// // 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: // http://yapb.jeefo.net/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", ""); // game console variables ConVar mp_c4timer ("mp_c4timer", NULL, VT_NOREGISTER); ConVar mp_buytime ("mp_buytime", NULL, VT_NOREGISTER); ConVar mp_footsteps ("mp_footsteps", NULL, VT_NOREGISTER); ConVar sv_gravity ("sv_gravity", NULL, VT_NOREGISTER); int Bot::GetMessageQueue (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::PushMessageQueue (int message) { // this function put a message into the bot message queue if (message == GSM_SAY) { // notify other bots of the spoken text otherwise, bots won't respond to other bots (network messages aren't sent from bots) int entityIndex = GetIndex (); for (int i = 0; i < engine.MaxClients (); i++) { Bot *otherBot = bots.GetBot (i); if (otherBot != NULL && otherBot->pev != pev) { if (m_notKilled == IsAlive (otherBot->GetEntity ())) { otherBot->m_sayTextBuffer.entityIndex = entityIndex; strcpy (otherBot->m_sayTextBuffer.sayText, m_tempStrings); } otherBot->m_sayTextBuffer.timeNextChat = engine.Time () + otherBot->m_sayTextBuffer.chatDelay; } } } m_messageQueue[m_pushMessageIndex++] = message; m_pushMessageIndex &= 0x1f; // wraparound } int Bot::InFieldOfView (const Vector &destination) { float entityAngle = AngleMod (destination.ToYaw ()); // find yaw angle from source to destination... float viewAngle = 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 int absoluteAngle = abs (static_cast (viewAngle) - static_cast (entityAngle)); if (absoluteAngle > 180) absoluteAngle = 360 - 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 ::IsInViewCone (origin, GetEntity ()); } bool Bot::ItemIsVisible (const Vector &destination, char *itemName) { TraceResult tr; // trace a line from bot's eyes to destination.. engine.TestLine (EyePosition (), destination, TRACE_IGNORE_MONSTERS, GetEntity (), &tr); // check if line of sight to object is not blocked (i.e. visible) if (tr.flFraction != 1.0f) { // check for standard items if (strcmp (STRING (tr.pHit->v.classname), itemName) == 0) return true; if (tr.flFraction > 0.98f && (yb_csdm_mode.GetBool () && strncmp (STRING (tr.pHit->v.classname), "csdmw_", 6) == 0)) return true; return false; } return true; } bool Bot::EntityIsVisible (const Vector &dest, bool fromBody) { TraceResult tr; // trace a line from bot's eyes to destination... engine.TestLine (fromBody ? pev->origin - Vector (0.0f, 0.0f, 1.0f) : EyePosition (), dest, TRACE_IGNORE_EVERYTHING, GetEntity (), &tr); // check if line of sight to object is not blocked (i.e. visible) return tr.flFraction >= 1.0f; } void Bot::CheckGrenadeThrow (void) { // check if throwing a grenade is a good thing to do... if (m_lastEnemy == NULL || yb_ignore_enemies.GetBool () || yb_jasonmode.GetBool () || m_grenadeCheckTime > engine.Time () || m_isUsingGrenade || GetTaskId () == TASK_PLANTBOMB || GetTaskId () == TASK_DEFUSEBOMB || m_isReloading || !IsAlive (m_lastEnemy)) { m_states &= ~(STATE_THROW_HE | STATE_THROW_FB | STATE_THROW_SG); return; } // check again in some seconds m_grenadeCheckTime = engine.Time () + 0.5f; // check if we have grenades to throw int grenadeToThrow = CheckGrenades (); // if we don't have grenades no need to check it this round again if (grenadeToThrow == -1) { m_grenadeCheckTime = engine.Time () + 15.0f; // changed since, conzero can drop grens from dead players m_states &= ~(STATE_THROW_HE | STATE_THROW_FB | STATE_THROW_SG); return; } // care about different types of grenades if ((grenadeToThrow == WEAPON_EXPLOSIVE || grenadeToThrow == WEAPON_SMOKE) && Random.Long (0, 100) < 45 && !(m_states & (STATE_SEEING_ENEMY | STATE_THROW_HE | STATE_THROW_FB | STATE_THROW_SG))) { float distance = (m_lastEnemy->v.origin - pev->origin).GetLength (); // is enemy to high to throw if ((m_lastEnemy->v.origin.z > (pev->origin.z + 650.0)) || !(m_lastEnemy->v.flags & (FL_ONGROUND | FL_DUCKING))) distance = 99999.0f; // just some crazy value // enemy is within a good throwing distance ? if (distance > (grenadeToThrow == WEAPON_SMOKE ? 400 : 600) && distance <= 1000) { // care about different types of grenades if (grenadeToThrow == WEAPON_EXPLOSIVE) { bool allowThrowing = true; // check for teammates if (GetNearbyFriendsNearPosition (m_lastEnemy->v.origin, 256.0f) > 0) allowThrowing = false; if (allowThrowing && m_seeEnemyTime + 2.0 < engine.Time ()) { const Vector &enemyPredict = ((m_lastEnemy->v.velocity * 0.5f).Get2D () + m_lastEnemy->v.origin); float searchRadius = m_lastEnemy->v.velocity.GetLength2D (); // check the search radius if (searchRadius < 128.0f) searchRadius = 128.0f; Array predictedPoints; // search waypoints waypoints.FindInRadius (predictedPoints, searchRadius, enemyPredict, 5); FOR_EACH_AE (predictedPoints, it) { allowThrowing = true; // check the throwing m_throw = waypoints.GetPath (predictedPoints[it])->origin; Vector src = CheckThrow (EyePosition (), m_throw); if (src.GetLengthSquared () < 100.0f) src = CheckToss (EyePosition (), m_throw); if (src.IsZero ()) allowThrowing = false; else break; } } // start explosive grenade throwing? if (allowThrowing) m_states |= STATE_THROW_HE; else m_states &= ~STATE_THROW_HE; } else if (grenadeToThrow == WEAPON_SMOKE) { // start smoke grenade throwing? if ((m_states & STATE_SEEING_ENEMY) && GetShootingConeDeviation (m_enemy, &pev->origin) >= 0.70f && m_seeEnemyTime + 2.0f < engine.Time ()) m_states &= ~STATE_THROW_SG; else m_states |= STATE_THROW_SG; } } } else if (IsAlive (m_lastEnemy) && grenadeToThrow == WEAPON_FLASHBANG && (m_lastEnemy->v.origin - pev->origin).GetLength () < 800.0f && !(m_aimFlags & AIM_ENEMY) && Random.Long (0, 100) < 50) { bool allowThrowing = true; Array inRadius; waypoints.FindInRadius (inRadius, 256.0f, m_lastEnemy->v.origin + (m_lastEnemy->v.velocity * 0.5f).Get2D ()); FOR_EACH_AE (inRadius, i) { Path *path = waypoints.GetPath (i); int friendCount = GetNearbyFriendsNearPosition (path->origin, 256.0f); if (friendCount != 0 || !(m_difficulty == 4 && friendCount != 0)) continue; m_throw = path->origin; Vector src = CheckThrow (EyePosition (), m_throw); if (src.GetLengthSquared () < 100.0f) src = CheckToss (EyePosition (), m_throw); if (src.IsZero ()) continue; allowThrowing = true; break; } // start concussion grenade throwing? if (allowThrowing && m_seeEnemyTime + 2.0f < engine.Time ()) m_states |= STATE_THROW_FB; else m_states &= ~STATE_THROW_FB; } if (m_states & STATE_THROW_HE) PushTask (TASK_THROWHEGRENADE, TASKPRI_THROWGRENADE, -1, engine.Time () + 3.0f, false); else if (m_states & STATE_THROW_FB) PushTask (TASK_THROWFLASHBANG, TASKPRI_THROWGRENADE, -1, engine.Time () + 3.0f, false); else if (m_states & STATE_THROW_SG) PushTask (TASK_THROWSMOKE, TASKPRI_THROWGRENADE, -1, engine.Time () + 3.0f, false); // delay next grenade throw if (m_states & (STATE_THROW_HE | STATE_THROW_FB | STATE_THROW_SG)) { m_grenadeCheckTime = engine.Time () + MAX_GRENADE_TIMER; m_maxThrowTimer = engine.Time () + MAX_GRENADE_TIMER * 2.0f; } } 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 (IsEntityNull (m_avoidGrenade)) { m_avoidGrenade = NULL; m_needAvoidGrenade = 0; } else if ((m_avoidGrenade->v.flags & FL_ONGROUND) || (m_avoidGrenade->v.effects & EF_NODRAW)) { m_avoidGrenade = NULL; m_needAvoidGrenade = 0; } Array activeGrenades = bots.GetActiveGrenades (); // find all grenades on the map FOR_EACH_AE (activeGrenades, it) { edict_t *ent = activeGrenades[it]; if (ent->v.effects & EF_NODRAW) continue; // check if visible to the bot if (!EntityIsVisible (ent->v.origin) && InFieldOfView (ent->v.origin - EyePosition ()) > pev->fov * 0.5f) continue; if (m_turnAwayFromFlashbang < engine.Time () && m_personality == PERSONALITY_RUSHER && m_difficulty == 4 && strcmp (STRING (ent->v.model) + 9, "flashbang.mdl") == 0) { // don't look at flash bang if (!(m_states & STATE_SEEING_ENEMY)) { pev->v_angle.y = AngleNormalize ((engine.GetAbsOrigin (ent) - EyePosition ()).ToAngles ().y + 180.0f); m_canChooseAimDirection = false; m_turnAwayFromFlashbang = engine.Time () + Random.Float (1.0f, 2.0f); } } else if (strcmp (STRING (ent->v.model) + 9, "hegrenade.mdl") == 0) { if (!IsEntityNull (m_avoidGrenade)) return; if (GetTeam (ent->v.owner) == m_team && ent->v.owner != GetEntity ()) return; if ((ent->v.flags & FL_ONGROUND) == 0) { float distance = (ent->v.origin - pev->origin).GetLength (); float distanceMoved = ((ent->v.origin + ent->v.velocity * m_frameInterval) - pev->origin).GetLength (); if (distanceMoved < distance && distance < 500.0f) { MakeVectors (pev->v_angle); const Vector &dirToPoint = (pev->origin - ent->v.origin).Normalize2D (); const Vector &rightSide = g_pGlobals->v_right.Normalize2D (); if ((dirToPoint | rightSide) > 0.0f) m_needAvoidGrenade = -1; else m_needAvoidGrenade = 1; m_avoidGrenade = ent; } } } } } bool Bot::IsBehindSmokeClouds (edict_t *ent) { if (!bots.HasActiveGrenades ()) return false; const Vector &betweenUs = (ent->v.origin - pev->origin).Normalize (); Array activeGrenades = bots.GetActiveGrenades (); // find all grenades on the map FOR_EACH_AE (activeGrenades, it) { edict_t *grenade = activeGrenades[it]; if (grenade->v.effects & EF_NODRAW) continue; // if grenade is invisible don't care for it if (!(grenade->v.flags & (FL_ONGROUND | FL_PARTIALGROUND)) || strcmp (STRING (grenade->v.model) + 9, "smokegrenade.mdl")) continue; // check if visible to the bot if (!EntityIsVisible (ent->v.origin) && InFieldOfView (ent->v.origin - EyePosition ()) > pev->fov / 3.0f) continue; const Vector &entityOrigin = engine.GetAbsOrigin (grenade); const Vector &betweenNade = (entityOrigin - pev->origin).Normalize (); const Vector &betweenResult = ((betweenNade.Get2D () * 150.0f + entityOrigin) - pev->origin).Normalize (); if ((betweenNade | betweenUs) > (betweenNade | betweenResult)) return true; } return false; } int Bot::GetBestWeaponCarried (void) { // this function returns the best weapon of this bot (based on personality prefs) int *ptr = g_weaponPrefs[m_personality]; int weaponIndex = 0; int weapons = pev->weapons; WeaponSelect *weaponTab = &g_weaponSelect[0]; // take the shield in account if (HasShield ()) weapons |= (1 << WEAPON_SHIELD); for (int i = 0; i < NUM_WEAPONS; i++) { if (weapons & (1 << weaponTab[*ptr].id)) weaponIndex = i; ptr++; } return weaponIndex; } int Bot::GetBestSecondaryWeaponCarried (void) { // this function returns the best secondary weapon of this bot (based on personality prefs) int *ptr = g_weaponPrefs[m_personality]; int weaponIndex = 0; int weapons = pev->weapons; // take the shield in account if (HasShield ()) weapons |= (1 << WEAPON_SHIELD); WeaponSelect *weaponTab = &g_weaponSelect[0]; for (int i = 0; i < NUM_WEAPONS; i++) { int id = weaponTab[*ptr].id; if ((weapons & (1 << weaponTab[*ptr].id)) && (id == WEAPON_USP || id == WEAPON_GLOCK || id == WEAPON_DEAGLE || id == WEAPON_P228 || id == WEAPON_ELITE || id == WEAPON_FIVESEVEN)) { weaponIndex = i; break; } ptr++; } return weaponIndex; } bool Bot::RateGroundWeapon (edict_t *ent) { // this function compares weapons on the ground to the one the bot is using int hasWeapon = 0; int groundIndex = 0; int *ptr = g_weaponPrefs[m_personality]; WeaponSelect *weaponTab = &g_weaponSelect[0]; for (int i = 0; i < NUM_WEAPONS; i++) { if (strcmp (weaponTab[*ptr].modelName, STRING (ent->v.model) + 9) == 0) { groundIndex = i; break; } ptr++; } if (groundIndex < 7) hasWeapon = GetBestSecondaryWeaponCarried (); else hasWeapon = GetBestWeaponCarried (); return groundIndex > hasWeapon; } void Bot::VerifyBreakable (edict_t *touch) { if (!IsShootableBreakable (touch)) return; m_breakableEntity = FindBreakable (); if (IsEntityNull (m_breakableEntity)) return; m_campButtons = pev->button & IN_DUCK; PushTask (TASK_SHOOTBREAKABLE, TASKPRI_SHOOTBREAKABLE, -1, 0.0f, false); } edict_t *Bot::FindBreakable (void) { // this function checks if bot is blocked by a shoot able breakable in his moving direction TraceResult tr; engine.TestLine (pev->origin, pev->origin + (m_destOrigin - pev->origin).Normalize () * 64.0f, TRACE_IGNORE_NONE, GetEntity (), &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_breakable = tr.vecEndPos; return ent; } } engine.TestLine (EyePosition (), EyePosition () + (m_destOrigin - EyePosition ()).Normalize () * 64.0f, TRACE_IGNORE_NONE, GetEntity (), &tr); if (tr.flFraction != 1.0f) { edict_t *ent = tr.pHit; if (IsShootableBreakable (ent)) { m_breakable = tr.vecEndPos; return ent; } } m_breakableEntity = NULL; m_breakable.Zero (); return NULL; } void Bot::SetIdealReactionTimes (bool actual) { float min = 0.0f; float max = 0.01f; switch (m_difficulty) { case 0: min = 0.8f; max = 1.0f; break; case 1: min = 0.4f; max = 0.6f; break; case 2: min = 0.2f; max = 0.4f; break; case 3: min = 0.0f; max = 0.1f; break; case 4: default: min = 0.0f;max = 0.01f; break; } if (actual) { m_idealReactionTime = min; m_actualReactionTime = min; return; } m_idealReactionTime = Random.Float (min, max); } void Bot::FindItem (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 () || GetTaskId () == TASK_ESCAPEFROMBOMB || yb_jasonmode.GetBool ()) { m_pickupItem = NULL; m_pickupType = PICKUP_NONE; return; } edict_t *ent = NULL, *pickupItem = NULL; Bot *bot = NULL; float distance, minDistance = 341.0f; const float searchRadius = 340.0f; if (!IsEntityNull (m_pickupItem)) { bool itemExists = false; pickupItem = m_pickupItem; while (!IsEntityNull (ent = FIND_ENTITY_IN_SPHERE (ent, pev->origin, searchRadius))) { if ((ent->v.effects & EF_NODRAW) || IsValidPlayer (ent->v.owner)) continue; // someone owns this weapon or it hasn't re spawned yet if (ent == pickupItem) { if (ItemIsVisible (engine.GetAbsOrigin (ent), const_cast (STRING (ent->v.classname)))) itemExists = true; break; } } if (itemExists) return; else { m_pickupItem = NULL; m_pickupType = PICKUP_NONE; } } ent = NULL; pickupItem = NULL; PickupType pickupType = PICKUP_NONE; Vector pickupOrigin; Vector entityOrigin; m_pickupItem = NULL; m_pickupType = PICKUP_NONE; while (!IsEntityNull (ent = FIND_ENTITY_IN_SPHERE (ent, pev->origin, searchRadius))) { bool allowPickup = false; // assume can't use it until known otherwise if ((ent->v.effects & EF_NODRAW) || ent == m_itemIgnore) continue; // someone owns this weapon or it hasn't respawned yet entityOrigin = engine.GetAbsOrigin (ent); // check if line of sight to object is not blocked (i.e. visible) if (ItemIsVisible (entityOrigin, const_cast (STRING (ent->v.classname)))) { if (strncmp ("hostage_entity", STRING (ent->v.classname), 14) == 0) { allowPickup = true; pickupType = PICKUP_HOSTAGE; } else if (strncmp ("weaponbox", STRING (ent->v.classname), 9) == 0 && strcmp (STRING (ent->v.model) + 9, "backpack.mdl") == 0) { allowPickup = true; pickupType = PICKUP_DROPPED_C4; } else if ((strncmp ("weaponbox", STRING (ent->v.classname), 9) == 0 || strncmp ("armoury_entity", STRING (ent->v.classname), 14) == 0 || strncmp ("csdm", STRING (ent->v.classname), 4) == 0) && !m_isUsingGrenade) { allowPickup = true; pickupType = PICKUP_WEAPON; } else if (strncmp ("weapon_shield", STRING (ent->v.classname), 13) == 0 && !m_isUsingGrenade) { allowPickup = true; pickupType = PICKUP_SHIELD; } else if (strncmp ("item_thighpack", STRING (ent->v.classname), 14) == 0 && m_team == CT && !m_hasDefuser) { allowPickup = true; pickupType = PICKUP_DEFUSEKIT; } else if (strncmp ("grenade", STRING (ent->v.classname), 7) == 0 && strcmp (STRING (ent->v.model) + 9, "c4.mdl") == 0) { allowPickup = true; pickupType = PICKUP_PLANTED_C4; } } if (allowPickup) // if the bot found something it can pickup... { distance = (entityOrigin - pev->origin).GetLength (); // see if it's the closest item so far... if (distance < minDistance) { if (pickupType == PICKUP_WEAPON) // found weapon on ground? { int weaponCarried = GetBestWeaponCarried (); int secondaryWeaponCarried = GetBestSecondaryWeaponCarried (); if (secondaryWeaponCarried < 7 && (m_ammo[g_weaponSelect[secondaryWeaponCarried].id] > 0.3 * g_weaponDefs[g_weaponSelect[secondaryWeaponCarried].id].ammo1Max) && strcmp (STRING (ent->v.model) + 9, "w_357ammobox.mdl") == 0) allowPickup = false; else if (!m_isVIP && weaponCarried >= 7 && (m_ammo[g_weaponSelect[weaponCarried].id] > 0.3 * g_weaponDefs[g_weaponSelect[weaponCarried].id].ammo1Max) && strncmp (STRING (ent->v.model) + 9, "w_", 2) == 0) { if (strcmp (STRING (ent->v.model) + 9, "w_9mmarclip.mdl") == 0 && !(weaponCarried == WEAPON_FAMAS || weaponCarried == WEAPON_AK47 || weaponCarried == WEAPON_M4A1 || weaponCarried == WEAPON_GALIL || weaponCarried == WEAPON_AUG || weaponCarried == WEAPON_SG552)) allowPickup = false; else if (strcmp (STRING (ent->v.model) + 9, "w_shotbox.mdl") == 0 && !(weaponCarried == WEAPON_M3 || weaponCarried == WEAPON_XM1014)) allowPickup = false; else if (strcmp (STRING (ent->v.model) + 9, "w_9mmclip.mdl") == 0 && !(weaponCarried == WEAPON_MP5 || weaponCarried == WEAPON_TMP || weaponCarried == WEAPON_P90 || weaponCarried == WEAPON_MAC10 || weaponCarried == WEAPON_UMP45)) allowPickup = false; else if (strcmp (STRING (ent->v.model) + 9, "w_crossbow_clip.mdl") == 0 && !(weaponCarried == WEAPON_AWP || weaponCarried == WEAPON_G3SG1 || weaponCarried == WEAPON_SCOUT || weaponCarried == WEAPON_SG550)) allowPickup = false; else if (strcmp (STRING (ent->v.model) + 9, "w_chainammo.mdl") == 0 && weaponCarried == WEAPON_M249) allowPickup = false; } else if (m_isVIP || !RateGroundWeapon (ent)) allowPickup = false; else if (strcmp (STRING (ent->v.model) + 9, "medkit.mdl") == 0 && pev->health >= 100.0f) allowPickup = false; else if ((strcmp (STRING (ent->v.model) + 9, "kevlar.mdl") == 0 || strcmp (STRING (ent->v.model) + 9, "battery.mdl") == 0) && pev->armorvalue >= 100.0f) // armor vest allowPickup = false; else if (strcmp (STRING (ent->v.model) + 9, "flashbang.mdl") == 0 && (pev->weapons & (1 << WEAPON_FLASHBANG))) // concussion grenade allowPickup = false; else if (strcmp (STRING (ent->v.model) + 9, "hegrenade.mdl") == 0 && (pev->weapons & (1 << WEAPON_EXPLOSIVE))) // explosive grenade allowPickup = false; else if (strcmp (STRING (ent->v.model) + 9, "smokegrenade.mdl") == 0 && (pev->weapons & (1 << WEAPON_SMOKE))) // smoke grenade 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 == TERRORIST) // terrorist team specific { if (pickupType == PICKUP_DROPPED_C4) { allowPickup = true; m_destOrigin = entityOrigin; // ensure we reached dropped bomb ChatterMessage (Chatter_FoundC4); // play info about that DeleteSearchNodes (); } else if (pickupType == PICKUP_HOSTAGE) { m_itemIgnore = ent; allowPickup = false; if (!m_defendHostage && m_difficulty >= 3 && Random.Long (0, 100) < 30 && m_timeCamping + 15.0f < engine.Time ()) { int index = FindDefendWaypoint (entityOrigin); PushTask (TASK_CAMP, TASKPRI_CAMP, -1, engine.Time () + Random.Float (30.0f, 60.0f), true); // push camp task on to stack PushTask (TASK_MOVETOPOSITION, TASKPRI_MOVETOPOSITION, index, engine.Time () + Random.Float (3.0f, 6.0f), true); // push move command if (waypoints.GetPath (index)->vis.crouch <= waypoints.GetPath (index)->vis.stand) m_campButtons |= IN_DUCK; else m_campButtons &= ~IN_DUCK; m_defendHostage = true; ChatterMessage (Chatter_GoingToGuardHostages); // play info about that return; } } else if (pickupType == PICKUP_PLANTED_C4) { allowPickup = false; if (!m_defendedBomb) { m_defendedBomb = true; int index = FindDefendWaypoint (entityOrigin); Path *path = waypoints.GetPath (index); float bombTimer = mp_c4timer.GetFloat (); float timeMidBlowup = g_timeBombPlanted + (bombTimer * 0.5f + bombTimer * 0.25f) - waypoints.GetTravelTime (pev->maxspeed, pev->origin, path->origin); if (timeMidBlowup > engine.Time ()) { RemoveCertainTask (TASK_MOVETOPOSITION); // remove any move tasks PushTask (TASK_CAMP, TASKPRI_CAMP, -1, timeMidBlowup, true); // push camp task on to stack PushTask (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 (Random.Long (0, 100) < 90) ChatterMessage (Chatter_DefendingBombSite); } else RadioMessage (Radio_ShesGonnaBlow); // issue an additional radio message } } } else if (m_team == CT) { if (pickupType == PICKUP_HOSTAGE) { if (IsEntityNull (ent) || ent->v.health <= 0) allowPickup = false; // never pickup dead hostage else for (int i = 0; i < engine.MaxClients (); i++) { if ((bot = bots.GetBot (i)) != NULL && IsAlive (bot->GetEntity ())) { for (int j = 0; j < MAX_HOSTAGES; j++) { if (bot->m_hostages[j] == ent) { allowPickup = false; break; } } } } } else if (pickupType == PICKUP_PLANTED_C4 && !OutOfBombTimer ()) { if (IsValidPlayer (m_enemy)) { allowPickup = false; return; } if (Random.Long (0, 100) < 90) ChatterMessage (Chatter_FoundBombPlace); allowPickup = !IsBombDefusing (waypoints.GetBombPosition ()) || m_hasProgressBar; pickupType = PICKUP_PLANTED_C4; if (!m_defendedBomb && !allowPickup) { m_defendedBomb = true; int index = FindDefendWaypoint (entityOrigin); Path *path = waypoints.GetPath (index); float timeToExplode = g_timeBombPlanted + mp_c4timer.GetFloat () - waypoints.GetTravelTime (pev->maxspeed, pev->origin, path->origin); RemoveCertainTask (TASK_MOVETOPOSITION); // remove any move tasks PushTask (TASK_CAMP, TASKPRI_CAMP, -1, timeToExplode, true); // push camp task on to stack PushTask (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 (Random.Long (0, 100) < 90) ChatterMessage (Chatter_DefendingBombSite); } } else if (pickupType == PICKUP_DROPPED_C4) { m_itemIgnore = ent; allowPickup = false; if (!m_defendedBomb && m_difficulty >= 2 && Random.Long (0, 100) < 80) { int index = FindDefendWaypoint (entityOrigin); PushTask (TASK_CAMP, TASKPRI_CAMP, -1, engine.Time () + Random.Float (30.0f, 70.0f), true); // push camp task on to stack PushTask (TASK_MOVETOPOSITION, TASKPRI_MOVETOPOSITION, index, engine.Time () + Random.Float (10.0f, 30.0f), true); // push move command if (waypoints.GetPath (index)->vis.crouch <= waypoints.GetPath (index)->vis.stand) m_campButtons |= IN_DUCK; else m_campButtons &= ~IN_DUCK; m_defendedBomb = true; ChatterMessage (Chatter_GoingToGuardDoppedBomb); // play info about that return; } } } // if condition valid if (allowPickup) { minDistance = distance; // update the minimum distance pickupOrigin = entityOrigin; // remember location of entity pickupItem = ent; // remember this entity m_pickupType = pickupType; } else pickupType = PICKUP_NONE; } } } // end of the while loop if (!IsEntityNull (pickupItem)) { for (int i = 0; i < engine.MaxClients (); i++) { if ((bot = bots.GetBot (i)) != NULL && IsAlive (bot->GetEntity ()) && bot->m_pickupItem == pickupItem) { m_pickupItem = NULL; m_pickupType = PICKUP_NONE; return; } } if (pickupOrigin.z > EyePosition ().z + (m_pickupType == PICKUP_HOSTAGE ? 40.0f : 15.0f) || IsDeadlyDrop (pickupOrigin)) // check if item is too high to reach, check if getting the item would hurt bot { m_itemIgnore = m_pickupItem; m_pickupItem = NULL; 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 = EyePosition (); engine.TestLine (src, *dest, TRACE_IGNORE_MONSTERS, GetEntity (), &tr); // check if the trace hit something... if (tr.flFraction < 1.0f) { float length = (tr.vecEndPos - src).GetLengthSquared (); if (length > 10000.0f) return; float minDistance = 99999.0f; float maxDistance = 99999.0f; int enemyIndex = -1, tempIndex = -1; // find nearest waypoint to bot and position for (int i = 0; i < g_numWaypoints; i++) { float distance = (waypoints.GetPath (i)->origin - pev->origin).GetLengthSquared (); if (distance < minDistance) { minDistance = distance; tempIndex = i; } distance = (waypoints.GetPath (i)->origin - *dest).GetLengthSquared (); if (distance < maxDistance) { maxDistance = distance; enemyIndex = i; } } if (tempIndex == -1 || enemyIndex == -1) return; minDistance = 99999.0f; int lookAtWaypoint = -1; Path *path = waypoints.GetPath (tempIndex); for (int i = 0; i < MAX_PATH_INDEX; i++) { if (path->index[i] == -1) continue; float distance = static_cast (waypoints.GetPathDistance (path->index[i], enemyIndex)); if (distance < minDistance) { minDistance = distance; lookAtWaypoint = path->index[i]; } } if (lookAtWaypoint != -1 && lookAtWaypoint < g_numWaypoints) *dest = waypoints.GetPath (lookAtWaypoint)->origin; } } void Bot::SwitchChatterIcon (bool show) { // this function depending on show boolen, shows/remove chatter, icon, on the head of bot. if ((g_gameFlags & GAME_LEGACY) || yb_communication_type.GetInt () != 2) return; for (int i = 0; i < engine.MaxClients (); i++) { if (!(g_clients[i].flags & CF_USED) || (g_clients[i].ent->v.flags & FL_FAKECLIENT) || g_clients[i].team != m_team) continue; MESSAGE_BEGIN (MSG_ONE, netmsg.GetId (NETMSG_BOTVOICE), NULL, g_clients[i].ent); // begin message WRITE_BYTE (show); // switch on/off WRITE_BYTE (GetIndex ()); MESSAGE_END (); } } void Bot::InstantChatterMessage (int type) { // this function sends instant chatter messages. if (yb_communication_type.GetInt () != 2 || g_chatterFactory[type].IsEmpty () || (g_gameFlags & GAME_LEGACY) || !g_sendAudioFinished) return; if (m_notKilled) SwitchChatterIcon (true); static float reportTime = engine.Time (); // delay only reportteam if (type == Radio_ReportTeam) { if (reportTime >= engine.Time ()) return; reportTime = engine.Time () + Random.Float (30.0f, 80.0f); } String defaultSound = g_chatterFactory[type].GetRandomElement ().name; String painSound = g_chatterFactory[Chatter_DiePain].GetRandomElement ().name; for (int i = 0; i < engine.MaxClients (); i++) { edict_t *ent = EntityOfIndex (i); if (!IsValidPlayer (ent) || IsValidBot (ent) || GetTeam (ent) != m_team) continue; g_sendAudioFinished = false; MESSAGE_BEGIN (MSG_ONE, netmsg.GetId (NETMSG_SENDAUDIO), NULL, ent); // begin message WRITE_BYTE (GetIndex ()); if (pev->deadflag & DEAD_DYING) WRITE_STRING (FormatBuffer ("%s/%s.wav", yb_chatter_path.GetString (), painSound.GetBuffer ())); else if (!(pev->deadflag & DEAD_DEAD)) WRITE_STRING (FormatBuffer ("%s/%s.wav", yb_chatter_path.GetString (), defaultSound.GetBuffer ())); WRITE_SHORT (m_voicePitch); MESSAGE_END (); g_sendAudioFinished = true; } } void Bot::RadioMessage (int message) { // this function inserts the radio message into the message queue if (yb_communication_type.GetInt () == 0 || m_numFriendsLeft == 0) return; if (g_chatterFactory[message].IsEmpty () || (g_gameFlags & GAME_LEGACY) || yb_communication_type.GetInt () != 2) g_radioInsteadVoice = true; // use radio instead voice m_radioSelect = message; PushMessageQueue (GSM_RADIO); } void Bot::ChatterMessage (int message) { // this function inserts the voice message into the message queue (mostly same as above) if ((g_gameFlags & GAME_LEGACY) || yb_communication_type.GetInt () != 2 || g_chatterFactory[message].IsEmpty () || m_numFriendsLeft == 0) return; bool shouldExecute = false; if (m_chatterTimes[message] < engine.Time () || m_chatterTimes[message] == 99999.0f) { if (m_chatterTimes[message] != 99999.0f) m_chatterTimes[message] = engine.Time () + g_chatterFactory[message][0].repeatTime; shouldExecute = true; } if (!shouldExecute) return; m_radioSelect = message; PushMessageQueue (GSM_RADIO); } void Bot::CheckMessageQueue (void) { // this function checks and executes pending messages // no new message? if (m_actMessageIndex == m_pushMessageIndex) return; // get message from stack int currentQueueMessage = GetMessageQueue (); // nothing to do? if (currentQueueMessage == GSM_IDLE || (currentQueueMessage == GSM_RADIO && yb_csdm_mode.GetInt () == 2)) return; switch (currentQueueMessage) { case GSM_BUY_STUFF: // general buy message // buy weapon if (m_nextBuyTime > engine.Time ()) { // keep sending message PushMessageQueue (GSM_BUY_STUFF); return; } if (!m_inBuyZone || yb_csdm_mode.GetBool ()) { m_buyPending = true; m_buyingFinished = true; break; } m_buyPending = false; m_nextBuyTime = engine.Time () + Random.Float (0.5f, 1.3f); // if bot buying is off then no need to buy if (!yb_botbuy.GetBool ()) m_buyState = BUYSTATE_FINISHED; // if fun-mode no need to buy if (yb_jasonmode.GetBool ()) { m_buyState = BUYSTATE_FINISHED; SelectWeaponByName ("weapon_knife"); } // prevent vip from buying if (IsPlayerVIP (GetEntity ())) { m_isVIP = true; m_buyState = BUYSTATE_FINISHED; m_pathType = SEARCH_PATH_FASTEST; } // prevent terrorists from buying on es maps if ((g_mapType & MAP_ES) && m_team == TERRORIST) m_buyState = 6; // prevent teams from buying on fun maps if (g_mapType & (MAP_KA | MAP_FY)) { m_buyState = BUYSTATE_FINISHED; if (g_mapType & MAP_KA) yb_jasonmode.SetInt (1); } if (m_buyState > BUYSTATE_FINISHED - 1) { m_buyingFinished = true; return; } PushMessageQueue (GSM_IDLE); PurchaseWeapons (); break; case GSM_RADIO: // general radio message issued // if last bot radio command (global) happened just a second ago, delay response if (g_lastRadioTime[m_team] + 1.0f < engine.Time ()) { // if same message like previous just do a yes/no if (m_radioSelect != Radio_Affirmative && m_radioSelect != Radio_Negative) { if (m_radioSelect == g_lastRadio[m_team] && g_lastRadioTime[m_team] + 1.5f > engine.Time ()) m_radioSelect = -1; else { if (m_radioSelect != Radio_ReportingIn) g_lastRadio[m_team] = m_radioSelect; else g_lastRadio[m_team] = -1; for (int i = 0; i < engine.MaxClients (); i++) { Bot *bot = bots.GetBot (i); if (bot != NULL) { if (pev != bot->pev && GetTeam (bot->GetEntity ()) == m_team) { bot->m_radioOrder = m_radioSelect; bot->m_radioEntity = GetEntity (); } } } } } if (m_radioSelect == Radio_ReportingIn) { switch (GetTaskId ()) { case TASK_NORMAL: if (GetTask ()->data != -1 && Random.Long (0, 100) < 70) { Path *path = waypoints.GetPath (GetTask ()->data); if (path->flags & FLAG_GOAL) { if ((g_mapType & MAP_DE) && m_team == TERRORIST && m_hasC4) InstantChatterMessage (Chatter_GoingToPlantBomb); else InstantChatterMessage (Chatter_Nothing); } else if (path->flags & FLAG_RESCUE) InstantChatterMessage (Chatter_RescuingHostages); else if ((path->flags & FLAG_CAMP) && Random.Long (0, 100) > 15) InstantChatterMessage (Chatter_GoingToCamp); else InstantChatterMessage (Chatter_HearSomething); } else if (Random.Long (0, 100) < 40) InstantChatterMessage (Chatter_ReportingIn); break; case TASK_MOVETOPOSITION: InstantChatterMessage (Chatter_GoingToCamp); break; case TASK_CAMP: if (Random.Long (0, 100) < 40) { if (g_bombPlanted && m_team == TERRORIST) InstantChatterMessage (Chatter_GuardDroppedC4); else if (m_inVIPZone && m_team == TERRORIST) InstantChatterMessage (Chatter_GuardingVipSafety); else InstantChatterMessage (Chatter_Camp); } break; case TASK_PLANTBOMB: InstantChatterMessage (Chatter_PlantingC4); break; case TASK_DEFUSEBOMB: InstantChatterMessage (Chatter_DefusingC4); break; case TASK_ATTACK: InstantChatterMessage (Chatter_InCombat); break; case TASK_HIDE: case TASK_SEEKCOVER: InstantChatterMessage (Chatter_SeeksEnemy); break; default: InstantChatterMessage (Chatter_Nothing); break; } } if ((m_radioSelect != Radio_ReportingIn && g_radioInsteadVoice) || yb_communication_type.GetInt () != 2 || g_chatterFactory[m_radioSelect].IsEmpty () || (g_gameFlags & GAME_LEGACY)) { if (m_radioSelect < Radio_GoGoGo) FakeClientCommand (GetEntity (), "radio1"); else if (m_radioSelect < Radio_Affirmative) { m_radioSelect -= Radio_GoGoGo - 1; FakeClientCommand (GetEntity (), "radio2"); } else { m_radioSelect -= Radio_Affirmative - 1; FakeClientCommand (GetEntity (), "radio3"); } // select correct menu item for this radio message FakeClientCommand (GetEntity (), "menuselect %d", m_radioSelect); } else if (m_radioSelect != -1 && m_radioSelect != Radio_ReportingIn) InstantChatterMessage (m_radioSelect); g_radioInsteadVoice = false; // reset radio to voice g_lastRadioTime[m_team] = engine.Time (); // store last radio usage } else PushMessageQueue (GSM_RADIO); break; // team independent saytext case GSM_SAY: SayText (m_tempStrings); break; // team dependent saytext case GSM_SAY_TEAM: TeamSayText (m_tempStrings); break; default: return; } } bool Bot::IsRestricted (int weaponIndex) { // this function checks for weapon restrictions. if (IsNullString (yb_restricted_weapons.GetString ())) return IsRestrictedAMX (weaponIndex); // no banned weapons Array bannedWeapons = String (yb_restricted_weapons.GetString ()).Split (';'); FOR_EACH_AE (bannedWeapons, i) { const char *banned = STRING (GetWeaponReturn (true, NULL, weaponIndex)); // check is this weapon is banned if (strncmp (bannedWeapons[i].GetBuffer (), banned, bannedWeapons[i].GetLength ()) == 0) return true; } return IsRestrictedAMX (weaponIndex); } bool Bot::IsRestrictedAMX (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 = CVAR_GET_STRING ("amx_restrweapons"); if (IsNullString (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'; } else // check for equipment restrictions { const char *restrictedEquipment = CVAR_GET_STRING ("amx_restrequipammo"); if (IsNullString (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::IsMorePowerfulWeaponCanBeBought (void) { // this function determines currently owned primary weapon, and checks if bot has // enough money to buy more powerful weapon. // if bot is not rich enough or non-standard weapon mode enabled return false if (g_weaponSelect[25].teamStandard != 1 || m_moneyAmount < 4000) return false; if (!IsNullString (yb_restricted_weapons.GetString ())) { Array bannedWeapons = String (yb_restricted_weapons.GetString ()).Split (';'); // check if its banned FOR_EACH_AE (bannedWeapons, i) { if (m_currentWeapon == GetWeaponReturn (false, bannedWeapons[i].GetBuffer ())) 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::PickBestFromRandom(int *random, int count, int moneySave) { // this function taken from gina bot, it's picks best available weapon from random choice float buyFactor = (m_moneyAmount - static_cast (moneySave)) / (16000.0f - static_cast (moneySave)) * 3.0f; if (buyFactor < 1.0f) buyFactor = 1.0f; return random[static_cast (static_cast (count - 1) * log10f (Random.Float (1, powf (10.0f, buyFactor))) / buyFactor + 0.5f)]; } void Bot::PurchaseWeapons (void) { // this function does all the work in selecting correct buy menus for most weapons/items WeaponSelect *selectedWeapon = NULL; m_nextBuyTime = engine.Time () + Random.Float (0.3f, 0.5f); int count = 0, foundWeapons = 0; int choices[NUM_WEAPONS]; // select the priority tab for this personality int *ptr = g_weaponPrefs[m_personality] + NUM_WEAPONS; bool isPistolMode = g_weaponSelect[25].teamStandard == -1 && g_weaponSelect[3].teamStandard == 2; bool teamEcoValid = bots.EconomicsValid (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 = (g_gameFlags & GAME_LEGACY) && !(g_gameFlags & GAME_XASH); 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 && IsMorePowerfulWeaponCanBeBought ())) { int moneySave = 0; do { bool ignoreWeapon = false; ptr--; InternalAssert (*ptr > -1); InternalAssert (*ptr < NUM_WEAPONS); selectedWeapon = &g_weaponSelect[*ptr]; count++; if (selectedWeapon->buyGroup == 1) continue; // weapon available for every team? if ((g_mapType & 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 (IsRestricted (selectedWeapon->id)) continue; int *limit = g_botBuyEconomyTable; 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 == CT) { 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 == 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 && g_weaponSelect[25].teamStandard == 1 && yb_economics_rounds.GetBool ()) continue; // save money for grenade for example? moneySave = Random.Long (300, 600); if (bots.GetLastWinner () == m_team) moneySave = 0; if (selectedWeapon->price <= (m_moneyAmount - moneySave)) choices[foundWeapons++] = *ptr; } while (count < NUM_WEAPONS && foundWeapons < 4); // found a desired weapon? if (foundWeapons > 0) { int chosenWeapon; // choose randomly from the best ones... if (foundWeapons > 1) chosenWeapon = PickBestFromRandom (choices, foundWeapons, moneySave); else chosenWeapon = choices[foundWeapons - 1]; selectedWeapon = &g_weaponSelect[chosenWeapon]; } else selectedWeapon = NULL; if (selectedWeapon != NULL) { FakeClientCommand (GetEntity (), "buy;menuselect %d", selectedWeapon->buyGroup); if (isOldGame) FakeClientCommand(GetEntity (), "menuselect %d", selectedWeapon->buySelect); else // SteamCS buy menu is different from the old one { if (m_team == TERRORIST) FakeClientCommand(GetEntity (), "menuselect %d", selectedWeapon->newBuySelectT); else FakeClientCommand (GetEntity (), "menuselect %d", selectedWeapon->newBuySelectCT); } } } else if (HasPrimaryWeapon () && !HasShield ()) { m_reloadState = RELOAD_PRIMARY; break; } else if ((HasSecondaryWeapon () && !HasShield ()) || HasShield()) { m_reloadState = RELOAD_SECONDARY; break; } case BUYSTATE_ARMOR_VESTHELM: // if armor is damaged and bot has some money, buy some armor if (pev->armorvalue < Random.Long (50, 80) && (isPistolMode || (teamEcoValid && HasPrimaryWeapon ()))) { // if bot is rich, buy kevlar + helmet, else buy a single kevlar if (m_moneyAmount > 1500 && !IsRestricted (WEAPON_ARMORHELM)) FakeClientCommand (GetEntity (), "buyequip;menuselect 2"); else if (!IsRestricted (WEAPON_ARMOR)) FakeClientCommand (GetEntity (), "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 > Random.Long (7500, 9000))) { do { ptr--; InternalAssert (*ptr > -1); InternalAssert (*ptr < NUM_WEAPONS); selectedWeapon = &g_weaponSelect[*ptr]; count++; if (selectedWeapon->buyGroup != 1) continue; // ignore weapon if this weapon is restricted if (IsRestricted (selectedWeapon->id)) continue; // weapon available for every team? if ((g_mapType & 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 - Random.Long (100, 200))) choices[foundWeapons++] = *ptr; } while (count < NUM_WEAPONS && foundWeapons < 4); // found a desired weapon? if (foundWeapons > 0) { int chosenWeapon; // choose randomly from the best ones... if (foundWeapons > 1) chosenWeapon = PickBestFromRandom (choices, foundWeapons, Random.Long (100, 200)); else chosenWeapon = choices[foundWeapons - 1]; selectedWeapon = &g_weaponSelect[chosenWeapon]; } else selectedWeapon = NULL; if (selectedWeapon != NULL) { FakeClientCommand (GetEntity (), "buy;menuselect %d", selectedWeapon->buyGroup); if (isOldGame) FakeClientCommand (GetEntity (), "menuselect %d", selectedWeapon->buySelect); else // steam cs buy menu is different from old one { if (GetTeam (GetEntity ()) == TERRORIST) FakeClientCommand (GetEntity (), "menuselect %d", selectedWeapon->newBuySelectT); else FakeClientCommand (GetEntity (), "menuselect %d", selectedWeapon->newBuySelectCT); } } } break; case BUYSTATE_GRENADES: // if bot has still some money, choose if bot should buy a grenade or not if (Random.Long (1, 100) < g_grenadeBuyPrecent[0] && m_moneyAmount >= 400 && !IsRestricted (WEAPON_EXPLOSIVE)) { // buy a he grenade FakeClientCommand (GetEntity (), "buyequip"); FakeClientCommand (GetEntity (), "menuselect 4"); } if (Random.Long (1, 100) < g_grenadeBuyPrecent[1] && m_moneyAmount >= 300 && teamEcoValid && !IsRestricted (WEAPON_FLASHBANG)) { // buy a concussion grenade, i.e., 'flashbang' FakeClientCommand (GetEntity (), "buyequip"); FakeClientCommand (GetEntity (), "menuselect 3"); } if (Random.Long (1, 100) < g_grenadeBuyPrecent[2] && m_moneyAmount >= 400 && teamEcoValid && !IsRestricted (WEAPON_SMOKE)) { // buy a smoke grenade FakeClientCommand (GetEntity (), "buyequip"); FakeClientCommand (GetEntity (), "menuselect 5"); } break; case BUYSTATE_DEFUSER: // if bot is CT and we're on a bomb map, randomly buy the defuse kit if ((g_mapType & MAP_DE) && m_team == CT && Random.Long (1, 100) < 80 && m_moneyAmount > 200 && !IsRestricted (WEAPON_DEFUSER)) { if (isOldGame) FakeClientCommand (GetEntity (), "buyequip;menuselect 6"); else FakeClientCommand (GetEntity (), "defuser"); // 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++) FakeClientCommand (GetEntity (), "buyammo%d", Random.Long (1, 2)); // simulate human // buy enough secondary ammo if (HasPrimaryWeapon ()) FakeClientCommand (GetEntity (), "buy;menuselect 7"); // buy enough primary ammo FakeClientCommand (GetEntity (), "buy;menuselect 6"); // try to reload secondary weapon if (m_reloadState != RELOAD_PRIMARY) m_reloadState = RELOAD_SECONDARY; break; } m_buyState++; PushMessageQueue (GSM_BUY_STUFF); } TaskItem *ClampDesire (TaskItem *first, float min, float max) { // this function iven some values min and max, clamp the inputs to be inside the [min, max] range. if (first->desire < min) first->desire = min; else if (first->desire > max) first->desire = max; return first; } TaskItem *MaxDesire (TaskItem *first, TaskItem *second) { // this function returns the behavior having the higher activation level. if (first->desire > second->desire) return first; return second; } TaskItem *SubsumeDesire (TaskItem *first, TaskItem *second) { // this function returns the first behavior if its activation level is anything higher than zero. if (first->desire > 0) return first; return second; } TaskItem *ThresholdDesire (TaskItem *first, float threshold, float desire) { // this function returns the input behavior if it's activation level exceeds the threshold, or some default // behavior otherwise. if (first->desire < threshold) first->desire = desire; return first; } float HysteresisDesire (float cur, float min, float max, float old) { // this function clamp the inputs to be the last known value outside the [min, max] range. if (cur <= min || cur >= max) old = cur; return old; } void Bot::UpdateEmotions (void) { // slowly increase/decrease dynamic emotions back to their base level if (m_nextEmotionUpdate > engine.Time ()) 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 = engine.Time () + 1.0f; } void Bot::SetConditionsOverride (void) { if (m_currentWeapon != WEAPON_KNIFE && m_difficulty > 3 && ((m_aimFlags & AIM_ENEMY) || (m_states & (STATE_SEEING_ENEMY | STATE_SUSPECT_ENEMY)) || (GetTaskId () == TASK_SEEKCOVER && (m_isReloading || m_isVIP))) && !yb_jasonmode.GetBool () && GetTaskId () != TASK_CAMP && !IsOnLadder ()) { m_moveToGoal = false; // don't move to goal m_navTimeset = engine.Time (); if (IsValidPlayer (m_enemy)) CombatFight (); } // check if we need to escape from bomb if ((g_mapType & MAP_DE) && g_bombPlanted && m_notKilled && GetTaskId () != TASK_ESCAPEFROMBOMB && GetTaskId () != TASK_CAMP && OutOfBombTimer ()) { TaskComplete (); // complete current task // then start escape from bomb immidiate PushTask (TASK_ESCAPEFROMBOMB, TASKPRI_ESCAPEFROMBOMB, -1, 0.0f, true); } // special handling, if we have a knife in our hands if (m_currentWeapon == WEAPON_KNIFE && IsValidPlayer (m_enemy) && (GetTaskId () != TASK_MOVETOPOSITION || GetTask ()->desire != TASKPRI_HIDE)) { float length = (pev->origin - m_enemy->v.origin).GetLength2D (); // do waypoint movement if enemy is not reacheable with a knife if (length > 100.0f && (m_states & STATE_SEEING_ENEMY)) { int nearestToEnemyPoint = waypoints.FindNearest (m_enemy->v.origin); if (nearestToEnemyPoint != -1 && nearestToEnemyPoint != m_currentWaypointIndex && fabsf (waypoints.GetPath (nearestToEnemyPoint)->origin.z - m_enemy->v.origin.z) < 16.0f) { PushTask (TASK_MOVETOPOSITION, TASKPRI_HIDE, nearestToEnemyPoint, engine.Time () + Random.Float (5.0f, 10.0f), true); m_isEnemyReachable = false; m_enemy = NULL; m_enemyIgnoreTimer = engine.Time () + ((length / pev->maxspeed) * 0.5f); } } } } 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 (LookupEnemy ()) m_states |= STATE_SEEING_ENEMY; else { m_states &= ~STATE_SEEING_ENEMY; m_enemy = NULL; } // did bot just kill an enemy? if (!IsEntityNull (m_lastVictim)) { if (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 (Random.Long (1, 100) < 10) ChatMessage (CHAT_KILLING); if (Random.Long (1, 100) < 10) RadioMessage (Radio_EnemyDown); else { 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))) ChatterMessage (Chatter_SniperKilled); else { switch (GetNearbyEnemiesNearPosition (pev->origin, 99999.0f)) { case 0: if (Random.Long (0, 100) < 50) ChatterMessage (Chatter_NoEnemiesLeft); else ChatterMessage (Chatter_EnemyDown); break; case 1: ChatterMessage (Chatter_OneEnemyLeft); break; case 2: ChatterMessage (Chatter_TwoEnemiesLeft); break; case 3: ChatterMessage (Chatter_ThreeEnemiesLeft); break; default: ChatterMessage (Chatter_EnemyDown); } } } // if no more enemies found AND bomb planted, switch to knife to get to bombplace faster if (m_team == CT && m_currentWeapon != WEAPON_KNIFE && m_numEnemiesLeft == 0 && g_bombPlanted) { SelectWeaponByName ("weapon_knife"); m_plantedBombWptIndex = FindPlantedBomb (); if (IsPointOccupied (m_plantedBombWptIndex)) InstantChatterMessage (Chatter_BombSiteSecured); } } else { ChatMessage (CHAT_TEAMKILL, true); ChatterMessage (Chatter_TeamKill); } m_lastVictim = NULL; } // check if our current enemy is still valid if (!IsEntityNull (m_lastEnemy)) { if (!IsAlive (m_lastEnemy) && m_shootAtDeadTime < engine.Time ()) { m_lastEnemyOrigin.Zero (); m_lastEnemy = NULL; } } else { m_lastEnemyOrigin.Zero (); m_lastEnemy = NULL; } // don't listen if seeing enemy, just checked for sounds or being blinded (because its inhuman) if (!yb_ignore_enemies.GetBool () && m_soundUpdateTime < engine.Time () && m_blindTime < engine.Time () && m_seeEnemyTime + 1.0f < engine.Time ()) { ReactOnSound (); m_soundUpdateTime = engine.Time () + 0.25f; } else if (m_heardSoundTime < engine.Time ()) m_states &= ~STATE_HEARING_ENEMY; if (IsEntityNull (m_enemy) && !IsEntityNull (m_lastEnemy) && !m_lastEnemyOrigin.IsZero ()) { m_aimFlags |= AIM_PREDICT_PATH; if (EntityIsVisible (m_lastEnemyOrigin)) m_aimFlags |= AIM_LAST_ENEMY; } CheckGrenadeThrow (); // check if there are items needing to be used/collected if (m_itemCheckTime < engine.Time () || !IsEntityNull (m_pickupItem)) { m_itemCheckTime = engine.Time () + 0.4f; FindItem (); } ApplyTaskFilters (); } void Bot::ApplyTaskFilters (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.IsZero ()) friendlyNum = GetNearbyFriendsNearPosition (pev->origin, 500.0f) - GetNearbyEnemiesNearPosition (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 * 1.5f; tempAgression = tempAgression * 0.5f; } // bot found some item to use? if (!IsEntityNull (m_pickupItem) && GetTaskId () != TASK_ESCAPEFROMBOMB) { m_states |= STATE_PICKUP_ITEM; if (m_pickupType == PICKUP_BUTTON) g_taskFilters[TASK_PICKUPITEM].desire = 50.0f; // always pickup button else { float distance = (500.0f - (engine.GetAbsOrigin (m_pickupItem) - pev->origin).GetLength ()) * 0.2f; if (distance > 50.0f) distance = 50.0f; g_taskFilters[TASK_PICKUPITEM].desire = distance; } } else { m_states &= ~STATE_PICKUP_ITEM; g_taskFilters[TASK_PICKUPITEM].desire = 0.0f; } // calculate desire to attack if ((m_states & STATE_SEEING_ENEMY) && ReactOnEnemy ()) g_taskFilters[TASK_ATTACK].desire = TASKPRI_ATTACK; else g_taskFilters[TASK_ATTACK].desire = 0.0f; // calculate desires to seek cover or hunt if (IsValidPlayer (m_lastEnemy) && !m_lastEnemyOrigin.IsZero () && !m_hasC4) { float distance = (m_lastEnemyOrigin - pev->origin).GetLength (); // retreat level depends on bot health float retreatLevel = (100.0f - (pev->health > 100.0f ? 100.0f : pev->health)) * tempFear; float timeSeen = m_seeEnemyTime - engine.Time (); float timeHeard = m_heardSoundTime - engine.Time (); float ratio = 0.0f; if (timeSeen > timeHeard) { timeSeen += 10.0f; ratio = timeSeen * 0.1f; } else { timeHeard += 10.0f; ratio = timeHeard * 0.1f; } if (g_bombPlanted || m_isStuck || m_currentWeapon == WEAPON_KNIFE) ratio /= 3.0f; // reduce the seek cover desire if bomb is planted else if (m_isVIP || m_isReloading) ratio *= 3.0f; // triple the seek cover desire if bot is VIP or reloading if (distance > 500.0f) g_taskFilters[TASK_SEEKCOVER].desire = retreatLevel * ratio; // if half of the round is over, allow hunting // FIXME: it probably should be also team/map dependant if (GetTaskId () != TASK_ESCAPEFROMBOMB && IsEntityNull (m_enemy) && g_timeRoundMid < engine.Time () && !m_isUsingGrenade && m_currentWaypointIndex != waypoints.FindNearest (m_lastEnemyOrigin) && m_personality != PERSONALITY_CAREFUL) { float desireLevel = 4096.0f - ((1.0f - tempAgression) * distance); desireLevel = (100.0f * desireLevel) / 4096.0; desireLevel -= retreatLevel; if (desireLevel > 89.0f) desireLevel = 89.0f; g_taskFilters[TASK_HUNTENEMY].desire = desireLevel; } else g_taskFilters[TASK_HUNTENEMY].desire = 0.0f; } else { g_taskFilters[TASK_SEEKCOVER].desire = 0.0f; g_taskFilters[TASK_HUNTENEMY].desire = 0.0f; } // blinded behavior if (m_blindTime > engine.Time ()) g_taskFilters[TASK_BLINDED].desire = TASKPRI_BLINDED; else g_taskFilters[TASK_BLINDED].desire = 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. m_oldCombatDesire = HysteresisDesire (g_taskFilters[TASK_ATTACK].desire, 40.0f, 90.0f, m_oldCombatDesire); g_taskFilters[TASK_ATTACK].desire = m_oldCombatDesire; TaskItem *taskOffensive = &g_taskFilters[TASK_ATTACK]; TaskItem *taskPickup = &g_taskFilters[TASK_PICKUPITEM]; // calc survive (cover/hide) TaskItem *taskSurvive = ThresholdDesire (&g_taskFilters[TASK_SEEKCOVER], 40.0f, 0.0f); taskSurvive = SubsumeDesire (&g_taskFilters[TASK_HIDE], taskSurvive); TaskItem *def = ThresholdDesire (&g_taskFilters[TASK_HUNTENEMY], 41.0f, 0.0f); // don't allow hunting if desires 60< taskOffensive = SubsumeDesire (taskOffensive, taskPickup); // if offensive task, don't allow picking up stuff TaskItem *taskSub = MaxDesire (taskOffensive, def); // default normal & careful tasks against offensive actions TaskItem *final = SubsumeDesire (&g_taskFilters[TASK_BLINDED], MaxDesire (taskSurvive, taskSub)); // reason about fleeing instead if (!m_tasks.IsEmpty ()) { final = MaxDesire (final, GetTask ()); PushTask (final->id, final->desire, final->data, final->time, final->resume); // push the final behavior in our task stack to carry out } } void Bot::ResetTasks (void) { // this function resets bot tasks stack, by removing all entries from the stack. m_tasks.RemoveAll (); } void Bot::PushTask (TaskID id, float desire, int data, float time, bool resume) { if (!m_tasks.IsEmpty ()) { TaskItem &item = m_tasks.Last (); if (item.id == id) { item.desire = desire; return; } } TaskItem item; item.id = id; item.desire = desire; item.data = data; item.time = time; item.resume = resume; m_tasks.Push (item); DeleteSearchNodes (); IgnoreCollisionShortly (); int taskId = GetTaskId (); // leader bot? if (m_isLeader && taskId == TASK_SEEKCOVER) CommandTeam (); // reorganize team if fleeing if (taskId == TASK_CAMP) SelectBestWeapon (); // this is best place to handle some voice commands report team some info if (Random.Long (0, 100) < 95) { if (taskId == TASK_BLINDED) InstantChatterMessage (Chatter_GotBlinded); else if (taskId == TASK_PLANTBOMB) InstantChatterMessage (Chatter_PlantingC4); } if (Random.Long (0, 100) < 80 && taskId == TASK_CAMP) { if ((g_mapType & MAP_DE) && g_bombPlanted) ChatterMessage (Chatter_GuardDroppedC4); else ChatterMessage (Chatter_GoingToCamp); } if (yb_debug_goal.GetInt () != -1) m_chosenGoalIndex = yb_debug_goal.GetInt (); else m_chosenGoalIndex = GetTask ()->data; if (Random.Long (0, 100) < 80 && GetTaskId () == TASK_CAMP && m_team == TERRORIST && m_inVIPZone) ChatterMessage (Chatter_GoingToGuardVIPSafety); } TaskItem *Bot::GetTask (void) { if (m_tasks.IsEmpty ()) { m_tasks.RemoveAll (); TaskItem task; task.id = TASK_NORMAL; task.desire = TASKPRI_NORMAL; task.data = -1; task.time = 0.0f; task.resume = true; m_tasks.Push (task); } return &m_tasks.Last (); } void Bot::RemoveCertainTask (TaskID id) { // this function removes one task from the bot task stack. if (m_tasks.IsEmpty () || (!m_tasks.IsEmpty () && GetTaskId () == TASK_NORMAL)) return; // since normal task can be only once on the stack, don't remove it... if (GetTaskId () == id) { DeleteSearchNodes (); m_tasks.Pop (); return; } FOR_EACH_AE (m_tasks, i) { if (m_tasks[i].id == id) m_tasks.RemoveAt (i); } DeleteSearchNodes (); } void Bot::TaskComplete (void) { // this function called whenever a task is completed. if (m_tasks.IsEmpty ()) return; do { m_tasks.Pop (); } while (!m_tasks.IsEmpty () && !m_tasks.Last ().resume); DeleteSearchNodes (); } bool Bot::EnemyIsThreat (void) { if (IsEntityNull (m_enemy) || GetTaskId () == TASK_SEEKCOVER) return false; // if bot is camping, he should be firing anyway and not leaving his position if (GetTaskId () == TASK_CAMP) return false; // if enemy is near or facing us directly if ((m_enemy->v.origin - pev->origin).GetLength () < 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 (!EnemyIsThreat ()) return false; if (m_enemyReachableTimer < engine.Time ()) { int i = waypoints.FindNearest (pev->origin); int enemyIndex = waypoints.FindNearest (m_enemy->v.origin); float lineDist = (m_enemy->v.origin - pev->origin).GetLength (); float pathDist = static_cast (waypoints.GetPathDistance (i, enemyIndex)); if (pathDist - lineDist > 112.0f) m_isEnemyReachable = false; else m_isEnemyReachable = true; m_enemyReachableTimer = engine.Time () + 1.0f; } if (m_isEnemyReachable) { m_navTimeset = engine.Time (); // 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.IsZero () || IsEntityNull (m_lastEnemy)) return false; return GetShootingConeDeviation (GetEntity (), &m_lastEnemyOrigin) >= 0.90f && IsShootableThruObstacle (m_lastEnemyOrigin); } void Bot::CheckRadioCommands (void) { // this function handling radio and reactings to it float distance = (m_radioEntity->v.origin - pev->origin).GetLength (); // don't allow bot listen you if bot is busy if ((GetTaskId () == TASK_DEFUSEBOMB || GetTaskId () == TASK_PLANTBOMB || HasHostage () || m_hasC4) && m_radioOrder != Radio_ReportTeam) { m_radioOrder = 0; return; } switch (m_radioOrder) { case Radio_CoverMe: case Radio_FollowMe: case Radio_StickTogether: case Chatter_GoingToPlantBomb: case Chatter_CoverMe: // check if line of sight to object is not blocked (i.e. visible) if ((EntityIsVisible (m_radioEntity->v.origin)) || (m_radioOrder == Radio_StickTogether)) { if (IsEntityNull (m_targetEntity) && IsEntityNull (m_enemy) && Random.Long (0, 100) < (m_personality == PERSONALITY_CAREFUL ? 80 : 20)) { int numFollowers = 0; // Check if no more followers are allowed for (int i = 0; i < engine.MaxClients (); i++) { Bot *bot = bots.GetBot (i); if (bot != NULL) { if (IsAlive (bot->GetEntity ())) { if (bot->m_targetEntity == m_radioEntity) numFollowers++; } } } int allowedFollowers = yb_user_max_followers.GetInt (); if (m_radioEntity->v.weapons & (1 << WEAPON_C4)) allowedFollowers = 1; if (numFollowers < allowedFollowers) { RadioMessage (Radio_Affirmative); m_targetEntity = m_radioEntity; // don't pause/camp/follow anymore TaskID taskID = GetTaskId (); if (taskID == TASK_PAUSE || taskID == TASK_CAMP) GetTask ()->time = engine.Time (); PushTask (TASK_FOLLOWUSER, TASKPRI_FOLLOWUSER, -1, 0.0f, true); } else if (numFollowers > allowedFollowers) { for (int i = 0; (i < engine.MaxClients () && numFollowers > allowedFollowers); i++) { Bot *bot = bots.GetBot (i); if (bot != NULL) { if (IsAlive (bot->GetEntity ())) { if (bot->m_targetEntity == m_radioEntity) { bot->m_targetEntity = NULL; numFollowers--; } } } } } else if (m_radioOrder != Chatter_GoingToPlantBomb && Random.Long (0, 100) < 50) RadioMessage (Radio_Negative); } else if (m_radioOrder != Chatter_GoingToPlantBomb && Random.Long (0, 100) < 50) RadioMessage (Radio_Negative); } break; case Radio_HoldPosition: if (!IsEntityNull (m_targetEntity)) { if (m_targetEntity == m_radioEntity) { m_targetEntity = NULL; RadioMessage (Radio_Affirmative); m_campButtons = 0; PushTask (TASK_PAUSE, TASKPRI_PAUSE, -1, engine.Time () + Random.Float (30.0f, 60.0f), false); } } break; case Chatter_NewRound: ChatterMessage (Chatter_You_Heard_The_Man); break; case Radio_TakingFire: if (IsEntityNull (m_targetEntity)) { if (IsEntityNull (m_enemy) && m_seeEnemyTime + 4.0f < engine.Time ()) { // decrease fear levels to lower probability of bot seeking cover again m_fearLevel -= 0.2f; if (m_fearLevel < 0.0f) m_fearLevel = 0.0f; if (Random.Long (0, 100) < 45 && yb_communication_type.GetInt () == 2) ChatterMessage (Chatter_OnMyWay); else if (m_radioOrder == Radio_NeedBackup && yb_communication_type.GetInt () != 2) RadioMessage (Radio_Affirmative); TryHeadTowardRadioEntity (); } else if (Random.Long (0, 100) < 70) RadioMessage (Radio_Negative); } break; case Radio_YouTakePoint: if (EntityIsVisible (m_radioEntity->v.origin) && m_isLeader) RadioMessage (Radio_Affirmative); break; case Radio_EnemySpotted: case Radio_NeedBackup: case Chatter_ScaredEmotion: case Chatter_Pinned_Down: if (((IsEntityNull (m_enemy) && EntityIsVisible (m_radioEntity->v.origin)) || distance < 2048.0f || !m_moveToC4) && Random.Long (0, 100) > 50 && m_seeEnemyTime + 4.0f < engine.Time ()) { m_fearLevel -= 0.1f; if (m_fearLevel < 0.0f) m_fearLevel = 0.0f; if (Random.Long (0, 100) < 45 && yb_communication_type.GetInt () == 2) ChatterMessage (Chatter_OnMyWay); else if (m_radioOrder == Radio_NeedBackup && yb_communication_type.GetInt () != 2) RadioMessage (Radio_Affirmative); TryHeadTowardRadioEntity (); } else if (Random.Long (0, 100) < 60 && m_radioOrder == Radio_NeedBackup) RadioMessage (Radio_Negative); break; case Radio_GoGoGo: if (m_radioEntity == m_targetEntity) { if (Random.Long (0, 100) < 45 && yb_communication_type.GetInt () == 2) RadioMessage (Radio_Affirmative); else if (m_radioOrder == Radio_NeedBackup && yb_communication_type.GetInt () != 2) RadioMessage (Radio_Affirmative); m_targetEntity = NULL; m_fearLevel -= 0.2f; if (m_fearLevel < 0.0f) m_fearLevel = 0.0f; } else if ((IsEntityNull (m_enemy) && EntityIsVisible (m_radioEntity->v.origin)) || distance < 2048.0f) { TaskID taskID = GetTaskId (); if (taskID == TASK_PAUSE || taskID == TASK_CAMP) { m_fearLevel -= 0.2f; if (m_fearLevel < 0.0f) m_fearLevel = 0.0f; RadioMessage (Radio_Affirmative); // don't pause/camp anymore GetTask ()->time = engine.Time (); m_targetEntity = NULL; MakeVectors (m_radioEntity->v.v_angle); m_position = m_radioEntity->v.origin + g_pGlobals->v_forward * Random.Float (1024.0f, 2048.0f); DeleteSearchNodes (); PushTask (TASK_MOVETOPOSITION, TASKPRI_MOVETOPOSITION, -1, 0.0f, true); } } else if (!IsEntityNull (m_doubleJumpEntity)) { RadioMessage (Radio_Affirmative); ResetDoubleJumpState (); } else RadioMessage (Radio_Negative); break; case Radio_ShesGonnaBlow: if (IsEntityNull (m_enemy) && distance < 2048.0f && g_bombPlanted && m_team == TERRORIST) { RadioMessage (Radio_Affirmative); if (GetTaskId () == TASK_CAMP) RemoveCertainTask (TASK_CAMP); m_targetEntity = NULL; PushTask (TASK_ESCAPEFROMBOMB, TASKPRI_ESCAPEFROMBOMB, -1, 0.0f, true); } else RadioMessage (Radio_Negative); break; case Radio_RegroupTeam: // if no more enemies found AND bomb planted, switch to knife to get to bombplace faster if (m_team == CT && m_currentWeapon != WEAPON_KNIFE && m_numEnemiesLeft == 0 && g_bombPlanted && GetTaskId () != TASK_DEFUSEBOMB) { SelectWeaponByName ("weapon_knife"); DeleteSearchNodes (); MoveToVector (waypoints.GetBombPosition ()); RadioMessage (Radio_Affirmative); } break; case Radio_StormTheFront: if (((IsEntityNull (m_enemy) && EntityIsVisible (m_radioEntity->v.origin)) || distance < 1024.0f) && Random.Long (0, 100) > 50) { RadioMessage (Radio_Affirmative); // don't pause/camp anymore TaskID taskID = GetTaskId (); if (taskID == TASK_PAUSE || taskID == TASK_CAMP) GetTask ()->time = engine.Time (); m_targetEntity = NULL; MakeVectors (m_radioEntity->v.v_angle); m_position = m_radioEntity->v.origin + g_pGlobals->v_forward * Random.Float (1024.0f, 2048.0f); DeleteSearchNodes (); PushTask (TASK_MOVETOPOSITION, TASKPRI_MOVETOPOSITION, -1, 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_Fallback: if ((IsEntityNull (m_enemy) && EntityIsVisible (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 (GetTaskId () == TASK_CAMP) GetTask ()->time += Random.Float (10.0f, 15.0f); else { // don't pause/camp anymore TaskID taskID = GetTaskId (); if (taskID == TASK_PAUSE) GetTask ()->time = engine.Time (); m_targetEntity = NULL; m_seeEnemyTime = engine.Time (); // if bot has no enemy if (m_lastEnemyOrigin.IsZero ()) { float nearestDistance = 99999.0f; // take nearest enemy to ordering player for (int i = 0; i < engine.MaxClients (); i++) { if (!(g_clients[i].flags & CF_USED) || !(g_clients[i].flags & CF_ALIVE) || g_clients[i].team == m_team) continue; edict_t *enemy = g_clients[i].ent; float curDist = (m_radioEntity->v.origin - enemy->v.origin).GetLengthSquared (); if (curDist < nearestDistance) { nearestDistance = curDist; m_lastEnemy = enemy; m_lastEnemyOrigin = enemy->v.origin; } } } DeleteSearchNodes (); } } break; case Radio_ReportTeam: if (Random.Long (0, 100) < 30) RadioMessage ((GetNearbyEnemiesNearPosition (pev->origin, 400.0f) == 0 && yb_communication_type.GetInt () != 2) ? Radio_SectorClear : Radio_ReportingIn); break; case Radio_SectorClear: // is bomb planted and it's a ct if (g_bombPlanted) { int bombPoint = -1; // check if it's a ct command if (GetTeam (m_radioEntity) == CT && m_team == CT && IsValidBot (m_radioEntity)) { if (g_timeNextBombUpdate < engine.Time ()) { float minDistance = 99999.0f; // find nearest bomb waypoint to player FOR_EACH_AE (waypoints.m_goalPoints, i) { distance = (waypoints.GetPath (waypoints.m_goalPoints[i])->origin - m_radioEntity->v.origin).GetLengthSquared (); if (distance < minDistance) { minDistance = distance; bombPoint = waypoints.m_goalPoints[i]; } } // mark this waypoint as restricted point if (bombPoint != -1 && !waypoints.IsGoalVisited (bombPoint)) { // does this bot want to defuse? if (GetTaskId () == TASK_NORMAL) { // is he approaching this goal? if (GetTask ()->data == bombPoint) { GetTask ()->data = -1; RadioMessage (Radio_Affirmative); } } waypoints.SetGoalVisited (bombPoint); } g_timeNextBombUpdate = engine.Time () + 0.5f; } } } break; case Radio_GetInPosition: if ((IsEntityNull (m_enemy) && EntityIsVisible (m_radioEntity->v.origin)) || distance < 1024.0f) { RadioMessage (Radio_Affirmative); if (GetTaskId () == TASK_CAMP) GetTask ()->time = engine.Time () + Random.Float (30.0f, 60.0f); else { // don't pause anymore TaskID taskID = GetTaskId (); if (taskID == TASK_PAUSE) GetTask ()->time = engine.Time (); m_targetEntity = NULL; m_seeEnemyTime = engine.Time (); // if bot has no enemy if (m_lastEnemyOrigin.IsZero ()) { float nearestDistance = 99999.0f; // take nearest enemy to ordering player for (int i = 0; i < engine.MaxClients (); i++) { if (!(g_clients[i].flags & CF_USED) || !(g_clients[i].flags & CF_ALIVE) || g_clients[i].team == m_team) continue; edict_t *enemy = g_clients[i].ent; float dist = (m_radioEntity->v.origin - enemy->v.origin).GetLengthSquared (); if (dist < nearestDistance) { nearestDistance = dist; m_lastEnemy = enemy; m_lastEnemyOrigin = enemy->v.origin; } } } DeleteSearchNodes (); int index = FindDefendWaypoint (m_radioEntity->v.origin); // push camp task on to stack PushTask (TASK_CAMP, TASKPRI_CAMP, -1, engine.Time () + Random.Float (30.0f, 60.0f), true); // push move command PushTask (TASK_MOVETOPOSITION, TASKPRI_MOVETOPOSITION, index, engine.Time () + Random.Float (30.0f, 60.0f), true); if (waypoints.GetPath (index)->vis.crouch <= waypoints.GetPath (index)->vis.stand) m_campButtons |= IN_DUCK; else m_campButtons &= ~IN_DUCK; } } break; } m_radioOrder = 0; // radio command has been handled, reset } void Bot::TryHeadTowardRadioEntity (void) { TaskID taskID = GetTaskId (); if (taskID == TASK_MOVETOPOSITION || m_headedTime + 15.0f < engine.Time () || !IsAlive (m_radioEntity) || m_hasC4) return; if ((IsValidBot (m_radioEntity) && Random.Long (0, 100) < 25 && m_personality == PERSONALITY_NORMAL) || !(m_radioEntity->v.flags & FL_FAKECLIENT)) { if (taskID == TASK_PAUSE || taskID == TASK_CAMP) GetTask ()->time = engine.Time (); m_headedTime = engine.Time (); m_position = m_radioEntity->v.origin; DeleteSearchNodes (); PushTask (TASK_MOVETOPOSITION, TASKPRI_MOVETOPOSITION, -1, 0.0f, true); } } void Bot::SelectLeaderEachTeam (int team) { if (g_mapType & MAP_AS) { if (m_isVIP && !g_leaderChoosen[CT]) { // vip bot is the leader m_isLeader = true; if (Random.Long (1, 100) < 50) { RadioMessage (Radio_FollowMe); m_campButtons = 0; } g_leaderChoosen[CT] = true; } else if ((team == TERRORIST) && !g_leaderChoosen[TERRORIST]) { Bot *botLeader = bots.GetHighestFragsBot(team); if (botLeader != NULL && IsAlive (botLeader->GetEntity())) { botLeader->m_isLeader = true; if (Random.Long (1, 100) < 45) botLeader->RadioMessage (Radio_FollowMe); } g_leaderChoosen[TERRORIST] = true; } } else if (g_mapType & MAP_DE) { if (team == TERRORIST && !g_leaderChoosen[TERRORIST]) { if (m_hasC4) { // bot carrying the bomb is the leader m_isLeader = true; // terrorist carrying a bomb needs to have some company if (Random.Long (1, 100) < 80) { if (yb_communication_type.GetInt () == 2) ChatterMessage (Chatter_GoingToPlantBomb); else ChatterMessage (Radio_FollowMe); m_campButtons = 0; } g_leaderChoosen[TERRORIST] = true; } } else if (!g_leaderChoosen[CT]) { Bot *botLeader = bots.GetHighestFragsBot(team); if (botLeader != NULL) { botLeader->m_isLeader = true; if (Random.Long (1, 100) < 30) botLeader->RadioMessage (Radio_FollowMe); } g_leaderChoosen[CT] = true; } } else if (g_mapType & (MAP_ES | MAP_KA | MAP_FY)) { Bot *botLeader = bots.GetHighestFragsBot (team); if (botLeader != NULL) { botLeader->m_isLeader = true; if (Random.Long (1, 100) < 30) botLeader->RadioMessage (Radio_FollowMe); } } else { Bot *botLeader = bots.GetHighestFragsBot(team); if (botLeader != NULL) { botLeader->m_isLeader = true; if (Random.Long (1, 100) < (team == TERRORIST ? 30 : 40)) botLeader->RadioMessage (Radio_FollowMe); } } } void Bot::ChooseAimDirection (void) { unsigned int 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 + Vector (0.0f, 0.0f, 1.0f * m_grenade.z); 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 + 2.0f - m_actualReactionTime + m_baseAgressionLevel > engine.Time ()) { // feel free to fire if shootable if (!UsesSniper () && LastEnemyShootable ()) m_wantsToFire = true; } } else if (flags & AIM_PREDICT_PATH) { bool changePredictedEnemy = true; if (m_trackingEdict == m_lastEnemy) { if (m_timeNextTracking < engine.Time ()) changePredictedEnemy = IsAlive (m_lastEnemy); } if (changePredictedEnemy) { m_lookAt = waypoints.GetPath (GetAimingWaypoint (m_lastEnemyOrigin))->origin; m_camp = m_lookAt; m_timeNextTracking = engine.Time () + 2.0f; m_trackingEdict = m_lastEnemy; } 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 != -1 && !(m_currentPath->flags & FLAG_LADDER)) { int index = m_currentWaypointIndex; if (m_team == TERRORIST) { if ((g_experienceData + (index * g_numWaypoints) + index)->team0DangerIndex != -1) m_lookAt = waypoints.GetPath ((g_experienceData + (index * g_numWaypoints) + index)->team0DangerIndex)->origin; } else { if ((g_experienceData + (index * g_numWaypoints) + index)->team1DangerIndex != -1) m_lookAt = waypoints.GetPath ((g_experienceData + (index * g_numWaypoints) + index)->team1DangerIndex)->origin; } } } if (m_lookAt.IsZero ()) m_lookAt = m_destOrigin; } void Bot::Think (void) { if (m_thinkFps <= engine.Time ()) { // execute delayed think ThinkDelayed (); // skip some frames m_thinkFps = engine.Time () + m_thinkInterval; } else UpdateLookAngles (); } void Bot::ThinkDelayed (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.Zero (); m_canChooseAimDirection = true; m_notKilled = IsAlive (GetEntity ()); m_team = GetTeam (GetEntity ()); if (m_team == TERRORIST && (g_mapType & MAP_DE)) m_hasC4 = !!(pev->weapons & (1 << WEAPON_C4)); // is bot movement enabled bool botMovement = false; if (m_notStarted) // if the bot hasn't selected stuff to start the game yet, go do that... StartGame (); // select team & class else if (!m_notKilled) { // no movement allowed in if (m_voteKickIndex != m_lastVoteKick && yb_tkpunish.GetBool ()) // we got a teamkiller? vote him away... { FakeClientCommand (GetEntity (), "vote %d", m_voteKickIndex); m_lastVoteKick = m_voteKickIndex; // if bot tk punishment is enabled slay the tk if (yb_tkpunish.GetInt () != 2 || IsValidBot (EntityOfIndex (m_voteKickIndex))) return; edict_t *killer = EntityOfIndex (m_lastVoteKick); killer->v.frags++; MDLL_ClientKill (killer); } else if (m_voteMap != 0) // host wants the bots to vote for a map? { FakeClientCommand (GetEntity (), "votemap %d", m_voteMap); m_voteMap = 0; } extern ConVar yb_chat; if (yb_chat.GetBool () && !RepliesToPlayer () && m_lastChatTime + 10.0 < engine.Time () && g_lastChatTime + 5.0f < engine.Time ()) // bot chatting turned on? { // say a text every now and then if (Random.Long (1, 1500) < 2) { m_lastChatTime = engine.Time (); g_lastChatTime = engine.Time (); char *pickedPhrase = const_cast (g_chatFactory[CHAT_DEAD].GetRandomElement ().GetBuffer ()); bool sayBufferExists = false; // search for last messages, sayed FOR_EACH_AE (m_sayTextBuffer.lastUsedSentences, i) { if (strncmp (m_sayTextBuffer.lastUsedSentences[i].GetBuffer (), pickedPhrase, m_sayTextBuffer.lastUsedSentences[i].GetLength ()) == 0) sayBufferExists = true; } if (!sayBufferExists) { PrepareChatMessage (pickedPhrase); PushMessageQueue (GSM_SAY); // add to ignore list m_sayTextBuffer.lastUsedSentences.Push (pickedPhrase); } // clear the used line buffer every now and then if (m_sayTextBuffer.lastUsedSentences.GetElementNumber () > Random.Long (4, 6)) m_sayTextBuffer.lastUsedSentences.RemoveAll (); } } } else if (m_notKilled && m_buyingFinished && !(pev->maxspeed < 10.0f && GetTaskId () != TASK_PLANTBOMB && GetTaskId () != TASK_DEFUSEBOMB) && !yb_freeze_bots.GetBool ()) botMovement = true; #ifdef XASH_CSDM if (m_notKilled) botMovement = true; #endif CheckMessageQueue (); // check for pending messages // remove voice icon if (g_lastRadioTime[g_clients[IndexOfEntity (GetEntity ()) - 1].realTeam] + Random.Float (0.8f, 2.1f) < engine.Time ()) SwitchChatterIcon (false); // hide icon if (botMovement) BotAI (); // execute main code RunPlayerMovement (); // run the player movement } void Bot::PeriodicThink (void) { if (m_timePeriodicUpdate > engine.Time ()) return; // this function is called from main think function m_numFriendsLeft = GetNearbyFriendsNearPosition (pev->origin, 99999.0f); m_numEnemiesLeft = GetNearbyEnemiesNearPosition (pev->origin, 99999.0f); if (g_bombPlanted && m_team == CT && (pev->origin - waypoints.GetBombPosition ()).GetLength () < 700 && !IsBombDefusing (waypoints.GetBombPosition ()) && !m_hasProgressBar && GetTaskId () != TASK_ESCAPEFROMBOMB) ResetTasks (); CheckSpawnTimeConditions (); // clear enemy far away if (!m_lastEnemyOrigin.IsZero () && !IsEntityNull (m_lastEnemy) && (pev->origin - m_lastEnemyOrigin).GetLength () >= 1600.0f) { m_lastEnemy = NULL; m_lastEnemyOrigin.Zero (); } m_timePeriodicUpdate = engine.Time () + 0.5f; } void Bot::RunTask_Normal (void) { m_aimFlags |= AIM_NAVPOINT; // user forced a waypoint as a goal? if (yb_debug_goal.GetInt () != -1 && GetTask ()->data != yb_debug_goal.GetInt ()) { DeleteSearchNodes (); GetTask ()->data = yb_debug_goal.GetInt (); } // bots rushing with knife, when have no enemy (thanks for idea to nicebot project) if (m_currentWeapon == WEAPON_KNIFE && (IsEntityNull (m_lastEnemy) || !IsAlive (m_lastEnemy)) && IsEntityNull (m_enemy) && m_knifeAttackTime < engine.Time () && !HasShield () && GetNearbyFriendsNearPosition (pev->origin, 96) == 0) { if (Random.Long (0, 100) < 40) pev->button |= IN_ATTACK; else pev->button |= IN_ATTACK2; m_knifeAttackTime = engine.Time () + Random.Float (2.5f, 6.0f); } if (m_reloadState == RELOAD_NONE && GetAmmo () != 0 && GetAmmoInClip () < 5 && g_weaponDefs[m_currentWeapon].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 (g_bombPlanted && m_team == CT && GetTask ()->data != -1 && !(waypoints.GetPath (GetTask ()->data)->flags & FLAG_GOAL) && GetTaskId () != TASK_ESCAPEFROMBOMB) { DeleteSearchNodes (); GetTask ()->data = -1; } if (!g_bombPlanted && m_currentWaypointIndex != -1 && (m_currentPath->flags & FLAG_GOAL) && Random.Long (0, 100) < 80 && GetNearbyEnemiesNearPosition (pev->origin, 650.0f) == 0) RadioMessage (Radio_SectorClear); // reached the destination (goal) waypoint? if (DoWaypointNav ()) { TaskComplete (); m_prevGoalIndex = -1; // spray logo sometimes if allowed to do so if (m_timeLogoSpray < engine.Time () && yb_spraypaints.GetBool () && Random.Long (1, 100) < 60 && m_moveSpeed > GetWalkSpeed () && IsEntityNull (m_pickupItem)) { if (!((g_mapType & MAP_DE) && g_bombPlanted && m_team == CT)) PushTask (TASK_SPRAY, TASKPRI_SPRAYLOGO, -1, engine.Time () + 1.0f, false); } // reached waypoint is a camp waypoint if ((m_currentPath->flags & FLAG_CAMP) && !yb_csdm_mode.GetBool () && yb_camping_allowed.GetBool ()) { // check if bot has got a primary weapon and hasn't camped before if (HasPrimaryWeapon () && m_timeCamping + 10.0f < engine.Time () && !HasHostage ()) { bool campingAllowed = true; // Check if it's not allowed for this team to camp here if (m_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 && IsPlayerVIP (GetEntity ()) || ((g_mapType & MAP_DE) && m_team == TERRORIST && !g_bombPlanted && m_hasC4)) campingAllowed = false; // check if another bot is already camping here if (campingAllowed && IsPointOccupied (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; MakeVectors (pev->v_angle); PushTask (TASK_CAMP, TASKPRI_CAMP, -1, engine.Time () + Random.Float (20.0f, 40.0f), 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 (Random.Long (0, 100) < 60) RadioMessage (Radio_InPosition); 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 (g_mapType & MAP_CS) { // CT Bot has some hostages following? if (m_team == CT && HasHostage ()) { // and reached a Rescue Point? if (m_currentPath->flags & FLAG_RESCUE) { for (int i = 0; i < MAX_HOSTAGES; i++) m_hostages[i] = NULL; // clear array of hostage pointers } } else if (m_team == TERRORIST && Random.Long (0, 100) < 80) { int index = FindDefendWaypoint (m_currentPath->origin); PushTask (TASK_CAMP, TASKPRI_CAMP, -1, engine.Time () + Random.Float (60.0f, 120.0f), true); // push camp task on to stack PushTask (TASK_MOVETOPOSITION, TASKPRI_MOVETOPOSITION, index, engine.Time () + Random.Float (5.0f, 10.0f), true); // push move command if (waypoints.GetPath (index)->vis.crouch <= waypoints.GetPath (index)->vis.stand) m_campButtons |= IN_DUCK; else m_campButtons &= ~IN_DUCK; ChatterMessage (Chatter_GoingToGuardVIPSafety); // play info about that } } else if ((g_mapType & 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) && GetNearbyFriendsNearPosition (pev->origin, 768.0f) == 0) { // request an help also RadioMessage (Radio_NeedBackup); InstantChatterMessage (Chatter_ScaredEmotion); PushTask (TASK_CAMP, TASKPRI_CAMP, -1, engine.Time () + Random.Float (4.0f, 8.0f), true); } else PushTask (TASK_PLANTBOMB, TASKPRI_PLANTBOMB, -1, 0.0f, false); } else if (m_team == CT) { if (!g_bombPlanted && GetNearbyFriendsNearPosition (pev->origin, 210.0f) < 4) { int index = FindDefendWaypoint (m_currentPath->origin); float campTime = Random.Float (25.0f, 40.f); // rusher bots don't like to camp too much if (m_personality == PERSONALITY_RUSHER) campTime *= 0.5f; PushTask (TASK_CAMP, TASKPRI_CAMP, -1, engine.Time () + Random.Float (25.0, 40.0), true); // push camp task on to stack PushTask (TASK_MOVETOPOSITION, TASKPRI_MOVETOPOSITION, index, engine.Time () + Random.Float (5.0f, 11.0f), true); // push move command DebugMsg ("i'm ct and going to defend bomb!"); if (waypoints.GetPath (index)->vis.crouch <= waypoints.GetPath (index)->vis.stand) m_campButtons |= IN_DUCK; else m_campButtons &= ~IN_DUCK; ChatterMessage (Chatter_DefendingBombSite); // play info about that } } } } } // no more nodes to follow - search new ones (or we have a bomb) else if (!GoalIsValid ()) { m_moveSpeed = 0.0f; DeleteSearchNodes (); // did we already decide about a goal before? int destIndex = GetTask ()->data != -1 ? GetTask ()->data : FindGoal (); m_prevGoalIndex = destIndex; m_chosenGoalIndex = destIndex; // remember index GetTask ()->data = destIndex; // do pathfinding if it's not the current waypoint if (destIndex != m_currentWaypointIndex) FindPath (m_currentWaypointIndex, destIndex, ((g_bombPlanted && m_team == CT) || yb_debug_goal.GetInt () != -1) ? SEARCH_PATH_FASTEST : m_pathType); } else { if (!(pev->flags & FL_DUCKING) && m_minSpeed != pev->maxspeed) m_moveSpeed = m_minSpeed; } if ((yb_walking_allowed.GetBool () && mp_footsteps.GetBool ()) && m_difficulty >= 2 && !(m_aimFlags & AIM_ENEMY) && (m_heardSoundTime + 8.0f >= engine.Time () || (m_states & (STATE_HEARING_ENEMY | STATE_SUSPECT_ENEMY))) && GetNearbyEnemiesNearPosition (pev->origin, 1024.0f) >= 1 && !yb_jasonmode.GetBool () && !g_bombPlanted) m_moveSpeed = GetWalkSpeed (); // bot hasn't seen anything in a long time and is asking his teammates to report in if (m_seeEnemyTime + Random.Float (45.0f, 80.0f) < engine.Time () && Random.Long (0, 100) < 30 && g_timeRoundStart + 20.0f < engine.Time () && m_askCheckTime < engine.Time ()) { m_askCheckTime = engine.Time () + Random.Float (45.0f, 80.0f); RadioMessage (Radio_ReportTeam); } } void Bot::RunTask_Spray (void) { m_aimFlags |= AIM_ENTITY; // bot didn't spray this round? if (m_timeLogoSpray < engine.Time () && GetTask ()->time > engine.Time ()) { MakeVectors (pev->v_angle); Vector sprayOrigin = EyePosition () + g_pGlobals->v_forward * 128.0f; TraceResult tr; engine.TestLine (EyePosition (), sprayOrigin, TRACE_IGNORE_MONSTERS, GetEntity (), &tr); // no wall in front? if (tr.flFraction >= 1.0f) sprayOrigin.z -= 128.0f; m_entity = sprayOrigin; if (GetTask ()->time - 0.5f < engine.Time ()) { // emit spraycan sound EMIT_SOUND_DYN2 (GetEntity (), CHAN_VOICE, "player/sprayer.wav", 1.0, ATTN_NORM, 0, 100.0f); engine.TestLine (EyePosition (), EyePosition () + g_pGlobals->v_forward * 128.0f, TRACE_IGNORE_MONSTERS, GetEntity (), &tr); // paint the actual logo decal DecalTrace (pev, &tr, m_logotypeIndex); m_timeLogoSpray = engine.Time () + Random.Float (60.0f, 90.0f); } } else TaskComplete (); m_moveToGoal = false; m_checkTerrain = false; m_navTimeset = engine.Time (); m_moveSpeed = 0.0f; m_strafeSpeed = 0.0f; IgnoreCollisionShortly (); } void Bot::RunTask_HuntEnemy (void) { m_aimFlags |= AIM_NAVPOINT; m_checkTerrain = true; // if we've got new enemy... if (!IsEntityNull (m_enemy) || IsEntityNull (m_lastEnemy)) { // forget about it... TaskComplete (); m_prevGoalIndex = -1; m_lastEnemy = NULL; m_lastEnemyOrigin.Zero (); } else if (GetTeam (m_lastEnemy) == m_team) { // don't hunt down our teammate... RemoveCertainTask (TASK_HUNTENEMY); m_prevGoalIndex = -1; } else if (DoWaypointNav ()) // reached last enemy pos? { // forget about it... TaskComplete (); m_prevGoalIndex = -1; m_lastEnemy = NULL; m_lastEnemyOrigin.Zero (); } else if (!GoalIsValid ()) // do we need to calculate a new path? { DeleteSearchNodes (); int destIndex = -1; // is there a remembered index? if (GetTask ()->data != -1 && GetTask ()->data < g_numWaypoints) destIndex = GetTask ()->data; else // no. we need to find a new one destIndex = waypoints.FindNearest (m_lastEnemyOrigin); // remember index m_prevGoalIndex = destIndex; GetTask ()->data = destIndex; if (destIndex != m_currentWaypointIndex) FindPath (m_currentWaypointIndex, destIndex, m_pathType); } // bots skill higher than 60? if (yb_walking_allowed.GetBool () && mp_footsteps.GetBool () && m_difficulty >= 1 && !yb_jasonmode.GetBool ()) { // then make him move slow if near enemy if (!(m_currentTravelFlags & PATHFLAG_JUMP)) { if (m_currentWaypointIndex != -1) { if (m_currentPath->radius < 32 && !IsOnLadder () && !IsInWater () && m_seeEnemyTime + 4.0f > engine.Time () && m_difficulty < 2) pev->button |= IN_DUCK; } if ((m_lastEnemyOrigin - pev->origin).GetLength () < 512.0f) m_moveSpeed = GetWalkSpeed (); } } } void Bot::RunTask_SeekCover (void) { m_aimFlags |= AIM_NAVPOINT; if (IsEntityNull (m_lastEnemy) || !IsAlive (m_lastEnemy)) { TaskComplete (); m_prevGoalIndex = -1; } else if (DoWaypointNav ()) // reached final cover waypoint? { // yep. activate hide behaviour TaskComplete (); m_prevGoalIndex = -1; m_pathType = SEARCH_PATH_FASTEST; // start hide task PushTask (TASK_HIDE, TASKPRI_HIDE, -1, engine.Time () + Random.Float (5.0f, 15.0f), 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->campStartX = dest.x; m_currentPath->campEndY = dest.y; } if (m_reloadState == RELOAD_NONE && GetAmmoInClip () < 8 && GetAmmo () != 0) m_reloadState = RELOAD_PRIMARY; m_moveSpeed = 0.0f; m_strafeSpeed = 0.0f; m_moveToGoal = false; m_checkTerrain = true; } else if (!GoalIsValid ()) // we didn't choose a cover waypoint yet or lost it due to an attack? { DeleteSearchNodes (); int destIndex = -1; if (GetTask ()->data != -1) destIndex = GetTask ()->data; else { destIndex = FindCoverWaypoint (1024.0f); if (destIndex == -1) destIndex = waypoints.FindNearest (pev->origin, 512.0f); } m_campDirection = 0; m_prevGoalIndex = destIndex; GetTask ()->data = destIndex; if (destIndex != m_currentWaypointIndex) FindPath (m_currentWaypointIndex, destIndex, SEARCH_PATH_FASTEST); } } void Bot::RunTask_Attack (void) { m_moveToGoal = false; m_checkTerrain = false; if (!IsEntityNull (m_enemy)) { IgnoreCollisionShortly (); if (IsOnLadder ()) { pev->button |= IN_JUMP; DeleteSearchNodes (); } CombatFight (); if (m_currentWeapon == WEAPON_KNIFE && !m_lastEnemyOrigin.IsZero ()) m_destOrigin = m_lastEnemyOrigin; } else { TaskComplete (); m_destOrigin = m_lastEnemyOrigin; } m_navTimeset = engine.Time (); } void Bot::RunTask_Pause (void) { m_moveToGoal = false; m_checkTerrain = false; m_navTimeset = engine.Time (); 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 = -fabsf ((m_viewDistance - 500.0f) * 0.5f); if (m_moveSpeed < -pev->maxspeed) m_moveSpeed = -pev->maxspeed; MakeVectors (pev->v_angle); m_camp = EyePosition () + g_pGlobals->v_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 < engine.Time () || m_lastDamageType > 0) TaskComplete (); } void Bot::RunTask_Blinded (void) { m_moveToGoal = false; m_checkTerrain = false; m_navTimeset = engine.Time (); // if bot remembers last enemy position if (m_difficulty >= 2 && !m_lastEnemyOrigin.IsZero () && IsValidPlayer (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 < engine.Time ()) TaskComplete (); } void Bot::RunTask_Camp (void) { if (!yb_camping_allowed.GetBool ()) { TaskComplete (); return; } m_aimFlags |= AIM_CAMP; m_checkTerrain = false; m_moveToGoal = false; if (m_team == CT && g_bombPlanted && m_defendedBomb && !IsBombDefusing (waypoints.GetBombPosition ()) && !OutOfBombTimer ()) { m_defendedBomb = false; TaskComplete (); } // half the reaction time if camping because you're more aware of enemies if camping SetIdealReactionTimes (); m_idealReactionTime *= 0.5f; m_navTimeset = engine.Time (); m_timeCamping = engine.Time (); m_moveSpeed = 0.0f; m_strafeSpeed = 0.0f; GetValidWaypoint (); if (m_nextCampDirTime < engine.Time ()) { m_nextCampDirTime = engine.Time () + Random.Float (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 compatiability :) int numFoundPoints = 0; int foundPoints[3]; int distanceTab[3]; const Vector &dotA = (dest - pev->origin).Normalize2D (); for (int i = 0; i < g_numWaypoints; i++) { // skip invisible waypoints or current waypoint if (!waypoints.IsVisible (m_currentWaypointIndex, i) || (i == m_currentWaypointIndex)) continue; const Vector &dotB = (waypoints.GetPath (i)->origin - pev->origin).Normalize2D (); if ((dotA | dotB) > 0.9) { int distance = static_cast ((pev->origin - waypoints.GetPath (i)->origin).GetLength ()); if (numFoundPoints >= 3) { for (int j = 0; j < 3; j++) { if (distance > distanceTab[j]) { distanceTab[j] = distance; foundPoints[j] = i; break; } } } else { foundPoints[numFoundPoints] = i; distanceTab[numFoundPoints] = distance; numFoundPoints++; } } } if (--numFoundPoints >= 0) m_camp = waypoints.GetPath (foundPoints[Random.Long (0, numFoundPoints)])->origin; else m_camp = waypoints.GetPath (GetAimingWaypoint ())->origin; } else m_camp = waypoints.GetPath (GetAimingWaypoint ())->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 < engine.Time () || m_lastDamageType > 0) TaskComplete (); } void Bot::RunTask_Hide (void) { m_aimFlags |= AIM_CAMP; m_checkTerrain = false; m_moveToGoal = false; // half the reaction time if camping SetIdealReactionTimes (); m_idealReactionTime *= 0.5f; m_navTimeset = engine.Time (); m_moveSpeed = 0.0f; m_strafeSpeed = 0.0f; GetValidWaypoint (); 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)) { TaskComplete (); m_campButtons = 0; m_prevGoalIndex = -1; if (!IsEntityNull (m_enemy)) CombatFight (); return; } } else if (m_lastEnemyOrigin.IsZero ()) // If we don't have an enemy we're also free to leave { TaskComplete (); m_campButtons = 0; m_prevGoalIndex = -1; if (GetTaskId () == TASK_HIDE) TaskComplete (); return; } pev->button |= m_campButtons; m_navTimeset = engine.Time (); // stop camping if time over or gets hurt by something else than bullets if (GetTask ()->time < engine.Time () || m_lastDamageType > 0) TaskComplete (); } void Bot::RunTask_MoveToPos (void) { m_aimFlags |= AIM_NAVPOINT; if (IsShieldDrawn ()) pev->button |= IN_ATTACK2; if (DoWaypointNav ()) // reached destination? { TaskComplete (); // we're done m_prevGoalIndex = -1; m_position.Zero (); } else if (!GoalIsValid ()) // didn't choose goal waypoint yet? { DeleteSearchNodes (); int destIndex = -1; if (GetTask ()->data != -1 && GetTask ()->data < g_numWaypoints) destIndex = GetTask ()->data; else destIndex = waypoints.FindNearest (m_position); if (destIndex >= 0 && destIndex < g_numWaypoints) { m_prevGoalIndex = destIndex; GetTask ()->data = destIndex; FindPath (m_currentWaypointIndex, destIndex, m_pathType); } else TaskComplete (); } } void Bot::RunTask_PlantBomb (void) { m_aimFlags |= AIM_CAMP; if (m_hasC4) // we're still got the C4? { SelectWeaponByName ("weapon_c4"); if (IsAlive (m_enemy) || !m_inBombZone) TaskComplete (); else { m_moveToGoal = false; m_checkTerrain = false; m_navTimeset = engine.Time (); 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; } } else // done with planting { TaskComplete (); // tell teammates to move over here... if (GetNearbyFriendsNearPosition (pev->origin, 1200.0f) != 0) RadioMessage (Radio_NeedBackup); DeleteSearchNodes (); int index = FindDefendWaypoint (pev->origin); float guardTime = mp_c4timer.GetFloat () * 0.5f + mp_c4timer.GetFloat () * 0.25f; // push camp task on to stack PushTask (TASK_CAMP, TASKPRI_CAMP, -1, engine.Time () + guardTime, true); // push move command PushTask (TASK_MOVETOPOSITION, TASKPRI_MOVETOPOSITION, index, engine.Time () + guardTime, true); if (waypoints.GetPath (index)->vis.crouch <= waypoints.GetPath (index)->vis.stand) m_campButtons |= IN_DUCK; else m_campButtons &= ~IN_DUCK; } } void Bot::RunTask_DefuseBomb (void) { float fullDefuseTime = m_hasDefuser ? 7.0f : 12.0f; float timeToBlowUp = GetBombTimeleft (); float defuseRemainingTime = fullDefuseTime; if (m_hasProgressBar /*&& IsOnFloor ()*/) defuseRemainingTime = fullDefuseTime - engine.Time (); bool defuseError = false; // exception: bomb has been defused if (waypoints.GetBombPosition ().IsZero ()) { defuseError = true; g_bombPlanted = false; if (Random.Long (0, 100) < 50 && m_numFriendsLeft != 0) { if (timeToBlowUp <= 3.0) { if (yb_communication_type.GetInt () == 2) InstantChatterMessage (Chatter_BarelyDefused); else if (yb_communication_type.GetInt () == 1) RadioMessage (Radio_SectorClear); } else RadioMessage (Radio_SectorClear); } } else if (defuseRemainingTime > timeToBlowUp) // exception: not time left for defusing defuseError = true; else if (IsValidPlayer (m_enemy)) { int friends = GetNearbyFriendsNearPosition (pev->origin, 768.0f); if (friends < 2 && defuseRemainingTime < timeToBlowUp) { defuseError = true; if (defuseRemainingTime + 2.0f > timeToBlowUp) defuseError = false; if (m_numFriendsLeft > friends) RadioMessage (Radio_NeedBackup); } } // one of exceptions is thrown. finish task. if (defuseError) { m_checkTerrain = true; m_moveToGoal = true; m_destOrigin.Zero (); m_entity.Zero (); m_pickupItem = NULL; m_pickupType = PICKUP_NONE; TaskComplete (); return; } // to revert from pause after reload waiting && just to be sure m_moveToGoal = false; m_checkTerrain = true; m_moveSpeed = pev->maxspeed; m_strafeSpeed = 0.0f; // bot is reloading and we close enough to start defusing if (m_isReloading && (waypoints.GetBombPosition () - pev->origin).GetLength2D () < 80.0f) { if (m_numEnemiesLeft == 0 || timeToBlowUp < fullDefuseTime + 7.0f || ((GetAmmoInClip () > 8 && m_reloadState == RELOAD_PRIMARY) || (GetAmmoInClip () > 5 && m_reloadState == RELOAD_SECONDARY))) { int weaponIndex = GetHighestWeapon (); // just select knife and then select weapon SelectWeaponByName ("weapon_knife"); if (weaponIndex > 0 && weaponIndex < NUM_WEAPONS) SelectWeaponbyNumber (weaponIndex); m_isReloading = false; } else // just wait here { 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 = waypoints.GetBombPosition (); m_entity = waypoints.GetBombPosition (); pev->button |= IN_USE; // if defusing is not already started, maybe crouch before if (!m_hasProgressBar && m_duckDefuseCheckTime < engine.Time ()) { 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).GetLengthSquared (); float standLength = (m_entity - botStandOrigin).GetLengthSquared (); if (duckLength > 5625.0f || standLength > 5625.0f) { if (standLength < duckLength) m_duckDefuse = false; // stand else m_duckDefuse = true; // duck } m_duckDefuseCheckTime = engine.Time () + 1.5f; } // press duck button if (m_duckDefuse || (pev->oldbuttons & IN_DUCK)) pev->button |= IN_DUCK; else pev->button &= ~IN_DUCK; // we are defusing bomb if (m_hasProgressBar) { pev->button |= IN_USE; m_reloadState = RELOAD_NONE; m_navTimeset = engine.Time (); // 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) { ChatterMessage (Chatter_DefusingC4); if (GetNearbyFriendsNearPosition (pev->origin, 512.0f) < 2) RadioMessage (Radio_NeedBackup); } } } void Bot::RunTask_FollowUser (void) { if (IsEntityNull (m_targetEntity) || !IsAlive (m_targetEntity)) { m_targetEntity = NULL; TaskComplete (); return; } if (m_targetEntity->v.button & IN_ATTACK) { MakeVectors (m_targetEntity->v.v_angle); TraceResult tr; engine.TestLine (m_targetEntity->v.origin + m_targetEntity->v.view_ofs, g_pGlobals->v_forward * 500.0f, TRACE_IGNORE_EVERYTHING, GetEntity (), &tr); if (!IsEntityNull (tr.pHit) && IsValidPlayer (tr.pHit) && GetTeam (tr.pHit) != m_team) { m_targetEntity = NULL; m_lastEnemy = tr.pHit; m_lastEnemyOrigin = tr.pHit->v.origin; TaskComplete (); 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).GetLength () > 130) m_followWaitTime = 0.0f; else { m_moveSpeed = 0.0f; if (m_followWaitTime == 0.0f) m_followWaitTime = engine.Time (); else { if (m_followWaitTime + 3.0f < engine.Time ()) { // stop following if we have been waiting too long m_targetEntity = NULL; RadioMessage (Radio_YouTakePoint); TaskComplete (); return; } } } m_aimFlags |= AIM_NAVPOINT; if (yb_walking_allowed.GetBool () && m_targetEntity->v.maxspeed < m_moveSpeed && !yb_jasonmode.GetBool ()) m_moveSpeed = GetWalkSpeed (); if (IsShieldDrawn ()) pev->button |= IN_ATTACK2; if (DoWaypointNav ()) // reached destination? GetTask ()->data = -1; if (!GoalIsValid ()) // didn't choose goal waypoint yet? { DeleteSearchNodes (); int destIndex = waypoints.FindNearest (m_targetEntity->v.origin); Array points; waypoints.FindInRadius (points, 200.0f, m_targetEntity->v.origin); while (!points.IsEmpty ()) { int newIndex = points.Pop (); // if waypoint not yet used, assign it as dest if (!IsPointOccupied (newIndex) && newIndex != m_currentWaypointIndex) destIndex = newIndex; } if (destIndex >= 0 && destIndex < g_numWaypoints && destIndex != m_currentWaypointIndex && m_currentWaypointIndex >= 0 && m_currentWaypointIndex < g_numWaypoints) { m_prevGoalIndex = destIndex; GetTask ()->data = destIndex; // always take the shortest path FindShortestPath (m_currentWaypointIndex, destIndex); } else { m_targetEntity = NULL; TaskComplete (); } } } void Bot::RunTask_Throw_HE (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) && !IsEntityNull (m_enemy)) dest = m_enemy->v.origin + m_enemy->v.velocity.Get2D () * 0.5f; m_isUsingGrenade = true; m_checkTerrain = false; IgnoreCollisionShortly (); if (m_maxThrowTimer < engine.Time () || (pev->origin - dest).GetLengthSquared () < GET_SQUARE (400.0f)) { // heck, I don't wanna blow up myself m_grenadeCheckTime = engine.Time () + MAX_GRENADE_TIMER; SelectBestWeapon (); TaskComplete (); return; } m_grenade = CheckThrow (EyePosition (), dest); if (m_grenade.GetLengthSquared () < 100.0f) m_grenade = CheckToss (EyePosition (), dest); if (m_grenade.GetLengthSquared () <= 100.0f) { m_grenadeCheckTime = engine.Time () + MAX_GRENADE_TIMER; m_grenade = m_lookAt; SelectBestWeapon (); TaskComplete (); } else { edict_t *ent = NULL; while (!IsEntityNull (ent = FIND_ENTITY_BY_CLASSNAME (ent, "grenade"))) { if (ent->v.owner == GetEntity () && strcmp (STRING (ent->v.model) + 9, "hegrenade.mdl") == 0) { // set the correct velocity for the grenade if (m_grenade.GetLengthSquared () > 100.0f) ent->v.velocity = m_grenade; m_grenadeCheckTime = engine.Time () + MAX_GRENADE_TIMER; SelectBestWeapon (); TaskComplete (); break; } } if (IsEntityNull (ent)) { if (m_currentWeapon != WEAPON_EXPLOSIVE) { if (pev->weapons & (1 << WEAPON_EXPLOSIVE)) SelectWeaponByName ("weapon_hegrenade"); } else if (!(pev->oldbuttons & IN_ATTACK)) pev->button |= IN_ATTACK; } } pev->button |= m_campButtons; } void Bot::RunTask_Throw_FL (void) { m_aimFlags |= AIM_GRENADE; Vector dest = m_throw; if (!(m_states & STATE_SEEING_ENEMY)) { m_strafeSpeed = 0.0f; m_moveSpeed = 0.0f; } else if (!(m_states & STATE_SUSPECT_ENEMY) && !IsEntityNull (m_enemy)) dest = m_enemy->v.origin + m_enemy->v.velocity.Get2D () * 0.5; m_isUsingGrenade = true; m_checkTerrain = false; IgnoreCollisionShortly (); m_grenade = CheckThrow (EyePosition (), dest); if (m_grenade.GetLengthSquared () < 100.0f) m_grenade = CheckToss (pev->origin, dest); if (m_maxThrowTimer < engine.Time () || m_grenade.GetLengthSquared () <= 100.0f) { m_grenadeCheckTime = engine.Time () + MAX_GRENADE_TIMER; m_grenade = m_lookAt; SelectBestWeapon (); TaskComplete (); } else { edict_t *ent = NULL; while (!IsEntityNull (ent = FIND_ENTITY_BY_CLASSNAME (ent, "grenade"))) { if (ent->v.owner == GetEntity () && strcmp (STRING (ent->v.model) + 9, "flashbang.mdl") == 0) { // set the correct velocity for the grenade if (m_grenade.GetLengthSquared () > 100.0f) ent->v.velocity = m_grenade; m_grenadeCheckTime = engine.Time () + MAX_GRENADE_TIMER; SelectBestWeapon (); TaskComplete (); break; } } if (IsEntityNull (ent)) { if (m_currentWeapon != WEAPON_FLASHBANG) { if (pev->weapons & (1 << WEAPON_FLASHBANG)) SelectWeaponByName ("weapon_flashbang"); } else if (!(pev->oldbuttons & IN_ATTACK)) pev->button |= IN_ATTACK; } } pev->button |= m_campButtons; } void Bot::RunTask_Throw_SG (void) { m_aimFlags |= AIM_GRENADE; if (!(m_states & STATE_SEEING_ENEMY)) { m_strafeSpeed = 0.0f; m_moveSpeed = 0.0f; } m_checkTerrain = false; m_isUsingGrenade = true; IgnoreCollisionShortly (); Vector src = m_lastEnemyOrigin - pev->velocity; // predict where the enemy is in 0.5 secs if (!IsEntityNull (m_enemy)) src = src + m_enemy->v.velocity * 0.5f; m_grenade = (src - EyePosition ()).Normalize (); if (m_maxThrowTimer < engine.Time () || GetTask ()->time < engine.Time () + 0.5f) { m_aimFlags &= ~AIM_GRENADE; m_states &= ~STATE_THROW_SG; TaskComplete (); return; } if (m_currentWeapon != WEAPON_SMOKE) { if (pev->weapons & (1 << WEAPON_SMOKE)) { SelectWeaponByName ("weapon_smokegrenade"); GetTask ()->time = engine.Time () + MAX_GRENADE_TIMER; } else GetTask ()->time = engine.Time () + 0.1f; } else if (!(pev->oldbuttons & IN_ATTACK)) pev->button |= IN_ATTACK; } void Bot::RunTask_DoubleJump (void) { if (IsEntityNull (m_doubleJumpEntity) || !IsAlive (m_doubleJumpEntity) || (m_aimFlags & AIM_ENEMY) || (m_travelStartIndex != -1 && GetTask ()->time + (waypoints.GetTravelTime (pev->maxspeed, waypoints.GetPath (m_travelStartIndex)->origin, m_doubleJumpOrigin) + 11.0) < engine.Time ())) { ResetDoubleJumpState (); return; } m_aimFlags |= AIM_NAVPOINT; if (m_jumpReady) { m_moveToGoal = false; m_checkTerrain = false; m_navTimeset = engine.Time (); m_moveSpeed = 0.0f; m_strafeSpeed = 0.0f; if (m_duckForJump < engine.Time ()) pev->button |= IN_DUCK; MakeVectors (Vector::GetZero ()); Vector dest = EyePosition () + g_pGlobals->v_forward * 500.0f; dest.z = 180.0f; TraceResult tr; engine.TestLine (EyePosition (), dest, TRACE_IGNORE_GLASS, GetEntity (), &tr); if (tr.flFraction < 1.0f && tr.pHit == m_doubleJumpEntity) { if (m_doubleJumpEntity->v.button & IN_JUMP) { m_duckForJump = engine.Time () + Random.Float (3.0f, 5.0f); GetTask ()->time = engine.Time (); } } return; } if (m_currentWaypointIndex == m_prevGoalIndex) { m_waypointOrigin = m_doubleJumpOrigin; m_destOrigin = m_doubleJumpOrigin; } if (DoWaypointNav ()) // reached destination? GetTask ()->data = -1; if (!GoalIsValid ()) // didn't choose goal waypoint yet? { DeleteSearchNodes (); int destIndex = waypoints.FindNearest (m_doubleJumpOrigin); if (destIndex >= 0 && destIndex < g_numWaypoints) { m_prevGoalIndex = destIndex; GetTask ()->data = destIndex; m_travelStartIndex = m_currentWaypointIndex; // Always take the shortest path FindShortestPath (m_currentWaypointIndex, destIndex); if (m_currentWaypointIndex == destIndex) m_jumpReady = true; } else ResetDoubleJumpState (); } } void Bot::RunTask_EscapeFromBomb (void) { m_aimFlags |= AIM_NAVPOINT; if (!g_bombPlanted) TaskComplete (); if (IsShieldDrawn ()) pev->button |= IN_ATTACK2; if (m_currentWeapon != WEAPON_KNIFE && m_numEnemiesLeft == 0) SelectWeaponByName ("weapon_knife"); if (DoWaypointNav ()) // reached destination? { TaskComplete (); // we're done // press duck button if we still have some enemies if (GetNearbyEnemiesNearPosition (pev->origin, 2048.0f)) m_campButtons = IN_DUCK; // we're reached destination point so just sit down and camp PushTask (TASK_CAMP, TASKPRI_CAMP, -1, engine.Time () + 10.0f, true); } else if (!GoalIsValid ()) // didn't choose goal waypoint yet? { DeleteSearchNodes (); int lastSelectedGoal = -1, minPathDistance = 99999; float safeRadius = Random.Float (1248.0f, 2048.0f); for (int i = 0; i < g_numWaypoints; i++) { if ((waypoints.GetPath (i)->origin - waypoints.GetBombPosition ()).GetLength () < safeRadius || IsPointOccupied (i)) continue; int pathDistance = waypoints.GetPathDistance (m_currentWaypointIndex, i); if (minPathDistance > pathDistance) { minPathDistance = pathDistance; lastSelectedGoal = i; } } if (lastSelectedGoal < 0) lastSelectedGoal = waypoints.FindFarest (pev->origin, safeRadius); m_prevGoalIndex = lastSelectedGoal; GetTask ()->data = lastSelectedGoal; FindShortestPath (m_currentWaypointIndex, lastSelectedGoal); } } void Bot::RunTask_ShootBreakable (void) { m_aimFlags |= AIM_OVERRIDE; // Breakable destroyed? if (IsEntityNull (FindBreakable ())) { TaskComplete (); return; } pev->button |= m_campButtons; m_checkTerrain = false; m_moveToGoal = false; m_navTimeset = engine.Time (); Vector src = m_breakable; m_camp = src; // is bot facing the breakable? if (GetShootingConeDeviation (GetEntity (), &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::RunTask_PickupItem () { if (IsEntityNull (m_pickupItem)) { m_pickupItem = NULL; TaskComplete (); return; } Vector dest = engine.GetAbsOrigin (m_pickupItem); m_destOrigin = dest; m_entity = dest; // find the distance to the item float itemDistance = (dest - pev->origin).GetLength (); int id = 0; 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) { for (id = 0; id < 7; id++) { if (strcmp (g_weaponSelect[id].modelName, STRING (m_pickupItem->v.model) + 9) == 0) break; } if (id < 7) { // secondary weapon. i.e., pistol int weaponID = 0; for (id = 0; id < 7; id++) { if (pev->weapons & (1 << g_weaponSelect[id].id)) weaponID = id; } if (weaponID > 0) { SelectWeaponbyNumber (weaponID); FakeClientCommand (GetEntity (), "drop"); if (HasShield ()) // If we have the shield... FakeClientCommand (GetEntity (), "drop"); // discard both shield and pistol } EquipInBuyzone (BUYSTATE_PRIMARY_WEAPON); } else { // primary weapon int weaponID = GetHighestWeapon (); if ((weaponID > 6) || HasShield ()) { SelectWeaponbyNumber (weaponID); FakeClientCommand (GetEntity (), "drop"); } EquipInBuyzone (BUYSTATE_PRIMARY_WEAPON); } CheckSilencer (); // check the silencer } break; case PICKUP_SHIELD: m_aimFlags |= AIM_NAVPOINT; if (HasShield ()) { m_pickupItem = NULL; break; } else if (itemDistance < 50.0f) // near to shield? { // get current best weapon to check if it's a primary in need to be dropped int weaponID = GetHighestWeapon (); if (weaponID > 6) { SelectWeaponbyNumber (weaponID); FakeClientCommand (GetEntity (), "drop"); } } break; case PICKUP_PLANTED_C4: m_aimFlags |= AIM_ENTITY; if (m_team == CT && itemDistance < 80.0f) { ChatterMessage (Chatter_DefusingC4); // notify team of defusing if (m_numFriendsLeft < 3) RadioMessage (Radio_NeedBackup); m_moveToGoal = false; m_checkTerrain = false; m_moveSpeed = 0.0f; m_strafeSpeed = 0.0f; PushTask (TASK_DEFUSEBOMB, TASKPRI_DEFUSEBOMB, -1, 0.0f, false); } break; case PICKUP_HOSTAGE: m_aimFlags |= AIM_ENTITY; if (!IsAlive (m_pickupItem)) { // don't pickup dead hostages m_pickupItem = NULL; TaskComplete (); break; } if (itemDistance < 50.0f) { float angleToEntity = InFieldOfView (dest - EyePosition ()); if (angleToEntity <= 10.0f) // bot faces hostage? { // use game dll function to make sure the hostage is correctly 'used' MDLL_Use (m_pickupItem, GetEntity ()); if (Random.Long (0, 100) < 80) ChatterMessage (Chatter_UseHostage); for (int i = 0; i < MAX_HOSTAGES; i++) { if (IsEntityNull (m_hostages[i])) // store pointer to hostage so other bots don't steal from this one or bot tries to reuse it { m_hostages[i] = m_pickupItem; m_pickupItem = NULL; break; } } } IgnoreCollisionShortly (); // also don't consider being stuck } break; case PICKUP_DEFUSEKIT: m_aimFlags |= AIM_NAVPOINT; if (m_hasDefuser) { m_pickupItem = NULL; m_pickupType = PICKUP_NONE; } break; case PICKUP_BUTTON: m_aimFlags |= AIM_ENTITY; if (IsEntityNull (m_pickupItem) || m_buttonPushTime < engine.Time ()) // it's safer... { TaskComplete (); m_pickupType = PICKUP_NONE; break; } // find angles from bot origin to entity... float angleToEntity = InFieldOfView (dest - EyePosition ()); if (itemDistance < 90.0f) // near to the button? { m_moveSpeed = 0.0f; m_strafeSpeed = 0.0f; m_moveToGoal = false; m_checkTerrain = false; if (angleToEntity <= 10.0f) // facing it directly? { MDLL_Use (m_pickupItem, GetEntity ()); m_pickupItem = NULL; m_pickupType = PICKUP_NONE; m_buttonPushTime = engine.Time () + 3.0f; TaskComplete (); } } break; } } void Bot::RunTask (void) { // this is core function that handle task execution switch (GetTaskId ()) { // normal task default: case TASK_NORMAL: RunTask_Normal (); break; // bot sprays messy logos all over the place... case TASK_SPRAY: RunTask_Spray (); break; // hunt down enemy case TASK_HUNTENEMY: RunTask_HuntEnemy (); break; // bot seeks cover from enemy case TASK_SEEKCOVER: RunTask_SeekCover (); break; // plain attacking case TASK_ATTACK: RunTask_Attack (); break; // Bot is pausing case TASK_PAUSE: RunTask_Pause (); break; // blinded (flashbanged) behaviour case TASK_BLINDED: RunTask_Blinded (); break; // camping behaviour case TASK_CAMP: RunTask_Camp (); break; // hiding behaviour case TASK_HIDE: RunTask_Hide (); break; // moves to a position specified in position has a higher priority than task_normal case TASK_MOVETOPOSITION: RunTask_MoveToPos (); break; // planting the bomb right now case TASK_PLANTBOMB: RunTask_PlantBomb (); break; // bomb defusing behaviour case TASK_DEFUSEBOMB: RunTask_DefuseBomb (); break; // follow user behaviour case TASK_FOLLOWUSER: RunTask_FollowUser (); break; // HE grenade throw behaviour case TASK_THROWHEGRENADE: RunTask_Throw_HE (); break; // flashbang throw behavior (basically the same code like for HE's) case TASK_THROWFLASHBANG: RunTask_Throw_FL (); 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: RunTask_Throw_SG (); break; // bot helps human player (or other bot) to get somewhere case TASK_DOUBLEJUMP: RunTask_DoubleJump (); break; // escape from bomb behaviour case TASK_ESCAPEFROMBOMB: RunTask_EscapeFromBomb (); break; // shooting breakables in the way action case TASK_SHOOTBREAKABLE: RunTask_ShootBreakable (); break; // picking up items and stuff behaviour case TASK_PICKUPITEM: RunTask_PickupItem (); break; } } void Bot::CheckSpawnTimeConditions (void) { // this function is called instead of BotAI 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 + Random.Float (4.0f, 6.5f) < engine.Time ()) { if (Random.Long (1, 100) < 2 && yb_spraypaints.GetBool ()) PushTask (TASK_SPRAY, TASKPRI_SPRAYLOGO, -1, engine.Time () + 1.0f, false); if (m_difficulty >= 2 && Random.Long (0, 100) < (m_personality == PERSONALITY_RUSHER ? 99 : 50) && !m_isReloading && (g_mapType & (MAP_CS | MAP_DE | MAP_ES | MAP_AS))) { if (yb_jasonmode.GetBool ()) { SelectPistol (); FakeClientCommand (GetEntity (), "drop"); } else SelectWeaponByName ("weapon_knife"); } m_checkKnifeSwitch = false; if (Random.Long (0, 100) < yb_user_follow_percent.GetInt () && IsEntityNull (m_targetEntity) && !m_isLeader && !m_hasC4) AttachToUser (); } // check if we already switched weapon mode if (m_checkWeaponSwitch && m_buyingFinished && m_spawnTime + Random.Float (2.0f, 3.5f) < engine.Time ()) { if (HasShield () && IsShieldDrawn ()) pev->button |= IN_ATTACK2; else { switch (m_currentWeapon) { case WEAPON_M4A1: case WEAPON_USP: CheckSilencer (); break; case WEAPON_FAMAS: case WEAPON_GLOCK: if (Random.Long (0, 100) < 50) pev->button |= IN_ATTACK2; break; } } // select a leader bot for this team SelectLeaderEachTeam (m_team); m_checkWeaponSwitch = false; } } void Bot::BotAI (void) { // this function gets called each frame and is the core of all bot ai. from here all other subroutines are called float movedDistance; // length of different vector (distance bot moved) TraceResult tr; // 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 > engine.Time ()) m_maxViewDistance = 4096.0f; m_moveSpeed = pev->maxspeed; if (m_prevTime <= engine.Time ()) { // see how far bot has moved since the previous position... movedDistance = (m_prevOrigin - pev->origin).GetLength (); // save current position as previous m_prevOrigin = pev->origin; m_prevTime = engine.Time () + 0.2f; } else movedDistance = 2.0f; // if there's some radio message to respond, check it if (m_radioOrder != 0) CheckRadioCommands (); // do all sensing, calculate/filter all actions here SetConditions (); // some stuff required by by chatter engine if (yb_communication_type.GetInt () == 2) { if ((m_states & STATE_SEEING_ENEMY) && !IsEntityNull (m_enemy)) { int hasFriendNearby = GetNearbyFriendsNearPosition (pev->origin, 512.0f); if (!hasFriendNearby && Random.Long (0, 100) < 45 && (m_enemy->v.weapons & (1 << WEAPON_C4))) ChatterMessage (Chatter_SpotTheBomber); else if (!hasFriendNearby && Random.Long (0, 100) < 45 && m_team == TERRORIST && IsPlayerVIP (m_enemy)) ChatterMessage (Chatter_VIPSpotted); else if (!hasFriendNearby && Random.Long (0, 100) < 50 && GetTeam (m_enemy) != m_team && IsGroupOfEnemies (m_enemy->v.origin, 2, 384.0f)) ChatterMessage (Chatter_ScaredEmotion); else if (!hasFriendNearby && Random.Long (0, 100) < 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)))) ChatterMessage (Chatter_SniperWarning); // if bot is trapped under shield yell for help ! if (GetTaskId () == TASK_CAMP && HasShield () && IsShieldDrawn () && hasFriendNearby >= 2 && IsEnemyViewable (m_enemy)) InstantChatterMessage (Chatter_Pinned_Down); } // if bomb planted warn teammates ! if (g_canSayBombPlanted && g_bombPlanted && GetTeam (GetEntity ()) == CT) { g_canSayBombPlanted = false; ChatterMessage (Chatter_GottaFindTheBomb); } } Vector src, destination; m_checkTerrain = true; m_moveToGoal = true; m_wantsToFire = false; AvoidGrenades (); // avoid flyings grenades m_isUsingGrenade = false; RunTask (); // execute current task ChooseAimDirection (); // choose aim direction UpdateLookAngles (); // and turn to chosen aim direction // the bots wants to fire at something? if (m_wantsToFire && !m_isUsingGrenade && m_shootTime <= engine.Time ()) FireWeapon (); // if bot didn't fire a bullet try again next frame // check for reloading if (m_reloadCheckTime <= engine.Time ()) CheckReload (); // set the reaction time (surprise momentum) different each frame according to skill SetIdealReactionTimes (); // calculate 2 direction vectors, 1 without the up/down component const Vector &dirOld = m_destOrigin - (pev->origin + pev->velocity * m_frameInterval); const Vector &dirNormal = dirOld.Normalize2D (); m_moveAngles = dirOld.ToAngles (); m_moveAngles.ClampAngles (); m_moveAngles.x *= -1.0f; // invert for engine SetConditionsOverride (); // allowed to move to a destination position? if (m_moveToGoal) { GetValidWaypoint (); // Press duck button if we need to if ((m_currentPath->flags & FLAG_CROUCH) && !(m_currentPath->flags & FLAG_CAMP)) pev->button |= IN_DUCK; m_timeWaypointMove = engine.Time (); if (IsInWater ()) // special movement for swimming here { // check if we need to go forward or back press the correct buttons if (InFieldOfView (m_destOrigin - EyePosition ()) > 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; } } if (m_checkTerrain) // are we allowed to check blocking terrain (and react to it)? CheckTerrain (movedDistance, dirNormal); // 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 + GetEstimatedReachTime () < engine.Time () && IsEntityNull (m_enemy)) { GetValidWaypoint (); // clear these pointers, bot mingh be stuck getting to them if (!IsEntityNull (m_pickupItem) && !m_hasProgressBar) m_itemIgnore = m_pickupItem; m_pickupItem = NULL; m_breakableEntity = NULL; m_itemCheckTime = engine.Time () + 5.0f; m_pickupType = PICKUP_NONE; } if (m_duckTime >= engine.Time ()) pev->button |= IN_DUCK; if (pev->button & IN_JUMP) m_jumpTime = engine.Time (); if (m_jumpTime + 0.85f > engine.Time ()) { 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; } // display some debugging thingy to host entity if (!IsEntityNull (g_hostEntity) && yb_debug.GetInt () >= 1) DisplayDebugOverlay (); // save the previous speed (for checking if stuck) m_prevSpeed = fabsf (m_moveSpeed); m_lastDamageType = -1; // reset damage } void Bot::DisplayDebugOverlay (void) { bool displayDebugOverlay = false; if (g_hostEntity->v.iuser2 == IndexOfEntity (GetEntity ())) displayDebugOverlay = true; if (!displayDebugOverlay && yb_debug.GetInt () >= 2) { Bot *nearest = NULL; if (FindNearestPlayer (reinterpret_cast (&nearest), g_hostEntity, 128.0f, true, true, true, true) && nearest == this) displayDebugOverlay = true; } if (displayDebugOverlay) { static float timeDebugUpdate = 0.0f; static int index, goal, taskID; if (!m_tasks.IsEmpty ()) { if (taskID != GetTaskId () || index != m_currentWaypointIndex || goal != GetTask ()->data || timeDebugUpdate < engine.Time ()) { taskID = GetTaskId (); index = m_currentWaypointIndex; goal = GetTask ()->data; char taskName[80]; memset (taskName, 0, sizeof (taskName)); switch (taskID) { case TASK_NORMAL: sprintf (taskName, "Normal"); break; case TASK_PAUSE: sprintf (taskName, "Pause"); break; case TASK_MOVETOPOSITION: sprintf (taskName, "MoveToPosition"); break; case TASK_FOLLOWUSER: sprintf (taskName, "FollowUser"); break; case TASK_WAITFORGO: sprintf (taskName, "WaitForGo"); break; case TASK_PICKUPITEM: sprintf (taskName, "PickupItem"); break; case TASK_CAMP: sprintf (taskName, "Camp"); break; case TASK_PLANTBOMB: sprintf (taskName, "PlantBomb"); break; case TASK_DEFUSEBOMB: sprintf (taskName, "DefuseBomb"); break; case TASK_ATTACK: sprintf (taskName, "AttackEnemy"); break; case TASK_HUNTENEMY: sprintf (taskName, "HuntEnemy"); break; case TASK_SEEKCOVER: sprintf (taskName, "SeekCover"); break; case TASK_THROWHEGRENADE: sprintf (taskName, "ThrowExpGrenade"); break; case TASK_THROWFLASHBANG: sprintf (taskName, "ThrowFlashGrenade"); break; case TASK_THROWSMOKE: sprintf (taskName, "ThrowSmokeGrenade"); break; case TASK_DOUBLEJUMP: sprintf (taskName, "PerformDoubleJump"); break; case TASK_ESCAPEFROMBOMB: sprintf (taskName, "EscapeFromBomb"); break; case TASK_SHOOTBREAKABLE: sprintf (taskName, "ShootBreakable"); break; case TASK_HIDE: sprintf (taskName, "Hide"); break; case TASK_BLINDED: sprintf (taskName, "Blinded"); break; case TASK_SPRAY: sprintf (taskName, "SprayLogo"); break; } char enemyName[80], weaponName[80], aimFlags[64], botType[32]; if (!IsEntityNull (m_enemy)) strncpy (enemyName, STRING (m_enemy->v.netname), SIZEOF_CHAR (enemyName)); else if (!IsEntityNull (m_lastEnemy)) { strcpy (enemyName, " (L)"); strncat (enemyName, STRING (m_lastEnemy->v.netname), SIZEOF_CHAR (enemyName)); } else strcpy (enemyName, " (null)"); char pickupName[80]; memset (pickupName, 0, sizeof (pickupName)); if (!IsEntityNull (m_pickupItem)) strncpy (pickupName, STRING (m_pickupItem->v.classname), SIZEOF_CHAR (pickupName)); else strcpy (pickupName, " (null)"); WeaponSelect *selectTab = &g_weaponSelect[0]; char weaponCount = 0; while (m_currentWeapon != selectTab->id && weaponCount < NUM_WEAPONS) { selectTab++; weaponCount++; } memset (aimFlags, 0, sizeof (aimFlags)); // set the aim flags sprintf (aimFlags, "%s%s%s%s%s%s%s%s", (m_aimFlags & AIM_NAVPOINT) ? " NavPoint" : "", (m_aimFlags & AIM_CAMP) ? " CampPoint" : "", (m_aimFlags & AIM_PREDICT_PATH) ? " PredictPath" : "", (m_aimFlags & AIM_LAST_ENEMY) ? " LastEnemy" : "", (m_aimFlags & AIM_ENTITY) ? " Entity" : "", (m_aimFlags & AIM_ENEMY) ? " Enemy" : "", (m_aimFlags & AIM_GRENADE) ? " Grenade" : "", (m_aimFlags & AIM_OVERRIDE) ? " Override" : ""); // set the bot type sprintf (botType, "%s%s%s", m_personality == PERSONALITY_RUSHER ? " Rusher" : "", m_personality == PERSONALITY_CAREFUL ? " Careful" : "", m_personality == PERSONALITY_NORMAL ? " Normal" : ""); if (weaponCount >= NUM_WEAPONS) { // prevent printing unknown message from known weapons switch (m_currentWeapon) { case WEAPON_EXPLOSIVE: strcpy (weaponName, "weapon_hegrenade"); break; case WEAPON_FLASHBANG: strcpy (weaponName, "weapon_flashbang"); break; case WEAPON_SMOKE: strcpy (weaponName, "weapon_smokegrenade"); break; case WEAPON_C4: strcpy (weaponName, "weapon_c4"); break; default: sprintf (weaponName, "Unknown! (%d)", m_currentWeapon); } } else strncpy (weaponName, selectTab->weaponName, SIZEOF_CHAR (weaponName)); char outputBuffer[512]; memset (outputBuffer, 0, sizeof (outputBuffer)); sprintf (outputBuffer, "\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, taskName, GetTask ()->desire, &weaponName[7], GetAmmoInClip (), GetAmmo (), m_isReloading ? " (R)" : "", m_moneyAmount, aimFlags, m_moveSpeed, m_strafeSpeed, index, m_prevGoalIndex, goal, m_navTimeset - engine.Time (), pev->movetype, enemyName, pickupName, botType); MESSAGE_BEGIN (MSG_ONE_UNRELIABLE, SVC_TEMPENTITY, NULL, g_hostEntity); WRITE_BYTE (TE_TEXTMESSAGE); WRITE_BYTE (1); WRITE_SHORT (FixedSigned16 (-1, 1 << 13)); WRITE_SHORT (FixedSigned16 (0, 1 << 13)); WRITE_BYTE (0); WRITE_BYTE (m_team == CT ? 0 : 255); WRITE_BYTE (100); WRITE_BYTE (m_team != CT ? 0 : 255); WRITE_BYTE (0); WRITE_BYTE (255); WRITE_BYTE (255); WRITE_BYTE (255); WRITE_BYTE (0); WRITE_SHORT (FixedUnsigned16 (0, 1 << 8)); WRITE_SHORT (FixedUnsigned16 (0, 1 << 8)); WRITE_SHORT (FixedUnsigned16 (1.0, 1 << 8)); WRITE_STRING (const_cast (&outputBuffer[0])); MESSAGE_END (); timeDebugUpdate = engine.Time () + 1.0; } // green = destination origin // blue = ideal angles // red = view angles engine.DrawLine (g_hostEntity, EyePosition (), m_destOrigin, 10, 0, 0, 255, 0, 250, 5, 1, DRAW_ARROW); MakeVectors (m_idealAngles); engine.DrawLine (g_hostEntity, EyePosition () - Vector (0.0f, 0.0f, 16.0f), EyePosition () + g_pGlobals->v_forward * 300.0f, 10, 0, 0, 0, 255, 250, 5, 1, DRAW_ARROW); MakeVectors (pev->v_angle); engine.DrawLine (g_hostEntity, EyePosition () - Vector (0.0f, 0.0f, 32.0f), EyePosition () + g_pGlobals->v_forward * 300.0f, 10, 0, 255, 0, 0, 250, 5, 1, DRAW_ARROW); // now draw line from source to destination PathNode *node = &m_navNode[0]; while (node != NULL) { const Vector &srcPath = waypoints.GetPath (node->index)->origin; node = node->next; if (node != NULL) { const Vector &dstPath = waypoints.GetPath (node->index)->origin; engine.DrawLine (g_hostEntity, srcPath, dstPath, 15, 0, 255, 100, 55, 200, 5, 1, DRAW_ARROW); } } } } } bool Bot::HasHostage (void) { for (int i = 0; i < MAX_HOSTAGES; i++) { if (!IsEntityNull (m_hostages[i])) { // don't care about dead hostages if (m_hostages[i]->v.health <= 0.0f || (pev->origin - m_hostages[i]->v.origin).GetLength () > 600.0f) { m_hostages[i] = NULL; continue; } return true; } } return false; } int Bot::GetAmmo (void) { if (g_weaponDefs[m_currentWeapon].ammo1 == -1 || g_weaponDefs[m_currentWeapon].ammo1 > 31) return 0; return m_ammo[g_weaponDefs[m_currentWeapon].ammo1]; } void Bot::TakeDamage (edict_t *inflictor, int damage, int armor, int bits) { // this function gets called from the network message handler, when bot's gets hurt from any // other player. m_lastDamageType = bits; CollectGoalExperience (damage, m_team); if (IsValidPlayer (inflictor)) { if (yb_tkpunish.GetBool () && GetTeam (inflictor) == m_team && !IsValidBot (inflictor)) { // alright, die you teamkiller!!! m_actualReactionTime = 0.0f; m_seeEnemyTime = engine.Time(); m_enemy = inflictor; m_lastEnemy = m_enemy; m_lastEnemyOrigin = m_enemy->v.origin; m_enemyOrigin = m_enemy->v.origin; ChatMessage(CHAT_TEAMATTACK); HandleChatterMessage("#Bot_TeamAttack"); ChatterMessage(Chatter_FriendlyFire); } 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; } RemoveCertainTask (TASK_CAMP); if (IsEntityNull (m_enemy) && m_team != GetTeam (inflictor)) { m_lastEnemy = inflictor; m_lastEnemyOrigin = inflictor->v.origin; // FIXME - Bot doesn't necessary sees this enemy m_seeEnemyTime = engine.Time (); } if (yb_csdm_mode.GetInt () == 0) CollectExperienceData (inflictor, armor + damage); } } else // hurt by unusual damage like drowning or gas { // leave the camping/hiding position if (!waypoints.Reachable (this, waypoints.FindNearest (m_destOrigin))) { DeleteSearchNodes (); FindWaypoint (); } } } void Bot::TakeBlinded (const Vector &fade, int alpha) { // this function gets called by network message handler, when screenfade message get's send // it's used to make bot blind froumd the grenade. if (fade.x != 255.0f || fade.y != 255.0f || fade.z != 255.0f || alpha <= 170.0f) return; m_enemy = NULL; m_maxViewDistance = Random.Float (10.0f, 20.0f); m_blindTime = engine.Time () + static_cast (alpha - 200.0f) / 16.0f; if (m_difficulty <= 2) { m_blindMoveSpeed = 0.0f; m_blindSidemoveSpeed = 0.0f; m_blindButton = IN_DUCK; } else if (m_difficulty > 2) { m_blindMoveSpeed = -pev->maxspeed; m_blindSidemoveSpeed = 0.0f; float walkSpeed = GetWalkSpeed (); if (Random.Long (0, 100) > 50) m_blindSidemoveSpeed = walkSpeed; else m_blindSidemoveSpeed = -walkSpeed; if (pev->health < 85.0f) m_blindMoveSpeed = -walkSpeed; else if (m_personality == PERSONALITY_CAREFUL) { m_blindMoveSpeed = 0.0f; m_blindButton = IN_DUCK; } else m_blindMoveSpeed = walkSpeed; } } void Bot::CollectGoalExperience (int damage, int team) { // 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 (g_numWaypoints < 1 || g_waypointsChanged || m_chosenGoalIndex < 0 || m_prevGoalIndex < 0) return; // 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) { if (team == TERRORIST) { int value = (g_experienceData + (m_chosenGoalIndex * g_numWaypoints) + m_prevGoalIndex)->team0Value; value -= static_cast (pev->health / 20); if (value < -MAX_GOAL_VALUE) value = -MAX_GOAL_VALUE; else if (value > MAX_GOAL_VALUE) value = MAX_GOAL_VALUE; (g_experienceData + (m_chosenGoalIndex * g_numWaypoints) + m_prevGoalIndex)->team0Value = static_cast (value); } else { int value = (g_experienceData + (m_chosenGoalIndex * g_numWaypoints) + m_prevGoalIndex)->team1Value; value -= static_cast (pev->health / 20); if (value < -MAX_GOAL_VALUE) value = -MAX_GOAL_VALUE; else if (value > MAX_GOAL_VALUE) value = MAX_GOAL_VALUE; (g_experienceData + (m_chosenGoalIndex * g_numWaypoints) + m_prevGoalIndex)->team1Value = static_cast (value); } } } void Bot::CollectExperienceData (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 (!IsValidPlayer (attacker)) return; int attackerTeam = 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) != NULL) bots.GetBot (attacker)->m_goalValue += static_cast (damage); if (damage < 20) return; // do not collect damage less than 20 int attackerIndex = waypoints.FindNearest (attacker->v.origin); int victimIndex = waypoints.FindNearest (pev->origin); if (pev->health > 20.0f) { if (victimTeam == TERRORIST) (g_experienceData + (victimIndex * g_numWaypoints) + victimIndex)->team0Damage++; else (g_experienceData + (victimIndex * g_numWaypoints) + victimIndex)->team1Damage++; if ((g_experienceData + (victimIndex * g_numWaypoints) + victimIndex)->team0Damage > MAX_DAMAGE_VALUE) (g_experienceData + (victimIndex * g_numWaypoints) + victimIndex)->team0Damage = MAX_DAMAGE_VALUE; if ((g_experienceData + (victimIndex * g_numWaypoints) + victimIndex)->team1Damage > MAX_DAMAGE_VALUE) (g_experienceData + (victimIndex * g_numWaypoints) + victimIndex)->team1Damage = MAX_DAMAGE_VALUE; } float updateDamage = IsValidBot (attacker) ? 10.0f : 7.0f; // store away the damage done if (victimTeam == TERRORIST) { int value = (g_experienceData + (victimIndex * g_numWaypoints) + attackerIndex)->team0Damage; value += static_cast (damage / updateDamage); if (value > MAX_DAMAGE_VALUE) value = MAX_DAMAGE_VALUE; if (value > g_highestDamageT) g_highestDamageT = value; (g_experienceData + (victimIndex * g_numWaypoints) + attackerIndex)->team0Damage = static_cast (value); } else { int value = (g_experienceData + (victimIndex * g_numWaypoints) + attackerIndex)->team1Damage; value += static_cast (damage / updateDamage); if (value > MAX_DAMAGE_VALUE) value = MAX_DAMAGE_VALUE; if (value > g_highestDamageCT) g_highestDamageCT = value; (g_experienceData + (victimIndex * g_numWaypoints) + attackerIndex)->team1Damage = static_cast (value); } } void Bot::HandleChatterMessage (const char *tempMessage) { // this function is added to prevent engine crashes with: 'Message XX started, before message XX ended', or something. if (FStrEq (tempMessage, "#CTs_Win") && m_team == CT) { if (g_timeRoundMid > engine.Time ()) ChatterMessage (Chatter_QuicklyWonTheRound); else ChatterMessage (Chatter_WonTheRound); } if (FStrEq (tempMessage, "#Terrorists_Win") && m_team == TERRORIST) { if (g_timeRoundMid > engine.Time ()) ChatterMessage (Chatter_QuicklyWonTheRound); else ChatterMessage (Chatter_WonTheRound); } if (FStrEq (tempMessage, "#Bot_TeamAttack")) ChatterMessage (Chatter_FriendlyFire); if (FStrEq (tempMessage, "#Bot_NiceShotCommander")) ChatterMessage (Chatter_NiceshotCommander); if (FStrEq (tempMessage, "#Bot_NiceShotPall")) ChatterMessage (Chatter_NiceshotPall); } void Bot::ChatMessage (int type, bool isTeamSay) { extern ConVar yb_chat; if (g_chatFactory[type].IsEmpty () || !yb_chat.GetBool ()) return; const char *pickedPhrase = g_chatFactory[type].GetRandomElement ().GetBuffer (); if (IsNullString (pickedPhrase)) return; PrepareChatMessage (const_cast (pickedPhrase)); PushMessageQueue (isTeamSay ? GSM_SAY_TEAM : GSM_SAY); } void Bot::DiscardWeaponForUser (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 (IsAlive (user) && m_moneyAmount >= 2000 && HasPrimaryWeapon () && (user->v.origin - pev->origin).GetLength () <= 240.0f) { m_aimFlags |= AIM_ENTITY; m_lookAt = user->v.origin; if (discardC4) { SelectWeaponByName ("weapon_c4"); FakeClientCommand (GetEntity (), "drop"); } else { SelectBestWeapon (); FakeClientCommand (GetEntity (), "drop"); } m_pickupItem = NULL; m_pickupType = PICKUP_NONE; m_itemCheckTime = engine.Time () + 5.0f; if (m_inBuyZone) { m_buyingFinished = false; m_buyState = BUYSTATE_PRIMARY_WEAPON; PushMessageQueue (GSM_BUY_STUFF); m_nextBuyTime = engine.Time (); } } } void Bot::ResetDoubleJumpState (void) { TaskComplete (); m_doubleJumpEntity = NULL; m_duckForJump = 0.0f; m_doubleJumpOrigin.Zero (); m_travelStartIndex = -1; m_jumpReady = false; } void Bot::DebugMsg (const char *format, ...) { int level = yb_debug.GetInt (); if (level <= 2) return; va_list ap; char buffer[1024]; va_start (ap, format); vsprintf (buffer, format, ap); va_end (ap); char printBuf[1024]; sprintf (printBuf, "%s: %s", STRING (pev->netname), buffer); bool playMessage = false; if (level == 3 && !IsEntityNull (g_hostEntity) && g_hostEntity->v.iuser2 == IndexOfEntity (GetEntity ())) playMessage = true; else if (level != 3) playMessage = true; if (playMessage && level > 3) AddLogEntry (false, LL_DEFAULT, printBuf); if (playMessage) { engine.Printf (printBuf); SayText (printBuf); } } Vector Bot::CheckToss(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.GetFloat () * 0.55f; Vector end = stop - pev->velocity; end.z -= 15.0f; if (fabsf (end.z - start.z) > 500.0f) return Vector::GetZero (); Vector midPoint = start + (end - start) * 0.5f; engine.TestHull (midPoint, midPoint + Vector (0.0f, 0.0f, 500.0f), TRACE_IGNORE_MONSTERS, head_hull, ENT (pev), &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::GetZero (); float timeOne = sqrtf ((midPoint.z - start.z) / (0.5f * gravity)); float timeTwo = sqrtf ((midPoint.z - end.z) / (0.5f * gravity)); if (timeOne < 0.1f) return Vector::GetZero (); Vector nadeVelocity = (end - start) / (timeOne + timeTwo); nadeVelocity.z = gravity * timeOne; Vector apex = start + nadeVelocity * timeOne; apex.z = midPoint.z; engine.TestHull (start, apex, TRACE_IGNORE_NONE, head_hull, ENT (pev), &tr); if (tr.flFraction < 1.0f || tr.fAllSolid) return Vector::GetZero (); engine.TestHull (end, apex, TRACE_IGNORE_MONSTERS, head_hull, ENT (pev), &tr); if (tr.flFraction != 1.0f) { float dot = -(tr.vecPlaneNormal | (apex - end).Normalize ()); if (dot > 0.7f || tr.flFraction < 0.8f) // 60 degrees return Vector::GetZero (); } return nadeVelocity * 0.777f; } Vector Bot::CheckThrow(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 nadeVelocity = (stop - start); TraceResult tr; float gravity = sv_gravity.GetFloat () * 0.55f; float time = nadeVelocity.GetLength () / 195.0f; if (time < 0.01f) return Vector::GetZero (); else if (time > 2.0f) time = 1.2f; nadeVelocity = nadeVelocity * (1.0f / time); nadeVelocity.z += gravity * time * 0.5f; Vector apex = start + (stop - start) * 0.5f; apex.z += 0.5f * gravity * (time * 0.5f) * (time * 0.5f); engine.TestHull (start, apex, TRACE_IGNORE_NONE, head_hull, GetEntity (), &tr); if (tr.flFraction != 1.0f) return Vector::GetZero (); engine.TestHull (stop, apex, TRACE_IGNORE_MONSTERS, head_hull, GetEntity (), &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::GetZero (); } return nadeVelocity * 0.7793f; } Vector Bot::CheckBombAudible (void) { // this function checks if bomb is can be heard by the bot, calculations done by manual testing. if (!g_bombPlanted || GetTaskId () == TASK_ESCAPEFROMBOMB) return Vector::GetZero (); // reliability check if (m_difficulty >= 3) return waypoints.GetBombPosition(); const Vector &bombOrigin = waypoints.GetBombPosition (); float timeElapsed = ((engine.Time () - g_timeBombPlanted) / mp_c4timer.GetFloat ()) * 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).GetLength2D ()) return bombOrigin; return Vector::GetZero (); } void Bot::MoveToVector (const Vector &to) { if (to.IsZero ()) return; FindPath (m_currentWaypointIndex, waypoints.FindNearest (to), SEARCH_PATH_FASTEST); } byte Bot::ThrottledMsec (void) { // estimate msec to use for this command based on time passed from the previous command return static_cast ((engine.Time () - m_lastCommandTime) * 1000.0f); } void Bot::RunPlayerMovement (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 = engine.Time () - m_lastCommandTime; byte msecVal = ThrottledMsec (); m_lastCommandTime = engine.Time (); (*g_engfuncs.pfnRunPlayerMove) (pev->pContainingEntity, m_moveAngles, m_moveSpeed, m_strafeSpeed, 0.0f, pev->button, pev->impulse, msecVal); } void Bot::CheckBurstMode (float distance) { // this function checks burst mode, and switch it depending distance to to enemy. if (HasShield ()) return; // no checking when shiled 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 == BM_OFF) pev->button |= IN_ATTACK2; else if (m_currentWeapon == WEAPON_GLOCK && distance >= 300.0f && m_weaponBurstMode == BM_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 == BM_OFF) pev->button |= IN_ATTACK2; else if (m_currentWeapon == WEAPON_FAMAS && distance <= 400.0f && m_weaponBurstMode == BM_ON) pev->button |= IN_ATTACK2; } void Bot::CheckSilencer (void) { if (((m_currentWeapon == WEAPON_USP && m_difficulty < 2) || m_currentWeapon == WEAPON_M4A1) && !HasShield()) { int random = (m_personality == PERSONALITY_RUSHER ? 35 : 65); // aggressive bots don't like the silencer if (Random.Long (1, 100) <= (m_currentWeapon == WEAPON_USP ? random / 3 : random)) { if (pev->weaponanim > 6) // is the silencer not attached... pev->button |= IN_ATTACK2; // attach the silencer } else { if (pev->weaponanim <= 6) // is the silencer attached... pev->button |= IN_ATTACK2; // detach the silencer } } } float Bot::GetBombTimeleft (void) { if (!g_bombPlanted) return 0.0f; float timeLeft = ((g_timeBombPlanted + mp_c4timer.GetFloat ()) - engine.Time ()); if (timeLeft < 0.0f) return 0.0f; return timeLeft; } float Bot::GetEstimatedReachTime (void) { float estimatedTime = 2.0f; // time to reach next waypoint // calculate 'real' time that we need to get from one waypoint to another if (m_currentWaypointIndex >= 0 && m_currentWaypointIndex < g_numWaypoints && m_prevWptIndex[0] >= 0 && m_prevWptIndex[0] < g_numWaypoints) { float distance = (waypoints.GetPath (m_prevWptIndex[0])->origin - m_currentPath->origin).GetLength (); // caclulate estimated time if (pev->maxspeed <= 0.0f) estimatedTime = 4.0f * distance / 240.0f; else estimatedTime = 4.0f * distance / pev->maxspeed; bool longTermReachability = (m_currentPath->flags & FLAG_CROUCH) || (m_currentPath->flags & FLAG_LADDER) || (pev->button & IN_DUCK); // check for special waypoints, that can slowdown our movement if (longTermReachability) estimatedTime *= 3.0f; // check for too low values if (estimatedTime < 1.0f) estimatedTime = 1.0f; const float maxReachTime = longTermReachability ? 10.0f : 5.0f; // check for too high values if (estimatedTime > maxReachTime) estimatedTime = maxReachTime; } return estimatedTime; } bool Bot::OutOfBombTimer (void) { if (m_currentWaypointIndex == -1 || ((g_mapType & MAP_DE) && (m_hasProgressBar || GetTaskId () == 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.GetBombPosition (); // for terrorist, if timer is lower than 13 seconds, return true if (static_cast (timeLeft) < 13 && m_team == TERRORIST && (bombOrigin - pev->origin).GetLength () < 1000.0f) return true; bool hasTeammatesWithDefuserKit = false; // check if our teammates has defusal kit for (int i = 0; i < engine.MaxClients (); i++) { Bot *bot = NULL; // temporaly pointer to bot // search players with defuse kit if ((bot = bots.GetBot (i)) != NULL && GetTeam (bot->GetEntity ()) == CT && bot->m_hasDefuser && (bombOrigin - bot->pev->origin).GetLength () < 500.0f) { hasTeammatesWithDefuserKit = true; break; } } // add reach time to left time float reachTime = waypoints.GetTravelTime (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 + 6.0f && !m_hasDefuser && !hasTeammatesWithDefuserKit) || (timeLeft < reachTime + 2.0f && m_hasDefuser)) return true; if (m_hasProgressBar && IsOnFloor () && ((m_hasDefuser ? 10.0f : 15.0f) > GetBombTimeleft ())) return true; return false; // return false otherwise } void Bot::ReactOnSound (void) { int hearEnemyIndex = -1; Vector pasOrg = EyePosition (); if (pev->flags & FL_DUCKING) pasOrg = pasOrg + (VEC_HULL_MIN - VEC_DUCK_HULL_MIN); byte *pas = ENGINE_SET_PVS (reinterpret_cast (&pasOrg)); float minDistance = 99999.0f; // loop through all enemy clients to check for hearable stuff for (int i = 0; i < engine.MaxClients (); i++) { if (!(g_clients[i].flags & CF_USED) || !(g_clients[i].flags & CF_ALIVE) || g_clients[i].ent == GetEntity () || g_clients[i].team == m_team || g_clients[i].timeSoundLasting < engine.Time ()) continue; float distance = (g_clients[i].soundPosition - pev->origin).GetLength (); if (distance > g_clients[i].hearingDistance) continue; if (!ENGINE_CHECK_VISIBILITY (g_clients[i].ent, pas)) continue; if (distance < minDistance) { hearEnemyIndex = i; minDistance = distance; } } edict_t *player = NULL; if (hearEnemyIndex >= 0 && g_clients[hearEnemyIndex].team != m_team && yb_csdm_mode.GetInt () != 2) player = g_clients[hearEnemyIndex].ent; // did the bot hear someone ? if (IsValidPlayer (player)) { // change to best weapon if heard something if (m_shootTime < engine.Time () - 5.0f && IsOnFloor () && m_currentWeapon != WEAPON_C4 && m_currentWeapon != WEAPON_EXPLOSIVE && m_currentWeapon != WEAPON_SMOKE && m_currentWeapon != WEAPON_FLASHBANG && !yb_jasonmode.GetBool ()) SelectBestWeapon (); m_heardSoundTime = engine.Time (); m_states |= STATE_HEARING_ENEMY; if ((Random.Long (0, 100) < 15) && IsEntityNull (m_enemy) && IsEntityNull (m_lastEnemy) && m_seeEnemyTime + 7.0f < engine.Time ()) ChatterMessage (Chatter_HeardEnemy); // didn't bot already have an enemy ? take this one... if (m_lastEnemyOrigin.IsZero () || m_lastEnemy == NULL) { m_lastEnemy = player; m_lastEnemyOrigin = player->v.origin; } else // bot had an enemy, check if it's the heard one { 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).GetLengthSquared (); if (distance > (player->v.origin - pev->origin).GetLengthSquared () && m_seeEnemyTime + 2.0f < engine.Time ()) { m_lastEnemy = player; m_lastEnemyOrigin = player->v.origin; } else return; } } extern ConVar yb_shoots_thru_walls; // check if heard enemy can be seen if (CheckVisibility (player, &m_lastEnemyOrigin, &m_visibility)) { m_enemy = player; m_lastEnemy = player; m_enemyOrigin = m_lastEnemyOrigin; m_states |= STATE_SEEING_ENEMY; m_seeEnemyTime = engine.Time (); } } } bool Bot::IsShootableBreakable (edict_t *ent) { // this function is checking that pointed by ent pointer obstacle, can be destroyed. if (FClassnameIs (ent, "func_breakable") || (FClassnameIs (ent, "func_pushable") && (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::EquipInBuyzone (int buyState) { // this function is gets called when bot enters a buyzone, to allow bot to buy some stuff bool checkBuyTime = false; if (mp_buytime.m_eptr != NULL) checkBuyTime = (g_timeRoundStart + Random.Float (10.0f, 20.0f) + mp_buytime.GetFloat () < engine.Time ()); // if bot is in buy zone, try to buy ammo for this weapon... if (m_seeEnemyTime + 5.0f < engine.Time () && m_lastEquipTime + 15.0f < engine.Time () && m_inBuyZone && checkBuyTime && !g_bombPlanted && m_moneyAmount > g_botBuyEconomyTable[0]) { m_buyingFinished = false; m_buyState = buyState; // push buy message PushMessageQueue (GSM_BUY_STUFF); m_nextBuyTime = engine.Time (); m_lastEquipTime = engine.Time (); } } bool Bot::IsBombDefusing (const Vector &bombOrigin) { // this function finds if somebody currently defusing the bomb. // @todo: need to check progress bar for non-bots clients. bool defusingInProgress = false; for (int i = 0; i < engine.MaxClients (); i++) { Bot *bot = bots.GetBot (i); if (bot == NULL || bot == this) continue; // skip invalid bots if (m_team != GetTeam (bot->GetEntity ()) || bot->GetTaskId () == TASK_ESCAPEFROMBOMB) continue; // skip other mess if ((bot->pev->origin - bombOrigin).GetLength () < 140.0f && (bot->GetTaskId () == TASK_DEFUSEBOMB || bot->m_hasProgressBar)) { defusingInProgress = true; break; } // take in account peoples too if (defusingInProgress || !(g_clients[i].flags & CF_USED) || !(g_clients[i].flags & CF_ALIVE) || g_clients[i].team != m_team || IsValidBot (g_clients[i].ent)) continue; if ((g_clients[i].ent->v.origin - bombOrigin).GetLength () < 140.0f) { defusingInProgress = true; break; } } return defusingInProgress; } float Bot::GetWalkSpeed (void) { if ((GetTaskId () == TASK_SEEKCOVER) || (pev->flags & FL_DUCKING) || (pev->button & IN_DUCK) || (pev->oldbuttons & IN_DUCK) || (m_currentTravelFlags & PATHFLAG_JUMP) || (m_currentPath != NULL && m_currentPath->flags & FLAG_LADDER) || IsOnLadder () || IsInWater ()) return pev->maxspeed; return static_cast ((static_cast (pev->maxspeed) * 0.5f) + (static_cast (pev->maxspeed) / 50.0f)) - 18.0f; }