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https://github.com/nillerusr/source-engine.git
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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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// $NoKeywords: $
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//=============================================================================//
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// Author: Michael S. Booth (mike@turtlerockstudios.com), 2003
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#include "cbase.h"
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#include "cs_gamerules.h"
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#include "KeyValues.h"
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#include "cs_bot.h"
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// memdbgon must be the last include file in a .cpp file!!!
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#include "tier0/memdbgon.h"
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//--------------------------------------------------------------------------------------------------------------
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/**
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* Checks if the bot can hear the event
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*/
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void CCSBot::OnAudibleEvent( IGameEvent *event, CBasePlayer *player, float range, PriorityType priority, bool isHostile, bool isFootstep, const Vector *actualOrigin )
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{
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/// @todo Listen to non-player sounds
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if (player == NULL)
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return;
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// don't pay attention to noise that friends make
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if (!IsEnemy( player ))
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return;
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Vector playerOrigin = GetCentroid( player );
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Vector myOrigin = GetCentroid( this );
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// If the event occurs far from the triggering player, it may override the origin
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if ( actualOrigin )
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{
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playerOrigin = *actualOrigin;
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}
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// check if noise is close enough for us to hear
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const Vector *newNoisePosition = &playerOrigin;
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float newNoiseDist = (myOrigin - *newNoisePosition).Length();
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if (newNoiseDist < range)
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{
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// we heard the sound
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if ((IsLocalPlayerWatchingMe() && cv_bot_debug.GetInt() == 3) || cv_bot_debug.GetInt() == 4)
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{
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PrintIfWatched( "Heard noise (%s from %s, pri %s, time %3.1f)\n",
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(FStrEq( "weapon_fire", event->GetName() )) ? "Weapon fire " : "",
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(player) ? player->GetPlayerName() : "NULL",
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(priority == PRIORITY_HIGH) ? "HIGH" : ((priority == PRIORITY_MEDIUM) ? "MEDIUM" : "LOW"),
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gpGlobals->curtime );
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}
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// should we pay attention to it
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// if noise timestamp is zero, there is no prior noise
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if (m_noiseTimestamp > 0.0f)
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{
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// only overwrite recent sound if we are louder (closer), or more important - if old noise was long ago, its faded
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const float shortTermMemoryTime = 3.0f;
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if (gpGlobals->curtime - m_noiseTimestamp < shortTermMemoryTime)
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{
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// prior noise is more important - ignore new one
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if (priority < m_noisePriority)
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return;
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float oldNoiseDist = (myOrigin - m_noisePosition).Length();
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if (newNoiseDist >= oldNoiseDist)
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return;
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}
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}
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// find the area in which the noise occured
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/// @todo Better handle when noise occurs off the nav mesh
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/// @todo Make sure noise area is not through a wall or ceiling from source of noise
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/// @todo Change GetNavTravelTime to better deal with NULL destination areas
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CNavArea *noiseArea = TheNavMesh->GetNearestNavArea( *newNoisePosition );
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if (noiseArea == NULL)
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{
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PrintIfWatched( " *** Noise occurred off the nav mesh - ignoring!\n" );
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return;
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}
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m_noiseArea = noiseArea;
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// remember noise priority
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m_noisePriority = priority;
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// randomize noise position in the area a bit - hearing isn't very accurate
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// the closer the noise is, the more accurate our placement
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/// @todo Make sure not to pick a position on the opposite side of ourselves.
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const float maxErrorRadius = 400.0f;
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const float maxHearingRange = 2000.0f;
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float errorRadius = maxErrorRadius * newNoiseDist/maxHearingRange;
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m_noisePosition.x = newNoisePosition->x + RandomFloat( -errorRadius, errorRadius );
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m_noisePosition.y = newNoisePosition->y + RandomFloat( -errorRadius, errorRadius );
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// note the *travel distance* to the noise
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m_noiseTravelDistance = GetTravelDistanceToPlayer( (CCSPlayer *)player );
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// make sure noise position remains in the same area
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m_noiseArea->GetClosestPointOnArea( m_noisePosition, &m_noisePosition );
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// note when we heard the noise
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m_noiseTimestamp = gpGlobals->curtime;
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// if we hear a nearby enemy, become alert
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const float nearbyNoiseRange = 1000.0f;
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if (m_noiseTravelDistance < nearbyNoiseRange && m_noiseTravelDistance > 0.0f)
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{
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BecomeAlert();
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}
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}
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}
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//--------------------------------------------------------------------------------------------------------------
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void CCSBot::OnHEGrenadeDetonate( IGameEvent *event )
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{
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if ( !IsAlive() )
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return;
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// don't react to our own events
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CBasePlayer *player = UTIL_PlayerByUserId( event->GetInt( "userid" ) );
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if ( player == this )
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return;
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OnAudibleEvent( event, player, 99999.0f, PRIORITY_HIGH, true ); // hegrenade_detonate
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}
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//--------------------------------------------------------------------------------------------------------------
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void CCSBot::OnFlashbangDetonate( IGameEvent *event )
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{
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if ( !IsAlive() )
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return;
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// don't react to our own events
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CBasePlayer *player = UTIL_PlayerByUserId( event->GetInt( "userid" ) );
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if ( player == this )
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return;
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OnAudibleEvent( event, player, 1000.0f, PRIORITY_LOW, true ); // flashbang_detonate
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}
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//--------------------------------------------------------------------------------------------------------------
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void CCSBot::OnSmokeGrenadeDetonate( IGameEvent *event )
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{
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if ( !IsAlive() )
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return;
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// don't react to our own events
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CBasePlayer *player = UTIL_PlayerByUserId( event->GetInt( "userid" ) );
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if ( player == this )
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return;
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OnAudibleEvent( event, player, 1000.0f, PRIORITY_LOW, true ); // smokegrenade_detonate
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}
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//--------------------------------------------------------------------------------------------------------------
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void CCSBot::OnGrenadeBounce( IGameEvent *event )
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{
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if ( !IsAlive() )
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return;
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// don't react to our own events
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CBasePlayer *player = UTIL_PlayerByUserId( event->GetInt( "userid" ) );
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if ( player == this )
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return;
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OnAudibleEvent( event, player, 500.0f, PRIORITY_LOW, true ); // grenade_bounce
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}
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//--------------------------------------------------------------------------------------------------------------
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void CCSBot::OnBulletImpact( IGameEvent *event )
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{
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if ( !IsAlive() )
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return;
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// don't react to our own events
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CBasePlayer *player = UTIL_PlayerByUserId( event->GetInt( "userid" ) );
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if ( player == this )
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return;
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// Construct an origin for the sound, since it can be far from the originating player
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Vector actualOrigin;
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actualOrigin.x = event->GetFloat( "x", 0.0f );
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actualOrigin.y = event->GetFloat( "y", 0.0f );
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actualOrigin.z = event->GetFloat( "z", 0.0f );
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/// @todo Ignoring bullet impact events for now - we dont want bots to look directly at them!
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//OnAudibleEvent( event, player, 1100.0f, PRIORITY_MEDIUM, true, false, &actualOrigin ); // bullet_impact
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}
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//--------------------------------------------------------------------------------------------------------------
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void CCSBot::OnBreakProp( IGameEvent *event )
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{
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if ( !IsAlive() )
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return;
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// don't react to our own events
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CBasePlayer *player = UTIL_PlayerByUserId( event->GetInt( "userid" ) );
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if ( player == this )
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return;
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OnAudibleEvent( event, player, 1100.0f, PRIORITY_MEDIUM, true ); // break_prop
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}
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//--------------------------------------------------------------------------------------------------------------
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void CCSBot::OnBreakBreakable( IGameEvent *event )
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{
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if ( !IsAlive() )
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return;
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// don't react to our own events
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CBasePlayer *player = UTIL_PlayerByUserId( event->GetInt( "userid" ) );
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if ( player == this )
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return;
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OnAudibleEvent( event, player, 1100.0f, PRIORITY_MEDIUM, true ); // break_glass
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}
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//--------------------------------------------------------------------------------------------------------------
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void CCSBot::OnDoorMoving( IGameEvent *event )
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{
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if ( !IsAlive() )
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return;
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// don't react to our own events
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CBasePlayer *player = UTIL_PlayerByUserId( event->GetInt( "userid" ) );
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if ( player == this )
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return;
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OnAudibleEvent( event, player, 1100.0f, PRIORITY_MEDIUM, false ); // door_moving
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}
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//--------------------------------------------------------------------------------------------------------------
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void CCSBot::OnHostageFollows( IGameEvent *event )
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{
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if ( !IsAlive() )
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return;
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// don't react to our own events
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CBasePlayer *player = UTIL_PlayerByUserId( event->GetInt( "userid" ) );
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if ( player == this )
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return;
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// player_follows needs a player
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if (player == NULL)
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return;
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// don't pay attention to noise that friends make
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if (!IsEnemy( player ))
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return;
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Vector playerOrigin = GetCentroid( player );
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Vector myOrigin = GetCentroid( this );
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const float range = 1200.0f;
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// this is here so T's not only act on the noise, but look at it, too
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if (GetTeamNumber() == TEAM_TERRORIST)
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{
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// make sure we can hear the noise
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if ((playerOrigin - myOrigin).IsLengthGreaterThan( range ))
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return;
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// tell our teammates that the hostages are being taken
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GetChatter()->HostagesBeingTaken();
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// only move if we hear them being rescued and can't see any hostages
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if (GetGameState()->GetNearestVisibleFreeHostage() == NULL)
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{
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// since we are guarding the hostages, presumably we know where they are
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// if we're close enough to "hear" this event, either go to where the event occured,
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// or head for an escape zone to head them off
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if (GetTask() != CCSBot::GUARD_HOSTAGE_RESCUE_ZONE)
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{
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//const float headOffChance = 33.3f;
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if (true) // || RandomFloat( 0, 100 ) < headOffChance)
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{
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// head them off at a rescue zone
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if (GuardRandomZone())
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{
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SetTask( CCSBot::GUARD_HOSTAGE_RESCUE_ZONE );
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SetDisposition( CCSBot::OPPORTUNITY_FIRE );
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PrintIfWatched( "Trying to beat them to an escape zone!\n" );
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}
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}
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else
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{
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SetTask( SEEK_AND_DESTROY );
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StandUp();
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Run();
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MoveTo( playerOrigin, FASTEST_ROUTE );
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}
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}
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}
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}
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else
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{
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// CT's don't care about this noise
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return;
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}
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OnAudibleEvent( event, player, range, PRIORITY_MEDIUM, false ); // hostage_follows
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}
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//--------------------------------------------------------------------------------------------------------------
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void CCSBot::OnRoundEnd( IGameEvent *event )
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{
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// Morale adjustments happen even for dead players
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int winner = event->GetInt( "winner" );
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switch ( winner )
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{
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case WINNER_TER:
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if (GetTeamNumber() == TEAM_CT)
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{
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DecreaseMorale();
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}
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else
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{
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IncreaseMorale();
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}
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break;
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case WINNER_CT:
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if (GetTeamNumber() == TEAM_CT)
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{
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IncreaseMorale();
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}
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else
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{
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DecreaseMorale();
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}
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break;
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default:
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break;
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}
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m_gameState.OnRoundEnd( event );
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if ( !IsAlive() )
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return;
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if ( event->GetInt( "winner" ) == WINNER_TER )
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{
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if (GetTeamNumber() == TEAM_TERRORIST)
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GetChatter()->CelebrateWin();
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}
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else if ( event->GetInt( "winner" ) == WINNER_CT )
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{
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if (GetTeamNumber() == TEAM_CT)
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GetChatter()->CelebrateWin();
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}
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}
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//--------------------------------------------------------------------------------------------------------------
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void CCSBot::OnRoundStart( IGameEvent *event )
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{
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m_gameState.OnRoundStart( event );
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}
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//--------------------------------------------------------------------------------------------------------------
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void CCSBot::OnHostageRescuedAll( IGameEvent *event )
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{
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m_gameState.OnHostageRescuedAll( event );
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}
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//--------------------------------------------------------------------------------------------------------------
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void CCSBot::OnNavBlocked( IGameEvent *event )
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{
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if ( event->GetBool( "blocked" ) )
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{
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unsigned int areaID = event->GetInt( "area" );
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if ( areaID )
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{
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// An area was blocked off. Reset our path if it has this area on it.
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for( int i=0; i<m_pathLength; ++i )
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{
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const ConnectInfo *info = &m_path[ i ];
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if ( info->area && info->area->GetID() == areaID )
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{
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DestroyPath();
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return;
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}
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}
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}
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}
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}
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//--------------------------------------------------------------------------------------------------------------
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/**
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* Invoked when bot enters a nav area
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*/
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void CCSBot::OnEnteredNavArea( CNavArea *newArea )
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{
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// assume that we "clear" an area of enemies when we enter it
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newArea->SetClearedTimestamp( GetTeamNumber()-1 );
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// if we just entered a 'stop' area, set the flag
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if ( newArea->GetAttributes() & NAV_MESH_STOP )
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{
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m_isStopping = true;
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}
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/// @todo Flag these areas as spawn areas during load
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if (IsAtEnemySpawn())
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{
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m_hasVisitedEnemySpawn = true;
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}
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}
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Reference in New Issue
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