// // Yet Another POD-Bot, based on PODBot by Markus Klinge ("CountFloyd"). // Copyright (c) YaPB Development Team. // // This software is licensed under the BSD-style license. // Additional exceptions apply. For full license details, see LICENSE.txt or visit: // https://yapb.ru/license // #include ConVar yb_debug ("yb_debug", "0"); ConVar yb_debug_goal ("yb_debug_goal", "-1"); ConVar yb_user_follow_percent ("yb_user_follow_percent", "20"); ConVar yb_user_max_followers ("yb_user_max_followers", "1"); ConVar yb_jasonmode ("yb_jasonmode", "0"); ConVar yb_communication_type ("yb_communication_type", "2"); ConVar yb_economics_rounds ("yb_economics_rounds", "1"); ConVar yb_walking_allowed ("yb_walking_allowed", "1"); ConVar yb_camping_allowed ("yb_camping_allowed", "1"); ConVar yb_tkpunish ("yb_tkpunish", "1"); ConVar yb_freeze_bots ("yb_freeze_bots", "0"); ConVar yb_spraypaints ("yb_spraypaints", "1"); ConVar yb_botbuy ("yb_botbuy", "1"); ConVar yb_chatter_path ("yb_chatter_path", "sound/radio/bot"); ConVar yb_restricted_weapons ("yb_restricted_weapons", ""); ConVar yb_best_weapon_picker_type ("yb_best_weapon_picker_type", "1"); // game console variables ConVar mp_c4timer ("mp_c4timer", nullptr, VT_NOREGISTER); ConVar mp_flashlight ("mp_flashlight", nullptr, VT_NOREGISTER); ConVar mp_buytime ("mp_buytime", nullptr, VT_NOREGISTER, true, "1"); ConVar mp_startmoney ("mp_startmoney", nullptr, VT_NOREGISTER, true, "800"); ConVar mp_footsteps ("mp_footsteps", nullptr, VT_NOREGISTER); ConVar sv_gravity ("sv_gravity", nullptr, VT_NOREGISTER); int Bot::getMsgQueue (void) { // this function get the current message from the bots message queue int message = m_messageQueue[m_actMessageIndex++]; m_actMessageIndex &= 0x1f; // wraparound return message; } void Bot::pushMsgQueue (int message) { // this function put a message into the bot message queue if (message == GAME_MSG_SAY_CMD) { // notify other bots of the spoken text otherwise, bots won't respond to other bots (network messages aren't sent from bots) int entityIndex = index (); for (int i = 0; i < game.maxClients (); i++) { auto other = bots.getBot (i); if (other != nullptr && other->pev != pev) { if (m_notKilled == other->m_notKilled) { other->m_sayTextBuffer.entityIndex = entityIndex; other->m_sayTextBuffer.sayText = m_chatBuffer; } other->m_sayTextBuffer.timeNextChat = game.timebase () + other->m_sayTextBuffer.chatDelay; } } } m_messageQueue[m_pushMessageIndex++] = message; m_pushMessageIndex &= 0x1f; // wraparound } float Bot::isInFOV (const Vector &destination) { float entityAngle = cr::angleMod (destination.toYaw ()); // find yaw angle from source to destination... float viewAngle = cr::angleMod (pev->v_angle.y); // get bot's current view angle... // return the absolute value of angle to destination entity // zero degrees means straight ahead, 45 degrees to the left or // 45 degrees to the right is the limit of the normal view angle float absoluteAngle = cr::abs (viewAngle - entityAngle); if (absoluteAngle > 180.0f) { absoluteAngle = 360.0f - absoluteAngle; } return absoluteAngle; } bool Bot::isInViewCone (const Vector &origin) { // this function returns true if the spatial vector location origin is located inside // the field of view cone of the bot entity, false otherwise. It is assumed that entities // have a human-like field of view, that is, about 90 degrees. return util.isInViewCone (origin, ent ()); } bool Bot::seesItem (const Vector &destination, const char *itemName) { TraceResult tr; // trace a line from bot's eyes to destination.. game.testLine (getEyesPos (), destination, TRACE_IGNORE_MONSTERS, ent (), &tr); // check if line of sight to object is not blocked (i.e. visible) if (tr.flFraction != 1.0f) { return strcmp (STRING (tr.pHit->v.classname), itemName) == 0; } return true; } bool Bot::seesEntity (const Vector &dest, bool fromBody) { TraceResult tr; // trace a line from bot's eyes to destination... game.testLine (fromBody ? pev->origin : getEyesPos (), dest, TRACE_IGNORE_EVERYTHING, ent (), &tr); // check if line of sight to object is not blocked (i.e. visible) return tr.flFraction >= 1.0f; } void Bot::checkGrenadesThrow (void) { // do not check cancel if we have grenade in out hands bool checkTasks = taskId () == TASK_PLANTBOMB || taskId () == TASK_DEFUSEBOMB; auto clearThrowStates = [] (uint32 &states) { states &= ~(STATE_THROW_HE | STATE_THROW_FB | STATE_THROW_SG); }; // check if throwing a grenade is a good thing to do... if (checkTasks || yb_ignore_enemies.boolean () || m_isUsingGrenade || m_grenadeRequested || m_isReloading || yb_jasonmode.boolean () || m_grenadeCheckTime >= game.timebase ()) { clearThrowStates (m_states); return; } // check again in some seconds m_grenadeCheckTime = game.timebase () + 0.5f; if (!util.isAlive (m_lastEnemy) || !(m_states & (STATE_SUSPECT_ENEMY | STATE_HEARING_ENEMY))) { clearThrowStates (m_states); return; } // check if we have grenades to throw int grenadeToThrow = bestGrenadeCarried (); // if we don't have grenades no need to check it this round again if (grenadeToThrow == -1) { m_grenadeCheckTime = game.timebase () + 15.0f; // changed since, conzero can drop grens from dead players clearThrowStates (m_states); return; } else { int cancelProb = 20; if (grenadeToThrow == WEAPON_FLASHBANG) { cancelProb = 10; } else if (grenadeToThrow == WEAPON_SMOKE) { cancelProb = 5; } if (rng.chance (cancelProb)) { clearThrowStates (m_states); return; } } float distance = (m_lastEnemyOrigin - pev->origin).length2D (); // don't throw grenades at anything that isn't on the ground! if (!(m_lastEnemy->v.flags & FL_ONGROUND) && !m_lastEnemy->v.waterlevel && m_lastEnemyOrigin.z > pev->absmax.z) { distance = 9999.0f; } // too high to throw? if (m_lastEnemy->v.origin.z > pev->origin.z + 500.0f) { distance = 9999.0f; } // enemy within a good throw distance? if (!m_lastEnemyOrigin.empty () && distance > (grenadeToThrow == WEAPON_SMOKE ? 200.0f : 400.0f) && distance < 1200.0f) { bool allowThrowing = true; // care about different grenades switch (grenadeToThrow) { case WEAPON_EXPLOSIVE: if (numFriendsNear (m_lastEnemy->v.origin, 256.0f) > 0) { allowThrowing = false; } else { float radius = m_lastEnemy->v.velocity.length2D (); const Vector &pos = (m_lastEnemy->v.velocity * 0.5f).make2D () + m_lastEnemy->v.origin; if (radius < 164.0f) { radius = 164.0f; } auto predicted = waypoints.searchRadius (radius, pos, 12); if (predicted.empty ()) { m_states &= ~STATE_THROW_HE; break; } for (const auto predict : predicted) { allowThrowing = true; if (!waypoints.exists (predict)) { allowThrowing = false; continue; } m_throw = waypoints[predict].origin; auto throwPos = calcThrow (getEyesPos (), m_throw); if (throwPos.lengthSq () < 100.0f) { throwPos = calcToss (getEyesPos (), m_throw); } if (throwPos.empty ()) { allowThrowing = false; } else { m_throw.z += 110.0f; break; } } } if (allowThrowing) { m_states |= STATE_THROW_HE; } else { m_states &= ~STATE_THROW_HE; } break; case WEAPON_FLASHBANG: { int nearest = waypoints.getNearest ((m_lastEnemy->v.velocity * 0.5f).make2D () + m_lastEnemy->v.origin); if (nearest != INVALID_WAYPOINT_INDEX) { m_throw = waypoints[nearest].origin; if (numFriendsNear (m_throw, 256.0f) > 0) { allowThrowing = false; } } else { allowThrowing = false; } if (allowThrowing) { auto throwPos = calcThrow (getEyesPos (), m_throw); if (throwPos.lengthSq () < 100.0f) { throwPos = calcToss (getEyesPos (), m_throw); } if (throwPos.empty ()) { allowThrowing = false; } else { m_throw.z += 110.0f; } } if (allowThrowing) { m_states |= STATE_THROW_FB; } else { m_states &= ~STATE_THROW_FB; } break; } case WEAPON_SMOKE: if (allowThrowing && !game.isNullEntity (m_lastEnemy)) { if (util.getShootingCone (m_lastEnemy, pev->origin) >= 0.9f) { allowThrowing = false; } } if (allowThrowing) { m_states |= STATE_THROW_SG; } else { m_states &= ~STATE_THROW_SG; } break; } const float MaxThrowTime = game.timebase () + 0.3f; if (m_states & STATE_THROW_HE) { startTask (TASK_THROWHEGRENADE, TASKPRI_THROWGRENADE, INVALID_WAYPOINT_INDEX, MaxThrowTime, false); } else if (m_states & STATE_THROW_FB) { startTask (TASK_THROWFLASHBANG, TASKPRI_THROWGRENADE, INVALID_WAYPOINT_INDEX, MaxThrowTime, false); } else if (m_states & STATE_THROW_SG) { startTask (TASK_THROWSMOKE, TASKPRI_THROWGRENADE, INVALID_WAYPOINT_INDEX, MaxThrowTime, false); } } else { clearThrowStates (m_states); } } void Bot::avoidGrenades (void) { // checks if bot 'sees' a grenade, and avoid it if (!bots.hasActiveGrenades ()) { return; } // 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; } auto &activeGrenades = bots.searchActiveGrenades (); // find all grenades on the map for (auto pent : activeGrenades) { if (pent->v.effects & EF_NODRAW) { continue; } // check if visible to the bot if (!seesEntity (pent->v.origin) && isInFOV (pent->v.origin - getEyesPos ()) > pev->fov * 0.5f) { continue; } auto model = STRING (pent->v.model) + 9; if (m_preventFlashing < game.timebase () && m_personality == PERSONALITY_RUSHER && m_difficulty == 4 && strcmp (model, "flashbang.mdl") == 0) { // don't look at flash bang if (!(m_states & STATE_SEEING_ENEMY)) { pev->v_angle.y = cr::angleNorm ((game.getAbsPos (pent) - getEyesPos ()).toAngles ().y + 180.0f); m_canChooseAimDirection = false; m_preventFlashing = game.timebase () + rng.getFloat (1.0f, 2.0f); } } else if (strcmp (model, "hegrenade.mdl") == 0) { if (!game.isNullEntity (m_avoidGrenade)) { return; } if (game.getTeam (pent->v.owner) == m_team || pent->v.owner == ent ()) { return; } if (!(pent->v.flags & FL_ONGROUND)) { float distance = (pent->v.origin - pev->origin).length (); float distanceMoved = ((pent->v.origin + pent->v.velocity * getFrameInterval ()) - pev->origin).length (); if (distanceMoved < distance && distance < 500.0f) { game.makeVectors (pev->v_angle); const Vector &dirToPoint = (pev->origin - pent->v.origin).normalize2D (); const Vector &rightSide = game.vec.right.normalize2D (); if ((dirToPoint | rightSide) > 0.0f) { m_needAvoidGrenade = -1; } else { m_needAvoidGrenade = 1; } m_avoidGrenade = pent; } } } else if ((pent->v.flags & FL_ONGROUND) == 0 && strcmp (model, "smokegrenade.mdl") == 0) { float distance = (pent->v.origin - pev->origin).length (); // shrink bot's viewing distance to smoke grenade's distance if (m_viewDistance > distance) { m_viewDistance = distance; if (rng.chance (45)) { pushChatterMessage (CHATTER_BEHIND_SMOKE); } } } } } void Bot::processBreakables (edict_t *touch) { if (!isShootableBreakable (touch)) { return; } m_breakableEntity = lookupBreakable (); if (game.isNullEntity (m_breakableEntity)) { return; } m_campButtons = pev->button & IN_DUCK; startTask (TASK_SHOOTBREAKABLE, TASKPRI_SHOOTBREAKABLE, INVALID_WAYPOINT_INDEX, 0.0f, false); } edict_t *Bot::lookupBreakable (void) { // 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 () * 72.0f, TRACE_IGNORE_NONE, ent (), &tr); if (tr.flFraction != 1.0f) { edict_t *ent = tr.pHit; // check if this isn't a triggered (bomb) breakable and if it takes damage. if true, shoot the crap! if (isShootableBreakable (ent)) { m_breakableOrigin = game.getAbsPos (ent); return ent; } } game.testLine (getEyesPos (), getEyesPos () + (m_destOrigin - getEyesPos ()).normalize () * 72.0f, TRACE_IGNORE_NONE, ent (), &tr); if (tr.flFraction != 1.0f) { edict_t *ent = tr.pHit; if (isShootableBreakable (ent)) { m_breakableOrigin = game.getAbsPos (ent); return ent; } } m_breakableEntity = nullptr; m_breakableOrigin.nullify (); return nullptr; } void Bot::setIdealReactionTimers (bool actual) { static struct ReactionTime { float min; float max; } reactionTimers[] = {{0.8f, 1.0f}, {0.4f, 0.6f}, {0.2f, 0.4f}, {0.1f, 0.3f}, {0.0f, 0.1f}}; const ReactionTime &reaction = reactionTimers[m_difficulty]; if (actual) { m_idealReactionTime = reaction.min; m_actualReactionTime = reaction.min; return; } m_idealReactionTime = rng.getFloat (reaction.min, reaction.max); } void Bot::processPickups (void) { // this function finds Items to collect or use in the near of a bot // don't try to pickup anything while on ladder or trying to escape from bomb... if (isOnLadder () || taskId () == TASK_ESCAPEFROMBOMB || yb_jasonmode.boolean () || !bots.hasIntrestingEntities ()) { m_pickupItem = nullptr; m_pickupType = PICKUP_NONE; return; } auto &intresting = bots.searchIntrestingEntities (); Bot *bot = nullptr; constexpr float radius = cr::square (320.0f); if (!game.isNullEntity (m_pickupItem)) { bool itemExists = false; auto pickupItem = m_pickupItem; for (auto ent : intresting) { if (util.isPlayer (ent->v.owner)) { continue; // someone owns this weapon or it hasn't re spawned yet } const Vector &origin = game.getAbsPos (ent); // too far from us ? if ((pev->origin - origin).lengthSq () > radius) { continue; } if (ent == pickupItem) { if (seesItem (origin, STRING (ent->v.classname))) { itemExists = true; } break; } } if (itemExists) { return; } else { m_pickupItem = nullptr; m_pickupType = PICKUP_NONE; } } edict_t *pickupItem = nullptr; PickupType pickupType = PICKUP_NONE; Vector pickupPos = Vector::null (); m_pickupItem = nullptr; m_pickupType = PICKUP_NONE; for (auto ent : intresting) { bool allowPickup = false; // assume can't use it until known otherwise if (ent == m_itemIgnore) { continue; // someone owns this weapon or it hasn't respawned yet } const Vector &origin = game.getAbsPos (ent); // too far from us ? if ((pev->origin - origin).lengthSq () > radius) { continue; } auto classname = STRING (ent->v.classname); auto model = STRING (ent->v.model) + 9; // check if line of sight to object is not blocked (i.e. visible) if (seesItem (origin, classname)) { if (strncmp ("hostage_entity", classname, 14) == 0) { allowPickup = true; pickupType = PICKUP_HOSTAGE; } else if (strncmp ("weaponbox", classname, 9) == 0 && strcmp (model, "backpack.mdl") == 0) { allowPickup = true; pickupType = PICKUP_DROPPED_C4; } else if ((strncmp ("weaponbox", classname, 9) == 0 || strncmp ("armoury_entity", classname, 14) == 0 || strncmp ("csdm", classname, 4) == 0) && !m_isUsingGrenade) { allowPickup = true; pickupType = PICKUP_WEAPON; } else if (strncmp ("weapon_shield", classname, 13) == 0 && !m_isUsingGrenade) { allowPickup = true; pickupType = PICKUP_SHIELD; } else if (strncmp ("item_thighpack", classname, 14) == 0 && m_team == TEAM_COUNTER && !m_hasDefuser) { allowPickup = true; pickupType = PICKUP_DEFUSEKIT; } else if (strncmp ("grenade", classname, 7) == 0 && strcmp (model, "c4.mdl") == 0) { allowPickup = true; pickupType = PICKUP_PLANTED_C4; } } // if the bot found something it can pickup... if (allowPickup) { // found weapon on ground? if (pickupType == PICKUP_WEAPON) { int primaryWeaponCarried = bestPrimaryCarried (); int secondaryWeaponCarried = bestSecondaryCarried (); 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 < 7 && (m_ammo[secondary.id] > 0.3 * secondaryProp.ammo1Max) && strcmp (model, "w_357ammobox.mdl") == 0) { allowPickup = false; } else if (!m_isVIP && primaryWeaponCarried >= 7 && (m_ammo[primary.id] > 0.3 * primaryProp.ammo1Max) && strncmp (model, "w_", 2) == 0) { const bool isSniperRifle = primaryWeaponCarried == WEAPON_AWP || primaryWeaponCarried == WEAPON_G3SG1 || primaryWeaponCarried == WEAPON_SG550; const bool isSubmachine = primaryWeaponCarried == WEAPON_MP5 || primaryWeaponCarried == WEAPON_TMP || primaryWeaponCarried == WEAPON_P90 || primaryWeaponCarried == WEAPON_MAC10 || primaryWeaponCarried == WEAPON_UMP45; const bool isShotgun = primaryWeaponCarried == WEAPON_M3; const bool isRifle = primaryWeaponCarried == WEAPON_FAMAS || primaryWeaponCarried == WEAPON_AK47 || primaryWeaponCarried == WEAPON_M4A1 || primaryWeaponCarried == WEAPON_GALIL || primaryWeaponCarried == WEAPON_AUG || primaryWeaponCarried == WEAPON_SG552; if (strcmp (model, "w_9mmarclip.mdl") == 0 && !isRifle) { allowPickup = false; } else if (strcmp (model, "w_shotbox.mdl") == 0 && !isShotgun) { allowPickup = false; } else if (strcmp (model, "w_9mmclip.mdl") == 0 && !isSubmachine) { allowPickup = false; } else if (strcmp (model, "w_crossbow_clip.mdl") == 0 && !isSniperRifle) { allowPickup = false; } else if (strcmp (model, "w_chainammo.mdl") == 0 && primaryWeaponCarried != WEAPON_M249) { allowPickup = false; } } else if (m_isVIP || !rateGroundWeapon (ent)) { allowPickup = false; } else if (strcmp (model, "medkit.mdl") == 0 && pev->health >= 100.0f) { allowPickup = false; } else if ((strcmp (model, "kevlar.mdl") == 0 || strcmp (model, "battery.mdl") == 0) && pev->armorvalue >= 100.0f) { allowPickup = false; } else if (strcmp (model, "flashbang.mdl") == 0 && (pev->weapons & (1 << WEAPON_FLASHBANG))) { allowPickup = false; } else if (strcmp (model, "hegrenade.mdl") == 0 && (pev->weapons & (1 << WEAPON_EXPLOSIVE))) { allowPickup = false; } else if (strcmp (model, "smokegrenade.mdl") == 0 && (pev->weapons & (1 << WEAPON_SMOKE))) { allowPickup = false; } } else if (pickupType == PICKUP_SHIELD) // found a shield on ground? { if ((pev->weapons & (1 << WEAPON_ELITE)) || hasShield () || m_isVIP || (hasPrimaryWeapon () && !rateGroundWeapon (ent))) { allowPickup = false; } } else if (m_team == TEAM_TERRORIST) // terrorist team specific { if (pickupType == PICKUP_DROPPED_C4) { allowPickup = true; m_destOrigin = origin; // ensure we reached dropped bomb pushChatterMessage (CHATTER_FOUND_BOMB); // play info about that clearSearchNodes (); } else if (pickupType == PICKUP_HOSTAGE) { m_itemIgnore = ent; allowPickup = false; if (!m_defendHostage && m_difficulty > 2 && rng.chance (30) && m_timeCamping + 15.0f < game.timebase ()) { int index = getDefendPoint (origin); startTask (TASK_CAMP, TASKPRI_CAMP, INVALID_WAYPOINT_INDEX, game.timebase () + rng.getFloat (30.0f, 60.0f), true); // push camp task on to stack startTask (TASK_MOVETOPOSITION, TASKPRI_MOVETOPOSITION, index, game.timebase () + rng.getFloat (3.0f, 6.0f), true); // push move command if (waypoints[index].vis.crouch <= waypoints[index].vis.stand) { m_campButtons |= IN_DUCK; } else { m_campButtons &= ~IN_DUCK; } m_defendHostage = true; pushChatterMessage (CHATTER_GOING_TO_GUARD_HOSTAGES); // play info about that return; } } else if (pickupType == PICKUP_PLANTED_C4) { allowPickup = false; if (!m_defendedBomb) { m_defendedBomb = true; int index = getDefendPoint (origin); Path &path = waypoints[index]; float bombTimer = mp_c4timer.flt (); float timeMidBlowup = bots.getTimeBombPlanted () + (bombTimer * 0.5f + bombTimer * 0.25f) - waypoints.calculateTravelTime (pev->maxspeed, pev->origin, path.origin); if (timeMidBlowup > game.timebase ()) { clearTask (TASK_MOVETOPOSITION); // remove any move tasks startTask (TASK_CAMP, TASKPRI_CAMP, INVALID_WAYPOINT_INDEX, timeMidBlowup, true); // push camp task on to stack startTask (TASK_MOVETOPOSITION, TASKPRI_MOVETOPOSITION, index, timeMidBlowup, true); // push move command if (path.vis.crouch <= path.vis.stand) { m_campButtons |= IN_DUCK; } else { m_campButtons &= ~IN_DUCK; } if (rng.chance (90)) { pushChatterMessage (CHATTER_DEFENDING_BOMBSITE); } } else { pushRadioMessage (RADIO_SHES_GONNA_BLOW); // issue an additional radio message } } } } else if (m_team == TEAM_COUNTER) { if (pickupType == PICKUP_HOSTAGE) { if (game.isNullEntity (ent) || ent->v.health <= 0) { allowPickup = false; // never pickup dead hostage } else { for (int i = 0; i < game.maxClients (); i++) { if ((bot = bots.getBot (i)) != nullptr && bot->m_notKilled) { for (auto hostage : bot->m_hostages) { if (hostage == ent) { allowPickup = false; break; } } } } } } else if (pickupType == PICKUP_PLANTED_C4) { if (util.isPlayer (m_enemy)) { allowPickup = false; return; } if (isOutOfBombTimer ()) { completeTask (); // then start escape from bomb immediate startTask (TASK_ESCAPEFROMBOMB, TASKPRI_ESCAPEFROMBOMB, INVALID_WAYPOINT_INDEX, 0.0f, true); // and no pickup allowPickup = false; return; } if (rng.chance (70)) { pushChatterMessage (CHATTER_FOUND_BOMB_PLACE); } allowPickup = !isBombDefusing (origin) || m_hasProgressBar; pickupType = PICKUP_PLANTED_C4; if (!m_defendedBomb && !allowPickup) { m_defendedBomb = true; int index = getDefendPoint (origin); Path &path = waypoints[index]; float timeToExplode = bots.getTimeBombPlanted () + mp_c4timer.flt () - waypoints.calculateTravelTime (pev->maxspeed, pev->origin, path.origin); clearTask (TASK_MOVETOPOSITION); // remove any move tasks startTask (TASK_CAMP, TASKPRI_CAMP, INVALID_WAYPOINT_INDEX, timeToExplode, true); // push camp task on to stack startTask (TASK_MOVETOPOSITION, TASKPRI_MOVETOPOSITION, index, timeToExplode, true); // push move command if (path.vis.crouch <= path.vis.stand) { m_campButtons |= IN_DUCK; } else { m_campButtons &= ~IN_DUCK; } if (rng.chance (85)) { pushChatterMessage (CHATTER_DEFENDING_BOMBSITE); } } } else if (pickupType == PICKUP_DROPPED_C4) { m_itemIgnore = ent; allowPickup = false; if (!m_defendedBomb && m_difficulty > 2 && rng.chance (75) && pev->health < 80) { int index = getDefendPoint (origin); startTask (TASK_CAMP, TASKPRI_CAMP, INVALID_WAYPOINT_INDEX, game.timebase () + rng.getFloat (30.0f, 70.0f), true); // push camp task on to stack startTask (TASK_MOVETOPOSITION, TASKPRI_MOVETOPOSITION, index, game.timebase () + rng.getFloat (10.0f, 30.0f), true); // push move command if (waypoints[index].vis.crouch <= waypoints[index].vis.stand) { m_campButtons |= IN_DUCK; } else { m_campButtons &= ~IN_DUCK; } m_defendedBomb = true; pushChatterMessage (CHATTER_GOING_TO_GUARD_DROPPED_BOMB); // 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 (int i = 0; i < game.maxClients (); i++) { if ((bot = bots.getBot (i)) != nullptr && bot->m_notKilled && bot->m_pickupItem == pickupItem) { m_pickupItem = nullptr; m_pickupType = PICKUP_NONE; return; } } // check if item is too high to reach, check if getting the item would hurt bot if (pickupPos.z > getEyesPos ().z + (m_pickupType == PICKUP_HOSTAGE ? 50.0f : 20.0f) || isDeadlyMove (pickupPos)) { m_itemIgnore = m_pickupItem; m_pickupItem = nullptr; m_pickupType = PICKUP_NONE; return; } m_pickupItem = pickupItem; // save pointer of picking up entity } } void Bot::getCampDirection (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 waypoint TraceResult tr; const Vector &src = getEyesPos (); game.testLine (src, *dest, TRACE_IGNORE_MONSTERS, ent (), &tr); // check if the trace hit something... if (tr.flFraction < 1.0f) { float length = (tr.vecEndPos - src).lengthSq (); if (length > 10000.0f) { return; } int enemyIndex = waypoints.getNearest (*dest); int tempIndex = waypoints.getNearest (pev->origin); if (tempIndex == INVALID_WAYPOINT_INDEX || enemyIndex == INVALID_WAYPOINT_INDEX) { return; } float minDistance = 99999.0f; int lookAtWaypoint = INVALID_WAYPOINT_INDEX; Path &path = waypoints[tempIndex]; for (auto &index : path.index) { if (index == INVALID_WAYPOINT_INDEX) { continue; } auto distance = static_cast (waypoints.getPathDist (index, enemyIndex)); if (distance < minDistance) { minDistance = distance; lookAtWaypoint = index; } } if (waypoints.exists (lookAtWaypoint)) { *dest = waypoints[lookAtWaypoint].origin; } } } void Bot::showChaterIcon (bool show) { // this function depending on show boolen, shows/remove chatter, icon, on the head of bot. if (!game.is (GAME_SUPPORT_BOT_VOICE) || yb_communication_type.integer () != 2) { return; } auto sendBotVoice = [](bool show, edict_t *ent, int ownId) { MessageWriter (MSG_ONE, game.getMessageId (NETMSG_BOTVOICE), Vector::null (), ent) // begin message .writeByte (show) // switch on/off .writeByte (ownId); }; int ownId = index (); for (auto &client : util.getClients ()) { if (!(client.flags & CF_USED) || (client.ent->v.flags & FL_FAKECLIENT) || client.team != m_team) { continue; } if (!show && (client.iconFlags[ownId] & CF_ICON) && client.iconTimestamp[ownId] < game.timebase ()) { sendBotVoice (false, client.ent, ownId); client.iconTimestamp[ownId] = 0.0f; client.iconFlags[ownId] &= ~CF_ICON; } else if (show && !(client.iconFlags[ownId] & CF_ICON)) { sendBotVoice (true, client.ent, ownId); } } } void Bot::instantChatter (int type) { // this function sends instant chatter messages. auto &chatter = conf.getChatter (); if (!game.is (GAME_SUPPORT_BOT_VOICE) || yb_communication_type.integer () != 2 || chatter[type].empty ()) { return; } // delay only report team if (type == RADIO_REPORT_TEAM) { if (m_timeRepotingInDelay < game.timebase ()) { return; } m_timeRepotingInDelay = game.timebase () + rng.getFloat (30.0f, 60.0f); } auto playbackSound = chatter[type].random (); auto painSound = chatter[CHATTER_PAIN_DIED].random (); if (m_notKilled) { showChaterIcon (true); } MessageWriter msg; for (auto &client : util.getClients ()) { if (!(client.flags & CF_USED) || (client.ent->v.flags & FL_FAKECLIENT) || client.team != m_team) { continue; } msg.start (MSG_ONE, game.getMessageId (NETMSG_SENDAUDIO), Vector::null (), client.ent); // begin message msg.writeByte (index ()); if (pev->deadflag & DEAD_DYING) { client.iconTimestamp[index ()] = game.timebase () + painSound.duration; msg.writeString (util.format ("%s/%s.wav", yb_chatter_path.str (), painSound.name.chars ())); } else if (!(pev->deadflag & DEAD_DEAD)) { client.iconTimestamp[index ()] = game.timebase () + playbackSound.duration; msg.writeString (util.format ("%s/%s.wav", yb_chatter_path.str (), playbackSound.name.chars ())); } msg.writeShort (m_voicePitch).end (); client.iconFlags[index ()] |= CF_ICON; } } void Bot::pushRadioMessage (int message) { // this function inserts the radio message into the message queue if (yb_communication_type.integer () == 0 || m_numFriendsLeft == 0) { return; } auto &chatter = conf.getChatter (); m_forceRadio = !game.is (GAME_SUPPORT_BOT_VOICE) || chatter[message].empty () || yb_communication_type.integer () != 2; // use radio instead voice m_radioSelect = message; pushMsgQueue (GAME_MSG_RADIO); } void Bot::pushChatterMessage (int message) { // this function inserts the voice message into the message queue (mostly same as above) auto &chatter = conf.getChatter (); if (!game.is (GAME_SUPPORT_BOT_VOICE) || yb_communication_type.integer () != 2 || chatter[message].empty () || m_numFriendsLeft == 0) { return; } bool sendMessage = false; float &messageTimer = m_chatterTimes[message]; float &messageRepeat = chatter[message][0].repeat; if (messageTimer < game.timebase () || cr::fequal (messageTimer, MAX_CHATTER_REPEAT)) { if (!cr::fequal (messageTimer, MAX_CHATTER_REPEAT) && !cr::fequal (messageRepeat, MAX_CHATTER_REPEAT)) { messageTimer = game.timebase () + messageRepeat; } sendMessage = true; } if (!sendMessage) { return; } m_radioSelect = message; pushMsgQueue (GAME_MSG_RADIO); } void Bot::checkMsgQueue (void) { // this function checks and executes pending messages extern ConVar mp_freezetime; // no new message? if (m_actMessageIndex == m_pushMessageIndex) { return; } // get message from stack int state = getMsgQueue (); // nothing to do? if (state == GAME_MSG_NONE || (state == GAME_MSG_RADIO && game.is (GAME_CSDM_FFA))) { return; } switch (state) { case GAME_MSG_PURCHASE: // general buy message // buy weapon if (m_nextBuyTime > game.timebase ()) { // keep sending message pushMsgQueue (GAME_MSG_PURCHASE); return; } if (!m_inBuyZone || game.is (GAME_CSDM)) { m_buyPending = true; m_buyingFinished = true; break; } m_buyPending = false; m_nextBuyTime = game.timebase () + rng.getFloat (0.5f, 1.3f); // if freezetime is very low do not delay the buy process if (mp_freezetime.flt () <= 1.0f) { m_nextBuyTime = game.timebase (); m_ignoreBuyDelay = true; } // if bot buying is off then no need to buy if (!yb_botbuy.boolean ()) { m_buyState = BUYSTATE_FINISHED; } // if fun-mode no need to buy if (yb_jasonmode.boolean ()) { m_buyState = BUYSTATE_FINISHED; selectWeaponByName ("weapon_knife"); } // prevent vip from buying if (m_isVIP) { m_buyState = BUYSTATE_FINISHED; m_pathType = SEARCH_PATH_FASTEST; } // prevent terrorists from buying on es maps if (game.mapIs (MAP_ES) && m_team == TEAM_TERRORIST) { m_buyState = 6; } // prevent teams from buying on fun maps if (game.mapIs (MAP_KA | MAP_FY)) { m_buyState = BUYSTATE_FINISHED; if (game.mapIs (MAP_KA)) { yb_jasonmode.set (1); } } if (m_buyState > BUYSTATE_FINISHED - 1) { m_buyingFinished = true; return; } pushMsgQueue (GAME_MSG_NONE); buyStuff (); break; case GAME_MSG_RADIO: // if last bot radio command (global) happened just a 3 seconds ago, delay response if (bots.getLastRadioTimestamp (m_team) + 3.0f < game.timebase ()) { // if same message like previous just do a yes/no if (m_radioSelect != RADIO_AFFIRMATIVE && m_radioSelect != RADIO_NEGATIVE) { if (m_radioSelect == bots.getLastRadio (m_team) && bots.getLastRadioTimestamp (m_team) + 1.5f > game.timebase ()) { m_radioSelect = -1; } else { if (m_radioSelect != RADIO_REPORTING_IN) { bots.setLastRadio (m_team, m_radioSelect); } else { bots.setLastRadio (m_team, -1); } for (int i = 0; i < game.maxClients (); i++) { Bot *bot = bots.getBot (i); if (bot != nullptr) { if (pev != bot->pev && bot->m_team == m_team) { bot->m_radioOrder = m_radioSelect; bot->m_radioEntity = ent (); } } } } } if (m_radioSelect == RADIO_REPORTING_IN) { switch (taskId ()) { case TASK_NORMAL: if (getTask ()->data != INVALID_WAYPOINT_INDEX && rng.chance (70)) { Path &path = waypoints[getTask ()->data]; if (path.flags & FLAG_GOAL) { if (game.mapIs (MAP_DE) && m_team == TEAM_TERRORIST && m_hasC4) { instantChatter (CHATTER_GOING_TO_PLANT_BOMB); } else { instantChatter (CHATTER_NOTHING); } } else if (path.flags & FLAG_RESCUE) { instantChatter (CHATTER_RESCUING_HOSTAGES); } else if ((path.flags & FLAG_CAMP) && rng.chance (75)) { instantChatter (CHATTER_GOING_TO_CAMP); } else { instantChatter (CHATTER_HEARD_NOISE); } } else if (rng.chance (30)) { instantChatter (CHATTER_REPORTING_IN); } break; case TASK_MOVETOPOSITION: if (rng.chance (2)) { instantChatter (CHATTER_GOING_TO_CAMP); } break; case TASK_CAMP: if (rng.chance (40)) { if (bots.isBombPlanted () && m_team == TEAM_TERRORIST) { instantChatter (CHATTER_GUARDING_DROPPED_BOMB); } else if (m_inVIPZone && m_team == TEAM_TERRORIST) { instantChatter (CHATTER_GUARDING_VIP_SAFETY); } else { instantChatter (CHATTER_CAMP); } } break; case TASK_PLANTBOMB: instantChatter (CHATTER_PLANTING_BOMB); break; case TASK_DEFUSEBOMB: instantChatter (CHATTER_DEFUSING_BOMB); break; case TASK_ATTACK: instantChatter (CHATTER_IN_COMBAT); break; case TASK_HIDE: case TASK_SEEKCOVER: instantChatter (CHATTER_SEEK_ENEMY); break; default: if (rng.chance (50)) { instantChatter (CHATTER_NOTHING); } break; } } auto &chatter = conf.getChatter (); if (m_radioSelect != -1) { if ((m_radioSelect != RADIO_REPORTING_IN && m_forceRadio) || yb_communication_type.integer () != 2 || chatter[m_radioSelect].empty () || !game.is (GAME_SUPPORT_BOT_VOICE)) { if (m_radioSelect < RADIO_GO_GO_GO) { game.execBotCmd (ent (), "radio1"); } else if (m_radioSelect < RADIO_AFFIRMATIVE) { m_radioSelect -= RADIO_GO_GO_GO - 1; game.execBotCmd (ent (), "radio2"); } else { m_radioSelect -= RADIO_AFFIRMATIVE - 1; game.execBotCmd (ent (), "radio3"); } // select correct menu item for this radio message game.execBotCmd (ent (), "menuselect %d", m_radioSelect); } else if (m_radioSelect != RADIO_REPORTING_IN) { instantChatter (m_radioSelect); } } m_forceRadio = false; // reset radio to voice bots.setLastRadioTimestamp (m_team, game.timebase ()); // store last radio usage } else { pushMsgQueue (GAME_MSG_RADIO); } break; // team independent saytext case GAME_MSG_SAY_CMD: say (m_chatBuffer.chars ()); break; // team dependent saytext case GAME_MSG_SAY_TEAM_MSG: sayTeam (m_chatBuffer.chars ()); break; default: return; } } bool Bot::isWeaponRestricted (int weaponIndex) { // this function checks for weapon restrictions. if (util.isEmptyStr (yb_restricted_weapons.str ())) { return isWeaponRestrictedAMX (weaponIndex); // no banned weapons } auto bannedWeapons = String (yb_restricted_weapons.str ()).split (";"); for (auto &ban : bannedWeapons) { const char *banned = STRING (util.getWeaponAlias (true, nullptr, weaponIndex)); // check is this weapon is banned if (strncmp (ban.chars (), banned, ban.length ()) == 0) { return true; } } return isWeaponRestrictedAMX (weaponIndex); } bool Bot::isWeaponRestrictedAMX (int weaponIndex) { // this function checks restriction set by AMX Mod, this function code is courtesy of KWo. // check for weapon restrictions if ((1 << weaponIndex) & (WEAPON_PRIMARY | WEAPON_SECONDARY | WEAPON_SHIELD)) { const char *restrictedWeapons = engfuncs.pfnCVarGetString ("amx_restrweapons"); if (util.isEmptyStr (restrictedWeapons)) { return false; } int indices[] = {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}; // find the weapon index int index = indices[weaponIndex - 1]; // validate index range if (index < 0 || index >= static_cast (strlen (restrictedWeapons))) { return false; } return restrictedWeapons[index] != '0'; } // check for equipment restrictions else { const char *restrictedEquipment = engfuncs.pfnCVarGetString ("amx_restrequipammo"); if (util.isEmptyStr (restrictedEquipment)) { return false; } int indices[] = {-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}; // find the weapon index int index = indices[weaponIndex - 1]; // validate index range if (index < 0 || index >= static_cast (strlen (restrictedEquipment))) { return false; } return restrictedEquipment[index] != '0'; } } bool Bot::canReplaceWeapon (void) { // this function determines currently owned primary weapon, and checks if bot has // enough money to buy more powerful weapon. 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 (!util.isEmptyStr (yb_restricted_weapons.str ())) { auto bannedWeapons = String (yb_restricted_weapons.str ()).split (";"); // check if its banned for (auto &ban : bannedWeapons) { if (m_currentWeapon == util.getWeaponAlias (false, ban.chars ())) { return true; } } } if (m_currentWeapon == WEAPON_SCOUT && m_moneyAmount > 5000) { return true; } else if (m_currentWeapon == WEAPON_MP5 && m_moneyAmount > 6000) { return true; } else if ((m_currentWeapon == WEAPON_M3 || m_currentWeapon == WEAPON_XM1014) && m_moneyAmount > 4000) { return true; } return false; } int Bot::pickBestWeapon (int *vec, int count, int moneySave) { // this function picks best available weapon from random choice with money save if (yb_best_weapon_picker_type.integer () == 1) { auto pick = [] (const float factor) -> float { union { unsigned int u; float f; } cast; cast.f = factor; return (static_cast ((cast.u >> 23) & 0xff) - 127) * 0.3010299956639812f; }; float buyFactor = (m_moneyAmount - static_cast (moneySave)) / (16000.0f - static_cast (moneySave)) * 3.0f; if (buyFactor < 1.0f) { buyFactor = 1.0f; } // swap array values for (int *begin = vec, *end = vec + count - 1; begin < end; ++begin, --end) { cr::swap (*end, *begin); } return vec[static_cast (static_cast (count - 1) * pick (rng.getFloat (1.0f, cr::powf (10.0f, buyFactor))) / buyFactor + 0.5f)]; } int chance = 95; // high skilled bots almost always prefer best weapon if (m_difficulty < 4) { if (m_personality == PERSONALITY_NORMAL) { chance = 50; } else if (m_personality == PERSONALITY_CAREFUL) { chance = 75; } } auto &info = conf.getWeapons (); for (int i = 0; i < count; i++) { auto &weapon = info[vec[i]]; // if wea have enough money for weapon buy it if (weapon.price + moneySave < m_moneyAmount + rng.getInt (50, 200) && rng.chance (chance)) { return vec[i]; } } return vec[rng.getInt (0, count - 1)]; } void Bot::buyStuff (void) { // this function does all the work in selecting correct buy menus for most weapons/items WeaponInfo *selectedWeapon = nullptr; m_nextBuyTime = game.timebase (); if (!m_ignoreBuyDelay) { m_nextBuyTime += rng.getFloat (0.3f, 0.5f); } int count = 0, weaponCount = 0; int choices[NUM_WEAPONS]; // select the priority tab for this personality const int *pref = conf.getWeaponPrefs (m_personality) + NUM_WEAPONS; auto tab = conf.getRawWeapons (); bool isPistolMode = tab[25].teamStandard == -1 && tab[3].teamStandard == 2; bool teamEcoValid = 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 bool isOldGame = game.is (GAME_LEGACY) && !game.is (GAME_XASH_ENGINE); switch (m_buyState) { case BUYSTATE_PRIMARY_WEAPON: // if no primary weapon and bot has some money, buy a primary weapon if ((!hasShield () && !hasPrimaryWeapon () && teamEcoValid) || (teamEcoValid && canReplaceWeapon ())) { int moneySave = 0; do { bool ignoreWeapon = false; pref--; assert (*pref > -1); assert (*pref < NUM_WEAPONS); selectedWeapon = &tab[*pref]; count++; if (selectedWeapon->buyGroup == 1) { continue; } // weapon available for every team? if (game.mapIs (MAP_AS) && 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; // filter out weapons with bot economics switch (m_personality) { case PERSONALITY_RUSHER: prostock = limit[ECO_PROSTOCK_RUSHER]; break; case PERSONALITY_CAREFUL: prostock = limit[ECO_PROSTOCK_CAREFUL]; break; case PERSONALITY_NORMAL: prostock = limit[ECO_PROSTOCK_NORMAL]; break; } if (m_team == TEAM_COUNTER) { switch (selectedWeapon->id) { case WEAPON_TMP: case WEAPON_UMP45: case WEAPON_P90: case WEAPON_MP5: if (m_moneyAmount > limit[ECO_SMG_GT_CT] + prostock) { ignoreWeapon = true; } break; } if (selectedWeapon->id == WEAPON_SHIELD && m_moneyAmount > limit[ECO_SHIELDGUN_GT]) { 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[ECO_SMG_GT_TE] + prostock) { ignoreWeapon = true; } break; } } switch (selectedWeapon->id) { case WEAPON_XM1014: case WEAPON_M3: if (m_moneyAmount < limit[ECO_SHOTGUN_LT]) { ignoreWeapon = true; } if (m_moneyAmount >= limit[ECO_SHOTGUN_GT]) { ignoreWeapon = false; } break; } switch (selectedWeapon->id) { case WEAPON_SG550: case WEAPON_G3SG1: case WEAPON_AWP: case WEAPON_M249: if (m_moneyAmount < limit[ECO_HEAVY_LT]) { ignoreWeapon = true; } if (m_moneyAmount >= limit[ECO_HEAVY_GT]) { ignoreWeapon = false; } break; } if (ignoreWeapon && tab[25].teamStandard == 1 && yb_economics_rounds.boolean ()) { continue; } // save money for grenade for example? moneySave = rng.getInt (500, 1000); if (bots.getLastWinner () == m_team) { moneySave = 0; } if (selectedWeapon->price <= (m_moneyAmount - moneySave)) { choices[weaponCount++] = *pref; } } while (count < NUM_WEAPONS && weaponCount < 4); // found a desired weapon? if (weaponCount > 0) { int chosenWeapon; // choose randomly from the best ones... if (weaponCount > 1) { chosenWeapon = pickBestWeapon (choices, weaponCount, moneySave); } else { chosenWeapon = choices[weaponCount - 1]; } selectedWeapon = &tab[chosenWeapon]; } else { selectedWeapon = nullptr; } if (selectedWeapon != nullptr) { game.execBotCmd (ent (), "buy;menuselect %d", selectedWeapon->buyGroup); if (isOldGame) { game.execBotCmd (ent (), "menuselect %d", selectedWeapon->buySelect); } else { if (m_team == TEAM_TERRORIST) { game.execBotCmd (ent (), "menuselect %d", selectedWeapon->newBuySelectT); } else { game.execBotCmd (ent (), "menuselect %d", selectedWeapon->newBuySelectCT); } } } } else if (hasPrimaryWeapon () && !hasShield ()) { m_reloadState = RELOAD_PRIMARY; break; } else if ((hasSecondaryWeapon () && !hasShield ()) || hasShield ()) { m_reloadState = RELOAD_SECONDARY; break; } break; case BUYSTATE_ARMOR_VESTHELM: // if armor is damaged and bot has some money, buy some armor if (pev->armorvalue < rng.getInt (50, 80) && (isPistolMode || (teamEcoValid && hasPrimaryWeapon ()))) { // if bot is rich, buy kevlar + helmet, else buy a single kevlar if (m_moneyAmount > 1500 && !isWeaponRestricted (WEAPON_ARMORHELM)) { game.execBotCmd (ent (), "buyequip;menuselect 2"); } else if (!isWeaponRestricted (WEAPON_ARMOR)) { game.execBotCmd (ent (), "buyequip;menuselect 1"); } } break; case BUYSTATE_SECONDARY_WEAPON: // if bot has still some money, buy a better secondary weapon if (isPistolMode || (hasPrimaryWeapon () && (pev->weapons & ((1 << WEAPON_USP) | (1 << WEAPON_GLOCK))) && m_moneyAmount > rng.getInt (7500, 9000))) { do { pref--; assert (*pref > -1); assert (*pref < NUM_WEAPONS); 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 (MAP_AS) && 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 - rng.getInt (100, 200))) { choices[weaponCount++] = *pref; } } while (count < NUM_WEAPONS && weaponCount < 4); // found a desired weapon? if (weaponCount > 0) { int chosenWeapon; // choose randomly from the best ones... if (weaponCount > 1) { chosenWeapon = pickBestWeapon (choices, weaponCount, rng.getInt (100, 200)); } else { chosenWeapon = choices[weaponCount - 1]; } selectedWeapon = &tab[chosenWeapon]; } else { selectedWeapon = nullptr; } if (selectedWeapon != nullptr) { game.execBotCmd (ent (), "buy;menuselect %d", selectedWeapon->buyGroup); if (isOldGame) { game.execBotCmd (ent (), "menuselect %d", selectedWeapon->buySelect); } else { if (m_team == TEAM_TERRORIST) { game.execBotCmd (ent (), "menuselect %d", selectedWeapon->newBuySelectT); } else { game.execBotCmd (ent (), "menuselect %d", selectedWeapon->newBuySelectCT); } } } } break; case BUYSTATE_GRENADES: // if bot has still some money, choose if bot should buy a grenade or not // buy a he grenade if (conf.chanceToBuyGrenade (0) && m_moneyAmount >= 400 && !isWeaponRestricted (WEAPON_EXPLOSIVE)) { game.execBotCmd (ent (), "buyequip"); game.execBotCmd (ent (), "menuselect 4"); } // buy a concussion grenade, i.e., 'flashbang' if (conf.chanceToBuyGrenade (1) && m_moneyAmount >= 300 && teamEcoValid && !isWeaponRestricted (WEAPON_FLASHBANG)) { game.execBotCmd (ent (), "buyequip"); game.execBotCmd (ent (), "menuselect 3"); } // buy a smoke grenade if (conf.chanceToBuyGrenade (2) && m_moneyAmount >= 400 && teamEcoValid && !isWeaponRestricted (WEAPON_SMOKE)) { game.execBotCmd (ent (), "buyequip"); game.execBotCmd (ent (), "menuselect 5"); } break; case BUYSTATE_DEFUSER: // if bot is CT and we're on a bomb map, randomly buy the defuse kit if (game.mapIs (MAP_DE) && m_team == TEAM_COUNTER && rng.chance (80) && m_moneyAmount > 200 && !isWeaponRestricted (WEAPON_DEFUSER)) { if (isOldGame) { game.execBotCmd (ent (), "buyequip;menuselect 6"); } else { game.execBotCmd (ent (), "defuser"); // use alias in steamcs } } break; case BUYSTATE_NIGHTVISION: if (m_moneyAmount > 2500 && !m_hasNVG && rng.chance (30)) { float skyColor = illum.getSkyColor (); float lightLevel = waypoints.getLightLevel (m_currentWaypointIndex); // if it's somewhat darkm do buy nightvision goggles if ((skyColor >= 50.0f && lightLevel <= 15.0f) || (skyColor < 50.0f && lightLevel < 40.0f)) { if (isOldGame) { game.execBotCmd (ent (), "buyequip;menuselect 7"); } else { game.execBotCmd (ent (), "nvgs"); // use alias in steamcs } } } break; case BUYSTATE_AMMO: // buy enough primary & secondary ammo (do not check for money here) for (int i = 0; i <= 5; i++) { game.execBotCmd (ent (), "buyammo%d", rng.getInt (1, 2)); // simulate human } // buy enough secondary ammo if (hasPrimaryWeapon ()) { game.execBotCmd (ent (), "buy;menuselect 7"); } // buy enough primary ammo game.execBotCmd (ent (), "buy;menuselect 6"); // try to reload secondary weapon if (m_reloadState != RELOAD_PRIMARY) { m_reloadState = RELOAD_SECONDARY; } m_ignoreBuyDelay = false; break; } m_buyState++; pushMsgQueue (GAME_MSG_PURCHASE); } void Bot::updateEmotions (void) { // slowly increase/decrease dynamic emotions back to their base level if (m_nextEmotionUpdate > game.timebase ()) { return; } if (m_agressionLevel > m_baseAgressionLevel) { m_agressionLevel -= 0.10f; } else { m_agressionLevel += 0.10f; } if (m_fearLevel > m_baseFearLevel) { m_fearLevel -= 0.05f; } else { m_fearLevel += 0.05f; } if (m_agressionLevel < 0.0f) { m_agressionLevel = 0.0f; } if (m_fearLevel < 0.0f) { m_fearLevel = 0.0f; } m_nextEmotionUpdate = game.timebase () + 1.0f; } void Bot::overrideConditions (void) { if (m_currentWeapon != WEAPON_KNIFE && m_difficulty > 2 && ((m_aimFlags & AIM_ENEMY) || (m_states & STATE_SEEING_ENEMY)) && !yb_jasonmode.boolean () && taskId () != TASK_CAMP && taskId () != TASK_SEEKCOVER && !isOnLadder ()) { m_moveToGoal = false; // don't move to goal m_navTimeset = game.timebase (); if (util.isPlayer (m_enemy)) { attackMovement (); } } // check if we need to escape from bomb if (game.mapIs (MAP_DE) && bots.isBombPlanted () && m_notKilled && taskId () != TASK_ESCAPEFROMBOMB && taskId () != TASK_CAMP && isOutOfBombTimer ()) { completeTask (); // complete current task // then start escape from bomb immediate startTask (TASK_ESCAPEFROMBOMB, TASKPRI_ESCAPEFROMBOMB, INVALID_WAYPOINT_INDEX, 0.0f, true); } // special handling, if we have a knife in our hands if ((bots.getRoundStartTime () + 6.0f > game.timebase () || !hasAnyWeapons ()) && m_currentWeapon == WEAPON_KNIFE && util.isPlayer (m_enemy)) { float length = (pev->origin - m_enemy->v.origin).length2D (); // do waypoint movement if enemy is not reachable with a knife if (length > 100.0f && (m_states & STATE_SEEING_ENEMY)) { int nearestToEnemyPoint = waypoints.getNearest (m_enemy->v.origin); if (nearestToEnemyPoint != INVALID_WAYPOINT_INDEX && nearestToEnemyPoint != m_currentWaypointIndex && cr::abs (waypoints[nearestToEnemyPoint].origin.z - m_enemy->v.origin.z) < 16.0f) { float taskTime = game.timebase () + length / pev->maxspeed * 0.5f; if (taskId () != TASK_MOVETOPOSITION && getTask ()->desire != TASKPRI_HIDE) { startTask (TASK_MOVETOPOSITION, TASKPRI_HIDE, nearestToEnemyPoint, taskTime, true); } m_isEnemyReachable = false; m_enemy = nullptr; m_enemyIgnoreTimer = taskTime; } } } // special handling for sniping if (usesSniper () && (m_states & (STATE_SEEING_ENEMY | STATE_SUSPECT_ENEMY)) && m_sniperStopTime > game.timebase () && taskId () != TASK_SEEKCOVER) { m_moveSpeed = 0.0f; m_strafeSpeed = 0.0f; m_navTimeset = game.timebase (); } } void Bot::setConditions (void) { // 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? if (lookupEnemies ()) { m_states |= STATE_SEEING_ENEMY; } else { m_states &= ~STATE_SEEING_ENEMY; m_enemy = nullptr; } // 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 (rng.chance (10)) { pushChatMessage (CHAT_KILLING); } if (rng.chance (10)) { pushRadioMessage (RADIO_ENEMY_DOWN); } else if (rng.chance (60)) { if ((m_lastVictim->v.weapons & (1 << WEAPON_AWP)) || (m_lastVictim->v.weapons & (1 << WEAPON_SCOUT)) || (m_lastVictim->v.weapons & (1 << WEAPON_G3SG1)) || (m_lastVictim->v.weapons & (1 << WEAPON_SG550))) { pushChatterMessage (CHATTER_SNIPER_KILLED); } else { switch (numEnemiesNear (pev->origin, 99999.0f)) { case 0: if (rng.chance (50)) { pushChatterMessage (CHATTER_NO_ENEMIES_LEFT); } else { pushChatterMessage (CHATTER_ENEMY_DOWN); } break; case 1: pushChatterMessage (CHATTER_ONE_ENEMY_LEFT); break; case 2: pushChatterMessage (CHATTER_TWO_ENEMIES_LEFT); break; case 3: pushChatterMessage (CHATTER_THREE_ENEMIES_LEFT); break; default: pushChatterMessage (CHATTER_ENEMY_DOWN); } } } // if no more enemies found AND bomb planted, switch to knife to get to bombplace faster if (m_team == TEAM_COUNTER && m_currentWeapon != WEAPON_KNIFE && m_numEnemiesLeft == 0 && bots.isBombPlanted ()) { selectWeaponByName ("weapon_knife"); m_plantedBombWptIndex = getNearestToPlantedBomb (); if (isOccupiedPoint (m_plantedBombWptIndex)) { instantChatter (CHATTER_BOMB_SITE_SECURED); } } } else { pushChatMessage (CHAT_TEAMKILL, true); pushChatterMessage (CHATTER_TEAM_ATTACK); } m_lastVictim = nullptr; } // check if our current enemy is still valid if (!game.isNullEntity (m_lastEnemy)) { if (!util.isAlive (m_lastEnemy) && m_shootAtDeadTime < game.timebase ()) { m_lastEnemyOrigin.nullify (); m_lastEnemy = nullptr; } } else { m_lastEnemyOrigin.nullify (); m_lastEnemy = nullptr; } // don't listen if seeing enemy, just checked for sounds or being blinded (because its inhuman) if (!yb_ignore_enemies.boolean () && m_soundUpdateTime < game.timebase () && m_blindTime < game.timebase () && m_seeEnemyTime + 1.0f < game.timebase ()) { updateHearing (); m_soundUpdateTime = game.timebase () + 0.25f; } else if (m_heardSoundTime < game.timebase ()) { m_states &= ~STATE_HEARING_ENEMY; } if (game.isNullEntity (m_enemy) && !game.isNullEntity (m_lastEnemy) && !m_lastEnemyOrigin.empty ()) { m_aimFlags |= AIM_PREDICT_PATH; if (seesEntity (m_lastEnemyOrigin, true)) { m_aimFlags |= AIM_LAST_ENEMY; } } // check for grenades depending on difficulty if (rng.chance (cr::max (25, m_difficulty * 25))) { checkGrenadesThrow (); } // check if there are items needing to be used/collected if (m_itemCheckTime < game.timebase () || !game.isNullEntity (m_pickupItem)) { m_itemCheckTime = game.timebase () + 0.5f; processPickups (); } filterTasks (); } void Bot::filterTasks (void) { // 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 teammates 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) && taskId () != TASK_ESCAPEFROMBOMB) { m_states |= STATE_PICKUP_ITEM; if (m_pickupType == PICKUP_BUTTON) { filter[TASK_PICKUPITEM].desire = 50.0f; // always pickup button } else { float distance = (500.0f - (game.getAbsPos (m_pickupItem) - pev->origin).length ()) * 0.2f; if (distance > 50.0f) { distance = 50.0f; } filter[TASK_PICKUPITEM].desire = distance; } } else { m_states &= ~STATE_PICKUP_ITEM; filter[TASK_PICKUPITEM].desire = 0.0f; } // calculate desire to attack if ((m_states & STATE_SEEING_ENEMY) && reactOnEnemy ()) { filter[TASK_ATTACK].desire = TASKPRI_ATTACK; } else { filter[TASK_ATTACK].desire = 0.0f; } float &seekCoverDesire = filter[TASK_SEEKCOVER].desire; float &huntEnemyDesire = filter[TASK_HUNTENEMY].desire; float &blindedDesire = filter[TASK_BLINDED].desire; // calculate desires to seek cover or hunt if (util.isPlayer (m_lastEnemy) && !m_lastEnemyOrigin.empty () && !m_hasC4) { float retreatLevel = (100.0f - (pev->health > 50.0f ? 100.0f : pev->health)) * tempFear; // retreat level depends on bot health if (m_numEnemiesLeft > m_numFriendsLeft * 0.5f && m_retreatTime < game.timebase () && m_seeEnemyTime - rng.getFloat (2.0f, 4.0f) < game.timebase ()) { float timeSeen = m_seeEnemyTime - game.timebase (); float timeHeard = m_heardSoundTime - game.timebase (); float ratio = 0.0f; m_retreatTime = game.timebase () + rng.getFloat (3.0f, 15.0f); if (timeSeen > timeHeard) { timeSeen += 10.0f; ratio = timeSeen * 0.1f; } else { timeHeard += 10.0f; ratio = timeHeard * 0.1f; } bool lowAmmo = m_ammoInClip[m_currentWeapon] < conf.findWeaponById (m_currentWeapon).maxClip * 0.18f; if (bots.isBombPlanted () || m_isStuck || m_currentWeapon == WEAPON_KNIFE) { ratio /= 3.0f; // reduce the seek cover desire if bomb is planted } else if (m_isVIP || m_isReloading || (lowAmmo && usesSniper ())) { ratio *= 2.0f; // triple the seek cover desire if bot is VIP or reloading } 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 (taskId () != TASK_ESCAPEFROMBOMB && game.isNullEntity (m_enemy) && bots.getRoundMidTime () < game.timebase () && !m_isUsingGrenade && m_currentWaypointIndex != waypoints.getNearest (m_lastEnemyOrigin) && m_personality != PERSONALITY_CAREFUL && !yb_ignore_enemies.boolean ()) { float desireLevel = 4096.0f - ((1.0f - tempAgression) * (m_lastEnemyOrigin - pev->origin).length ()); 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; } // blinded behavior blindedDesire = m_blindTime > game.timebase () ? TASKPRI_BLINDED : 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 = [] (Task *first, Task *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 = [] (Task *first, Task *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 = [] (Task *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_HUNTENEMY], 41.0f, 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 final = subsumeDesire (&filter[TASK_BLINDED], maxDesire (survive, sub)); // reason about fleeing instead if (!m_tasks.empty ()) { final = maxDesire (final, getTask ()); startTask (final->id, final->desire, final->data, final->time, final->resume); // push the final behavior in our task stack to carry out } } void Bot::clearTasks (void) { // this function resets bot tasks stack, by removing all entries from the stack. m_tasks.clear (); } void Bot::startTask (TaskID id, float desire, int data, float time, bool resume) { for (auto &task : m_tasks) { if (task.id == id) { if (!cr::fequal (task.desire, desire)) { task.desire = desire; } return; } } m_tasks.push ({ id, desire, data, time, resume }); clearSearchNodes (); ignoreCollision (); int tid = taskId (); // 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 (rng.chance (90)) { if (tid == TASK_BLINDED) { instantChatter (CHATTER_BLINDED); } else if (tid == TASK_PLANTBOMB) { instantChatter (CHATTER_PLANTING_BOMB); } } if (rng.chance (80) && tid == TASK_CAMP) { if (game.mapIs (MAP_DE) && bots.isBombPlanted ()) { pushChatterMessage (CHATTER_GUARDING_DROPPED_BOMB); } else { pushChatterMessage (CHATTER_GOING_TO_CAMP); } } if (yb_debug_goal.integer () != INVALID_WAYPOINT_INDEX) { m_chosenGoalIndex = yb_debug_goal.integer (); } else { m_chosenGoalIndex = getTask ()->data; } if (rng.chance (75) && tid == TASK_CAMP && m_team == TEAM_TERRORIST && m_inVIPZone) { pushChatterMessage (CHATTER_GOING_TO_GUARD_VIP_SAFETY); } } Task *Bot::getTask (void) { if (m_tasks.empty ()) { m_tasks.push ({ TASK_NORMAL, TASKPRI_NORMAL, INVALID_WAYPOINT_INDEX, 0.0f, true }); } return &m_tasks.back (); } void Bot::clearTask (TaskID id) { // this function removes one task from the bot task stack. if (m_tasks.empty () || taskId () == TASK_NORMAL) { return; // since normal task can be only once on the stack, don't remove it... } if (taskId () == id) { clearSearchNodes (); ignoreCollision (); m_tasks.pop (); return; } for (auto &task : m_tasks) { if (task.id == id) { m_tasks.erase (task); } } ignoreCollision (); clearSearchNodes (); } void Bot::completeTask (void) { // this function called whenever a task is completed. ignoreCollision (); if (m_tasks.empty ()) { return; } do { m_tasks.pop (); } while (!m_tasks.empty () && !m_tasks.back ().resume); clearSearchNodes (); } bool Bot::isEnemyThreat (void) { if (game.isNullEntity (m_enemy) || taskId () == TASK_SEEKCOVER) { return false; } // if bot is camping, he should be firing anyway and not leaving his position if (taskId () == TASK_CAMP) { return false; } // if enemy is near or facing us directly if ((m_enemy->v.origin - pev->origin).lengthSq () < cr::square (256.0f) || isInViewCone (m_enemy->v.origin)) { return true; } return false; } bool Bot::reactOnEnemy (void) { // 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.timebase ()) { int ownIndex = m_currentWaypointIndex; if (ownIndex == INVALID_WAYPOINT_INDEX) { ownIndex = getNearestPoint (); } int enemyIndex = waypoints.getNearest (m_enemy->v.origin); auto lineDist = (m_enemy->v.origin - pev->origin).length (); auto pathDist = static_cast (waypoints.getPathDist (ownIndex, enemyIndex)); if (pathDist - lineDist > 112.0f) { m_isEnemyReachable = false; } else { m_isEnemyReachable = true; } m_enemyReachableTimer = game.timebase () + 1.0f; } if (m_isEnemyReachable) { m_navTimeset = game.timebase (); // override existing movement by attack movement return true; } return false; } bool Bot::lastEnemyShootable (void) { // don't allow shooting through walls if (!(m_aimFlags & AIM_LAST_ENEMY) || m_lastEnemyOrigin.empty () || game.isNullEntity (m_lastEnemy)) { return false; } return util.getShootingCone (ent (), m_lastEnemyOrigin) >= 0.90f && isPenetrableObstacle (m_lastEnemyOrigin); } void Bot::checkRadioQueue (void) { // this function handling radio and reacting to it // don't allow bot listen you if bot is busy if ((taskId () == TASK_DEFUSEBOMB || taskId () == TASK_PLANTBOMB || hasHostage () || m_hasC4) && m_radioOrder != RADIO_REPORT_TEAM) { m_radioOrder = 0; return; } float distance = (m_radioEntity->v.origin - pev->origin).length (); switch (m_radioOrder) { case RADIO_COVER_ME: case RADIO_FOLLOW_ME: case RADIO_STICK_TOGETHER_TEAM: case CHATTER_GOING_TO_PLANT_BOMB: case CHATTER_COVER_ME: // check if line of sight to object is not blocked (i.e. visible) if (seesEntity (m_radioEntity->v.origin) || m_radioOrder == RADIO_STICK_TOGETHER_TEAM) { if (game.isNullEntity (m_targetEntity) && game.isNullEntity (m_enemy) && rng.chance (m_personality == PERSONALITY_CAREFUL ? 80 : 20)) { int numFollowers = 0; // Check if no more followers are allowed for (int i = 0; i < game.maxClients (); i++) { Bot *bot = bots.getBot (i); if (bot != nullptr) { if (bot->m_notKilled) { if (bot->m_targetEntity == m_radioEntity) { numFollowers++; } } } } int allowedFollowers = yb_user_max_followers.integer (); if (m_radioEntity->v.weapons & (1 << WEAPON_C4)) { allowedFollowers = 1; } if (numFollowers < allowedFollowers) { pushRadioMessage (RADIO_AFFIRMATIVE); m_targetEntity = m_radioEntity; // don't pause/camp/follow anymore TaskID taskID = taskId (); if (taskID == TASK_PAUSE || taskID == TASK_CAMP) { getTask ()->time = game.timebase (); } startTask (TASK_FOLLOWUSER, TASKPRI_FOLLOWUSER, INVALID_WAYPOINT_INDEX, 0.0f, true); } else if (numFollowers > allowedFollowers) { for (int i = 0; (i < game.maxClients () && numFollowers > allowedFollowers); i++) { Bot *bot = bots.getBot (i); if (bot != nullptr) { if (bot->m_notKilled) { if (bot->m_targetEntity == m_radioEntity) { bot->m_targetEntity = nullptr; numFollowers--; } } } } } else if (m_radioOrder != CHATTER_GOING_TO_PLANT_BOMB && rng.chance (15)) { pushRadioMessage (RADIO_NEGATIVE); } } else if (m_radioOrder != CHATTER_GOING_TO_PLANT_BOMB && rng.chance (25)) { pushRadioMessage (RADIO_NEGATIVE); } } break; case RADIO_HOLD_THIS_POSITION: if (!game.isNullEntity (m_targetEntity)) { if (m_targetEntity == m_radioEntity) { m_targetEntity = nullptr; pushRadioMessage (RADIO_AFFIRMATIVE); m_campButtons = 0; startTask (TASK_PAUSE, TASKPRI_PAUSE, INVALID_WAYPOINT_INDEX, game.timebase () + rng.getFloat (30.0f, 60.0f), false); } } break; case CHATTER_NEW_ROUND: pushChatterMessage (CHATTER_YOU_HEARD_THE_MAN); break; case RADIO_TAKING_FIRE: if (game.isNullEntity (m_targetEntity)) { if (game.isNullEntity (m_enemy) && m_seeEnemyTime + 4.0f < game.timebase ()) { // 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 (rng.chance (45) && yb_communication_type.integer () == 2) { pushChatterMessage (CHATTER_ON_MY_WAY); } else if (m_radioOrder == RADIO_NEED_BACKUP && yb_communication_type.integer () != 2) { pushRadioMessage (RADIO_AFFIRMATIVE); } tryHeadTowardRadioMessage (); } else if (rng.chance (25)) { pushRadioMessage (RADIO_NEGATIVE); } } break; case RADIO_YOU_TAKE_THE_POINT: if (seesEntity (m_radioEntity->v.origin) && m_isLeader) { pushRadioMessage (RADIO_AFFIRMATIVE); } break; case RADIO_ENEMY_SPOTTED: case RADIO_NEED_BACKUP: case CHATTER_SCARED_EMOTE: case CHATTER_PINNED_DOWN: if (((game.isNullEntity (m_enemy) && seesEntity (m_radioEntity->v.origin)) || distance < 2048.0f || !m_moveToC4) && rng.chance (50) && m_seeEnemyTime + 4.0f < game.timebase ()) { m_fearLevel -= 0.1f; if (m_fearLevel < 0.0f) { m_fearLevel = 0.0f; } if (rng.chance (45) && yb_communication_type.integer () == 2) { pushChatterMessage (CHATTER_ON_MY_WAY); } else if (m_radioOrder == RADIO_NEED_BACKUP && yb_communication_type.integer () != 2 && rng.chance (50)) { pushRadioMessage (RADIO_AFFIRMATIVE); } tryHeadTowardRadioMessage (); } else if (rng.chance (30) && m_radioOrder == RADIO_NEED_BACKUP) { pushRadioMessage (RADIO_NEGATIVE); } break; case RADIO_GO_GO_GO: if (m_radioEntity == m_targetEntity) { if (rng.chance (45) && yb_communication_type.integer () == 2) { pushRadioMessage (RADIO_AFFIRMATIVE); } else if (m_radioOrder == RADIO_NEED_BACKUP && yb_communication_type.integer () != 2) { pushRadioMessage (RADIO_AFFIRMATIVE); } 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)) || distance < 2048.0f) { TaskID taskID = taskId (); if (taskID == TASK_PAUSE || taskID == TASK_CAMP) { m_fearLevel -= 0.2f; if (m_fearLevel < 0.0f) { m_fearLevel = 0.0f; } pushRadioMessage (RADIO_AFFIRMATIVE); // don't pause/camp anymore getTask ()->time = game.timebase (); m_targetEntity = nullptr; game.makeVectors (m_radioEntity->v.v_angle); m_position = m_radioEntity->v.origin + game.vec.forward * rng.getFloat (1024.0f, 2048.0f); clearSearchNodes (); startTask (TASK_MOVETOPOSITION, TASKPRI_MOVETOPOSITION, INVALID_WAYPOINT_INDEX, 0.0f, true); } } else if (!game.isNullEntity (m_doubleJumpEntity)) { pushRadioMessage (RADIO_AFFIRMATIVE); resetDoubleJump (); } else if (rng.chance (35)) { pushRadioMessage (RADIO_NEGATIVE); } break; case RADIO_SHES_GONNA_BLOW: if (game.isNullEntity (m_enemy) && distance < 2048.0f && bots.isBombPlanted () && m_team == TEAM_TERRORIST) { pushRadioMessage (RADIO_AFFIRMATIVE); if (taskId () == TASK_CAMP) { clearTask (TASK_CAMP); } m_targetEntity = nullptr; startTask (TASK_ESCAPEFROMBOMB, TASKPRI_ESCAPEFROMBOMB, INVALID_WAYPOINT_INDEX, 0.0f, true); } else if (rng.chance (35)) { pushRadioMessage (RADIO_NEGATIVE); } break; case RADIO_REGROUP_TEAM: // if no more enemies found AND bomb planted, switch to knife to get to bombplace faster if (m_team == TEAM_COUNTER && m_currentWeapon != WEAPON_KNIFE && m_numEnemiesLeft == 0 && bots.isBombPlanted () && taskId () != TASK_DEFUSEBOMB) { selectWeaponByName ("weapon_knife"); clearSearchNodes (); m_position = waypoints.getBombPos (); startTask (TASK_MOVETOPOSITION, TASKPRI_MOVETOPOSITION, INVALID_WAYPOINT_INDEX, 0.0f, true); pushRadioMessage (RADIO_AFFIRMATIVE); } break; case RADIO_STORM_THE_FRONT: if (((game.isNullEntity (m_enemy) && seesEntity (m_radioEntity->v.origin)) || distance < 1024.0f) && rng.chance (50)) { pushRadioMessage (RADIO_AFFIRMATIVE); // don't pause/camp anymore TaskID taskID = taskId (); if (taskID == TASK_PAUSE || taskID == TASK_CAMP) { getTask ()->time = game.timebase (); } m_targetEntity = nullptr; game.makeVectors (m_radioEntity->v.v_angle); m_position = m_radioEntity->v.origin + game.vec.forward * rng.getFloat (1024.0f, 2048.0f); clearSearchNodes (); startTask (TASK_MOVETOPOSITION, TASKPRI_MOVETOPOSITION, INVALID_WAYPOINT_INDEX, 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_TEAM_FALLBACK: if ((game.isNullEntity (m_enemy) && seesEntity (m_radioEntity->v.origin)) || distance < 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 (taskId () == TASK_CAMP) { getTask ()->time += rng.getFloat (10.0f, 15.0f); } else { // don't pause/camp anymore TaskID taskID = taskId (); if (taskID == TASK_PAUSE) { getTask ()->time = game.timebase (); } m_targetEntity = nullptr; m_seeEnemyTime = game.timebase (); // if bot has no enemy if (m_lastEnemyOrigin.empty ()) { float nearestDistance = 99999.0f; // take nearest enemy to ordering player for (const auto &client : util.getClients ()) { if (!(client.flags & CF_USED) || !(client.flags & CF_ALIVE) || client.team == m_team) { continue; } auto enemy = client.ent; float curDist = (m_radioEntity->v.origin - enemy->v.origin).lengthSq (); if (curDist < nearestDistance) { nearestDistance = curDist; m_lastEnemy = enemy; m_lastEnemyOrigin = enemy->v.origin; } } } clearSearchNodes (); } } break; case RADIO_REPORT_TEAM: if (rng.chance (30)) { pushRadioMessage ((numEnemiesNear (pev->origin, 400.0f) == 0 && yb_communication_type.integer () != 2) ? RADIO_SECTOR_CLEAR : RADIO_REPORTING_IN); } break; case RADIO_SECTOR_CLEAR: // 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_COUNTER && m_team == TEAM_COUNTER && util.isFakeClient (m_radioEntity) && bots.getPlantedBombSearchTimestamp () < game.timebase ()) { float minDistance = 99999.0f; int bombPoint = INVALID_WAYPOINT_INDEX; // find nearest bomb waypoint to player for (auto &point : waypoints.m_goalPoints) { distance = (waypoints[point].origin - m_radioEntity->v.origin).lengthSq (); if (distance < minDistance) { minDistance = distance; bombPoint = point; } } // mark this waypoint as restricted point if (bombPoint != INVALID_WAYPOINT_INDEX && !waypoints.isVisited (bombPoint)) { // does this bot want to defuse? if (taskId () == TASK_NORMAL) { // is he approaching this goal? if (getTask ()->data == bombPoint) { getTask ()->data = INVALID_WAYPOINT_INDEX; pushRadioMessage (RADIO_AFFIRMATIVE); } } waypoints.setVisited (bombPoint); } bots.setPlantedBombSearchTimestamp (game.timebase () + 0.5f); } break; case RADIO_GET_IN_POSITION: if ((game.isNullEntity (m_enemy) && seesEntity (m_radioEntity->v.origin)) || distance < 1024.0f) { pushRadioMessage (RADIO_AFFIRMATIVE); if (taskId () == TASK_CAMP) { getTask ()->time = game.timebase () + rng.getFloat (30.0f, 60.0f); } else { // don't pause anymore TaskID taskID = taskId (); if (taskID == TASK_PAUSE) { getTask ()->time = game.timebase (); } m_targetEntity = nullptr; m_seeEnemyTime = game.timebase (); // if bot has no enemy if (m_lastEnemyOrigin.empty ()) { float nearestDistance = 99999.0f; // take nearest enemy to ordering player for (const auto &client : util.getClients ()) { if (!(client.flags & CF_USED) || !(client.flags & CF_ALIVE) || client.team == m_team) { continue; } auto enemy = client.ent; float dist = (m_radioEntity->v.origin - enemy->v.origin).lengthSq (); if (dist < nearestDistance) { nearestDistance = dist; m_lastEnemy = enemy; m_lastEnemyOrigin = enemy->v.origin; } } } clearSearchNodes (); int index = getDefendPoint (m_radioEntity->v.origin); // push camp task on to stack startTask (TASK_CAMP, TASKPRI_CAMP, INVALID_WAYPOINT_INDEX, game.timebase () + rng.getFloat (30.0f, 60.0f), true); // push move command startTask (TASK_MOVETOPOSITION, TASKPRI_MOVETOPOSITION, index, game.timebase () + rng.getFloat (30.0f, 60.0f), true); if (waypoints[index].vis.crouch <= waypoints[index].vis.stand) { m_campButtons |= IN_DUCK; } else { m_campButtons &= ~IN_DUCK; } } } break; } m_radioOrder = 0; // radio command has been handled, reset } void Bot::tryHeadTowardRadioMessage (void) { TaskID taskID = taskId (); if (taskID == TASK_MOVETOPOSITION || m_headedTime + 15.0f < game.timebase () || !util.isAlive (m_radioEntity) || m_hasC4) { return; } if ((util.isFakeClient (m_radioEntity) && rng.chance (25) && m_personality == PERSONALITY_NORMAL) || !(m_radioEntity->v.flags & FL_FAKECLIENT)) { if (taskID == TASK_PAUSE || taskID == TASK_CAMP) { getTask ()->time = game.timebase (); } m_headedTime = game.timebase (); m_position = m_radioEntity->v.origin; clearSearchNodes (); startTask (TASK_MOVETOPOSITION, TASKPRI_MOVETOPOSITION, INVALID_WAYPOINT_INDEX, 0.0f, true); } } void Bot::updateAimDir (void) { uint32 flags = m_aimFlags; // don't allow bot to look at danger positions under certain circumstances if (!(flags & (AIM_GRENADE | AIM_ENEMY | AIM_ENTITY))) { if (isOnLadder () || isInWater () || (m_waypointFlags & FLAG_LADDER) || (m_currentTravelFlags & PATHFLAG_JUMP)) { flags &= ~(AIM_LAST_ENEMY | AIM_PREDICT_PATH); m_canChooseAimDirection = false; } } if (flags & AIM_OVERRIDE) { m_lookAt = m_camp; } else if (flags & AIM_GRENADE) { m_lookAt = m_throw; float throwDistance = (m_throw - pev->origin).length (); float coordCorrection = 0.0f; if (throwDistance > 100.0f && throwDistance < 800.0f) { coordCorrection = 0.25f * (m_throw.z - pev->origin.z); } else if (throwDistance >= 800.0f) { float angleCorrection = 37.0f * (throwDistance - 800.0f) / 800.0f; if (angleCorrection > 45.0f) { angleCorrection = 45.0f; } coordCorrection = throwDistance * cr::tanf (cr::deg2rad (angleCorrection)) + 0.25f * (m_throw.z - pev->origin.z); } m_lookAt.z += coordCorrection * 0.5f; } else if (flags & AIM_ENEMY) { focusEnemy (); } else if (flags & AIM_ENTITY) { m_lookAt = m_entity; } else if (flags & AIM_LAST_ENEMY) { m_lookAt = m_lastEnemyOrigin; // did bot just see enemy and is quite aggressive? if (m_seeEnemyTime + 1.0f - m_actualReactionTime + m_baseAgressionLevel > game.timebase ()) { // feel free to fire if shootable if (!usesSniper () && lastEnemyShootable ()) { m_wantsToFire = true; } } } else if (flags & AIM_PREDICT_PATH) { bool changePredictedEnemy = true; if (m_timeNextTracking > game.timebase () && m_trackingEdict == m_lastEnemy && util.isAlive (m_lastEnemy)) { changePredictedEnemy = false; } if (changePredictedEnemy) { int aimPoint = searchAimingPoint (m_lastEnemyOrigin); if (aimPoint != INVALID_WAYPOINT_INDEX) { m_lookAt = waypoints[aimPoint].origin; m_camp = m_lookAt; m_timeNextTracking = game.timebase () + 0.5f; m_trackingEdict = m_lastEnemy; } else { m_aimFlags &= ~AIM_PREDICT_PATH; if (!m_camp.empty ()) { m_lookAt = m_camp; } } } else { m_lookAt = m_camp; } } else if (flags & AIM_CAMP) { m_lookAt = m_camp; } else if (flags & AIM_NAVPOINT) { m_lookAt = m_destOrigin; if (m_canChooseAimDirection && m_currentWaypointIndex != INVALID_WAYPOINT_INDEX && !(m_currentPath->flags & FLAG_LADDER)) { int dangerIndex = waypoints.getDangerIndex (m_team, m_currentWaypointIndex, m_currentWaypointIndex); if (waypoints.exists (dangerIndex) && waypoints.isVisible (m_currentWaypointIndex, dangerIndex)) { m_lookAt = waypoints[dangerIndex].origin; } } } if (m_lookAt.empty ()) { m_lookAt = m_destOrigin; } } void Bot::checkDarkness (void) { // do not check for darkness at the start of the round if (m_spawnTime + 5.0f > game.timebase () || !waypoints.exists (m_currentWaypointIndex)) { return; } // do not check every frame if (m_checkDarkTime + 2.5f > game.timebase ()) { return; } float lightLevel = waypoints.getLightLevel (m_currentWaypointIndex); float skyColor = illum.getSkyColor (); if (mp_flashlight.boolean () && !m_hasNVG) { auto task = TaskID (); if (!(pev->effects & EF_DIMLIGHT) && task != TASK_CAMP && task != TASK_ATTACK && m_heardSoundTime + 3.0f < game.timebase () && m_flashLevel > 30.0f && ((skyColor > 50.0f && lightLevel < 10.0f) || (skyColor <= 50.0f && lightLevel < 40.0f))) { pev->impulse = 100; } else if ((pev->effects & EF_DIMLIGHT) && (((lightLevel > 15.0f && skyColor > 50.0f) || (lightLevel > 45.0f && skyColor <= 50.0f)) || task == TASK_CAMP || task == TASK_ATTACK || m_flashLevel <= 0 || m_heardSoundTime + 3.0f >= game.timebase ())) { pev->impulse = 100; } } else if (m_hasNVG) { if (pev->effects & EF_DIMLIGHT) { pev->impulse = 100; } else if (!m_usesNVG && ((skyColor > 50.0f && lightLevel < 15.0f) || (skyColor <= 50.0f && lightLevel < 40.0f))) { game.execBotCmd (ent (), "nightvision"); } else if (m_usesNVG && ((lightLevel > 20.0f && skyColor > 50.0f) || (lightLevel > 45.0f && skyColor <= 50.0f))) { game.execBotCmd (ent (), "nightvision"); } } m_checkDarkTime = game.timebase (); } void Bot::checkParachute (void) { static auto parachute = engfuncs.pfnCVarGetPointer ("sv_parachute"); // if no cvar or it's not enabled do not bother if (parachute && 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.timebase (); } // press use anyway if (!cr::fzero (m_fallDownTime) && m_fallDownTime + 0.35f < game.timebase ()) { pev->button |= IN_USE; } } } void Bot::slowFrame (void) { if (m_thinkFps <= game.timebase ()) { // execute delayed think fastFrame (); // skip some frames m_thinkFps = game.timebase () + m_thinkInterval; } else if (m_notKilled) { updateLookAngles (); } } void Bot::fastFrame (void) { pev->button = 0; pev->flags |= FL_FAKECLIENT; // restore fake client bit, if it were removed by some evil action =) m_moveSpeed = 0.0f; m_strafeSpeed = 0.0f; m_moveAngles.nullify (); m_canChooseAimDirection = true; m_notKilled = util.isAlive (ent ()); m_team = game.getTeam (ent ()); if (game.mapIs (MAP_AS) && !m_isVIP) { m_isVIP = util.isPlayerVIP (ent ()); } if (m_team == TEAM_TERRORIST && game.mapIs (MAP_DE)) { m_hasC4 = !!(pev->weapons & (1 << WEAPON_C4)); } // is bot movement enabled bool botMovement = false; // 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_notKilled) { // we got a teamkiller? vote him away... if (m_voteKickIndex != m_lastVoteKick && yb_tkpunish.boolean ()) { game.execBotCmd (ent (), "vote %d", m_voteKickIndex); m_lastVoteKick = m_voteKickIndex; // if bot tk punishment is enabled slay the tk if (yb_tkpunish.integer () != 2 || util.isFakeClient (game.entityOfIndex (m_voteKickIndex))) { return; } edict_t *killer = game.entityOfIndex (m_lastVoteKick); killer->v.frags++; MDLL_ClientKill (killer); } // host wants us to kick someone else if (m_voteMap != 0) { game.execBotCmd (ent (), "votemap %d", m_voteMap); m_voteMap = 0; } } else if (m_buyingFinished && !(pev->maxspeed < 10.0f && taskId () != TASK_PLANTBOMB && taskId () != TASK_DEFUSEBOMB) && !yb_freeze_bots.boolean () && !waypoints.hasChanged ()) { botMovement = true; } checkMsgQueue (); // check for pending messages if (botMovement) { runAI (); // execute main code } runMovement (); // run the player movement } void Bot::frame (void) { if (m_slowFrameTimestamp > game.timebase ()) { return; } m_numFriendsLeft = numFriendsNear (pev->origin, 99999.0f); m_numEnemiesLeft = numEnemiesNear (pev->origin, 99999.0f); if (bots.isBombPlanted () && m_team == TEAM_COUNTER && m_notKilled) { const Vector &bombPosition = waypoints.getBombPos (); if (!m_hasProgressBar && taskId () != TASK_ESCAPEFROMBOMB && (pev->origin - bombPosition).lengthSq () < cr::square (1540.0f) && m_moveSpeed < pev->maxspeed && !isBombDefusing (bombPosition)) { clearTasks (); } } checkSpawnConditions (); checkForChat (); if (game.is (GAME_SUPPORT_BOT_VOICE)) { showChaterIcon (false); // end voice feedback } // clear enemy far away if (!m_lastEnemyOrigin.empty () && !game.isNullEntity (m_lastEnemy) && (pev->origin - m_lastEnemyOrigin).lengthSq () >= cr::square (1600.0f)) { m_lastEnemy = nullptr; m_lastEnemyOrigin.nullify (); } m_slowFrameTimestamp = game.timebase () + 0.5f; } void Bot::normal_ (void) { m_aimFlags |= AIM_NAVPOINT; int debugGoal = yb_debug_goal.integer (); // user forced a waypoint as a goal? if (debugGoal != INVALID_WAYPOINT_INDEX && getTask ()->data != debugGoal) { clearSearchNodes (); getTask ()->data = debugGoal; } // stand still if reached debug goal else if (m_currentWaypointIndex == debugGoal) { pev->button = 0; ignoreCollision (); m_moveSpeed = 0.0; m_strafeSpeed = 0.0f; return; } // bots rushing with knife, when have no enemy (thanks for idea to nicebot project) if (m_currentWeapon == WEAPON_KNIFE && (game.isNullEntity (m_lastEnemy) || !util.isAlive (m_lastEnemy)) && game.isNullEntity (m_enemy) && m_knifeAttackTime < game.timebase () && !hasShield () && numFriendsNear (pev->origin, 96.0f) == 0) { if (rng.chance (40)) { pev->button |= IN_ATTACK; } else { pev->button |= IN_ATTACK2; } m_knifeAttackTime = game.timebase () + rng.getFloat (2.5f, 6.0f); } const auto &prop = conf.getWeaponProp (m_currentWeapon); if (m_reloadState == RELOAD_NONE && getAmmo () != 0 && getAmmoInClip () < 5 && prop.ammo1 != -1) { m_reloadState = RELOAD_PRIMARY; } // if bomb planted and it's a CT calculate new path to bomb point if he's not already heading for if (!m_bombSearchOverridden && bots.isBombPlanted () && m_team == TEAM_COUNTER && getTask ()->data != INVALID_WAYPOINT_INDEX && !(waypoints[getTask ()->data].flags & FLAG_GOAL) && taskId () != TASK_ESCAPEFROMBOMB) { clearSearchNodes (); getTask ()->data = INVALID_WAYPOINT_INDEX; } // reached the destination (goal) waypoint? if (updateNavigation ()) { // if we're reached the goal, and there is not enemies, notify the team if (!bots.isBombPlanted () && m_currentWaypointIndex != INVALID_WAYPOINT_INDEX && (m_currentPath->flags & FLAG_GOAL) && rng.chance (15) && numEnemiesNear (pev->origin, 650.0f) == 0) { pushRadioMessage (RADIO_SECTOR_CLEAR); } completeTask (); m_prevGoalIndex = INVALID_WAYPOINT_INDEX; // spray logo sometimes if allowed to do so if (m_timeLogoSpray < game.timebase () && yb_spraypaints.boolean () && rng.chance (60) && m_moveSpeed > getShiftSpeed () && game.isNullEntity (m_pickupItem)) { if (!(game.mapIs (MAP_DE) && bots.isBombPlanted () && m_team == TEAM_COUNTER)) { startTask (TASK_SPRAY, TASKPRI_SPRAYLOGO, INVALID_WAYPOINT_INDEX, game.timebase () + 1.0f, false); } } // reached waypoint is a camp waypoint if ((m_currentPath->flags & FLAG_CAMP) && !game.is (GAME_CSDM) && yb_camping_allowed.boolean ()) { // check if bot has got a primary weapon and hasn't camped before if (hasPrimaryWeapon () && m_timeCamping + 10.0f < game.timebase () && !hasHostage ()) { bool campingAllowed = true; // Check if it's not allowed for this team to camp here if (m_team == TEAM_TERRORIST) { if (m_currentPath->flags & FLAG_CF_ONLY) { campingAllowed = false; } } else { if (m_currentPath->flags & FLAG_TF_ONLY) { campingAllowed = false; } } // don't allow vip on as_ maps to camp + don't allow terrorist carrying c4 to camp if (campingAllowed && (m_isVIP || (game.mapIs (MAP_DE) && m_team == TEAM_TERRORIST && !bots.isBombPlanted () && m_hasC4))) { campingAllowed = false; } // check if another bot is already camping here if (campingAllowed && isOccupiedPoint (m_currentWaypointIndex)) { campingAllowed = false; } if (campingAllowed) { // crouched camping here? if (m_currentPath->flags & FLAG_CROUCH) { m_campButtons = IN_DUCK; } else { m_campButtons = 0; } selectBestWeapon (); if (!(m_states & (STATE_SEEING_ENEMY | STATE_HEARING_ENEMY)) && !m_reloadState) { m_reloadState = RELOAD_PRIMARY; } game.makeVectors (pev->v_angle); m_timeCamping = game.timebase () + rng.getFloat (10.0f, 25.0f); startTask (TASK_CAMP, TASKPRI_CAMP, INVALID_WAYPOINT_INDEX, m_timeCamping, true); m_camp = Vector (m_currentPath->campStartX, m_currentPath->campStartY, 0.0f); m_aimFlags |= AIM_CAMP; m_campDirection = 0; // tell the world we're camping if (rng.chance (40)) { pushRadioMessage (RADIO_IN_POSITION); } m_moveToGoal = false; m_checkTerrain = false; m_moveSpeed = 0.0f; m_strafeSpeed = 0.0f; } } } else { // some goal waypoints are map dependant so check it out... if (game.mapIs (MAP_CS)) { // CT Bot has some hostages following? if (m_team == TEAM_COUNTER && hasHostage ()) { // and reached a Rescue Point? if (m_currentPath->flags & FLAG_RESCUE) { m_hostages.clear (); } } else if (m_team == TEAM_TERRORIST && rng.chance (75)) { int index = getDefendPoint (m_currentPath->origin); startTask (TASK_CAMP, TASKPRI_CAMP, INVALID_WAYPOINT_INDEX, game.timebase () + rng.getFloat (60.0f, 120.0f), true); // push camp task on to stack startTask (TASK_MOVETOPOSITION, TASKPRI_MOVETOPOSITION, index, game.timebase () + rng.getFloat (5.0f, 10.0f), true); // push move command auto &path = waypoints[index]; // decide to duck or not to duck if (path.vis.crouch <= path.vis.stand) { m_campButtons |= IN_DUCK; } else { m_campButtons &= ~IN_DUCK; } pushChatterMessage (CHATTER_GOING_TO_GUARD_VIP_SAFETY); // play info about that } } else if (game.mapIs (MAP_DE) && ((m_currentPath->flags & FLAG_GOAL) || m_inBombZone)) { // is it a terrorist carrying the bomb? if (m_hasC4) { if ((m_states & STATE_SEEING_ENEMY) && numFriendsNear (pev->origin, 768.0f) == 0) { // request an help also pushRadioMessage (RADIO_NEED_BACKUP); instantChatter (CHATTER_SCARED_EMOTE); startTask (TASK_CAMP, TASKPRI_CAMP, INVALID_WAYPOINT_INDEX, game.timebase () + rng.getFloat (4.0f, 8.0f), true); } else { startTask (TASK_PLANTBOMB, TASKPRI_PLANTBOMB, INVALID_WAYPOINT_INDEX, 0.0f, false); } } else if (m_team == TEAM_COUNTER) { if (!bots.isBombPlanted () && numFriendsNear (pev->origin, 210.0f) < 4) { int index = getDefendPoint (m_currentPath->origin); float campTime = rng.getFloat (25.0f, 40.f); // rusher bots don't like to camp too much if (m_personality == PERSONALITY_RUSHER) { campTime *= 0.5f; } startTask (TASK_CAMP, TASKPRI_CAMP, INVALID_WAYPOINT_INDEX, game.timebase () + campTime, true); // push camp task on to stack startTask (TASK_MOVETOPOSITION, TASKPRI_MOVETOPOSITION, index, game.timebase () + rng.getFloat (5.0f, 11.0f), true); // push move command auto &path = waypoints[index]; // decide to duck or not to duck if (path.vis.crouch <= path.vis.stand) { m_campButtons |= IN_DUCK; } else { m_campButtons &= ~IN_DUCK; } pushChatterMessage (CHATTER_DEFENDING_BOMBSITE); // play info about that } } } } } // no more nodes to follow - search new ones (or we have a bomb) else if (!hasActiveGoal ()) { m_moveSpeed = pev->maxspeed; clearSearchNodes (); ignoreCollision (); // did we already decide about a goal before? int destIndex = getTask ()->data != INVALID_WAYPOINT_INDEX ? getTask ()->data : searchGoal (); m_prevGoalIndex = destIndex; // remember index getTask ()->data = destIndex; // do pathfinding if it's not the current waypoint if (destIndex != m_currentWaypointIndex) { searchPath (m_currentWaypointIndex, destIndex, m_pathType); } } else { if (!(pev->flags & FL_DUCKING) && m_minSpeed != pev->maxspeed && m_minSpeed > 1.0f) { m_moveSpeed = m_minSpeed; } } float shiftSpeed = getShiftSpeed (); if ((!cr::fzero (m_moveSpeed) && m_moveSpeed > shiftSpeed) && (yb_walking_allowed.boolean () && mp_footsteps.boolean ()) && m_difficulty > 2 && !(m_aimFlags & AIM_ENEMY) && (m_heardSoundTime + 6.0f >= game.timebase () || (m_states & STATE_SUSPECT_ENEMY)) && numEnemiesNear (pev->origin, 768.0f) >= 1 && !yb_jasonmode.boolean () && !bots.isBombPlanted ()) { m_moveSpeed = shiftSpeed; } // bot hasn't seen anything in a long time and is asking his teammates to report in if (yb_communication_type.integer () > 1 && m_seeEnemyTime + rng.getFloat (45.0f, 80.0f) < game.timebase () && bots.getLastRadio (m_team) != RADIO_REPORT_TEAM && rng.chance (30) && bots.getRoundStartTime () + 20.0f < game.timebase () && m_askCheckTime < game.timebase () && numFriendsNear (pev->origin, 1024.0f) == 0) { pushRadioMessage (RADIO_REPORT_TEAM); m_askCheckTime = game.timebase () + rng.getFloat (45.0f, 80.0f); // make sure everyone else will not ask next few moments for (int i = 0; i < game.maxClients (); i++) { auto bot = bots.getBot (i); if (bot && bot->m_notKilled) { bot->m_askCheckTime = game.timebase () + rng.getFloat (5.0f, 10.0f); } } } } void Bot::spraypaint_ (void) { m_aimFlags |= AIM_ENTITY; // bot didn't spray this round? if (m_timeLogoSpray < game.timebase () && getTask ()->time > game.timebase ()) { game.makeVectors (pev->v_angle); Vector sprayOrigin = getEyesPos () + game.vec.forward * 128.0f; TraceResult tr; game.testLine (getEyesPos (), sprayOrigin, TRACE_IGNORE_MONSTERS, ent (), &tr); // no wall in front? if (tr.flFraction >= 1.0f) { sprayOrigin.z -= 128.0f; } m_entity = sprayOrigin; if (getTask ()->time - 0.5f < game.timebase ()) { // emit spraycan sound engfuncs.pfnEmitSound (ent (), CHAN_VOICE, "player/sprayer.wav", 1.0f, ATTN_NORM, 0, 100); game.testLine (getEyesPos (), getEyesPos () + game.vec.forward * 128.0f, TRACE_IGNORE_MONSTERS, ent (), &tr); // paint the actual logo decal util.traceDecals (pev, &tr, m_logotypeIndex); m_timeLogoSpray = game.timebase () + rng.getFloat (60.0f, 90.0f); } } else { completeTask (); } m_moveToGoal = false; m_checkTerrain = false; m_navTimeset = game.timebase (); m_moveSpeed = 0.0f; m_strafeSpeed = 0.0f; ignoreCollision (); } void Bot::huntEnemy_ (void) { m_aimFlags |= AIM_NAVPOINT; // if we've got new enemy... if (!game.isNullEntity (m_enemy) || game.isNullEntity (m_lastEnemy)) { // forget about it... clearTask (TASK_HUNTENEMY); m_prevGoalIndex = INVALID_WAYPOINT_INDEX; } else if (game.getTeam (m_lastEnemy) == m_team) { // don't hunt down our teammate... clearTask (TASK_HUNTENEMY); m_prevGoalIndex = INVALID_WAYPOINT_INDEX; m_lastEnemy = nullptr; } else if (updateNavigation ()) // reached last enemy pos? { // forget about it... completeTask (); m_prevGoalIndex = INVALID_WAYPOINT_INDEX; m_lastEnemyOrigin.nullify (); } else if (!hasActiveGoal ()) // do we need to calculate a new path? { clearSearchNodes (); int destIndex = INVALID_WAYPOINT_INDEX; int goal = getTask ()->data; // is there a remembered index? if (waypoints.exists (goal)) { destIndex = goal; } // find new one instead else { destIndex = waypoints.getNearest (m_lastEnemyOrigin); } // remember index m_prevGoalIndex = destIndex; getTask ()->data = destIndex; if (destIndex != m_currentWaypointIndex) { searchPath (m_currentWaypointIndex, destIndex, SEARCH_PATH_FASTEST); } } // bots skill higher than 60? if (yb_walking_allowed.boolean () && mp_footsteps.boolean () && m_difficulty > 1 && !yb_jasonmode.boolean ()) { // then make him move slow if near enemy if (!(m_currentTravelFlags & PATHFLAG_JUMP)) { if (m_currentWaypointIndex != INVALID_WAYPOINT_INDEX) { if (m_currentPath->radius < 32.0f && !isOnLadder () && !isInWater () && m_seeEnemyTime + 4.0f > game.timebase () && m_difficulty < 3) { pev->button |= IN_DUCK; } } if ((m_lastEnemyOrigin - pev->origin).lengthSq () < cr::square (512.0f)) { m_moveSpeed = getShiftSpeed (); } } } } void Bot::seekCover_ (void) { m_aimFlags |= AIM_NAVPOINT; if (!util.isAlive (m_lastEnemy)) { completeTask (); m_prevGoalIndex = INVALID_WAYPOINT_INDEX; } // reached final waypoint? else if (updateNavigation ()) { // yep. activate hide behaviour completeTask (); m_prevGoalIndex = INVALID_WAYPOINT_INDEX; // start hide task startTask (TASK_HIDE, TASKPRI_HIDE, INVALID_WAYPOINT_INDEX, game.timebase () + rng.getFloat (3.0f, 12.0f), false); Vector dest = m_lastEnemyOrigin; // get a valid look direction getCampDirection (&dest); m_aimFlags |= AIM_CAMP; m_camp = dest; m_campDirection = 0; // chosen waypoint is a camp waypoint? if (m_currentPath->flags & FLAG_CAMP) { // use the existing camp wpt prefs if (m_currentPath->flags & FLAG_CROUCH) { m_campButtons = IN_DUCK; } else { m_campButtons = 0; } } else { // choose a crouch or stand pos if (m_currentPath->vis.crouch <= m_currentPath->vis.stand) { m_campButtons = IN_DUCK; } else { m_campButtons = 0; } // enter look direction from previously calculated positions m_currentPath->campStartX = dest.x; m_currentPath->campStartY = dest.y; m_currentPath->campEndX = dest.x; m_currentPath->campEndY = dest.y; } if (m_reloadState == RELOAD_NONE && getAmmoInClip () < 5 && getAmmo () != 0) { m_reloadState = RELOAD_PRIMARY; } m_moveSpeed = 0.0f; m_strafeSpeed = 0.0f; m_moveToGoal = false; m_checkTerrain = false; } else if (!hasActiveGoal ()) // we didn't choose a cover waypoint yet or lost it due to an attack? { clearSearchNodes (); int destIndex = INVALID_WAYPOINT_INDEX; if (getTask ()->data != INVALID_WAYPOINT_INDEX) { destIndex = getTask ()->data; } else { destIndex = getCoverPoint (usesSniper () ? 256.0f : 512.0f); if (destIndex == INVALID_WAYPOINT_INDEX) { m_retreatTime = game.timebase () + rng.getFloat (5.0f, 10.0f); m_prevGoalIndex = INVALID_WAYPOINT_INDEX; completeTask (); return; } } m_campDirection = 0; m_prevGoalIndex = destIndex; getTask ()->data = destIndex; if (destIndex != m_currentWaypointIndex) { searchPath (m_currentWaypointIndex, destIndex, SEARCH_PATH_FASTEST); } } } void Bot::attackEnemy_ (void) { m_moveToGoal = false; m_checkTerrain = false; if (!game.isNullEntity (m_enemy)) { ignoreCollision (); if (isOnLadder ()) { pev->button |= IN_JUMP; clearSearchNodes (); } attackMovement (); if (m_currentWeapon == WEAPON_KNIFE && !m_lastEnemyOrigin.empty ()) { m_destOrigin = m_lastEnemyOrigin; } } else { completeTask (); m_destOrigin = m_lastEnemyOrigin; } m_navTimeset = game.timebase (); } void Bot::pause_ (void) { m_moveToGoal = false; m_checkTerrain = false; m_navTimeset = game.timebase (); m_moveSpeed = 0.0f; m_strafeSpeed = 0.0f; m_aimFlags |= AIM_NAVPOINT; // is bot blinded and above average difficulty? if (m_viewDistance < 500.0f && m_difficulty >= 2) { // go mad! m_moveSpeed = -cr::abs ((m_viewDistance - 500.0f) * 0.5f); if (m_moveSpeed < -pev->maxspeed) { m_moveSpeed = -pev->maxspeed; } game.makeVectors (pev->v_angle); m_camp = getEyesPos () + game.vec.forward * 500.0f; m_aimFlags |= AIM_OVERRIDE; m_wantsToFire = true; } else { pev->button |= m_campButtons; } // stop camping if time over or gets hurt by something else than bullets if (getTask ()->time < game.timebase () || m_lastDamageType > 0) { completeTask (); } } void Bot::blind_ (void) { m_moveToGoal = false; m_checkTerrain = false; m_navTimeset = game.timebase (); // if bot remembers last enemy position if (m_difficulty >= 2 && !m_lastEnemyOrigin.empty () && util.isPlayer (m_lastEnemy) && !usesSniper ()) { m_lookAt = m_lastEnemyOrigin; // face last enemy m_wantsToFire = true; // and shoot it } m_moveSpeed = m_blindMoveSpeed; m_strafeSpeed = m_blindSidemoveSpeed; pev->button |= m_blindButton; if (m_blindTime < game.timebase ()) { completeTask (); } } void Bot::camp_ (void) { if (!yb_camping_allowed.boolean ()) { completeTask (); return; } m_aimFlags |= AIM_CAMP; m_checkTerrain = false; m_moveToGoal = false; if (m_team == TEAM_COUNTER && bots.isBombPlanted () && m_defendedBomb && !isBombDefusing (waypoints.getBombPos ()) && !isOutOfBombTimer ()) { m_defendedBomb = false; completeTask (); } ignoreCollision (); // half the reaction time if camping because you're more aware of enemies if camping setIdealReactionTimers (); m_idealReactionTime *= 0.5f; m_navTimeset = game.timebase (); m_timeCamping = game.timebase (); m_moveSpeed = 0.0f; m_strafeSpeed = 0.0f; getValidPoint (); if (m_nextCampDirTime < game.timebase ()) { m_nextCampDirTime = game.timebase () + rng.getFloat (2.0f, 5.0f); if (m_currentPath->flags & FLAG_CAMP) { Vector dest; // switch from 1 direction to the other if (m_campDirection < 1) { dest.x = m_currentPath->campStartX; dest.y = m_currentPath->campStartY; m_campDirection ^= 1; } else { dest.x = m_currentPath->campEndX; dest.y = m_currentPath->campEndY; m_campDirection ^= 1; } dest.z = 0.0f; // find a visible waypoint to this direction... // i know this is ugly hack, but i just don't want to break compatibility :) int numFoundPoints = 0; int campPoints[3] = { 0, }; int distances[3] = { 0, }; const Vector &dotA = (dest - pev->origin).normalize2D (); for (int i = 0; i < waypoints.length (); i++) { // skip invisible waypoints or current waypoint if (!waypoints.isVisible (m_currentWaypointIndex, i) || (i == m_currentWaypointIndex)) { continue; } const Vector &dotB = (waypoints[i].origin - pev->origin).normalize2D (); if ((dotA | dotB) > 0.9f) { int distance = static_cast ((pev->origin - waypoints[i].origin).length ()); if (numFoundPoints >= 3) { for (int j = 0; j < 3; j++) { if (distance > distances[j]) { distances[j] = distance; campPoints[j] = i; break; } } } else { campPoints[numFoundPoints] = i; distances[numFoundPoints] = distance; numFoundPoints++; } } } if (--numFoundPoints >= 0) { m_camp = waypoints[campPoints[rng.getInt (0, numFoundPoints)]].origin; } else { m_camp = waypoints[searchCampDir ()].origin; } } else { m_camp = waypoints[searchCampDir ()].origin; } } // press remembered crouch button pev->button |= m_campButtons; // stop camping if time over or gets hurt by something else than bullets if (getTask ()->time < game.timebase () || m_lastDamageType > 0) { completeTask (); } } void Bot::hide_ (void) { m_aimFlags |= AIM_CAMP; m_checkTerrain = false; m_moveToGoal = false; // half the reaction time if camping setIdealReactionTimers (); m_idealReactionTime *= 0.5f; m_navTimeset = game.timebase (); m_moveSpeed = 0.0f; m_strafeSpeed = 0.0f; getValidPoint (); if (hasShield () && !m_isReloading) { if (!isShieldDrawn ()) { pev->button |= IN_ATTACK2; // draw the shield! } else { pev->button |= IN_DUCK; // duck under if the shield is already drawn } } // if we see an enemy and aren't at a good camping point leave the spot if ((m_states & STATE_SEEING_ENEMY) || m_inBombZone) { if (!(m_currentPath->flags & FLAG_CAMP)) { completeTask (); m_campButtons = 0; m_prevGoalIndex = INVALID_WAYPOINT_INDEX; if (!game.isNullEntity (m_enemy)) { attackMovement (); } return; } } // if we don't have an enemy we're also free to leave else if (m_lastEnemyOrigin.empty ()) { completeTask (); m_campButtons = 0; m_prevGoalIndex = INVALID_WAYPOINT_INDEX; if (taskId () == TASK_HIDE) { completeTask (); } return; } pev->button |= m_campButtons; m_navTimeset = game.timebase (); if (!m_isReloading) { checkReload (); } // stop camping if time over or gets hurt by something else than bullets if (getTask ()->time < game.timebase () || m_lastDamageType > 0) { completeTask (); } } void Bot::moveToPos_ (void) { m_aimFlags |= AIM_NAVPOINT; if (isShieldDrawn ()) { pev->button |= IN_ATTACK2; } // reached destination? if (updateNavigation ()) { completeTask (); // we're done m_prevGoalIndex = INVALID_WAYPOINT_INDEX; m_position.nullify (); } // didn't choose goal waypoint yet? else if (!hasActiveGoal ()) { clearSearchNodes (); int destIndex = INVALID_WAYPOINT_INDEX; int goal = getTask ()->data; if (waypoints.exists (goal)) { destIndex = goal; } else { destIndex = waypoints.getNearest (m_position); } if (waypoints.exists (destIndex)) { m_prevGoalIndex = destIndex; getTask ()->data = destIndex; searchPath (m_currentWaypointIndex, destIndex, m_pathType); } else { completeTask (); } } } void Bot::plantBomb_ (void) { m_aimFlags |= AIM_CAMP; // we're still got the C4? if (m_hasC4) { if (m_currentWeapon != WEAPON_C4) { selectWeaponByName ("weapon_c4"); } if (util.isAlive (m_enemy) || !m_inBombZone) { completeTask (); } else { m_moveToGoal = false; m_checkTerrain = false; m_navTimeset = game.timebase (); if (m_currentPath->flags & FLAG_CROUCH) { pev->button |= (IN_ATTACK | IN_DUCK); } else { pev->button |= IN_ATTACK; } m_moveSpeed = 0.0f; m_strafeSpeed = 0.0f; } } // done with planting else { completeTask (); // tell teammates to move over here... if (numFriendsNear (pev->origin, 1200.0f) != 0) { pushRadioMessage (RADIO_NEED_BACKUP); } clearSearchNodes (); int index = getDefendPoint (pev->origin); float guardTime = mp_c4timer.flt () * 0.5f + mp_c4timer.flt () * 0.25f; // push camp task on to stack startTask (TASK_CAMP, TASKPRI_CAMP, INVALID_WAYPOINT_INDEX, game.timebase () + guardTime, true); // push move command startTask (TASK_MOVETOPOSITION, TASKPRI_MOVETOPOSITION, index, game.timebase () + guardTime, true); if (waypoints[index].vis.crouch <= waypoints[index].vis.stand) { m_campButtons |= IN_DUCK; } else { m_campButtons &= ~IN_DUCK; } } } void Bot::bombDefuse_ (void) { float fullDefuseTime = m_hasDefuser ? 7.0f : 12.0f; float timeToBlowUp = getBombTimeleft (); float defuseRemainingTime = fullDefuseTime; if (m_hasProgressBar /*&& isOnFloor ()*/) { defuseRemainingTime = fullDefuseTime - game.timebase (); } bool pickupExists = !game.isNullEntity (m_pickupItem); const Vector &bombPos = pickupExists ? m_pickupItem->v.origin : waypoints.getBombPos (); if (pickupExists) { if (waypoints.getBombPos () != bombPos) { waypoints.setBombPos (bombPos); } } bool defuseError = false; // exception: bomb has been defused if (bombPos.empty ()) { defuseError = true; if (m_numFriendsLeft != 0 && rng.chance (50)) { if (timeToBlowUp <= 3.0) { if (yb_communication_type.integer () == 2) { instantChatter (CHATTER_BARELY_DEFUSED); } else if (yb_communication_type.integer () == 1) { pushRadioMessage (RADIO_SECTOR_CLEAR); } } else { pushRadioMessage (RADIO_SECTOR_CLEAR); } } } else if (defuseRemainingTime > timeToBlowUp) { defuseError = true; } else if (m_states & STATE_SEEING_ENEMY) { int friends = numFriendsNear (pev->origin, 768.0f); if (friends < 2 && defuseRemainingTime < timeToBlowUp) { defuseError = true; if (defuseRemainingTime + 2.0f > timeToBlowUp) { defuseError = false; } if (m_numFriendsLeft > friends) { pushRadioMessage (RADIO_NEED_BACKUP); } } } // one of exceptions is thrown. finish task. if (defuseError) { m_checkTerrain = true; m_moveToGoal = true; m_destOrigin.nullify (); m_entity.nullify (); m_pickupItem = nullptr; m_pickupType = PICKUP_NONE; completeTask (); return; } // to revert from pause after reload ting && just to be sure m_moveToGoal = false; m_checkTerrain = false; m_moveSpeed = pev->maxspeed; m_strafeSpeed = 0.0f; // bot is reloading and we close enough to start defusing if (m_isReloading && (bombPos - pev->origin).length2D () < 80.0f) { if (m_numEnemiesLeft == 0 || timeToBlowUp < fullDefuseTime + 7.0f || ((getAmmoInClip () > 8 && m_reloadState == RELOAD_PRIMARY) || (getAmmoInClip () > 5 && m_reloadState == RELOAD_SECONDARY))) { int weaponIndex = bestWeaponCarried (); // just select knife and then select weapon selectWeaponByName ("weapon_knife"); if (weaponIndex > 0 && weaponIndex < NUM_WEAPONS) { selectWeaponById (weaponIndex); } m_isReloading = false; } else { m_moveToGoal = false; m_checkTerrain = false; m_moveSpeed = 0.0f; m_strafeSpeed = 0.0f; } } // head to bomb and press use button m_aimFlags |= AIM_ENTITY; m_destOrigin = bombPos; m_entity = bombPos; pev->button |= IN_USE; // if defusing is not already started, maybe crouch before if (!m_hasProgressBar && m_duckDefuseCheckTime < game.timebase ()) { if (m_difficulty >= 2 && m_numEnemiesLeft != 0) { m_duckDefuse = true; } Vector botDuckOrigin, botStandOrigin; if (pev->button & IN_DUCK) { botDuckOrigin = pev->origin; botStandOrigin = pev->origin + Vector (0.0f, 0.0f, 18.0f); } else { botDuckOrigin = pev->origin - Vector (0.0f, 0.0f, 18.0f); botStandOrigin = pev->origin; } float duckLength = (m_entity - botDuckOrigin).lengthSq (); float standLength = (m_entity - botStandOrigin).lengthSq (); if (duckLength > 5625.0f || standLength > 5625.0f) { if (standLength < duckLength) { m_duckDefuse = false; // stand } else { m_duckDefuse = true; // duck } } m_duckDefuseCheckTime = game.timebase () + 1.5f; } // press duck button if (m_duckDefuse || (m_oldButtons & IN_DUCK)) { pev->button |= IN_DUCK; } else { pev->button &= ~IN_DUCK; } // we are defusing bomb if (m_hasProgressBar || pickupExists || (m_oldButtons & IN_USE)) { pev->button |= IN_USE; m_reloadState = RELOAD_NONE; m_navTimeset = game.timebase (); // don't move when defusing m_moveToGoal = false; m_checkTerrain = false; m_moveSpeed = 0.0f; m_strafeSpeed = 0.0f; // notify team if (m_numFriendsLeft != 0) { pushChatterMessage (CHATTER_DEFUSING_BOMB); if (numFriendsNear (pev->origin, 512.0f) < 2) { pushRadioMessage (RADIO_NEED_BACKUP); } } } else { completeTask (); } } void Bot::followUser_ (void) { if (game.isNullEntity (m_targetEntity) || !util.isAlive (m_targetEntity)) { m_targetEntity = nullptr; completeTask (); return; } if (m_targetEntity->v.button & IN_ATTACK) { game.makeVectors (m_targetEntity->v.v_angle); TraceResult tr; game.testLine (m_targetEntity->v.origin + m_targetEntity->v.view_ofs, game.vec.forward * 500.0f, TRACE_IGNORE_EVERYTHING, ent (), &tr); if (!game.isNullEntity (tr.pHit) && util.isPlayer (tr.pHit) && game.getTeam (tr.pHit) != m_team) { m_targetEntity = nullptr; m_lastEnemy = tr.pHit; m_lastEnemyOrigin = tr.pHit->v.origin; completeTask (); return; } } if (m_targetEntity->v.maxspeed != 0 && m_targetEntity->v.maxspeed < pev->maxspeed) { m_moveSpeed = m_targetEntity->v.maxspeed; } if (m_reloadState == RELOAD_NONE && getAmmo () != 0) { m_reloadState = RELOAD_PRIMARY; } if ((m_targetEntity->v.origin - pev->origin).lengthSq () > cr::square (130.0f)) { m_followWaitTime = 0.0f; } else { m_moveSpeed = 0.0f; if (m_followWaitTime == 0.0f) { m_followWaitTime = game.timebase (); } else { if (m_followWaitTime + 3.0f < game.timebase ()) { // stop following if we have been waiting too long m_targetEntity = nullptr; pushRadioMessage (RADIO_YOU_TAKE_THE_POINT); completeTask (); return; } } } m_aimFlags |= AIM_NAVPOINT; if (yb_walking_allowed.boolean () && m_targetEntity->v.maxspeed < m_moveSpeed && !yb_jasonmode.boolean ()) { m_moveSpeed = getShiftSpeed (); } if (isShieldDrawn ()) { pev->button |= IN_ATTACK2; } // reached destination? if (updateNavigation ()) { getTask ()->data = INVALID_WAYPOINT_INDEX; } // didn't choose goal waypoint yet? if (!hasActiveGoal ()) { clearSearchNodes (); int destIndex = waypoints.getNearest (m_targetEntity->v.origin); IntArray points = waypoints.searchRadius (200.0f, m_targetEntity->v.origin); for (auto &newIndex : points) { // if waypoint not yet used, assign it as dest if (newIndex != m_currentWaypointIndex && !isOccupiedPoint (newIndex)) { destIndex = newIndex; } } if (waypoints.exists (destIndex) && waypoints.exists (m_currentWaypointIndex)) { m_prevGoalIndex = destIndex; getTask ()->data = destIndex; // always take the shortest path searchPath (m_currentWaypointIndex, destIndex, SEARCH_PATH_FASTEST); } else { m_targetEntity = nullptr; completeTask (); } } } void Bot::throwExplosive_ (void) { m_aimFlags |= AIM_GRENADE; Vector dest = m_throw; if (!(m_states & STATE_SEEING_ENEMY)) { m_strafeSpeed = 0.0f; m_moveSpeed = 0.0f; m_moveToGoal = false; } else if (!(m_states & STATE_SUSPECT_ENEMY) && !game.isNullEntity (m_enemy)) { dest = m_enemy->v.origin + m_enemy->v.velocity.make2D () * 0.55f; } m_isUsingGrenade = true; m_checkTerrain = false; ignoreCollision (); if ((pev->origin - dest).lengthSq () < cr::square (400.0f)) { // heck, I don't wanna blow up myself m_grenadeCheckTime = game.timebase () + MAX_GRENADE_TIMER; selectBestWeapon (); completeTask (); return; } m_grenade = calcThrow (getEyesPos (), dest); if (m_grenade.lengthSq () < 100.0f) { m_grenade = calcToss (pev->origin, dest); } if (m_grenade.lengthSq () <= 100.0f) { m_grenadeCheckTime = game.timebase () + MAX_GRENADE_TIMER; selectBestWeapon (); completeTask (); } else { auto grenade = correctGrenadeVelocity ("hegrenade.mdl"); if (game.isNullEntity (grenade)) { if (m_currentWeapon != WEAPON_EXPLOSIVE && !m_grenadeRequested) { if (pev->weapons & (1 << WEAPON_EXPLOSIVE)) { m_grenadeRequested = true; selectWeaponByName ("weapon_hegrenade"); } else { m_grenadeRequested = false; selectBestWeapon (); completeTask (); return; } } else if (!(m_oldButtons & IN_ATTACK)) { pev->button |= IN_ATTACK; m_grenadeRequested = false; } } } pev->button |= m_campButtons; } void Bot::throwFlashbang_ (void) { m_aimFlags |= AIM_GRENADE; Vector dest = m_throw; if (!(m_states & STATE_SEEING_ENEMY)) { m_strafeSpeed = 0.0f; m_moveSpeed = 0.0f; m_moveToGoal = false; } else if (!(m_states & STATE_SUSPECT_ENEMY) && !game.isNullEntity (m_enemy)) { dest = m_enemy->v.origin + m_enemy->v.velocity.make2D () * 0.55f; } m_isUsingGrenade = true; m_checkTerrain = false; ignoreCollision (); if ((pev->origin - dest).lengthSq () < cr::square (400.0f)) { // heck, I don't wanna blow up myself m_grenadeCheckTime = game.timebase () + MAX_GRENADE_TIMER; selectBestWeapon (); completeTask (); return; } m_grenade = calcThrow (getEyesPos (), dest); if (m_grenade.lengthSq () < 100.0f) { m_grenade = calcToss (pev->origin, dest); } if (m_grenade.lengthSq () <= 100.0f) { m_grenadeCheckTime = game.timebase () + MAX_GRENADE_TIMER; selectBestWeapon (); completeTask (); } else { auto grenade = correctGrenadeVelocity ("flashbang.mdl"); if (game.isNullEntity (grenade)) { if (m_currentWeapon != WEAPON_FLASHBANG && !m_grenadeRequested) { if (pev->weapons & (1 << WEAPON_FLASHBANG)) { m_grenadeRequested = true; selectWeaponByName ("weapon_flashbang"); } else { m_grenadeRequested = false; selectBestWeapon (); completeTask (); return; } } else if (!(m_oldButtons & IN_ATTACK)) { pev->button |= IN_ATTACK; m_grenadeRequested = false; } } } pev->button |= m_campButtons; } void Bot::throwSmoke_ (void) { m_aimFlags |= AIM_GRENADE; if (!(m_states & STATE_SEEING_ENEMY)) { m_strafeSpeed = 0.0f; m_moveSpeed = 0.0f; m_moveToGoal = false; } m_checkTerrain = false; m_isUsingGrenade = true; ignoreCollision (); Vector src = m_lastEnemyOrigin - pev->velocity; // predict where the enemy is in 0.5 secs if (!game.isNullEntity (m_enemy)) { src = src + m_enemy->v.velocity * 0.5f; } m_grenade = (src - getEyesPos ()).normalize (); if (getTask ()->time < game.timebase ()) { completeTask (); return; } if (m_currentWeapon != WEAPON_SMOKE && !m_grenadeRequested) { if (pev->weapons & (1 << WEAPON_SMOKE)) { m_grenadeRequested = true; selectWeaponByName ("weapon_smokegrenade"); getTask ()->time = game.timebase () + 1.2f; } else { m_grenadeRequested = false; selectBestWeapon (); completeTask (); return; } } else if (!(m_oldButtons & IN_ATTACK)) { pev->button |= IN_ATTACK; m_grenadeRequested = false; } pev->button |= m_campButtons; } void Bot::doublejump_ (void) { if (!util.isAlive (m_doubleJumpEntity) || (m_aimFlags & AIM_ENEMY) || (m_travelStartIndex != INVALID_WAYPOINT_INDEX && getTask ()->time + (waypoints.calculateTravelTime (pev->maxspeed, waypoints[m_travelStartIndex].origin, m_doubleJumpOrigin) + 11.0f) < game.timebase ())) { resetDoubleJump (); return; } m_aimFlags |= AIM_NAVPOINT; if (m_jumpReady) { m_moveToGoal = false; m_checkTerrain = false; m_navTimeset = game.timebase (); m_moveSpeed = 0.0f; m_strafeSpeed = 0.0f; bool inJump = (m_doubleJumpEntity->v.button & IN_JUMP) || (m_doubleJumpEntity->v.oldbuttons & IN_JUMP); if (m_duckForJump < game.timebase ()) { pev->button |= IN_DUCK; } else if (inJump && !(m_oldButtons & IN_JUMP)) { pev->button |= IN_JUMP; } game.makeVectors (Vector (0.0f, pev->angles.y, 0.0f)); Vector src = pev->origin + Vector (0.0f, 0.0f, 45.0f); Vector dest = src + game.vec.up * 256.0f; TraceResult tr; game.testLine (src, dest, TRACE_IGNORE_NONE, ent (), &tr); if (tr.flFraction < 1.0f && tr.pHit == m_doubleJumpEntity && inJump) { m_duckForJump = game.timebase () + rng.getFloat (3.0f, 5.0f); getTask ()->time = game.timebase (); } return; } if (m_currentWaypointIndex == m_prevGoalIndex) { m_waypointOrigin = m_doubleJumpOrigin; m_destOrigin = m_doubleJumpOrigin; } if (updateNavigation ()) { getTask ()->data = INVALID_WAYPOINT_INDEX; } // didn't choose goal waypoint yet? if (!hasActiveGoal ()) { clearSearchNodes (); int destIndex = waypoints.getNearest (m_doubleJumpOrigin); if (waypoints.exists (destIndex)) { m_prevGoalIndex = destIndex; getTask ()->data = destIndex; m_travelStartIndex = m_currentWaypointIndex; // always take the shortest path searchPath (m_currentWaypointIndex, destIndex, SEARCH_PATH_FASTEST); if (m_currentWaypointIndex == destIndex) { m_jumpReady = true; } } else { resetDoubleJump (); } } } void Bot::escapeFromBomb_ (void) { m_aimFlags |= AIM_NAVPOINT; if (!bots.isBombPlanted ()) { completeTask (); } if (isShieldDrawn ()) { pev->button |= IN_ATTACK2; } if (m_currentWeapon != WEAPON_KNIFE && m_numEnemiesLeft == 0) { selectWeaponByName ("weapon_knife"); } // reached destination? if (updateNavigation ()) { completeTask (); // we're done // press duck button if we still have some enemies if (numEnemiesNear (pev->origin, 2048.0f)) { m_campButtons = IN_DUCK; } // we're reached destination point so just sit down and camp startTask (TASK_CAMP, TASKPRI_CAMP, INVALID_WAYPOINT_INDEX, game.timebase () + 10.0f, true); } // didn't choose goal waypoint yet? else if (!hasActiveGoal ()) { clearSearchNodes (); int lastSelectedGoal = INVALID_WAYPOINT_INDEX, minPathDistance = 99999; float safeRadius = rng.getFloat (1248.0f, 2048.0f); for (int i = 0; i < waypoints.length (); i++) { if ((waypoints[i].origin - waypoints.getBombPos ()).length () < safeRadius || isOccupiedPoint (i)) { continue; } int pathDistance = waypoints.getPathDist (m_currentWaypointIndex, i); if (minPathDistance > pathDistance) { minPathDistance = pathDistance; lastSelectedGoal = i; } } if (lastSelectedGoal < 0) { lastSelectedGoal = waypoints.getFarest (pev->origin, safeRadius); } // still no luck? if (lastSelectedGoal < 0) { completeTask (); // we're done // we have no destination point, so just sit down and camp startTask (TASK_CAMP, TASKPRI_CAMP, INVALID_WAYPOINT_INDEX, game.timebase () + 10.0f, true); return; } m_prevGoalIndex = lastSelectedGoal; getTask ()->data = lastSelectedGoal; searchPath (m_currentWaypointIndex, lastSelectedGoal, SEARCH_PATH_FASTEST); } } void Bot::shootBreakable_ (void) { m_aimFlags |= AIM_OVERRIDE; // Breakable destroyed? if (game.isNullEntity (lookupBreakable ())) { completeTask (); return; } pev->button |= m_campButtons; m_checkTerrain = false; m_moveToGoal = false; m_navTimeset = game.timebase (); Vector src = m_breakableOrigin; m_camp = src; // is bot facing the breakable? if (util.getShootingCone (ent (), src) >= 0.90f) { m_moveSpeed = 0.0f; m_strafeSpeed = 0.0f; if (m_currentWeapon == WEAPON_KNIFE) { selectBestWeapon (); } m_wantsToFire = true; } else { m_checkTerrain = true; m_moveToGoal = true; } } void Bot::pickupItem_ () { if (game.isNullEntity (m_pickupItem)) { m_pickupItem = nullptr; completeTask (); return; } Vector dest = game.getAbsPos (m_pickupItem); m_destOrigin = dest; m_entity = dest; // find the distance to the item float itemDistance = (dest - pev->origin).length (); switch (m_pickupType) { case PICKUP_DROPPED_C4: case PICKUP_NONE: break; case PICKUP_WEAPON: m_aimFlags |= AIM_NAVPOINT; // near to weapon? if (itemDistance < 50.0f) { int index = 0; auto &info = conf.getWeapons (); for (index = 0; index < 7; index++) { if (strcmp (info[index].model, STRING (m_pickupItem->v.model) + 9) == 0) { break; } } if (index < 7) { // secondary weapon. i.e., pistol int wid = 0; for (index = 0; index < 7; index++) { if (pev->weapons & (1 << info[index].id)) { wid = index; } } if (wid > 0) { selectWeaponById (wid); game.execBotCmd (ent (), "drop"); if (hasShield ()) { game.execBotCmd (ent (), "drop"); // discard both shield and pistol } } processBuyzoneEntering (BUYSTATE_PRIMARY_WEAPON); } else { // primary weapon int wid = bestWeaponCarried (); if (wid == WEAPON_SHIELD || wid > 6 || hasShield ()) { selectWeaponById (wid); game.execBotCmd (ent (), "drop"); } if (!wid) { m_itemIgnore = m_pickupItem; m_pickupItem = nullptr; m_pickupType = PICKUP_NONE; break; } processBuyzoneEntering (BUYSTATE_PRIMARY_WEAPON); } checkSilencer (); // check the silencer } break; case PICKUP_SHIELD: m_aimFlags |= AIM_NAVPOINT; if (hasShield ()) { m_pickupItem = nullptr; break; } // near to shield? else if (itemDistance < 50.0f) { // get current best weapon to check if it's a primary in need to be dropped int wid = bestWeaponCarried (); if (wid > 6) { selectWeaponById (wid); game.execBotCmd (ent (), "drop"); } } break; case PICKUP_PLANTED_C4: m_aimFlags |= AIM_ENTITY; if (m_team == TEAM_COUNTER && itemDistance < 80.0f) { pushChatterMessage (CHATTER_DEFUSING_BOMB); // notify team of defusing if (m_numFriendsLeft < 3) { pushRadioMessage (RADIO_NEED_BACKUP); } m_moveToGoal = false; m_checkTerrain = false; m_moveSpeed = 0.0f; m_strafeSpeed = 0.0f; startTask (TASK_DEFUSEBOMB, TASKPRI_DEFUSEBOMB, INVALID_WAYPOINT_INDEX, 0.0f, false); } break; case PICKUP_HOSTAGE: m_aimFlags |= AIM_ENTITY; if (!util.isAlive (m_pickupItem)) { // don't pickup dead hostages m_pickupItem = nullptr; completeTask (); break; } if (itemDistance < 50.0f) { float angleToEntity = isInFOV (dest - getEyesPos ()); // bot faces hostage? if (angleToEntity <= 10.0f) { // use game dll function to make sure the hostage is correctly 'used' MDLL_Use (m_pickupItem, ent ()); if (rng.chance (80)) { pushChatterMessage (CHATTER_USING_HOSTAGES); } m_hostages.push (m_pickupItem); m_pickupItem = nullptr; } ignoreCollision (); // also don't consider being stuck } break; case PICKUP_DEFUSEKIT: m_aimFlags |= AIM_NAVPOINT; if (m_hasDefuser) { m_pickupItem = nullptr; m_pickupType = PICKUP_NONE; } break; case PICKUP_BUTTON: m_aimFlags |= AIM_ENTITY; if (game.isNullEntity (m_pickupItem) || m_buttonPushTime < game.timebase ()) { completeTask (); m_pickupType = PICKUP_NONE; break; } // find angles from bot origin to entity... float angleToEntity = isInFOV (dest - getEyesPos ()); // near to the button? if (itemDistance < 90.0f) { m_moveSpeed = 0.0f; m_strafeSpeed = 0.0f; m_moveToGoal = false; m_checkTerrain = false; // facing it directly? if (angleToEntity <= 10.0f) { MDLL_Use (m_pickupItem, ent ()); m_pickupItem = nullptr; m_pickupType = PICKUP_NONE; m_buttonPushTime = game.timebase () + 3.0f; completeTask (); } } break; } } void Bot::processTasks (void) { // this is core function that handle task execution switch (taskId ()) { // normal task default: case TASK_NORMAL: normal_ (); break; // bot sprays messy logos all over the place... case TASK_SPRAY: spraypaint_ (); break; // hunt down enemy case TASK_HUNTENEMY: huntEnemy_ (); break; // bot seeks cover from enemy case TASK_SEEKCOVER: seekCover_ (); break; // plain attacking case TASK_ATTACK: attackEnemy_ (); break; // Bot is pausing case TASK_PAUSE: pause_ (); break; // blinded (flashbanged) behaviour case TASK_BLINDED: blind_ (); break; // camping behaviour case TASK_CAMP: camp_ (); break; // hiding behaviour case TASK_HIDE: hide_ (); break; // moves to a position specified in position has a higher priority than task_normal case TASK_MOVETOPOSITION: moveToPos_ (); break; // planting the bomb right now case TASK_PLANTBOMB: plantBomb_ (); break; // bomb defusing behaviour case TASK_DEFUSEBOMB: bombDefuse_ (); break; // follow user behaviour case TASK_FOLLOWUSER: followUser_ (); break; // HE grenade throw behaviour case TASK_THROWHEGRENADE: throwExplosive_ (); break; // flashbang throw behavior (basically the same code like for HE's) case TASK_THROWFLASHBANG: throwFlashbang_ (); break; // smoke grenade throw behavior // a bit different to the others because it mostly tries to throw the sg on the ground case TASK_THROWSMOKE: throwSmoke_ (); break; // bot helps human player (or other bot) to get somewhere case TASK_DOUBLEJUMP: doublejump_ (); break; // escape from bomb behaviour case TASK_ESCAPEFROMBOMB: escapeFromBomb_ (); break; // shooting breakables in the way action case TASK_SHOOTBREAKABLE: shootBreakable_ (); break; // picking up items and stuff behaviour case TASK_PICKUPITEM: pickupItem_ (); break; } } void Bot::checkSpawnConditions (void) { // this function is called instead of ai when buying finished, but freezetime is not yet left. // switch to knife if time to do this if (m_checkKnifeSwitch && !m_checkWeaponSwitch && m_buyingFinished && m_spawnTime + rng.getFloat (5.0f, 7.5f) < game.timebase ()) { if (rng.getInt (1, 100) < 2 && yb_spraypaints.boolean ()) { startTask (TASK_SPRAY, TASKPRI_SPRAYLOGO, INVALID_WAYPOINT_INDEX, game.timebase () + 1.0f, false); } if (m_difficulty >= 2 && rng.chance (m_personality == PERSONALITY_RUSHER ? 99 : 50) && !m_isReloading && game.mapIs (MAP_CS | MAP_DE | MAP_ES | MAP_AS)) { if (yb_jasonmode.boolean ()) { selectSecondary (); game.execBotCmd (ent (), "drop"); } else { selectWeaponByName ("weapon_knife"); } } m_checkKnifeSwitch = false; if (rng.chance (yb_user_follow_percent.integer ()) && game.isNullEntity (m_targetEntity) && !m_isLeader && !m_hasC4 && rng.chance (50)) { decideFollowUser (); } } // check if we already switched weapon mode if (m_checkWeaponSwitch && m_buyingFinished && m_spawnTime + rng.getFloat (3.0f, 4.5f) < game.timebase ()) { if (hasShield () && isShieldDrawn ()) { pev->button |= IN_ATTACK2; } else { switch (m_currentWeapon) { case WEAPON_M4A1: case WEAPON_USP: checkSilencer (); break; case WEAPON_FAMAS: case WEAPON_GLOCK: if (rng.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::runAI (void) { // 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) // 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.timebase ()) { m_maxViewDistance = 4096.0f; } m_moveSpeed = pev->maxspeed; if (m_prevTime <= game.timebase ()) { // see how far bot has moved since the previous position... movedDistance = (m_prevOrigin - pev->origin).length (); // save current position as previous m_prevOrigin = pev->origin; m_prevTime = game.timebase () + 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 setConditions (); // some stuff required by by chatter engine if (yb_communication_type.integer () == 2) { if ((m_states & STATE_SEEING_ENEMY) && !game.isNullEntity (m_enemy)) { int hasFriendNearby = numFriendsNear (pev->origin, 512.0f); if (!hasFriendNearby && rng.chance (45) && (m_enemy->v.weapons & (1 << WEAPON_C4))) { pushChatterMessage (CHATTER_SPOT_THE_BOMBER); } else if (!hasFriendNearby && rng.chance (45) && m_team == TEAM_TERRORIST && util.isPlayerVIP (m_enemy)) { pushChatterMessage (CHATTER_VIP_SPOTTED); } else if (!hasFriendNearby && rng.chance (50) && game.getTeam (m_enemy) != m_team && isGroupOfEnemies (m_enemy->v.origin, 2, 384.0f)) { pushChatterMessage (CHATTER_SCARED_EMOTE); } else if (!hasFriendNearby && rng.chance (40) && ((m_enemy->v.weapons & (1 << WEAPON_AWP)) || (m_enemy->v.weapons & (1 << WEAPON_SCOUT)) || (m_enemy->v.weapons & (1 << WEAPON_G3SG1)) || (m_enemy->v.weapons & (1 << WEAPON_SG550)))) { pushChatterMessage (CHATTER_SNIPER_WARNING); } // if bot is trapped under shield yell for help ! if (taskId () == TASK_CAMP && hasShield () && isShieldDrawn () && hasFriendNearby >= 2 && seesEnemy (m_enemy)) { instantChatter (CHATTER_PINNED_DOWN); } } // if bomb planted warn teammates ! if (bots.hasBombSay (BSS_NEED_TO_FIND_CHATTER) && bots.isBombPlanted () && m_team == TEAM_COUNTER) { pushChatterMessage (CHATTER_GOTTA_FIND_BOMB); bots.clearBombSay (BSS_NEED_TO_FIND_CHATTER); } } Vector src, destination; m_checkTerrain = true; m_moveToGoal = true; m_wantsToFire = false; avoidGrenades (); // avoid flyings grenades m_isUsingGrenade = false; processTasks (); // execute current task updateAimDir (); // choose aim direction updateLookAngles (); // and turn to chosen aim direction // the bots wants to fire at something? if (m_wantsToFire && !m_isUsingGrenade && m_shootTime <= game.timebase ()) { fireWeapons (); // if bot didn't fire a bullet try again next frame } // check for reloading if (m_reloadCheckTime <= game.timebase ()) { 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 * getFrameInterval ()); const Vector &dirNormal = dirOld.normalize2D (); m_moveAngles = dirOld.toAngles (); m_moveAngles.clampAngles (); m_moveAngles.x *= -1.0f; // invert for engine // do some overriding for special cases overrideConditions (); // allowed to move to a destination position? if (m_moveToGoal) { getValidPoint (); // press duck button if we need to if ((m_currentPath->flags & FLAG_CROUCH) && !(m_currentPath->flags & (FLAG_CAMP | FLAG_GOAL))) { pev->button |= IN_DUCK; } m_timeWaypointMove = game.timebase (); // special movement for swimming here if (isInWater ()) { // check if we need to go forward or back press the correct buttons if (isInFOV (m_destOrigin - getEyesPos ()) > 90.0f) { pev->button |= IN_BACK; } else { pev->button |= IN_FORWARD; } if (m_moveAngles.x > 60.0f) { pev->button |= IN_DUCK; } else if (m_moveAngles.x < -60.0f) { pev->button |= IN_JUMP; } } } // are we allowed to check blocking terrain (and react to it)? if (m_checkTerrain) { checkTerrain (movedDistance, dirNormal); } // check the 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 * m_needAvoidGrenade; } // time to reach waypoint if (m_navTimeset + getReachTime () < game.timebase () && game.isNullEntity (m_enemy)) { getValidPoint (); // clear these pointers, bot mingh be stuck getting to them if (!game.isNullEntity (m_pickupItem) && !m_hasProgressBar) { m_itemIgnore = m_pickupItem; } m_pickupItem = nullptr; m_breakableEntity = nullptr; m_itemCheckTime = game.timebase () + 5.0f; m_pickupType = PICKUP_NONE; } if (m_duckTime >= game.timebase ()) { pev->button |= IN_DUCK; } if (pev->button & IN_JUMP) { m_jumpTime = game.timebase (); } if (m_jumpTime + 0.85f > game.timebase ()) { if (!isOnFloor () && !isInWater ()) { pev->button |= IN_DUCK; } } if (!(pev->button & (IN_FORWARD | IN_BACK))) { if (m_moveSpeed > 0.0f) { pev->button |= IN_FORWARD; } else if (m_moveSpeed < 0.0f) { pev->button |= IN_BACK; } } if (!(pev->button & (IN_MOVELEFT | IN_MOVERIGHT))) { if (m_strafeSpeed > 0.0f) { pev->button |= IN_MOVERIGHT; } else if (m_strafeSpeed < 0.0f) { pev->button |= IN_MOVELEFT; } } // check if need to use parachute checkParachute (); // display some debugging thingy to host entity if (!game.isDedicated () && yb_debug.integer () >= 1) { showDebugOverlay (); } // save the previous speed (for checking if stuck) m_prevSpeed = cr::abs (m_moveSpeed); m_lastDamageType = -1; // reset damage } void Bot::showDebugOverlay (void) { bool displayDebugOverlay = false; if (game.getLocalEntity ()->v.iuser2 == index ()) { displayDebugOverlay = true; } if (!displayDebugOverlay && yb_debug.integer () >= 2) { Bot *nearest = nullptr; if (util.findNearestPlayer (reinterpret_cast (&nearest), game.getLocalEntity (), 128.0f, false, true, true, true) && nearest == this) { displayDebugOverlay = true; } } if (displayDebugOverlay) { static bool s_mapsFilled = false; static float timeDebugUpdate = 0.0f; static int index, goal, taskID; static HashMap > tasks; static HashMap > personalities; static HashMap > flags; if (!s_mapsFilled) { tasks.put (TASK_NORMAL, "Normal"); tasks.put (TASK_PAUSE, "Pause"); tasks.put (TASK_MOVETOPOSITION, "Move"); tasks.put (TASK_FOLLOWUSER, "Follow"); tasks.put (TASK_PICKUPITEM, "Pickup"); tasks.put (TASK_CAMP, "Camp"); tasks.put (TASK_PLANTBOMB, "PlantBomb"); tasks.put (TASK_DEFUSEBOMB, "DefuseBomb"); tasks.put (TASK_ATTACK, "Attack"); tasks.put (TASK_HUNTENEMY, "Hunt"); tasks.put (TASK_SEEKCOVER, "SeekCover"); tasks.put (TASK_THROWHEGRENADE, "ThrowHE"); tasks.put (TASK_THROWFLASHBANG, "ThrowFL"); tasks.put (TASK_THROWSMOKE, "ThrowSG"); tasks.put (TASK_DOUBLEJUMP, "DoubleJump"); tasks.put (TASK_ESCAPEFROMBOMB, "EscapeFromBomb"); tasks.put (TASK_SHOOTBREAKABLE, "DestroyBreakable"); tasks.put (TASK_HIDE, "Hide"); tasks.put (TASK_BLINDED, "Blind"); tasks.put (TASK_SPRAY, "Spray"); personalities.put (PERSONALITY_RUSHER, "Rusher"); personalities.put (PERSONALITY_NORMAL, "Normal"); personalities.put (PERSONALITY_CAREFUL, "Careful"); flags.put (AIM_NAVPOINT, "Nav"); flags.put (AIM_CAMP, "Camp"); flags.put (AIM_PREDICT_PATH, "Predict"); flags.put (AIM_LAST_ENEMY, "LastEnemy"); flags.put (AIM_ENTITY, "Entity"); flags.put (AIM_ENEMY, "Enemy"); flags.put (AIM_GRENADE, "Grenade"); flags.put (AIM_OVERRIDE, "Override"); s_mapsFilled = true; } if (!m_tasks.empty ()) { if (taskID != taskId () || index != m_currentWaypointIndex || goal != getTask ()->data || timeDebugUpdate < game.timebase ()) { taskID = taskId (); index = m_currentWaypointIndex; goal = getTask ()->data; String enemy = "(none)"; if (!game.isNullEntity (m_enemy)) { enemy = STRING (m_enemy->v.netname); } else if (!game.isNullEntity (m_lastEnemy)) { enemy.assign ("%s (L)", STRING (m_lastEnemy->v.netname)); } String pickup = "(none)"; if (!game.isNullEntity (m_pickupItem)) { pickup = STRING (m_pickupItem->v.netname); } String aimFlags; for (int i = 0; i < 8; i++) { bool hasFlag = m_aimFlags & (1 << i); if (hasFlag) { aimFlags.append (" %s", flags[1 << i].chars ()); } } String weapon = STRING (util.getWeaponAlias (true, nullptr, m_currentWeapon)); String debugData; debugData.assign ("\n\n\n\n\n%s (H:%.1f/A:%.1f)- Task: %d=%s Desire:%.02f\nItem: %s Clip: %d Ammo: %d%s Money: %d AimFlags: %s\nSP=%.02f SSP=%.02f I=%d PG=%d G=%d T: %.02f MT: %d\nEnemy=%s Pickup=%s Type=%s\n", STRING (pev->netname), pev->health, pev->armorvalue, taskID, tasks[taskID].chars (), getTask ()->desire, weapon.chars (), getAmmoInClip (), getAmmo (), m_isReloading ? " (R)" : "", m_moneyAmount, aimFlags.trim ().chars (), m_moveSpeed, m_strafeSpeed, index, m_prevGoalIndex, goal, m_navTimeset - game.timebase (), pev->movetype, enemy.chars (), pickup.chars (), personalities[m_personality].chars ()); MessageWriter (MSG_ONE_UNRELIABLE, SVC_TEMPENTITY, Vector::null (), game.getLocalEntity ()) .writeByte (TE_TEXTMESSAGE) .writeByte (1) .writeShort (MessageWriter::fs16 (-1, 1 << 13)) .writeShort (MessageWriter::fs16 (0, 1 << 13)) .writeByte (0) .writeByte (m_team == TEAM_COUNTER ? 0 : 255) .writeByte (100) .writeByte (m_team != TEAM_COUNTER ? 0 : 255) .writeByte (0) .writeByte (255) .writeByte (255) .writeByte (255) .writeByte (0) .writeShort (MessageWriter::fu16 (0, 1 << 8)) .writeShort (MessageWriter::fu16 (0, 1 << 8)) .writeShort (MessageWriter::fu16 (1.0, 1 << 8)) .writeString (debugData.chars ()); timeDebugUpdate = game.timebase () + 1.0f; } // green = destination origin // blue = ideal angles // red = view angles game.drawLine (game.getLocalEntity (), getEyesPos (), m_destOrigin, 10, 0, 0, 255, 0, 250, 5, 1, DRAW_ARROW); game.makeVectors (m_idealAngles); game.drawLine (game.getLocalEntity (), getEyesPos () - Vector (0.0f, 0.0f, 16.0f), getEyesPos () + game.vec.forward * 300.0f, 10, 0, 0, 0, 255, 250, 5, 1, DRAW_ARROW); game.makeVectors (pev->v_angle); game.drawLine (game.getLocalEntity (), getEyesPos () - Vector (0.0f, 0.0f, 32.0f), getEyesPos () + game.vec.forward * 300.0f, 10, 0, 255, 0, 0, 250, 5, 1, DRAW_ARROW); // now draw line from source to destination for (size_t i = 0; i < m_path.length () && i + 1 < m_path.length (); i++) { game.drawLine (game.getLocalEntity (), waypoints[m_path[i]].origin, waypoints[m_path[i + 1]].origin, 15, 0, 255, 100, 55, 200, 5, 1, DRAW_ARROW); } } } } bool Bot::hasHostage (void) { for (auto hostage : m_hostages) { if (!game.isNullEntity (hostage)) { // don't care about dead hostages if (hostage->v.health <= 0.0f || (pev->origin - hostage->v.origin).lengthSq () > cr::square (600.0f)) { hostage = nullptr; continue; } return true; } } return false; } int Bot::getAmmo (void) { const auto &prop = conf.getWeaponProp (m_currentWeapon); if (prop.ammo1 == -1 || prop.ammo1 > MAX_WEAPONS - 1) { return 0; } return m_ammo[prop.ammo1]; } void Bot::processDamage (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; collectGoalExperience (damage); if (util.isPlayer (inflictor)) { if (yb_tkpunish.boolean () && game.getTeam (inflictor) == m_team && !util.isFakeClient (inflictor)) { // alright, die you teamkiller!!! m_actualReactionTime = 0.0f; m_seeEnemyTime = game.timebase (); m_enemy = inflictor; m_lastEnemy = m_enemy; m_lastEnemyOrigin = m_enemy->v.origin; m_enemyOrigin = m_enemy->v.origin; pushChatMessage (CHAT_TEAMATTACK); processChatterMessage ("#Bot_TeamAttack"); pushChatterMessage (CHATTER_FRIENDLY_FIRE); } else { // attacked by an enemy if (pev->health > 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 != game.getTeam (inflictor)) { m_lastEnemy = inflictor; m_lastEnemyOrigin = inflictor->v.origin; // FIXME - Bot doesn't necessary sees this enemy m_seeEnemyTime = game.timebase (); } if (!game.is (GAME_CSDM)) { collectDataExperience (inflictor, armor + damage); } } } // hurt by unusual damage like drowning or gas else { // leave the camping/hiding position if (!waypoints.isReachable (this, waypoints.getNearest (m_destOrigin))) { clearSearchNodes (); searchOptimalPoint (); } } } void Bot::processBlind (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_maxViewDistance = rng.getFloat (10.0f, 20.0f); m_blindTime = game.timebase () + static_cast (alpha - 200) / 16.0f; if (m_blindTime < game.timebase ()) { return; } m_enemy = nullptr; if (m_difficulty <= 2) { m_blindMoveSpeed = 0.0f; m_blindSidemoveSpeed = 0.0f; m_blindButton = IN_DUCK; return; } m_blindMoveSpeed = -pev->maxspeed; m_blindSidemoveSpeed = 0.0f; if (rng.chance (50)) { m_blindSidemoveSpeed = pev->maxspeed; } else { m_blindSidemoveSpeed = -pev->maxspeed; } if (pev->health < 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::collectGoalExperience (int damage) { // gets called each time a bot gets damaged by some enemy. tries to achieve a statistic about most/less dangerous // waypoints for a destination goal used for pathfinding if (waypoints.length () < 1 || waypoints.hasChanged () || m_chosenGoalIndex < 0 || m_prevGoalIndex < 0) { return; } auto experience = waypoints.getRawExperience (); // only rate goal waypoint 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 (pev->health - damage <= 0 && experience) { (experience + (m_chosenGoalIndex * waypoints.length ()) + m_prevGoalIndex)->value[m_team] = cr::clamp (waypoints.getDangerValue (m_team, m_chosenGoalIndex, m_prevGoalIndex) - static_cast (pev->health / 20), -MAX_GOAL_VALUE, MAX_GOAL_VALUE); } } void Bot::collectDataExperience (edict_t *attacker, int damage) { // this function gets called each time a bot gets damaged by some enemy. sotores the damage (teamspecific) done by victim. if (!util.isPlayer (attacker)) { return; } int attackerTeam = game.getTeam (attacker); int victimTeam = m_team; if (attackerTeam == victimTeam) { return; } // if these are bots also remember damage to rank destination of the bot m_goalValue -= static_cast (damage); if (bots.getBot (attacker) != nullptr) { bots.getBot (attacker)->m_goalValue += static_cast (damage); } auto experience = waypoints.getRawExperience (); if (damage < 20) { return; // do not collect damage less than 20 } int attackerIndex = waypoints.getNearest (attacker->v.origin); int victimIndex = m_currentWaypointIndex; if (victimIndex == INVALID_WAYPOINT_INDEX) { victimIndex = getNearestPoint (); } if (pev->health > 20.0f) { auto damageData = (experience + (victimIndex * waypoints.length ()) + victimIndex); if (victimTeam == TEAM_TERRORIST || victimTeam == TEAM_COUNTER) { damageData->damage[victimTeam] = cr::clamp (++damageData->damage[victimTeam], 0, MAX_DAMAGE_VALUE); } } float updateDamage = util.isFakeClient (attacker) ? 10.0f : 7.0f; // store away the damage done int damageValue = cr::clamp (waypoints.getDangerDamage (m_team, victimIndex, attackerIndex) + static_cast (damage / updateDamage), 0, MAX_DAMAGE_VALUE); if (damageValue > waypoints.getHighestDamageForTeam (m_team)) { waypoints.setHighestDamageForTeam (m_team, damageValue); } (experience + (victimIndex * waypoints.length ()) + attackerIndex)->damage[m_team] = damageValue; } void Bot::processChatterMessage (const char *tempMessage) { // this function is added to prevent engine crashes with: 'Message XX started, before message XX ended', or something. if ((m_team == TEAM_COUNTER && strcmp (tempMessage, "#CTs_Win") == 0) || (m_team == TEAM_TERRORIST && strcmp (tempMessage, "#Terrorists_Win") == 0)) { if (bots.getRoundMidTime () > game.timebase ()) { pushChatterMessage (CHATTER_QUICK_WON_ROUND); } else { pushChatterMessage (CHATTER_WON_THE_ROUND); } } else if (strcmp (tempMessage, "#Bot_TeamAttack") == 0) { pushChatterMessage (CHATTER_FRIENDLY_FIRE); } else if (strcmp (tempMessage, "#Bot_NiceShotCommander") == 0) { pushChatterMessage (CHATTER_NICESHOT_COMMANDER); } else if (strcmp (tempMessage, "#Bot_NiceShotPall") == 0) { pushChatterMessage (CHATTER_NICESHOT_PALL); } } void Bot::pushChatMessage (int type, bool isTeamSay) { auto &chat = conf.getChat (); if (chat[type].empty () || !yb_chat.boolean ()) { return; } auto pickedPhrase = chat[type].random ().chars (); if (util.isEmptyStr (pickedPhrase)) { return; } prepareChatMessage (const_cast (pickedPhrase)); pushMsgQueue (isTeamSay ? GAME_MSG_SAY_TEAM_MSG : GAME_MSG_SAY_CMD); } void Bot::dropWeaponForUser (edict_t *user, bool discardC4) { // this function, asks bot to discard his current primary weapon (or c4) to the user that requsted 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 - pev->origin).length () <= 450.0f) { m_aimFlags |= AIM_ENTITY; m_lookAt = user->v.origin; if (discardC4) { selectWeaponByName ("weapon_c4"); game.execBotCmd (ent (), "drop"); } else { selectBestWeapon (); game.execBotCmd (ent (), "drop"); } m_pickupItem = nullptr; m_pickupType = PICKUP_NONE; m_itemCheckTime = game.timebase () + 5.0f; if (m_inBuyZone) { m_ignoreBuyDelay = true; m_buyingFinished = false; m_buyState = BUYSTATE_PRIMARY_WEAPON; pushMsgQueue (GAME_MSG_PURCHASE); m_nextBuyTime = game.timebase (); } } } void Bot::startDoubleJump (edict_t *ent) { resetDoubleJump (); m_doubleJumpOrigin = ent->v.origin; m_doubleJumpEntity = ent; startTask (TASK_DOUBLEJUMP, TASKPRI_DOUBLEJUMP, INVALID_WAYPOINT_INDEX, game.timebase (), true); sayTeam (util.format ("Ok %s, i will help you!", STRING (ent->v.netname))); } void Bot::resetDoubleJump (void) { completeTask (); m_doubleJumpEntity = nullptr; m_duckForJump = 0.0f; m_doubleJumpOrigin.nullify (); m_travelStartIndex = INVALID_WAYPOINT_INDEX; m_jumpReady = false; } void Bot::sayDebug (const char *format, ...) { if (game.isDedicated ()) { return; } int level = yb_debug.integer (); if (level <= 2) { return; } va_list ap; char buffer[MAX_PRINT_BUFFER]; va_start (ap, format); vsnprintf (buffer, cr::bufsize (buffer), format, ap); va_end (ap); String printBuf; printBuf.assign ("%s: %s", STRING (pev->netname), buffer); bool playMessage = false; if (level == 3 && !game.isNullEntity (game.getLocalEntity ()) && game.getLocalEntity ()->v.iuser2 == index ()) { playMessage = true; } else if (level != 3) { playMessage = true; } if (playMessage && level > 3) { util.logEntry (false, LL_DEFAULT, printBuf.chars ()); } if (playMessage) { game.print (printBuf.chars ()); say (printBuf.chars ()); } } Vector Bot::calcToss (const Vector &start, const Vector &stop) { // this function returns the velocity at which an object should looped from start to land near end. // returns null vector if toss is not feasible. TraceResult tr; float gravity = sv_gravity.flt () * 0.55f; Vector end = stop - pev->velocity; end.z -= 15.0f; if (cr::abs (end.z - start.z) > 500.0f) { return Vector::null (); } Vector midPoint = start + (end - start) * 0.5f; game.testHull (midPoint, midPoint + Vector (0.0f, 0.0f, 500.0f), TRACE_IGNORE_MONSTERS, head_hull, ent (), &tr); if (tr.flFraction < 1.0f) { midPoint = tr.vecEndPos; midPoint.z = tr.pHit->v.absmin.z - 1.0f; } if (midPoint.z < start.z || midPoint.z < end.z) { return Vector::null (); } float timeOne = cr::sqrtf ((midPoint.z - start.z) / (0.5f * gravity)); float timeTwo = cr::sqrtf ((midPoint.z - end.z) / (0.5f * gravity)); if (timeOne < 0.1f) { return Vector::null (); } Vector velocity = (end - start) / (timeOne + timeTwo); velocity.z = gravity * timeOne; Vector apex = start + velocity * timeOne; apex.z = midPoint.z; game.testHull (start, apex, TRACE_IGNORE_NONE, head_hull, ent (), &tr); if (tr.flFraction < 1.0f || tr.fAllSolid) { return Vector::null (); } game.testHull (end, apex, TRACE_IGNORE_MONSTERS, head_hull, ent (), &tr); if (tr.flFraction != 1.0f) { float dot = -(tr.vecPlaneNormal | (apex - end).normalize ()); if (dot > 0.7f || tr.flFraction < 0.8f) { return Vector::null (); } } return velocity * 0.777f; } Vector Bot::calcThrow (const Vector &start, const Vector &stop) { // this function returns the velocity vector at which an object should be thrown from start to hit end. // returns null vector if throw is not feasible. Vector velocity = stop - start; TraceResult tr; float gravity = sv_gravity.flt () * 0.55f; float time = velocity.length () / 195.0f; if (time < 0.01f) { return Vector::null (); } else if (time > 2.0f) { time = 1.2f; } velocity = velocity * (1.0f / time); velocity.z += gravity * time * 0.5f; Vector apex = start + (stop - start) * 0.5f; apex.z += 0.5f * gravity * (time * 0.5f) * (time * 0.5f); game.testHull (start, apex, TRACE_IGNORE_NONE, head_hull, ent (), &tr); if (tr.flFraction != 1.0f) { return Vector::null (); } game.testHull (stop, apex, TRACE_IGNORE_MONSTERS, head_hull, ent (), &tr); if (tr.flFraction != 1.0 || tr.fAllSolid) { float dot = -(tr.vecPlaneNormal | (apex - stop).normalize ()); if (dot > 0.7f || tr.flFraction < 0.8f) { return Vector::null (); } } return velocity * 0.7793f; } edict_t *Bot::correctGrenadeVelocity (const char *model) { edict_t *pent = nullptr; while (!game.isNullEntity (pent = engfuncs.pfnFindEntityByString (pent, "classname", "grenade"))) { if (pent->v.owner == ent () && strcmp (STRING (pent->v.model) + 9, model) == 0) { // set the correct velocity for the grenade if (m_grenade.lengthSq () > 100.0f) { pent->v.velocity = m_grenade; } m_grenadeCheckTime = game.timebase () + MAX_GRENADE_TIMER; selectBestWeapon (); completeTask (); break; } } return pent; } Vector Bot::isBombAudible (void) { // this function checks if bomb is can be heard by the bot, calculations done by manual testing. if (!bots.isBombPlanted () || taskId () == TASK_ESCAPEFROMBOMB) { return Vector::null (); // reliability check } if (m_difficulty > 2) { return waypoints.getBombPos (); } const Vector &bombOrigin = waypoints.getBombPos (); float timeElapsed = ((game.timebase () - bots.getTimeBombPlanted ()) / mp_c4timer.flt ()) * 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 (desiredRadius < (pev->origin - bombOrigin).length2D ()) { return bombOrigin; } return Vector::null (); } uint8 Bot::computeMsec (void) { // estimate msec to use for this command based on time passed from the previous command return static_cast ((game.timebase () - m_lastCommandTime) * 1000.0f); } void Bot::runMovement (void) { // 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 boINFt 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.timebase () - m_lastCommandTime; uint8 msecVal = computeMsec (); m_lastCommandTime = game.timebase (); engfuncs.pfnRunPlayerMove (pev->pContainingEntity, m_moveAngles, m_moveSpeed, m_strafeSpeed, 0.0f, static_cast (pev->button), static_cast (pev->impulse), msecVal); // save our own copy of old buttons, since bot ai code is not running every frame now m_oldButtons = pev->button; } void Bot::checkBurstMode (float distance) { // this function checks burst mode, and switch it depending distance to to enemy. if (hasShield ()) { return; // no checking when shield is active } // if current weapon is glock, disable burstmode on long distances, enable it else if (m_currentWeapon == WEAPON_GLOCK && distance < 300.0f && m_weaponBurstMode == BURST_OFF) { pev->button |= IN_ATTACK2; } else if (m_currentWeapon == WEAPON_GLOCK && distance >= 300.0f && m_weaponBurstMode == BURST_ON) { pev->button |= IN_ATTACK2; } // if current weapon is famas, disable burstmode on short distances, enable it else if (m_currentWeapon == WEAPON_FAMAS && distance > 400.0f && m_weaponBurstMode == BURST_OFF) { pev->button |= IN_ATTACK2; } else if (m_currentWeapon == WEAPON_FAMAS && distance <= 400.0f && m_weaponBurstMode == BURST_ON) { pev->button |= IN_ATTACK2; } } void Bot::checkSilencer (void) { if ((m_currentWeapon == WEAPON_USP || m_currentWeapon == WEAPON_M4A1) && !hasShield ()) { int prob = (m_personality == PERSONALITY_RUSHER ? 35 : 65); // aggressive bots don't like the silencer if (rng.chance (m_currentWeapon == WEAPON_USP ? prob / 2 : prob)) { // is the silencer not attached... if (pev->weaponanim > 6) { pev->button |= IN_ATTACK2; // attach the silencer } } else { // is the silencer attached... if (pev->weaponanim <= 6) { pev->button |= IN_ATTACK2; // detach the silencer } } } } float Bot::getBombTimeleft (void) { if (!bots.isBombPlanted ()) { return 0.0f; } float timeLeft = ((bots.getTimeBombPlanted () + mp_c4timer.flt ()) - game.timebase ()); if (timeLeft < 0.0f) { return 0.0f; } return timeLeft; } bool Bot::isOutOfBombTimer (void) { if (!game.mapIs (MAP_DE)) { return false; } if (m_currentWaypointIndex == INVALID_WAYPOINT_INDEX || (m_hasProgressBar || taskId () == TASK_ESCAPEFROMBOMB)) { return false; // if CT bot already start defusing, or already escaping, return false } // calculate left time float timeLeft = getBombTimeleft (); // if time left greater than 13, no need to do other checks if (timeLeft > 13.0f) { return false; } const Vector &bombOrigin = waypoints.getBombPos (); // for terrorist, if timer is lower than 13 seconds, return true if (timeLeft < 13.0f && m_team == TEAM_TERRORIST && (bombOrigin - pev->origin).lengthSq () < cr::square (964.0f)) { return true; } bool hasTeammatesWithDefuserKit = false; // check if our teammates has defusal kit for (int i = 0; i < game.maxClients (); i++) { auto *bot = bots.getBot (i); // search players with defuse kit if (bot != nullptr && bot != this && bot->m_team == TEAM_COUNTER && bot->m_hasDefuser && (bombOrigin - bot->pev->origin).lengthSq () < cr::square (512.0f)) { hasTeammatesWithDefuserKit = true; break; } } // add reach time to left time float reachTime = waypoints.calculateTravelTime (pev->maxspeed, m_currentPath->origin, 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 (void) { int hearEnemyIndex = INVALID_WAYPOINT_INDEX; float minDistance = 99999.0f; // loop through all enemy clients to check for hearable stuff for (int i = 0; i < game.maxClients (); i++) { const Client &client = util.getClient (i); if (!(client.flags & CF_USED) || !(client.flags & CF_ALIVE) || client.ent == ent () || client.team == m_team || client.timeSoundLasting < game.timebase ()) { continue; } float distance = (client.sound - pev->origin).length (); if (distance > client.hearingDistance) { continue; } if (distance < minDistance) { hearEnemyIndex = i; minDistance = distance; } } edict_t *player = nullptr; if (hearEnemyIndex >= 0 && util.getClient (hearEnemyIndex).team != m_team && !game.is (GAME_CSDM_FFA)) { player = util.getClient (hearEnemyIndex).ent; } // did the bot hear someone ? if (player != nullptr && util.isPlayer (player)) { // change to best weapon if heard something if (m_shootTime < game.timebase () - 5.0f && isOnFloor () && m_currentWeapon != WEAPON_C4 && m_currentWeapon != WEAPON_EXPLOSIVE && m_currentWeapon != WEAPON_SMOKE && m_currentWeapon != WEAPON_FLASHBANG && !yb_jasonmode.boolean ()) { selectBestWeapon (); } m_heardSoundTime = game.timebase (); m_states |= STATE_HEARING_ENEMY; if (rng.chance (15) && game.isNullEntity (m_enemy) && game.isNullEntity (m_lastEnemy) && m_seeEnemyTime + 7.0f < game.timebase ()) { pushChatterMessage (CHATTER_HEARD_ENEMY); } // didn't bot already have an enemy ? take this one... if (m_lastEnemyOrigin.empty () || m_lastEnemy == nullptr) { m_lastEnemy = player; m_lastEnemyOrigin = player->v.origin; } // bot had an enemy, check if it's the heard one else { if (player == m_lastEnemy) { // bot sees enemy ? then bail out ! if (m_states & STATE_SEEING_ENEMY) { return; } m_lastEnemyOrigin = player->v.origin; } else { // if bot had an enemy but the heard one is nearer, take it instead float distance = (m_lastEnemyOrigin - pev->origin).lengthSq (); if (distance > (player->v.origin - pev->origin).lengthSq () && m_seeEnemyTime + 2.0f < game.timebase ()) { m_lastEnemy = player; m_lastEnemyOrigin = player->v.origin; } else { return; } } } extern ConVar yb_shoots_thru_walls; // check if heard enemy can be seen if (checkBodyParts (player, &m_enemyOrigin, &m_visibility)) { m_enemy = player; m_lastEnemy = player; m_lastEnemyOrigin = m_enemyOrigin; m_states |= STATE_SEEING_ENEMY; m_seeEnemyTime = game.timebase (); } // check if heard enemy can be shoot through some obstacle else { if (m_difficulty > 2 && m_lastEnemy == player && m_seeEnemyTime + 3.0f > game.timebase () && yb_shoots_thru_walls.boolean () && isPenetrableObstacle (player->v.origin)) { m_enemy = player; m_lastEnemy = player; m_enemyOrigin = player->v.origin; m_lastEnemyOrigin = player->v.origin; m_states |= (STATE_SEEING_ENEMY | STATE_SUSPECT_ENEMY); m_seeEnemyTime = game.timebase (); } } } } bool Bot::isShootableBreakable (edict_t *ent) { // this function is checking that pointed by ent pointer obstacle, can be destroyed. auto classname = STRING (ent->v.classname); if (strcmp (classname, "func_breakable") == 0 || (strcmp (classname, "func_pushable") == 0 && (ent->v.spawnflags & SF_PUSH_BREAKABLE))) { return ent->v.takedamage != DAMAGE_NO && ent->v.impulse <= 0 && !(ent->v.flags & FL_WORLDBRUSH) && !(ent->v.spawnflags & SF_BREAK_TRIGGER_ONLY) && ent->v.health < 500.0f; } return false; } void Bot::processBuyzoneEntering (int buyState) { // this function is gets called when bot enters a buyzone, to allow bot to buy some stuff const int *econLimit = conf.getEconLimit (); // if bot is in buy zone, try to buy ammo for this weapon... if (m_seeEnemyTime + 12.0f < game.timebase () && m_lastEquipTime + 15.0f < game.timebase () && m_inBuyZone && (bots.getRoundStartTime () + rng.getFloat (10.0f, 20.0f) + mp_buytime.flt () < game.timebase ()) && !bots.isBombPlanted () && m_moneyAmount > econLimit[ECO_PRIMARY_GT]) { m_ignoreBuyDelay = true; m_buyingFinished = false; m_buyState = buyState; // push buy message pushMsgQueue (GAME_MSG_PURCHASE); m_nextBuyTime = game.timebase (); m_lastEquipTime = game.timebase (); } } bool Bot::isBombDefusing (const Vector &bombOrigin) { // this function finds if somebody currently defusing the bomb. if (!bots.isBombPlanted ()) { return false; } bool defusingInProgress = false; for (const auto &client : util.getClients ()) { auto bot = bots.getBot (client.ent); if (bot == nullptr || bot == this) { continue; // skip invalid bots } if (m_team != bot->m_team || bot->taskId () == TASK_ESCAPEFROMBOMB) { continue; // skip other mess } if ((bot->pev->origin - bombOrigin).length () < 140.0f && (bot->taskId () == TASK_DEFUSEBOMB || bot->m_hasProgressBar)) { defusingInProgress = true; break; } // take in account peoples too if (defusingInProgress || !(client.flags & CF_USED) || !(client.flags & CF_ALIVE) || client.team != m_team || util.isFakeClient (client.ent)) { continue; } if ((client.ent->v.origin - bombOrigin).length () < 140.0f && ((client.ent->v.button | client.ent->v.oldbuttons) & IN_USE)) { defusingInProgress = true; break; } } return defusingInProgress; } float Bot::getShiftSpeed (void) { if (taskId () == TASK_SEEKCOVER || (pev->flags & FL_DUCKING) || (pev->button & IN_DUCK) || (m_oldButtons & IN_DUCK) || (m_currentTravelFlags & PATHFLAG_JUMP) || (m_currentPath != nullptr && m_currentPath->flags & FLAG_LADDER) || isOnLadder () || isInWater () || m_isStuck) { return pev->maxspeed; } return static_cast (pev->maxspeed * 0.4f); }