ReGameDLL_CS/regamedll/dlls/bot/cs_bot_manager.cpp

1646 lines
40 KiB
C++

/*
*
* 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.
*
*/
#include "precompiled.h"
CBotManager *TheBots = nullptr;
float CCSBotManager::m_flNextCVarCheck = 0.0f;
bool CCSBotManager::m_isMapDataLoaded = false;
bool CCSBotManager::m_isLearningMap = false;
bool CCSBotManager::m_isAnalysisRequested = false;
NavEditCmdType CCSBotManager::m_editCmd = EDIT_NONE;
CCSBotManager::CCSBotManager()
{
m_flNextCVarCheck = 0.0f;
m_zoneCount = 0;
SetLooseBomb(nullptr);
m_isBombPlanted = false;
m_bombDefuser = nullptr;
m_isLearningMap = false;
m_isAnalysisRequested = false;
m_editCmd = EDIT_NONE;
m_navPlace = 0;
m_roundStartTimestamp = 0.0f;
m_bServerActive = false;
TheBotPhrases = new BotPhraseManager;
// load the database of bot radio chatter
TheBotPhrases->Initialize("BotChatter.db", 0);
TheBotProfiles = new BotProfileManager;
// make sure default voice bank is first
TheBotProfiles->FindVoiceBankIndex("BotChatter.db");
const char *filename;
if (IS_CAREER_MATCH())
{
filename = "MissionPacks/BotPackList.db";
}
else
{
filename = "BotPackList.db";
}
// read in the list of bot profile DBs
int dataLength;
char *dataPointer = (char *)LOAD_FILE_FOR_ME((char *)filename, &dataLength);
if (!dataPointer)
{
TheBotProfiles->Init(cv_bot_profile_db.string);
}
else
{
char *dataFile = SharedParse(dataPointer);
char *token;
while (dataFile)
{
token = SharedGetToken();
char *clone = CloneString(token);
TheBotProfiles->Init(clone);
delete[] clone;
dataFile = SharedParse(dataFile);
}
FREE_FILE(dataPointer);
}
// Now that we've parsed all the profiles, we have a list of the voice banks they're using.
// Go back and parse the custom voice speakables.
const BotProfileManager::VoiceBankList *pVoiceBanks = TheBotProfiles->GetVoiceBanks();
for (uint32 i = 1; i < pVoiceBanks->size(); i++)
{
TheBotPhrases->Initialize((*pVoiceBanks)[i], i);
}
#ifdef REGAMEDLL_FIXES
AddServerCommands();
#endif
}
// Invoked when a new round begins
void CCSBotManager::RestartRound()
{
// extend
CBotManager::RestartRound();
SetLooseBomb(nullptr);
m_isBombPlanted = false;
m_earliestBombPlantTimestamp = gpGlobals->time + RANDOM_FLOAT(10.0f, 30.0f);
m_bombDefuser = nullptr;
m_editCmd = EDIT_NONE;
ResetRadioMessageTimestamps();
m_lastSeenEnemyTimestamp = -9999.9f;
m_roundStartTimestamp = gpGlobals->time + freezetime.value;
// randomly decide if defensive team wants to "rush" as a whole
const float defenseRushChance = 33.3f; // 25.0f;
m_isDefenseRushing = (RANDOM_FLOAT(0.0f, 100.0f) <= defenseRushChance) ? true : false;
TheBotPhrases->OnRoundRestart();
m_isRoundOver = false;
m_isRespawnStarted = false;
m_canRespawn = true;
}
// Called each frame
void CCSBotManager::StartFrame()
{
// EXTEND
CBotManager::StartFrame();
MonitorBotCVars();
// debug zone extent visualization
if (cv_bot_debug.value == 5.0f)
{
for (int z = 0; z < m_zoneCount; z++)
{
Zone *zone = &m_zone[z];
UTIL_DrawBox(&zone->m_extent, 1, 255, 100, 0);
}
}
}
// Return true if the bot can use this weapon
bool CCSBotManager::IsWeaponUseable(CBasePlayerItem *item) const
{
if (!item)
{
return false;
}
if (item->m_iId == WEAPON_C4)
return true;
WeaponClassType weaponClass = WeaponIDToWeaponClass(item->m_iId);
if ((!AllowShotguns() && weaponClass == WEAPONCLASS_SHOTGUN)
|| (!AllowMachineGuns() && weaponClass == WEAPONCLASS_MACHINEGUN)
|| (!AllowRifles() && weaponClass == WEAPONCLASS_RIFLE)
|| (!AllowSnipers() && weaponClass == WEAPONCLASS_SNIPERRIFLE)
|| (!AllowSubMachineGuns() && weaponClass == WEAPONCLASS_SUBMACHINEGUN)
|| (!AllowTacticalShield() && item->m_iId == WEAPON_SHIELDGUN)
|| (!AllowPistols() && weaponClass == WEAPONCLASS_PISTOL)
|| (!AllowGrenades() && weaponClass == WEAPONCLASS_GRENADE))
{
return false;
}
return true;
}
bool CCSBotManager::IsWeaponUseable(ArmouryItemPack item) const
{
WeaponClassType weaponClass = WeaponIDToWeaponClass(item);
if ((!AllowShotguns() && weaponClass == WEAPONCLASS_SHOTGUN)
|| (!AllowMachineGuns() && weaponClass == WEAPONCLASS_MACHINEGUN)
|| (!AllowRifles() && weaponClass == WEAPONCLASS_RIFLE)
|| (!AllowSnipers() && weaponClass == WEAPONCLASS_SNIPERRIFLE)
|| (!AllowSubMachineGuns() && weaponClass == WEAPONCLASS_SUBMACHINEGUN)
|| (!AllowTacticalShield() && item == ARMOURY_SHIELD)
|| (!AllowPistols() && weaponClass == WEAPONCLASS_PISTOL)
|| (!AllowGrenades() && weaponClass == WEAPONCLASS_GRENADE))
{
return false;
}
return true;
}
// Return true if this player is on "defense"
bool CCSBotManager::IsOnDefense(CBasePlayer *pPlayer) const
{
switch (GetScenario())
{
case SCENARIO_DEFUSE_BOMB:
return (pPlayer->m_iTeam == CT);
case SCENARIO_RESCUE_HOSTAGES:
return (pPlayer->m_iTeam == TERRORIST);
case SCENARIO_ESCORT_VIP:
return (pPlayer->m_iTeam == TERRORIST);
}
return false;
}
// Return true if this player is on "offense"
bool CCSBotManager::IsOnOffense(CBasePlayer *pPlayer) const
{
return !IsOnDefense(pPlayer);
}
// Invoked when a map has just been loaded
void CCSBotManager::ServerActivate()
{
DestroyNavigationMap();
m_isMapDataLoaded = false;
m_zoneCount = 0;
m_gameScenario = SCENARIO_DEATHMATCH;
ValidateMapData();
RestartRound();
m_isLearningMap = false;
m_isAnalysisRequested = false;
m_bServerActive = true;
#ifndef REGAMEDLL_FIXES
AddServerCommands();
#endif
TheBotPhrases->OnMapChange();
}
void CCSBotManager::AddServerCommand(const char *cmd)
{
ADD_SERVER_COMMAND((char *)cmd, Bot_ServerCommand);
}
void CCSBotManager::AddServerCommands()
{
static bool fFirstTime = true;
if (!fFirstTime)
return;
fFirstTime = false;
if (!AreBotsAllowed())
return;
AddServerCommand("bot_about");
AddServerCommand("bot_add");
AddServerCommand("bot_add_t");
AddServerCommand("bot_add_ct");
AddServerCommand("bot_kill");
AddServerCommand("bot_kick");
AddServerCommand("bot_knives_only");
AddServerCommand("bot_pistols_only");
AddServerCommand("bot_snipers_only");
AddServerCommand("bot_all_weapons");
AddServerCommand("entity_dump");
AddServerCommand("bot_nav_delete");
AddServerCommand("bot_nav_split");
AddServerCommand("bot_nav_merge");
AddServerCommand("bot_nav_mark");
AddServerCommand("bot_nav_begin_area");
AddServerCommand("bot_nav_end_area");
AddServerCommand("bot_nav_connect");
AddServerCommand("bot_nav_disconnect");
AddServerCommand("bot_nav_splice");
AddServerCommand("bot_nav_crouch");
AddServerCommand("bot_nav_jump");
AddServerCommand("bot_nav_precise");
AddServerCommand("bot_nav_no_jump");
AddServerCommand("bot_nav_analyze");
AddServerCommand("bot_nav_strip");
AddServerCommand("bot_nav_save");
AddServerCommand("bot_nav_load");
AddServerCommand("bot_nav_use_place");
AddServerCommand("bot_nav_place_floodfill");
AddServerCommand("bot_nav_place_pick");
AddServerCommand("bot_nav_toggle_place_mode");
AddServerCommand("bot_nav_toggle_place_painting");
AddServerCommand("bot_goto_mark");
AddServerCommand("bot_memory_usage");
AddServerCommand("bot_nav_mark_unnamed");
AddServerCommand("bot_nav_warp");
AddServerCommand("bot_nav_corner_select");
AddServerCommand("bot_nav_corner_raise");
AddServerCommand("bot_nav_corner_lower");
AddServerCommand("bot_nav_check_consistency");
}
void CCSBotManager::ServerDeactivate()
{
m_bServerActive = false;
}
void CCSBotManager::ClientDisconnect(CBasePlayer *pPlayer)
{
if (!pPlayer || !pPlayer->IsBot())
return;
auto pevTemp = VARS(pPlayer->edict());
CCSBot *pBot = static_cast<CCSBot *>(pPlayer);
pBot->Disconnect();
if (!FStringNull(pPlayer->pev->classname))
{
RemoveEntityHashValue(pPlayer->pev, STRING(pPlayer->pev->classname), CLASSNAME);
}
FREE_PRIVATE(pPlayer->edict());
pPlayer = GetClassPtr<CCSPlayer>((CBasePlayer *)pevTemp);
AddEntityHashValue(pPlayer->pev, STRING(pPlayer->pev->classname), CLASSNAME);
pPlayer->pev->flags = FL_DORMANT;
#ifdef REGAMEDLL_FIXES
pPlayer->has_disconnected = true;
#endif
}
void PrintAllEntities()
{
for (int i = 1; i < gpGlobals->maxEntities; i++)
{
edict_t *edict = INDEXENT(i);
if (!edict || FStringNull(edict->v.classname))
continue;
CONSOLE_ECHO(" %s\n", STRING(edict->v.classname));
}
}
void CCSBotManager::ServerCommand(const char *pcmd)
{
if (!m_bServerActive || !AreBotsAllowed())
return;
char buffer[400];
const char *msg = CMD_ARGV(1);
if (FStrEq(pcmd, "bot_about"))
{
Q_snprintf(buffer, sizeof(buffer),
"\n--------------------------------------------------------------------------\n"
"The Official Counter-Strike Bot V%d.%02d\n"
"Created by Michael S. Booth\n"
"Web: www.turtlerockstudios.com\\csbot\n"
"E-mail: csbot@turtlerockstudios.com\n"
"--------------------------------------------------------------------------\n\n", BOT_VERSION_MAJOR, BOT_VERSION_MINOR);
CONSOLE_ECHO(buffer);
HintMessageToAllPlayers(buffer);
}
else if (FStrEq(pcmd, "bot_add"))
{
BotAddCommand(BOT_TEAM_ANY, FROM_CONSOLE);
}
else if (FStrEq(pcmd, "bot_add_t"))
{
BotAddCommand(BOT_TEAM_T, FROM_CONSOLE);
}
else if (FStrEq(pcmd, "bot_add_ct"))
{
BotAddCommand(BOT_TEAM_CT, FROM_CONSOLE);
}
else if (FStrEq(pcmd, "bot_kill"))
{
bool killThemAll;
if (CMD_ARGC() == 1 || FStrEq(msg, "all"))
killThemAll = true;
else
killThemAll = false;
for (int i = 1; i <= gpGlobals->maxClients; i++)
{
CBasePlayer *pPlayer = UTIL_PlayerByIndex(i);
if (!UTIL_IsValidPlayer(pPlayer))
continue;
const char *name = STRING(pPlayer->pev->netname);
if (FStrEq(name, ""))
continue;
#ifdef REGAMEDLL_FIXES
if (pPlayer->pev->deadflag != DEAD_NO)
continue;
#endif
if (pPlayer->IsBot())
{
CCSBot *pBot = static_cast<CCSBot *>(pPlayer);
if (killThemAll || FStrEq(name, msg))
pBot->Kill();
}
}
}
else if (FStrEq(pcmd, "bot_kick"))
{
bool kickThemAll;
if (CMD_ARGC() == 1 || FStrEq(msg, "all"))
kickThemAll = true;
else
kickThemAll = false;
#ifdef REGAMEDLL_ADD
bool fillMode = FStrEq(cv_bot_quota_mode.string, "fill");
#else
bool fillMode = false;
#endif
for (int i = 1; i <= gpGlobals->maxClients; i++)
{
CBasePlayer *pPlayer = UTIL_PlayerByIndex(i);
if (!UTIL_IsValidPlayer(pPlayer))
continue;
const char *name = STRING(pPlayer->pev->netname);
if (FStrEq(name, ""))
continue;
if (pPlayer->IsBot())
{
if (kickThemAll || FStrEq(name, msg))
{
// adjust bot quota so kicked bot is not immediately added back in
int newQuota = cv_bot_quota.value - 1;
SERVER_COMMAND(UTIL_VarArgs("kick \"%s\"\n", name));
if (kickThemAll || !fillMode)
{
CVAR_SET_FLOAT("bot_quota", clamp(newQuota, 0, int(cv_bot_quota.value)));
}
}
}
}
if (kickThemAll || cv_bot_quota.value < 0.0f)
{
CVAR_SET_FLOAT("bot_quota", 0);
}
}
else if (FStrEq(pcmd, "bot_knives_only"))
{
CVAR_SET_FLOAT("bot_allow_pistols", 0);
CVAR_SET_FLOAT("bot_allow_shotguns", 0);
CVAR_SET_FLOAT("bot_allow_sub_machine_guns", 0);
CVAR_SET_FLOAT("bot_allow_rifles", 0);
CVAR_SET_FLOAT("bot_allow_machine_guns", 0);
CVAR_SET_FLOAT("bot_allow_grenades", 0);
CVAR_SET_FLOAT("bot_allow_snipers", 0);
CVAR_SET_FLOAT("bot_allow_shield", 0);
}
else if (FStrEq(pcmd, "bot_pistols_only"))
{
CVAR_SET_FLOAT("bot_allow_pistols", 1);
CVAR_SET_FLOAT("bot_allow_shotguns", 0);
CVAR_SET_FLOAT("bot_allow_sub_machine_guns", 0);
CVAR_SET_FLOAT("bot_allow_rifles", 0);
CVAR_SET_FLOAT("bot_allow_machine_guns", 0);
CVAR_SET_FLOAT("bot_allow_grenades", 0);
CVAR_SET_FLOAT("bot_allow_snipers", 0);
CVAR_SET_FLOAT("bot_allow_shield", 0);
}
else if (FStrEq(pcmd, "bot_snipers_only"))
{
CVAR_SET_FLOAT("bot_allow_pistols", 1);
CVAR_SET_FLOAT("bot_allow_shotguns", 0);
CVAR_SET_FLOAT("bot_allow_sub_machine_guns", 0);
CVAR_SET_FLOAT("bot_allow_rifles", 0);
CVAR_SET_FLOAT("bot_allow_machine_guns", 0);
CVAR_SET_FLOAT("bot_allow_grenades", 0);
CVAR_SET_FLOAT("bot_allow_snipers", 1);
CVAR_SET_FLOAT("bot_allow_shield", 0);
}
else if (FStrEq(pcmd, "bot_all_weapons"))
{
CVAR_SET_FLOAT("bot_allow_pistols", 1);
CVAR_SET_FLOAT("bot_allow_shotguns", 1);
CVAR_SET_FLOAT("bot_allow_sub_machine_guns", 1);
CVAR_SET_FLOAT("bot_allow_rifles", 1);
CVAR_SET_FLOAT("bot_allow_machine_guns", 1);
CVAR_SET_FLOAT("bot_allow_grenades", 1);
CVAR_SET_FLOAT("bot_allow_snipers", 1);
CVAR_SET_FLOAT("bot_allow_shield", 1);
}
else if (FStrEq(pcmd, "entity_dump"))
{
PrintAllEntities();
}
else if (FStrEq(pcmd, "bot_nav_delete"))
{
m_editCmd = EDIT_DELETE;
}
else if (FStrEq(pcmd, "bot_nav_split"))
{
m_editCmd = EDIT_SPLIT;
}
else if (FStrEq(pcmd, "bot_nav_merge"))
{
m_editCmd = EDIT_MERGE;
}
else if (FStrEq(pcmd, "bot_nav_mark"))
{
m_editCmd = EDIT_MARK;
}
else if (FStrEq(pcmd, "bot_nav_begin_area"))
{
m_editCmd = EDIT_BEGIN_AREA;
}
else if (FStrEq(pcmd, "bot_nav_end_area"))
{
m_editCmd = EDIT_END_AREA;
}
else if (FStrEq(pcmd, "bot_nav_connect"))
{
m_editCmd = EDIT_CONNECT;
}
else if (FStrEq(pcmd, "bot_nav_disconnect"))
{
m_editCmd = EDIT_DISCONNECT;
}
else if (FStrEq(pcmd, "bot_nav_splice"))
{
m_editCmd = EDIT_SPLICE;
}
else if (FStrEq(pcmd, "bot_nav_crouch"))
{
m_editCmd = EDIT_ATTRIB_CROUCH;
}
else if (FStrEq(pcmd, "bot_nav_jump"))
{
m_editCmd = EDIT_ATTRIB_JUMP;
}
else if (FStrEq(pcmd, "bot_nav_precise"))
{
m_editCmd = EDIT_ATTRIB_PRECISE;
}
else if (FStrEq(pcmd, "bot_nav_no_jump"))
{
m_editCmd = EDIT_ATTRIB_NO_JUMP;
}
else if (FStrEq(pcmd, "bot_nav_analyze"))
{
m_isAnalysisRequested = true;
}
else if (FStrEq(pcmd, "bot_nav_strip"))
{
StripNavigationAreas();
}
else if (FStrEq(pcmd, "bot_nav_save"))
{
GET_GAME_DIR(buffer);
Q_strcat(buffer, "\\");
Q_strcat(buffer, CBotManager::GetNavMapFilename());
if (SaveNavigationMap(buffer))
CONSOLE_ECHO("Navigation map '%s' saved.\n", buffer);
else
CONSOLE_ECHO("ERROR: Cannot save navigation map '%s'.\n", buffer);
}
else if (FStrEq(pcmd, "bot_nav_load"))
{
ValidateMapData();
}
else if (FStrEq(pcmd, "bot_nav_use_place"))
{
if (CMD_ARGC() == 1)
{
// no arguments = list all available places
int i = 0;
const BotPhraseList *placeList = TheBotPhrases->GetPlaceList();
for (auto phrase : *placeList)
{
if (phrase->GetID() == GetNavPlace())
CONSOLE_ECHO("--> %-26s", phrase->GetName());
else
CONSOLE_ECHO("%-30s", phrase->GetName());
if (!(i % 3))
CONSOLE_ECHO("\n");
i++;
}
CONSOLE_ECHO("\n");
}
else
{
// single argument = set current place
const BotPhraseList *placeList = TheBotPhrases->GetPlaceList();
const BotPhrase *found = nullptr;
bool isAmbiguous = false;
for (auto phrase : *placeList)
{
if (!Q_strnicmp(phrase->GetName(), msg, Q_strlen(msg)))
{
// check for exact match in case of subsets of other strings
if (!Q_strcmp(phrase->GetName(), msg))
{
found = phrase;
isAmbiguous = false;
break;
}
if (found)
{
isAmbiguous = true;
}
else
{
found = phrase;
}
}
}
if (isAmbiguous)
{
CONSOLE_ECHO("Ambiguous\n");
}
else if (found)
{
CONSOLE_ECHO("Current place set to '%s'\n", found->GetName());
SetNavPlace(found->GetID());
}
else
{
CONSOLE_ECHO("Error - place name '%s' no exists in phrases BotChatter.db\n", msg);
}
}
}
else if (FStrEq(pcmd, "bot_nav_toggle_place_mode"))
{
m_editCmd = EDIT_TOGGLE_PLACE_MODE;
}
else if (FStrEq(pcmd, "bot_nav_place_floodfill"))
{
m_editCmd = EDIT_PLACE_FLOODFILL;
}
else if (FStrEq(pcmd, "bot_nav_place_pick"))
{
m_editCmd = EDIT_PLACE_PICK;
}
else if (FStrEq(pcmd, "bot_nav_toggle_place_painting"))
{
m_editCmd = EDIT_TOGGLE_PLACE_PAINTING;
}
else if (FStrEq(pcmd, "bot_goto_mark"))
{
// tell the first bot we find to go to our marked area
CNavArea *area = GetMarkedArea();
if (area)
{
CBaseEntity *pEntity = nullptr;
while ((pEntity = UTIL_FindEntityByClassname(pEntity, "player")))
{
if (FNullEnt(pEntity->edict()))
break;
if (!pEntity->IsPlayer())
continue;
if (pEntity->IsDormant())
continue;
CBasePlayer *playerOrBot = GetClassPtr<CCSPlayer>((CBasePlayer *)pEntity->pev);
if (playerOrBot->IsBot())
{
CCSBot *pBot = static_cast<CCSBot *>(playerOrBot);
if (pBot)
{
pBot->MoveTo(&area->m_center, FASTEST_ROUTE);
}
break;
}
}
}
}
else if (FStrEq(pcmd, "bot_memory_usage"))
{
CONSOLE_ECHO("Memory usage:\n");
CONSOLE_ECHO(" %d bytes per bot\b", sizeof(CCSBot));
CONSOLE_ECHO(" %d Navigation Areas @ %d bytes each = %d bytes\n",
TheNavAreaGrid.GetNavAreaCount(),
sizeof(CNavArea),
TheNavAreaGrid.GetNavAreaCount() * sizeof(CNavArea));
CONSOLE_ECHO(" %d Hiding Spots @ %d bytes each = %d bytes\n",
TheHidingSpotList.size(),
sizeof(HidingSpot),
sizeof(HidingSpot) * TheHidingSpotList.size());
unsigned int encounterMem = 0;
for (auto area : TheNavAreaList)
{
for (auto se : area->m_spotEncounterList)
{
encounterMem += sizeof(SpotEncounter);
encounterMem += sizeof(SpotOrder) * se.spotList.size();
}
}
CONSOLE_ECHO(" Encounter Spot data = %d bytes\n", encounterMem);
}
else if (FStrEq(pcmd, "bot_nav_mark_unnamed"))
{
m_editCmd = EDIT_MARK_UNNAMED;
}
else if (FStrEq(pcmd, "bot_nav_warp"))
{
m_editCmd = EDIT_WARP_TO_MARK;
}
else if (FStrEq(pcmd, "bot_nav_corner_select"))
{
m_editCmd = EDIT_SELECT_CORNER;
}
else if (FStrEq(pcmd, "bot_nav_corner_raise"))
{
m_editCmd = EDIT_RAISE_CORNER;
}
else if (FStrEq(pcmd, "bot_nav_corner_lower"))
{
m_editCmd = EDIT_LOWER_CORNER;
}
else if (FStrEq(pcmd, "bot_nav_check_consistency"))
{
if (CMD_ARGC() != 2)
{
CONSOLE_ECHO("usage: bot_nav_check_consistency <filename>\n");
return;
}
SanityCheckNavigationMap(msg);
}
}
BOOL CCSBotManager::ClientCommand(CBasePlayer *pPlayer, const char *pcmd)
{
#ifdef REGAMEDLL_ADD
if (pPlayer->IsBot())
return FALSE;
if (cv_bot_mimic.value == pPlayer->entindex())
{
// Bots mimic our client commands
ForEachPlayer([pPlayer, pcmd](CBasePlayer *bot)
{
if (pPlayer != bot && bot->IsBot())
bot->ClientCommand(pcmd, CMD_ARGV_(1));
return true;
});
}
#endif
return FALSE;
}
// Process the "bot_add" console command
bool CCSBotManager::BotAddCommand(BotProfileTeamType team, bool isFromConsole)
{
// dont allow bots to join if the Navigation Area is being generated
if (m_isLearningMap)
return false;
const BotProfile *profile = nullptr;
if (!isFromConsole || CMD_ARGC() < 2)
{
// if team not specified, check cv_bot_join_team cvar for preference
if (team == BOT_TEAM_ANY)
{
if (!Q_stricmp(cv_bot_join_team.string, "T"))
team = BOT_TEAM_T;
else if (!Q_stricmp(cv_bot_join_team.string, "CT"))
team = BOT_TEAM_CT;
else
{
TeamName defaultTeam = CSGameRules()->SelectDefaultTeam();
if (defaultTeam == TERRORIST)
team = BOT_TEAM_T;
else if (defaultTeam == CT)
team = BOT_TEAM_CT;
}
}
// try to add a bot by name
profile = TheBotProfiles->GetRandomProfile(GetDifficultyLevel(), team);
if (!profile)
{
CONSOLE_ECHO("All bot profiles at this difficulty level are in use.\n");
#ifdef REGAMEDLL_FIXES
// decrease the bot quota
if (!isFromConsole)
{
int newQuota = cv_bot_quota.value - 1;
CVAR_SET_FLOAT("bot_quota", clamp(newQuota, 0, (int)cv_bot_quota.value));
}
#endif
return true;
}
}
else
{
// in career, ignore humans
bool ignoreHumans = false;
if (CSGameRules() && CSGameRules()->IsCareer())
ignoreHumans = true;
if (UTIL_IsNameTaken(CMD_ARGV(1), ignoreHumans))
{
CONSOLE_ECHO("Error - %s is already in the game.\n", CMD_ARGV(1));
return true;
}
profile = TheBotProfiles->GetProfile(CMD_ARGV(1), team);
if (!profile)
{
CONSOLE_ECHO("Error - no profile for '%s' exists.\n", CMD_ARGV(1));
return true;
}
}
// create the bot
if (AddBot(profile, team))
{
if (isFromConsole)
{
// increase the bot quota to account for manually added bot
int newQuota = cv_bot_quota.value + 1;
CVAR_SET_FLOAT("bot_quota", clamp(newQuota, 0, gpGlobals->maxClients));
}
}
#ifdef REGAMEDLL_FIXES
else
{
// decrease the bot quota
if (!isFromConsole)
{
int newQuota = cv_bot_quota.value - 1;
CVAR_SET_FLOAT("bot_quota", clamp(newQuota, 0, (int)cv_bot_quota.value));
}
}
#endif
return true;
}
// Keep a minimum quota of bots in the game
void CCSBotManager::MaintainBotQuota()
{
#ifdef REGAMEDLL_FIXES
if (!AreBotsAllowed())
return;
#endif
if (m_isLearningMap)
return;
int totalHumansInGame = UTIL_HumansInGame();
int humanPlayersInGame = UTIL_HumansInGame(IGNORE_SPECTATORS);
int spectatorPlayersInGame = UTIL_SpectatorsInGame();
// don't add bots until local player has been registered, to make sure he's player ID #1
if (!IS_DEDICATED_SERVER() && totalHumansInGame == 0)
return;
int desiredBotCount = int(cv_bot_quota.value);
int occupiedBotSlots = UTIL_BotsInGame();
bool isRoundInDeathmatch = false;
#ifdef REGAMEDLL_ADD
if (round_infinite.value > 0)
isRoundInDeathmatch = true; // is no round end gameplay
#endif
// isRoundInProgress is true if the round has progressed far enough that new players will join as dead.
bool isRoundInProgress = CSGameRules()->IsGameStarted() &&
!TheCSBots()->IsRoundOver() &&
(CSGameRules()->GetRoundRespawnTime() != -1 && CSGameRules()->GetRoundElapsedTime() >= CSGameRules()->GetRoundRespawnTime()) && !isRoundInDeathmatch;
#ifdef REGAMEDLL_ADD
if (FStrEq(cv_bot_quota_mode.string, "fill"))
{
// If bot_quota_mode is 'fill', we want the number of bots and humans together to equal bot_quota
// unless the round is already in progress, in which case we play with what we've been dealt
if (!isRoundInProgress)
{
desiredBotCount = Q_max(0, desiredBotCount - humanPlayersInGame);
}
else
{
desiredBotCount = occupiedBotSlots;
}
}
else if (FStrEq(cv_bot_quota_mode.string, "match"))
{
// If bot_quota_mode is 'match', we want the number of bots to be bot_quota * total humans
// unless the round is already in progress, in which case we play with what we've been dealt
if (!isRoundInProgress)
{
desiredBotCount = Q_max<int>(0, cv_bot_quota.value * humanPlayersInGame);
}
else
{
desiredBotCount = occupiedBotSlots;
}
}
#else // #ifdef REGAMEDLL_ADD
if (cv_bot_quota_match.value > 0.0)
{
desiredBotCount = int(humanPlayersInGame * cv_bot_quota_match.value);
}
#endif // #ifdef REGAMEDLL_ADD
// wait for a player to join, if necessary
if (cv_bot_join_after_player.value > 0.0)
{
if (humanPlayersInGame == 0 && spectatorPlayersInGame == 0)
desiredBotCount = 0;
}
#ifdef REGAMEDLL_ADD
// wait until the map has been loaded for a bit, to allow players to transition across
// the transition without missing the pistol round
if (static_cast<int>(cv_bot_join_delay.value) > CSGameRules()->GetMapElapsedTime())
{
desiredBotCount = 0;
}
#endif
// if bots will auto-vacate, we need to keep one slot open to allow players to join
if (cv_bot_auto_vacate.value > 0.0)
desiredBotCount = Q_min(desiredBotCount, gpGlobals->maxClients - (humanPlayersInGame + 1));
else
desiredBotCount = Q_min(desiredBotCount, gpGlobals->maxClients - humanPlayersInGame);
#ifdef REGAMEDLL_FIXES
// Try to balance teams, if we are in the first specified seconds of a round and bots can join either team.
if (occupiedBotSlots > 0 && desiredBotCount == occupiedBotSlots && (CSGameRules()->IsGameStarted() || isRoundInDeathmatch))
{
if (isRoundInDeathmatch ||
(CSGameRules()->GetRoundRespawnTime() == -1 || // means no time limit
CSGameRules()->GetRoundElapsedTime() < CSGameRules()->GetRoundRespawnTime())) // new bots can still spawn during this time
{
if (autoteambalance.value > 0.0f)
{
int numAliveTerrorist;
int numAliveCT;
int numDeadTerrorist;
int numDeadCT;
CSGameRules()->InitializePlayerCounts(numAliveTerrorist, numAliveCT, numDeadTerrorist, numDeadCT);
if (!FStrEq(cv_bot_join_team.string, "T") &&
!FStrEq(cv_bot_join_team.string, "CT"))
{
if (numAliveTerrorist > CSGameRules()->m_iNumCT + 1)
{
if (UTIL_KickBotFromTeam(TERRORIST))
return;
}
else if (numAliveCT > CSGameRules()->m_iNumTerrorist + 1)
{
if (UTIL_KickBotFromTeam(CT))
return;
}
}
}
}
}
#endif // #ifdef REGAMEDLL_FIXES
// add bots if necessary
if (desiredBotCount > occupiedBotSlots)
{
// don't try to add a bot if all teams are full
if (!CSGameRules()->TeamFull(TERRORIST) || !CSGameRules()->TeamFull(CT))
{
#ifndef REGAMEDLL_FIXES
if (AreBotsAllowed())
#endif
{
BotAddCommand(BOT_TEAM_ANY);
}
}
}
else if (desiredBotCount < occupiedBotSlots)
{
// kick a bot to maintain quota
// first remove any unassigned bots
if (UTIL_KickBotFromTeam(UNASSIGNED))
return;
TeamName kickTeam;
// remove from the team that has more players
if (CSGameRules()->m_iNumTerrorist > CSGameRules()->m_iNumCT)
{
kickTeam = TERRORIST;
}
else if (CSGameRules()->m_iNumTerrorist < CSGameRules()->m_iNumCT)
{
kickTeam = CT;
}
// remove from the team that's winning
else if (CSGameRules()->m_iNumTerroristWins > CSGameRules()->m_iNumCTWins)
{
kickTeam = TERRORIST;
}
else if (CSGameRules()->m_iNumCTWins > CSGameRules()->m_iNumTerroristWins)
{
kickTeam = CT;
}
else
{
// teams and scores are equal, pick a team at random
kickTeam = (RANDOM_LONG(0, 1) == 0) ? CT : TERRORIST;
}
// attempt to kick a bot from the given team
bool atLeastOneKicked = UTIL_KickBotFromTeam(kickTeam);
if (!atLeastOneKicked)
{
// if there were no bots on the team, kick a bot from the other team
if (kickTeam == TERRORIST)
atLeastOneKicked = UTIL_KickBotFromTeam(CT);
else
atLeastOneKicked = UTIL_KickBotFromTeam(TERRORIST);
}
if (atLeastOneKicked)
{
CONSOLE_ECHO("These bots kicked to maintain quota.\n");
}
}
else
{
if (CSGameRules() && !CSGameRules()->IsCareer())
return;
bool humansAreCTs = (Q_strcmp(humans_join_team.string, "CT") == 0);
if (humansAreCTs)
{
if (CSGameRules()->m_iNumCT <= 6)
return;
UTIL_KickBotFromTeam(CT);
}
else
{
if (CSGameRules()->m_iNumTerrorist <= 6)
return;
UTIL_KickBotFromTeam(TERRORIST);
}
int newQuota = cv_bot_quota.value - 1;
CVAR_SET_FLOAT("bot_quota", clamp(newQuota, 0, (int)cv_bot_quota.value));
}
}
void CCSBotManager::MonitorBotCVars()
{
if (cv_bot_nav_edit.value != 0.0f)
{
EditNavAreas(m_editCmd);
m_editCmd = EDIT_NONE;
}
if (gpGlobals->time >= m_flNextCVarCheck)
{
if (cv_bot_show_danger.value != 0.0f)
DrawDanger();
MaintainBotQuota();
m_flNextCVarCheck = gpGlobals->time + 0.3f;
}
}
// Collect all nav areas that overlap the given zone
class CollectOverlappingAreas
{
public:
CollectOverlappingAreas(CCSBotManager::Zone *zone)
{
m_zone = zone;
zone->m_areaCount = 0;
}
bool operator()(CNavArea *area)
{
const Extent *areaExtent = area->GetExtent();
if (areaExtent->hi.x >= m_zone->m_extent.lo.x && areaExtent->lo.x <= m_zone->m_extent.hi.x
&& areaExtent->hi.y >= m_zone->m_extent.lo.y && areaExtent->lo.y <= m_zone->m_extent.hi.y
&& areaExtent->hi.z >= m_zone->m_extent.lo.z && areaExtent->lo.z <= m_zone->m_extent.hi.z)
{
// area overlaps m_zone
m_zone->m_area[m_zone->m_areaCount++] = area;
if (m_zone->m_areaCount == CCSBotManager::MAX_ZONE_NAV_AREAS)
{
return false;
}
}
return true;
}
private:
CCSBotManager::Zone *m_zone;
};
// Search the map entities to determine the game scenario and define important zones.
void CCSBotManager::ValidateMapData()
{
if (m_isMapDataLoaded || !AreBotsAllowed())
return;
m_isMapDataLoaded = true;
if (LoadNavigationMap())
{
CONSOLE_ECHO("Failed to load navigation map.\n");
return;
}
CONSOLE_ECHO("Navigation map loaded.\n");
m_zoneCount = 0;
m_gameScenario = SCENARIO_DEATHMATCH;
// Search all entities in the map and set the game type and store all zones (bomb target, etc).
CBaseEntity *pEntity = nullptr;
for (int i = 1; i < gpGlobals->maxEntities; i++)
{
pEntity = CBaseEntity::Instance(INDEXENT(i));
if (!pEntity)
continue;
bool found = false;
bool isLegacy = false;
if (FClassnameIs(pEntity->pev, "func_bomb_target"))
{
m_gameScenario = SCENARIO_DEFUSE_BOMB;
found = true;
isLegacy = false;
}
else if (FClassnameIs(pEntity->pev, "info_bomb_target"))
{
m_gameScenario = SCENARIO_DEFUSE_BOMB;
found = true;
isLegacy = true;
}
else if (FClassnameIs(pEntity->pev, "func_hostage_rescue"))
{
m_gameScenario = SCENARIO_RESCUE_HOSTAGES;
found = true;
isLegacy = false;
}
else if (FClassnameIs(pEntity->pev, "info_hostage_rescue"))
{
m_gameScenario = SCENARIO_RESCUE_HOSTAGES;
found = true;
isLegacy = true;
}
else if (FClassnameIs(pEntity->pev, "hostage_entity"))
{
// some very old maps (ie: cs_assault) use info_player_start
// as rescue zones, so set the scenario if there are hostages
// in the map
m_gameScenario = SCENARIO_RESCUE_HOSTAGES;
}
else if (FClassnameIs(pEntity->pev, "func_vip_safetyzone"))
{
m_gameScenario = SCENARIO_ESCORT_VIP;
found = true;
isLegacy = false;
}
if (found)
{
if (m_zoneCount < MAX_ZONES)
{
m_zone[m_zoneCount].m_center = isLegacy ? pEntity->pev->origin : (pEntity->pev->absmax + pEntity->pev->absmin) / 2.0f;
m_zone[m_zoneCount].m_isLegacy = isLegacy;
m_zone[m_zoneCount].m_index = m_zoneCount;
m_zone[m_zoneCount].m_entity = pEntity;
m_zoneCount++;
}
else
{
CONSOLE_ECHO("Warning: Too many zones, some will be ignored.\n");
}
}
}
// If there are no zones and the scenario is hostage rescue,
// use the info_player_start entities as rescue zones.
if (m_zoneCount == 0 && m_gameScenario == SCENARIO_RESCUE_HOSTAGES)
{
pEntity = nullptr;
while ((pEntity = UTIL_FindEntityByClassname(pEntity, "info_player_start")))
{
#ifdef REGAMEDLL_FIXES
if (m_zoneCount >= MAX_ZONES)
break;
#endif
if (FNullEnt(pEntity->edict()))
break;
if (m_zoneCount < MAX_ZONES)
{
m_zone[m_zoneCount].m_center = pEntity->pev->origin;
m_zone[m_zoneCount].m_isLegacy = true;
m_zone[m_zoneCount].m_index = m_zoneCount;
m_zone[m_zoneCount].m_entity = pEntity;
m_zoneCount++;
}
else
{
CONSOLE_ECHO("Warning: Too many zones, some will be ignored.\n");
}
}
}
// Collect nav areas that overlap each zone
for (int i = 0; i < m_zoneCount; i++)
{
Zone *zone = &m_zone[i];
if (zone->m_isLegacy)
{
const float legacyRange = 256.0f;
zone->m_extent.lo.x = zone->m_center.x - legacyRange;
zone->m_extent.lo.y = zone->m_center.y - legacyRange;
zone->m_extent.lo.z = zone->m_center.z - legacyRange;
zone->m_extent.hi.x = zone->m_center.x + legacyRange;
zone->m_extent.hi.y = zone->m_center.y + legacyRange;
zone->m_extent.hi.z = zone->m_center.z + legacyRange;
}
else
{
zone->m_extent.lo = zone->m_entity->pev->absmin;
zone->m_extent.hi = zone->m_entity->pev->absmax;
}
// ensure Z overlap
const float zFudge = 50.0f;
zone->m_extent.lo.z -= zFudge;
zone->m_extent.hi.z += zFudge;
// build a list of nav areas that overlap this zone
CollectOverlappingAreas collector(zone);
ForAllAreas(collector);
}
}
bool CCSBotManager::AddBot(const BotProfile *profile, BotProfileTeamType team)
{
if (!AreBotsAllowed())
return false;
int nTeamSlot = UNASSIGNED;
if (team == BOT_TEAM_ANY)
{
// if team not specified, check cv_bot_join_team cvar for preference
if (!Q_stricmp(cv_bot_join_team.string, "T"))
nTeamSlot = TERRORIST;
else if (!Q_stricmp(cv_bot_join_team.string, "CT"))
nTeamSlot = CT;
}
else if (team == BOT_TEAM_CT)
nTeamSlot = CT;
else if (team == BOT_TEAM_T)
nTeamSlot = TERRORIST;
if (nTeamSlot == UNASSIGNED)
{
nTeamSlot = CSGameRules()->SelectDefaultTeam();
}
if (nTeamSlot == UNASSIGNED || CSGameRules()->TeamFull(nTeamSlot))
{
CONSOLE_ECHO("Could not add bot to the game: Team is full\n");
return false;
}
if (CSGameRules()->TeamStacked(nTeamSlot, UNASSIGNED))
{
CONSOLE_ECHO("Could not add bot to the game: Team is stacked (to disable this check, set mp_limitteams and mp_autoteambalance to zero and restart the round).\n");
return false;
}
CCSBot *pBot = CreateBot<CCSBot, CAPI_CSBot>(profile);
if (!pBot)
{
return false;
}
//int nJoinedTeam;
ClientPutInServer(pBot->edict());
SET_CLIENT_KEY_VALUE(pBot->entindex(), GET_INFO_BUFFER(pBot->edict()), "*bot", "1");
pBot->m_iMenu = Menu_ChooseTeam;
pBot->m_iJoiningState = PICKINGTEAM;
if (HandleMenu_ChooseTeam(pBot, nTeamSlot))
{
int skin = profile->GetSkin();
if (!skin)
skin = 6;
HandleMenu_ChooseAppearance(pBot, skin);
if (IS_DEDICATED_SERVER())
{
UTIL_DPrintf("Added bot %s to server\n", STRING(pBot->pev->netname));
}
return true;
}
SERVER_COMMAND(UTIL_VarArgs("kick \"%s\"\n", STRING(pBot->pev->netname)));
CONSOLE_ECHO("Could not add bot to the game.\n");
return false;
}
// Return the zone that contains the given position
const CCSBotManager::Zone *CCSBotManager::GetZone(const Vector *pos) const
{
for (int z = 0; z < m_zoneCount; z++)
{
if (m_zone[z].m_extent.Contains(pos))
{
return &m_zone[z];
}
}
return nullptr;
}
// Return the closest zone to the given position
const CCSBotManager::Zone *CCSBotManager::GetClosestZone(const Vector *pos) const
{
const Zone *close = nullptr;
float closeRangeSq = 1e9f;
for (int z = 0; z < m_zoneCount; z++)
{
float rangeSq = (m_zone[z].m_center - (*pos)).LengthSquared();
if (rangeSq < closeRangeSq)
{
closeRangeSq = rangeSq;
close = &m_zone[z];
}
}
return close;
}
// Return a random position inside the given zone
const Vector *CCSBotManager::GetRandomPositionInZone(const Zone *zone) const
{
static Vector pos;
if (!zone)
return nullptr;
if (zone->m_areaCount == 0)
return nullptr;
// pick a random overlapping area
CNavArea *area = GetRandomAreaInZone(zone);
// pick a location inside both the nav area and the zone
// TODO: Randomize this
if (zone->m_isLegacy)
{
// TODO: It is possible that the radius might not overlap this area at all...
area->GetClosestPointOnArea(&zone->m_center, &pos);
}
else
{
const Extent &areaExtent = *area->GetExtent();
Extent overlap;
overlap.lo.x = Q_max(areaExtent.lo.x, zone->m_extent.lo.x);
overlap.lo.y = Q_max(areaExtent.lo.y, zone->m_extent.lo.y);
overlap.hi.x = Q_min(areaExtent.hi.x, zone->m_extent.hi.x);
overlap.hi.y = Q_min(areaExtent.hi.y, zone->m_extent.hi.y);
pos.x = (overlap.lo.x + overlap.hi.x) / 2.0f;
pos.y = (overlap.lo.y + overlap.hi.y) / 2.0f;
pos.z = area->GetZ(&pos);
}
return &pos;
}
// Return a random area inside the given zone
CNavArea *CCSBotManager::GetRandomAreaInZone(const Zone *zone) const
{
// TODO: improvement is needed
if (!zone->m_areaCount)
return nullptr;
return zone->m_area[RANDOM_LONG(0, zone->m_areaCount - 1)];
}
void CCSBotManager::OnEvent(GameEventType event, CBaseEntity *pEntity, CBaseEntity *pOther)
{
switch (event)
{
case EVENT_BOMB_PLANTED:
m_isBombPlanted = true;
m_bombPlantTimestamp = gpGlobals->time;
break;
case EVENT_BOMB_DEFUSING:
m_bombDefuser = static_cast<CBasePlayer *>(pEntity);
break;
case EVENT_BOMB_DEFUSE_ABORTED:
m_bombDefuser = nullptr;
break;
case EVENT_BOMB_DEFUSED:
m_isBombPlanted = false;
m_bombDefuser = nullptr;
break;
case EVENT_TERRORISTS_WIN:
case EVENT_CTS_WIN:
case EVENT_ROUND_DRAW:
m_isRoundOver = true;
break;
case EVENT_RADIO_ENEMY_SPOTTED:
m_lastSeenEnemyTimestamp = gpGlobals->time;
SetLastSeenEnemyTimestamp();
break;
default:
break;
}
CBotManager::OnEvent(event, pEntity, pOther);
}
// Get the time remaining before the planted bomb explodes
float CCSBotManager::GetBombTimeLeft() const
{
return (CSGameRules()->m_iC4Timer - (gpGlobals->time - m_bombPlantTimestamp));
}
void CCSBotManager::SetLooseBomb(CBaseEntity *bomb)
{
m_looseBomb = bomb;
if (bomb)
{
m_looseBombArea = TheNavAreaGrid.GetNearestNavArea(&bomb->pev->origin);
DbgAssert(!TheNavAreaGrid.IsValid() || m_looseBombArea); // TODO: Need investigation and find out why it cannot find nearest area for a lost bomb, just catch it
}
else
{
m_looseBombArea = nullptr;
}
}
// Return true if player is important to scenario (VIP, bomb carrier, etc)
bool CCSBotManager::IsImportantPlayer(CBasePlayer *pPlayer) const
{
switch (GetScenario())
{
case SCENARIO_DEFUSE_BOMB:
{
if (pPlayer->m_iTeam == TERRORIST && pPlayer->IsBombGuy())
return true;
// TODO: TEAM_CT's defusing the bomb are important
return false;
}
case SCENARIO_ESCORT_VIP:
{
if (pPlayer->m_iTeam == CT && pPlayer->m_bIsVIP)
return true;
return false;
}
case SCENARIO_RESCUE_HOSTAGES:
{
// TODO: TEAM_CT's escorting hostages are important
return false;
}
}
// everyone is equally important in a deathmatch
return false;
}
// Return priority of player (0 = max pri)
unsigned int CCSBotManager::GetPlayerPriority(CBasePlayer *pPlayer) const
{
const unsigned int lowestPriority = 0xFFFFFFFF;
if (!pPlayer->IsPlayer())
return lowestPriority;
// human players have highest priority
if (!pPlayer->IsBot())
return 0;
CCSBot *pBot = static_cast<CCSBot *>(pPlayer);
// bots doing something important for the current scenario have high priority
switch (GetScenario())
{
case SCENARIO_DEFUSE_BOMB:
{
// the bomb carrier has high priority
if (pBot->m_iTeam == TERRORIST && pBot->m_bHasC4)
return 1;
break;
}
case SCENARIO_ESCORT_VIP:
{
// the VIP has high priority
if (pBot->m_iTeam == CT && pBot->m_bIsVIP)
return 1;
break;
}
case SCENARIO_RESCUE_HOSTAGES:
{
// TEAM_CT's rescuing hostages have high priority
if (pBot->m_iTeam == CT && pBot->GetHostageEscortCount())
return 1;
break;
}
}
// everyone else is ranked by their unique ID (which cannot be zero)
return 1 + pBot->GetID();
}
// Return the last time the given radio message was sent for given team
// 'teamID' can be TEAM_CT or TEAM_TERRORIST
float CCSBotManager::GetRadioMessageTimestamp(GameEventType event, int teamID) const
{
if (event <= EVENT_START_RADIO_1 || event >= EVENT_END_RADIO)
return 0.0f;
int i = (teamID == TERRORIST) ? 0 : 1;
return m_radioMsgTimestamp[event - EVENT_START_RADIO_1][i];
}
// Return the interval since the last time this message was sent
float CCSBotManager::GetRadioMessageInterval(GameEventType event, int teamID) const
{
if (event <= EVENT_START_RADIO_1 || event >= EVENT_END_RADIO)
return 99999999.9f;
int i = (teamID == TERRORIST) ? 0 : 1;
return gpGlobals->time - m_radioMsgTimestamp[event - EVENT_START_RADIO_1][i];
}
// Set the given radio message timestamp.
// 'teamID' can be TEAM_CT or TEAM_TERRORIST
void CCSBotManager::SetRadioMessageTimestamp(GameEventType event, int teamID)
{
if (event <= EVENT_START_RADIO_1 || event >= EVENT_END_RADIO)
return;
int i = (teamID == TERRORIST) ? 0 : 1;
m_radioMsgTimestamp[event - EVENT_START_RADIO_1][i] = gpGlobals->time;
}
// Reset all radio message timestamps
void CCSBotManager::ResetRadioMessageTimestamps()
{
Q_memset(m_radioMsgTimestamp, 0, sizeof(m_radioMsgTimestamp));
}
void CCSBotManager::OnFreeEntPrivateData(CBaseEntity *pEntity)
{
for (int i = 1; i <= gpGlobals->maxClients; i++)
{
CBasePlayer *pPlayer = UTIL_PlayerByIndex(i);
if (!UTIL_IsValidPlayer(pPlayer))
continue;
if (pPlayer->IsBot())
{
CCSBot *pBot = static_cast<CCSBot *>(pPlayer);
if (pBot->m_attacker == pEntity)
pBot->m_attacker = nullptr;
if (pBot->m_bomber == pEntity)
pBot->m_bomber = nullptr;
}
}
}