// // HPB bot - botman's High Ping Bastard bot // // (http://planethalflife.com/botman/) // // bot_navigate.cpp // #include "dlls/extdll.h" #include "dlls/util.h" #include "dlls/cbase.h" #include "bot.h" #include "bot_func.h" #include "waypoint.h" extern int mod_id; extern WAYPOINT waypoints[MAX_WAYPOINTS]; extern int num_waypoints; // number of waypoints currently in use extern int team_allies[4]; extern edict_t *pent_info_ctfdetect; extern float is_team_play; extern bool checked_teamplay; extern FLAG_S flags[MAX_FLAGS]; extern int num_flags; extern int flf_bug_fix; static FILE *fp; void BotFixIdealPitch(edict_t *pEdict) { // check for wrap around of angle... if (pEdict->v.idealpitch > 180) pEdict->v.idealpitch -= 360; if (pEdict->v.idealpitch < -180) pEdict->v.idealpitch += 360; } float BotChangePitch( bot_t *pBot, float speed ) { edict_t *pEdict = pBot->pEdict; float ideal; float current; float current_180; // current +/- 180 degrees float diff; // turn from the current v_angle pitch to the idealpitch by selecting // the quickest way to turn to face that direction current = pEdict->v.v_angle.x; ideal = pEdict->v.idealpitch; // find the difference in the current and ideal angle diff = abs(current - ideal); // check if the bot is already facing the idealpitch direction... if (diff <= 1) return diff; // return number of degrees turned // check if difference is less than the max degrees per turn if (diff < speed) speed = diff; // just need to turn a little bit (less than max) // here we have four cases, both angle positive, one positive and // the other negative, one negative and the other positive, or // both negative. handle each case separately... if ((current >= 0) && (ideal >= 0)) // both positive { if (current > ideal) current -= speed; else current += speed; } else if ((current >= 0) && (ideal < 0)) { current_180 = current - 180; if (current_180 > ideal) current += speed; else current -= speed; } else if ((current < 0) && (ideal >= 0)) { current_180 = current + 180; if (current_180 > ideal) current += speed; else current -= speed; } else // (current < 0) && (ideal < 0) both negative { if (current > ideal) current -= speed; else current += speed; } // check for wrap around of angle... if (current > 180) current -= 360; if (current < -180) current += 360; pEdict->v.v_angle.x = current; return speed; // return number of degrees turned } void BotFixIdealYaw(edict_t *pEdict) { // check for wrap around of angle... if (pEdict->v.ideal_yaw > 180) pEdict->v.ideal_yaw -= 360; if (pEdict->v.ideal_yaw < -180) pEdict->v.ideal_yaw += 360; } float BotChangeYaw( bot_t *pBot, float speed ) { edict_t *pEdict = pBot->pEdict; float ideal; float current; float current_180; // current +/- 180 degrees float diff; // turn from the current v_angle yaw to the ideal_yaw by selecting // the quickest way to turn to face that direction current = pEdict->v.v_angle.y; ideal = pEdict->v.ideal_yaw; // find the difference in the current and ideal angle diff = abs(current - ideal); // check if the bot is already facing the ideal_yaw direction... if (diff <= 1) return diff; // return number of degrees turned // check if difference is less than the max degrees per turn if (diff < speed) speed = diff; // just need to turn a little bit (less than max) // here we have four cases, both angle positive, one positive and // the other negative, one negative and the other positive, or // both negative. handle each case separately... if ((current >= 0) && (ideal >= 0)) // both positive { if (current > ideal) current -= speed; else current += speed; } else if ((current >= 0) && (ideal < 0)) { current_180 = current - 180; if (current_180 > ideal) current += speed; else current -= speed; } else if ((current < 0) && (ideal >= 0)) { current_180 = current + 180; if (current_180 > ideal) current += speed; else current -= speed; } else // (current < 0) && (ideal < 0) both negative { if (current > ideal) current -= speed; else current += speed; } // check for wrap around of angle... if (current > 180) current -= 360; if (current < -180) current += 360; pEdict->v.v_angle.y = current; return speed; // return number of degrees turned } bool BotFindWaypoint( bot_t *pBot ) { // Do whatever you want here to find the next waypoint that the // bot should head towards return FALSE; // couldn't find a waypoint } bool BotHeadTowardWaypoint( bot_t *pBot ) { // You could do other stuff here if you needed to. // This would probably be a good place to check to see how close to a // the current waypoint the bot is, and if the bot is close enough to // the desired waypoint then call BotFindWaypoint to find the next one. if (BotFindWaypoint(pBot)) return TRUE; else return FALSE; } void BotOnLadder( bot_t *pBot, float moved_distance ) { Vector v_src, v_dest, view_angles; TraceResult tr; float angle = 0.0; bool done = FALSE; edict_t *pEdict = pBot->pEdict; // check if the bot has JUST touched this ladder... if (pBot->ladder_dir == LADDER_UNKNOWN) { // try to square up the bot on the ladder... while ((!done) && (angle < 180.0)) { // try looking in one direction (forward + angle) view_angles = pEdict->v.v_angle; view_angles.y = pEdict->v.v_angle.y + angle; if (view_angles.y < 0.0) view_angles.y += 360.0; if (view_angles.y > 360.0) view_angles.y -= 360.0; UTIL_MakeVectors( view_angles ); v_src = pEdict->v.origin + pEdict->v.view_ofs; v_dest = v_src + gpGlobals->v_forward * 30; UTIL_TraceLine( v_src, v_dest, dont_ignore_monsters, pEdict->v.pContainingEntity, &tr); if (tr.flFraction < 1.0) // hit something? { if (strcmp("func_wall", STRING(tr.pHit->v.classname)) == 0) { // square up to the wall... view_angles = UTIL_VecToAngles(tr.vecPlaneNormal); // Normal comes OUT from wall, so flip it around... view_angles.y += 180; if (view_angles.y > 180) view_angles.y -= 360; pEdict->v.ideal_yaw = view_angles.y; BotFixIdealYaw(pEdict); done = TRUE; } } else { // try looking in the other direction (forward - angle) view_angles = pEdict->v.v_angle; view_angles.y = pEdict->v.v_angle.y - angle; if (view_angles.y < 0.0) view_angles.y += 360.0; if (view_angles.y > 360.0) view_angles.y -= 360.0; UTIL_MakeVectors( view_angles ); v_src = pEdict->v.origin + pEdict->v.view_ofs; v_dest = v_src + gpGlobals->v_forward * 30; UTIL_TraceLine( v_src, v_dest, dont_ignore_monsters, pEdict->v.pContainingEntity, &tr); if (tr.flFraction < 1.0) // hit something? { if (strcmp("func_wall", STRING(tr.pHit->v.classname)) == 0) { // square up to the wall... view_angles = UTIL_VecToAngles(tr.vecPlaneNormal); // Normal comes OUT from wall, so flip it around... view_angles.y += 180; if (view_angles.y > 180) view_angles.y -= 360; pEdict->v.ideal_yaw = view_angles.y; BotFixIdealYaw(pEdict); done = TRUE; } } } angle += 10; } if (!done) // if didn't find a wall, just reset ideal_yaw... { // set ideal_yaw to current yaw (so bot won't keep turning) pEdict->v.ideal_yaw = pEdict->v.v_angle.y; BotFixIdealYaw(pEdict); } } // moves the bot up or down a ladder. if the bot can't move // (i.e. get's stuck with someone else on ladder), the bot will // change directions and go the other way on the ladder. if (pBot->ladder_dir == LADDER_UP) // is the bot currently going up? { pEdict->v.v_angle.x = -60; // look upwards // check if the bot hasn't moved much since the last location... if ((moved_distance <= 1) && (pBot->prev_speed >= 1.0)) { // the bot must be stuck, change directions... pEdict->v.v_angle.x = 60; // look downwards pBot->ladder_dir = LADDER_DOWN; } } else if (pBot->ladder_dir == LADDER_DOWN) // is the bot currently going down? { pEdict->v.v_angle.x = 60; // look downwards // check if the bot hasn't moved much since the last location... if ((moved_distance <= 1) && (pBot->prev_speed >= 1.0)) { // the bot must be stuck, change directions... pEdict->v.v_angle.x = -60; // look upwards pBot->ladder_dir = LADDER_UP; } } else // the bot hasn't picked a direction yet, try going up... { pEdict->v.v_angle.x = -60; // look upwards pBot->ladder_dir = LADDER_UP; } // move forward (i.e. in the direction the bot is looking, up or down) pEdict->v.button |= IN_FORWARD; } void BotUnderWater( bot_t *pBot ) { bool found_waypoint = FALSE; edict_t *pEdict = pBot->pEdict; // are there waypoints in this level (and not trying to exit water)? if ((num_waypoints > 0) && (pBot->f_exit_water_time < gpGlobals->time)) { // head towards a waypoint found_waypoint = BotHeadTowardWaypoint(pBot); } if (found_waypoint == FALSE) { // handle movements under water. right now, just try to keep from // drowning by swimming up towards the surface and look to see if // there is a surface the bot can jump up onto to get out of the // water. bots DON'T like water! Vector v_src, v_forward; TraceResult tr; int contents; // swim up towards the surface pEdict->v.v_angle.x = -60; // look upwards // move forward (i.e. in the direction the bot is looking, up or down) pEdict->v.button |= IN_FORWARD; // set gpGlobals angles based on current view angle (for TraceLine) UTIL_MakeVectors( pEdict->v.v_angle ); // look from eye position straight forward (remember: the bot is looking // upwards at a 60 degree angle so TraceLine will go out and up... v_src = pEdict->v.origin + pEdict->v.view_ofs; // EyePosition() v_forward = v_src + gpGlobals->v_forward * 90; // trace from the bot's eyes straight forward... UTIL_TraceLine( v_src, v_forward, dont_ignore_monsters, pEdict->v.pContainingEntity, &tr); // check if the trace didn't hit anything (i.e. nothing in the way)... if (tr.flFraction >= 1.0) { // find out what the contents is of the end of the trace... contents = UTIL_PointContents( tr.vecEndPos ); // check if the trace endpoint is in open space... if (contents == CONTENTS_EMPTY) { // ok so far, we are at the surface of the water, continue... v_src = tr.vecEndPos; v_forward = v_src; v_forward.z -= 90; // trace from the previous end point straight down... UTIL_TraceLine( v_src, v_forward, dont_ignore_monsters, pEdict->v.pContainingEntity, &tr); // check if the trace hit something... if (tr.flFraction < 1.0) { contents = UTIL_PointContents( tr.vecEndPos ); // if contents isn't water then assume it's land, jump! if (contents != CONTENTS_WATER) { pEdict->v.button |= IN_JUMP; } } } } } } void BotUseLift( bot_t *pBot, float moved_distance ) { edict_t *pEdict = pBot->pEdict; // just need to press the button once, when the flag gets set... if (pBot->f_use_button_time == gpGlobals->time) { pEdict->v.button = IN_USE; // face opposite from the button pEdict->v.ideal_yaw += 180; // rotate 180 degrees BotFixIdealYaw(pEdict); } // check if the bot has waited too long for the lift to move... if (((pBot->f_use_button_time + 2.0) < gpGlobals->time) && (!pBot->b_lift_moving)) { // clear use button flag pBot->b_use_button = FALSE; // bot doesn't have to set f_find_item since the bot // should already be facing away from the button pBot->f_move_speed = pBot->f_max_speed; } // check if lift has started moving... if ((moved_distance > 1) && (!pBot->b_lift_moving)) { pBot->b_lift_moving = TRUE; } // check if lift has stopped moving... if ((moved_distance <= 1) && (pBot->b_lift_moving)) { TraceResult tr1, tr2; Vector v_src, v_forward, v_right, v_left; Vector v_down, v_forward_down, v_right_down, v_left_down; pBot->b_use_button = FALSE; // TraceLines in 4 directions to find which way to go... UTIL_MakeVectors( pEdict->v.v_angle ); v_src = pEdict->v.origin + pEdict->v.view_ofs; v_forward = v_src + gpGlobals->v_forward * 90; v_right = v_src + gpGlobals->v_right * 90; v_left = v_src + gpGlobals->v_right * -90; v_down = pEdict->v.v_angle; v_down.x = v_down.x + 45; // look down at 45 degree angle UTIL_MakeVectors( v_down ); v_forward_down = v_src + gpGlobals->v_forward * 100; v_right_down = v_src + gpGlobals->v_right * 100; v_left_down = v_src + gpGlobals->v_right * -100; // try tracing forward first... UTIL_TraceLine( v_src, v_forward, dont_ignore_monsters, pEdict->v.pContainingEntity, &tr1); UTIL_TraceLine( v_src, v_forward_down, dont_ignore_monsters, pEdict->v.pContainingEntity, &tr2); // check if we hit a wall or didn't find a floor... if ((tr1.flFraction < 1.0) || (tr2.flFraction >= 1.0)) { // try tracing to the RIGHT side next... UTIL_TraceLine( v_src, v_right, dont_ignore_monsters, pEdict->v.pContainingEntity, &tr1); UTIL_TraceLine( v_src, v_right_down, dont_ignore_monsters, pEdict->v.pContainingEntity, &tr2); // check if we hit a wall or didn't find a floor... if ((tr1.flFraction < 1.0) || (tr2.flFraction >= 1.0)) { // try tracing to the LEFT side next... UTIL_TraceLine( v_src, v_left, dont_ignore_monsters, pEdict->v.pContainingEntity, &tr1); UTIL_TraceLine( v_src, v_left_down, dont_ignore_monsters, pEdict->v.pContainingEntity, &tr2); // check if we hit a wall or didn't find a floor... if ((tr1.flFraction < 1.0) || (tr2.flFraction >= 1.0)) { // only thing to do is turn around... pEdict->v.ideal_yaw += 180; // turn all the way around } else { pEdict->v.ideal_yaw += 90; // turn to the LEFT } } else { pEdict->v.ideal_yaw -= 90; // turn to the RIGHT } BotFixIdealYaw(pEdict); } BotChangeYaw( pBot, pEdict->v.yaw_speed ); pBot->f_move_speed = pBot->f_max_speed; } } bool BotStuckInCorner( bot_t *pBot ) { TraceResult tr; Vector v_src, v_dest; edict_t *pEdict = pBot->pEdict; UTIL_MakeVectors( pEdict->v.v_angle ); // trace 45 degrees to the right... v_src = pEdict->v.origin; v_dest = v_src + gpGlobals->v_forward*20 + gpGlobals->v_right*20; UTIL_TraceLine( v_src, v_dest, dont_ignore_monsters, pEdict->v.pContainingEntity, &tr); if (tr.flFraction >= 1.0) return FALSE; // no wall, so not in a corner // trace 45 degrees to the left... v_src = pEdict->v.origin; v_dest = v_src + gpGlobals->v_forward*20 - gpGlobals->v_right*20; UTIL_TraceLine( v_src, v_dest, dont_ignore_monsters, pEdict->v.pContainingEntity, &tr); if (tr.flFraction >= 1.0) return FALSE; // no wall, so not in a corner return TRUE; // bot is in a corner } void BotTurnAtWall( bot_t *pBot, TraceResult *tr ) { edict_t *pEdict = pBot->pEdict; Vector Normal; float Y, Y1, Y2, D1, D2, Z; // Find the normal vector from the trace result. The normal vector will // be a vector that is perpendicular to the surface from the TraceResult. Normal = UTIL_VecToAngles(tr->vecPlaneNormal); // Since the bot keeps it's view angle in -180 < x < 180 degrees format, // and since TraceResults are 0 < x < 360, we convert the bot's view // angle (yaw) to the same format at TraceResult. Y = pEdict->v.v_angle.y; Y = Y + 180; if (Y > 359) Y -= 360; // Turn the normal vector around 180 degrees (i.e. make it point towards // the wall not away from it. That makes finding the angles that the // bot needs to turn a little easier. Normal.y = Normal.y - 180; if (Normal.y < 0) Normal.y += 360; // Here we compare the bots view angle (Y) to the Normal - 90 degrees (Y1) // and the Normal + 90 degrees (Y2). These two angles (Y1 & Y2) represent // angles that are parallel to the wall surface, but heading in opposite // directions. We want the bot to choose the one that will require the // least amount of turning (saves time) and have the bot head off in that // direction. Y1 = Normal.y - 90; if (RANDOM_LONG(1, 100) <= 50) { Y1 = Y1 - RANDOM_FLOAT(5.0, 20.0); } if (Y1 < 0) Y1 += 360; Y2 = Normal.y + 90; if (RANDOM_LONG(1, 100) <= 50) { Y2 = Y2 + RANDOM_FLOAT(5.0, 20.0); } if (Y2 > 359) Y2 -= 360; // D1 and D2 are the difference (in degrees) between the bot's current // angle and Y1 or Y2 (respectively). D1 = abs(Y - Y1); if (D1 > 179) D1 = abs(D1 - 360); D2 = abs(Y - Y2); if (D2 > 179) D2 = abs(D2 - 360); // If difference 1 (D1) is more than difference 2 (D2) then the bot will // have to turn LESS if it heads in direction Y1 otherwise, head in // direction Y2. I know this seems backwards, but try some sample angles // out on some graph paper and go through these equations using a // calculator, you'll see what I mean. if (D1 > D2) Z = Y1; else Z = Y2; // convert from TraceResult 0 to 360 degree format back to bot's // -180 to 180 degree format. if (Z > 180) Z -= 360; // set the direction to head off into... pEdict->v.ideal_yaw = Z; BotFixIdealYaw(pEdict); } bool BotCantMoveForward( bot_t *pBot, TraceResult *tr ) { edict_t *pEdict = pBot->pEdict; // use some TraceLines to determine if anything is blocking the current // path of the bot. Vector v_src, v_forward; UTIL_MakeVectors( pEdict->v.v_angle ); // first do a trace from the bot's eyes forward... v_src = pEdict->v.origin + pEdict->v.view_ofs; // EyePosition() v_forward = v_src + gpGlobals->v_forward * 40; // trace from the bot's eyes straight forward... UTIL_TraceLine( v_src, v_forward, dont_ignore_monsters, pEdict->v.pContainingEntity, tr); // check if the trace hit something... if (tr->flFraction < 1.0) { return TRUE; // bot's head will hit something } // bot's head is clear, check at waist level... v_src = pEdict->v.origin; v_forward = v_src + gpGlobals->v_forward * 40; // trace from the bot's waist straight forward... UTIL_TraceLine( v_src, v_forward, dont_ignore_monsters, pEdict->v.pContainingEntity, tr); // check if the trace hit something... if (tr->flFraction < 1.0) { return TRUE; // bot's body will hit something } return FALSE; // bot can move forward, return false } bool BotCanJumpUp( bot_t *pBot ) { // What I do here is trace 3 lines straight out, one unit higher than // the highest normal jumping distance. I trace once at the center of // the body, once at the right side, and once at the left side. If all // three of these TraceLines don't hit an obstruction then I know the // area to jump to is clear. I then need to trace from head level, // above where the bot will jump to, downward to see if there is anything // blocking the jump. There could be a narrow opening that the body // will not fit into. These horizontal and vertical TraceLines seem // to catch most of the problems with falsely trying to jump on something // that the bot can not get onto. // Make flier imitate flight if(pBot->pEdict->v.iuser3 == AVH_USER3_ALIEN_PLAYER3) { if(RANDOM_LONG(0, 2) == 0) { return TRUE; } } TraceResult tr; Vector v_jump, v_source, v_dest; edict_t *pEdict = pBot->pEdict; // convert current view angle to vectors for TraceLine math... v_jump = pEdict->v.v_angle; v_jump.x = 0; // reset pitch to 0 (level horizontally) v_jump.z = 0; // reset roll to 0 (straight up and down) UTIL_MakeVectors( v_jump ); // use center of the body first... // maximum jump height is 45, so check one unit above that (46) v_source = pEdict->v.origin + Vector(0, 0, -36 + 46); v_dest = v_source + gpGlobals->v_forward * 24; // trace a line forward at maximum jump height... UTIL_TraceLine( v_source, v_dest, dont_ignore_monsters, pEdict->v.pContainingEntity, &tr); // if trace hit something, return FALSE if (tr.flFraction < 1.0) return FALSE; // now check same height to one side of the bot... v_source = pEdict->v.origin + gpGlobals->v_right * 16 + Vector(0, 0, -36 + 46); v_dest = v_source + gpGlobals->v_forward * 24; // trace a line forward at maximum jump height... UTIL_TraceLine( v_source, v_dest, dont_ignore_monsters, pEdict->v.pContainingEntity, &tr); // if trace hit something, return FALSE if (tr.flFraction < 1.0) return FALSE; // now check same height on the other side of the bot... v_source = pEdict->v.origin + gpGlobals->v_right * -16 + Vector(0, 0, -36 + 46); v_dest = v_source + gpGlobals->v_forward * 24; // trace a line forward at maximum jump height... UTIL_TraceLine( v_source, v_dest, dont_ignore_monsters, pEdict->v.pContainingEntity, &tr); // if trace hit something, return FALSE if (tr.flFraction < 1.0) return FALSE; // now trace from head level downward to check for obstructions... // start of trace is 24 units in front of bot, 72 units above head... v_source = pEdict->v.origin + gpGlobals->v_forward * 24; // offset 72 units from top of head (72 + 36) v_source.z = v_source.z + 108; // end point of trace is 99 units straight down from start... // (99 is 108 minus the jump limit height which is 45 - 36 = 9) v_dest = v_source + Vector(0, 0, -99); // trace a line straight down toward the ground... UTIL_TraceLine( v_source, v_dest, dont_ignore_monsters, pEdict->v.pContainingEntity, &tr); // if trace hit something, return FALSE if (tr.flFraction < 1.0) return FALSE; // now check same height to one side of the bot... v_source = pEdict->v.origin + gpGlobals->v_right * 16 + gpGlobals->v_forward * 24; v_source.z = v_source.z + 108; v_dest = v_source + Vector(0, 0, -99); // trace a line straight down toward the ground... UTIL_TraceLine( v_source, v_dest, dont_ignore_monsters, pEdict->v.pContainingEntity, &tr); // if trace hit something, return FALSE if (tr.flFraction < 1.0) return FALSE; // now check same height on the other side of the bot... v_source = pEdict->v.origin + gpGlobals->v_right * -16 + gpGlobals->v_forward * 24; v_source.z = v_source.z + 108; v_dest = v_source + Vector(0, 0, -99); // trace a line straight down toward the ground... UTIL_TraceLine( v_source, v_dest, dont_ignore_monsters, pEdict->v.pContainingEntity, &tr); // if trace hit something, return FALSE if (tr.flFraction < 1.0) return FALSE; return TRUE; } bool BotCanDuckUnder( bot_t *pBot ) { // What I do here is trace 3 lines straight out, one unit higher than // the ducking height. I trace once at the center of the body, once // at the right side, and once at the left side. If all three of these // TraceLines don't hit an obstruction then I know the area to duck to // is clear. I then need to trace from the ground up, 72 units, to make // sure that there is something blocking the TraceLine. Then we know // we can duck under it. TraceResult tr; Vector v_duck, v_source, v_dest; edict_t *pEdict = pBot->pEdict; // convert current view angle to vectors for TraceLine math... v_duck = pEdict->v.v_angle; v_duck.x = 0; // reset pitch to 0 (level horizontally) v_duck.z = 0; // reset roll to 0 (straight up and down) UTIL_MakeVectors( v_duck ); // use center of the body first... // duck height is 36, so check one unit above that (37) v_source = pEdict->v.origin + Vector(0, 0, -36 + 37); v_dest = v_source + gpGlobals->v_forward * 24; // trace a line forward at duck height... UTIL_TraceLine( v_source, v_dest, dont_ignore_monsters, pEdict->v.pContainingEntity, &tr); // if trace hit something, return FALSE if (tr.flFraction < 1.0) return FALSE; // now check same height to one side of the bot... v_source = pEdict->v.origin + gpGlobals->v_right * 16 + Vector(0, 0, -36 + 37); v_dest = v_source + gpGlobals->v_forward * 24; // trace a line forward at duck height... UTIL_TraceLine( v_source, v_dest, dont_ignore_monsters, pEdict->v.pContainingEntity, &tr); // if trace hit something, return FALSE if (tr.flFraction < 1.0) return FALSE; // now check same height on the other side of the bot... v_source = pEdict->v.origin + gpGlobals->v_right * -16 + Vector(0, 0, -36 + 37); v_dest = v_source + gpGlobals->v_forward * 24; // trace a line forward at duck height... UTIL_TraceLine( v_source, v_dest, dont_ignore_monsters, pEdict->v.pContainingEntity, &tr); // if trace hit something, return FALSE if (tr.flFraction < 1.0) return FALSE; // now trace from the ground up to check for object to duck under... // start of trace is 24 units in front of bot near ground... v_source = pEdict->v.origin + gpGlobals->v_forward * 24; v_source.z = v_source.z - 35; // offset to feet + 1 unit up // end point of trace is 72 units straight up from start... v_dest = v_source + Vector(0, 0, 72); // trace a line straight up in the air... UTIL_TraceLine( v_source, v_dest, dont_ignore_monsters, pEdict->v.pContainingEntity, &tr); // if trace didn't hit something, return FALSE if (tr.flFraction >= 1.0) return FALSE; // now check same height to one side of the bot... v_source = pEdict->v.origin + gpGlobals->v_right * 16 + gpGlobals->v_forward * 24; v_source.z = v_source.z - 35; // offset to feet + 1 unit up v_dest = v_source + Vector(0, 0, 72); // trace a line straight up in the air... UTIL_TraceLine( v_source, v_dest, dont_ignore_monsters, pEdict->v.pContainingEntity, &tr); // if trace didn't hit something, return FALSE if (tr.flFraction >= 1.0) return FALSE; // now check same height on the other side of the bot... v_source = pEdict->v.origin + gpGlobals->v_right * -16 + gpGlobals->v_forward * 24; v_source.z = v_source.z - 35; // offset to feet + 1 unit up v_dest = v_source + Vector(0, 0, 72); // trace a line straight up in the air... UTIL_TraceLine( v_source, v_dest, dont_ignore_monsters, pEdict->v.pContainingEntity, &tr); // if trace didn't hit something, return FALSE if (tr.flFraction >= 1.0) return FALSE; return TRUE; } void BotRandomTurn( bot_t *pBot ) { pBot->f_move_speed = 0; // don't move while turning if (RANDOM_LONG(1, 100) <= 10) { // 10 percent of the time turn completely around... pBot->pEdict->v.ideal_yaw += 180; } else { // turn randomly between 30 and 60 degress if (pBot->wander_dir == WANDER_LEFT) pBot->pEdict->v.ideal_yaw += RANDOM_LONG(30, 60); else pBot->pEdict->v.ideal_yaw -= RANDOM_LONG(30, 60); } BotFixIdealYaw(pBot->pEdict); } bool BotFollowUser( bot_t *pBot ) { bool user_visible; float f_distance; edict_t *pEdict = pBot->pEdict; Vector vecEnd = pBot->pBotUser->v.origin + pBot->pBotUser->v.view_ofs; if (pBot->pEdict->v.waterlevel != 3) // is bot NOT under water? pEdict->v.v_angle.x = 0; // reset pitch to 0 (level horizontally) pEdict->v.v_angle.z = 0; // reset roll to 0 (straight up and down) pEdict->v.angles.x = 0; pEdict->v.angles.y = pEdict->v.v_angle.y; pEdict->v.angles.z = 0; // Stop following when person crouches if (!IsAlive( pBot->pBotUser ) || (pBot->pBotUser->v.flags & FL_DUCKING)) { // the bot's user is dead! pBot->pBotUser = NULL; return FALSE; } user_visible = FInViewCone( &vecEnd, pEdict ) && FVisible( vecEnd, pEdict ); // check if the "user" is still visible or if the user has been visible // in the last 5 seconds (or the player just starting "using" the bot) if (user_visible || (pBot->f_bot_use_time + 5 > gpGlobals->time)) { if (user_visible) pBot->f_bot_use_time = gpGlobals->time; // reset "last visible time" // face the user Vector v_user = pBot->pBotUser->v.origin - pEdict->v.origin; Vector bot_angles = UTIL_VecToAngles( v_user ); pEdict->v.ideal_yaw = bot_angles.y; BotFixIdealYaw(pEdict); f_distance = v_user.Length( ); // how far away is the "user"? if (f_distance > 200) // run if distance to enemy is far pBot->f_move_speed = pBot->f_max_speed; else if (f_distance > 50) // walk if distance is closer pBot->f_move_speed = pBot->f_max_speed / 2; else // don't move if close enough pBot->f_move_speed = 0.0; return TRUE; } else { // person to follow has gone out of sight... pBot->pBotUser = NULL; return FALSE; } } bool BotCheckWallOnLeft( bot_t *pBot ) { edict_t *pEdict = pBot->pEdict; Vector v_src, v_left; TraceResult tr; UTIL_MakeVectors( pEdict->v.v_angle ); // do a trace to the left... v_src = pEdict->v.origin; v_left = v_src + gpGlobals->v_right * -40; // 40 units to the left UTIL_TraceLine( v_src, v_left, dont_ignore_monsters, pEdict->v.pContainingEntity, &tr); // check if the trace hit something... if (tr.flFraction < 1.0) { if (pBot->f_wall_on_left < 1.0) pBot->f_wall_on_left = gpGlobals->time; return TRUE; } return FALSE; } bool BotCheckWallOnRight( bot_t *pBot ) { edict_t *pEdict = pBot->pEdict; Vector v_src, v_right; TraceResult tr; UTIL_MakeVectors( pEdict->v.v_angle ); // do a trace to the right... v_src = pEdict->v.origin; v_right = v_src + gpGlobals->v_right * 40; // 40 units to the right UTIL_TraceLine( v_src, v_right, dont_ignore_monsters, pEdict->v.pContainingEntity, &tr); // check if the trace hit something... if (tr.flFraction < 1.0) { if (pBot->f_wall_on_right < 1.0) pBot->f_wall_on_right = gpGlobals->time; return TRUE; } return FALSE; }