// // Yet Another POD-Bot, based on PODBot by Markus Klinge ("CountFloyd"). // Copyright (c) YaPB Development Team. // // This software is licensed under the BSD-style license. // Additional exceptions apply. For full license details, see LICENSE.txt or visit: // https://yapb.ru/license // #include ConVar yb_shoots_thru_walls ("yb_shoots_thru_walls", "2"); ConVar yb_ignore_enemies ("yb_ignore_enemies", "0"); ConVar yb_check_enemy_rendering ("yb_check_enemy_rendering", "0"); ConVar mp_friendlyfire ("mp_friendlyfire", nullptr, VT_NOREGISTER); int Bot::numFriendsNear (const Vector &origin, float radius) { int count = 0; for (int i = 0; i < engine.maxClients (); i++) { const Client &client = g_clients[i]; if (!(client.flags & CF_USED) || !(client.flags & CF_ALIVE) || client.team != m_team || client.ent == ent ()) { continue; } if ((client.origin - origin).lengthSq () < cr::square (radius)) { count++; } } return count; } int Bot::numEnemiesNear (const Vector &origin, float radius) { int count = 0; for (int i = 0; i < engine.maxClients (); i++) { const Client &client = g_clients[i]; if (!(client.flags & CF_USED) || !(client.flags & CF_ALIVE) || client.team == m_team) { continue; } if ((client.origin - origin).lengthSq () < cr::square (radius)) { count++; } } return count; } bool Bot::isEnemyHidden (edict_t *enemy) { if (!yb_check_enemy_rendering.boolean () || engine.isNullEntity (enemy)) { return false; } entvars_t &v = enemy->v; bool enemyHasGun = (v.weapons & WEAPON_PRIMARY) || (v.weapons & WEAPON_SECONDARY); bool enemyGunfire = (v.button & IN_ATTACK) || (v.oldbuttons & IN_ATTACK); if ((v.renderfx == kRenderFxExplode || (v.effects & EF_NODRAW)) && (!enemyGunfire || !enemyHasGun)) { return true; } if ((v.renderfx == kRenderFxExplode || (v.effects & EF_NODRAW)) && enemyGunfire && enemyHasGun) { return false; } if (v.renderfx != kRenderFxHologram && v.renderfx != kRenderFxExplode && v.rendermode != kRenderNormal) { if (v.renderfx == kRenderFxGlowShell) { if (v.renderamt <= 20.0f && v.rendercolor.x <= 20.0f && v.rendercolor.y <= 20.0f && v.rendercolor.z <= 20.0f) { if (!enemyGunfire || !enemyHasGun) { return true; } return false; } else if (!enemyGunfire && v.renderamt <= 60.0f && v.rendercolor.x <= 60.f && v.rendercolor.y <= 60.0f && v.rendercolor.z <= 60.0f) { return true; } } else if (v.renderamt <= 20.0f) { if (!enemyGunfire || !enemyHasGun) { return true; } return false; } else if (!enemyGunfire && v.renderamt <= 60.0f) { return true; } } return false; } bool Bot::checkBodyParts (edict_t *target, Vector *origin, uint8 *bodyPart) { // this function checks visibility of a bot target. if (isEnemyHidden (target)) { *bodyPart = 0; origin->nullify (); return false; } TraceResult result; Vector eyes = eyePos (); Vector spot = target->v.origin; *bodyPart = 0; engine.testLine (eyes, spot, TRACE_IGNORE_EVERYTHING, ent (), &result); if (result.flFraction >= 1.0f) { *bodyPart |= VISIBLE_BODY; *origin = result.vecEndPos; } // check top of head spot.z += 25.0f; engine.testLine (eyes, spot, TRACE_IGNORE_EVERYTHING, ent (), &result); if (result.flFraction >= 1.0f) { *bodyPart |= VISIBLE_HEAD; *origin = result.vecEndPos; } if (*bodyPart != 0) { return true; } const float standFeet = 34.0f; const float crouchFeet = 14.0f; if (target->v.flags & FL_DUCKING) { spot.z = target->v.origin.z - crouchFeet; } else { spot.z = target->v.origin.z - standFeet; } engine.testLine (eyes, spot, TRACE_IGNORE_EVERYTHING, ent (), &result); if (result.flFraction >= 1.0f) { *bodyPart |= VISIBLE_OTHER; *origin = result.vecEndPos; return true; } const float edgeOffset = 13.0f; Vector dir = (target->v.origin - pev->origin).normalize2D (); Vector perp (-dir.y, dir.x, 0.0f); spot = target->v.origin + Vector (perp.x * edgeOffset, perp.y * edgeOffset, 0); engine.testLine (eyes, spot, TRACE_IGNORE_EVERYTHING, ent (), &result); if (result.flFraction >= 1.0f) { *bodyPart |= VISIBLE_OTHER; *origin = result.vecEndPos; return true; } spot = target->v.origin - Vector (perp.x * edgeOffset, perp.y * edgeOffset, 0); engine.testLine (eyes, spot, TRACE_IGNORE_EVERYTHING, ent (), &result); if (result.flFraction >= 1.0f) { *bodyPart |= VISIBLE_OTHER; *origin = result.vecEndPos; return true; } return false; } bool Bot::seesEnemy (edict_t *player, bool ignoreFOV) { if (engine.isNullEntity (player)) { return false; } if (isPlayer (pev->dmg_inflictor) && engine.getTeam (pev->dmg_inflictor) != m_team) { ignoreFOV = true; } if ((ignoreFOV || isInViewCone (player->v.origin)) && checkBodyParts (player, &m_enemyOrigin, &m_visibility)) { m_seeEnemyTime = engine.timebase (); m_lastEnemy = player; m_lastEnemyOrigin = m_enemyOrigin; return true; } return false; } bool Bot::lookupEnemies (void) { // this function tries to find the best suitable enemy for the bot // do not search for enemies while we're blinded, or shooting disabled by user if (m_enemyIgnoreTimer > engine.timebase () || m_blindTime > engine.timebase () || yb_ignore_enemies.boolean ()) { return false; } edict_t *player, *newEnemy = nullptr; float nearestDistance = cr::square (m_viewDistance); // clear suspected flag if (!engine.isNullEntity (m_enemy) && (m_states & STATE_SEEING_ENEMY)) { m_states &= ~STATE_SUSPECT_ENEMY; } else if (engine.isNullEntity (m_enemy) && m_seeEnemyTime + 1.0f > engine.timebase () && isAlive (m_lastEnemy)) { m_states |= STATE_SUSPECT_ENEMY; m_aimFlags |= AIM_LAST_ENEMY; } m_visibility = 0; m_enemyOrigin.nullify (); if (!engine.isNullEntity (m_enemy)) { player = m_enemy; // is player is alive if (m_enemyUpdateTime > engine.timebase () && (m_enemy->v.origin - pev->origin).lengthSq () < nearestDistance && isAlive (player) && seesEnemy (player)) { newEnemy = player; } } // the old enemy is no longer visible or if (engine.isNullEntity (newEnemy)) { // ignore shielded enemies, while we have real one edict_t *shieldEnemy = nullptr; // search the world for players... for (int i = 0; i < engine.maxClients (); i++) { const Client &client = g_clients[i]; if (!(client.flags & CF_USED) || !(client.flags & CF_ALIVE) || client.team == m_team || client.ent == ent ()) { continue; } player = client.ent; if ((player->v.button & (IN_ATTACK | IN_ATTACK2)) && m_viewDistance < m_maxViewDistance) { nearestDistance = cr::square (m_maxViewDistance); } // see if bot can see the player... if (seesEnemy (player)) { if (isEnemyBehindShield (player)) { shieldEnemy = player; continue; } float distance = (player->v.origin - pev->origin).lengthSq (); if (distance * 0.7f < nearestDistance) { nearestDistance = distance; newEnemy = player; // aim VIP first on AS maps... if (isPlayerVIP (newEnemy)) { break; } } } } m_enemyUpdateTime = engine.timebase () + calcThinkInterval () * 30.0f; if (engine.isNullEntity (newEnemy) && !engine.isNullEntity (shieldEnemy)) { newEnemy = shieldEnemy; } } if (isPlayer (newEnemy)) { g_botsCanPause = true; m_aimFlags |= AIM_ENEMY; m_states |= STATE_SEEING_ENEMY; if (newEnemy == m_enemy) { // if enemy is still visible and in field of view, keep it keep track of when we last saw an enemy m_seeEnemyTime = engine.timebase (); // zero out reaction time m_actualReactionTime = 0.0f; m_lastEnemy = newEnemy; m_lastEnemyOrigin = newEnemy->v.origin; return true; } else { if (m_seeEnemyTime + 3.0 < engine.timebase () && (m_hasC4 || hasHostage () || !engine.isNullEntity (m_targetEntity))) { pushRadioMessage (RADIO_ENEMY_SPOTTED); } m_targetEntity = nullptr; // stop following when we see an enemy... if (rng.getInt (0, 100) < m_difficulty * 25) { m_enemySurpriseTime = m_actualReactionTime * 0.5f; } else { m_enemySurpriseTime = m_actualReactionTime; } if (usesSniper ()) { m_enemySurpriseTime *= 0.5f; } m_enemySurpriseTime += engine.timebase (); // zero out reaction time m_actualReactionTime = 0.0f; m_enemy = newEnemy; m_lastEnemy = newEnemy; m_lastEnemyOrigin = newEnemy->v.origin; m_enemyReachableTimer = 0.0f; // keep track of when we last saw an enemy m_seeEnemyTime = engine.timebase (); if (!(m_oldButtons & IN_ATTACK)) { return true; } // now alarm all teammates who see this bot & don't have an actual enemy of the bots enemy should simulate human players seeing a teammate firing for (int j = 0; j < engine.maxClients (); j++) { const Client &client = g_clients[j]; if (!(client.flags & CF_USED) || !(client.flags & CF_ALIVE) || client.team != m_team || client.ent == ent ()) { continue; } Bot *other = bots.getBot (client.ent); if (other != nullptr && other->m_seeEnemyTime + 2.0f < engine.timebase () && engine.isNullEntity (other->m_lastEnemy) && isVisible (pev->origin, other->ent ()) && other->isInViewCone (pev->origin)) { other->m_lastEnemy = newEnemy; other->m_lastEnemyOrigin = m_lastEnemyOrigin; other->m_seeEnemyTime = engine.timebase (); other->m_states |= (STATE_SUSPECT_ENEMY | STATE_HEARING_ENEMY); other->m_aimFlags |= AIM_LAST_ENEMY; } } return true; } } else if (!engine.isNullEntity (m_enemy)) { newEnemy = m_enemy; m_lastEnemy = newEnemy; if (!isAlive (newEnemy)) { m_enemy = nullptr; // shoot at dying players if no new enemy to give some more human-like illusion if (m_seeEnemyTime + 0.3f > engine.timebase ()) { if (!usesSniper ()) { m_shootAtDeadTime = engine.timebase () + 0.4f; m_actualReactionTime = 0.0f; m_states |= STATE_SUSPECT_ENEMY; return true; } return false; } else if (m_shootAtDeadTime > engine.timebase ()) { m_actualReactionTime = 0.0f; m_states |= STATE_SUSPECT_ENEMY; return true; } return false; } // if no enemy visible check if last one shoot able through wall if (yb_shoots_thru_walls.boolean () && m_difficulty >= 2 && isPenetrableObstacle (newEnemy->v.origin)) { m_seeEnemyTime = engine.timebase (); m_states |= STATE_SUSPECT_ENEMY; m_aimFlags |= AIM_LAST_ENEMY; m_enemy = newEnemy; m_lastEnemy = newEnemy; m_lastEnemyOrigin = newEnemy->v.origin; return true; } } // check if bots should reload... if ((m_aimFlags <= AIM_PREDICT_PATH && m_seeEnemyTime + 3.0f < engine.timebase () && !(m_states & (STATE_SEEING_ENEMY | STATE_HEARING_ENEMY)) && engine.isNullEntity (m_lastEnemy) && engine.isNullEntity (m_enemy) && taskId () != TASK_SHOOTBREAKABLE && taskId () != TASK_PLANTBOMB && taskId () != TASK_DEFUSEBOMB) || g_roundEnded) { if (!m_reloadState) { m_reloadState = RELOAD_PRIMARY; } } // is the bot using a sniper rifle or a zoomable rifle? if ((usesSniper () || usesZoomableRifle ()) && m_zoomCheckTime + 1.0f < engine.timebase ()) { if (pev->fov < 90.0f) { pev->button |= IN_ATTACK2; } else { m_zoomCheckTime = 0.0f; } } return false; } Vector Bot::getBodyOffserError (float distance) { if (engine.isNullEntity (m_enemy)) { return Vector::null (); } if (m_aimErrorTime < engine.timebase ()) { const float error = distance / (cr::clamp (m_difficulty, 1, 4) * 1000.0f); Vector &maxs = m_enemy->v.maxs, &mins = m_enemy->v.mins; m_aimLastError = Vector (rng.getFloat (mins.x * error, maxs.x * error), rng.getFloat (mins.y * error, maxs.y * error), rng.getFloat (mins.z * error, maxs.z * error)); m_aimErrorTime = engine.timebase () + rng.getFloat (0.5f, 1.0f); } return m_aimLastError; } const Vector &Bot::getEnemyBodyOffset (void) { // the purpose of this function, is to make bot aiming not so ideal. it's mutate m_enemyOrigin enemy vector // returned from visibility check function. auto headOffset = [] (edict_t *e) { return e->v.absmin.z + e->v.size.z * 0.81f; }; // if no visibility data, use last one if (!m_visibility) { return m_enemyOrigin; } float distance = (m_enemy->v.origin - pev->origin).length (); // do not aim at head, at long distance (only if not using sniper weapon) if ((m_visibility & VISIBLE_BODY) && !usesSniper () && distance > (m_difficulty > 2 ? 2000.0f : 1000.0f)) { m_visibility &= ~VISIBLE_HEAD; } else if (distance < 800.0f && usesSniper ()) { m_visibility &= ~VISIBLE_HEAD; } Vector aimPos = m_enemy->v.origin; if (m_difficulty > 2 && !(m_visibility & VISIBLE_OTHER)) { aimPos = (m_enemy->v.velocity - pev->velocity) * calcThinkInterval () + aimPos; } // if we only suspect an enemy behind a wall take the worst skill if (!m_visibility && (m_states & STATE_SUSPECT_ENEMY)) { aimPos += getBodyOffserError (distance); } else { // now take in account different parts of enemy body if (m_visibility & (VISIBLE_HEAD | VISIBLE_BODY)) { int headshotFreq[5] = { 20, 40, 60, 80, 100 }; // now check is our skill match to aim at head, else aim at enemy body if ((rng.getInt (1, 100) < headshotFreq[m_difficulty]) || usesPistol ()) { aimPos.z = headOffset (m_enemy) + getEnemyBodyOffsetCorrection (distance); } else { aimPos.z += getEnemyBodyOffsetCorrection (distance); } } else if (m_visibility & VISIBLE_BODY) { aimPos.z += getEnemyBodyOffsetCorrection (distance); } else if (m_visibility & VISIBLE_OTHER) { aimPos = m_enemyOrigin; } else if (m_visibility & VISIBLE_HEAD) { aimPos.z = headOffset (m_enemy) + getEnemyBodyOffsetCorrection (distance); } } m_enemyOrigin = aimPos; m_lastEnemyOrigin = aimPos; // add some error to unskilled bots if (m_difficulty < 3) { m_enemyOrigin += getBodyOffserError (distance); } return m_enemyOrigin; } float Bot::getEnemyBodyOffsetCorrection (float distance) { bool sniper = usesSniper (); bool pistol = usesPistol (); bool rifle = usesRifle (); bool zoomableRifle = usesZoomableRifle (); bool submachine = usesSubmachine (); bool shotgun = (m_currentWeapon == WEAPON_XM1014 || m_currentWeapon == WEAPON_M3); bool m249 = m_currentWeapon == WEAPON_M249; float result = -2.0f; if (distance < MAX_SPRAY_DISTANCE) { return -9.0f; } else if (distance >= MAX_SPRAY_DISTANCE_X2) { if (sniper) { result = 0.18f; } else if (zoomableRifle) { result = 1.5f; } else if (pistol) { result = 2.5f; } else if (submachine) { result = 1.5f; } else if (rifle) { result = 1.0f; } else if (m249) { result = -5.5f; } else if (shotgun) { result = -4.5f; } } return result; } bool Bot::isFriendInLineOfFire (float distance) { // bot can't hurt teammates, if friendly fire is not enabled... if (!mp_friendlyfire.boolean () || (g_gameFlags & GAME_CSDM)) { return false; } makeVectors (pev->v_angle); TraceResult tr; engine.testLine (eyePos (), eyePos () + distance * pev->v_angle, TRACE_IGNORE_NONE, ent (), &tr); // check if we hit something if (isPlayer (tr.pHit) && tr.pHit != ent ()) { auto hit = tr.pHit; // check valid range if (isAlive (hit) && engine.getTeam (hit) == m_team) { return true; } } // search the world for players for (int i = 0; i < engine.maxClients (); i++) { const Client &client = g_clients[i]; if (!(client.flags & CF_USED) || !(client.flags & CF_ALIVE) || client.team != m_team || client.ent == ent ()) { continue; } edict_t *pent = client.ent; float friendDistance = (pent->v.origin - pev->origin).length (); float squareDistance = cr::sqrtf (1089.0f + cr::square (friendDistance)); if (friendDistance <= distance && getShootingConeDeviation (ent (), pent->v.origin) > cr::square (friendDistance) / cr::square (squareDistance)) { return true; } } return false; } bool Bot::isPenetrableObstacle (const Vector &dest) { // this function returns true if enemy can be shoot through some obstacle, false otherwise. // credits goes to Immortal_BLG if (yb_shoots_thru_walls.integer () == 2) { return isPenetrableObstacle2 (dest); } if (m_difficulty < 2) { return false; } int penetratePower = getWeaponPenetrationPower (m_currentWeapon); if (penetratePower == 0) { return false; } TraceResult tr; float obstacleDistance = 0.0f; engine.testLine (eyePos (), dest, TRACE_IGNORE_MONSTERS, ent (), &tr); if (tr.fStartSolid) { const Vector &source = tr.vecEndPos; engine.testLine (dest, source, TRACE_IGNORE_MONSTERS, ent (), &tr); if (tr.flFraction != 1.0f) { if ((tr.vecEndPos - dest).lengthSq () > cr::square (800.0f)) { return false; } if (tr.vecEndPos.z >= dest.z + 200.0f) { return false; } obstacleDistance = (tr.vecEndPos - source).lengthSq (); } } constexpr float distance = cr::square (75.0f); if (obstacleDistance > 0.0f) { while (penetratePower > 0) { if (obstacleDistance > distance) { obstacleDistance -= distance; penetratePower--; continue; } return true; } } return false; } bool Bot::isPenetrableObstacle2 (const Vector &dest) { // this function returns if enemy can be shoot through some obstacle if (m_difficulty < 2 || getWeaponPenetrationPower (m_currentWeapon) == 0) { return false; } const Vector &source = eyePos (); const Vector &direction = (dest - source).normalize (); // 1 unit long int thikness = 0; int numHits = 0; Vector point; TraceResult tr; engine.testLine (source, dest, TRACE_IGNORE_EVERYTHING, ent (), &tr); while (tr.flFraction != 1.0f && numHits < 3) { numHits++; thikness++; point = tr.vecEndPos + direction; while (g_engfuncs.pfnPointContents (point) == CONTENTS_SOLID && thikness < 98) { point = point + direction; thikness++; } engine.testLine (point, dest, TRACE_IGNORE_EVERYTHING, ent (), &tr); } if (numHits < 3 && thikness < 98) { if ((dest - point).lengthSq () < 13143.0f) { return true; } } return false; } bool Bot::throttleFiring (float distance) { // returns true if bot needs to pause between firing to compensate for punchangle & weapon spread if (usesSniper ()) { return false; } if (m_firePause > engine.timebase ()) return true; if ((m_aimFlags & AIM_ENEMY) && !m_enemyOrigin.empty ()) { if (getShootingConeDeviation (ent (), m_enemyOrigin) > 0.92f && isEnemyBehindShield (m_enemy)) { return true; } } float offset = 5.0f; if (distance < MAX_SPRAY_DISTANCE * 0.5f) { return false; } else if (distance < MAX_SPRAY_DISTANCE) { offset = 12.0f; } else if (distance < MAX_SPRAY_DISTANCE_X2) { offset = 10.0f; } const float xPunch = cr::deg2rad (pev->punchangle.x); const float yPunch = cr::deg2rad (pev->punchangle.y); float interval = calcThinkInterval (); float tolerance = (100.0f - m_difficulty * 25.0f) / 99.0f; // check if we need to compensate recoil if (cr::tanf (cr::sqrtf (cr::abs (xPunch * xPunch) + cr::abs (yPunch * yPunch))) * distance > offset + 30.0f + tolerance) { if (m_firePause < engine.timebase ()) { m_firePause = rng.getFloat (0.5f, 0.5f + 0.3f * tolerance); } m_firePause -= interval; m_firePause += engine.timebase (); return true; } return false; } void Bot::selectWeapons (float distance, int index, int id, int choosen) { WeaponSelect *tab = &g_weaponSelect[0]; // we want to fire weapon, don't reload now if (!m_isReloading) { m_reloadState = RELOAD_NONE; m_reloadCheckTime = engine.timebase () + 3.0f; } // select this weapon if it isn't already selected if (m_currentWeapon != id) { selectWeaponByName (g_weaponDefs[id].className); // reset burst fire variables m_firePause = 0.0f; m_timeLastFired = 0.0f; return; } if (tab[choosen].id != id) { choosen = 0; // loop through all the weapons until terminator is found... while (tab[choosen].id) { if (tab[choosen].id == id) { break; } choosen++; } } // if we're have a glock or famas vary burst fire mode checkBurstMode (distance); if (hasShield () && m_shieldCheckTime < engine.timebase () && taskId () != TASK_CAMP) // better shield gun usage { if (distance >= 750.0f && !isShieldDrawn ()) { pev->button |= IN_ATTACK2; // draw the shield } else if (isShieldDrawn () || (!engine.isNullEntity (m_enemy) && ((m_enemy->v.button & IN_RELOAD) || !seesEnemy (m_enemy)))) { pev->button |= IN_ATTACK2; // draw out the shield } m_shieldCheckTime = engine.timebase () + 1.0f; } // is the bot holding a sniper rifle? if (usesSniper () && m_zoomCheckTime < engine.timebase ()) { // should the bot switch to the long-range zoom? if (distance > 1500.0f && pev->fov >= 40.0f) { pev->button |= IN_ATTACK2; } // else should the bot switch to the close-range zoom ? else if (distance > 150.0f && pev->fov >= 90.0f) { pev->button |= IN_ATTACK2; } // else should the bot restore the normal view ? else if (distance <= 150.0f && pev->fov < 90.0f) { pev->button |= IN_ATTACK2; } m_zoomCheckTime = engine.timebase () + 0.25f; } // else is the bot holding a zoomable rifle? else if (m_difficulty < 3 && usesZoomableRifle () && m_zoomCheckTime < engine.timebase ()) { // should the bot switch to zoomed mode? if (distance > 800.0f && pev->fov >= 90.0f) { pev->button |= IN_ATTACK2; } // else should the bot restore the normal view? else if (distance <= 800.0f && pev->fov < 90.0f) { pev->button |= IN_ATTACK2; } m_zoomCheckTime = engine.timebase () + 0.5f; } // we're should stand still before firing sniper weapons, else sniping is useless.. if (usesSniper () && (m_states & (STATE_SEEING_ENEMY | STATE_SUSPECT_ENEMY)) && !m_isReloading && pev->velocity.lengthSq () > 0.0f) { m_moveSpeed = 0.0f; m_strafeSpeed = 0.0f; m_navTimeset = engine.timebase (); if (cr::abs (pev->velocity.x) > 5.0f || cr::abs (pev->velocity.y) > 5.0f || cr::abs (pev->velocity.z) > 5.0f) { m_sniperStopTime = engine.timebase () + 2.5f; return; } } // need to care for burst fire? if (distance < MAX_SPRAY_DISTANCE || m_blindTime > engine.timebase ()) { if (id == WEAPON_KNIFE) { if (distance < 64.0f) { if (rng.getInt (1, 100) < 30 || hasShield ()) { pev->button |= IN_ATTACK; // use primary attack } else { pev->button |= IN_ATTACK2; // use secondary attack } } } else { // if automatic weapon press attack if (tab[choosen].primaryFireHold && m_ammo[g_weaponDefs[tab[index].id].ammo1] > tab[index].minPrimaryAmmo) { pev->button |= IN_ATTACK; } // if not, toggle else { if ((m_oldButtons & IN_ATTACK) == 0) { pev->button |= IN_ATTACK; } } } m_shootTime = engine.timebase (); } else { if (throttleFiring (distance)) { return; } // don't attack with knife over long distance if (id == WEAPON_KNIFE) { m_shootTime = engine.timebase (); return; } if (tab[choosen].primaryFireHold) { m_shootTime = engine.timebase (); m_zoomCheckTime = engine.timebase (); pev->button |= IN_ATTACK; // use primary attack } else { pev->button |= IN_ATTACK; const float minDelay[] = { 0.0f, 0.1f, 0.2f, 0.3f, 0.4f, 0.6f }; const float maxDelay[] = { 0.1f, 0.2f, 0.3f, 0.4f, 0.5f, 0.7f }; const int offset = cr::abs (m_difficulty * 25 / 20 - 5); m_shootTime = engine.timebase () + 0.1f + rng.getFloat (minDelay[offset], maxDelay[offset]); m_zoomCheckTime = engine.timebase (); } } } void Bot::fireWeapons (void) { // this function will return true if weapon was fired, false otherwise float distance = (m_lookAt - eyePos ()).length (); // how far away is the enemy? // or if friend in line of fire, stop this too but do not update shoot time if (!engine.isNullEntity (m_enemy)) { if (isFriendInLineOfFire (distance)) { m_fightStyle = FIGHT_STRAFE; m_lastFightStyleCheck = engine.timebase (); return; } } WeaponSelect *tab = &g_weaponSelect[0]; edict_t *enemy = m_enemy; int selectId = WEAPON_KNIFE, selectIndex = 0, choosenWeapon = 0; int weapons = pev->weapons; // if jason mode use knife only if (yb_jasonmode.boolean ()) { selectWeapons (distance, selectIndex, selectId, choosenWeapon); return; } // use knife if near and good difficulty (l33t dude!) if (m_difficulty >= 3 && pev->health > 80.0f && !engine.isNullEntity (enemy) && pev->health >= enemy->v.health && distance < 100.0f && !isOnLadder () && !isGroupOfEnemies (pev->origin)) { selectWeapons (distance, selectIndex, selectId, choosenWeapon); return; } // loop through all the weapons until terminator is found... while (tab[selectIndex].id) { // is the bot carrying this weapon? if (weapons & (1 << tab[selectIndex].id)) { // is enough ammo available to fire AND check is better to use pistol in our current situation... if (m_ammoInClip[tab[selectIndex].id] > 0 && !isWeaponBadAtDistance (selectIndex, distance)) { choosenWeapon = selectIndex; } } selectIndex++; } selectId = tab[choosenWeapon].id; // if no available weapon... if (choosenWeapon == 0) { selectIndex = 0; // loop through all the weapons until terminator is found... while (tab[selectIndex].id) { int id = tab[selectIndex].id; // is the bot carrying this weapon? if (weapons & (1 << id)) { if (g_weaponDefs[id].ammo1 != -1 && g_weaponDefs[id].ammo1 < 32 && m_ammo[g_weaponDefs[id].ammo1] >= tab[selectIndex].minPrimaryAmmo) { // available ammo found, reload weapon if (m_reloadState == RELOAD_NONE || m_reloadCheckTime > engine.timebase ()) { m_isReloading = true; m_reloadState = RELOAD_PRIMARY; m_reloadCheckTime = engine.timebase (); if (rng.getInt (0, 100) < cr::abs (m_difficulty * 25 - 100)) { pushRadioMessage (RADIO_NEED_BACKUP); } } return; } } selectIndex++; } selectId = WEAPON_KNIFE; // no available ammo, use knife! } selectWeapons (distance, selectIndex, selectId, choosenWeapon); } bool Bot::isWeaponBadAtDistance (int weaponIndex, float distance) { // this function checks, is it better to use pistol instead of current primary weapon // to attack our enemy, since current weapon is not very good in this situation. if (m_difficulty < 2) { return false; } int wid = g_weaponSelect[weaponIndex].id; if (wid == WEAPON_KNIFE) { return false; } // check is ammo available for secondary weapon if (m_ammoInClip[g_weaponSelect[bestSecondaryCarried ()].id] >= 1) { return false; } // better use pistol in short range distances, when using sniper weapons if ((wid == WEAPON_SCOUT || wid == WEAPON_AWP || wid == WEAPON_G3SG1 || wid == WEAPON_SG550) && distance < 450.0f) { return true; } // shotguns is too inaccurate at long distances, so weapon is bad if ((wid == WEAPON_M3 || wid == WEAPON_XM1014) && distance > 750.0f) { return true; } return false; } void Bot::focusEnemy (void) { // aim for the head and/or body m_lookAt = getEnemyBodyOffset (); if (m_enemySurpriseTime > engine.timebase () || engine.isNullEntity (m_enemy)) { return; } float distance = (m_lookAt - eyePos ()).length2D (); // how far away is the enemy scum? if (distance < 128.0f && !usesSniper ()) { if (m_currentWeapon == WEAPON_KNIFE) { if (distance < 80.0f) { m_wantsToFire = true; } else if (distance > 120.0f) { m_wantsToFire = false; } } else { m_wantsToFire = true; } } else { float dot = getShootingConeDeviation (ent (), m_enemyOrigin); if (dot < 0.90f) { m_wantsToFire = false; } else { float enemyDot = getShootingConeDeviation (m_enemy, pev->origin); // enemy faces bot? if (enemyDot >= 0.90f) { m_wantsToFire = true; } else { if (dot > 0.99f) { m_wantsToFire = true; } else { m_wantsToFire = false; } } } } } void Bot::attackMovement (void) { // no enemy? no need to do strafing if (engine.isNullEntity (m_enemy)) { return; } float distance = (m_lookAt - eyePos ()).length2D (); // how far away is the enemy scum? if (m_timeWaypointMove + calcThinkInterval () + 0.5f < engine.timebase ()) { int approach; if (m_currentWeapon == WEAPON_KNIFE) { approach = 100; } else if ((m_states & STATE_SUSPECT_ENEMY) && !(m_states & STATE_SEEING_ENEMY)) { approach = 49; } else if (m_isReloading || m_isVIP) { approach = 29; } else { approach = static_cast (pev->health * m_agressionLevel); if (usesSniper () && approach > 49) { approach = 49; } } // only take cover when bomb is not planted and enemy can see the bot or the bot is VIP if ((m_states & STATE_SEEING_ENEMY) && approach < 30 && !g_bombPlanted && (isInViewCone (m_enemy->v.origin) || m_isVIP)) { m_moveSpeed = -pev->maxspeed; startTask (TASK_SEEKCOVER, TASKPRI_SEEKCOVER, INVALID_WAYPOINT_INDEX, 0.0f, true); } else if (approach < 50) { m_moveSpeed = 0.0f; } else { m_moveSpeed = pev->maxspeed; } if (distance < 96.0f && m_currentWeapon != WEAPON_KNIFE) { m_moveSpeed = -pev->maxspeed; } if (usesSniper () || !(m_visibility & (VISIBLE_BODY | VISIBLE_HEAD))) { m_fightStyle = FIGHT_STAY; m_lastFightStyleCheck = engine.timebase (); } else if (usesRifle () || usesSubmachine ()) { if (m_lastFightStyleCheck + 3.0f < engine.timebase ()) { int rand = rng.getInt (1, 100); if (distance < 450.0f) { m_fightStyle = FIGHT_STRAFE; } else if (distance < 1024.0f) { if (rand < (usesSubmachine () ? 50 : 30)) { m_fightStyle = FIGHT_STRAFE; } else { m_fightStyle = FIGHT_STAY; } } else { if (rand < (usesSubmachine () ? 80 : 93)) { m_fightStyle = FIGHT_STAY; } else { m_fightStyle = FIGHT_STRAFE; } } m_lastFightStyleCheck = engine.timebase (); } } else { if (m_lastFightStyleCheck + 3.0f < engine.timebase ()) { if (rng.getInt (0, 100) < 50) { m_fightStyle = FIGHT_STRAFE; } else { m_fightStyle = FIGHT_STAY; } m_lastFightStyleCheck = engine.timebase (); } } if (m_fightStyle == FIGHT_STRAFE || ((pev->button & IN_RELOAD) || m_isReloading) || (usesPistol () && distance < 400.0f) || m_currentWeapon == WEAPON_KNIFE) { if (m_strafeSetTime < engine.timebase ()) { // to start strafing, we have to first figure out if the target is on the left side or right side makeVectors (m_enemy->v.v_angle); const Vector &dirToPoint = (pev->origin - m_enemy->v.origin).normalize2D (); const Vector &rightSide = g_pGlobals->v_right.normalize2D (); if ((dirToPoint | rightSide) < 0) { m_combatStrafeDir = STRAFE_DIR_LEFT; } else { m_combatStrafeDir = STRAFE_DIR_RIGHT; } if (rng.getInt (1, 100) < 30) { m_combatStrafeDir = (m_combatStrafeDir == STRAFE_DIR_LEFT ? STRAFE_DIR_RIGHT : STRAFE_DIR_LEFT); } m_strafeSetTime = engine.timebase () + rng.getFloat (0.5f, 3.0f); } if (m_combatStrafeDir == STRAFE_DIR_RIGHT) { if (!checkWallOnLeft ()) { m_strafeSpeed = -pev->maxspeed; } else { m_combatStrafeDir = STRAFE_DIR_LEFT; m_strafeSetTime = engine.timebase () + rng.getFloat (0.8f, 1.3f); } } else { if (!checkWallOnRight ()) { m_strafeSpeed = pev->maxspeed; } else { m_combatStrafeDir = STRAFE_DIR_RIGHT; m_strafeSetTime = engine.timebase () + rng.getFloat (0.8f, 1.3f); } } if (m_difficulty >= 3 && (m_jumpTime + 5.0f < engine.timebase () && isOnFloor () && rng.getInt (0, 1000) < (m_isReloading ? 8 : 2) && pev->velocity.length2D () > 120.0f) && !usesSniper ()) { pev->button |= IN_JUMP; } if (m_moveSpeed > 0.0f && distance > 100.0f && m_currentWeapon != WEAPON_KNIFE) { m_moveSpeed = 0.0f; } if (m_currentWeapon == WEAPON_KNIFE) { m_strafeSpeed = 0.0f; } } else if (m_fightStyle == FIGHT_STAY) { if ((m_visibility & (VISIBLE_HEAD | VISIBLE_BODY)) && !(m_visibility & VISIBLE_OTHER) && taskId () != TASK_SEEKCOVER && taskId () != TASK_HUNTENEMY) { int enemyNearestIndex = waypoints.getNearest (m_enemy->v.origin); if (waypoints.isDuckVisible (m_currentWaypointIndex, enemyNearestIndex) && waypoints.isDuckVisible (enemyNearestIndex, m_currentWaypointIndex)) { m_duckTime = engine.timebase () + 1.0f; } } m_moveSpeed = 0.0f; m_strafeSpeed = 0.0f; m_navTimeset = engine.timebase (); } } if (m_duckTime > engine.timebase ()) { m_moveSpeed = 0.0f; m_strafeSpeed = 0.0f; } if (m_moveSpeed > 0.0f && m_currentWeapon != WEAPON_KNIFE) { m_moveSpeed = getShiftSpeed (); } if (m_isReloading) { m_moveSpeed = -pev->maxspeed; m_duckTime = engine.timebase () - 1.0f; } if (!isInWater () && !isOnLadder () && (m_moveSpeed > 0.0f || m_strafeSpeed >= 0.0f)) { makeVectors (pev->v_angle); if (isDeadlyMove (pev->origin + (g_pGlobals->v_forward * m_moveSpeed * 0.2f) + (g_pGlobals->v_right * m_strafeSpeed * 0.2f) + (pev->velocity * calcThinkInterval ()))) { m_strafeSpeed = -m_strafeSpeed; m_moveSpeed = -m_moveSpeed; pev->button &= ~IN_JUMP; } } ignoreCollision (); } bool Bot::hasPrimaryWeapon (void) { // this function returns returns true, if bot has a primary weapon return (pev->weapons & WEAPON_PRIMARY) != 0; } bool Bot::hasSecondaryWeapon (void) { // this function returns returns true, if bot has a secondary weapon return (pev->weapons & WEAPON_SECONDARY) != 0; } bool Bot::hasShield (void) { // this function returns true, if bot has a tactical shield return strncmp (STRING (pev->viewmodel), "models/shield/v_shield_", 23) == 0; } bool Bot::isShieldDrawn (void) { // this function returns true, is the tactical shield is drawn if (!hasShield ()) { return false; } return pev->weaponanim == 6 || pev->weaponanim == 7; } bool Bot::isEnemyBehindShield (edict_t *enemy) { // this function returns true, if enemy protected by the shield if (engine.isNullEntity (enemy) || isShieldDrawn ()) { return false; } // check if enemy has shield and this shield is drawn if (strncmp (STRING (enemy->v.viewmodel), "models/shield/v_shield_", 23) == 0 && (enemy->v.weaponanim == 6 || enemy->v.weaponanim == 7)) { if (::isInViewCone (pev->origin, enemy)) { return true; } } return false; } bool Bot::usesSniper (void) { // this function returns true, if returns if bot is using a sniper rifle return m_currentWeapon == WEAPON_AWP || m_currentWeapon == WEAPON_G3SG1 || m_currentWeapon == WEAPON_SCOUT || m_currentWeapon == WEAPON_SG550; } bool Bot::usesRifle (void) { WeaponSelect *tab = &g_weaponSelect[0]; int count = 0; while (tab->id) { if (m_currentWeapon == tab->id) { break; } tab++; count++; } if (tab->id && count > 13) { return true; } return false; } bool Bot::usesPistol (void) { WeaponSelect *tab = &g_weaponSelect[0]; int count = 0; // loop through all the weapons until terminator is found while (tab->id) { if (m_currentWeapon == tab->id) { break; } tab++; count++; } if (tab->id && count < 7) { return true; } return false; } bool Bot::usesCampGun (void) { return usesSubmachine () || usesRifle () || usesSniper (); } bool Bot::usesSubmachine (void) { return m_currentWeapon == WEAPON_MP5 || m_currentWeapon == WEAPON_TMP || m_currentWeapon == WEAPON_P90 || m_currentWeapon == WEAPON_MAC10 || m_currentWeapon == WEAPON_UMP45; } bool Bot::usesZoomableRifle (void) { return m_currentWeapon == WEAPON_AUG || m_currentWeapon == WEAPON_SG552; } bool Bot::usesBadWeapon (void) { return m_currentWeapon == WEAPON_XM1014 || m_currentWeapon == WEAPON_M3 || m_currentWeapon == WEAPON_UMP45 || m_currentWeapon == WEAPON_MAC10 || m_currentWeapon == WEAPON_TMP || m_currentWeapon == WEAPON_P90; } int Bot::bestGrenadeCarried (void) { if (pev->weapons & (1 << WEAPON_EXPLOSIVE)) { return WEAPON_EXPLOSIVE; } else if (pev->weapons & (1 << WEAPON_SMOKE)) { return WEAPON_SMOKE; } else if (pev->weapons & (1 << WEAPON_FLASHBANG)) { return WEAPON_FLASHBANG; } return -1; } bool Bot::hasAnyWeapons (void) { return (pev->weapons & (WEAPON_PRIMARY | WEAPON_SECONDARY)); } void Bot::selectBestWeapon (void) { // this function chooses best weapon, from weapons that bot currently own, and change // current weapon to best one. if (yb_jasonmode.boolean ()) { // if knife mode activated, force bot to use knife selectWeaponByName ("weapon_knife"); return; } if (m_isReloading) { return; } WeaponSelect *tab = &g_weaponSelect[0]; int selectIndex = 0; int chosenWeaponIndex = 0; // loop through all the weapons until terminator is found... while (tab[selectIndex].id) { // is the bot NOT carrying this weapon? if (!(pev->weapons & (1 << tab[selectIndex].id))) { selectIndex++; // skip to next weapon continue; } int id = tab[selectIndex].id; bool ammoLeft = false; // is the bot already holding this weapon and there is still ammo in clip? if (tab[selectIndex].id == m_currentWeapon && (ammoClip () < 0 || ammoClip () >= tab[selectIndex].minPrimaryAmmo)) { ammoLeft = true; } // is no ammo required for this weapon OR enough ammo available to fire if (g_weaponDefs[id].ammo1 < 0 || (g_weaponDefs[id].ammo1 < 32 && m_ammo[g_weaponDefs[id].ammo1] >= tab[selectIndex].minPrimaryAmmo)) { ammoLeft = true; } if (ammoLeft) { chosenWeaponIndex = selectIndex; } selectIndex++; } chosenWeaponIndex %= NUM_WEAPONS + 1; selectIndex = chosenWeaponIndex; int id = tab[selectIndex].id; // select this weapon if it isn't already selected if (m_currentWeapon != id) { selectWeaponByName (tab[selectIndex].weaponName); } m_isReloading = false; m_reloadState = RELOAD_NONE; } void Bot::selectSecondary (void) { int oldWeapons = pev->weapons; pev->weapons &= ~WEAPON_PRIMARY; selectBestWeapon (); pev->weapons = oldWeapons; } int Bot::bestWeaponCarried (void) { WeaponSelect *tab = &g_weaponSelect[0]; int weapons = pev->weapons; int num = 0; int i = 0; // loop through all the weapons until terminator is found... while (tab->id) { // is the bot carrying this weapon? if (weapons & (1 << tab->id)) { num = i; } i++; tab++; } return num; } void Bot::selectWeaponByName (const char *name) { engine.execBotCmd (ent (), name); } void Bot::selectWeaponById (int num) { engine.execBotCmd (ent (), g_weaponSelect[num].weaponName); } void Bot::decideFollowUser (void) { // this function forces bot to follow user Array users; // search friends near us for (int i = 0; i < engine.maxClients (); i++) { const Client &client = g_clients[i]; if (!(client.flags & CF_USED) || !(client.flags & CF_ALIVE) || client.team != m_team || client.ent == ent ()) { continue; } if (seesEntity (client.origin) && !isFakeClient (client.ent)) { users.push (client.ent); } } if (users.empty ()) { return; } m_targetEntity = users.random (); pushChatterMessage (CHATTER_LEAD_ON_SIR); startTask (TASK_FOLLOWUSER, TASKPRI_FOLLOWUSER, INVALID_WAYPOINT_INDEX, 0.0f, true); } void Bot::processTeamCommands (void) { // prevent spamming if (m_timeTeamOrder > engine.timebase () + 2.0f || (g_gameFlags & GAME_CSDM_FFA) || !yb_communication_type.integer ()) { return; } bool memberNear = false; bool memberExists = false; // search teammates seen by this bot for (int i = 0; i < engine.maxClients (); i++) { const Client &client = g_clients[i]; if (!(client.flags & CF_USED) || !(client.flags & CF_ALIVE) || client.team != m_team || client.ent == ent ()) { continue; } memberExists = true; if (seesEntity (client.origin)) { memberNear = true; break; } } // has teammates? if (memberNear) { if (m_personality == PERSONALITY_RUSHER && yb_communication_type.integer () == 2) { pushRadioMessage (RADIO_STORM_THE_FRONT); } else if (m_personality != PERSONALITY_RUSHER && yb_communication_type.integer () == 2) { pushRadioMessage (RADIO_TEAM_FALLBACK); } } else if (memberExists && yb_communication_type.integer () == 1) { pushRadioMessage (RADIO_TAKING_FIRE); } else if (memberExists && yb_communication_type.integer () == 2) { pushChatterMessage (CHATTER_SCARED_EMOTE); } m_timeTeamOrder = engine.timebase () + rng.getFloat (15.0f, 30.0f); } bool Bot::isGroupOfEnemies (const Vector &location, int numEnemies, float radius) { int numPlayers = 0; // search the world for enemy players... for (int i = 0; i < engine.maxClients (); i++) { const Client &client = g_clients[i]; if (!(client.flags & CF_USED) || !(client.flags & CF_ALIVE) || client.ent == ent ()) { continue; } if ((client.ent->v.origin - location).lengthSq () < cr::square (radius)) { // don't target our teammates... if (client.team == m_team) { return false; } if (numPlayers++ > numEnemies) { return true; } } } return false; } void Bot::checkReload (void) { // check the reload state if (taskId () == TASK_PLANTBOMB || taskId () == TASK_DEFUSEBOMB || taskId () == TASK_PICKUPITEM || taskId () == TASK_THROWFLASHBANG || taskId () == TASK_THROWSMOKE || m_isUsingGrenade) { m_reloadState = RELOAD_NONE; return; } m_isReloading = false; // update reloading status m_reloadCheckTime = engine.timebase () + 3.0f; if (m_reloadState != RELOAD_NONE) { int weaponIndex = 0, maxClip = 0; int weapons = pev->weapons; if (m_reloadState == RELOAD_PRIMARY) { weapons &= WEAPON_PRIMARY; } else if (m_reloadState == RELOAD_SECONDARY) { weapons &= WEAPON_SECONDARY; } if (weapons == 0) { m_reloadState++; if (m_reloadState > RELOAD_SECONDARY) { m_reloadState = RELOAD_NONE; } return; } for (int i = 1; i < MAX_WEAPONS; i++) { if (weapons & (1 << i)) { weaponIndex = i; break; } } maxClip = getMaxClip (weaponIndex); if (m_ammoInClip[weaponIndex] < maxClip * 0.8f && g_weaponDefs[weaponIndex].ammo1 != -1 && g_weaponDefs[weaponIndex].ammo1 < 32 && m_ammo[g_weaponDefs[weaponIndex].ammo1] > 0) { if (m_currentWeapon != weaponIndex) { selectWeaponByName (g_weaponDefs[weaponIndex].className); } pev->button &= ~IN_ATTACK; if ((m_oldButtons & IN_RELOAD) == RELOAD_NONE) { pev->button |= IN_RELOAD; // press reload button } m_isReloading = true; } else { // if we have enemy don't reload next weapon if ((m_states & (STATE_SEEING_ENEMY | STATE_HEARING_ENEMY)) || m_seeEnemyTime + 5.0f > engine.timebase ()) { m_reloadState = RELOAD_NONE; return; } m_reloadState++; if (m_reloadState > RELOAD_SECONDARY) { m_reloadState = RELOAD_NONE; } return; } } } int Bot::getMaxClip (int id) { int maxClip = 0; switch (id) { case WEAPON_M249: maxClip = 100; break; case WEAPON_P90: maxClip = 50; break; case WEAPON_GALIL: maxClip = 35; break; case WEAPON_ELITE: case WEAPON_MP5: case WEAPON_TMP: case WEAPON_MAC10: case WEAPON_M4A1: case WEAPON_AK47: case WEAPON_SG552: case WEAPON_AUG: case WEAPON_SG550: maxClip = 30; break; case WEAPON_UMP45: case WEAPON_FAMAS: maxClip = 25; break; case WEAPON_GLOCK: case WEAPON_FIVESEVEN: case WEAPON_G3SG1: maxClip = 20; break; case WEAPON_P228: maxClip = 13; break; case WEAPON_USP: maxClip = 12; break; case WEAPON_AWP: case WEAPON_SCOUT: maxClip = 10; break; case WEAPON_M3: maxClip = 8; break; case WEAPON_DEAGLE: case WEAPON_XM1014: maxClip = 7; break; } return maxClip; }