mirror of
https://github.com/s1lentq/ReGameDLL_CS.git
synced 2024-12-27 23:25:41 +03:00
445 lines
12 KiB
C++
445 lines
12 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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#pragma once
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#include "gamerules.h"
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// 30 times per second, just like human clients
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constexpr float g_flBotCommandInterval = 1.0 / 30.0;
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// full AI only 10 times per second
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constexpr float g_flBotFullThinkInterval = 1.0 / 10.0;
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class BotProfile;
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template <class T, class TWrap>
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T *CreateBot(const BotProfile *profile)
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{
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edict_t *pentBot;
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if (UTIL_ClientsInGame() >= gpGlobals->maxClients)
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{
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CONSOLE_ECHO("Unable to create bot: Server is full (%d/%d clients).\n", UTIL_ClientsInGame(), gpGlobals->maxClients);
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return nullptr;
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}
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char netname[64];
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UTIL_ConstructBotNetName(netname, sizeof(netname), profile);
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pentBot = CREATE_FAKE_CLIENT(netname);
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if (FNullEnt(pentBot))
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{
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CONSOLE_ECHO("Unable to create bot: pfnCreateFakeClient() returned null.\n");
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return nullptr;
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}
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else
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{
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T *pBot = nullptr;
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#ifdef REGAMEDLL_FIXES
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auto name = pentBot->v.netname;
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Q_memset(&pentBot->v, 0, sizeof(pentBot->v)); // Reset entvars data
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pentBot->v.netname = name;
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pentBot->v.flags = FL_FAKECLIENT | FL_CLIENT;
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pentBot->v.pContainingEntity = pentBot;
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#endif
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FREE_PRIVATE(pentBot);
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pBot = GetClassPtr<TWrap>((T *)VARS(pentBot));
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pBot->Initialize(profile);
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return pBot;
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}
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}
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// The base bot class from which bots for specific games are derived
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class CBot: public CBasePlayer
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{
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public:
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// constructor initializes all values to zero
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CBot();
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virtual void Spawn();
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// invoked when injured by something
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virtual BOOL TakeDamage(entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType)
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{
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return CBasePlayer::TakeDamage(pevInflictor, pevAttacker, flDamage, bitsDamageType);
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}
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// invoked when killed
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virtual void Killed(entvars_t *pevAttacker, int iGib)
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{
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CBasePlayer::Killed(pevAttacker, iGib);
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}
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virtual void Think() {};
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virtual BOOL IsBot() { return TRUE; }
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virtual Vector GetAutoaimVector(float flDelta);
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// invoked when in contact with a CWeaponBox
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virtual void OnTouchingWeapon(CWeaponBox *box) {}
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// prepare bot for action
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virtual bool Initialize(const BotProfile *profile);
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virtual void SpawnBot() = 0;
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// lightweight maintenance, invoked frequently
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virtual void Upkeep() = 0;
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// heavyweight algorithms, invoked less often
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virtual void Update() = 0;
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virtual void Run();
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virtual void Walk();
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virtual void Crouch();
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virtual void StandUp();
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virtual void MoveForward();
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virtual void MoveBackward();
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virtual void StrafeLeft();
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virtual void StrafeRight();
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// returns true if jump was started
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#define MUST_JUMP true
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virtual bool Jump(bool mustJump = false);
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// zero any MoveForward(), Jump(), etc
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virtual void ClearMovement();
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// Weapon interface
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virtual void UseEnvironment();
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virtual void PrimaryAttack();
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virtual void ClearPrimaryAttack();
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virtual void TogglePrimaryAttack();
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virtual void SecondaryAttack();
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virtual void Reload();
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// invoked when event occurs in the game (some events have NULL entities)
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virtual void OnEvent(GameEventType event, CBaseEntity *pEntity = nullptr, CBaseEntity *pOther = nullptr) {};
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// return true if we can see the point
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virtual bool IsVisible(const Vector *pos, bool testFOV = false) const = 0;
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// return true if we can see any part of the player
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virtual bool IsVisible(CBasePlayer *pPlayer, bool testFOV = false, unsigned char *visParts = nullptr) const = 0;
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enum VisiblePartType : uint8
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{
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NONE = 0x00,
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CHEST = 0x01,
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HEAD = 0x02,
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LEFT_SIDE = 0x04, // the left side of the object from our point of view (not their left side)
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RIGHT_SIDE = 0x08, // the right side of the object from our point of view (not their right side)
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FEET = 0x10
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};
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// if enemy is visible, return the part we see
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virtual bool IsEnemyPartVisible(VisiblePartType part) const = 0;
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// return true if player is facing towards us
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virtual bool IsPlayerFacingMe(CBasePlayer *pOther) const;
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// returns true if other player is pointing right at us
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virtual bool IsPlayerLookingAtMe(CBasePlayer *pOther) const;
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virtual void ExecuteCommand();
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virtual void SetModel(const char *modelName);
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public:
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// return bot's unique ID
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unsigned int GetID() const { return m_id; }
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bool IsRunning() const { return m_isRunning; }
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bool IsCrouching() const { return m_isCrouching; }
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// push the current posture context onto the top of the stack
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void PushPostureContext();
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// restore the posture context to the next context on the stack
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void PopPostureContext();
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bool IsJumping();
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// return time last jump began
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float GetJumpTimestamp() const { return m_jumpTimestamp; }
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// returns ratio of ammo left to max ammo (1 = full clip, 0 = empty)
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float GetActiveWeaponAmmoRatio() const;
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// return true if active weapon has any empty clip
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bool IsActiveWeaponClipEmpty() const;
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// return true if active weapon has no ammo at all
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bool IsActiveWeaponOutOfAmmo() const;
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// is the weapon in the middle of a reload
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bool IsActiveWeaponReloading() const;
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bool IsActiveWeaponCanShootUnderwater() const;
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// return true if active weapon's bullet spray has become large and inaccurate
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bool IsActiveWeaponRecoilHigh() const;
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// return the weapon the bot is currently using
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CBasePlayerWeapon *GetActiveWeapon() const;
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// return true if looking thru weapon's scope
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bool IsUsingScope() const;
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// returns TRUE if given entity is our enemy
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bool IsEnemy(CBaseEntity *pEntity) const;
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// return number of enemies left alive
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int GetEnemiesRemaining() const;
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// return number of friends left alive
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int GetFriendsRemaining() const;
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// return true if local player is observing this bot
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bool IsLocalPlayerWatchingMe() const;
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// output message to console
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void Print(char *format,...) const;
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// output message to console if we are being watched by the local player
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void PrintIfWatched(char *format,...) const;
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void BotThink();
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#ifdef REGAMEDLL_FIXES
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BOOL IsNetClient() { return FALSE; }
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#else
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// The ambiguous function because there is a virtual function in inherited classes.
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bool IsNetClient() const { return false; }
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int Save(CSave &save) const;
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int Restore(CRestore &restore) const;
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#endif
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// return our personality profile
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const BotProfile *GetProfile() const { return m_profile; }
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enum BotRelationshipTeam: uint8
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{
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BOT_TEAMMATE = 0,
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BOT_ENEMY
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};
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BotRelationshipTeam BotRelationship(CBasePlayer *pTarget) const;
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protected:
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#ifndef REGAMEDLL_FIXES
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// Do a "client command" - useful for invoking menu choices, etc.
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void ClientCommand(const char *cmd, const char *arg1 = nullptr, const char *arg2 = nullptr, const char *arg3 = nullptr);
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#endif
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// the "personality" profile of this bot
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const BotProfile *m_profile;
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private:
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void ResetCommand();
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byte ThrottledMsec() const;
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bool RunMimicCommand(usercmd_t &botCmd);
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// returns current movement speed (for walk/run)
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float GetMoveSpeed();
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// unique bot ID
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unsigned int m_id;
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// Think mechanism variables
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float m_flNextBotThink;
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float m_flNextFullBotThink;
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// Command interface variables
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float m_flPreviousCommandTime;
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// run/walk mode
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bool m_isRunning;
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// true if crouching (ducking)
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bool m_isCrouching;
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float m_forwardSpeed;
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float m_strafeSpeed;
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float m_verticalSpeed;
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// bitfield of movement buttons
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unsigned short m_buttonFlags;
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// time when we last began a jump
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float m_jumpTimestamp;
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// the PostureContext represents the current settings of walking and crouching
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struct PostureContext
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{
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bool isRunning;
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bool isCrouching;
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};
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enum { MAX_POSTURE_STACK = 8 };
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PostureContext m_postureStack[MAX_POSTURE_STACK];
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// index of top of stack
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int m_postureStackIndex;
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};
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inline void CBot::SetModel(const char *modelName)
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{
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SET_CLIENT_KEY_VALUE(entindex(), GET_INFO_BUFFER(edict()), "model", (char *)modelName);
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}
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inline float CBot::GetMoveSpeed()
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{
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if (m_isRunning || m_isCrouching)
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return pev->maxspeed;
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return 0.4f * pev->maxspeed;
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}
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inline void CBot::Run()
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{
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m_isRunning = true;
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}
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inline void CBot::Walk()
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{
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m_isRunning = false;
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}
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inline CBasePlayerWeapon *CBot::GetActiveWeapon() const
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{
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return static_cast<CBasePlayerWeapon *>(m_pActiveItem);
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}
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inline bool CBot::IsActiveWeaponCanShootUnderwater() const
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{
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CBasePlayerWeapon *pCurrentWeapon = GetActiveWeapon();
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if (pCurrentWeapon && !(pCurrentWeapon->iFlags() & ITEM_FLAG_NOFIREUNDERWATER))
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return true;
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return false;
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}
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inline bool CBot::IsActiveWeaponReloading() const
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{
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CBasePlayerWeapon *pCurrentWeapon = GetActiveWeapon();
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if (!pCurrentWeapon)
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return false;
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return (pCurrentWeapon->m_fInReload || pCurrentWeapon->m_fInSpecialReload) != 0;
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}
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inline bool CBot::IsActiveWeaponRecoilHigh() const
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{
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CBasePlayerWeapon *pCurrentWeapon = GetActiveWeapon();
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if (pCurrentWeapon)
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{
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const float highRecoil = 0.4f;
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return (pCurrentWeapon->m_flAccuracy > highRecoil) != 0;
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}
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return false;
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}
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inline void CBot::PushPostureContext()
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{
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if (m_postureStackIndex == MAX_POSTURE_STACK)
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{
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if (pev)
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{
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PrintIfWatched("PushPostureContext() overflow error!\n");
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}
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return;
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}
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m_postureStack[m_postureStackIndex].isRunning = m_isRunning;
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m_postureStack[m_postureStackIndex].isCrouching = m_isCrouching;
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m_postureStackIndex++;
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}
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inline void CBot::PopPostureContext()
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{
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if (m_postureStackIndex == 0)
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{
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if (pev)
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{
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PrintIfWatched("PopPostureContext() underflow error!\n");
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}
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m_isRunning = true;
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m_isCrouching = false;
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return;
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}
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m_postureStackIndex--;
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m_isRunning = m_postureStack[m_postureStackIndex].isRunning;
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m_isCrouching = m_postureStack[m_postureStackIndex].isCrouching;
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}
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inline bool CBot::IsPlayerFacingMe(CBasePlayer *pOther) const
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{
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Vector toOther = pOther->pev->origin - pev->origin;
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UTIL_MakeVectors(pOther->pev->v_angle + pOther->pev->punchangle);
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Vector otherDir = gpGlobals->v_forward;
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if (otherDir.x * toOther.x + otherDir.y * toOther.y < 0.0f)
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return true;
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return false;
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}
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inline bool CBot::IsPlayerLookingAtMe(CBasePlayer *pOther) const
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{
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Vector toOther = pOther->pev->origin - pev->origin;
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toOther.NormalizeInPlace();
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UTIL_MakeVectors(pOther->pev->v_angle + pOther->pev->punchangle);
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Vector otherDir = gpGlobals->v_forward;
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const float lookAtCos = 0.9f;
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if (otherDir.x * toOther.x + otherDir.y * toOther.y < -lookAtCos)
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{
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Vector vec(pOther->EyePosition());
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if (IsVisible(&vec))
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return true;
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}
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return false;
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}
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inline CBot::BotRelationshipTeam CBot::BotRelationship(CBasePlayer *pTarget) const
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{
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#ifdef REGAMEDLL_ADD
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if (CSGameRules()->IsFreeForAll())
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return BOT_ENEMY;
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#endif
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return pTarget->m_iTeam == m_iTeam ? BOT_TEAMMATE : BOT_ENEMY;
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}
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extern const char *BotArgs[4];
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extern bool UseBotArgs;
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extern bool AreBotsAllowed();
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