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//========= Copyright � 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
// Author: Michael S. Booth ([email protected]), 2003
#ifndef _BOT_PROFILE_H_
#define _BOT_PROFILE_H_
#pragma warning( disable : 4786 ) // long STL names get truncated in browse info.
#include "bot_constants.h"
#include "bot_util.h"
#include "cs_weapon_parse.h"
enum { FirstCustomSkin = 100, NumCustomSkins = 100, LastCustomSkin = FirstCustomSkin + NumCustomSkins - 1, };
//--------------------------------------------------------------------------------------------------------------
/**
* A BotProfile describes the "personality" of a given bot */ class BotProfile { public: BotProfile( void ) { m_name = NULL;
m_aggression = 0.0f; m_skill = 0.0f; m_teamwork = 0.0f; m_weaponPreferenceCount = 0;
m_aimFocusInitial = 0.0f; m_aimFocusDecay = 1.0f; m_aimFocusOffsetScale = 0.0f; m_aimFocusInterval = .5f;
m_cost = 0; m_skin = 0; m_difficultyFlags = 0; m_voicePitch = 100; m_reactionTime = 0.3f; m_attackDelay = 0.0f; m_lookAngleMaxAccelNormal = 0.0f; m_lookAngleStiffnessNormal = 0.0f; m_lookAngleDampingNormal = 0.0f; m_lookAngleMaxAccelAttacking = 0.0f; m_lookAngleStiffnessAttacking = 0.0f; m_lookAngleDampingAttacking = 0.0f;
m_teams = TEAM_UNASSIGNED; m_voiceBank = 0; m_prefersSilencer = false;
}
~BotProfile( void ) { if ( m_name ) delete [] m_name; }
const char *GetName( void ) const { return m_name; } ///< return bot's name
float GetAggression() const; float GetSkill() const; float GetTeamwork() const;
float GetAimFocusInitial() const { return m_aimFocusInitial; } float GetAimFocusDecay() const { return m_aimFocusDecay; } float GetAimFocusOffsetScale() const { return m_aimFocusOffsetScale; } float GetAimFocusInterval() const { return m_aimFocusInterval; }
CSWeaponID GetWeaponPreference(int i ) const; const char *GetWeaponPreferenceAsString( int i ) const; int GetWeaponPreferenceCount() const; bool HasPrimaryPreference() const; ///< return true if this profile has a primary weapon preference
bool HasPistolPreference() const; ///< return true if this profile has a pistol weapon preference
int GetCost() const; int GetSkin() const; int GetMaxDifficulty() const; ///< return maximum difficulty flag value
bool IsDifficulty( BotDifficultyType diff ) const; ///< return true if this profile can be used for the given difficulty level
bool IsMaxDifficulty( BotDifficultyType diff ) const; ///< return true if this profile's highest difficulty matches the incoming difficulty level
int GetVoicePitch() const; float GetReactionTime() const; float GetAttackDelay() const; int GetVoiceBank() const { return m_voiceBank; } unsigned char GetDifficultyFlags() const; int GetTeams( void ) const { return m_teams; }
float GetLookAngleMaxAccelerationNormal() const; float GetLookAngleStiffnessNormal() const; float GetLookAngleDampingNormal() const; float GetLookAngleMaxAccelerationAttacking() const; float GetLookAngleStiffnessAttacking() const; float GetLookAngleDampingAttacking() const;
bool IsValidForTeam( int team ) const;
bool PrefersSilencer() const { return m_prefersSilencer; }
bool InheritsFrom( const char *name ) const;
void Clone( const BotProfile* source_profile ); void SetName( const char* name ); void SetVoicePitch( int pitch ); int GetTemplatesCount( void ) const { return m_templates.Count(); } const BotProfile* GetTemplate( int index ) const;
private: friend class BotProfileManager; ///< for loading profiles
void Inherit( const BotProfile *parent, const BotProfile *baseline ); ///< copy values from parent if they differ from baseline
char *m_name; // the bot's name
float m_aggression; // percentage: 0 = coward, 1 = berserker
float m_skill; // percentage: 0 = terrible, 1 = expert
float m_teamwork; // percentage: 0 = rogue, 1 = complete obeyance to team, lots of comm
float m_aimFocusInitial; // initial minimum aim error on first attack
float m_aimFocusDecay; // how quickly our focus error decays (scale/sec)
float m_aimFocusOffsetScale; // how much aim focus error we get based on maximum angle distance from our view angle
float m_aimFocusInterval; // how frequently we update our focus
enum { MAX_WEAPON_PREFS = 16 }; CSWeaponID m_weaponPreference[ MAX_WEAPON_PREFS ]; ///< which weapons this bot likes to use, in order of priority
int m_weaponPreferenceCount;
int m_cost; ///< reputation point cost for career mode
int m_skin; ///< "skin" index
unsigned char m_difficultyFlags; ///< bits set correspond to difficulty levels this is valid for
int m_voicePitch; ///< the pitch shift for bot chatter (100 = normal)
float m_reactionTime; ///< our reaction time in seconds
float m_attackDelay; ///< time in seconds from when we notice an enemy to when we open fire
int m_teams; ///< teams for which this profile is valid
bool m_prefersSilencer; ///< does the bot prefer to use silencers?
int m_voiceBank; ///< Index of the BotChatter.db voice bank this profile uses (0 is the default)
float m_lookAngleMaxAccelNormal; // Acceleration of look angle spring under normal conditions
float m_lookAngleStiffnessNormal; // Stiffness of look angle spring under normal conditions
float m_lookAngleDampingNormal; // Damping of look angle spring under normal conditions
float m_lookAngleMaxAccelAttacking; // Acceleration of look angle spring under attack conditions
float m_lookAngleStiffnessAttacking; // Stiffness of look angle spring under attack conditions
float m_lookAngleDampingAttacking; // Damping of look angle spring under attack conditions
CUtlVector< const BotProfile * > m_templates; ///< List of templates we inherit from
}; typedef CUtlLinkedList<BotProfile *> BotProfileList;
inline int BotProfile::GetMaxDifficulty() const { for ( int i = NUM_DIFFICULTY_LEVELS - 1; i >= BOT_EASY; --i ) { if ( m_difficultyFlags & ( 1 << i ) ) { return i; } }
return BOT_EASY; }
inline bool BotProfile::IsDifficulty( BotDifficultyType diff ) const { return (m_difficultyFlags & (1 << diff)) ? true : false; }
inline bool BotProfile::IsMaxDifficulty( BotDifficultyType diff ) const { return ( ( m_difficultyFlags >> diff ) == 1 ); }
inline float BotProfile::GetAggression() const { return m_aggression; }
inline float BotProfile::GetSkill() const { return m_skill; }
inline float BotProfile::GetTeamwork() const { return m_teamwork; }
inline CSWeaponID BotProfile::GetWeaponPreference( int i ) const { return m_weaponPreference[ i ]; }
inline int BotProfile::GetWeaponPreferenceCount() const { return m_weaponPreferenceCount; }
inline int BotProfile::GetCost() const { return m_cost; }
inline int BotProfile::GetSkin() const { return m_skin; }
inline int BotProfile::GetVoicePitch() const { return m_voicePitch; }
inline float BotProfile::GetReactionTime() const { return m_reactionTime; }
inline float BotProfile::GetAttackDelay() const { return m_attackDelay; }
inline unsigned char BotProfile::GetDifficultyFlags() const { return m_difficultyFlags; }
inline float BotProfile::GetLookAngleMaxAccelerationNormal() const { return m_lookAngleMaxAccelNormal; }
inline float BotProfile::GetLookAngleStiffnessNormal( ) const { return m_lookAngleStiffnessNormal; }
inline float BotProfile::GetLookAngleDampingNormal() const { return m_lookAngleDampingNormal; }
inline float BotProfile::GetLookAngleMaxAccelerationAttacking() const { return m_lookAngleMaxAccelAttacking; }
inline float BotProfile::GetLookAngleStiffnessAttacking() const { return m_lookAngleStiffnessAttacking; }
inline float BotProfile::GetLookAngleDampingAttacking() const { return m_lookAngleDampingAttacking; }
inline void BotProfile::SetVoicePitch( int pitch ) { m_voicePitch = pitch; }
/**
* Copy in data from parent if it differs from the baseline */ inline void BotProfile::Inherit( const BotProfile *parent, const BotProfile *baseline ) { if ( parent->m_aggression != baseline->m_aggression ) m_aggression = parent->m_aggression;
if ( parent->m_skill != baseline->m_skill ) m_skill = parent->m_skill;
if ( parent->m_teamwork != baseline->m_teamwork ) m_teamwork = parent->m_teamwork;
if ( parent->m_aimFocusInitial != baseline->m_aimFocusInitial ) m_aimFocusInitial = parent->m_aimFocusInitial;
if ( parent->m_aimFocusDecay != baseline->m_aimFocusDecay ) m_aimFocusDecay = parent->m_aimFocusDecay;
if ( parent->m_aimFocusOffsetScale != baseline->m_aimFocusOffsetScale ) m_aimFocusOffsetScale = parent->m_aimFocusOffsetScale;
if ( parent->m_aimFocusInterval != baseline->m_aimFocusInterval ) m_aimFocusInterval = parent->m_aimFocusInterval;
if (parent->m_weaponPreferenceCount != baseline->m_weaponPreferenceCount) { m_weaponPreferenceCount = parent->m_weaponPreferenceCount; for( int i=0; i<parent->m_weaponPreferenceCount; ++i ) m_weaponPreference[i] = parent->m_weaponPreference[i]; }
if (parent->m_cost != baseline->m_cost) m_cost = parent->m_cost;
if (parent->m_skin != baseline->m_skin) m_skin = parent->m_skin;
if (parent->m_difficultyFlags != baseline->m_difficultyFlags) m_difficultyFlags = parent->m_difficultyFlags;
if (parent->m_voicePitch != baseline->m_voicePitch) m_voicePitch = parent->m_voicePitch;
if (parent->m_reactionTime != baseline->m_reactionTime) m_reactionTime = parent->m_reactionTime;
if (parent->m_attackDelay != baseline->m_attackDelay) m_attackDelay = parent->m_attackDelay;
if (parent->m_teams != baseline->m_teams) m_teams = parent->m_teams;
if (parent->m_voiceBank != baseline->m_voiceBank) m_voiceBank = parent->m_voiceBank;
m_templates.AddToTail( parent ); }
//--------------------------------------------------------------------------------------------------------------
/**
* The BotProfileManager defines the interface to accessing BotProfiles */ class BotProfileManager { public: BotProfileManager( void ); ~BotProfileManager( void );
void Init( const char *filename, unsigned int *checksum = NULL ); void Reset( void );
/// given a name, return a profile
const BotProfile *GetProfile( const char *name, int team ) const { FOR_EACH_LL( m_profileList, it ) { BotProfile *profile = m_profileList[ it ]; if ( !stricmp( name, profile->GetName() ) && profile->IsValidForTeam( team ) ) return profile; }
return NULL; }
/// given a template name and difficulty, return a profile
const BotProfile *GetProfileMatchingTemplate( const char *profileName, int team, BotDifficultyType difficulty, BotProfileDevice_t device, bool bAllowDupeNames = false ) const { FOR_EACH_LL( m_profileList, it ) { BotProfile *profile = m_profileList[ it ];
if ( !profile->InheritsFrom( profileName ) ) continue;
if ( !profile->IsValidForTeam( team ) ) continue;
if ( !profile->IsDifficulty( difficulty ) ) continue;
if ( bAllowDupeNames == false && UTIL_IsNameTaken( profile->GetName() ) ) continue;
return profile; }
return NULL; }
const BotProfileList *GetProfileList( void ) const { return &m_profileList; } ///< return list of all profiles
const BotProfile *GetRandomProfile( BotDifficultyType difficulty, int team, CSWeaponType weaponType, bool forceMatchHighestDifficulty = false ) const; ///< return random unused profile that matches the given difficulty level
const char * GetCustomSkin( int index ); ///< Returns custom skin name at a particular index
const char * GetCustomSkinModelname( int index ); ///< Returns custom skin modelname at a particular index
const char * GetCustomSkinFname( int index ); ///< Returns custom skin filename at a particular index
int GetCustomSkinIndex( const char *name, const char *filename = NULL ); ///< Looks up a custom skin index by name
typedef CUtlVector<char *> VoiceBankList; const VoiceBankList *GetVoiceBanks( void ) const { return &m_voiceBanks; } int FindVoiceBankIndex( const char *filename ); ///< return index of the (custom) bot phrase db, inserting it if needed
protected: void ParseDifficultySetting( unsigned char &difficultyFlags, char* token); void ParseWeaponPreference( bool &isFirstWeaponPref, int &weaponPreferenceCount, CSWeaponID* weaponPreference, char* token );
protected: BotProfileList m_profileList; ///< the list of all bot profiles
BotProfileList m_templateList; ///< the list of all bot templates
VoiceBankList m_voiceBanks;
char *m_skins[ NumCustomSkins ]; ///< Custom skin names
char *m_skinModelnames[ NumCustomSkins ]; ///< Custom skin modelnames
char *m_skinFilenames[ NumCustomSkins ]; ///< Custom skin filenames
int m_nextSkin; ///< Next custom skin to allocate
};
/// the global singleton for accessing BotProfiles
extern BotProfileManager *TheBotProfiles;
#endif // _BOT_PROFILE_H_
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