_doubleJumpEntity = ent; startTask (Task::DoubleJump, TaskPri::DoubleJump, kInvalidNodeIndex, game.time (), true); sendToChat (strings.format ("Ok %s, i will help you!", ent->v.netname.str ()), true); } void Bot::sendBotToOrigin (const Vector &origin) { m_position = origin; m_chosenGoalIndex = graph.getNearestNoBuckets (origin); getTask ()->data = m_chosenGoalIndex; startTask (Task::MoveToPosition, TaskPri::Hide, m_chosenGoalIndex, 0.0f, true); } void Bot::resetDoubleJump () { completeTask (); m_doubleJumpEntity = nullptr; m_duckForJump = 0.0f; m_doubleJumpOrigin.clear (); m_travelStartIndex = kInvalidNodeIndex; m_jumpReady = false; } void Bot::debugMsgInternal (StringRef str) { if (game.isDedicated ()) { return; } const int level = cv_debug.as (); if (level <= 2) { return; } String printBuf {}; printBuf.assignf ("%s: %s", pev->netname.str (), str); bool playMessage = false; if (level == 3 && !game.isNullEntity (game.getLocalEntity ()) && game.getLocalEntity ()->v.iuser2 == entindex ()) { playMessage = true; } else if (level != 3) { playMessage = true; } if (playMessage && level > 3) { logger.message (printBuf.chars ()); } if (playMessage) { ctrl.msg (printBuf.chars ()); sendToChat (printBuf, false); } } Vector Bot::isBombAudible () { // this function checks if bomb is can be heard by the bot, calculations done by manual testing. if (!bots.isBombPlanted () || getCurrentTaskId () == Task::EscapeFromBomb) { return nullptr; // reliability check } if (m_difficulty > Difficulty::Hard) { return graph.getBombOrigin (); } const Vector &bombOrigin = graph.getBombOrigin (); const float timeElapsed = ((game.time () - bots.getTimeBombPlanted ()) / mp_c4timer.as ()) * 100.0f; float desiredRadius = 768.0f; // start the manual calculations if (timeElapsed > 85.0f) { desiredRadius = 4096.0f; } else if (timeElapsed > 68.0f) { desiredRadius = 2048.0f; } else if (timeElapsed > 52.0f) { desiredRadius = 1280.0f; } else if (timeElapsed > 28.0f) { desiredRadius = 1024.0f; } // we hear bomb if length greater than radius if (cr::sqrf (desiredRadius) < pev->origin.distanceSq2d (bombOrigin)) { return bombOrigin; } return nullptr; } bool Bot::canRunHeavyWeight () { constexpr auto kInterval = 1.0f / 10.0f; if (m_heavyTimestamp + kInterval < game.time ()) { m_heavyTimestamp = game.time (); return true; } return false; } uint8_t Bot::computeMsec () { // estimate msec to use for this command based on time passed from the previous command return static_cast (cr::min (static_cast (cr::roundf ((game.time () - m_previousThinkTime) * 1000.0f)), 255)); } const Vector &Bot::getRpmAngles () { // get angles to pass to run player move function if (!m_approachingLadderTimer.elapsed () || getCurrentTaskId () == Task::Attack) { return pev->v_angle; } return m_moveAngles; } void Bot::runMovement () { // the purpose of this function is to compute, according to the specified computation // method, the msec value which will be passed as an argument of pfnRunPlayerMove. This // function is called every frame for every bot, since the RunPlayerMove is the function // that tells the engine to put the bot character model in movement. This msec value // tells the engine how long should the movement of the model extend inside the current // frame. It is very important for it to be exact, else one can experience bizarre // problems, such as bots getting stuck into each others. That's because the model's // bounding boxes, which are the boxes the engine uses to compute and detect all the // collisions of the model, only exist, and are only valid, while in the duration of the // movement. That's why if you get a pfnRunPlayerMove for one bot that lasts a little too // short in comparison with the frame's duration, the remaining time until the frame // elapses, that bot will behave like a ghost : no movement, but bullets and players can // pass through it. Then, when the next frame will begin, the stucking problem will arise ! m_frameInterval = game.time () - m_previousThinkTime; const auto msecVal = computeMsec (); m_previousThinkTime = game.time (); // translate bot buttons translateInput (); engfuncs.pfnRunPlayerMove (pev->pContainingEntity, getRpmAngles (), m_moveSpeed, m_strafeSpeed, 0.0f, static_cast (pev->button), static_cast (pev->impulse), msecVal); // save our own copy of old buttons, since bot bot code is not running every frame now m_oldButtons = pev->button; } float Bot::getBombTimeleft () const { if (!bots.isBombPlanted ()) { return 0.0f; } return cr::max (bots.getTimeBombPlanted () + mp_c4timer.as () - game.time (), 0.0f); } bool Bot::isOutOfBombTimer () { if (!game.mapIs (MapFlags::Demolition)) { return false; } if (m_currentNodeIndex == kInvalidNodeIndex || (m_hasProgressBar || getCurrentTaskId () == Task::EscapeFromBomb)) { return false; // if CT bot already start defusing, or already escaping, return false } // calculate left time const float timeLeft = getBombTimeleft (); // if time left greater than 13, no need to do other checks if (timeLeft > 13.0f) { return false; } const auto &bombOrigin = graph.getBombOrigin (); // for terrorist, if timer is lower than 13 seconds, return true if (timeLeft < 13.0f && m_team == Team::Terrorist && bombOrigin.distanceSq (pev->origin) < cr::sqrf (964.0f)) { return true; } bool hasTeammatesWithDefuserKit = false; // check if our players has defusal kit for (const auto &bot : bots) { // search players with defuse kit if (bot.get () != this && bot->m_team == Team::CT && bot->m_hasDefuser && bombOrigin.distanceSq (bot->pev->origin) < cr::sqrf (512.0f)) { hasTeammatesWithDefuserKit = true; break; } } // add reach time to left time const float reachTime = graph.calculateTravelTime (pev->maxspeed, m_pathOrigin, bombOrigin); // for counter-terrorist check alos is we have time to reach position plus average defuse time if ((timeLeft < reachTime + 8.0f && !m_hasDefuser && !hasTeammatesWithDefuserKit) || (timeLeft < reachTime + 4.0f && m_hasDefuser)) { return true; } if (m_hasProgressBar && isOnFloor () && ((m_hasDefuser ? 10.0f : 15.0f) > getBombTimeleft ())) { return true; } return false; // return false otherwise } void Bot::updateHearing () { if (game.is (GameFlags::FreeForAll) || m_enemyIgnoreTimer > game.time () || cv_ignore_enemies) { return; } m_hearedEnemy = nullptr; float nearestDistanceSq = kInfiniteDistance; // setup potential visibility set from engine auto set = game.getVisibilitySet (this, false); // loop through all enemy clients to check for hearable stuff for (const auto &client : util.getClients ()) { if (!(client.flags & ClientFlags::Used) || !(client.flags & ClientFlags::Alive) || client.ent == ent () || client.team == m_team || !client.ent || client.noise.last < game.time ()) { continue; } // ignore invincible, no-target and not potentially visible players if (isEnemyInvincible (client.ent) || isEnemyNoTarget (client.ent) || !game.checkVisibility (client.ent, set)) { continue; } const float distanceSq = client.noise.pos.distanceSq (pev->origin); if (distanceSq > cr::sqrf (client.noise.dist)) { continue; } if (distanceSq < nearestDistanceSq) { m_hearedEnemy = client.ent; nearestDistanceSq = distanceSq; } } // did the bot hear someone ? if (util.isPlayer (m_hearedEnemy)) { // change to best weapon if heard something if (m_shootTime < game.time () - 5.0f && isOnFloor () && m_currentWeapon != Weapon::C4 && m_currentWeapon != Weapon::Explosive && m_currentWeapon != Weapon::Smoke && m_currentWeapon != Weapon::Flashbang && !isKnifeMode ()) { selectBestWeapon (); } m_heardSoundTime = game.time (); m_states |= Sense::HearingEnemy; if (rg.chance (15) && game.isNullEntity (m_enemy) && game.isNullEntity (m_lastEnemy) && m_seeEnemyTime + 7.0f < game.time ()) { pushChatterMessage (Chatter::HeardTheEnemy); } auto getHeardOriginWithError = [&] () -> Vector { auto error = kSprayDistance * cr::powf (nearestDistanceSq, 0.5f) / 2048.0f; auto origin = m_hearedEnemy->v.origin; origin.x = origin.x + rg (-error, error); origin.y = origin.y + rg (-error, error); return origin; }; // didn't bot already have an enemy ? take this one... if (m_lastEnemyOrigin.empty () || game.isNullEntity (m_lastEnemy)) { m_lastEnemy = m_hearedEnemy; m_lastEnemyOrigin = getHeardOriginWithError (); } // bot had an enemy, check if it's the heard one else { if (m_hearedEnemy == m_lastEnemy) { // bot sees enemy ? then bail out ! if (m_states & Sense::SeeingEnemy) { return; } m_lastEnemyOrigin = getHeardOriginWithError (); } else { // if bot had an enemy but the heard one is nearer, take it instead const float distanceSq = m_lastEnemyOrigin.distanceSq (pev->origin); if (distanceSq > m_hearedEnemy->v.origin.distanceSq (pev->origin) && m_seeEnemyTime + 1.0f < game.time ()) { m_lastEnemy = m_hearedEnemy; m_lastEnemyOrigin = getHeardOriginWithError (); } else { return; } } } // check if heard enemy can be seen if (checkBodyPartsWithOffsets (m_hearedEnemy)) { m_enemy = m_hearedEnemy; m_lastEnemy = m_hearedEnemy; m_lastEnemyOrigin = m_enemyOrigin; m_states |= Sense::SeeingEnemy; m_seeEnemyTime = game.time (); } // check if heard enemy can be shoot through some obstacle else { if (cv_shoots_thru_walls && m_lastEnemy == m_hearedEnemy && rg.chance (conf.getDifficultyTweaks (m_difficulty)->hearThruPct) && m_seeEnemyTime + 3.0f > game.time () && isPenetrableObstacle (m_hearedEnemy->v.origin)) { m_enemy = m_hearedEnemy; m_lastEnemy = m_hearedEnemy; m_enemyOrigin = m_hearedEnemy->v.origin; m_lastEnemyOrigin = m_hearedEnemy->v.origin; m_states |= (Sense::SeeingEnemy | Sense::SuspectEnemy); m_seeEnemyTime = game.time (); } } } } void Bot::enteredBuyZone (int buyState) { // this function is gets called when bot enters a buyzone, to allow bot to buy some stuff if (m_isCreature) { return; // creatures can't buy anything } const int *econLimit = conf.getEconLimit (); // if bot is in buy zone, try to buy ammo for this weapon... if (m_seeEnemyTime + 12.0f < game.time () && m_lastEquipTime + 15.0f < game.time () && m_inBuyZone && (bots.getRoundStartTime () + rg (10.0f, 20.0f) + mp_buytime.as () < game.time ()) && !bots.isBombPlanted () && m_moneyAmount > econLimit[EcoLimit::PrimaryGreater]) { m_ignoreBuyDelay = true; m_buyingFinished = false; m_buyState = buyState; // push buy message pushMsgQueue (BotMsg::Buy); m_nextBuyTime = game.time (); m_lastEquipTime = game.time (); } } void Bot::selectCampButtons (int index) { const auto &path = graph[index]; if (m_personality == Personality::Rusher || pev->health >= 90.0f) { if (path.vis.crouch < path.vis.stand && m_fearLevel > m_agressionLevel) { m_campButtons |= IN_DUCK; } else { m_campButtons &= ~IN_DUCK; } } else { if (path.vis.crouch <= path.vis.stand) { m_campButtons |= IN_DUCK; } else { m_campButtons &= ~IN_DUCK; } } } bool Bot::isBombDefusing (const Vector &bombOrigin) { // this function finds if somebody currently defusing the bomb. if (!bots.isBombPlanted ()) { return false; } bool defusingInProgress = false; constexpr auto kDistanceToBomb = cr::sqrf (165.0f); for (const auto &client : util.getClients ()) { if (!(client.flags & ClientFlags::Used) || !(client.flags & ClientFlags::Alive)) { continue; } auto bot = bots[client.ent]; const auto bombDistanceSq = client.origin.distanceSq (bombOrigin); if (bot && !bot->m_isAlive) { if (m_team != bot->m_team || bot->getCurrentTaskId () == Task::EscapeFromBomb) { continue; // skip other mess } // if close enough, mark as progressing if (bombDistanceSq < kDistanceToBomb && (bot->getCurrentTaskId () == Task::DefuseBomb || bot->m_hasProgressBar)) { defusingInProgress = true; break; } continue; } // take in account peoples too if (client.team == m_team) { // if close enough, mark as progressing if (bombDistanceSq < kDistanceToBomb && ((client.ent->v.button | client.ent->v.oldbuttons) & IN_USE)) { defusingInProgress = true; break; } continue; } } return defusingInProgress; } float Bot::getShiftSpeed () { if (getCurrentTaskId () == Task::SeekCover || (m_aimFlags & AimFlags::Enemy) || isDucking () || (pev->button & IN_DUCK) || (m_oldButtons & IN_DUCK) || (m_currentTravelFlags & PathFlag::Jump) || (m_pathFlags & NodeFlag::Ladder) || isOnLadder () || isInWater () || isKnifeMode () || m_isStuck || m_numEnemiesLeft <= 0 || !m_lostReachableNodeTimer.elapsed ()) { return pev->maxspeed; } return pev->maxspeed * 0.4f; } void Bot::refreshCreatureStatus (char *infobuffer) { // if bot is on infected team, assume he is a creature if (game.is (GameFlags::ZombieMod)) { static StringRef zmInfectedTeam (conf.fetchCustom ("ZMInfectedTeam")); // by default infected team is terrorists Team infectedTeam = Team::Terrorist; if (zmInfectedTeam == "CT") { infectedTeam = Team::CT; } // if bot is on infected team, and zombie mode is active, assume bot is a creature/zombie m_isOnInfectedTeam = game.getRealTeam (ent ()) == infectedTeam; // do not process next if already infected if (m_isOnInfectedTeam) { return; } } if (infobuffer == nullptr) { infobuffer = engfuncs.pfnGetInfoKeyBuffer (ent ()); } StringRef modelName = engfuncs.pfnInfoKeyValue (infobuffer, "model"); // need at least two characters to test model mask if (modelName.length () < 2) { m_modelMask = 0; return; } union ModelTest { char model[2]; uint16_t mask; ModelTest (StringRef m) : model { m[0], m[1] } {} } modelTest { modelName }; // assign our model mask (tests against model done every bot update) m_modelMask = modelTest.mask; } bool Bot::isCreature () { // current creature models are: zombie, chicken constexpr auto kModelMaskZombie = (('o' << 8) + 'z'); constexpr auto kModelMaskChicken = (('h' << 8) + 'c'); return m_isOnInfectedTeam || m_modelMask == kModelMaskZombie || m_modelMask == kModelMaskChicken; } void Bot::donateC4ToHuman () { edict_t *recipient = nullptr; if (!m_hasC4) { return; } const float radiusSq = cr::sqrf (1024.0f); for (const auto &client : util.getClients ()) { if (!(client.flags & ClientFlags::Used) || !(client.flags & ClientFlags::Alive) || client.team != m_team || client.ent == ent ()) { continue; } if (client.origin.distanceSq (pev->origin) < radiusSq) { recipient = client.ent; break; } } if (game.isNullEntity (recipient)) { return; } m_itemCheckTime = game.time () + 1.0f; // select the bomb if (m_currentWeapon != Weapon::C4) { selectWeaponById (Weapon::C4); } dropCurrentWeapon (); // bomb on the ground entity edict_t *bomb = nullptr; // search world for just dropped bomb game.searchEntities ("classname", "weaponbox", [&] (edict_t *ent) { if (util.isModel (ent, "backpack.mdl")) { bomb = ent; if (!game.isNullEntity (bomb)) { return EntitySearchResult::Break; } } return EntitySearchResult::Continue; }); // got c4 backpack if (!game.isNullEntity (bomb)) { bomb->v.flags |= FL_ONGROUND; // make recipient friend "pickup" it MDLL_Touch (bomb, recipient); } }