yapb-noob-edition/src/botlib.cpp
jeefo ecb1f20303
conf: get decal indices during config load
combat: do not init hitbox aiming if disabled
nav: reverted some last changes
nav: fixed check fall on ladders
chat: added %g keyword that is replaced with graph author
2025-02-05 21:28:29 +03:00

4367 lines
142 KiB
C++

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