mirror of
https://github.com/s1lentq/ReGameDLL_CS.git
synced 2024-12-28 07:35:40 +03:00
1646 lines
40 KiB
C++
1646 lines
40 KiB
C++
/*
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*
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* This program is free software; you can redistribute it and/or modify it
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* under the terms of the GNU General Public License as published by the
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* Free Software Foundation; either version 2 of the License, or (at
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* your option) any later version.
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*
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* This program is distributed in the hope that it will be useful, but
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* WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
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*
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* In addition, as a special exception, the author gives permission to
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* link the code of this program with the Half-Life Game Engine ("HL
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* Engine") and Modified Game Libraries ("MODs") developed by Valve,
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* L.L.C ("Valve"). You must obey the GNU General Public License in all
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* respects for all of the code used other than the HL Engine and MODs
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* from Valve. If you modify this file, you may extend this exception
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* to your version of the file, but you are not obligated to do so. If
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* you do not wish to do so, delete this exception statement from your
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* version.
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*
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*/
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#include "precompiled.h"
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CBotManager *TheBots = nullptr;
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float CCSBotManager::m_flNextCVarCheck = 0.0f;
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bool CCSBotManager::m_isMapDataLoaded = false;
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bool CCSBotManager::m_isLearningMap = false;
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bool CCSBotManager::m_isAnalysisRequested = false;
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NavEditCmdType CCSBotManager::m_editCmd = EDIT_NONE;
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CCSBotManager::CCSBotManager()
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{
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m_flNextCVarCheck = 0.0f;
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m_zoneCount = 0;
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SetLooseBomb(nullptr);
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m_isBombPlanted = false;
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m_bombDefuser = nullptr;
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m_isLearningMap = false;
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m_isAnalysisRequested = false;
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m_editCmd = EDIT_NONE;
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m_navPlace = 0;
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m_roundStartTimestamp = 0.0f;
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m_bServerActive = false;
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TheBotPhrases = new BotPhraseManager;
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// load the database of bot radio chatter
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TheBotPhrases->Initialize("BotChatter.db", 0);
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TheBotProfiles = new BotProfileManager;
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// make sure default voice bank is first
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TheBotProfiles->FindVoiceBankIndex("BotChatter.db");
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const char *filename;
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if (IS_CAREER_MATCH())
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{
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filename = "MissionPacks/BotPackList.db";
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}
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else
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{
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filename = "BotPackList.db";
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}
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// read in the list of bot profile DBs
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int dataLength;
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char *dataPointer = (char *)LOAD_FILE_FOR_ME((char *)filename, &dataLength);
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if (!dataPointer)
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{
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TheBotProfiles->Init(cv_bot_profile_db.string);
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}
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else
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{
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char *dataFile = SharedParse(dataPointer);
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char *token;
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while (dataFile)
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{
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token = SharedGetToken();
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char *clone = CloneString(token);
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TheBotProfiles->Init(clone);
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delete[] clone;
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dataFile = SharedParse(dataFile);
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}
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FREE_FILE(dataPointer);
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}
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// Now that we've parsed all the profiles, we have a list of the voice banks they're using.
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// Go back and parse the custom voice speakables.
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const BotProfileManager::VoiceBankList *pVoiceBanks = TheBotProfiles->GetVoiceBanks();
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for (uint32 i = 1; i < pVoiceBanks->size(); i++)
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{
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TheBotPhrases->Initialize((*pVoiceBanks)[i], i);
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}
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#ifdef REGAMEDLL_FIXES
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AddServerCommands();
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#endif
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}
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// Invoked when a new round begins
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void CCSBotManager::RestartRound()
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{
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// extend
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CBotManager::RestartRound();
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SetLooseBomb(nullptr);
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m_isBombPlanted = false;
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m_earliestBombPlantTimestamp = gpGlobals->time + RANDOM_FLOAT(10.0f, 30.0f);
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m_bombDefuser = nullptr;
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m_editCmd = EDIT_NONE;
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ResetRadioMessageTimestamps();
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m_lastSeenEnemyTimestamp = -9999.9f;
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m_roundStartTimestamp = gpGlobals->time + freezetime.value;
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// randomly decide if defensive team wants to "rush" as a whole
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const float defenseRushChance = 33.3f; // 25.0f;
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m_isDefenseRushing = (RANDOM_FLOAT(0.0f, 100.0f) <= defenseRushChance) ? true : false;
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TheBotPhrases->OnRoundRestart();
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m_isRoundOver = false;
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m_isRespawnStarted = false;
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m_canRespawn = true;
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}
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// Called each frame
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void CCSBotManager::StartFrame()
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{
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// EXTEND
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CBotManager::StartFrame();
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MonitorBotCVars();
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// debug zone extent visualization
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if (cv_bot_debug.value == 5.0f)
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{
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for (int z = 0; z < m_zoneCount; z++)
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{
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Zone *zone = &m_zone[z];
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UTIL_DrawBox(&zone->m_extent, 1, 255, 100, 0);
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}
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}
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}
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// Return true if the bot can use this weapon
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bool CCSBotManager::IsWeaponUseable(CBasePlayerItem *item) const
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{
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if (!item)
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{
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return false;
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}
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if (item->m_iId == WEAPON_C4)
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return true;
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WeaponClassType weaponClass = WeaponIDToWeaponClass(item->m_iId);
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if ((!AllowShotguns() && weaponClass == WEAPONCLASS_SHOTGUN)
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|| (!AllowMachineGuns() && weaponClass == WEAPONCLASS_MACHINEGUN)
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|| (!AllowRifles() && weaponClass == WEAPONCLASS_RIFLE)
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|| (!AllowSnipers() && weaponClass == WEAPONCLASS_SNIPERRIFLE)
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|| (!AllowSubMachineGuns() && weaponClass == WEAPONCLASS_SUBMACHINEGUN)
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|| (!AllowTacticalShield() && item->m_iId == WEAPON_SHIELDGUN)
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|| (!AllowPistols() && weaponClass == WEAPONCLASS_PISTOL)
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|| (!AllowGrenades() && weaponClass == WEAPONCLASS_GRENADE))
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{
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return false;
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}
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return true;
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}
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bool CCSBotManager::IsWeaponUseable(ArmouryItemPack item) const
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{
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WeaponClassType weaponClass = WeaponIDToWeaponClass(item);
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if ((!AllowShotguns() && weaponClass == WEAPONCLASS_SHOTGUN)
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|| (!AllowMachineGuns() && weaponClass == WEAPONCLASS_MACHINEGUN)
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|| (!AllowRifles() && weaponClass == WEAPONCLASS_RIFLE)
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|| (!AllowSnipers() && weaponClass == WEAPONCLASS_SNIPERRIFLE)
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|| (!AllowSubMachineGuns() && weaponClass == WEAPONCLASS_SUBMACHINEGUN)
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|| (!AllowTacticalShield() && item == ARMOURY_SHIELD)
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|| (!AllowPistols() && weaponClass == WEAPONCLASS_PISTOL)
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|| (!AllowGrenades() && weaponClass == WEAPONCLASS_GRENADE))
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{
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return false;
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}
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return true;
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}
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// Return true if this player is on "defense"
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bool CCSBotManager::IsOnDefense(CBasePlayer *pPlayer) const
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{
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switch (GetScenario())
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{
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case SCENARIO_DEFUSE_BOMB:
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return (pPlayer->m_iTeam == CT);
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case SCENARIO_RESCUE_HOSTAGES:
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return (pPlayer->m_iTeam == TERRORIST);
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case SCENARIO_ESCORT_VIP:
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return (pPlayer->m_iTeam == TERRORIST);
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}
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return false;
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}
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// Return true if this player is on "offense"
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bool CCSBotManager::IsOnOffense(CBasePlayer *pPlayer) const
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{
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return !IsOnDefense(pPlayer);
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}
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// Invoked when a map has just been loaded
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void CCSBotManager::ServerActivate()
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{
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DestroyNavigationMap();
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m_isMapDataLoaded = false;
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m_zoneCount = 0;
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m_gameScenario = SCENARIO_DEATHMATCH;
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ValidateMapData();
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RestartRound();
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m_isLearningMap = false;
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m_isAnalysisRequested = false;
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m_bServerActive = true;
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#ifndef REGAMEDLL_FIXES
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AddServerCommands();
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#endif
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TheBotPhrases->OnMapChange();
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}
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void CCSBotManager::AddServerCommand(const char *cmd)
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{
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ADD_SERVER_COMMAND((char *)cmd, Bot_ServerCommand);
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}
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void CCSBotManager::AddServerCommands()
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{
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static bool fFirstTime = true;
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if (!fFirstTime)
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return;
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fFirstTime = false;
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if (!AreBotsAllowed())
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return;
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AddServerCommand("bot_about");
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AddServerCommand("bot_add");
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AddServerCommand("bot_add_t");
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AddServerCommand("bot_add_ct");
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AddServerCommand("bot_kill");
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AddServerCommand("bot_kick");
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AddServerCommand("bot_knives_only");
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AddServerCommand("bot_pistols_only");
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AddServerCommand("bot_snipers_only");
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AddServerCommand("bot_all_weapons");
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AddServerCommand("entity_dump");
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AddServerCommand("bot_nav_delete");
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AddServerCommand("bot_nav_split");
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AddServerCommand("bot_nav_merge");
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AddServerCommand("bot_nav_mark");
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AddServerCommand("bot_nav_begin_area");
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AddServerCommand("bot_nav_end_area");
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AddServerCommand("bot_nav_connect");
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AddServerCommand("bot_nav_disconnect");
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AddServerCommand("bot_nav_splice");
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AddServerCommand("bot_nav_crouch");
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AddServerCommand("bot_nav_jump");
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AddServerCommand("bot_nav_precise");
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AddServerCommand("bot_nav_no_jump");
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AddServerCommand("bot_nav_analyze");
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AddServerCommand("bot_nav_strip");
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AddServerCommand("bot_nav_save");
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AddServerCommand("bot_nav_load");
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AddServerCommand("bot_nav_use_place");
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AddServerCommand("bot_nav_place_floodfill");
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AddServerCommand("bot_nav_place_pick");
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AddServerCommand("bot_nav_toggle_place_mode");
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AddServerCommand("bot_nav_toggle_place_painting");
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AddServerCommand("bot_goto_mark");
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AddServerCommand("bot_memory_usage");
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AddServerCommand("bot_nav_mark_unnamed");
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AddServerCommand("bot_nav_warp");
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AddServerCommand("bot_nav_corner_select");
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AddServerCommand("bot_nav_corner_raise");
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AddServerCommand("bot_nav_corner_lower");
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AddServerCommand("bot_nav_check_consistency");
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}
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void CCSBotManager::ServerDeactivate()
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{
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m_bServerActive = false;
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}
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void CCSBotManager::ClientDisconnect(CBasePlayer *pPlayer)
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{
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if (!pPlayer || !pPlayer->IsBot())
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return;
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auto pevTemp = VARS(pPlayer->edict());
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CCSBot *pBot = static_cast<CCSBot *>(pPlayer);
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pBot->Disconnect();
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if (!FStringNull(pPlayer->pev->classname))
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{
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RemoveEntityHashValue(pPlayer->pev, STRING(pPlayer->pev->classname), CLASSNAME);
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}
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FREE_PRIVATE(pPlayer->edict());
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pPlayer = GetClassPtr<CCSPlayer>((CBasePlayer *)pevTemp);
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AddEntityHashValue(pPlayer->pev, STRING(pPlayer->pev->classname), CLASSNAME);
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pPlayer->pev->flags = FL_DORMANT;
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#ifdef REGAMEDLL_FIXES
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pPlayer->has_disconnected = true;
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#endif
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}
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void PrintAllEntities()
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{
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for (int i = 1; i < gpGlobals->maxEntities; i++)
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{
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edict_t *edict = INDEXENT(i);
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if (!edict || FStringNull(edict->v.classname))
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continue;
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CONSOLE_ECHO(" %s\n", STRING(edict->v.classname));
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}
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}
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void CCSBotManager::ServerCommand(const char *pcmd)
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{
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if (!m_bServerActive || !AreBotsAllowed())
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return;
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char buffer[400];
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const char *msg = CMD_ARGV(1);
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if (FStrEq(pcmd, "bot_about"))
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{
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Q_snprintf(buffer, sizeof(buffer),
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"\n--------------------------------------------------------------------------\n"
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"The Official Counter-Strike Bot V%d.%02d\n"
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"Created by Michael S. Booth\n"
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"Web: www.turtlerockstudios.com\\csbot\n"
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"E-mail: csbot@turtlerockstudios.com\n"
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"--------------------------------------------------------------------------\n\n", BOT_VERSION_MAJOR, BOT_VERSION_MINOR);
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CONSOLE_ECHO(buffer);
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HintMessageToAllPlayers(buffer);
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}
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else if (FStrEq(pcmd, "bot_add"))
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{
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BotAddCommand(BOT_TEAM_ANY, FROM_CONSOLE);
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}
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else if (FStrEq(pcmd, "bot_add_t"))
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{
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BotAddCommand(BOT_TEAM_T, FROM_CONSOLE);
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}
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else if (FStrEq(pcmd, "bot_add_ct"))
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{
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BotAddCommand(BOT_TEAM_CT, FROM_CONSOLE);
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}
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else if (FStrEq(pcmd, "bot_kill"))
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{
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bool killThemAll;
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if (CMD_ARGC() == 1 || FStrEq(msg, "all"))
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killThemAll = true;
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else
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killThemAll = false;
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for (int i = 1; i <= gpGlobals->maxClients; i++)
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{
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CBasePlayer *pPlayer = UTIL_PlayerByIndex(i);
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if (!UTIL_IsValidPlayer(pPlayer))
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continue;
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const char *name = STRING(pPlayer->pev->netname);
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if (FStrEq(name, ""))
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continue;
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#ifdef REGAMEDLL_FIXES
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if (pPlayer->pev->deadflag != DEAD_NO)
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continue;
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#endif
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if (pPlayer->IsBot())
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{
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CCSBot *pBot = static_cast<CCSBot *>(pPlayer);
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if (killThemAll || FStrEq(name, msg))
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pBot->Kill();
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}
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}
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}
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else if (FStrEq(pcmd, "bot_kick"))
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{
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bool kickThemAll;
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if (CMD_ARGC() == 1 || FStrEq(msg, "all"))
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kickThemAll = true;
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else
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kickThemAll = false;
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#ifdef REGAMEDLL_ADD
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bool fillMode = FStrEq(cv_bot_quota_mode.string, "fill");
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#else
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bool fillMode = false;
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#endif
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for (int i = 1; i <= gpGlobals->maxClients; i++)
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{
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CBasePlayer *pPlayer = UTIL_PlayerByIndex(i);
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if (!UTIL_IsValidPlayer(pPlayer))
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continue;
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const char *name = STRING(pPlayer->pev->netname);
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if (FStrEq(name, ""))
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continue;
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if (pPlayer->IsBot())
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{
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if (kickThemAll || FStrEq(name, msg))
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{
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// adjust bot quota so kicked bot is not immediately added back in
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int newQuota = cv_bot_quota.value - 1;
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SERVER_COMMAND(UTIL_VarArgs("kick \"%s\"\n", name));
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if (kickThemAll || !fillMode)
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{
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CVAR_SET_FLOAT("bot_quota", clamp(newQuota, 0, int(cv_bot_quota.value)));
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}
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}
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}
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}
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if (kickThemAll || cv_bot_quota.value < 0.0f)
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{
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CVAR_SET_FLOAT("bot_quota", 0);
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}
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}
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else if (FStrEq(pcmd, "bot_knives_only"))
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{
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CVAR_SET_FLOAT("bot_allow_pistols", 0);
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CVAR_SET_FLOAT("bot_allow_shotguns", 0);
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CVAR_SET_FLOAT("bot_allow_sub_machine_guns", 0);
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CVAR_SET_FLOAT("bot_allow_rifles", 0);
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CVAR_SET_FLOAT("bot_allow_machine_guns", 0);
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CVAR_SET_FLOAT("bot_allow_grenades", 0);
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CVAR_SET_FLOAT("bot_allow_snipers", 0);
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CVAR_SET_FLOAT("bot_allow_shield", 0);
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}
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else if (FStrEq(pcmd, "bot_pistols_only"))
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{
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CVAR_SET_FLOAT("bot_allow_pistols", 1);
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CVAR_SET_FLOAT("bot_allow_shotguns", 0);
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CVAR_SET_FLOAT("bot_allow_sub_machine_guns", 0);
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CVAR_SET_FLOAT("bot_allow_rifles", 0);
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CVAR_SET_FLOAT("bot_allow_machine_guns", 0);
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CVAR_SET_FLOAT("bot_allow_grenades", 0);
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CVAR_SET_FLOAT("bot_allow_snipers", 0);
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CVAR_SET_FLOAT("bot_allow_shield", 0);
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}
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else if (FStrEq(pcmd, "bot_snipers_only"))
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{
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CVAR_SET_FLOAT("bot_allow_pistols", 1);
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CVAR_SET_FLOAT("bot_allow_shotguns", 0);
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CVAR_SET_FLOAT("bot_allow_sub_machine_guns", 0);
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CVAR_SET_FLOAT("bot_allow_rifles", 0);
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CVAR_SET_FLOAT("bot_allow_machine_guns", 0);
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CVAR_SET_FLOAT("bot_allow_grenades", 0);
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CVAR_SET_FLOAT("bot_allow_snipers", 1);
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CVAR_SET_FLOAT("bot_allow_shield", 0);
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}
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else if (FStrEq(pcmd, "bot_all_weapons"))
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{
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CVAR_SET_FLOAT("bot_allow_pistols", 1);
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CVAR_SET_FLOAT("bot_allow_shotguns", 1);
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CVAR_SET_FLOAT("bot_allow_sub_machine_guns", 1);
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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;
|
|
}
|
|
}
|
|
}
|