/* * * 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 #define UNDEFINED_COUNT 0xFFFF #define MAX_PLACES_PER_MAP 64 #define UNDEFINED_SUBJECT (-1) #define COUNT_MANY 4 // equal to or greater than this is "many" class CCSBot; class BotChatterInterface; typedef unsigned int PlaceCriteria; typedef unsigned int CountCriteria; // A meme is a unit information that bots use to // transmit information to each other via the radio class BotMeme { public: void Transmit(CCSBot *pSender) const; // transmit meme to other bots virtual ~BotMeme(){} virtual void Interpret(CCSBot *pSender, CCSBot *pReceiver) const = 0; // cause the given bot to act on this meme }; class BotAllHostagesGoneMeme: public BotMeme { public: virtual void Interpret(CCSBot *pSender, CCSBot *pReceiver) const; // cause the given bot to act on this meme }; class BotHostageBeingTakenMeme: public BotMeme { public: virtual void Interpret(CCSBot *pSender, CCSBot *pReceiver) const; // cause the given bot to act on this meme }; class BotHelpMeme: public BotMeme { public: BotHelpMeme(Place place = UNDEFINED_PLACE) { m_place = place; } virtual void Interpret(CCSBot *pSender, CCSBot *pReceiver) const; // cause the given bot to act on this meme private: Place m_place; }; class BotBombsiteStatusMeme: public BotMeme { public: enum StatusType { CLEAR, PLANTED }; BotBombsiteStatusMeme(int zoneIndex = 0, StatusType status = CLEAR) { m_zoneIndex = zoneIndex; m_status = status; } virtual void Interpret(CCSBot *pSender, CCSBot *pReceiver) const; // cause the given bot to act on this meme private: int m_zoneIndex; // the bombsite StatusType m_status; // whether it is cleared or the bomb is there (planted) }; class BotBombStatusMeme: public BotMeme { public: BotBombStatusMeme(CSGameState::BombState state = CSGameState::MOVING, const Vector &pos = nullptr) { m_state = state; m_pos = pos; } public: virtual void Interpret(CCSBot *pSender, CCSBot *pReceiver) const; // cause the given bot to act on this meme private: CSGameState::BombState m_state; Vector m_pos; }; class BotFollowMeme: public BotMeme { public: virtual void Interpret(CCSBot *pSender, CCSBot *pReceiver) const; // cause the given bot to act on this meme }; class BotDefendHereMeme: public BotMeme { public: BotDefendHereMeme(const Vector &pos = nullptr) { m_pos = pos; } virtual void Interpret(CCSBot *pSender, CCSBot *pReceiver) const; // cause the given bot to act on this meme private: Vector m_pos; }; class BotWhereBombMeme: public BotMeme { public: virtual void Interpret(CCSBot *pSender, CCSBot *pReceiver) const; // cause the given bot to act on this meme }; class BotRequestReportMeme: public BotMeme { public: virtual void Interpret(CCSBot *pSender, CCSBot *pReceiver) const; // cause the given bot to act on this meme }; enum BotStatementType { REPORT_VISIBLE_ENEMIES, REPORT_ENEMY_ACTION, REPORT_MY_CURRENT_TASK, REPORT_MY_INTENTION, REPORT_CRITICAL_EVENT, REPORT_REQUEST_HELP, REPORT_REQUEST_INFORMATION, REPORT_ROUND_END, REPORT_MY_PLAN, REPORT_INFORMATION, REPORT_EMOTE, REPORT_ACKNOWLEDGE, // affirmative or negative REPORT_ENEMIES_REMAINING, REPORT_FRIENDLY_FIRE, REPORT_KILLED_FRIEND, //REPORT_ENEMY_LOST NUM_BOT_STATEMENT_TYPES, }; // BotSpeakables are the smallest unit of bot chatter. // They represent a specific wav file of a phrase, and the criteria for which it is useful class BotSpeakable { public: BotSpeakable(); ~BotSpeakable(); char *m_phrase; float m_duration; PlaceCriteria m_place; CountCriteria m_count; }; typedef std::vector BotSpeakableVector; typedef std::vector BotVoiceBankVector; // The BotPhrase class is a collection of Speakables associated with a name, ID, and criteria class BotPhrase { public: char *GetSpeakable(int bankIndex, float *duration = nullptr) const; // return a random speakable and its duration in seconds that meets the current criteria // NOTE: Criteria must be set just before the GetSpeakable() call, since they are shared among all bots void ClearCriteria() const; void SetPlaceCriteria(PlaceCriteria place) const; // all returned phrases must have this place criteria void SetCountCriteria(CountCriteria count) const; // all returned phrases must have this count criteria const char *GetName() const { return m_name; } Place GetID() const { return m_id; } GameEventType GetRadioEquivalent() const { return m_radioEvent; } bool IsImportant() const { return m_isImportant; } // return true if this phrase is part of an important statement bool IsPlace() const { return m_isPlace; } void Randomize(); // randomly shuffle the speakable order private: friend class BotPhraseManager; BotPhrase(unsigned int id, bool isPlace); ~BotPhrase(); char *m_name; Place m_id; bool m_isPlace; // true if this is a Place phrase GameEventType m_radioEvent; bool m_isImportant; // mission-critical statement mutable BotVoiceBankVector m_voiceBank; // array of voice banks (arrays of speakables) std::vector m_count; // number of speakables mutable std::vector< int > m_index; // index of next speakable to return int m_numVoiceBanks; // number of voice banks that have been initialized void InitVoiceBank(int bankIndex); // sets up the vector of voice banks for the first bankIndex voice banks mutable PlaceCriteria m_placeCriteria; mutable CountCriteria m_countCriteria; }; typedef std::list BotPhraseList; inline void BotPhrase::ClearCriteria() const { m_placeCriteria = ANY_PLACE; m_countCriteria = UNDEFINED_COUNT; } inline void BotPhrase::SetPlaceCriteria(PlaceCriteria place) const { m_placeCriteria = place; } inline void BotPhrase::SetCountCriteria(CountCriteria count) const { m_countCriteria = count; } // The BotPhraseManager is a singleton that provides an interface to all BotPhrase collections class BotPhraseManager { public: BotPhraseManager(); ~BotPhraseManager(); // initialize phrase system from database file for a specific voice bank (0 is the default voice bank) bool Initialize(const char *filename, int bankIndex = 0); // invoked when round resets void OnRoundRestart(); // invoked when map changes void OnMapChange(); Place NameToID(const char *name) const; const char *IDToName(Place id) const; bool IsValid() const { return !m_placeList.empty(); } // given a name, return the associated phrase collection const BotPhrase *GetPhrase(const char *name) const; // given an id, return the associated phrase collection const BotPhrase *GetPhrase(unsigned int id) const; // given a name, return the associated Place phrase collection const BotPhrase *GetPlace(const char *name) const; // given an id, return the associated Place phrase collection const BotPhrase *GetPlace(PlaceCriteria place) const; const BotPhraseList *GetPlaceList() const { return &m_placeList; } // return time last statement of given type was emitted by a teammate for the given place float GetPlaceStatementInterval(Place place) const; // set time of last statement of given type was emitted by a teammate for the given place void ResetPlaceStatementInterval(Place place) const; private: int FindPlaceIndex(Place where) const; // master list of all phrase collections BotPhraseList m_list; // master list of all Place phrases BotPhraseList m_placeList; struct PlaceTimeInfo { Place placeID; IntervalTimer timer; }; mutable PlaceTimeInfo m_placeStatementHistory[MAX_PLACES_PER_MAP]; mutable int m_placeCount; }; inline int BotPhraseManager::FindPlaceIndex(Place where) const { for (int i = 0; i < m_placeCount; i++) { if (m_placeStatementHistory[i].placeID == where) return i; } if (m_placeCount < MAX_PLACES_PER_MAP) { #ifdef REGAMEDLL_FIXES m_placeStatementHistory[m_placeCount].placeID = where; m_placeStatementHistory[m_placeCount].timer.Invalidate(); m_placeCount++; #else m_placeStatementHistory[++m_placeCount].placeID = where; m_placeStatementHistory[++m_placeCount].timer.Invalidate(); #endif // #ifdef REGAMEDLL_FIXES return m_placeCount - 1; } return -1; } inline float BotPhraseManager::GetPlaceStatementInterval(Place place) const { int index = FindPlaceIndex(place); if (index < 0) return 999999.9f; if (index >= m_placeCount) return 999999.9f; return m_placeStatementHistory[index].timer.GetElapsedTime(); } inline void BotPhraseManager::ResetPlaceStatementInterval(Place place) const { int index = FindPlaceIndex(place); if (index < 0) return; if (index >= m_placeCount) return; m_placeStatementHistory[index].timer.Reset(); } // Statements are meaningful collections of phrases class BotStatement { public: BotStatement(BotChatterInterface *chatter, BotStatementType type, float expireDuration); ~BotStatement(); public: BotChatterInterface *GetChatter() const { return m_chatter; } CCSBot *GetOwner() const; BotStatementType GetType() const { return m_type; } // return the type of statement this is bool IsImportant() const; // return true if this statement is "important" and not personality chatter bool HasSubject() const { return (m_subject != UNDEFINED_SUBJECT); } void SetSubject(int playerID) { m_subject = playerID; } // who this statement is about int GetSubject() const { return m_subject; } // who this statement is about bool HasPlace() const { return (GetPlace()) ? true : false; } Place GetPlace() const; // if this statement refers to a specific place, return that place void SetPlace(Place where) { m_place = where; } // explicitly set place bool HasCount() const; // return true if this statement has an associated count bool IsRedundant(const BotStatement *say) const; // return true if this statement is the same as the given one bool IsObsolete() const; // return true if this statement is no longer appropriate to say void Convert(const BotStatement *say); // possibly change what were going to say base on what teammate is saying void AppendPhrase(const BotPhrase *phrase); void SetStartTime(float timestamp) { m_startTime = timestamp; } // define the earliest time this statement can be spoken float GetStartTime() const { return m_startTime; } enum ConditionType { IS_IN_COMBAT, RADIO_SILENCE, ENEMIES_REMAINING, NUM_CONDITIONS, }; void AddCondition(ConditionType condition); // conditions must be true for the statement to be spoken bool IsValid() const; // verify all attached conditions enum ContextType { CURRENT_ENEMY_COUNT, REMAINING_ENEMY_COUNT, SHORT_DELAY, LONG_DELAY, ACCUMULATE_ENEMIES_DELAY, }; void AppendPhrase(ContextType contextPhrase); // special phrases that depend on the context bool Update(); // emit statement over time, return false if statement is done bool IsSpeaking() const { return m_isSpeaking; } // return true if this statement is currently being spoken float GetTimestamp() const { return m_timestamp; } // get time statement was created (but not necessarily started talking) void AttachMeme(BotMeme *meme); // attach a meme to this statement, to be transmitted to other friendly bots when spoken public: friend class BotChatterInterface; BotChatterInterface *m_chatter; // the chatter system this statement is part of BotStatement *m_next, *m_prev; // linked list hooks BotStatementType m_type; // what kind of statement this is int m_subject; // who this subject is about Place m_place; // explicit place - note some phrases have implicit places as well BotMeme *m_meme; // a statement can only have a single meme for now float m_timestamp; // time when message was created float m_startTime; // the earliest time this statement can be spoken float m_expireTime; // time when this statement is no longer valid float m_speakTimestamp; // time when message began being spoken bool m_isSpeaking; // true if this statement is current being spoken float m_nextTime; // time for next phrase to begin enum { MAX_BOT_PHRASES = 4 }; struct { bool isPhrase; union { const BotPhrase *phrase; ContextType context; }; } m_statement[MAX_BOT_PHRASES]; enum { MAX_BOT_CONDITIONS = 4 }; ConditionType m_condition[MAX_BOT_CONDITIONS]; // conditions that must be true for the statement to be said int m_conditionCount; int m_index; // m_index refers to the phrase currently being spoken, or -1 if we havent started yet int m_count; }; // This class defines the interface to the bot radio chatter system class BotChatterInterface { public: BotChatterInterface() {}; BotChatterInterface(CCSBot *me); ~BotChatterInterface(); void Reset(); // reset to initial state void Update(); // process ongoing chatter void OnEvent(GameEventType event, CBaseEntity *pEntity, CBaseEntity *pOther); // invoked when event occurs in the game (some events have NULL entities) void OnDeath(); // invoked when we die enum VerbosityType { NORMAL, // full chatter MINIMAL, // only scenario-critical events RADIO, // use the standard radio instead OFF // no chatter at all }; VerbosityType GetVerbosity() const; // return our current level of verbosity CCSBot *GetOwner() const { return m_me; } bool IsTalking() const; // return true if we are currently talking float GetRadioSilenceDuration(); // return time since any teammate said anything void ResetRadioSilenceDuration(); enum { MUST_ADD = 1 }; void AddStatement(BotStatement *statement, bool mustAdd = false); // register a statement for speaking void RemoveStatement(BotStatement *statement); // remove a statement BotStatement *GetActiveStatement(); // returns the statement that is being spoken, or is next to be spoken if no-one is speaking now BotStatement *GetStatement() const; // returns our current statement, or NULL if we aren't speaking int GetPitch() const { return m_pitch; } // things the bots can say void Say(const char *phraseName, float lifetime = 3.0f, float delay = 0.0f); void AnnouncePlan(const char *phraseName, Place place); void Affirmative(); void Negative(); void EnemySpotted(); // report enemy sightings void KilledMyEnemy(int victimID); void EnemiesRemaining(); void Clear(Place place); void ReportIn(); // ask for current situation void ReportingIn(); // report current situation bool NeedBackup(); void PinnedDown(); void Scared(); void HeardNoise(const Vector *pos); void TheyPickedUpTheBomb(); void GoingToPlantTheBomb(Place place); void BombsiteClear(int zoneIndex); void FoundPlantedBomb(int zoneIndex); void PlantingTheBomb(Place place); void SpottedBomber(CBasePlayer *bomber); void SpottedLooseBomb(CBaseEntity *bomb); void GuardingLooseBomb(CBaseEntity *bomb); void RequestBombLocation(); #define IS_PLAN true void GuardingHostages(Place place, bool isPlan = false); void GuardingHostageEscapeZone(bool isPlan = false); void HostagesBeingTaken(); void HostagesTaken(); void TalkingToHostages(); void EscortingHostages(); void HostageDown(); void CelebrateWin(); void Encourage(const char *phraseName, float repeatInterval = 10.0f, float lifetime = 3.0f); // "encourage" the player to do the scenario void KilledFriend(); void FriendlyFire(); bool SeesAtLeastOneEnemy() const { return m_seeAtLeastOneEnemy; } private: BotStatement *m_statementList; // list of all active/pending messages for this bot void ReportEnemies(); // track nearby enemy count and generate enemy activity statements bool ShouldSpeak() const; // return true if we speaking makes sense now CCSBot *m_me; // the bot this chatter is for bool m_seeAtLeastOneEnemy; float m_timeWhenSawFirstEnemy; bool m_reportedEnemies; bool m_requestedBombLocation; // true if we already asked where the bomb has been planted int m_pitch; static IntervalTimer m_radioSilenceInterval[]; // one timer for each team static CountdownTimer m_encourageTimer; // timer to know when we can "encourage" the human player again - shared by all bots IntervalTimer m_needBackupInterval; IntervalTimer m_spottedBomberInterval; IntervalTimer m_scaredInterval; IntervalTimer m_planInterval; CountdownTimer m_spottedLooseBombTimer; CountdownTimer m_heardNoiseTimer; CountdownTimer m_escortingHostageTimer; }; inline BotChatterInterface::VerbosityType BotChatterInterface::GetVerbosity() const { const char *string = cv_bot_chatter.string; if (string == nullptr) return NORMAL; if (string[0] == 'm' || string[0] == 'M') return MINIMAL; if (string[0] == 'r' || string[0] == 'R') return RADIO; if (string[0] == 'o' || string[0] == 'O') return OFF; return NORMAL; } inline bool BotChatterInterface::IsTalking() const { if (m_statementList) { return m_statementList->IsSpeaking(); } return false; } inline BotStatement *BotChatterInterface::GetStatement() const { return m_statementList; } extern BotPhraseManager *TheBotPhrases; inline void BotChatterInterface::Say(const char *phraseName, float lifetime, float delay) { BotStatement *say = new BotStatement(this, REPORT_MY_INTENTION, lifetime); say->AppendPhrase(TheBotPhrases->GetPhrase(phraseName)); if (delay > 0.0f) say->SetStartTime(gpGlobals->time + delay); AddStatement(say); } const Vector *GetRandomSpotAtPlace(Place place);