yapb-noob-edition/src/combat.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

2627 lines
78 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_shoots_thru_walls ("shoots_thru_walls", "2", "Specifies whether bots able to fire at enemies behind the wall, if they hearing or suspecting them.", true, 0.0f, 3.0f);
ConVar cv_ignore_enemies ("ignore_enemies", "0", "Enables or disables searching world for enemies.");
ConVar cv_check_enemy_rendering ("check_enemy_rendering", "0", "Enables or disables checking enemy rendering flags. Useful for some mods.");
ConVar cv_check_enemy_invincibility ("check_enemy_invincibility", "0", "Enables or disables checking enemy invincibility. Useful for some mods.");
ConVar cv_stab_close_enemies ("stab_close_enemies", "1", "Enables or disables bot ability to stab the enemy with knife if bot is in good condition.");
ConVar cv_use_engine_pvs_check ("use_engine_pvs_check", "0", "Use engine to check potential visibility of an enemy.");
ConVar cv_use_hitbox_enemy_targeting ("use_hitbox_enemy_targeting", "0", "Use hitbox-based enemy targeting, instead of offset based. Use with the yb_use_engine_pvs_check enabled to reduce CPU usage.");
ConVar cv_aim_trace_consider_glass ("aim_trace_consider_glass", "0", "Bots will consider glass when deciding to shoot enemies. Required for very special maps only.");
ConVar mp_friendlyfire ("mp_friendlyfire", nullptr, Var::GameRef);
ConVar sv_gravity ("sv_gravity", nullptr, Var::GameRef);
int Bot::numFriendsNear (const Vector &origin, const float radius) {
if (game.is (GameFlags::FreeForAll)) {
return 0; // no friends on free for all mode
}
int count = 0;
const float radiusSq = cr::sqrf (radius);
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 (origin) < radiusSq) {
count++;
}
}
return count;
}
int Bot::numEnemiesNear (const Vector &origin, const float radius) {
if (game.is (GameFlags::FreeForAll)) {
return 0; // no enemies on free for all mode
}
int count = 0;
const float radiusSq = cr::sqrf (radius);
for (const auto &client : util.getClients ()) {
if (!(client.flags & ClientFlags::Used) || !(client.flags & ClientFlags::Alive) || client.team == m_team) {
continue;
}
if (client.origin.distanceSq (origin) < radiusSq) {
count++;
}
}
return count;
}
bool Bot::isEnemyHidden (edict_t *enemy) {
if (!cv_check_enemy_rendering || game.isNullEntity (enemy)) {
return false;
}
const auto &v = enemy->v;
const bool enemyHasGun = (v.weapons & kPrimaryWeaponMask) || (v.weapons & kSecondaryWeaponMask);
const bool enemyGunfire = (v.button & IN_ATTACK) || (v.oldbuttons & IN_ATTACK);
if ((v.renderfx == kRenderFxExplode || (v.effects & EF_NODRAW)) && (!enemyGunfire || !enemyHasGun)) {
return true;
}
if ((v.renderfx == kRenderFxExplode || (v.effects & EF_NODRAW)) && enemyGunfire && enemyHasGun) {
return false;
}
if (v.renderfx != kRenderFxHologram && v.renderfx != kRenderFxExplode && v.rendermode != kRenderNormal) {
if (v.renderfx == kRenderFxGlowShell) {
if (v.renderamt <= 20.0f && v.rendercolor.x <= 20.0f && v.rendercolor.y <= 20.0f && v.rendercolor.z <= 20.0f) {
if (!enemyGunfire || !enemyHasGun) {
return true;
}
return false;
}
else if (!enemyGunfire && v.renderamt <= 60.0f && v.rendercolor.x <= 60.f && v.rendercolor.y <= 60.0f && v.rendercolor.z <= 60.0f) {
return true;
}
}
else if (v.renderamt <= 20.0f) {
if (!enemyGunfire || !enemyHasGun) {
return true;
}
return false;
}
else if (!enemyGunfire && v.renderamt <= 60.0f) {
return true;
}
}
return false;
}
bool Bot::isEnemyInvincible (edict_t *enemy) {
if (!cv_check_enemy_invincibility || game.isNullEntity (enemy)) {
return false;
}
const auto &v = enemy->v;
if (v.solid < SOLID_BBOX) {
return true;
}
if (v.flags & FL_GODMODE) {
return true;
}
if (cr::fequal (v.takedamage, DAMAGE_NO)) {
return true;
}
return false;
}
bool Bot::isEnemyNoTarget (edict_t *enemy) {
if (game.isNullEntity (enemy)) {
return false;
}
return !!(enemy->v.flags & FL_NOTARGET);
}
bool Bot::isEnemyInDarkArea (edict_t *enemy) {
if (!cv_check_darkness && game.isNullEntity (enemy)) {
return false;
}
const auto &v = enemy->v;
const auto scolor = illum.getSkyColor ();
// check if node near the enemy have a degraded light level
const auto enemyNodeIndex = graph.getNearest (v.origin);
if (!graph.exists (enemyNodeIndex)) {
return false;
}
const auto llevel = graph[enemyNodeIndex].light;
// if light level is higher than 30, do not bother with further tests
if (llevel > 30.0f) {
return false;
}
bool enemySemiTransparent = false;
const bool enemyHasGun = (v.weapons & kPrimaryWeaponMask) || (v.weapons & kSecondaryWeaponMask);
const bool enemyIsAttacking = (v.button & IN_ATTACK) || (v.oldbuttons & IN_ATTACK);
const bool enemyHasFlashlightEnabled = !!(v.effects & EF_DIMLIGHT);
if (!m_usesNVG && ((llevel < 3.0f && scolor > 50.0f) || (llevel < 25.0f && scolor <= 50.0f))
&& !enemyHasFlashlightEnabled && (!enemyIsAttacking || !enemyHasGun)) {
return false;
}
else if (((llevel < 10.0f && scolor > 50.0f) || (llevel < 30.0f && scolor <= 50.0f)
|| (enemyIsAttacking && enemyHasGun))
&& !m_usesNVG && !enemyHasFlashlightEnabled) {
enemySemiTransparent = true;
}
TraceResult result {};
game.testLine (getEyesPos (), v.origin, m_isCreature ? TraceIgnore::None : TraceIgnore::Everything, ent (), &result);
return (result.flFraction <= 1.0f && result.pHit == enemy && (m_usesNVG || !enemySemiTransparent));
}
bool Bot::checkBodyParts (edict_t *target) {
// this function checks visibility of a bot target.
if (isEnemyHidden (target) || isEnemyInvincible (target) || isEnemyNoTarget (target) || isEnemyInDarkArea (target)) {
m_enemyParts = Visibility::None;
m_enemyOrigin.clear ();
return false;
}
// hitboxes requested ?
if (game.is (GameFlags::HasStudioModels) && cv_use_hitbox_enemy_targeting && m_hitboxEnumerator) {
return checkBodyPartsWithHitboxes (target);
}
return checkBodyPartsWithOffsets (target);
}
bool Bot::checkBodyPartsWithOffsets (edict_t *target) {
TraceResult result {};
const auto &eyes = getEyesPos ();
auto spot = target->v.origin;
auto self = pev->pContainingEntity;
// creatures can't hurt behind anything
const auto ignoreFlags = m_isCreature ? TraceIgnore::None : (cv_aim_trace_consider_glass ? TraceIgnore::Monsters : TraceIgnore::Everything);
const auto hitsTarget = [&] () -> bool {
return result.flFraction >= 1.0f || result.pHit == target;
};
m_enemyParts = Visibility::None;
game.testLine (eyes, spot, ignoreFlags, self, &result);
if (hitsTarget ()) {
m_enemyParts |= Visibility::Body;
m_enemyOrigin = result.vecEndPos;
}
// check top of head
spot.z += 25.0f;
game.testLine (eyes, spot, ignoreFlags, self, &result);
if (hitsTarget ()) {
m_enemyParts |= Visibility::Head;
m_enemyOrigin = result.vecEndPos;
}
if (m_enemyParts != Visibility::None) {
return true;
}
constexpr auto kStandFeet = 34.0f;
constexpr auto kCrouchFeet = 14.0f;
constexpr auto kEdgeOffset = 13.0f;
if (target->v.flags & FL_DUCKING) {
spot.z = target->v.origin.z - kCrouchFeet;
}
else {
spot.z = target->v.origin.z - kStandFeet;
}
game.testLine (eyes, spot, ignoreFlags, self, &result);
if (hitsTarget ()) {
m_enemyParts |= Visibility::Other;
m_enemyOrigin = result.vecEndPos;
return true;
}
Vector dir = (target->v.origin - pev->origin).normalize2d_apx ();
Vector perp (-dir.y, dir.x, 0.0f);
spot = target->v.origin + Vector (perp.x * kEdgeOffset, perp.y * kEdgeOffset, 0);
game.testLine (eyes, spot, ignoreFlags, self, &result);
if (hitsTarget ()) {
m_enemyParts |= Visibility::Other;
m_enemyOrigin = result.vecEndPos;
return true;
}
spot = target->v.origin - Vector (perp.x * kEdgeOffset, perp.y * kEdgeOffset, 0);
game.testLine (eyes, spot, ignoreFlags, self, &result);
if (hitsTarget ()) {
m_enemyParts |= Visibility::Other;
m_enemyOrigin = result.vecEndPos;
return true;
}
return false;
}
bool Bot::checkBodyPartsWithHitboxes (edict_t *target) {
const auto self = pev->pContainingEntity;
const auto refresh = m_frameInterval * 1.5f;
TraceResult result {};
const auto &eyes = getEyesPos ();
const auto hitsTarget = [&] () -> bool {
return result.flFraction >= 1.0f || result.pHit == target;
};
m_enemyParts = Visibility::None;
// creatures can't hurt behind anything
const auto ignoreFlags = m_isCreature ? TraceIgnore::None : TraceIgnore::Everything;
// get the stomach hitbox
game.testLine (eyes, m_hitboxEnumerator->get (target, PlayerPart::Stomach, refresh), ignoreFlags, self, &result);
if (hitsTarget ()) {
m_enemyParts |= Visibility::Body;
m_enemyOrigin = result.vecEndPos;
}
// get the stomach hitbox
game.testLine (eyes, m_hitboxEnumerator->get (target, PlayerPart::Head, refresh), ignoreFlags, self, &result);
if (hitsTarget ()) {
m_enemyParts |= Visibility::Head;
m_enemyOrigin = result.vecEndPos;
}
if (m_enemyParts != Visibility::None) {
return true;
}
// get the left hitbox
game.testLine (eyes, m_hitboxEnumerator->get (target, PlayerPart::LeftArm, refresh), ignoreFlags, self, &result);
if (hitsTarget ()) {
m_enemyParts |= Visibility::Other;
m_enemyOrigin = result.vecEndPos;
return true;
}
// get the right hitbox
game.testLine (eyes, m_hitboxEnumerator->get (target, PlayerPart::RightArm, refresh), ignoreFlags, self, &result);
if (hitsTarget ()) {
m_enemyParts |= Visibility::Other;
m_enemyOrigin = result.vecEndPos;
return true;
}
// get the feet spot
game.testLine (eyes, m_hitboxEnumerator->get (target, PlayerPart::Feet, refresh), ignoreFlags, self, &result);
if (hitsTarget ()) {
m_enemyParts |= Visibility::Other;
m_enemyOrigin = result.vecEndPos;
return true;
}
return false;
}
bool Bot::seesEnemy (edict_t *player) {
auto isBehindSmokeClouds = [&] (const Vector &pos) {
if (cv_smoke_grenade_checks.as <int> () == 2) {
return bots.isLineBlockedBySmoke (getEyesPos (), pos);
}
return false;
};
if (game.isNullEntity (player)) {
return false;
}
bool ignoreFieldOfView = false;
if (cv_whose_your_daddy && util.isPlayer (pev->dmg_inflictor) && game.getTeam (pev->dmg_inflictor) != m_team) {
ignoreFieldOfView = true;
}
if ((ignoreFieldOfView || isInViewCone (player->v.origin))
&& frustum.check (m_viewFrustum, player)
&& !isBehindSmokeClouds (player->v.origin)
&& checkBodyParts (player)) {
return true;
}
return false;
}
void Bot::trackEnemies () {
if (lookupEnemies ()) {
m_states |= Sense::SeeingEnemy;
}
else {
m_states &= ~Sense::SeeingEnemy;
m_enemy = nullptr;
m_enemyBodyPartSet = nullptr;
}
}
bool Bot::lookupEnemies () {
// this function tries to find the best suitable enemy for the bot
m_enemyParts = Visibility::None;
m_enemyOrigin.clear ();
// do not search for enemies while we're blinded, or shooting disabled by user
if (m_enemyIgnoreTimer > game.time () || m_blindTime > game.time () || cv_ignore_enemies) {
return false;
}
edict_t *player, *newEnemy = nullptr;
float nearestDistanceSq = cr::sqrf (m_viewDistance);
// clear suspected flag
if (!game.isNullEntity (m_enemy) && (m_states & Sense::SeeingEnemy)) {
m_states &= ~Sense::SuspectEnemy;
}
else if (game.isNullEntity (m_enemy) && m_seeEnemyTime + 4.0f > game.time () && util.isAlive (m_lastEnemy)) {
m_states |= Sense::SuspectEnemy;
const bool denyLastEnemy = pev->velocity.lengthSq2d () > 0.0f
&& m_lastEnemyOrigin.distanceSq (pev->origin) < 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 (!game.isNullEntity (m_enemy)) {
player = m_enemy;
// is player is alive
if (m_enemyUpdateTime > game.time ()
&& player->v.origin.distanceSq (pev->origin) < nearestDistanceSq
&& util.isAlive (player)
&& seesEnemy (player)) {
newEnemy = player;
}
}
// the old enemy is no longer visible or
if (game.isNullEntity (newEnemy)) {
uint8_t *set = nullptr;
// setup potential visibility set from engine
if (cv_use_engine_pvs_check) {
set = game.getVisibilitySet (this, true);
}
// ignore shielded enemies, while we have real one
edict_t *shieldEnemy = nullptr;
if (cv_attack_monsters) {
// search the world for monsters...
for (const auto &interesting : bots.getInterestingEntities ()) {
if (!util.isMonster (interesting)) {
continue;
}
// check the engine PVS
if (cv_use_engine_pvs_check && !game.checkVisibility (interesting, set)) {
continue;
}
// see if bot can see the monster...
if (seesEnemy (interesting)) {
// higher priority for big monsters
const float scaleFactor = (1.0f / calculateScaleFactor (interesting));
const float distanceSq = interesting->v.origin.distanceSq (pev->origin) * scaleFactor;
if (distanceSq < nearestDistanceSq) {
nearestDistanceSq = distanceSq;
newEnemy = interesting;
}
}
}
}
// search the world for players...
for (const auto &client : util.getClients ()) {
if (!(client.flags & ClientFlags::Used)
|| !(client.flags & ClientFlags::Alive)
|| client.team == m_team
|| client.ent == ent ()
|| !client.ent) {
continue;
}
player = client.ent;
// check the engine PVS
if (cv_use_engine_pvs_check && !game.checkVisibility (player, set)) {
continue;
}
// extra skill player can see through smoke... if being attacked
if (cv_whose_your_daddy && (player->v.button & (IN_ATTACK | IN_ATTACK2)) && m_viewDistance < m_maxViewDistance) {
nearestDistanceSq = cr::sqrf (m_maxViewDistance);
}
// see if bot can see the player...
if (seesEnemy (player)) {
if (isEnemyBehindShield (player)) {
shieldEnemy = player;
continue;
}
const float distanceSq = player->v.origin.distanceSq (pev->origin);
if (distanceSq < nearestDistanceSq) {
nearestDistanceSq = distanceSq;
newEnemy = player;
// aim VIP first on AS maps...
if (game.is (MapFlags::Assassination) && util.isPlayerVIP (newEnemy)) {
break;
}
}
}
}
m_enemyUpdateTime = game.time () + (usesKnife () ? 1.25f : 0.85f);
if (game.isNullEntity (newEnemy) && !game.isNullEntity (shieldEnemy)) {
newEnemy = shieldEnemy;
}
}
if (newEnemy != nullptr && (util.isPlayer (newEnemy) || (cv_attack_monsters && util.isMonster (newEnemy)))) {
bots.setCanPause (true);
m_aimFlags |= AimFlags::Enemy;
m_states |= Sense::SeeingEnemy;
// if enemy is still visible and in field of view, keep it keep track of when we last saw an enemy
if (newEnemy == m_enemy) {
m_seeEnemyTime = game.time ();
// zero out reaction time
m_actualReactionTime = 0.0f;
m_lastEnemy = newEnemy;
m_lastEnemyOrigin = newEnemy->v.origin;
return true;
}
else {
if (m_seeEnemyTime + 3.0f < game.time () && (m_hasC4 || m_hasHostage || !game.isNullEntity (m_targetEntity))) {
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);
}
}
m_targetEntity = nullptr; // stop following when we see an enemy...
if (cv_whose_your_daddy) {
m_enemySurpriseTime = m_actualReactionTime * 0.5f;
}
else {
m_enemySurpriseTime = m_actualReactionTime;
}
m_enemySurpriseTime += game.time ();
// zero out reaction time
m_actualReactionTime = 0.0f;
m_enemy = newEnemy;
m_lastEnemy = newEnemy;
m_enemyBodyPartSet = nullptr;
m_lastEnemyOrigin = newEnemy->v.origin;
m_enemyReachableTimer = 0.0f;
// keep track of when we last saw an enemy
m_seeEnemyTime = game.time ();
if (!(m_oldButtons & IN_ATTACK)) {
return true;
}
// now alarm all teammates who see this bot & don't have an actual enemy of the bots enemy should simulate human players seeing a teammate firing
for (const auto &other : bots) {
if (!other->m_isAlive || other->m_team != m_team || other.get () == this) {
continue;
}
if (other->m_seeEnemyTime + 2.0f < game.time ()
&& game.isNullEntity (other->m_lastEnemy)
&& util.isVisible (pev->origin, other->ent ())
&& other->isInViewCone (pev->origin)) {
other->m_lastEnemy = newEnemy;
other->m_lastEnemyOrigin = newEnemy->v.origin;
other->m_seeEnemyTime = game.time ();
other->m_states |= (Sense::SuspectEnemy | Sense::HearingEnemy);
other->m_aimFlags |= AimFlags::LastEnemy;
}
}
return true;
}
}
else if (!game.isNullEntity (m_enemy)) {
newEnemy = m_enemy;
m_lastEnemy = newEnemy;
if (!util.isAlive (newEnemy)) {
m_enemy = nullptr;
m_enemyBodyPartSet = nullptr;
// shoot at dying players if no new enemy to give some more human-like illusion
if (m_seeEnemyTime + 0.1f > game.time ()) {
if (!usesSniper ()) {
m_shootAtDeadTime = game.time () + cr::clamp (m_agressionLevel * 1.25f, 0.15f, 0.25f);
m_actualReactionTime = 0.0f;
m_states |= Sense::SuspectEnemy;
return true;
}
return false;
}
else if (m_shootAtDeadTime > game.time ()) {
m_actualReactionTime = 0.0f;
m_states |= Sense::SuspectEnemy;
return true;
}
return false;
}
// if no enemy visible check if last one shoot able through wall
if (cv_shoots_thru_walls
&& rg.chance (conf.getDifficultyTweaks (m_difficulty)->seenThruPct)
&& isPenetrableObstacle (newEnemy->v.origin)) {
m_seeEnemyTime = game.time ();
m_states |= Sense::SuspectEnemy;
m_aimFlags |= AimFlags::LastEnemy;
m_enemy = newEnemy;
m_lastEnemy = newEnemy;
m_lastEnemyOrigin = newEnemy->v.origin;
return true;
}
}
// check if bots should reload...
if ((m_aimFlags <= AimFlags::PredictPath
&& m_seeEnemyTime + 3.0f < game.time ()
&& !(m_states & (Sense::SeeingEnemy | Sense::HearingEnemy))
&& game.isNullEntity (m_lastEnemy)
&& game.isNullEntity (m_enemy)
&& getCurrentTaskId () != Task::ShootBreakable
&& getCurrentTaskId () != Task::PlantBomb
&& getCurrentTaskId () != Task::DefuseBomb) || bots.isRoundOver ()) {
if (!m_reloadState) {
m_reloadState = Reload::Primary;
}
}
// is the bot using a sniper rifle or a zoomable rifle?
if ((usesSniper () || usesZoomableRifle ()) && m_zoomCheckTime + 1.0f < game.time ()) {
if (pev->fov < 90.0f) {
pev->button |= IN_ATTACK2;
}
else {
m_zoomCheckTime = 0.0f;
}
}
return false;
}
Vector Bot::getBodyOffsetError (float distance) {
if (game.isNullEntity (m_enemy) || distance < kSprayDistanceX2) {
return nullptr;
}
if (m_aimErrorTime < game.time ()) {
const float hitError = distance / (cr::clamp (static_cast <float> (m_difficulty), 1.0f, 4.0f) * 1280.0f);
const auto &maxs = m_enemy->v.maxs, &mins = m_enemy->v.mins;
m_aimLastError = Vector (rg (mins.x * hitError, maxs.x * hitError), rg (mins.y * hitError, maxs.y * hitError), rg (mins.z * hitError * 0.5f, maxs.z * hitError * 0.5f));
const auto &aimError = conf.getDifficultyTweaks (m_difficulty)->aimError;
m_aimLastError += Vector (rg (-aimError.x, aimError.x), rg (-aimError.y, aimError.y), rg (-aimError.z, aimError.z));
m_aimErrorTime = game.time () + rg (0.4f, 0.8f);
}
return m_aimLastError;
}
Vector Bot::getEnemyBodyOffset () {
// the purpose of this function, is to make bot aiming not so ideal. it's mutate m_enemyOrigin enemy vector
// returned from visibility check function.
// if no visibility data, use last one
if (!m_enemyParts) {
return m_enemyOrigin;
}
const float distance = m_enemy->v.origin.distance (pev->origin);
// do not aim at head, at long distance (only if not using sniper weapon)
if ((m_enemyParts & Visibility::Body) && !usesSniper () && distance > (m_difficulty >= Difficulty::Normal ? 2000.0f : 1000.0f)) {
m_enemyParts &= ~Visibility::Head;
}
// do not aim at head while close enough to enemy and having sniper
else if (distance < 800.0f && usesSniper ()) {
m_enemyParts &= ~Visibility::Head;
}
Vector spot = m_enemy->v.origin;
Vector compensation = nullptr;
if (!usesSniper () && !usesKnife () && distance > kSprayDistance) {
compensation = (m_enemy->v.velocity - pev->velocity) * m_frameInterval * 2.8f;
compensation.z = 0.0f;
}
else {
compensation.clear ();
}
// if we only suspect an enemy behind a wall take the worst skill
if (!m_enemyParts && (m_states & Sense::SuspectEnemy)) {
spot += getBodyOffsetError (distance);
}
else if (util.isPlayer (m_enemy)) {
// now take in account different parts of enemy body
if (m_enemyParts & (Visibility::Head | Visibility::Body)) {
auto headshotPct = conf.getDifficultyTweaks (m_difficulty)->headshotPct;
// with to much recoil or using specific weapons choice to aim to the chest
if (distance > kSprayDistance && (isRecoilHigh () || usesShotgun ())) {
headshotPct = 0;
}
else if (distance <= kSprayDistance && isRecoilHigh ()) {
headshotPct = 0;
}
// now check is our skill match to aim at head, else aim at enemy body
if (m_enemyBodyPartSet == m_enemy || rg.chance (headshotPct)) {
spot = m_enemyOrigin + getCustomHeight (distance);
if (usesSniper ()) {
spot.z -= pev->view_ofs.z * 0.5f;
}
// set's the enemy shooting spot to head, if headshot pct allows, and use head for that
// enemy until new enemy is acquired, to prevent too shaky aiming
m_enemyBodyPartSet = m_enemy;
}
else {
spot = m_enemy->v.origin;
}
}
else if (m_enemyParts & Visibility::Body) {
spot = m_enemy->v.origin;
}
else if (m_enemyParts & Visibility::Other) {
spot = m_enemyOrigin;
}
else if (m_enemyParts & Visibility::Head) {
spot = m_enemyOrigin + getCustomHeight (distance);
}
}
auto idealSpot = m_enemyOrigin;
if (m_difficulty < Difficulty::Hard && isEnemyInSight (idealSpot)) {
spot = idealSpot + ((spot - idealSpot) * 0.005f); // gradually adjust the aiming direction
}
spot += compensation;
if (usesKnife () && m_difficulty >= Difficulty::Normal) {
spot = m_enemyOrigin;
}
m_lastEnemyOrigin = spot;
// add some error to unskilled bots
if (m_difficulty < Difficulty::Normal) {
spot += getBodyOffsetError (distance);
}
return spot;
}
Vector Bot::getCustomHeight (float distance) {
enum DistanceIndex {
Long, Middle, Short
};
constexpr float kOffsetRanges[9][3] = {
{ 0.0f, 0.0f, 0.0f }, // none
{ 0.0f, 0.0f, 0.0f }, // melee
{ 0.5f, -0.1f, -1.5f }, // pistol
{ 6.5f, 6.0f, -2.0f }, // shotgun
{ 0.5f, -7.5f, -9.5f }, // zoomrifle
{ 0.5f, -7.5f, -9.5f }, // rifle
{ 0.5f, -7.5f, -9.5f }, // smg
{ 0.0f, -2.5f, -6.0f }, // sniper
{ 1.5f, -4.0f, -9.0f } // heavy
};
// only high-skilled bots do that
if (m_difficulty != Difficulty::Expert || (m_enemy->v.flags & FL_DUCKING)) {
return 0.0f;
}
// default distance index is short
auto distanceIndex = DistanceIndex::Short;
// set distance index appropriate to distance
if (distance < 2048.0f && distance > kSprayDistanceX2) {
distanceIndex = DistanceIndex::Long;
}
else if (distance > kSprayDistance && distance <= kSprayDistanceX2) {
distanceIndex = DistanceIndex::Middle;
}
return { 0.0f, 0.0f, kOffsetRanges[m_weaponType][distanceIndex] };
}
bool Bot::isFriendInLineOfFire (float distance) {
// bot can't hurt teammates, if friendly fire is not enabled...
if (!mp_friendlyfire || game.is (GameFlags::CSDM)) {
return false;
}
TraceResult tr {};
game.testLine (getEyesPos (), getEyesPos () + distance * pev->v_angle.normalize (), TraceIgnore::None, ent (), &tr);
// check if we hit something
if (util.isPlayer (tr.pHit) && tr.pHit != ent ()) {
auto hit = tr.pHit;
// check valid range
if (game.getTeam (hit) == m_team && util.isAlive (hit)) {
return true;
}
}
const float distanceSq = cr::sqrf (distance);
// search the world for players
for (const auto &client : util.getClients ()) {
if (!(client.flags & ClientFlags::Used) || !(client.flags & ClientFlags::Alive) || client.team != m_team || client.ent == ent ()) {
continue;
}
const auto friendDistanceSq = client.ent->v.origin.distanceSq (pev->origin);
if (friendDistanceSq <= distanceSq
&& util.getConeDeviation (ent (), client.ent->v.origin) > friendDistanceSq / (friendDistanceSq + cr::sqrf (33.0f))) {
return true;
}
}
return false;
}
bool Bot::isPenetrableObstacle (const Vector &dest) {
// this function returns true if enemy can be shoot through some obstacle, false otherwise.
// credits goes to Immortal_BLG
if (m_isUsingGrenade || m_difficulty < Difficulty::Normal) {
return false;
}
auto penetratePower = conf.findWeaponById (m_currentWeapon).penetratePower;
if (penetratePower == 0) {
return false;
}
const auto method = cv_shoots_thru_walls.as <int> ();
// switch methods
switch (method) {
case 1:
return isPenetrableObstacle1 (dest, penetratePower);
case 3:
return isPenetrableObstacle3 (dest, penetratePower);
};
return isPenetrableObstacle2 (dest, penetratePower);
}
bool Bot::isPenetrableObstacle1 (const Vector &dest, int penetratePower) {
TraceResult tr {};
float obstacleDistanceSq = 0.0f;
game.testLine (getEyesPos (), dest, TraceIgnore::Monsters, ent (), &tr);
if (tr.fStartSolid) {
const Vector &source = tr.vecEndPos;
game.testLine (dest, source, TraceIgnore::Monsters, ent (), &tr);
if (!cr::fequal (tr.flFraction, 1.0f)) {
if (tr.vecEndPos.distanceSq (dest) > cr::sqrf (800.0f)) {
return false;
}
if (tr.vecEndPos.z >= dest.z + 200.0f) {
return false;
}
obstacleDistanceSq = tr.vecEndPos.distanceSq (source);
}
}
if (obstacleDistanceSq > 0.0f) {
constexpr float kMaxDistanceSq = cr::sqrf (75.0f);
while (penetratePower > 0) {
if (obstacleDistanceSq > kMaxDistanceSq) {
obstacleDistanceSq -= kMaxDistanceSq;
penetratePower--;
continue;
}
return true;
}
}
return false;
}
bool Bot::isPenetrableObstacle2 (const Vector &dest, int) {
// this function returns if enemy can be shoot through some obstacle
const Vector &source = getEyesPos ();
const Vector &direction = (dest - source).normalize_apx (); // 1 unit long
int thikness = 0;
int numHits = 0;
Vector point {};
TraceResult tr {};
game.testLine (source, dest, TraceIgnore::Everything, ent (), &tr);
while (!cr::fequal (tr.flFraction, 1.0f) && numHits < 3) {
numHits++;
thikness++;
point = tr.vecEndPos + direction;
while (engfuncs.pfnPointContents (point) == CONTENTS_SOLID && thikness < 98) {
point = point + direction;
thikness++;
}
game.testLine (point, dest, TraceIgnore::Everything, ent (), &tr);
}
if (numHits < 3 && thikness < 98) {
if (dest.distanceSq (point) < cr::sqrf (112.0f)) {
return true;
}
}
return false;
}
bool Bot::isPenetrableObstacle3 (const Vector &dest, int penetratePower) {
// this function returns if enemy can be shoot through some obstacle
TraceResult tr {};
Vector source = getEyesPos ();
const auto &dir = (dest - source).normalize_apx () * 8.0f;
for (;;) {
game.testLine (source, dest, TraceIgnore::Monsters, ent (), &tr);
if (tr.fStartSolid) {
if (tr.fAllSolid) {
return false;
}
source += dir;
}
else {
// check if line hit anything
if (cr::fequal (tr.flFraction, 1.0f)) {
return true;
}
if (--penetratePower == 0) {
return false;
}
source = tr.vecEndPos + dir;
}
}
}
bool Bot::needToPauseFiring (float distance) {
// returns true if bot needs to pause between firing to compensate for punchangle & weapon spread
if (usesSniper () || m_isUsingGrenade || ((m_states & Sense::SuspectEnemy) && distance < 400.0f)) {
return false;
}
if (m_firePause > game.time ()) {
return true;
}
if ((m_aimFlags & AimFlags::Enemy) && !m_enemyOrigin.empty ()) {
if (util.getConeDeviation (ent (), m_enemyOrigin) > 0.92f && isEnemyBehindShield (m_enemy)) {
return true;
}
}
float offset = 4.25f;
if (distance < kSprayDistance) {
return false;
}
else if (distance < kSprayDistanceX2) {
offset = 2.75f;
}
else if ((m_states & Sense::SuspectEnemy) && distance < kSprayDistanceX2) {
return false;
}
const float xPunch = cr::sqrf (cr::deg2rad (pev->punchangle.x));
const float yPunch = cr::sqrf (cr::deg2rad (pev->punchangle.y));
const float tolerance = (100.0f - static_cast <float> (m_difficulty) * 25.0f) / 99.0f;
const float baseTime = distance > kSprayDistance ? 0.55f : 0.38f;
const float maxRecoil = static_cast <float> (conf.getDifficultyTweaks (m_difficulty)->maxRecoil);
// check if we need to compensate recoil
if (cr::tanf (cr::sqrtf (cr::abs (xPunch) + cr::abs (yPunch))) * distance > offset + maxRecoil + tolerance) {
if (m_firePause < game.time ()) {
m_firePause = game.time () + rg (baseTime, baseTime + maxRecoil * 0.01f * tolerance) - m_frameInterval;
}
return true;
}
return false;
}
bool Bot::checkZoom (float distance) {
int zoomMagnification = 0;
bool zoomChange = false;
// is the bot holding a sniper rifle?
if (usesSniper ()) {
// should the bot switch to the long-range zoom?
if (distance > 1500.0f) {
zoomMagnification = 2;
}
// else should the bot switch to the close-range zoom ?
else if (distance > 150.0f) {
zoomMagnification = 1;
}
// else should the bot restore the normal view ?
else if (distance <= 150.0f) {
zoomMagnification = 0;
}
}
// else is the bot holding a zoomable rifle?
else if (m_difficulty < Difficulty::Hard && usesZoomableRifle ()) {
// should the bot switch to zoomed mode?
if (distance > 800.0f) {
zoomMagnification = 1;
}
// else should the bot restore the normal view?
else if (distance <= 800.0f) {
zoomMagnification = 0;
}
}
switch (zoomMagnification) {
case 0:
if (pev->fov < 90.0f) {
zoomChange = true;
}
break;
case 1:
if (pev->fov >= 90.0f) {
zoomChange = true;
}
break;
case 2:
if (pev->fov >= 40.0f) {
zoomChange = true;
}
break;
}
if (zoomChange && m_zoomCheckTime < game.time ()) {
pev->button |= IN_ATTACK2;
m_shootTime = game.time () + 0.15f;
m_zoomCheckTime = game.time () + 0.5f;
}
return zoomChange;
}
void Bot::selectWeapons (float distance, int, int id, int choosen) {
const auto tab = conf.getRawWeapons ();
// we want to fire weapon, don't reload now
if (!m_isReloading) {
m_reloadState = Reload::None;
m_reloadCheckTime = game.time () + 3.0f;
}
// select this weapon if it isn't already selected
if (m_currentWeapon != id) {
selectWeaponById (id);
// reset burst fire variables
m_firePause = 0.0f;
m_timeLastFired = 0.0f;
return;
}
if (tab[choosen].id != id) {
choosen = 0;
// loop through all the weapons until terminator is found...
while (tab[choosen].id) {
if (tab[choosen].id == id) {
break;
}
choosen++;
}
}
// if we're have a glock or famas vary burst fire mode
checkBurstMode (distance);
// better shield gun usage
if (hasShield () && m_shieldCheckTime < game.time () && getCurrentTaskId () != Task::Camp) {
const bool hasEnemy = !game.isNullEntity (m_enemy);
if (distance >= 750.0f && !isShieldDrawn ()) {
pev->button |= IN_ATTACK2; // draw the shield
}
else if (isShieldDrawn ()
|| m_isReloading
|| (hasEnemy && (m_enemy->v.button & IN_RELOAD))
|| (hasEnemy && !seesEntity (m_enemy->v.origin))) {
pev->button |= IN_ATTACK2; // draw out the shield
}
m_shieldCheckTime = game.time () + 1.0f;
}
if (checkZoom (distance)) {
return;
}
// we're should stand still before firing sniper weapons, else sniping is useless..
if (usesSniper () && (m_aimFlags & (AimFlags::Enemy | AimFlags::LastEnemy))
&& !m_isReloading && pev->velocity.lengthSq () > 0.0f) {
if (!cr::fzero (pev->velocity.x) || !cr::fzero (pev->velocity.y) || !cr::fzero (pev->velocity.z)) {
m_moveSpeed = 0.0f;
m_strafeSpeed = 0.0f;
m_navTimeset = game.time ();
if (cr::abs (pev->velocity.x) > 5.0f || cr::abs (pev->velocity.y) > 5.0f || cr::abs (pev->velocity.z) > 5.0f) {
m_sniperStopTime = game.time () + 2.0f;
return;
}
}
}
const float timeDelta = game.time () - m_frameInterval;
// need to care for burst fire?
if ((distance < kSprayDistance && !isRecoilHigh ()) || m_blindTime > game.time () || usesKnife ()) {
if (id == Weapon::Knife) {
if (distance < 64.0f) {
const auto primaryAttackChance = (m_oldButtons & IN_ATTACK2) ? 80 : 40;
if (rg.chance (primaryAttackChance) || hasShield ()) {
pev->button |= IN_ATTACK; // use primary attack
}
else {
pev->button |= IN_ATTACK2; // use secondary attack
}
}
}
else {
// if automatic weapon press attack
if (tab[choosen].primaryFireHold) {
pev->button |= IN_ATTACK;
}
// if not, toggle
else {
if ((m_oldButtons & IN_ATTACK) == 0) {
pev->button |= IN_ATTACK;
}
}
}
if (pev->button & IN_ATTACK) {
m_shootTime = timeDelta;
}
}
else {
// don't attack with knife over long distance
if (id == Weapon::Knife) {
m_shootTime = timeDelta;
return;
}
if (needToPauseFiring (distance)) {
return;
}
if (tab[choosen].primaryFireHold) {
m_shootTime = timeDelta;
m_zoomCheckTime = timeDelta;
pev->button |= IN_ATTACK; // use primary attack
}
else {
if ((m_oldButtons & IN_ATTACK) == 0) {
pev->button |= IN_ATTACK;
}
constexpr float kMinFireDelay[] = { 0.0f, 0.1f, 0.2f, 0.3f, 0.4f, 0.6f };
constexpr float kMaxFireDelay[] = { 0.1f, 0.2f, 0.3f, 0.4f, 0.5f, 0.7f };
const int offset = cr::abs <int> (m_difficulty * 25 / 20 - 5);
m_shootTime = timeDelta + 0.1f + rg (kMinFireDelay[offset], kMaxFireDelay[offset]);
m_zoomCheckTime = timeDelta;
}
}
}
void Bot::fireWeapons () {
// this function will return true if weapon was fired, false otherwise
// do not handle this if with grenade, as it's done it throw grenade task
if (m_isUsingGrenade) {
return;
}
const float distance = m_lookAt.distance (getEyesPos ()); // how far away is the enemy?
// or if friend in line of fire, stop this too but do not update shoot time
if (isFriendInLineOfFire (distance)) {
m_fireHurtsFriend = true;
return;
}
else {
m_fireHurtsFriend = false;
}
int selectId = Weapon::Knife, selectIndex = 0, choosenWeapon = 0;
const auto tab = conf.getRawWeapons ();
const auto weapons = pev->weapons;
// if knife mode use knife only
if (isKnifeMode ()) {
selectWeapons (distance, selectIndex, selectId, choosenWeapon);
return;
}
// use knife if near and good difficulty (l33t dude!)
if (cv_stab_close_enemies && m_difficulty >= Difficulty::Normal
&& m_healthValue > 80.0f
&& !game.isNullEntity (m_enemy)
&& distance < 100.0f
&& !isGroupOfEnemies (pev->origin)
&& getCurrentTaskId () != Task::Camp) {
selectWeapons (distance, selectIndex, selectId, choosenWeapon);
return;
}
// loop through all the weapons until terminator is found...
while (tab[selectIndex].id) {
const auto wid = tab[selectIndex].id;
// is the bot carrying this weapon?
if (weapons & cr::bit (wid)) {
// is enough ammo available to fire AND check is better to use pistol in our current situation...
if (m_ammoInClip[wid] > 0 && !isWeaponBadAtDistance (selectIndex, distance)) {
const auto &prop = conf.getWeaponProp (wid);
// skip the weapons that cannot be used underwater (regamedll addition)
if (!(pev->waterlevel == 3 && (prop.flags & ITEM_FLAG_NOFIREUNDERWATER))) {
choosenWeapon = selectIndex;
}
}
}
selectIndex++;
}
selectId = tab[choosenWeapon].id;
// if no available weapon...
if (choosenWeapon == 0) {
selectIndex = 0;
// loop through all the weapons until terminator is found...
while (tab[selectIndex].id) {
const int wid = tab[selectIndex].id;
// is the bot carrying this weapon?
if (weapons & cr::bit (wid)) {
if (getAmmo (wid) >= tab[selectIndex].minPrimaryAmmo && wid == m_currentWeapon) {
// available ammo found, reload weapon
if (m_reloadState == Reload::None || m_reloadCheckTime > game.time ()) {
m_isReloading = true;
m_reloadState = Reload::Primary;
m_reloadCheckTime = game.time ();
if (rg.chance (cr::abs (m_difficulty * 25 - 100)) && rg.chance (25)) {
pushRadioMessage (Radio::NeedBackup);
}
}
return;
}
}
selectIndex++;
}
selectId = Weapon::Knife; // no available ammo, use knife!
}
selectWeapons (distance, selectIndex, selectId, choosenWeapon);
}
bool Bot::isWeaponBadAtDistance (int weaponIndex, float distance) {
// this function checks, is it better to use pistol instead of current primary weapon
// to attack our enemy, since current weapon is not very good in this situation.
// do not switch weapons when crossing the distance line
const auto &info = conf.getWeapons ();
if (m_difficulty < Difficulty::Normal || !hasSecondaryWeapon ()) {
return false;
}
const auto weaponType = info[weaponIndex].type;
if (weaponType == WeaponType::Melee || !(weaponType == WeaponType::Shotgun || weaponType == WeaponType::Sniper)) {
return false;
}
// check is ammo available for secondary weapon
if (m_ammoInClip[info[getBestOwnedPistol ()].id] <= 0) {
return false;
}
// better use pistol in short range distances, when using sniper weapons
if (weaponType == WeaponType::Sniper && distance < 400.0f) {
return true;
}
// shotguns is too inaccurate at long distances, so weapon is bad
if (weaponType == WeaponType::Shotgun && distance > 750.0f) {
return true;
}
return false;
}
void Bot::focusEnemy () {
if (game.isNullEntity (m_enemy)) {
return;
}
// aim for the head and/or body
m_lookAt = getEnemyBodyOffset ();
if (m_enemySurpriseTime > game.time ()) {
return;
}
const float distanceSq = m_lookAt.distanceSq2d (getEyesPos ()); // how far away is the enemy scum?
if (distanceSq < cr::sqrf (128.0f) && !usesSniper ()) {
if (usesKnife ()) {
if (distanceSq < cr::sqrf (72.0f)) {
m_wantsToFire = true;
}
else if (distanceSq > cr::sqrf (90.0f)) {
m_wantsToFire = false;
}
}
else {
m_wantsToFire = true;
}
}
else {
const float dot = util.getConeDeviation (ent (), m_enemyOrigin);
if (dot < 0.90f) {
m_wantsToFire = false;
}
else {
const float enemyDot = util.getConeDeviation (m_enemy, pev->origin);
// enemy faces bot?
if (enemyDot >= 0.90f) {
m_wantsToFire = true;
}
else {
if (dot > 0.99f) {
m_wantsToFire = true;
}
else {
m_wantsToFire = false;
}
}
}
// fire anyway at close distance
if (distanceSq < cr::sqrf (90.0f)) {
m_wantsToFire = true;
}
}
}
void Bot::attackMovement () {
// no enemy? no need to do strafing
if (game.isNullEntity (m_enemy)) {
return;
}
// use enemy as dest origin if with knife
if (usesKnife ()) {
m_destOrigin = m_enemy->v.origin;
}
if (m_lastUsedNodesTime - m_frameInterval > game.time ()) {
return;
}
auto approach = 0;
const auto distanceSq = m_lookAt.distanceSq (getEyesPos ()); // how far away is the enemy scum?
if (usesKnife ()) {
approach = 100;
}
else if ((m_states & Sense::SuspectEnemy) && !(m_states & Sense::SeeingEnemy)) {
approach = 49;
}
else if (m_isReloading || m_isVIP) {
approach = 29;
}
else {
approach = static_cast <int> (m_healthValue * m_agressionLevel);
if (usesSniper () && approach > 49) {
approach = 49;
}
}
const bool isEnemyCone = isInViewCone (m_enemy->v.origin);
// only take cover when bomb is not planted and enemy can see the bot or the bot is VIP
if (!game.is (GameFlags::CSDM) && !isKnifeMode ()) {
if ((m_states & Sense::SeeingEnemy)
&& approach < 30
&& !bots.isBombPlanted ()
&& (isEnemyCone || m_isVIP || m_isReloading)) {
if (m_retreatTime < game.time ()) {
startTask (Task::SeekCover, TaskPri::SeekCover, kInvalidNodeIndex, 0.0f, true);
}
if (!checkWallOnBehind ()) {
m_moveSpeed = -pev->maxspeed;
}
}
else if (approach < 50) {
m_moveSpeed = 0.0f;
}
else {
m_moveSpeed = pev->maxspeed;
}
}
const bool isFullView = !!(m_enemyParts & (Visibility::Head | Visibility::Body));
if (m_lastFightStyleCheck < game.time ()) {
if (usesSniper ()
&& m_shootTime - 0.4f <= game.time ()
&& m_shootTime + 0.1f > game.time ()
&& m_sniperStopTime > game.time ()) {
m_fightStyle = Fight::Stay;
}
else if (usesRifle () || usesSubmachine () || usesHeavy ()) {
const int rand = rg (1, 100);
if (distanceSq < cr::sqrf (768.0f)) {
m_fightStyle = Fight::Strafe;
}
else if (distanceSq < cr::sqrf (1024.0f)) {
if (rand < (usesSubmachine () ? 50 : 30)) {
m_fightStyle = Fight::Strafe;
}
else {
m_fightStyle = Fight::Stay;
}
}
else {
if (rand < (usesSubmachine () ? 80 : 90)) {
m_fightStyle = Fight::Stay;
}
else {
m_fightStyle = Fight::Strafe;
}
}
}
else if (usesKnife ()) {
m_fightStyle = Fight::Strafe;
}
else {
m_fightStyle = Fight::Stay;
}
// do not try to strafe while ducking
if (isDucking () || isInNarrowPlace () || !isFullView) {
m_fightStyle = Fight::Stay;
}
const auto pistolStrafeDistance = game.is (GameFlags::CSDM) ? kSprayDistanceX2 * 3.0f : kSprayDistanceX2;
// fire hurts friend value here is from previous frame, but acceptable, and saves us alot of cpu cycles
if (approach < 30 || m_fireHurtsFriend || ((usesPistol () || usesShotgun ())
&& distanceSq < cr::sqrf (pistolStrafeDistance)
&& isEnemyCone)) {
m_fightStyle = Fight::Strafe;
}
const auto enemyWeaponIsSniper = (m_enemy->v.weapons & kSniperWeaponMask);
if (enemyWeaponIsSniper && isEnemyCone) {
m_fightStyle = Fight::Strafe;
}
m_lastFightStyleCheck = game.time () + 3.0f;
}
if (distanceSq < cr::sqrf (96.0f) && !usesKnife ()) {
m_moveSpeed = -pev->maxspeed;
}
if (usesKnife () && isEnemyCone) {
m_fightStyle = Fight::Strafe;
}
if (m_fightStyle == Fight::Strafe) {
auto swapDodgeDirection = [&] () {
m_dodgeStrafeDir = (m_dodgeStrafeDir == Dodge::Left ? Dodge::Right : Dodge::Left);
};
auto strafeUpdateTime = [] () {
return game.time () + rg (0.3f, 0.8f);
};
// to start strafing, we have to first figure out if the target is on the left side or right side
if (m_strafeSetTime < game.time ()) {
const auto &dirToPoint = (pev->origin - m_enemy->v.origin).normalize2d_apx ();
const auto &rightSide = m_enemy->v.v_angle.right ().normalize2d_apx ();
if ((dirToPoint | rightSide) < 0.0f) {
m_dodgeStrafeDir = Dodge::Right;
}
else {
m_dodgeStrafeDir = Dodge::Left;
}
if (rg.chance (30)) {
swapDodgeDirection ();
}
m_strafeSetTime = strafeUpdateTime ();
}
const bool wallOnRight = checkWallOnRight ();
const bool wallOnLeft = checkWallOnLeft ();
if (m_dodgeStrafeDir == Dodge::Left) {
if (!wallOnLeft) {
m_strafeSpeed = -pev->maxspeed;
}
else if (!wallOnRight) {
swapDodgeDirection ();
m_strafeSetTime = strafeUpdateTime ();
m_strafeSpeed = pev->maxspeed;
}
else {
m_strafeSpeed = 0.0f;
m_strafeSetTime = strafeUpdateTime ();
}
}
else {
if (!wallOnRight) {
m_strafeSpeed = pev->maxspeed;
}
else if (!wallOnLeft) {
swapDodgeDirection ();
m_strafeSetTime = strafeUpdateTime ();
m_strafeSpeed = -pev->maxspeed;
}
else {
m_strafeSpeed = 0.0f;
m_strafeSetTime = strafeUpdateTime ();
}
}
// do not move if inside "corridor"
if (wallOnRight && wallOnLeft) {
m_strafeSpeed = 0.0f;
m_strafeSetTime = game.time () + 3.0f;
}
// we're setting strafe speed regardless of move angles, so not resetting forward move here cause bots to behave strange
if (!usesKnife () && approach >= 30) {
m_moveSpeed = 0.0f;
}
if (m_difficulty >= Difficulty::Normal
&& (m_jumpTime + 5.0f < game.time ()
&& isOnFloor ()
&& rg (0, 1000) < (m_isReloading ? 8 : 2)
&& pev->velocity.length2d () > 150.0f) && !usesSniper () && isEnemyCone) {
pev->button |= IN_JUMP;
}
}
else if (m_fightStyle == Fight::Stay) {
const bool alreadyDucking = m_duckTime >= game.time () || isDucking () || ((pev->button | pev->oldbuttons) & IN_DUCK);
if (alreadyDucking) {
m_duckTime = game.time () + m_frameInterval * 3.0f;
}
else if ((distanceSq > cr::sqrf (kSprayDistanceX2) && hasPrimaryWeapon ())
&& isFullView
&& getCurrentTaskId () != Task::SeekCover
&& getCurrentTaskId () != Task::Hunt) {
const int enemyNearestIndex = graph.getNearest (m_enemy->v.origin);
if (vistab.visible (m_currentNodeIndex, enemyNearestIndex, VisIndex::Crouch)
&& vistab.visible (enemyNearestIndex, m_currentNodeIndex, VisIndex::Crouch)) {
m_duckTime = game.time () + m_frameInterval * 3.0f;
}
}
m_moveSpeed = 0.0f;
m_strafeSpeed = 0.0f;
}
if (m_isReloading) {
m_moveSpeed = -pev->maxspeed;
m_duckTime = game.time () - 1.0f;
}
if (!isInWater () && !isOnLadder () && (m_moveSpeed > 0.0f || m_strafeSpeed > 0.0f)) {
Vector right {}, forward {};
pev->v_angle.angleVectors (&forward, &right, nullptr);
const auto &front = forward * m_moveSpeed * 0.2f;
const auto &side = right * m_strafeSpeed * 0.2f;
const auto &spot = pev->origin + front + side + pev->velocity * m_frameInterval;
if (isNotSafeToMove (spot)) {
m_strafeSpeed = -m_strafeSpeed;
m_moveSpeed = -m_moveSpeed;
pev->button &= ~IN_JUMP;
}
}
ignoreCollision ();
}
bool Bot::hasPrimaryWeapon () {
// this function returns returns true, if bot has a primary weapon
return (pev->weapons & kPrimaryWeaponMask) != 0;
}
bool Bot::hasSecondaryWeapon () {
// this function returns returns true, if bot has a secondary weapon
return (pev->weapons & kSecondaryWeaponMask) != 0;
}
bool Bot::hasShield () {
// this function returns true, if bot has a tactical shield
return pev->viewmodel.str (14).startsWith ("v_shield_");
}
bool Bot::isShieldDrawn () {
// this function returns true, is the tactical shield is drawn
if (!hasShield ()) {
return false;
}
return pev->weaponanim == 6 || pev->weaponanim == 7;
}
bool Bot::isEnemyBehindShield (edict_t *enemy) {
// this function returns true, if enemy protected by the shield
if (game.isNullEntity (enemy) || isShieldDrawn ()) {
return false;
}
// check if enemy has shield and this shield is drawn
if ((enemy->v.weaponanim == 6 || enemy->v.weaponanim == 7) && enemy->v.viewmodel.str (14).startsWith ("v_shield_")) {
if (util.isInViewCone (pev->origin, enemy)) {
return true;
}
}
return false;
}
int Bot::bestPrimaryCarried () {
// this function returns the best weapon of this bot (based on personality prefs)
auto pref = conf.getWeaponPrefs (m_personality);
int weaponIndex = 0;
int weapons = pev->weapons;
const auto tab = conf.getRawWeapons ();
// take the shield in account
if (hasShield ()) {
weapons |= cr::bit (Weapon::Shield);
}
for (int i = 0; i < kNumWeapons; ++i) {
if (weapons & cr::bit (tab[*pref].id)) {
weaponIndex = i;
}
pref++;
}
return weaponIndex;
}
int Bot::bestSecondaryCarried () {
// this function returns the best secondary weapon of this bot (based on personality prefs)
auto pref = conf.getWeaponPrefs (m_personality);
int weaponIndex = 0;
int weapons = pev->weapons;
// take the shield in account
if (hasShield ()) {
weapons |= cr::bit (Weapon::Shield);
}
const auto tab = conf.getRawWeapons ();
for (int i = 0; i < kNumWeapons; ++i) {
const int id = tab[*pref].id;
if ((weapons & cr::bit (id)) && conf.getWeaponType (id) == WeaponType::Pistol) {
weaponIndex = i;
break;
}
pref++;
}
return weaponIndex;
}
int Bot::bestGrenadeCarried () {
if (pev->weapons & cr::bit (Weapon::Explosive)) {
return Weapon::Explosive;
}
else if (pev->weapons & cr::bit (Weapon::Smoke)) {
return Weapon::Smoke;
}
else if (pev->weapons & cr::bit (Weapon::Flashbang)) {
return Weapon::Flashbang;
}
return kGrenadeInventoryEmpty;
}
bool Bot::rateGroundWeapon (edict_t *ent) {
// this function compares weapons on the ground to the one the bot is using
// weapon rating blocked, due to we picked up not-preferred weapon some time ago, because out of ammo
int groundIndex = 0;
const int *pref = conf.getWeaponPrefs (m_personality);
const auto tab = conf.getRawWeapons ();
for (int i = 0; i < kNumWeapons; ++i) {
if (ent->v.model.str (9) == tab[*pref].model) {
groundIndex = i;
break;
}
pref++;
}
auto hasWeapon = 0;
if (groundIndex < kPrimaryWeaponMinIndex) {
hasWeapon = bestSecondaryCarried ();
}
else {
hasWeapon = bestPrimaryCarried ();
}
return groundIndex > hasWeapon;
}
bool Bot::hasAnyWeapons () {
return !!(pev->weapons & (kPrimaryWeaponMask | kSecondaryWeaponMask));
}
bool Bot::hasAnyAmmoInClip () {
bool hasAmmo = false;
if (!hasAnyWeapons ()) {
return false;
}
const auto pri = getBestOwnedWeapon ();
const auto sec = getBestOwnedPistol ();
if (pri > 0 || sec > 0) {
const auto &info = conf.getWeapons ();
hasAmmo = (pri > 0 && m_ammoInClip[info[pri].id] > 0) || (sec > 0 && m_ammoInClip[info[sec].id] > 0);
}
return hasAmmo;
}
bool Bot::isKnifeMode () {
return cv_jasonmode ||
(usesKnife () && !hasAnyWeapons ())
|| m_isCreature
|| ((m_states & Sense::SeeingEnemy) && usesKnife () && !hasAnyAmmoInClip ());
}
bool Bot::isGrenadeWar () {
const bool hasSomeGreandes = bestGrenadeCarried () != -1;
// if has grenade an not other weapons, assume we're in grenade war
if (!hasAnyWeapons () && hasSomeGreandes) {
return true;
}
// if we're forced to via cvar
if (cv_grenadier_mode) {
return true;
}
return game.mapIs (MapFlags::GrenadeWar); // in case map was flagged
}
void Bot::selectBestWeapon () {
// this function chooses best weapon, from weapons that bot currently own, and change
// current weapon to best one.
// if knife mode activated, force bot to use knife
if (isKnifeMode ()) {
selectWeaponById (Weapon::Knife);
return;
}
if (m_isReloading) {
return;
}
const auto tab = conf.getRawWeapons ();
int selectIndex = 0;
int chosenWeaponIndex = 0;
// loop through all the weapons until terminator is found...
while (tab[selectIndex].id) {
// is the bot NOT carrying this weapon?
if (!(pev->weapons & cr::bit (tab[selectIndex].id))) {
++selectIndex; // skip to next weapon
continue;
}
const int id = tab[selectIndex].id;
bool ammoLeft = false;
// is the bot already holding this weapon and there is still ammo in clip?
if (tab[selectIndex].id == m_currentWeapon && (getAmmoInClip () < 0 || getAmmoInClip () >= tab[selectIndex].minPrimaryAmmo)) {
ammoLeft = true;
}
// is no ammo required for this weapon OR enough ammo available to fire
if (getAmmo (id) >= tab[selectIndex].minPrimaryAmmo) {
ammoLeft = true;
}
if (ammoLeft) {
chosenWeaponIndex = selectIndex;
}
++selectIndex;
}
chosenWeaponIndex %= kNumWeapons + 1;
selectIndex = chosenWeaponIndex;
const int id = tab[selectIndex].id;
// select this weapon if it isn't already selected
if (m_currentWeapon != id) {
selectWeaponById (tab[selectIndex].id);
}
m_isReloading = false;
m_reloadState = Reload::None;
}
void Bot::selectSecondary () {
const int oldWeapons = pev->weapons;
pev->weapons &= ~kPrimaryWeaponMask;
selectBestWeapon ();
pev->weapons = oldWeapons;
}
int Bot::getBestOwnedWeapon () {
auto tab = conf.getRawWeapons ();
int weapons = pev->weapons;
int num = 0;
int i = 0;
// loop through all the weapons until terminator is found...
while (tab->id) {
// is the bot carrying this weapon?
if (weapons & cr::bit (tab->id)) {
num = i;
}
++i;
++tab;
}
return num;
}
int Bot::getBestOwnedPistol () {
auto tab = conf.getRawWeapons ();
int weapons = pev->weapons;
int num = 0;
int i = 0;
// loop through all the weapons until terminator is found...
while (tab->id) {
// is the bot carrying this weapon?
if (weapons & cr::bit (tab->id)) {
num = i;
}
++i;
++tab;
if (i > kPrimaryWeaponMinIndex - 1) {
break;
}
}
return num;
}
void Bot::decideFollowUser () {
// this function forces bot to follow user
static Array <edict_t *> users {};
users.clear ();
// search friends near us
for (const auto &client : util.getClients ()) {
if (!(client.flags & ClientFlags::Used) || !(client.flags & ClientFlags::Alive) || client.team != m_team || client.ent == ent ()) {
continue;
}
if (seesEntity (client.origin) && !util.isFakeClient (client.ent)) {
users.push (client.ent);
}
}
if (users.empty ()) {
return;
}
m_targetEntity = users.random ();
pushChatterMessage (Chatter::LeadOnSir);
startTask (Task::FollowUser, TaskPri::FollowUser, kInvalidNodeIndex, 0.0f, true);
}
void Bot::updateTeamCommands () {
// prevent spamming
if (m_timeTeamOrder > game.time () + 2.0f || game.is (GameFlags::FreeForAll) || !cv_radio_mode.as <int> ()) {
return;
}
bool memberNear = false;
bool memberExists = false;
// search teammates seen by this bot
for (const auto &client : util.getClients ()) {
if (!(client.flags & ClientFlags::Used) || !(client.flags & ClientFlags::Alive) || client.team != m_team || client.ent == ent ()) {
continue;
}
memberExists = true;
if (seesEntity (client.origin)) {
memberNear = true;
break;
}
}
// has teammates?
if (memberNear) {
if (m_personality == Personality::Rusher && cv_radio_mode.as <int> () == 2) {
pushRadioMessage (Radio::StormTheFront);
}
else if (m_personality != Personality::Rusher && cv_radio_mode.as <int> () == 2) {
pushRadioMessage (Radio::TeamFallback);
}
}
else if (memberExists && cv_radio_mode.as <int> () == 1) {
pushRadioMessage (Radio::TakingFireNeedAssistance);
}
else if (memberExists && cv_radio_mode.as <int> () == 2) {
pushChatterMessage (Chatter::ScaredEmotion);
}
m_timeTeamOrder = game.time () + rg (15.0f, 30.0f);
}
bool Bot::isGroupOfEnemies (const Vector &location) {
int numPlayers = 0;
// needs a square radius
const float radiusSq = cr::sqrf (768.0f);
// search the world for enemy players...
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.ent->v.origin.distanceSq (location) < radiusSq) {
if (!seesEntity (client.origin)) {
continue;
}
++numPlayers;
}
}
if (numPlayers < 2) {
return false;
}
return false;
}
void Bot::checkReload () {
// check the reload state
const auto tid = getCurrentTaskId ();
// we're should not reload, while doing next tasks
const bool uninterruptibleTask = (tid == Task::PlantBomb
|| tid == Task::DefuseBomb
|| tid == Task::PickupItem
|| tid == Task::ThrowExplosive
|| tid == Task::ThrowFlashbang
|| tid == Task::ThrowSmoke);
// do not check for reload
if (uninterruptibleTask || m_isUsingGrenade || usesKnife ()) {
m_reloadState = Reload::None;
return;
}
m_isReloading = false; // update reloading status
m_reloadCheckTime = game.time () + 3.0f;
if (m_reloadState != Reload::None) {
int wid = 0;
int weapons = pev->weapons;
if (m_reloadState == Reload::Primary) {
weapons &= kPrimaryWeaponMask;
}
else if (m_reloadState == Reload::Secondary) {
weapons &= kSecondaryWeaponMask;
}
if (weapons == 0) {
m_reloadState++;
if (m_reloadState > Reload::Secondary) {
m_reloadState = Reload::None;
}
return;
}
for (int i = 1; i < kMaxWeapons; ++i) {
if (weapons & cr::bit (i)) {
wid = i;
break;
}
}
const auto &prop = conf.getWeaponProp (wid);
if (isLowOnAmmo (prop.id, 0.75f) && getAmmo (prop.id) > 0) {
if (m_currentWeapon != prop.id) {
selectWeaponById (prop.id);
}
pev->button &= ~IN_ATTACK;
if ((m_oldButtons & IN_RELOAD) == Reload::None) {
pev->button |= IN_RELOAD; // press reload button
}
m_isReloading = true;
}
else {
// if we have enemy don't reload next weapon
if ((m_states & (Sense::SeeingEnemy | Sense::HearingEnemy)) || m_seeEnemyTime + 5.0f > game.time ()) {
m_reloadState = Reload::None;
return;
}
m_reloadState++;
if (m_reloadState > Reload::Secondary) {
m_reloadState = Reload::None;
}
return;
}
}
}
float Bot::calculateScaleFactor (edict_t *ent) {
Vector entSize = ent->v.maxs - ent->v.mins;
const float entArea = 2.0f * (entSize.x * entSize.y + entSize.y * entSize.z + entSize.x * entSize.z);
Vector botSize = pev->maxs - pev->mins;
const float botArea = 2.0f * (botSize.x * botSize.y + botSize.y * botSize.z + botSize.x * botSize.z);
return entArea / botArea;
}
Vector Bot::calcToss (const Vector &start, const Vector &stop) {
// this function returns the velocity at which an object should looped from start to land near end.
// returns null vector if toss is not feasible.
TraceResult tr {};
const float gravity = sv_gravity.as <float> () * 0.55f;
// prevent div by zero in some strange situations
if (cr::fzero (gravity)) {
return nullptr;
}
Vector end = stop - pev->velocity;
end.z -= 15.0f;
if (cr::abs (end.z - start.z) > 500.0f) {
return nullptr;
}
Vector midPoint = start + (end - start) * 0.5f;
game.testHull (midPoint, midPoint + Vector (0.0f, 0.0f, 500.0f), TraceIgnore::Monsters, head_hull, ent (), &tr);
if (tr.flFraction < 1.0f && tr.pHit) {
midPoint = tr.vecEndPos;
midPoint.z = tr.pHit->v.absmin.z - 1.0f;
}
if (midPoint.z < start.z || midPoint.z < end.z) {
return nullptr;
}
const float timeOne = cr::sqrtf ((midPoint.z - start.z) / (0.5f * gravity));
const float timeTwo = cr::sqrtf ((midPoint.z - end.z) / (0.5f * gravity));
if (timeOne < 0.1f) {
return nullptr;
}
Vector velocity = (end - start) / (timeOne + timeTwo);
velocity.z = gravity * timeOne;
Vector apex = start + velocity * timeOne;
apex.z = midPoint.z;
game.testHull (start, apex, TraceIgnore::None, head_hull, ent (), &tr);
if (tr.flFraction < 1.0f || tr.fAllSolid) {
return nullptr;
}
game.testHull (end, apex, TraceIgnore::Monsters, head_hull, ent (), &tr);
if (!cr::fequal (tr.flFraction, 1.0f)) {
const float dot = -(tr.vecPlaneNormal | (apex - end).normalize_apx ());
if (dot > 0.75f || tr.flFraction < 0.8f) {
return nullptr;
}
}
return velocity * 0.777f;
}
Vector Bot::calcThrow (const Vector &start, const Vector &stop) {
// this function returns the velocity vector at which an object should be thrown from start to hit end.
// returns null vector if throw is not feasible.
Vector velocity = stop - start;
TraceResult tr {};
const float gravity = sv_gravity.as <float> () * 0.55f;
// prevent div by zero in some strange situations
if (cr::fzero (gravity)) {
return nullptr;
}
float time = velocity.length () / 195.0f;
if (time < 0.01f) {
return nullptr;
}
else if (time > 2.0f) {
time = 1.2f;
}
const float half = time * 0.5f;
velocity = velocity * (1.0f / time);
velocity.z += gravity * half * half;
Vector apex = start + (stop - start) * 0.5f;
apex.z += 0.5f * gravity * half;
game.testHull (start, apex, TraceIgnore::None, head_hull, ent (), &tr);
if (!cr::fequal (tr.flFraction, 1.0f)) {
return nullptr;
}
game.testHull (stop, apex, TraceIgnore::Monsters, head_hull, ent (), &tr);
if (!cr::fequal (tr.flFraction, 1.0) || tr.fAllSolid) {
const float dot = -(tr.vecPlaneNormal | (apex - stop).normalize_apx ());
if (dot > 0.75f || tr.flFraction < 0.8f) {
return nullptr;
}
}
return velocity * 0.7793f;
}
edict_t *Bot::setCorrectGrenadeVelocity (StringRef model) {
edict_t *result = nullptr;
game.searchEntities ("classname", "grenade", [&] (edict_t *ent) {
if (ent->v.owner == this->ent () && util.isModel (ent, model)) {
result = ent;
// set the correct velocity for the grenade
if (m_grenade.lengthSq () > 100.0f) {
ent->v.velocity = m_grenade + (m_grenade * m_frameInterval * 4.0f);
}
m_grenadeCheckTime = game.time () + 3.0f;
selectBestWeapon ();
completeTask ();
return EntitySearchResult::Break;
}
return EntitySearchResult::Continue;
});
return result;
}
void Bot::checkGrenadesThrow () {
const auto tid = getCurrentTaskId ();
// do not check cancel if we have grenade in out hands
const bool preventibleTasks = tid == Task::PlantBomb || tid == Task::DefuseBomb;
const bool isGrenadeMode = isGrenadeWar ();
auto clearThrowStates = [] (uint32_t &states) {
states &= ~(Sense::ThrowExplosive | Sense::ThrowFlashbang | Sense::ThrowSmoke);
};
// check if throwing a grenade is a good thing to do...
const auto throwingCondition = isGrenadeMode
? m_lastEnemyOrigin.empty ()
: (preventibleTasks
|| isInNarrowPlace ()
|| cv_ignore_enemies
|| m_isUsingGrenade
|| m_isReloading
|| (isKnifeMode () && !bots.isBombPlanted ())
|| m_grenadeCheckTime >= game.time ()
|| m_lastEnemyOrigin.empty ());
if (throwingCondition) {
clearThrowStates (m_states);
return;
}
// check again in some seconds
m_grenadeCheckTime = game.time () + kGrenadeCheckTime;
const auto senseCondition = isGrenadeMode ? false : !(m_states & (Sense::SuspectEnemy | Sense::HearingEnemy));
if (!util.isAlive (m_lastEnemy) || senseCondition) {
clearThrowStates (m_states);
return;
}
// check if we have grenades to throw
const auto grenadeToThrow = bestGrenadeCarried ();
// if we don't have grenades no need to check it this round again
if (grenadeToThrow == kGrenadeInventoryEmpty) {
m_grenadeCheckTime = game.time () + 15.0f; // changed since, czero can drop grenades from dead players
clearThrowStates (m_states);
return;
}
else if (!isGrenadeMode) {
int cancelProb = m_agressionLevel > m_fearLevel ? 5 : 20;
if (grenadeToThrow == Weapon::Flashbang) {
cancelProb = 25;
}
else if (grenadeToThrow == Weapon::Smoke) {
cancelProb = 35;
}
if (rg.chance (cancelProb)) {
clearThrowStates (m_states);
return;
}
}
float distanceSq = m_lastEnemyOrigin.distanceSq2d (pev->origin);
// don't throw grenades at anything that isn't on the ground!
if (!(m_lastEnemy->v.flags & (FL_ONGROUND | FL_PARTIALGROUND)) && !m_lastEnemy->v.waterlevel && m_lastEnemyOrigin.z > pev->absmax.z) {
distanceSq = kInfiniteDistance;
}
// too high to throw?
if (m_lastEnemy->v.origin.z > pev->origin.z + 500.0f) {
distanceSq = kInfiniteDistance;
}
// special condition if we're have valid current enemy
if (!isGrenadeMode && ((m_states & Sense::SeeingEnemy)
&& util.isAlive (m_enemy)
&& ((m_enemy->v.button | m_enemy->v.oldbuttons) & IN_ATTACK)
&& util.isVisible (pev->origin, m_enemy))
&& util.isInViewCone (pev->origin, m_enemy)) {
// do not throw away grenades if anyone is attacking us
distanceSq = kInfiniteDistance;
}
// don't throw away nades if just seen the enemy
if (!isGrenadeMode && m_seeEnemyTime + kGrenadeCheckTime * 0.2f > game.time ()) {
distanceSq = kInfiniteDistance;
}
// enemy within a good throw distance?
const auto grenadeToThrowCondition =
isGrenadeMode ? kGrenadeDamageRadius / 4.0f : grenadeToThrow == Weapon::Smoke ? 200.0f : kGrenadeDamageRadius;
if (distanceSq > cr::sqrf (grenadeToThrowCondition) && distanceSq < cr::sqrf (kGrenadeDamageRadius * 3.0f)) {
bool allowThrowing = true;
// care about different grenades
switch (grenadeToThrow) {
case Weapon::Explosive:
if (mp_friendlyfire && numFriendsNear (m_lastEnemy->v.origin, 256.0f) > 0) {
allowThrowing = false;
}
else {
const auto radius = cr::max (192.0f, m_lastEnemy->v.velocity.length2d ());
const auto &pos = m_lastEnemy->v.velocity.get2d () + m_lastEnemy->v.origin;
auto predicted = graph.getNearestInRadius (radius, pos, 12);
if (predicted.empty ()) {
m_states &= ~Sense::ThrowExplosive;
break;
}
for (const auto &predict : predicted) {
allowThrowing = true;
if (!graph.exists (predict)) {
allowThrowing = false;
continue;
}
m_throw = graph[predict].origin;
auto throwPos = calcThrow (getEyesPos (), m_throw);
if (throwPos.lengthSq () < 100.0f) {
throwPos = calcToss (getEyesPos (), m_throw);
}
if (throwPos.empty ()) {
allowThrowing = false;
}
else {
m_throw.z += 110.0f;
break;
}
}
}
if (allowThrowing) {
m_states |= Sense::ThrowExplosive;
}
else {
m_states &= ~Sense::ThrowExplosive;
}
break;
case Weapon::Flashbang:
{
const int nearest = graph.getNearest (m_lastEnemy->v.velocity.get2d () + m_lastEnemy->v.origin);
if (nearest != kInvalidNodeIndex) {
m_throw = graph[nearest].origin;
if (numFriendsNear (m_throw, 256.0f) > 0) {
allowThrowing = false;
}
}
else {
allowThrowing = false;
}
if (allowThrowing) {
auto throwPos = calcThrow (getEyesPos (), m_throw);
if (throwPos.lengthSq () < 100.0f) {
throwPos = calcToss (getEyesPos (), m_throw);
}
if (throwPos.empty ()) {
allowThrowing = false;
}
else {
m_throw.z += 110.0f;
}
}
if (allowThrowing) {
m_states |= Sense::ThrowFlashbang;
}
else {
m_states &= ~Sense::ThrowFlashbang;
}
break;
}
case Weapon::Smoke:
if (allowThrowing && !game.isNullEntity (m_lastEnemy)) {
if (util.getConeDeviation (m_lastEnemy, pev->origin) >= 0.9f) {
allowThrowing = false;
}
}
if (allowThrowing) {
m_states |= Sense::ThrowSmoke;
}
else {
m_states &= ~Sense::ThrowSmoke;
}
break;
default:
clearThrowStates (m_states);
return;
}
const float maxThrowTime = game.time () + kGrenadeCheckTime * 3.6f;
if (m_states & Sense::ThrowExplosive) {
startTask (Task::ThrowExplosive, TaskPri::Throw, kInvalidNodeIndex, maxThrowTime, false);
}
else if (m_states & Sense::ThrowFlashbang) {
startTask (Task::ThrowFlashbang, TaskPri::Throw, kInvalidNodeIndex, maxThrowTime, false);
}
else if (m_states & Sense::ThrowSmoke) {
startTask (Task::ThrowSmoke, TaskPri::Throw, kInvalidNodeIndex, maxThrowTime, false);
}
}
else {
clearThrowStates (m_states);
}
}
bool Bot::isEnemyInSight (Vector &endPos) {
TraceResult aimHitTr {};
game.testModel (getEyesPos (), getEyesPos () + pev->v_angle.forward () * kInfiniteDistance, 0, m_enemy, &aimHitTr);
if (aimHitTr.pHit != m_enemy) {
return false;
}
endPos = aimHitTr.vecEndPos;
return true;
}
bool Bot::isEnemyNoticeable (float range) {
// this function is back ported from regamedll with small changes
if (isOnLadder ()) {
return false;
}
// determine percentage of player that is visible
float coverRatio = 0.0f;
if (m_enemyParts & Visibility::Body) {
coverRatio += 40.0f;
}
if (m_enemyParts & Visibility::Head) {
coverRatio += 10.0f;
}
if (m_enemyParts & Visibility::Other) {
coverRatio += rg (10.0f, 25.0f);
}
constexpr float kCloseRange = 300.0f;
constexpr float kFarRange = 1000.0f;
float rangeModifier {};
if (range < kCloseRange) {
rangeModifier = 0.0f;
}
else if (range > kFarRange) {
rangeModifier = 1.0f;
}
else {
rangeModifier = (range - kCloseRange) / (kFarRange - kCloseRange);
}
// harder to notice when crouched
bool isCrouching = (m_enemy->v.flags & FL_DUCKING) == FL_DUCKING;
// moving players are easier to spot
float playerSpeedSq = m_enemy->v.velocity.lengthSq ();
float farChance {}, closeChance {};
constexpr float kRunSpeed = cr::sqrf (200.0f);
constexpr float kWalkSpeed = cr::sqrf (30.0f);
if (playerSpeedSq > kRunSpeed) {
return true; // running players are always easy to spot (must be standing to run)
}
else if (playerSpeedSq > kWalkSpeed) {
// walking players are less noticeable far away
if (isCrouching) {
closeChance = 90.0f;
farChance = 60.0f;
}
// standing
else {
closeChance = 100.0f;
farChance = 75.0f;
}
}
else {
// motionless players are hard to notice
if (isCrouching) {
// crouching and motionless - very tough to notice
closeChance = 80.0f;
farChance = 5.0f; // takes about three seconds to notice (50% chance)
}
// standing
else {
closeChance = 100.0f;
farChance = 10.0f;
}
}
const float dispositionChance = closeChance + (farChance - closeChance) * rangeModifier; // combine posture, speed, and range chances
float noticeChance = dispositionChance * coverRatio / 100.0f; // determine actual chance of noticing player
noticeChance += (0.5f + 0.5f * (static_cast <float> (m_difficulty) * 25.0f));
// if we are alert, our chance of noticing is much higher
if (m_agressionLevel > m_fearLevel) {
noticeChance += 50.0f;
}
noticeChance = cr::max (0.1f, noticeChance * cr::abs (m_agressionLevel - m_fearLevel));
return rg (0.0f, 100.0f) < noticeChance;
}
int Bot::getAmmo () {
return getAmmo (m_currentWeapon);
}
int Bot::getAmmo (int id) {
const auto &prop = conf.getWeaponProp (id);
if (prop.ammo1 == -1 || prop.ammo1 > kMaxWeapons - 1) {
return -1;
}
return m_ammo[prop.ammo1];
}
void Bot::selectWeaponByIndex (int index) {
const auto tab = conf.getRawWeapons ();
issueCommand (tab[index].name.chars ());
}
void Bot::selectWeaponById (int id) {
const auto &prop = conf.getWeaponProp (id);
issueCommand (prop.classname.chars ());
}
void Bot::checkBurstMode (float distance) {
// this function checks burst mode, and switch it depending distance to to enemy.
if (hasShield ()) {
return; // no checking when shield is active
}
// if current weapon is glock, disable burstmode on long distances, enable it else
if (m_currentWeapon == Weapon::Glock18 && distance < 300.0f && m_weaponBurstMode == BurstMode::Off) {
pev->button |= IN_ATTACK2;
}
else if (m_currentWeapon == Weapon::Glock18 && distance >= 300.0f && m_weaponBurstMode == BurstMode::On) {
pev->button |= IN_ATTACK2;
}
// if current weapon is famas, disable burstmode on short distances, enable it else
if (m_currentWeapon == Weapon::Famas && distance > 400.0f && m_weaponBurstMode == BurstMode::Off) {
pev->button |= IN_ATTACK2;
}
else if (m_currentWeapon == Weapon::Famas && distance <= 400.0f && m_weaponBurstMode == BurstMode::On) {
pev->button |= IN_ATTACK2;
}
}
void Bot::checkSilencer () {
if ((m_currentWeapon == Weapon::USP || m_currentWeapon == Weapon::M4A1) && !hasShield () && game.isNullEntity (m_enemy)) {
const int prob = (m_personality == Personality::Rusher ? 35 : 65);
// aggressive bots don't like the silencer
if (rg.chance (m_currentWeapon == Weapon::USP ? prob / 2 : prob)) {
// is the silencer not attached...
if (pev->weaponanim > 6) {
pev->button |= IN_ATTACK2; // attach the silencer
}
}
else {
// is the silencer attached...
if (pev->weaponanim <= 6) {
pev->button |= IN_ATTACK2; // detach the silencer
}
}
}
}