/* * * This program is free software; you can redistribute it and/or modify it * under the terms of the GNU General Public License as published by the * Free Software Foundation; either version 2 of the License, or (at * your option) any later version. * * This program is distributed in the hope that it will be useful, but * WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU * General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program; if not, write to the Free Software Foundation, * Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA * * In addition, as a special exception, the author gives permission to * link the code of this program with the Half-Life Game Engine ("HL * Engine") and Modified Game Libraries ("MODs") developed by Valve, * L.L.C ("Valve"). You must obey the GNU General Public License in all * respects for all of the code used other than the HL Engine and MODs * from Valve. If you modify this file, you may extend this exception * to your version of the file, but you are not obligated to do so. If * you do not wish to do so, delete this exception statement from your * version. * */ #pragma once #include "cs_bot_init.h" extern CBotManager *TheBots; // The manager for Counter-Strike specific bots class CCSBotManager: public CBotManager { public: CCSBotManager(); virtual void ClientDisconnect(CBasePlayer *pPlayer); virtual BOOL ClientCommand(CBasePlayer *pPlayer, const char *pcmd); virtual void ServerActivate(); virtual void ServerDeactivate(); virtual void ServerCommand(const char *pcmd); virtual void AddServerCommand(const char *cmd); virtual void AddServerCommands(); virtual void RestartRound(); // (EXTEND) invoked when a new round begins virtual void StartFrame(); // (EXTEND) called each frame virtual void OnEvent(GameEventType event, CBaseEntity *entity = nullptr, CBaseEntity *other = nullptr); virtual unsigned int GetPlayerPriority(CBasePlayer *player) const; // return priority of player (0 = max pri) virtual bool IsImportantPlayer(CBasePlayer *player) const; // return true if player is important to scenario (VIP, bomb carrier, etc) public: void ValidateMapData(); void OnFreeEntPrivateData(CBaseEntity *pEntity); bool IsLearningMap() const { return m_isLearningMap; } void SetLearningMapFlag() { m_isLearningMap = true; } bool IsAnalysisRequested() const { return m_isAnalysisRequested; } void RequestAnalysis() { m_isAnalysisRequested = true; } void AckAnalysisRequest() { m_isAnalysisRequested = false; } // difficulty levels static BotDifficultyType GetDifficultyLevel() { if (cv_bot_difficulty.value < 0.9f) return BOT_EASY; if (cv_bot_difficulty.value < 1.9f) return BOT_NORMAL; if (cv_bot_difficulty.value < 2.9f) return BOT_HARD; return BOT_EXPERT; } // the supported game scenarios enum GameScenarioType { SCENARIO_DEATHMATCH, SCENARIO_DEFUSE_BOMB, SCENARIO_RESCUE_HOSTAGES, SCENARIO_ESCORT_VIP }; GameScenarioType GetScenario() const { #ifdef REGAMEDLL_ADD // if we have included deathmatch mode, so set the game type like SCENARIO_DEATHMATCH if (cv_bot_deathmatch.value > 0) return SCENARIO_DEATHMATCH; #endif return m_gameScenario; } // "zones" // depending on the game mode, these are bomb zones, rescue zones, etc. enum { MAX_ZONES = 4 }; // max # of zones in a map enum { MAX_ZONE_NAV_AREAS = 16 }; // max # of nav areas in a zone struct Zone { CBaseEntity *m_entity; // the map entity CNavArea *m_area[MAX_ZONE_NAV_AREAS]; // nav areas that overlap this zone int m_areaCount; Vector m_center; bool m_isLegacy; // if true, use pev->origin and 256 unit radius as zone int m_index; Extent m_extent; }; const Zone *GetZone(int i) const { return &m_zone[i]; } const Zone *GetZone(const Vector *pos) const; // return the zone that contains the given position const Zone *GetClosestZone(const Vector *pos) const; // return the closest zone to the given position const Zone *GetClosestZone(const CBaseEntity *entity) const { return GetClosestZone(&entity->pev->origin); } // return the closest zone to the given entity int GetZoneCount() const { return m_zoneCount; } const Vector *GetRandomPositionInZone(const Zone *zone) const; CNavArea *GetRandomAreaInZone(const Zone *zone) const; // Return the zone closest to the given position, using the given cost heuristic template const Zone *GetClosestZone(CNavArea *startArea, CostFunctor costFunc, float *travelDistance = nullptr) const { const Zone *closeZone = nullptr; float closeDist = 99999999.9f; if (startArea == nullptr) return nullptr; for (int i = 0; i < m_zoneCount; i++) { if (m_zone[i].m_areaCount == 0) continue; // just use the first overlapping nav area as a reasonable approximation float_precision dist = NavAreaTravelDistance(startArea, m_zone[i].m_area[0], costFunc); if (/*dist >= 0.0f && */dist < closeDist) { closeZone = &m_zone[i]; closeDist = dist; } } if (travelDistance) *travelDistance = closeDist; return closeZone; } // pick a zone at random and return it const Zone *GetRandomZone() const { if (!m_zoneCount) return nullptr; return &m_zone[RANDOM_LONG(0, m_zoneCount - 1)]; } bool IsBombPlanted() const { return m_isBombPlanted; } // returns true if bomb has been planted float GetBombPlantTimestamp() const { return m_bombPlantTimestamp; } // return time bomb was planted bool IsTimeToPlantBomb() const { return (gpGlobals->time >= m_earliestBombPlantTimestamp); } // return true if it's ok to try to plant bomb CBasePlayer *GetBombDefuser() const { return m_bombDefuser; } // return the player currently defusing the bomb, or NULL float GetBombTimeLeft() const; // get the time remaining before the planted bomb explodes CBaseEntity *GetLooseBomb() { return m_looseBomb; } // return the bomb if it is loose on the ground CNavArea *GetLooseBombArea() const { return m_looseBombArea; } // return area that bomb is in/near void SetLooseBomb(CBaseEntity *bomb); float GetRadioMessageTimestamp(GameEventType event, int teamID) const; // return the last time the given radio message was sent for given team float GetRadioMessageInterval(GameEventType event, int teamID) const; // return the interval since the last time this message was sent void SetRadioMessageTimestamp(GameEventType event, int teamID); void ResetRadioMessageTimestamps(); float GetLastSeenEnemyTimestamp() const { return m_lastSeenEnemyTimestamp; } // return the last time anyone has seen an enemy void SetLastSeenEnemyTimestamp() { m_lastSeenEnemyTimestamp = gpGlobals->time; } float GetRoundStartTime() const { return m_roundStartTimestamp; } float GetElapsedRoundTime() const { return gpGlobals->time - m_roundStartTimestamp; } // return the elapsed time since the current round began bool AllowRogues() const { return cv_bot_allow_rogues.value != 0.0f; } bool AllowPistols() const { return cv_bot_allow_pistols.value != 0.0f; } bool AllowShotguns() const { return cv_bot_allow_shotguns.value != 0.0f; } bool AllowSubMachineGuns() const { return cv_bot_allow_sub_machine_guns.value != 0.0f; } bool AllowRifles() const { return cv_bot_allow_rifles.value != 0.0f; } bool AllowMachineGuns() const { return cv_bot_allow_machine_guns.value != 0.0f; } bool AllowGrenades() const { return cv_bot_allow_grenades.value != 0.0f; } bool AllowSnipers() const { return cv_bot_allow_snipers.value != 0.0f; } bool AllowTacticalShield() const { return cv_bot_allow_shield.value != 0.0f; } bool AllowFriendlyFireDamage() const { return friendlyfire.value != 0.0f; } bool IsWeaponUseable(CBasePlayerItem *item) const; // return true if the bot can use this weapon bool IsDefenseRushing() const { return m_isDefenseRushing; } // returns true if defense team has "decided" to rush this round bool IsOnDefense(CBasePlayer *player) const; // return true if this player is on "defense" bool IsOnOffense(CBasePlayer *player) const; // return true if this player is on "offense" bool IsRoundOver() const { return m_isRoundOver; } // return true if the round has ended unsigned int GetNavPlace() const { return m_navPlace; } void SetNavPlace(unsigned int place) { m_navPlace = place; } enum SkillType { LOW, AVERAGE, HIGH, RANDOM }; const char *GetRandomBotName(SkillType skill); void MonitorBotCVars(); void MaintainBotQuota(); bool AddBot(const BotProfile *profile, BotProfileTeamType team); #define FROM_CONSOLE true bool BotAddCommand(BotProfileTeamType team, bool isFromConsole = false); // process the "bot_add" console command private: static float m_flNextCVarCheck; static bool m_isMapDataLoaded; // true if we've attempted to load map data static bool m_isLearningMap; static bool m_isAnalysisRequested; GameScenarioType m_gameScenario; // what kind of game are we playing Zone m_zone[MAX_ZONES]; int m_zoneCount; bool m_isBombPlanted; // true if bomb has been planted float m_bombPlantTimestamp; // time bomb was planted float m_earliestBombPlantTimestamp; // don't allow planting until after this time has elapsed CBasePlayer *m_bombDefuser; // the player currently defusing a bomb EHANDLE m_looseBomb; // will be non-NULL if bomb is loose on the ground CNavArea *m_looseBombArea; // area that bomb is is/near bool m_isRoundOver; // true if the round has ended float m_radioMsgTimestamp[24][2]; float m_lastSeenEnemyTimestamp; float m_roundStartTimestamp; // the time when the current round began bool m_isDefenseRushing; // whether defensive team is rushing this round or not static NavEditCmdType m_editCmd; unsigned int m_navPlace; CountdownTimer m_respawnTimer; bool m_isRespawnStarted; bool m_canRespawn; bool m_bServerActive; }; inline int OtherTeam(int team) { return (team == TERRORIST) ? CT : TERRORIST; } inline CCSBotManager *TheCSBots() { return reinterpret_cast(TheBots); } // Determine whether bots can be used or not inline bool AreBotsAllowed() { return g_bAllowedCSBot; } void PrintAllEntities();