ReGameDLL_CS/regamedll/dlls/bot/cs_bot_manager.cpp
s1lentq 42edf0ebec Fix crash when self-build navigation areas
Added cvar's mp_fragsleft, mp_fraglimit, showtriggers (also handling mp_timeleft)
Removed client cmd's (like cd, kill) - they are in the black list of cl_filterstuffcmd.
Refactoring
2016-10-05 22:27:50 +07:00

1494 lines
37 KiB
C++

#include "precompiled.h"
/*
* Globals initialization
*/
#ifndef HOOK_GAMEDLL
CBotManager *TheBots = NULL;
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;
#endif
CCSBotManager::CCSBotManager()
{
IMPL(m_flNextCVarCheck) = 0.0f;
m_zoneCount = 0;
SetLooseBomb(NULL);
m_isBombPlanted = false;
m_bombDefuser = NULL;
IMPL(m_isLearningMap) = false;
IMPL(m_isAnalysisRequested) = false;
IMPL(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 == NULL)
{
TheBotProfiles->Init("BotProfile.db");
}
else
{
const char *dataFile = SharedParse(dataPointer);
const char *token;
while (dataFile != NULL)
{
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);
}
}
// Invoked when a new round begins
void CCSBotManager::__MAKE_VHOOK(RestartRound)()
{
// extend
CBotManager::RestartRound();
SetLooseBomb(NULL);
m_isBombPlanted = false;
m_earliestBombPlantTimestamp = gpGlobals->time + RANDOM_FLOAT(10.0f, 30.0f);
m_bombDefuser = NULL;
IMPL(m_editCmd) = EDIT_NONE;
ResetRadioMessageTimestamps();
m_lastSeenEnemyTimestamp = -9999.9f;
m_roundStartTimestamp = gpGlobals->time + CVAR_GET_FLOAT("mp_freezetime");
// 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;
}
void UTIL_DrawBox(Extent *extent, int lifetime, int red, int green, int blue)
{
Vector v[8];
v[0].x = extent->lo.x; v[0].y = extent->lo.y; v[0].z = extent->lo.z;
v[1].x = extent->hi.x; v[1].y = extent->lo.y; v[1].z = extent->lo.z;
v[2].x = extent->hi.x; v[2].y = extent->hi.y; v[2].z = extent->lo.z;
v[3].x = extent->lo.x; v[3].y = extent->hi.y; v[3].z = extent->lo.z;
v[4].x = extent->lo.x; v[4].y = extent->lo.y; v[4].z = extent->hi.z;
v[5].x = extent->hi.x; v[5].y = extent->lo.y; v[5].z = extent->hi.z;
v[6].x = extent->hi.x; v[6].y = extent->hi.y; v[6].z = extent->hi.z;
v[7].x = extent->lo.x; v[7].y = extent->hi.y; v[7].z = extent->hi.z;
static int edge[] =
{
1, 2, 3, 4, -1,
5, 6, 7, 8, -5,
1, -5,
2, -6,
3, -7,
4, -8,
0 // end iterator
};
Vector from, to;
bool restart = true;
for (int i = 0; edge[i] != 0; ++i)
{
if (restart)
{
to = v[ edge[i] - 1 ];
restart = false;
continue;
}
from = to;
int index = edge[i];
if (index < 0)
{
restart = true;
index = -index;
}
to = v[ index - 1 ];
UTIL_DrawBeamPoints(from, to, lifetime, red, green, blue);
UTIL_DrawBeamPoints(to, from, lifetime, red, green, blue);
}
}
// Called each frame
void CCSBotManager::__MAKE_VHOOK(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 == NULL)
{
return false;
}
if (item->m_iId == WEAPON_C4)
return true;
int weaponClass = WeaponIDToWeaponClass(item->m_iId);
if ((!AllowShotguns() && weaponClass == WEAPONCLASS_SHOTGUN)
|| (!AllowMachineGuns() && weaponClass == WEAPONCLASS_MACHINEGUN)
|| (!AllowRifles() && weaponClass == WEAPONCLASS_RIFLE)
#ifndef REGAMEDLL_FIXES
// TODO: already is checked shotguns!
|| (!AllowShotguns() && weaponClass == WEAPONCLASS_SHOTGUN)
#endif
|| (!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;
}
// Return true if this player is on "defense"
bool CCSBotManager::IsOnDefense(CBasePlayer *player) const
{
switch (GetScenario())
{
case SCENARIO_DEFUSE_BOMB:
return (player->m_iTeam == CT);
case SCENARIO_RESCUE_HOSTAGES:
return (player->m_iTeam == TERRORIST);
case SCENARIO_ESCORT_VIP:
return (player->m_iTeam == TERRORIST);
}
return false;
}
// Return true if this player is on "offense"
bool CCSBotManager::IsOnOffense(CBasePlayer *player) const
{
return !IsOnDefense(player);
}
// Invoked when a map has just been loaded
void CCSBotManager::__MAKE_VHOOK(ServerActivate)()
{
DestroyNavigationMap();
IMPL(m_isMapDataLoaded) = false;
m_zoneCount = 0;
m_gameScenario = SCENARIO_DEATHMATCH;
ValidateMapData();
RestartRound();
IMPL(m_isLearningMap) = false;
IMPL(m_isAnalysisRequested) = false;
m_bServerActive = true;
AddServerCommands();
TheBotPhrases->OnMapChange();
}
void CCSBotManager::__MAKE_VHOOK(AddServerCommand)(const char *cmd)
{
ADD_SERVER_COMMAND((char *)cmd, Bot_ServerCommand);
}
void CCSBotManager::__MAKE_VHOOK(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::__MAKE_VHOOK(ServerDeactivate)()
{
m_bServerActive = false;
}
void CCSBotManager::__MAKE_VHOOK(ClientDisconnect)(CBasePlayer *pPlayer)
{
if (!pPlayer || !pPlayer->IsBot())
return;
auto pevTemp = VARS(pPlayer->edict());
CCSBot *bot = reinterpret_cast<CCSBot *>(pPlayer);
bot->Disconnect();
if (!FStringNull(pPlayer->pev->classname))
{
RemoveEntityHashValue(pPlayer->pev, STRING(pPlayer->pev->classname), CLASSNAME);
}
FREE_PRIVATE(pPlayer->edict());
auto player = GetClassPtr<CCSPlayer>((CBasePlayer *)pevTemp);
AddEntityHashValue(player->pev, STRING(player->pev->classname), CLASSNAME);
player->pev->flags = FL_DORMANT;
}
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::__MAKE_VHOOK(ServerCommand)(const char *pcmd)
{
if (!m_bServerActive || !AreBotsAllowed())
return;
char buffer[400];
const char *msg = CMD_ARGV(1);
if (FStrEq(pcmd, "bot_about"))
{
Q_sprintf(buffer, "\n--------------------------------------------------------------------------\nThe Official Counter-Strike Bot V%d.%02d\nCreated by Michael S. Booth\nWeb: www.turtlerockstudios.com\\csbot\nE-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 iIndex = 1; iIndex <= gpGlobals->maxClients; ++iIndex)
{
CBasePlayer *pPlayer = UTIL_PlayerByIndex(iIndex);
if (pPlayer == NULL)
continue;
if (FNullEnt(pPlayer->pev))
continue;
const char *name = STRING(pPlayer->pev->netname);
if (FStrEq(name, ""))
continue;
if (pPlayer->IsBot())
{
if (killThemAll || FStrEq(name, msg))
{
#ifdef REGAMEDLL_FIXES
ClientKill(pPlayer->edict());
#else
pPlayer->TakeDamage(pPlayer->pev, pPlayer->pev, 9999.9f, DMG_CRUSH);
#endif
}
}
}
}
else if (FStrEq(pcmd, "bot_kick"))
{
bool kickThemAll;
if (CMD_ARGC() == 1 || FStrEq(msg, "all"))
kickThemAll = true;
else
kickThemAll = false;
for (int iIndex = 1; iIndex <= gpGlobals->maxClients; ++iIndex)
{
CBasePlayer *pPlayer = UTIL_PlayerByIndex(iIndex);
if (pPlayer == NULL)
continue;
if (FNullEnt(pPlayer->pev))
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));
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"))
{
IMPL(m_editCmd) = EDIT_DELETE;
}
else if (FStrEq(pcmd, "bot_nav_split"))
{
IMPL(m_editCmd) = EDIT_SPLIT;
}
else if (FStrEq(pcmd, "bot_nav_merge"))
{
IMPL(m_editCmd) = EDIT_MERGE;
}
else if (FStrEq(pcmd, "bot_nav_mark"))
{
IMPL(m_editCmd) = EDIT_MARK;
}
else if (FStrEq(pcmd, "bot_nav_begin_area"))
{
IMPL(m_editCmd) = EDIT_BEGIN_AREA;
}
else if (FStrEq(pcmd, "bot_nav_end_area"))
{
IMPL(m_editCmd) = EDIT_END_AREA;
}
else if (FStrEq(pcmd, "bot_nav_connect"))
{
IMPL(m_editCmd) = EDIT_CONNECT;
}
else if (FStrEq(pcmd, "bot_nav_disconnect"))
{
IMPL(m_editCmd) = EDIT_DISCONNECT;
}
else if (FStrEq(pcmd, "bot_nav_splice"))
{
IMPL(m_editCmd) = EDIT_SPLICE;
}
else if (FStrEq(pcmd, "bot_nav_crouch"))
{
IMPL(m_editCmd) = EDIT_ATTRIB_CROUCH;
}
else if (FStrEq(pcmd, "bot_nav_jump"))
{
IMPL(m_editCmd) = EDIT_ATTRIB_JUMP;
}
else if (FStrEq(pcmd, "bot_nav_precise"))
{
IMPL(m_editCmd) = EDIT_ATTRIB_PRECISE;
}
else if (FStrEq(pcmd, "bot_nav_no_jump"))
{
IMPL(m_editCmd) = EDIT_ATTRIB_NO_JUMP;
}
else if (FStrEq(pcmd, "bot_nav_analyze"))
{
IMPL(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 (BotPhraseList::const_iterator iter = placeList->begin(); iter != placeList->end(); ++iter, ++i)
{
const BotPhrase *phrase = (*iter);
if (phrase->GetID() == GetNavPlace())
CONSOLE_ECHO("--> %-26s", phrase->GetName());
else
CONSOLE_ECHO("%-30s", phrase->GetName());
if (!(i % 3))
CONSOLE_ECHO("\n");
}
CONSOLE_ECHO("\n");
}
else
{
// single argument = set current place
const BotPhraseList *placeList = TheBotPhrases->GetPlaceList();
const BotPhrase *found = NULL;
bool isAmbiguous = false;
for (BotPhraseList::const_iterator iter = placeList->begin(); iter != placeList->end(); ++iter)
{
const BotPhrase *phrase = (*iter);
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 != NULL)
{
isAmbiguous = true;
}
else
{
found = phrase;
}
}
}
if (isAmbiguous)
{
CONSOLE_ECHO("Ambiguous\n");
}
else
{
CONSOLE_ECHO("Current place set to '%s'\n", found->GetName());
SetNavPlace(found->GetID());
}
}
}
else if (FStrEq(pcmd, "bot_nav_toggle_place_mode"))
{
IMPL(m_editCmd) = EDIT_TOGGLE_PLACE_MODE;
}
else if (FStrEq(pcmd, "bot_nav_place_floodfill"))
{
IMPL(m_editCmd) = EDIT_PLACE_FLOODFILL;
}
else if (FStrEq(pcmd, "bot_nav_place_pick"))
{
IMPL(m_editCmd) = EDIT_PLACE_PICK;
}
else if (FStrEq(pcmd, "bot_nav_toggle_place_painting"))
{
IMPL(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 != NULL)
{
CBaseEntity *pEntity = NULL;
while ((pEntity = UTIL_FindEntityByClassname(pEntity, "player")) != NULL)
{
if (!pEntity->IsPlayer())
continue;
if ((pEntity->pev->flags & FL_DORMANT) == FL_DORMANT)
continue;
CBasePlayer *playerOrBot = GetClassPtr<CCSPlayer>((CBasePlayer *)pEntity->pev);
if (playerOrBot->IsBot())
{
CCSBot *bot = static_cast<CCSBot *>(playerOrBot);
if (bot != NULL)
{
bot->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 (NavAreaList::iterator iter = TheNavAreaList.begin(); iter != TheNavAreaList.end(); ++iter)
{
CNavArea *area = (*iter);
for (SpotEncounterList::iterator siter = area->m_spotEncounterList.begin(); siter != area->m_spotEncounterList.end(); ++siter)
{
SpotEncounter se = (*siter);
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"))
{
IMPL(m_editCmd) = EDIT_MARK_UNNAMED;
}
else if (FStrEq(pcmd, "bot_nav_warp"))
{
IMPL(m_editCmd) = EDIT_WARP_TO_MARK;
}
else if (FStrEq(pcmd, "bot_nav_corner_select"))
{
IMPL(m_editCmd) = EDIT_SELECT_CORNER;
}
else if (FStrEq(pcmd, "bot_nav_corner_raise"))
{
IMPL(m_editCmd) = EDIT_RAISE_CORNER;
}
else if (FStrEq(pcmd, "bot_nav_corner_lower"))
{
IMPL(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::__MAKE_VHOOK(ClientCommand)(CBasePlayer *pPlayer, const char *pcmd)
{
#ifndef REGAMEDLL_FIXES
if (pPlayer && UTIL_GetLocalPlayer())
{
UTIL_GetLocalPlayer();
}
#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 (IMPL(m_isLearningMap))
return false;
const BotProfile *profile = NULL;
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 == NULL)
{
CONSOLE_ECHO("All bot profiles at this difficulty level are in use.\n");
return true;
}
}
else
{
// in career, ignore humans
bool ignoreHumans = false;
if (CSGameRules() != NULL && 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 == NULL)
{
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
CVAR_SET_FLOAT("bot_quota", cv_bot_quota.value + 1);
}
}
return true;
}
// Keep a minimum quota of bots in the game
void CCSBotManager::MaintainBotQuota()
{
#ifdef REGAMEDLL_FIXES
if (!AreBotsAllowed())
return;
#endif
if (IMPL(m_isLearningMap))
return;
int totalHumansInGame = UTIL_HumansInGame();
int humanPlayersInGame = UTIL_HumansInGame(IGNORE_SPECTATORS);
// 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 botsInGame = UTIL_BotsInGame();
if (cv_bot_quota_match.value > 0.0)
{
desiredBotCount = int(humanPlayersInGame * cv_bot_quota_match.value);
}
// wait for a player to join, if necessary
if (cv_bot_join_after_player.value > 0.0)
{
if (humanPlayersInGame == 0)
desiredBotCount = 0;
}
// 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 - (totalHumansInGame + 1));
else
desiredBotCount = Q_min(desiredBotCount, gpGlobals->maxClients - totalHumansInGame);
// add bots if necessary
if (desiredBotCount > botsInGame)
{
// 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 < botsInGame)
{
// 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
if (UTIL_KickBotFromTeam(kickTeam))
return;
// if there were no bots on the team, kick a bot from the other team
if (kickTeam == TERRORIST)
UTIL_KickBotFromTeam(CT);
else
UTIL_KickBotFromTeam(TERRORIST);
}
else
{
if (CSGameRules() != NULL && !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);
}
CVAR_SET_FLOAT("bot_quota", cv_bot_quota.value - 1.0f);
}
}
void CCSBotManager::MonitorBotCVars()
{
if (cv_bot_nav_edit.value != 0.0f)
{
EditNavAreas(IMPL(m_editCmd));
IMPL(m_editCmd) = EDIT_NONE;
}
if (gpGlobals->time >= IMPL(m_flNextCVarCheck))
{
if (cv_bot_show_danger.value != 0.0f)
DrawDanger();
MaintainBotQuota();
IMPL(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 (IMPL(m_isMapDataLoaded) || !AreBotsAllowed())
return;
IMPL(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 *entity = NULL;
int i;
for (i = 1; i < gpGlobals->maxEntities; ++i)
{
entity = CBaseEntity::Instance(INDEXENT(i));
if (entity == NULL)
continue;
bool found = false;
bool isLegacy = false;
if (FClassnameIs(entity->pev, "func_bomb_target"))
{
m_gameScenario = SCENARIO_DEFUSE_BOMB;
found = true;
isLegacy = false;
}
else if (FClassnameIs(entity->pev, "info_bomb_target"))
{
m_gameScenario = SCENARIO_DEFUSE_BOMB;
found = true;
isLegacy = true;
}
else if (FClassnameIs(entity->pev, "func_hostage_rescue"))
{
m_gameScenario = SCENARIO_RESCUE_HOSTAGES;
found = true;
isLegacy = false;
}
else if (FClassnameIs(entity->pev, "info_hostage_rescue"))
{
m_gameScenario = SCENARIO_RESCUE_HOSTAGES;
found = true;
isLegacy = true;
}
else if (FClassnameIs(entity->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(entity->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) ? entity->pev->origin : (entity->pev->absmax + entity->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 = entity;
}
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)
{
entity = NULL;
while ((entity = UTIL_FindEntityByClassname(entity, "info_player_start")) != NULL)
{
if (FNullEnt(entity->edict()))
break;
if (m_zoneCount < MAX_ZONES)
{
m_zone[ m_zoneCount ].m_center = entity->pev->origin;
m_zone[ m_zoneCount ].m_isLegacy = true;
m_zone[ m_zoneCount ].m_index = m_zoneCount;
m_zone[ m_zoneCount++ ].m_entity = entity;
}
else
CONSOLE_ECHO("Warning: Too many zones, some will be ignored.\n");
}
}
// Collect nav areas that overlap each zone
for (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 == NULL)
{
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;// MODEL_GIGN?
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 NULL;
}
// Return the closest zone to the given position
const CCSBotManager::Zone *CCSBotManager::GetClosestZone(const Vector *pos) const
{
const Zone *close = NULL;
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 == NULL)
return NULL;
if (zone->m_areaCount == 0)
return NULL;
// 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 NULL;
return zone->m_area[ RANDOM_LONG(0, zone->m_areaCount - 1) ];
}
void CCSBotManager::__MAKE_VHOOK(OnEvent)(GameEventType event, CBaseEntity *entity, CBaseEntity *other)
{
switch (event)
{
case EVENT_BOMB_PLANTED:
m_isBombPlanted = true;
m_bombPlantTimestamp = gpGlobals->time;
break;
case EVENT_BOMB_DEFUSING:
m_bombDefuser = (CBasePlayer *)entity;
break;
case EVENT_BOMB_DEFUSE_ABORTED:
m_bombDefuser = NULL;
break;
case EVENT_BOMB_DEFUSED:
m_isBombPlanted = false;
m_bombDefuser = NULL;
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, entity, other);
}
// 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);
}
else
{
m_looseBombArea = NULL;
}
}
// Return true if player is important to scenario (VIP, bomb carrier, etc)
bool CCSBotManager::__MAKE_VHOOK(IsImportantPlayer)(CBasePlayer *player) const
{
switch (GetScenario())
{
case SCENARIO_DEFUSE_BOMB:
{
if (player->m_iTeam == TERRORIST && player->IsBombGuy())
return true;
// TODO: TEAM_CT's defusing the bomb are important
return false;
}
case SCENARIO_ESCORT_VIP:
{
if (player->m_iTeam == CT && player->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::__MAKE_VHOOK(GetPlayerPriority)(CBasePlayer *player) const
{
const unsigned int lowestPriority = 0xFFFFFFFF;
if (!player->IsPlayer())
return lowestPriority;
// human players have highest priority
if (!player->IsBot())
return 0;
CCSBot *bot = reinterpret_cast<CCSBot *>(player);
// bots doing something important for the current scenario have high priority
switch (GetScenario())
{
case SCENARIO_DEFUSE_BOMB:
{
// the bomb carrier has high priority
if (bot->m_iTeam == TERRORIST && bot->m_bHasC4)
return 1;
break;
}
case SCENARIO_ESCORT_VIP:
{
// the VIP has high priority
if (bot->m_iTeam == CT && bot->m_bIsVIP)
return 1;
break;
}
case SCENARIO_RESCUE_HOSTAGES:
{
// TEAM_CT's rescuing hostages have high priority
if (bot->m_iTeam == CT && bot->GetHostageEscortCount())
return 1;
break;
}
}
// everyone else is ranked by their unique ID (which cannot be zero)
return 1 + bot->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 - 1 ][ i ] = gpGlobals->time;
}
// Reset all radio message timestamps
void CCSBotManager::ResetRadioMessageTimestamps()
{
for (int t = 0; t < ARRAYSIZE(m_radioMsgTimestamp[0]); ++t)
{
for (int m = 0; m < ARRAYSIZE(m_radioMsgTimestamp); ++m)
{
m_radioMsgTimestamp[m][t] = 0.0f;
}
}
}