ReGameDLL_CS/regamedll/dlls/bot/cs_bot.cpp
s1lentq 7372573c89 Add UTIL_IsValidPlayer
Ignore dormant players
Minor refactoring
2024-05-29 00:23:28 +07:00

903 lines
21 KiB
C++

/*
*
* This program is free software; you can redistribute it and/or modify it
* under the terms of the GNU General Public License as published by the
* Free Software Foundation; either version 2 of the License, or (at
* your option) any later version.
*
* This program is distributed in the hope that it will be useful, but
* WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
*
* In addition, as a special exception, the author gives permission to
* link the code of this program with the Half-Life Game Engine ("HL
* Engine") and Modified Game Libraries ("MODs") developed by Valve,
* L.L.C ("Valve"). You must obey the GNU General Public License in all
* respects for all of the code used other than the HL Engine and MODs
* from Valve. If you modify this file, you may extend this exception
* to your version of the file, but you are not obligated to do so. If
* you do not wish to do so, delete this exception statement from your
* version.
*
*/
#include "precompiled.h"
#ifdef REGAMEDLL_ADD
// Give 3rd-party to get the virtual table of the object.
// Example: AMXModX module: Hamsandwich
// RegisterHam(Ham_Spawn, "bot", "CCSBot__Spawn", 1);
LINK_ENTITY_TO_CLASS(bot, CCSBot, CAPI_CSBot)
#endif
// Return the number of bots following the given player
int GetBotFollowCount(CBasePlayer *pLeader)
{
int count = 0;
for (int i = 1; i <= gpGlobals->maxClients; i++)
{
CBasePlayer *pPlayer = UTIL_PlayerByIndex(i);
if (!UTIL_IsValidPlayer(pPlayer))
continue;
if (FStrEq(STRING(pPlayer->pev->netname), ""))
continue;
if (!pPlayer->IsBot())
continue;
if (!pPlayer->IsAlive())
continue;
CCSBot *pBot = static_cast<CCSBot *>(pPlayer);
if (pBot->IsBot() && pBot->GetFollowLeader() == pLeader)
count++;
}
return count;
}
// Change movement speed to walking
void CCSBot::Walk()
{
if (m_mustRunTimer.IsElapsed())
{
CBot::Walk();
return;
}
// must run
Run();
}
// Return true if jump was started.
// This is extended from the base jump to disallow jumping when in a crouch area.
bool CCSBot::Jump(bool mustJump)
{
// prevent jumping if we're crouched, unless we're in a crouchjump area - jump wins
bool inCrouchJumpArea = (m_lastKnownArea &&
(m_lastKnownArea->GetAttributes() & NAV_CROUCH) &&
!(m_lastKnownArea->GetAttributes() & NAV_JUMP));
if (inCrouchJumpArea)
{
return false;
}
return CBot::Jump(mustJump);
}
// Invoked when injured by something
// NOTE: We dont want to directly call Attack() here, or the bots will have super-human reaction times when injured
BOOL CCSBot::TakeDamage(entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType)
{
CBaseEntity *pAttacker = GetClassPtr<CCSEntity>((CBaseEntity *)pevInflictor);
// if we were attacked by a teammate, rebuke
if (pAttacker->IsPlayer())
{
CBasePlayer *pPlayer = static_cast<CBasePlayer *>(pAttacker);
if (BotRelationship(pPlayer) == BOT_TEAMMATE && !pPlayer->IsBot())
{
GetChatter()->FriendlyFire();
}
if (IsEnemy(pPlayer))
{
// Track previous attacker so we don't try to panic multiple times for a shotgun blast
CBasePlayer *lastAttacker = m_attacker;
float lastAttackedTimestamp = m_attackedTimestamp;
// keep track of our last attacker
m_attacker = pPlayer;
m_attackedTimestamp = gpGlobals->time;
// no longer safe
AdjustSafeTime();
if (!IsSurprised() && (m_attacker != lastAttacker || m_attackedTimestamp != lastAttackedTimestamp))
{
// being hurt by an enemy we can't see causes panic
if (!IsVisible(pPlayer, CHECK_FOV))
{
bool bPanic = false;
// if not attacking anything, look around to try to find attacker
if (!IsAttacking())
{
bPanic = true;
}
else
{
// we are attacking
if (!IsEnemyVisible())
{
// can't see our current enemy, panic to acquire new attacker
bPanic = true;
}
}
if (!bPanic)
{
float invSkill = 1.0f - GetProfile()->GetSkill();
float panicChance = invSkill * invSkill * 50.0f;
if (panicChance > RANDOM_FLOAT(0, 100))
{
bPanic = true;
}
}
if (bPanic)
{
// can't see our current enemy, panic to acquire new attacker
Panic(m_attacker);
}
}
}
}
}
// extend
return CBasePlayer::TakeDamage(pevInflictor, pevAttacker, flDamage, bitsDamageType);
}
// Invoked when killed
void CCSBot::Killed(entvars_t *pevAttacker, int iGib)
{
PrintIfWatched("Killed( attacker = %s )\n", STRING(pevAttacker->netname));
GetChatter()->OnDeath();
// increase the danger where we died
const float deathDanger = 1.0f;
const float deathDangerRadius = 500.0f;
IncreaseDangerNearby(m_iTeam - 1, deathDanger, m_lastKnownArea, &pev->origin, deathDangerRadius);
// end voice feedback
EndVoiceFeedback();
// extend
CBasePlayer::Killed(pevAttacker, iGib);
}
// Return true if line segment intersects rectangular volume
bool IsIntersectingBox(const Vector &start, const Vector &end, const Vector &boxMin, const Vector &boxMax)
{
constexpr auto HI_X = BIT(1);
constexpr auto LO_X = BIT(2);
constexpr auto HI_Y = BIT(3);
constexpr auto LO_Y = BIT(4);
constexpr auto HI_Z = BIT(5);
constexpr auto LO_Z = BIT(6);
unsigned char startFlags = 0;
unsigned char endFlags = 0;
// classify start point
if (start.x < boxMin.x)
startFlags |= LO_X;
else if (start.x > boxMax.x)
startFlags |= HI_X;
if (start.y < boxMin.y)
startFlags |= LO_Y;
else if (start.y > boxMax.y)
startFlags |= HI_Y;
if (start.z < boxMin.z)
startFlags |= LO_Z;
else if (start.z > boxMax.z)
startFlags |= HI_Z;
// classify end point
if (end.x < boxMin.x)
endFlags |= LO_X;
else if (end.x > boxMax.x)
endFlags |= HI_X;
if (end.y < boxMin.y)
endFlags |= LO_Y;
else if (end.y > boxMax.y)
endFlags |= HI_Y;
if (end.z < boxMin.z)
endFlags |= LO_Z;
else if (end.z > boxMax.z)
endFlags |= HI_Z;
// trivial reject
if (startFlags & endFlags)
return false;
// TODO: Do exact line/box intersection check
return true;
}
// When bot is touched by another entity.
void CCSBot::BotTouch(CBaseEntity *pOther)
{
// if we have touched a higher-priority player, make way
// TODO: Need to account for reaction time, etc.
if (pOther->IsPlayer())
{
// if we are defusing a bomb, don't move
if (IsDefusingBomb())
return;
CBasePlayer *pPlayer = static_cast<CBasePlayer *>(pOther);
// get priority of other player
unsigned int otherPri = TheCSBots()->GetPlayerPriority(pPlayer);
// get our priority
unsigned int myPri = TheCSBots()->GetPlayerPriority(this);
// if our priority is better, don't budge
if (myPri < otherPri)
return;
// they are higher priority - make way, unless we're already making way for someone more important
if (m_avoid)
{
unsigned int avoidPri = TheCSBots()->GetPlayerPriority(m_avoid);
if (avoidPri < otherPri)
{
// ignore 'pOther' because we're already avoiding someone better
return;
}
}
m_avoid = static_cast<CBasePlayer *>(pOther);
m_avoidTimestamp = gpGlobals->time;
return;
}
// If we won't be able to break it, don't try
if (pOther->pev->takedamage != DAMAGE_YES)
return;
if (IsAttacking())
return;
// See if it's breakable
if (FClassnameIs(pOther->pev, "func_breakable"))
{
#ifdef REGAMEDLL_FIXES
CBreakable *pBreak = static_cast<CBreakable *>(pOther);
// Material is "UnbreakableGlass"
if (!pBreak->IsBreakable())
return;
#endif
Vector center = (pOther->pev->absmax + pOther->pev->absmin) / 2.0f;
bool breakIt = true;
if (m_pathLength)
{
Vector goal = m_goalPosition + Vector(0, 0, HalfHumanHeight);
breakIt = IsIntersectingBox(pev->origin, goal, pOther->pev->absmin, pOther->pev->absmax);
}
if (breakIt)
{
// it's breakable - try to shoot it.
SetLookAt("Breakable", &center, PRIORITY_HIGH, 0.2, 0, 5.0);
if (IsUsingGrenade())
{
EquipBestWeapon();
return;
}
PrimaryAttack();
}
}
}
bool CCSBot::IsBusy() const
{
if (IsAttacking() ||
IsBuying() ||
IsDefusingBomb() ||
GetTask() == PLANT_BOMB ||
GetTask() == RESCUE_HOSTAGES ||
IsSniping())
{
return true;
}
return false;
}
void CCSBot::BotDeathThink()
{
;
}
CBasePlayer *CCSBot::FindNearbyPlayer()
{
CBasePlayer *pPlayer = nullptr;
Vector vecSrc = pev->origin;
const float flRadius = 800.0f;
while ((pPlayer = UTIL_FindEntityInSphere(pPlayer, vecSrc, flRadius)))
{
if (!pPlayer->IsPlayer())
continue;
if (!(pPlayer->pev->flags & FL_FAKECLIENT))
continue;
return pPlayer;
}
return nullptr;
}
// Assign given player as our current enemy to attack
void CCSBot::SetEnemy(CBasePlayer *pEnemy)
{
if (m_enemy != pEnemy)
{
m_enemy = pEnemy;
m_currentEnemyAcquireTimestamp = gpGlobals->time;
}
}
// If we are not on the navigation mesh (m_currentArea == nullptr),
// move towards last known area.
// Return false if off mesh.
bool CCSBot::StayOnNavMesh()
{
if (m_currentArea)
return true;
// move back onto the area map
// if we have no lastKnownArea, we probably started off
// of the nav mesh - find the closest nav area and use it
CNavArea *goalArea;
if (!m_currentArea && !m_lastKnownArea)
{
goalArea = TheNavAreaGrid.GetNearestNavArea(&pev->origin);
PrintIfWatched("Started off the nav mesh - moving to closest nav area...\n");
}
else
{
goalArea = m_lastKnownArea;
PrintIfWatched("Getting out of NULL area...\n");
}
if (goalArea)
{
Vector pos;
goalArea->GetClosestPointOnArea(&pev->origin, &pos);
// move point into area
Vector to = pos - pev->origin;
to.NormalizeInPlace();
// how far to "step into" an area - must be less than min area size
const float stepInDist = 5.0f;
pos = pos + (stepInDist * to);
MoveTowardsPosition(&pos);
}
// if we're stuck, try to get un-stuck
// do stuck movements last, so they override normal movement
if (m_isStuck)
{
Wiggle();
}
return false;
}
#ifdef REGAMEDLL_FIXES
void CCSBot::Kill()
{
m_LastHitGroup = HITGROUP_GENERIC;
// have the player kill himself
pev->health = 0.0f;
Killed(VARS(eoNullEntity), GIB_NEVER);
if (CSGameRules()->m_pVIP == this)
CSGameRules()->m_iConsecutiveVIP = 10;
}
#endif
void CCSBot::Panic(CBasePlayer *pEnemy)
{
if (IsSurprised())
return;
Vector2D dir(BotCOS(pev->v_angle.y), BotSIN(pev->v_angle.y));
Vector2D perp(-dir.y, dir.x);
Vector spot;
if (GetProfile()->GetSkill() >= 0.5f)
{
Vector2D toEnemy = (pEnemy->pev->origin - pev->origin).Make2D();
toEnemy.NormalizeInPlace();
float along = DotProduct(toEnemy, dir);
float c45 = 0.7071f;
float size = 100.0f;
real_t shift = RANDOM_FLOAT(-75.0, 75.0);
if (along > c45)
{
spot.x = pev->origin.x + dir.x * size + perp.x * shift;
spot.y = pev->origin.y + dir.y * size + perp.y * shift;
}
else if (along < -c45)
{
spot.x = pev->origin.x - dir.x * size + perp.x * shift;
spot.y = pev->origin.y - dir.y * size + perp.y * shift;
}
else if (DotProduct(toEnemy, perp) > 0.0)
{
spot.x = pev->origin.x + perp.x * size + dir.x * shift;
spot.y = pev->origin.y + perp.y * size + dir.y * shift;
}
else
{
spot.x = pev->origin.x - perp.x * size + dir.x * shift;
spot.y = pev->origin.y - perp.y * size + dir.y * shift;
}
}
else
{
const float offset = 200.0f;
real_t side = RANDOM_FLOAT(-offset, offset) * 2.0f;
spot.x = pev->origin.x - dir.x * offset + perp.x * side;
spot.y = pev->origin.y - dir.y * offset + perp.y * side;
}
spot.z = pev->origin.z + RANDOM_FLOAT(-50.0, 50.0);
// we are stunned for a moment
m_surpriseDelay = RANDOM_FLOAT(0.1, 0.2);
m_surpriseTimestamp = gpGlobals->time;
SetLookAt("Panic", &spot, PRIORITY_HIGH, 0, 0, 5.0);
PrintIfWatched("Aaaah!\n");
}
bool CCSBot::IsDoingScenario() const
{
if (cv_bot_defer_to_human.value <= 0.0f)
return true;
return !UTIL_HumansOnTeam(m_iTeam, IS_ALIVE);
}
// Return true if we noticed the bomb on the ground or on the radar (for T's only)
bool CCSBot::NoticeLooseBomb() const
{
if (TheCSBots()->GetScenario() != CCSBotManager::SCENARIO_DEFUSE_BOMB)
return false;
CBaseEntity *bomb = TheCSBots()->GetLooseBomb();
if (bomb)
{
// T's can always see bomb on their radar
return true;
}
return false;
}
// Return true if can see the bomb lying on the ground
bool CCSBot::CanSeeLooseBomb() const
{
if (TheCSBots()->GetScenario() != CCSBotManager::SCENARIO_DEFUSE_BOMB)
return false;
CBaseEntity *bomb = TheCSBots()->GetLooseBomb();
if (bomb)
{
if (IsVisible(&bomb->pev->origin, CHECK_FOV))
return true;
}
return false;
}
// Return true if can see the planted bomb
bool CCSBot::CanSeePlantedBomb() const
{
if (TheCSBots()->GetScenario() != CCSBotManager::SCENARIO_DEFUSE_BOMB)
return false;
if (!GetGameState()->IsBombPlanted())
return false;
const Vector *bombPos = GetGameState()->GetBombPosition();
if (bombPos && IsVisible(bombPos, CHECK_FOV))
return true;
return false;
}
// Return last enemy that hurt us
CBasePlayer *CCSBot::GetAttacker() const
{
if (m_attacker && m_attacker->IsAlive())
return m_attacker;
return nullptr;
}
// Immediately jump off of our ladder, if we're on one
void CCSBot::GetOffLadder()
{
if (IsUsingLadder())
{
Jump(MUST_JUMP);
DestroyPath();
}
}
// Return time when given spot was last checked
float CCSBot::GetHidingSpotCheckTimestamp(HidingSpot *spot) const
{
for (int i = 0; i < m_checkedHidingSpotCount; i++)
{
if (m_checkedHidingSpot[i].spot->GetID() == spot->GetID())
return m_checkedHidingSpot[i].timestamp;
}
return -999999.9f;
}
// Set the timestamp of the given spot to now.
// If the spot is not in the set, overwrite the least recently checked spot.
void CCSBot::SetHidingSpotCheckTimestamp(HidingSpot *spot)
{
int leastRecent = 0;
float leastRecentTime = gpGlobals->time + 1.0f;
for (int i = 0; i < m_checkedHidingSpotCount; i++)
{
// if spot is in the set, just update its timestamp
if (m_checkedHidingSpot[i].spot->GetID() == spot->GetID())
{
m_checkedHidingSpot[i].timestamp = gpGlobals->time;
return;
}
// keep track of least recent spot
if (m_checkedHidingSpot[i].timestamp < leastRecentTime)
{
leastRecentTime = m_checkedHidingSpot[i].timestamp;
leastRecent = i;
}
}
// if there is room for more spots, append this one
if (m_checkedHidingSpotCount < MAX_CHECKED_SPOTS)
{
m_checkedHidingSpot[m_checkedHidingSpotCount].spot = spot;
m_checkedHidingSpot[m_checkedHidingSpotCount].timestamp = gpGlobals->time;
m_checkedHidingSpotCount++;
}
else
{
// replace the least recent spot
m_checkedHidingSpot[leastRecent].spot = spot;
m_checkedHidingSpot[leastRecent].timestamp = gpGlobals->time;
}
}
// Periodic check of hostage count in case we lost some
void CCSBot::UpdateHostageEscortCount()
{
const float updateInterval = 1.0f;
if (m_hostageEscortCount == 0 || gpGlobals->time - m_hostageEscortCountTimestamp < updateInterval)
return;
m_hostageEscortCountTimestamp = gpGlobals->time;
// recount the hostages in case we lost some
m_hostageEscortCount = 0;
CHostage *pHostage = nullptr;
while ((pHostage = UTIL_FindEntityByClassname(pHostage, "hostage_entity")))
{
if (FNullEnt(pHostage->edict()))
break;
// skip dead or rescued hostages
if (!pHostage->IsAlive())
continue;
// check if hostage has targeted us, and is following
if (pHostage->IsFollowing(this))
m_hostageEscortCount++;
}
}
// Return true if we are outnumbered by enemies
bool CCSBot::IsOutnumbered() const
{
return (GetNearbyFriendCount() < GetNearbyEnemyCount() - 1) ? true : false;
}
// Return number of enemies we are outnumbered by
int CCSBot::OutnumberedCount() const
{
if (IsOutnumbered())
{
return (GetNearbyEnemyCount() - 1) - GetNearbyFriendCount();
}
return 0;
}
// Return the closest "important" enemy for the given scenario (bomb carrier, VIP, hostage escorter)
CBasePlayer *CCSBot::GetImportantEnemy(bool checkVisibility) const
{
CBasePlayer *nearEnemy = nullptr;
float nearDist = 999999999.9f;
for (int i = 1; i <= gpGlobals->maxClients; i++)
{
CBasePlayer *pPlayer = UTIL_PlayerByIndex(i);
if (!UTIL_IsValidPlayer(pPlayer))
continue;
if (FStrEq(STRING(pPlayer->pev->netname), ""))
continue;
// is it a player?
if (!pPlayer->IsPlayer())
continue;
// is it alive?
if (!pPlayer->IsAlive())
continue;
// skip friends
if (BotRelationship(pPlayer) == BOT_TEAMMATE)
continue;
// is it "important"
if (!TheCSBots()->IsImportantPlayer(pPlayer))
continue;
// is it closest?
Vector d = pev->origin - pPlayer->pev->origin;
float distSq = d.x * d.x + d.y * d.y + d.z * d.z;
if (distSq < nearDist)
{
if (checkVisibility && !IsVisible(pPlayer, CHECK_FOV))
continue;
nearEnemy = pPlayer;
nearDist = distSq;
}
}
return nearEnemy;
}
// Sets our current disposition
void CCSBot::SetDisposition(DispositionType disposition)
{
m_disposition = disposition;
if (m_disposition != IGNORE_ENEMIES)
{
m_ignoreEnemiesTimer.Invalidate();
}
}
// Return our current disposition
CCSBot::DispositionType CCSBot::GetDisposition() const
{
if (!m_ignoreEnemiesTimer.IsElapsed())
return IGNORE_ENEMIES;
return m_disposition;
}
// Ignore enemies for a short durationy
void CCSBot::IgnoreEnemies(float duration)
{
m_ignoreEnemiesTimer.Start(duration);
}
// Increase morale one step
void CCSBot::IncreaseMorale()
{
if (m_morale < EXCELLENT)
{
m_morale = static_cast<MoraleType>(m_morale + 1);
}
}
// Decrease morale one step
void CCSBot::DecreaseMorale()
{
if (m_morale > TERRIBLE)
{
m_morale = static_cast<MoraleType>(m_morale - 1);
}
}
// Return true if we are acting like a rogue (not listening to teammates, not doing scenario goals)
// TODO: Account for morale
bool CCSBot::IsRogue() const
{
if (!TheCSBots()->AllowRogues())
return false;
// periodically re-evaluate our rogue status
if (m_rogueTimer.IsElapsed())
{
m_rogueTimer.Start(RANDOM_FLOAT(10, 30));
// our chance of going rogue is inversely proportional to our teamwork attribute
const float rogueChance = 100.0f * (1.0f - GetProfile()->GetTeamwork());
m_isRogue = (RANDOM_FLOAT(0, 100) < rogueChance);
}
return m_isRogue;
}
// Return true if we are in a hurry
bool CCSBot::IsHurrying() const
{
if (!m_hurryTimer.IsElapsed())
return true;
// if the bomb has been planted, we are in a hurry, CT or T (they could be defusing it!)
if (TheCSBots()->GetScenario() == CCSBotManager::SCENARIO_DEFUSE_BOMB && TheCSBots()->IsBombPlanted())
return true;
// if we are a T and hostages are being rescued, we are in a hurry
if (TheCSBots()->GetScenario() == CCSBotManager::SCENARIO_RESCUE_HOSTAGES
&& m_iTeam == TERRORIST
&& GetGameState()->AreAllHostagesBeingRescued())
return true;
return false;
}
// Return true if it is the early, "safe", part of the round
bool CCSBot::IsSafe() const
{
if (TheCSBots()->GetElapsedRoundTime() < m_safeTime)
return true;
return false;
}
// Return true if it is well past the early, "safe", part of the round
bool CCSBot::IsWellPastSafe() const
{
if (TheCSBots()->GetElapsedRoundTime() > 1.25f * m_safeTime)
return true;
return false;
}
// Return true if we were in the safe time last update, but not now
bool CCSBot::IsEndOfSafeTime() const
{
return m_wasSafe && !IsSafe();
}
// Return the amount of "safe time" we have left
float CCSBot::GetSafeTimeRemaining() const
{
return m_safeTime - TheCSBots()->GetElapsedRoundTime();
}
// Called when enemy seen to adjust safe time for this round
void CCSBot::AdjustSafeTime()
{
// if we spotted an enemy sooner than we thought possible, adjust our notion of "safe" time
if (m_safeTime > TheCSBots()->GetElapsedRoundTime())
{
// since right now is not safe, adjust safe time to be a few seconds ago
m_safeTime = TheCSBots()->GetElapsedRoundTime() - 2.0f;
}
}
// Return true if we haven't seen an enemy for "a long time"
bool CCSBot::HasNotSeenEnemyForLongTime() const
{
const float longTime = 30.0f;
return (GetTimeSinceLastSawEnemy() > longTime);
}
// Pick a random zone and hide near it
bool CCSBot::GuardRandomZone(float range)
{
const CCSBotManager::Zone *zone = TheCSBots()->GetRandomZone();
if (zone)
{
CNavArea *rescueArea = TheCSBots()->GetRandomAreaInZone(zone);
if (rescueArea)
{
Hide(rescueArea, -1.0f, range);
return true;
}
}
return false;
}
// Do a breadth-first search to find a good retreat spot.
// Don't pick a spot that a Player is currently occupying.
const Vector *FindNearbyRetreatSpot(CCSBot *me, float maxRange)
{
CNavArea *area = me->GetLastKnownArea();
if (!area)
return nullptr;
// collect spots that enemies cannot see
CollectRetreatSpotsFunctor collector(me, maxRange);
SearchSurroundingAreas(area, &me->pev->origin, collector, maxRange);
if (collector.m_count == 0)
return nullptr;
// select a hiding spot at random
int which = RANDOM_LONG(0, collector.m_count - 1);
return collector.m_spot[which];
}
// Return euclidean distance to farthest escorted hostage.
// Return -1 if no hostage is following us.
float CCSBot::GetRangeToFarthestEscortedHostage() const
{
FarthestHostage away(this);
g_pHostages->ForEachHostage(away);
return away.m_farRange;
}