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https://github.com/s1lentq/ReGameDLL_CS.git
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baac9cbad4
CZBot: the check cvar bot_deathmath on every time.
292 lines
11 KiB
C++
292 lines
11 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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#ifndef CS_BOT_MANAGER_H
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#define CS_BOT_MANAGER_H
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#ifdef _WIN32
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#pragma once
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#endif
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extern CBotManager *TheBots;
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// The manager for Counter-Strike specific bots
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class CCSBotManager: public CBotManager
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{
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public:
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CCSBotManager();
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virtual void ClientDisconnect(CBasePlayer *pPlayer);
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virtual BOOL ClientCommand(CBasePlayer *pPlayer, const char *pcmd);
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virtual void ServerActivate();
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virtual void ServerDeactivate();
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virtual void ServerCommand(const char *pcmd);
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virtual void AddServerCommand(const char *cmd);
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virtual void AddServerCommands();
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virtual void RestartRound(); // (EXTEND) invoked when a new round begins
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virtual void StartFrame(); // (EXTEND) called each frame
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virtual void OnEvent(GameEventType event, CBaseEntity *entity = NULL, CBaseEntity *other = NULL);
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virtual unsigned int GetPlayerPriority(CBasePlayer *player) const; // return priority of player (0 = max pri)
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virtual bool IsImportantPlayer(CBasePlayer *player) const; // return true if player is important to scenario (VIP, bomb carrier, etc)
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#ifdef HOOK_GAMEDLL
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void ClientDisconnect_(CBasePlayer *pPlayer);
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BOOL ClientCommand_(CBasePlayer *pPlayer, const char *pcmd);
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void ServerActivate_();
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void ServerDeactivate_();
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void ServerCommand_(const char *pcmd);
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void AddServerCommand_(const char *cmd);
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void AddServerCommands_();
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void RestartRound_();
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void StartFrame_();
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void OnEvent_(GameEventType event, CBaseEntity *entity, CBaseEntity *other);
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unsigned int GetPlayerPriority_(CBasePlayer *player) const;
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bool IsImportantPlayer_(CBasePlayer *player) const;
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#endif
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public:
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void ValidateMapData();
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bool IsLearningMap() const { return IMPL(m_isLearningMap); }
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void SetLearningMapFlag() { IMPL(m_isLearningMap) = true; }
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bool IsAnalysisRequested() const { return IMPL(m_isAnalysisRequested); }
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void RequestAnalysis() { IMPL(m_isAnalysisRequested) = true; }
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void AckAnalysisRequest() { IMPL(m_isAnalysisRequested) = false; }
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// difficulty levels
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static BotDifficultyType GetDifficultyLevel()
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{
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if (cv_bot_difficulty.value < 0.9f)
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return BOT_EASY;
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if (cv_bot_difficulty.value < 1.9f)
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return BOT_NORMAL;
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if (cv_bot_difficulty.value < 2.9f)
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return BOT_HARD;
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return BOT_EXPERT;
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}
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// the supported game scenarios
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enum GameScenarioType
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{
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SCENARIO_DEATHMATCH,
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SCENARIO_DEFUSE_BOMB,
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SCENARIO_RESCUE_HOSTAGES,
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SCENARIO_ESCORT_VIP
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};
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GameScenarioType GetScenario() const
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{
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#ifdef REGAMEDLL_ADD
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// if we have included deathmatch mode, so set the game type like SCENARIO_DEATHMATCH
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if (cv_bot_deathmatch.value > 0)
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return SCENARIO_DEATHMATCH;
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#endif
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return m_gameScenario;
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}
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// "zones"
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// depending on the game mode, these are bomb zones, rescue zones, etc.
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enum { MAX_ZONES = 4 }; // max # of zones in a map
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enum { MAX_ZONE_NAV_AREAS = 16 }; // max # of nav areas in a zone
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struct Zone
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{
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CBaseEntity *m_entity; // the map entity
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CNavArea *m_area[MAX_ZONE_NAV_AREAS]; // nav areas that overlap this zone
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int m_areaCount;
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Vector m_center;
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bool m_isLegacy; // if true, use pev->origin and 256 unit radius as zone
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int m_index;
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Extent m_extent;
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};
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const Zone *GetZone(int i) const { return &m_zone[i]; }
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const Zone *GetZone(const Vector *pos) const; // return the zone that contains the given position
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const Zone *GetClosestZone(const Vector *pos) const; // return the closest zone to the given position
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const Zone *GetClosestZone(const CBaseEntity *entity) const { return GetClosestZone(&entity->pev->origin); } // return the closest zone to the given entity
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int GetZoneCount() const { return m_zoneCount; }
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const Vector *GetRandomPositionInZone(const Zone *zone) const;
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CNavArea *GetRandomAreaInZone(const Zone *zone) const;
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// Return the zone closest to the given position, using the given cost heuristic
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template<typename CostFunctor>
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const Zone *GetClosestZone(CNavArea *startArea, CostFunctor costFunc, float *travelDistance = NULL) const
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{
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const Zone *closeZone = NULL;
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float closeDist = 99999999.9f;
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if (startArea == NULL)
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return NULL;
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for (int i = 0; i < m_zoneCount; ++i)
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{
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if (m_zone[i].m_areaCount == 0)
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continue;
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// just use the first overlapping nav area as a reasonable approximation
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float_precision dist = NavAreaTravelDistance(startArea, m_zone[i].m_area[0], costFunc);
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if (/*dist >= 0.0f && */dist < closeDist)
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{
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closeZone = &m_zone[i];
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closeDist = dist;
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}
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}
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if (travelDistance != NULL)
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*travelDistance = closeDist;
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return closeZone;
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}
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// pick a zone at random and return it
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const Zone *GetRandomZone() const
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{
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if (!m_zoneCount)
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return NULL;
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return &m_zone[RANDOM_LONG(0, m_zoneCount - 1)];
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}
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bool IsBombPlanted() const { return m_isBombPlanted; } // returns true if bomb has been planted
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float GetBombPlantTimestamp() const { return m_bombPlantTimestamp; } // return time bomb was planted
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bool IsTimeToPlantBomb() const { return (gpGlobals->time >= m_earliestBombPlantTimestamp); } // return true if it's ok to try to plant bomb
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CBasePlayer *GetBombDefuser() const { return m_bombDefuser; } // return the player currently defusing the bomb, or NULL
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float GetBombTimeLeft() const; // get the time remaining before the planted bomb explodes
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CBaseEntity *GetLooseBomb() { return m_looseBomb; } // return the bomb if it is loose on the ground
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CNavArea *GetLooseBombArea() const { return m_looseBombArea; } // return area that bomb is in/near
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void SetLooseBomb(CBaseEntity *bomb);
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float GetRadioMessageTimestamp(GameEventType event, int teamID) const; // return the last time the given radio message was sent for given team
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float GetRadioMessageInterval(GameEventType event, int teamID) const; // return the interval since the last time this message was sent
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void SetRadioMessageTimestamp(GameEventType event, int teamID);
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void ResetRadioMessageTimestamps();
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float GetLastSeenEnemyTimestamp() const { return m_lastSeenEnemyTimestamp; } // return the last time anyone has seen an enemy
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void SetLastSeenEnemyTimestamp() { m_lastSeenEnemyTimestamp = gpGlobals->time; }
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float GetRoundStartTime() const { return m_roundStartTimestamp; }
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float GetElapsedRoundTime() const { return gpGlobals->time - m_roundStartTimestamp; } // return the elapsed time since the current round began
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bool AllowRogues() const { return cv_bot_allow_rogues.value != 0.0f; }
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bool AllowPistols() const { return cv_bot_allow_pistols.value != 0.0f; }
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bool AllowShotguns() const { return cv_bot_allow_shotguns.value != 0.0f; }
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bool AllowSubMachineGuns() const { return cv_bot_allow_sub_machine_guns.value != 0.0f; }
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bool AllowRifles() const { return cv_bot_allow_rifles.value != 0.0f; }
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bool AllowMachineGuns() const { return cv_bot_allow_machine_guns.value != 0.0f; }
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bool AllowGrenades() const { return cv_bot_allow_grenades.value != 0.0f; }
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bool AllowSnipers() const { return cv_bot_allow_snipers.value != 0.0f; }
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bool AllowTacticalShield() const { return cv_bot_allow_shield.value != 0.0f; }
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bool AllowFriendlyFireDamage() const { return friendlyfire.value != 0.0f; }
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bool IsWeaponUseable(CBasePlayerItem *item) const; // return true if the bot can use this weapon
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bool IsDefenseRushing() const { return m_isDefenseRushing; } // returns true if defense team has "decided" to rush this round
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bool IsOnDefense(CBasePlayer *player) const; // return true if this player is on "defense"
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bool IsOnOffense(CBasePlayer *player) const; // return true if this player is on "offense"
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bool IsRoundOver() const { return m_isRoundOver; } // return true if the round has ended
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unsigned int GetNavPlace() const { return m_navPlace; }
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void SetNavPlace(unsigned int place) { m_navPlace = place; }
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enum SkillType { LOW, AVERAGE, HIGH, RANDOM };
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const char *GetRandomBotName(SkillType skill);
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void MonitorBotCVars();
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void MaintainBotQuota();
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bool AddBot(const BotProfile *profile, BotProfileTeamType team);
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#define FROM_CONSOLE true
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bool BotAddCommand(BotProfileTeamType team, bool isFromConsole = false); // process the "bot_add" console command
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#ifndef HOOK_GAMEDLL
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private:
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#endif
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static float IMPL(m_flNextCVarCheck);
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static bool IMPL(m_isMapDataLoaded); // true if we've attempted to load map data
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static bool IMPL(m_isLearningMap);
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static bool IMPL(m_isAnalysisRequested);
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GameScenarioType m_gameScenario; // what kind of game are we playing
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Zone m_zone[MAX_ZONES];
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int m_zoneCount;
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bool m_isBombPlanted; // true if bomb has been planted
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float m_bombPlantTimestamp; // time bomb was planted
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float m_earliestBombPlantTimestamp; // don't allow planting until after this time has elapsed
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CBasePlayer *m_bombDefuser; // the player currently defusing a bomb
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EHANDLE m_looseBomb; // will be non-NULL if bomb is loose on the ground
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CNavArea *m_looseBombArea; // area that bomb is is/near
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bool m_isRoundOver; // true if the round has ended
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float m_radioMsgTimestamp[24][2];
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float m_lastSeenEnemyTimestamp;
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float m_roundStartTimestamp; // the time when the current round began
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bool m_isDefenseRushing; // whether defensive team is rushing this round or not
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static NavEditCmdType IMPL(m_editCmd);
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unsigned int m_navPlace;
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CountdownTimer m_respawnTimer;
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bool m_isRespawnStarted;
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bool m_canRespawn;
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bool m_bServerActive;
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};
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inline int OtherTeam(int team)
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{
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return (team == TERRORIST) ? CT : TERRORIST;
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}
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inline CCSBotManager *TheCSBots()
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{
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return reinterpret_cast<CCSBotManager *>(TheBots);
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}
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// Determine whether bots can be used or not
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inline bool AreBotsAllowed()
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{
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return g_bAllowedCSBot;
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}
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void PrintAllEntities();
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void UTIL_DrawBox(Extent *extent, int lifetime, int red, int green, int blue);
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#endif // CS_BOT_MANAGER_H
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