Counter Strike : Global Offensive Source Code
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//========= Copyright 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
// Author: Michael S. Booth ([email protected]), 2003
#include "cbase.h"
#include "cs_gamerules.h"
#include "cs_player.h"
#include "shared_util.h"
#include "engine/IEngineSound.h"
#include "keyvalues.h"
#include "bot.h"
#include "bot_util.h"
#include "cs_bot.h"
#include "cs_bot_chatter.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
// Use to toggle between old bot chatter system and response rules
extern ConVar bot_chatter_use_rr;
/**
* @todo Fix this
*/
bool GetRandomSpotAtPlace( Place place, Vector *pPos )
{
int count = 0;
FOR_EACH_VEC( TheNavAreas, it )
{
CNavArea *area = TheNavAreas[ it ];
if (area->GetPlace() == place)
++count;
}
if (count == 0)
return false;
int which = RandomInt( 0, count-1 );
FOR_EACH_VEC( TheNavAreas, rit )
{
CNavArea *area = TheNavAreas[ rit ];
if (area->GetPlace() == place && which == 0)
{
*pPos = area->GetCenter();
return true;
}
}
return false;
}
//---------------------------------------------------------------------------------------------------------------
/**
* Transmit meme to other bots
*/
void BotMeme::Transmit( CCSBot *sender ) const
{
for( int i = 1; i <= gpGlobals->maxClients; i++ )
{
CCSPlayer *player = static_cast<CCSPlayer *>( UTIL_PlayerByIndex( i ) );
if (player == NULL)
continue;
// if (FNullEnt( player->pev ))
// continue;
// if (FStrEq( STRING( player->pev->netname ), "" ))
// continue;
// skip self
if (sender == player)
continue;
// ignore dead humans
if (!player->IsBot() && !player->IsAlive())
continue;
// ignore enemies, since we can't hear them talk
if (sender && sender->IsOtherEnemy( player ))
continue;
// if not a bot, fail the test
if (!player->IsBot())
continue;
CCSBot *bot = dynamic_cast<CCSBot *>( player );
if ( !bot )
continue;
// allow bot to interpret our meme
Interpret( sender, bot );
}
}
//---------------------------------------------------------------------------------------------------------------
/**
* A teammate called for help - respond
*/
void BotHelpMeme::Interpret( CCSBot *sender, CCSBot *receiver ) const
{
const float maxHelpRange = 3000.0f; // 2000
receiver->RespondToHelpRequest( sender, m_place, maxHelpRange );
}
//---------------------------------------------------------------------------------------------------------------
/**
* A teammate reported information about a bombsite
*/
void BotBombsiteStatusMeme::Interpret( CCSBot *sender, CCSBot *receiver ) const
{
// remember this bombsite's status
if (m_status == CLEAR)
receiver->GetGameState()->ClearBombsite( m_zoneIndex );
else
receiver->GetGameState()->MarkBombsiteAsPlanted( m_zoneIndex );
// if we were heading to the just-cleared bombsite, pick another one to search
// if our target bombsite wasn't cleared, will will continue going to it,
// because GetNextBombsiteToSearch() will return the same zone (since its not cleared)
// if the bomb was planted, we will head to that bombsite
if (receiver->GetTask() == CCSBot::FIND_TICKING_BOMB)
{
receiver->Idle();
receiver->GetChatter()->Affirmative();
}
}
//---------------------------------------------------------------------------------------------------------------
/**
* A teammate reported information about the bomb
*/
void BotBombStatusMeme::Interpret( CCSBot *sender, CCSBot *receiver ) const
{
// update our gamestate based on teammate's report
switch( m_state )
{
case CSGameState::MOVING:
receiver->GetGameState()->UpdateBomber( m_pos );
// if we are hunting and see no enemies, respond
if (!receiver->IsRogue() && receiver->IsHunting() && receiver->GetNearbyEnemyCount() == 0)
receiver->RespondToHelpRequest( sender, TheNavMesh->GetPlace( m_pos ) );
break;
case CSGameState::LOOSE:
receiver->GetGameState()->UpdateLooseBomb( m_pos );
if (receiver->GetTask() == CCSBot::GUARD_BOMB_ZONE)
{
receiver->Idle();
receiver->GetChatter()->Affirmative();
}
break;
}
}
//---------------------------------------------------------------------------------------------------------------
/**
* A teammate has asked that we follow him
*/
void BotFollowMeme::Interpret( CCSBot *sender, CCSBot *receiver ) const
{
if (receiver->IsRogue())
return;
// if we're busy, ignore
if (receiver->IsBusy())
return;
// if we are too far away, ignore
// compute actual travel distance
Vector senderOrigin = GetCentroid( sender );
PathCost cost( receiver );
float travelDistance = NavAreaTravelDistance( receiver->GetLastKnownArea(),
TheNavMesh->GetNearestNavArea( senderOrigin ),
cost );
if (travelDistance < 0.0f)
return;
const float tooFar = 1000.0f;
if (travelDistance > tooFar)
return;
// begin following
receiver->Follow( sender );
// acknowledge
receiver->GetChatter()->Say( "CoveringFriend" );
}
//---------------------------------------------------------------------------------------------------------------
/**
* A teammate has asked us to defend a place
*/
void BotDefendHereMeme::Interpret( CCSBot *sender, CCSBot *receiver ) const
{
if (receiver->IsRogue())
return;
// if we're busy, ignore
if (receiver->IsBusy())
return;
Place place = TheNavMesh->GetPlace( m_pos );
if (place != UNDEFINED_PLACE)
{
// pick a random hiding spot in this place
const Vector *spot = FindRandomHidingSpot( receiver, place, receiver->IsSniper() );
if (spot)
{
receiver->SetTask( CCSBot::HOLD_POSITION );
receiver->Hide( *spot );
return;
}
}
// hide nearby
receiver->SetTask( CCSBot::HOLD_POSITION );
receiver->Hide( TheNavMesh->GetNearestNavArea( m_pos ) );
// acknowledge
receiver->GetChatter()->Say( "Affirmative" );
}
//---------------------------------------------------------------------------------------------------------------
/**
* A teammate has asked where the bomb is planted
*/
void BotWhereBombMeme::Interpret( CCSBot *sender, CCSBot *receiver ) const
{
int zone = receiver->GetGameState()->GetPlantedBombsite();
if (zone != CSGameState::UNKNOWN)
receiver->GetChatter()->FoundPlantedBomb( zone );
}
//---------------------------------------------------------------------------------------------------------------
/**
* A teammate has asked us to report in
*/
void BotRequestReportMeme::Interpret( CCSBot *sender, CCSBot *receiver ) const
{
receiver->GetChatter()->ReportingIn();
}
//---------------------------------------------------------------------------------------------------------------
/**
* A teammate told us all the hostages are gone
*/
void BotAllHostagesGoneMeme::Interpret( CCSBot *sender, CCSBot *receiver ) const
{
receiver->GetGameState()->AllHostagesGone();
// acknowledge
receiver->GetChatter()->Say( "Affirmative" );
}
//---------------------------------------------------------------------------------------------------------------
/**
* A teammate told us a CT is talking to a hostage
*/
void BotHostageBeingTakenMeme::Interpret( CCSBot *sender, CCSBot *receiver ) const
{
receiver->GetGameState()->HostageWasTaken();
// if we're busy, ignore
if (receiver->IsBusy())
return;
receiver->Idle();
// acknowledge
receiver->GetChatter()->Say( "Affirmative" );
}
//---------------------------------------------------------------------------------------------------------------
/**
* A teammate heard a noise, so we shouldn't report noises for a while
*/
void BotHeardNoiseMeme::Interpret( CCSBot *sender, CCSBot *receiver ) const
{
receiver->GetChatter()->FriendHeardNoise();
}
//---------------------------------------------------------------------------------------------------------------
/**
* A teammate warned about snipers, so we shouldn't warn again for awhile
*/
void BotWarnSniperMeme::Interpret( CCSBot *sender, CCSBot *receiver ) const
{
receiver->GetChatter()->FriendSpottedSniper();
}
//---------------------------------------------------------------------------------------------------------------
BotSpeakable::BotSpeakable()
{
m_phrase = NULL;
}
//---------------------------------------------------------------------------------------------------------------
BotSpeakable::~BotSpeakable()
{
if ( m_phrase )
{
delete[] m_phrase;
m_phrase = NULL;
}
}
//---------------------------------------------------------------------------------------------------------------
//---------------------------------------------------------------------------------------------------------------
BotPhrase::BotPhrase( bool isPlace )
{
m_name = NULL;
m_place = UNDEFINED_PLACE;
m_isPlace = isPlace;
m_radioEvent = RADIO_INVALID;
m_isImportant = false;
ClearCriteria();
m_numVoiceBanks = 0;
InitVoiceBank( 0 );
}
BotPhrase::~BotPhrase()
{
for( int bank=0; bank<m_voiceBank.Count(); ++bank )
{
for( int speakable=0; speakable<m_voiceBank[bank]->Count(); ++speakable )
{
delete (*m_voiceBank[bank])[speakable];
}
delete m_voiceBank[bank];
}
if ( m_name )
delete [] m_name;
}
void BotPhrase::InitVoiceBank( int bankIndex )
{
while ( m_numVoiceBanks <= bankIndex )
{
m_count.AddToTail(0);
m_index.AddToTail(0);
m_voiceBank.AddToTail( new BotSpeakableVector );
++m_numVoiceBanks;
}
}
/**
* Return a random speakable - avoid repeating
*/
char *BotPhrase::GetSpeakable( int bankIndex, float *duration ) const
{
if (bankIndex < 0 || bankIndex >= m_numVoiceBanks || m_count[bankIndex] == 0)
{
if (duration)
*duration = 0.0f;
return NULL;
}
// find phrase that meets the current criteria
int start = m_index[bankIndex];
while(true)
{
BotSpeakableVector *speakables = m_voiceBank[bankIndex];
int& index = m_index[bankIndex];
const BotSpeakable *speak = (*speakables)[index++];
if (m_index[bankIndex] >= m_count[bankIndex])
m_index[bankIndex] = 0;
// check place criteria
// if this speakable has a place criteria, it must match to be used
// speakables with Place of ANY will match any place
// speakables with a specific Place will only be used if Place matches
// speakables with Place of UNDEFINED only match Place of UNDEFINED
if (speak->m_place == ANY_PLACE || speak->m_place == m_placeCriteria)
{
// check count criteria
// if this speakable has a count criteria, it must match to be used
// if this speakable does not have a count criteria, we dont care what the count is set to
if (speak->m_count == UNDEFINED_COUNT || speak->m_count == MIN( m_countCriteria, COUNT_MANY ))
{
if (duration)
*duration = speak->m_duration;
return speak->m_phrase;
}
}
// check if we exhausted all speakables
if (m_index[bankIndex] == start)
{
if (duration)
*duration = 0.0f;
return NULL;
}
}
}
//---------------------------------------------------------------------------------------------------------------
/**
* Randomly shuffle the speakable order
*/
void BotPhrase::Randomize( void )
{
for ( int bank = 0; bank < m_voiceBank.Count(); ++bank )
{
BotSpeakableVector *speakables = m_voiceBank[bank];
if ( speakables->Count() == 1 )
continue;
// A simple shuffle: for each array index, swap it with a random index
for ( int index = 0; index < speakables->Count(); ++index )
{
int newIndex = RandomInt( 0, speakables->Count()-1 );
BotSpeakable *speakable = (*speakables)[index];
(*speakables)[index] = (*speakables)[newIndex];
(*speakables)[newIndex] = speakable;
}
}
}
//---------------------------------------------------------------------------------------------------------------
//---------------------------------------------------------------------------------------------------------------
BotPhraseManager *TheBotPhrases = NULL;
BotPhraseManager::BotPhraseManager( void )
{
m_placeCount = 0;
}
/**
* Invoked when map changes
*/
void BotPhraseManager::OnMapChange( void )
{
m_placeCount = 0;
}
/**
* Removes everything from memory
*/
void BotPhraseManager::Reset( void )
{
int i;
// free phrase resources
for( i=0; i<m_list.Count(); ++i )
{
delete m_list[i];
}
for( i=0; i<m_placeList.Count(); ++i )
{
delete m_placeList[i];
}
m_list.RemoveAll();
m_placeList.RemoveAll();
m_painPhrase = NULL;
m_agreeWithPlanPhrase = NULL;
}
/**
* Invoked when the round resets
*/
void BotPhraseManager::OnRoundRestart( void )
{
// effectively reset all interval timers
m_placeCount = 0;
// shuffle all the speakables
int i;
for( i=0; i<m_placeList.Count(); ++i )
m_placeList[i]->Randomize();
for( i=0; i<m_list.Count(); ++i )
m_list[i]->Randomize();
}
BotChatterOutputType BotPhraseManager::GetOutputType( int voiceBank ) const
{
if ( voiceBank >= 0 && voiceBank < m_output.Count() )
{
return m_output[voiceBank];
}
return BOT_CHATTER_RADIO;
}
/**
* Initialize phrase system from database file
*/
bool BotPhraseManager::Initialize( const char *filename, int bankIndex )
{
bool isDefault = (bankIndex == 0);
FileHandle_t file = filesystem->Open( filename, "r" );
if (!file)
{
CONSOLE_ECHO( "WARNING: Cannot access bot phrase database '%s'\n", filename );
return false;
}
// BOTPORT: Redo file reading to avoid loading whole file into memory at once
int phraseDataLength = filesystem->Size( filename );
char *phraseDataFile = new char[ phraseDataLength ];
int dataReadLength = filesystem->Read( phraseDataFile, phraseDataLength, file );
filesystem->Close( file );
if ( dataReadLength > 0 )
{
// NULL-terminate based on the length read in, since Read() can transform \r\n to \n and
// return fewer bytes than we were expecting.
phraseDataFile[ dataReadLength - 1 ] = 0;
}
const char *phraseData = phraseDataFile;
const int RadioPathLen = 128; // wav filenames need to be shorter than this to go over the net anyway.
char baseDir[RadioPathLen] = "";
char compositeFilename[RadioPathLen];
//
// Parse the BotChatter.db into BotPhrase collections
//
while( true )
{
phraseData = SharedParse( phraseData );
if (!phraseData)
break;
char *token = SharedGetToken();
if ( !stricmp( token, "Output" ) )
{
// get name of this output device
phraseData = SharedParse( phraseData );
if (!phraseData)
{
CONSOLE_ECHO( "Error parsing '%s' - expected identifier\n", filename );
delete [] phraseDataFile;
return false;
}
while ( m_output.Count() <= bankIndex )
{
m_output.AddToTail(BOT_CHATTER_RADIO);
}
char *token = SharedGetToken();
if ( !stricmp( token, "Voice" ) )
{
m_output[bankIndex] = BOT_CHATTER_VOICE;
}
}
else if ( !stricmp( token, "BaseDir" ) )
{
// get name of this output device
phraseData = SharedParse( phraseData );
if (!phraseData)
{
CONSOLE_ECHO( "Error parsing '%s' - expected identifier\n", filename );
delete [] phraseDataFile;
return false;
}
char *token = SharedGetToken();
Q_strncpy( baseDir, token, RadioPathLen );
Q_strncat( baseDir, "\\", RadioPathLen, -1 );
baseDir[RadioPathLen-1] = 0;
}
else if (!stricmp( token, "Place" ) || !stricmp( token, "Chatter" ))
{
bool isPlace = (stricmp( token, "Place" )) ? false : true;
// encountered a new phrase collection
BotPhrase *phrase = NULL;
if ( isDefault )
{
phrase = new BotPhrase( isPlace );
}
// get name of this phrase
phraseData = SharedParse( phraseData );
if (!phraseData)
{
CONSOLE_ECHO( "Error parsing '%s' - expected identifier\n", filename );
delete [] phraseDataFile;
return false;
}
if ( isDefault )
{
phrase->m_name = CloneString( SharedGetToken() );
phrase->m_place = (isPlace) ? TheNavMesh->NameToPlace( phrase->m_name ) : UNDEFINED_PLACE;
}
else // look up the existing phrase
{
if ( isPlace )
{
phrase = const_cast<BotPhrase *>(GetPlace( SharedGetToken() ));
}
else
{
phrase = const_cast<BotPhrase *>(GetPhrase( SharedGetToken() ));
}
if ( !phrase )
{
CONSOLE_ECHO( "Error parsing '%s' - phrase '%s' is invalid\n", filename, SharedGetToken() );
delete [] phraseDataFile;
return false;
}
}
phrase->InitVoiceBank( bankIndex );
PlaceCriteria placeCriteria = ANY_PLACE;
CountCriteria countCriteria = UNDEFINED_COUNT;
RadioType radioEvent = RADIO_INVALID;
bool isImportant = false;
// read attributes of this phrase
while( true )
{
// get next token
phraseData = SharedParse( phraseData );
if (!phraseData)
{
CONSOLE_ECHO( "Error parsing %s - expected 'End'\n", filename );
delete [] phraseDataFile;
return false;
}
token = SharedGetToken();
// check for Place criteria
if (!stricmp( token, "Place" ))
{
phraseData = SharedParse( phraseData );
if (!phraseData)
{
CONSOLE_ECHO( "Error parsing %s - expected Place name\n", filename );
delete [] phraseDataFile;
return false;
}
token = SharedGetToken();
// update place criteria for subsequent speak lines
// NOTE: this assumes places must be first in the chatter database
// check for special identifiers
if (!stricmp( "ANY", token ))
placeCriteria = ANY_PLACE;
else if (!stricmp( "UNDEFINED", token ))
placeCriteria = UNDEFINED_PLACE;
else
placeCriteria = TheNavMesh->NameToPlace( token );
continue;
}
// check for Count criteria
if (!stricmp( token, "Count" ))
{
phraseData = SharedParse( phraseData );
if (!phraseData)
{
CONSOLE_ECHO( "Error parsing %s - expected Count value\n", filename );
delete [] phraseDataFile;
return false;
}
token = SharedGetToken();
// update count criteria for subsequent speak lines
if (!stricmp( token, "Many" ))
countCriteria = COUNT_MANY;
else
countCriteria = atoi( token );
continue;
}
// check for radio equivalent
if (!stricmp( token, "Radio" ))
{
phraseData = SharedParse( phraseData );
if (!phraseData)
{
CONSOLE_ECHO( "Error parsing %s - expected radio event\n", filename );
delete [] phraseDataFile;
return false;
}
token = SharedGetToken();
RadioType event = NameToRadioEvent( token );
if (event <= RADIO_START_1 || event >= RADIO_END)
{
CONSOLE_ECHO( "Error parsing %s - invalid radio event '%s'\n", filename, token );
delete [] phraseDataFile;
return false;
}
radioEvent = event;
continue;
}
// check for "important" flag
if (!stricmp( token, "Important" ))
{
isImportant = true;
continue;
}
// check for End delimiter
if (!stricmp( token, "End" ))
break;
// found a phrase - add it to the collection
BotSpeakable *speak = new BotSpeakable;
if ( baseDir[0] )
{
Q_snprintf( compositeFilename, RadioPathLen, "%s%s", baseDir, token );
speak->m_phrase = CloneString( compositeFilename );
}
else
{
speak->m_phrase = CloneString( token );
}
speak->m_place = placeCriteria;
speak->m_count = countCriteria;
#ifdef POSIX
Q_FixSlashes( speak->m_phrase );
Q_strlower( speak->m_phrase );
#endif
#if defined( CSTRIKE15 )
// cstrike15 doesn't use bot chatter this way, the system redirects to RR, so no need to do anything other than slam this
speak->m_duration = 1.0f;
#else
speak->m_duration = enginesound->GetSoundDuration( speak->m_phrase );
if (speak->m_duration <= 0.0f)
{
if ( !engine->IsDedicatedServer() )
{
DevMsg( "Warning: Couldn't get duration of phrase '%s'\n", speak->m_phrase );
}
speak->m_duration = 1.0f;
}
#endif
BotSpeakableVector * speakables = phrase->m_voiceBank[ bankIndex ];
speakables->AddToTail( speak );
++phrase->m_count[ bankIndex ];
}
if ( isDefault )
{
phrase->m_radioEvent = radioEvent;
phrase->m_isImportant = isImportant;
}
// add phrase collection to the appropriate master list
if (isPlace)
m_placeList.AddToTail( phrase );
else
m_list.AddToTail( phrase );
}
}
delete [] phraseDataFile;
m_painPhrase = GetPhrase( "Pain" );
m_agreeWithPlanPhrase = GetPhrase( "AgreeWithPlan" );
return true;
}
BotPhraseManager::~BotPhraseManager()
{
Reset();
}
/**
* Given a name, return the associated phrase collection
*/
const BotPhrase *BotPhraseManager::GetPhrase( const char *name ) const
{
for( int i=0; i<m_list.Count(); ++i )
{
if (!stricmp( m_list[i]->m_name, name ))
return m_list[i];
}
//CONSOLE_ECHO( "GetPhrase: ERROR - Invalid phrase '%s'\n", name );
return NULL;
}
/**
* Given an id, return the associated phrase collection
* @todo Store phrases in a vector to make this fast
*/
/*
const BotPhrase *BotPhraseManager::GetPhrase( unsigned int place ) const
{
for( BotPhraseList::const_iterator iter = m_list.begin(); iter != m_list.end(); ++iter )
{
const BotPhrase *phrase = *iter;
if (phrase->m_place == id)
return phrase;
}
CONSOLE_ECHO( "GetPhrase: ERROR - Invalid phrase id #%d\n", id );
return NULL;
}
*/
/**
* Given a name, return the associated Place phrase collection
*/
const BotPhrase *BotPhraseManager::GetPlace( const char *name ) const
{
if (name == NULL)
return NULL;
for( int i=0; i<m_placeList.Count(); ++i )
{
if (!stricmp( m_placeList[i]->m_name, name ))
return m_placeList[i];
}
return NULL;
}
/**
* Given a name, return the associated Place phrase collection
*/
const BotPhrase *BotPhraseManager::GetPlace( PlaceCriteria place ) const
{
if (place == UNDEFINED_PLACE)
return NULL;
for( int i=0; i<m_placeList.Count(); ++i )
{
if (m_placeList[i]->m_place == place)
return m_placeList[i];
}
return NULL;
}
//---------------------------------------------------------------------------------------------------------------
//---------------------------------------------------------------------------------------------------------------
BotStatement::BotStatement( BotChatterInterface *chatter, BotStatementType type, float expireDuration )
{
m_chatter = chatter;
m_next = NULL;
m_prev = NULL;
m_timestamp = gpGlobals->curtime;
m_speakTimestamp = 0.0f;
m_type = type;
m_subject = UNDEFINED_SUBJECT;
m_place = UNDEFINED_PLACE;
m_meme = NULL;
m_startTime = gpGlobals->curtime;
m_expireTime = gpGlobals->curtime + expireDuration;
m_isSpeaking = false;
m_nextTime = 0.0f;
m_index = -1;
m_count = 0;
m_conditionCount = 0;
}
BotStatement::~BotStatement()
{
if (m_meme)
delete m_meme;
}
//---------------------------------------------------------------------------------------------------------------
CCSBot *BotStatement::GetOwner( void ) const
{
return m_chatter->GetOwner();
}
//---------------------------------------------------------------------------------------------------------------
/**
* Attach a meme to this statement, to be transmitted to other friendly bots when spoken
*/
void BotStatement::AttachMeme( BotMeme *meme )
{
m_meme = meme;
}
//---------------------------------------------------------------------------------------------------------------
/**
* Add a conditions that must be true for the statement to be spoken
*/
void BotStatement::AddCondition( ConditionType condition )
{
if (m_conditionCount < MAX_BOT_CONDITIONS)
m_condition[ m_conditionCount++ ] = condition;
}
//---------------------------------------------------------------------------------------------------------------
/**
* Return true if this statement is "important" and not personality chatter
*/
bool BotStatement::IsImportant( void ) const
{
// if a statement contains any important phrases, it is important
for( int i=0; i<m_count; ++i )
{
if (m_statement[i].isPhrase && m_statement[i].phrase->IsImportant())
return true;
// hack for now - phrases with enemy counts are important
if (!m_statement[i].isPhrase && m_statement[i].context == BotStatement::CURRENT_ENEMY_COUNT)
return true;
}
return false;
}
//---------------------------------------------------------------------------------------------------------------
/**
* Verify all attached conditions
*/
bool BotStatement::IsValid( void ) const
{
for( int i=0; i<m_conditionCount; ++i )
{
switch( m_condition[i] )
{
case IS_IN_COMBAT:
{
// Don't speak in combat, unless we're playing a coop mission
if ( !GetOwner()->IsAttacking() && !CSGameRules()->IsPlayingCoopMission() )
return false;
break;
}
/*
case RADIO_SILENCE:
{
if (GetOwner()->GetChatter()->GetRadioSilenceDuration() < 10.0f)
return false;
break;
}
*/
case ENEMIES_REMAINING:
{
if (GetOwner()->GetEnemiesRemaining() == 0)
return false;
break;
}
}
}
return true;
}
//---------------------------------------------------------------------------------------------------------------
/**
* Return true if this statement is essentially the same as the given one
*/
bool BotStatement::IsRedundant( const BotStatement *say ) const
{
// special cases
if (GetType() == REPORT_MY_PLAN ||
GetType() == REPORT_REQUEST_HELP ||
GetType() == REPORT_CRITICAL_EVENT ||
GetType() == REPORT_ACKNOWLEDGE)
return false;
// check if topics are different
if (say->GetType() != GetType())
return false;
if (!say->HasPlace() && !HasPlace() && !say->HasSubject() && !HasSubject())
{
// neither has place or subject, so they are the same
return true;
}
// check if subject matter is the same
if (say->HasPlace() && HasPlace() && say->GetPlace() == GetPlace())
{
// talking about the same place
return true;
}
if (say->HasSubject() && HasSubject() && say->GetSubject() == GetSubject())
{
// talking about the same player
return true;
}
return false;
}
//---------------------------------------------------------------------------------------------------------------
/**
* Return true if this statement is no longer appropriate to say
*/
bool BotStatement::IsObsolete( void ) const
{
// if the round is over, the only things we should say are emotes
if (GetOwner()->GetGameState()->IsRoundOver())
{
if (m_type != REPORT_EMOTE)
return true;
}
// If we're wanting to say "I lost him" but we've spotted another enemy,
// we no longer need to report losing someone.
if ( GetOwner()->GetChatter()->SeesAtLeastOneEnemy() && m_type == REPORT_ENEMY_LOST )
{
return true;
}
// check if statement lifetime has expired
return (gpGlobals->curtime > m_expireTime);
}
//---------------------------------------------------------------------------------------------------------------
/**
* Possibly change what were going to say base on what teammate is saying
*/
void BotStatement::Convert( const BotStatement *say )
{
if (GetType() == REPORT_MY_PLAN && say->GetType() == REPORT_MY_PLAN)
{
const BotPhrase *meToo = TheBotPhrases->GetAgreeWithPlanPhrase();
// don't reconvert
if (m_statement[0].phrase == meToo)
return;
// if our plans are the same, change our statement to "me too"
if (m_statement[0].phrase == say->m_statement[0].phrase)
{
if (m_place == say->m_place)
{
// same plan at the same place - convert to "me too"
m_statement[0].phrase = meToo;
m_startTime = gpGlobals->curtime + RandomFloat( 0.5f, 1.0f );
}
else
{
// same plan at different place - wait a bit to allow others to respond "me too"
m_startTime = gpGlobals->curtime + RandomFloat( 3.0f, 4.0f );
}
}
}
}
//---------------------------------------------------------------------------------------------------------------
void BotStatement::AppendPhrase( const BotPhrase *phrase )
{
if (phrase == NULL)
return;
if (m_count < MAX_BOT_PHRASES)
{
m_statement[ m_count ].isPhrase = true;
m_statement[ m_count++ ].phrase = phrase;
}
}
/**
* Special phrases that depend on the context
*/
void BotStatement::AppendPhrase( ContextType contextPhrase )
{
if (m_count < MAX_BOT_PHRASES)
{
m_statement[ m_count ].isPhrase = false;
m_statement[ m_count++ ].context = contextPhrase;
}
}
/**
* Say our statement
* m_index refers to the phrase currently being spoken, or -1 if we havent started yet
*/
bool BotStatement::Update( void )
{
CCSBot *me = GetOwner();
// if all of our teammates are dead, the only non-redundant statements are emotes
if (me->GetFriendsRemaining() == 0 && GetType() != REPORT_EMOTE && !me->HasHeavyArmor())
return false;
if (!m_isSpeaking)
{
m_isSpeaking = true;
m_speakTimestamp = gpGlobals->curtime;
}
const int nMinEnemiesToNote = CSGameRules()->IsPlayingCoopMission() ? 1 : 3;
// special case - context dependent delay
if (m_index >= 0 && m_statement[ m_index ].context == ACCUMULATE_ENEMIES_DELAY)
{
// report if we see a lot of enemies, or if enough time has passed
const float reportTime = 2.0f; // 1
if ( me->GetNearbyEnemyCount() > nMinEnemiesToNote || gpGlobals->curtime - m_speakTimestamp > reportTime )
{
// enough enemies have accumulated to expire this delay
m_nextTime = 0.0f;
}
}
if (gpGlobals->curtime > m_nextTime)
{
// check for end of statement
if (++m_index == m_count)
{
// transmit any memes carried in this statement to our teammates
if (m_meme)
m_meme->Transmit( me );
return false;
}
// start next part of statement
float duration = 0.0f;
const BotPhrase *phrase = NULL;
if (m_statement[ m_index ].isPhrase)
{
// normal phrase
phrase = m_statement[ m_index ].phrase;
}
else
{
// context-dependant phrase
switch( m_statement[ m_index ].context )
{
case CURRENT_ENEMY_COUNT:
{
if ( me->HasHeavyArmor() )
break;
int enemyCount = me->GetNearbyEnemyCount();
const int nEnemySpottedThreshold = CSGameRules()->IsPlayingCoopMission() ? 0 : 1;
// if we are outnumbered, ask for help
if (enemyCount-1 > me->GetNearbyFriendCount())
{
phrase = TheBotPhrases->GetPhrase( "Help" );
AttachMeme( new BotHelpMeme() );
}
else if ( enemyCount > nEnemySpottedThreshold )
{
phrase = TheBotPhrases->GetPhrase( "EnemySpotted" );
phrase->SetCountCriteria( enemyCount );
}
break;
}
case REMAINING_ENEMY_COUNT:
{
if ( me->HasHeavyArmor() )
break;
static const char *speak[] =
{
"NoEnemiesLeft", "OneEnemyLeft", "TwoEnemiesLeft", "ThreeEnemiesLeft"
};
int enemyCount = me->GetEnemiesRemaining();
// dont report if there are lots of enemies left
if (enemyCount < 0 || enemyCount > nMinEnemiesToNote )
{
phrase = NULL;
}
else
{
phrase = TheBotPhrases->GetPhrase( speak[ enemyCount ] );
}
break;
}
case SHORT_DELAY:
{
m_nextTime = gpGlobals->curtime + RandomFloat( 0.1f, 0.5f );
return true;
}
case LONG_DELAY:
{
m_nextTime = gpGlobals->curtime + RandomFloat( 1.0f, 2.0f );
return true;
}
case ACCUMULATE_ENEMIES_DELAY:
{
// wait until test becomes true
m_nextTime = 99999999.9f;
return true;
}
}
}
if (phrase)
{
// if chatter system is in "standard radio" mode, send the equivalent radio command
if (me->GetChatter()->GetVerbosity() == BotChatterInterface::RADIO)
{
RadioType radioEvent = phrase->GetRadioEquivalent();
if (radioEvent == RADIO_INVALID)
{
// skip directly to the next phrase
m_nextTime = 0.0f;
}
else
{
// use the standard radio
me->GetChatter()->ResetRadioSilenceDuration();
me->SendRadioMessage( radioEvent );
duration = 2.0f;
}
}
else
{
// set place criteria
phrase->SetPlaceCriteria( m_place );
bool sayIt = true;
if (phrase->IsPlace())
{
// don't repeat the place if someone just mentioned it not too long ago
float timeSince = TheBotPhrases->GetPlaceStatementInterval( phrase->GetPlace() );
const float minRepeatTime = 20.0f; // 30
if (timeSince < minRepeatTime)
{
sayIt = false;
}
else
{
TheBotPhrases->ResetPlaceStatementInterval( phrase->GetPlace() );
}
}
if (sayIt)
{
bool bSpoke = false;
if ( bot_chatter_use_rr.GetBool() )
{
// Pipe the bot chatter through the response rules system
int nPlace = phrase->IsPlace() ? phrase->GetPlace() : phrase->GetPlaceCriteria();
const char *place = TheNavMesh->PlaceToName( nPlace );
CountCriteria count = phrase->GetCountCriteria();
AI_CriteriaSet &botCriteria = phrase->GetCriteriaSet();
if ( count != UNDEFINED_COUNT )
{
botCriteria.AppendCriteria( "count", count );
}
if ( place )
{
botCriteria.AppendCriteria( "place", place );
}
if ( CSGameRules()->IsPlayingCoopMission() )
{
botCriteria.AppendCriteria( "gamemode", "coop" );
}
if ( me->HasHeavyArmor() )
{
botCriteria.AppendCriteria( "isheavy", 1 );
}
// TODO: Need voice pitch as a criteria?
// me->GetProfile()->GetVoicePitch()
bSpoke = me->SpeakAudioResponseRules( phrase->GetName(), &botCriteria, duration + 1.0f );
}
else
{
const char *filename = phrase->GetSpeakable( me->GetProfile()->GetVoiceBank(), &duration );
// CONSOLE_ECHO( "%s: Radio( '%s' )\n", STRING( me->pev->netname ), filename );
if ( filename )
{
me->SpeakAudio( filename, duration + 1.0f, me->GetProfile()->GetVoicePitch() );
bSpoke = true;
}
}
if ( !bSpoke )
{
RadioType radioEvent = phrase->GetRadioEquivalent();
if (radioEvent == RADIO_INVALID)
{
// skip directly to the next phrase
m_nextTime = 0.0f;
}
else
{
// use the standard radio
me->SendRadioMessage( radioEvent );
me->GetChatter()->ResetRadioSilenceDuration();
duration = 2.0f;
}
}
/* BOTPORT: Wire up bot voice over IP
else if ( g_engfuncs.pfnPlayClientVoice && TheBotPhrases->GetOutputType( me->GetProfile()->GetVoiceBank() ) == BOT_CHATTER_VOICE )
{
me->GetChatter()->ResetRadioSilenceDuration();
g_engfuncs.pfnPlayClientVoice( me->entindex() - 1, filename );
}
*/
}
}
const float gap = 0.1f;
m_nextTime = gpGlobals->curtime + duration + gap;
}
else
{
// skip directly to the next phrase
m_nextTime = 0.0f;
}
}
return true;
}
/**
* If this statement refers to a specific place, return that place
* Places can be implicit in the statement, or explicitly defined
*/
unsigned int BotStatement::GetPlace( void ) const
{
// return any explicitly set place if we have one
if (m_place != UNDEFINED_PLACE)
return m_place;
// look for an implicit place in our statement
for( int i=0; i<m_count; ++i )
if (m_statement[i].isPhrase && m_statement[i].phrase->IsPlace())
return m_statement[i].phrase->GetPlace();
return 0;
}
/**
* Return true if this statement has an associated count
*/
bool BotStatement::HasCount( void ) const
{
for( int i=0; i<m_count; ++i )
if (!m_statement[i].isPhrase && m_statement[i].context == CURRENT_ENEMY_COUNT)
return true;
return false;
}
//---------------------------------------------------------------------------------------------------------------
//---------------------------------------------------------------------------------------------------------------
CountdownTimer BotChatterInterface::m_encourageTimer;
IntervalTimer BotChatterInterface::m_radioSilenceInterval[ 2 ];
enum PitchHack
{
P_HI,
P_NORMAL,
P_LOW
};
static int nextPitch = P_HI;
BotChatterInterface::BotChatterInterface( CCSBot *me )
{
m_me = me;
m_statementList = NULL;
switch( nextPitch )
{
case P_HI:
m_pitch = RandomInt( 105, 110 );
break;
case P_NORMAL:
m_pitch = RandomInt( 95, 105 );
break;
case P_LOW:
m_pitch = RandomInt( 85, 95 );
break;
}
nextPitch = (nextPitch + 1) % 3;
Reset();
}
//---------------------------------------------------------------------------------------------------------------
BotChatterInterface::~BotChatterInterface()
{
// free pending statements
BotStatement *next;
for( BotStatement *msg = m_statementList; msg; msg = next )
{
next = msg->m_next;
delete msg;
}
}
//---------------------------------------------------------------------------------------------------------------
/**
* Reset to initial state
*/
void BotChatterInterface::Reset( void )
{
BotStatement *msg, *nextMsg;
// removing pending statements - except for those about the round results
for( msg = m_statementList; msg; msg = nextMsg )
{
nextMsg = msg->m_next;
if (msg->GetType() != REPORT_ROUND_END)
RemoveStatement( msg );
}
m_seeAtLeastOneEnemy = false;
m_timeWhenSawFirstEnemy = 0.0f;
m_reportedEnemies = false;
m_requestedBombLocation = false;
ResetRadioSilenceDuration();
m_needBackupInterval.Invalidate();
m_spottedBomberInterval.Invalidate();
m_spottedLooseBombTimer.Invalidate();
m_heardNoiseTimer.Invalidate();
m_scaredInterval.Invalidate();
m_planInterval.Invalidate();
m_encourageTimer.Invalidate();
m_escortingHostageTimer.Invalidate();
m_warnSniperTimer.Invalidate();
m_heavyTauntTimer.Invalidate();
}
//---------------------------------------------------------------------------------------------------------------
/**
* Register a statement for speaking
*/
void BotChatterInterface::AddStatement( BotStatement *statement, bool mustAdd )
{
// don't add statements if bot chatter is shut off
if (GetVerbosity() == OFF)
{
delete statement;
return;
}
// if we only want mission-critical radio chatter, ignore non-important phrases
if (GetVerbosity() == MINIMAL && !statement->IsImportant())
{
delete statement;
return;
}
// don't add statements if we're dead
if (!m_me->IsAlive() && !mustAdd)
{
delete statement;
return;
}
// don't add empty statements
if (statement->m_count == 0)
{
delete statement;
return;
}
// don't add statements that are redundant with something we're already waiting to say
BotStatement *s;
for( s=m_statementList; s; s = s->m_next )
{
if (statement->IsRedundant( s ))
{
m_me->PrintIfWatched( "I tried to say something I'm already saying.\n" );
delete statement;
return;
}
}
// keep statements in order of start time
// check list is empty
if (m_statementList == NULL)
{
statement->m_next = NULL;
statement->m_prev = NULL;
m_statementList = statement;
return;
}
// list has at least one statement on it
// insert into list in order
BotStatement *earlier = NULL;
for( s=m_statementList; s; s = s->m_next )
{
if (s->GetStartTime() > statement->GetStartTime())
break;
earlier = s;
}
// insert just after "earlier"
if (earlier)
{
if (earlier->m_next)
earlier->m_next->m_prev = statement;
statement->m_next = earlier->m_next;
earlier->m_next = statement;
statement->m_prev = earlier;
}
else
{
// insert at head
statement->m_prev = NULL;
statement->m_next = m_statementList;
m_statementList->m_prev = statement;
m_statementList = statement;
}
}
//---------------------------------------------------------------------------------------------------------------
/**
* Remove a statement
*/
void BotChatterInterface::RemoveStatement( BotStatement *statement )
{
if (statement->m_next)
statement->m_next->m_prev = statement->m_prev;
if (statement->m_prev)
statement->m_prev->m_next = statement->m_next;
else
m_statementList = statement->m_next;
delete statement;
}
//---------------------------------------------------------------------------------------------------------------
/**
* Track nearby enemy count and report enemy activity
*/
void BotChatterInterface::ReportEnemies( void )
{
if (!m_me->IsAlive())
return;
if (m_me->GetNearbyEnemyCount() == 0)
{
m_seeAtLeastOneEnemy = false;
m_reportedEnemies = false;
}
else if (!m_seeAtLeastOneEnemy)
{
m_seeAtLeastOneEnemy = true;
m_timeWhenSawFirstEnemy = gpGlobals->curtime;
}
// determine whether we should report enemy activity
if (!m_reportedEnemies && m_seeAtLeastOneEnemy)
{
// request backup if we're outnumbered
if (m_me->IsOutnumbered() && NeedBackup())
{
m_reportedEnemies = true;
return;
}
m_me->GetChatter()->EnemySpotted();
m_reportedEnemies = true;
}
}
//---------------------------------------------------------------------------------------------------------------
/**
* Invoked when we die
*/
void BotChatterInterface::OnDeath( void )
{
if (IsTalking())
{
if (m_me->GetChatter()->GetVerbosity() == BotChatterInterface::MINIMAL ||
m_me->GetChatter()->GetVerbosity() == BotChatterInterface::NORMAL)
{
// we've died mid-sentance - emit a gargle of pain
const BotPhrase *pain = TheBotPhrases->GetPainPhrase();
if (pain)
{
/*
if ( g_engfuncs.pfnPlayClientVoice && TheBotPhrases->GetOutputType( m_me->GetProfile()->GetVoiceBank() ) == BOT_CHATTER_VOICE )
{
g_engfuncs.pfnPlayClientVoice( m_me->entindex() - 1, pain->GetSpeakable(m_me->GetProfile()->GetVoiceBank()) );
m_me->GetChatter()->ResetRadioSilenceDuration();
}
else
*/
{
if ( bot_chatter_use_rr.GetBool() )
{
AI_CriteriaSet botCriteria;
if ( CSGameRules()->IsPlayingCoopMission() )
{
botCriteria.AppendCriteria( "gamemode", "coop" );
}
if ( m_me->HasHeavyArmor() )
{
botCriteria.AppendCriteria( "isheavy", 1 );
}
m_me->SpeakAudioResponseRules( "DeathCry", &botCriteria, 0.0f );
}
else
{
m_me->SpeakAudio( pain->GetSpeakable( m_me->GetProfile()->GetVoiceBank() ), 0.0f, m_me->GetProfile()->GetVoicePitch() );
}
}
}
}
}
// remove all of our statements
Reset();
}
//---------------------------------------------------------------------------------------------------------------
/**
* Process ongoing chatter for this bot
*/
void BotChatterInterface::Update( void )
{
// report enemy activity
ReportEnemies();
// ask team to report in if we havent heard anything in awhile
if (ShouldSpeak())
{
const float longTime = 30.0f;
if (m_me->GetEnemiesRemaining() > 0 && GetRadioSilenceDuration() > longTime)
{
ReportIn();
}
}
// speak if it is our turn
BotStatement *say = GetActiveStatement();
if (say)
{
// if our statement is active, speak it
if (say->GetOwner() == m_me)
{
if (say->Update() == false)
{
// this statement is complete - destroy it
RemoveStatement( say );
}
}
}
//
// Process active statements.
// Removed expired statements, re-order statements according to their relavence and importance
// Remove redundant statements (ie: our teammates already said them)
//
const BotStatement *friendSay = GetActiveStatement();
if (friendSay && friendSay->GetOwner() == m_me)
friendSay = NULL;
BotStatement *nextSay;
for( say = m_statementList; say; say = nextSay )
{
nextSay = say->m_next;
// check statement conditions
if (!say->IsValid())
{
RemoveStatement( say );
continue;
}
// don't interrupt ourselves
if (say->IsSpeaking())
continue;
// check for obsolete statements
if (say->IsObsolete())
{
m_me->PrintIfWatched( "Statement obsolete - removing.\n" );
RemoveStatement( say );
continue;
}
// if a teammate is saying what we were going to say, dont repeat it
if (friendSay)
{
// convert what we're about to say based on what our teammate is currently saying
say->Convert( friendSay );
// don't say things our teammates have just said
if (say->IsRedundant( friendSay ))
{
// thie statement is redundant - destroy it
//m_me->PrintIfWatched( "Teammate said what I was going to say - shutting up.\n" );
m_me->PrintIfWatched( "Teammate said what I was going to say - shutting up.\n" );
RemoveStatement( say );
}
}
}
}
//---------------------------------------------------------------------------------------------------------------
/**
* Returns the statement that is being spoken, or is next to be spoken if no-one is speaking now
*/
BotStatement *BotChatterInterface::GetActiveStatement( void )
{
// keep track of statement waiting longest to be spoken - it is next
BotStatement *earliest = NULL;
float earlyTime = 999999999.9f;
for( int i = 1; i <= gpGlobals->maxClients; i++ )
{
CCSPlayer *player = static_cast<CCSPlayer *>( UTIL_PlayerByIndex( i ) );
if (player == NULL)
continue;
// ignore dead humans
if (!player->IsBot() && !player->IsAlive())
continue;
// ignore enemies, since we can't hear them talk
if (player->IsOtherEnemy( m_me->entindex() ))
continue;
CCSBot *bot = dynamic_cast<CCSBot *>(player);
// if not a bot, fail the test
/// @todo Check if human is currently talking
if (!bot)
continue;
for( BotStatement *say = bot->GetChatter()->m_statementList; say; say = say->m_next )
{
// if this statement is currently being spoken, return it
if (say->IsSpeaking())
return say;
// keep track of statement that has been waiting longest to be spoken of anyone on our team
if (say->GetStartTime() < earlyTime)
{
earlyTime = say->GetTimestamp();
earliest = say;
}
}
}
// make sure it is time to start this statement
if (earliest && earliest->GetStartTime() > gpGlobals->curtime)
return NULL;
return earliest;
}
/**
* Return true if we speaking makes sense now
*/
bool BotChatterInterface::ShouldSpeak( void ) const
{
// don't talk to non-existent friends
if (m_me->GetFriendsRemaining() == 0)
return false;
// if everyone is together, no need to tell them what's going on
if (m_me->GetNearbyFriendCount() == m_me->GetFriendsRemaining())
return false;
return true;
}
//---------------------------------------------------------------------------------------------------------------
float BotChatterInterface::GetRadioSilenceDuration( void )
{
return m_radioSilenceInterval[ m_me->GetTeamNumber() % 2 ].GetElapsedTime();
}
//---------------------------------------------------------------------------------------------------------------
void BotChatterInterface::ResetRadioSilenceDuration( void )
{
m_radioSilenceInterval[ m_me->GetTeamNumber() % 2 ].Reset();
}
//---------------------------------------------------------------------------------------------------------------
inline const BotPhrase *GetPlacePhrase( CCSBot *me )
{
Place place = me->GetPlace();
if (place != UNDEFINED_PLACE)
return TheBotPhrases->GetPlace( place );
return NULL;
}
inline void SayWhere( BotStatement *say, Place place )
{
say->AppendPhrase( TheBotPhrases->GetPlace( place ) );
}
/**
* Report enemy sightings
*/
void BotChatterInterface::EnemySpotted( void )
{
// NOTE: This could be a few seconds out of date (enemy is in an adjacent place)
Place place = m_me->GetEnemyPlace();
BotStatement *say = new BotStatement( this, REPORT_VISIBLE_ENEMIES, 10.0f );
// where are the enemies
say->AppendPhrase( TheBotPhrases->GetPlace( place ) );
// how many are there
say->AppendPhrase( BotStatement::ACCUMULATE_ENEMIES_DELAY );
say->AppendPhrase( BotStatement::CURRENT_ENEMY_COUNT );
say->AddCondition( BotStatement::IS_IN_COMBAT );
AddStatement( say );
}
//---------------------------------------------------------------------------------------------------------------
/**
* If a friend warned of snipers, don't warn again for awhile
*/
void BotChatterInterface::FriendSpottedSniper( void )
{
m_warnSniperTimer.Start( 60.0f );
}
//---------------------------------------------------------------------------------------------------------------
/**
* Warn of an enemy sniper
*/
void BotChatterInterface::SpottedSniper( void )
{
if (!m_warnSniperTimer.IsElapsed())
{
return;
}
if (m_me->GetFriendsRemaining() == 0)
{
// no-one to warn
return;
}
BotStatement *say = new BotStatement( this, REPORT_INFORMATION, 10.0f );
say->AppendPhrase( TheBotPhrases->GetPhrase( "SniperWarning" ) );
say->AttachMeme( new BotWarnSniperMeme() );
AddStatement( say );
}
//---------------------------------------------------------------------------------------------------------------
void BotChatterInterface::Clear( Place place )
{
BotStatement *say = new BotStatement( this, REPORT_INFORMATION, 10.0f );
SayWhere( say, place );
say->AppendPhrase( TheBotPhrases->GetPhrase( "Clear" ) );
AddStatement( say );
}
//---------------------------------------------------------------------------------------------------------------
/**
* Request enemy activity report
*/
void BotChatterInterface::ReportIn( void )
{
BotStatement *say = new BotStatement( this, REPORT_REQUEST_INFORMATION, 10.0f );
say->AppendPhrase( TheBotPhrases->GetPhrase( "RequestReport" ) );
say->AddCondition( BotStatement::RADIO_SILENCE );
say->AttachMeme( new BotRequestReportMeme() );
AddStatement( say );
}
//---------------------------------------------------------------------------------------------------------------
/**
* Report our situtation
*/
void BotChatterInterface::ReportingIn( void )
{
BotStatement *say = new BotStatement( this, REPORT_INFORMATION, 10.0f );
// where are we
Place place = m_me->GetPlace();
SayWhere( say, place );
// what are we doing
switch( m_me->GetTask() )
{
case CCSBot::PLANT_BOMB:
{
m_me->GetChatter()->GoingToPlantTheBomb( UNDEFINED_PLACE );
break;
}
case CCSBot::DEFUSE_BOMB:
{
m_me->GetChatter()->Say( "DefusingBomb" );
break;
}
case CCSBot::GUARD_LOOSE_BOMB:
{
if (TheCSBots()->GetLooseBomb())
{
say->AppendPhrase( TheBotPhrases->GetPhrase( "GuardingLooseBomb" ) );
say->AttachMeme( new BotBombStatusMeme( CSGameState::LOOSE, TheCSBots()->GetLooseBomb()->GetAbsOrigin() ) );
}
break;
}
case CCSBot::GUARD_HOSTAGES:
{
m_me->GetChatter()->GuardingHostages( UNDEFINED_PLACE, !m_me->IsAtHidingSpot() );
break;
}
case CCSBot::GUARD_HOSTAGE_RESCUE_ZONE:
{
m_me->GetChatter()->GuardingHostageEscapeZone( !m_me->IsAtHidingSpot() );
break;
}
case CCSBot::COLLECT_HOSTAGES:
{
break;
}
case CCSBot::RESCUE_HOSTAGES:
{
m_me->GetChatter()->EscortingHostages();
break;
}
case CCSBot::GUARD_VIP_ESCAPE_ZONE:
{
break;
}
}
// what do we see
if (m_me->IsAttacking())
{
if (m_me->IsOutnumbered())
{
// in trouble in a firefight
say->AppendPhrase( TheBotPhrases->GetPhrase( "Help" ) );
say->AttachMeme( new BotHelpMeme( place ) );
}
else
{
// battling enemies
say->AppendPhrase( TheBotPhrases->GetPhrase( "InCombat" ) );
}
}
else
{
// not in combat, start our report a little later
say->SetStartTime( gpGlobals->curtime + 2.0f );
const float recentTime = 10.0f;
if (m_me->GetEnemyDeathTimestamp() < recentTime && m_me->GetEnemyDeathTimestamp() >= m_me->GetTimeSinceLastSawEnemy() + 0.5f)
{
// recently saw an enemy die
say->AppendPhrase( TheBotPhrases->GetPhrase( "EnemyDown" ) );
}
else if (m_me->GetTimeSinceLastSawEnemy() < recentTime)
{
// recently saw an enemy
say->AppendPhrase( TheBotPhrases->GetPhrase( "EnemySpotted" ) );
}
else
{
// haven't seen enemies
say->AppendPhrase( TheBotPhrases->GetPhrase( "Clear" ) );
}
}
AddStatement( say );
}
//---------------------------------------------------------------------------------------------------------------
bool BotChatterInterface::NeedBackup( void )
{
const float minRequestInterval = 10.0f;
if (m_needBackupInterval.IsLessThen( minRequestInterval ))
return false;
if ( m_me->HasHeavyArmor() )
return false;
m_needBackupInterval.Reset();
if (m_me->GetFriendsRemaining() == 0)
{
// we're all alone...
Scared();
return true;
}
else
{
// ask friends for help
BotStatement *say = new BotStatement( this, REPORT_REQUEST_HELP, 10.0f );
// where are we
Place place = m_me->GetPlace();
SayWhere( say, place );
say->AppendPhrase( TheBotPhrases->GetPhrase( "Help" ) );
say->AttachMeme( new BotHelpMeme( place ) );
AddStatement( say );
}
return true;
}
//---------------------------------------------------------------------------------------------------------------
void BotChatterInterface::PinnedDown( void )
{
// this is a form of "need backup"
const float minRequestInterval = 10.0f;
if (m_needBackupInterval.IsLessThen( minRequestInterval ))
return;
if ( m_me->HasHeavyArmor() )
return;
m_needBackupInterval.Reset();
BotStatement *say = new BotStatement( this, REPORT_REQUEST_HELP, 10.0f );
// where are we
Place place = m_me->GetPlace();
SayWhere( say, place );
say->AppendPhrase( TheBotPhrases->GetPhrase( "PinnedDown" ) );
say->AttachMeme( new BotHelpMeme( place ) );
say->AddCondition( BotStatement::IS_IN_COMBAT );
AddStatement( say );
}
//---------------------------------------------------------------------------------------------------------------
/**
* If a friend said that they heard something, we don't want to say something similar
* for a while.
*/
void BotChatterInterface::FriendHeardNoise( void )
{
m_heardNoiseTimer.Start( 20.0f );
}
//---------------------------------------------------------------------------------------------------------------
void BotChatterInterface::HeardNoise( const Vector &pos )
{
if (TheCSBots()->IsRoundOver())
return;
if (m_heardNoiseTimer.IsElapsed())
{
// throttle frequency
m_heardNoiseTimer.Start( 20.0f );
// make rare, since many teammates may try to say this
if (RandomFloat( 0, 100 ) < 33)
{
BotStatement *say = new BotStatement( this, REPORT_INFORMATION, 5.0f );
say->AppendPhrase( TheBotPhrases->GetPhrase( "HeardNoise" ) );
say->SetPlace( TheNavMesh->GetPlace( pos ) );
say->AttachMeme( new BotHeardNoiseMeme() );
AddStatement( say );
}
}
}
//---------------------------------------------------------------------------------------------------------------
void BotChatterInterface::KilledMyEnemy( int victimID )
{
// only report if we killed the last enemy in the area
if (m_me->GetNearbyEnemyCount() <= 1)
return;
BotStatement *say = new BotStatement( this, REPORT_ENEMY_ACTION, 3.0f );
say->AppendPhrase( TheBotPhrases->GetPhrase( "KilledMyEnemy" ) );
say->SetSubject( victimID );
AddStatement( say );
}
//---------------------------------------------------------------------------------------------------------------
void BotChatterInterface::EnemiesRemaining( void )
{
// only report if we killed the last enemy in the area
if (m_me->GetNearbyEnemyCount() > 1)
return;
BotStatement *say = new BotStatement( this, REPORT_ENEMIES_REMAINING, 5.0f );
say->AppendPhrase( BotStatement::REMAINING_ENEMY_COUNT );
say->SetStartTime( gpGlobals->curtime + RandomFloat( 2.0f, 4.0f ) );
AddStatement( say );
}
//---------------------------------------------------------------------------------------------------------------
void BotChatterInterface::Affirmative( void )
{
BotStatement *say = new BotStatement( this, REPORT_ACKNOWLEDGE, 3.0f );
say->AppendPhrase( TheBotPhrases->GetPhrase( "Affirmative" ) );
AddStatement( say );
}
//---------------------------------------------------------------------------------------------------------------
void BotChatterInterface::Negative( void )
{
BotStatement *say = new BotStatement( this, REPORT_ACKNOWLEDGE, 3.0f );
say->AppendPhrase( TheBotPhrases->GetPhrase( "Negative" ) );
AddStatement( say );
}
//---------------------------------------------------------------------------------------------------------------
void BotChatterInterface::GoingToPlantTheBomb( Place place )
{
if (TheCSBots()->IsRoundOver())
return;
const float minInterval = 20.0f;
if (m_planInterval.IsLessThen( minInterval ))
return;
m_planInterval.Reset();
BotStatement *say = new BotStatement( this, REPORT_CRITICAL_EVENT, 10.0f );
say->AppendPhrase( TheBotPhrases->GetPhrase( "GoingToPlantBomb" ) );
say->SetPlace( place );
say->AttachMeme( new BotFollowMeme() );
AddStatement( say );
}
//---------------------------------------------------------------------------------------------------------------
void BotChatterInterface::PlantingTheBomb( Place place )
{
if (TheCSBots()->IsRoundOver())
return;
BotStatement *say = new BotStatement( this, REPORT_CRITICAL_EVENT, 10.0f );
say->AppendPhrase( TheBotPhrases->GetPhrase( "PlantingBomb" ) );
say->SetPlace( place );
Vector myOrigin = GetCentroid( m_me );
say->AttachMeme( new BotDefendHereMeme( myOrigin ) );
AddStatement( say );
}
//---------------------------------------------------------------------------------------------------------------
void BotChatterInterface::TheyPickedUpTheBomb( void )
{
if (TheCSBots()->IsRoundOver())
return;
// if we already know the bomb is not loose, this is old news
if (!m_me->GetGameState()->IsBombLoose())
return;
// update our gamestate - use our own position for now
const Vector &myOrigin = GetCentroid( m_me );
m_me->GetGameState()->UpdateBomber( myOrigin );
// tell our teammates
BotStatement *say = new BotStatement( this, REPORT_INFORMATION, 10.0f );
say->AppendPhrase( TheBotPhrases->GetPhrase( "TheyPickedUpTheBomb" ) );
say->AttachMeme( new BotBombStatusMeme( CSGameState::MOVING, myOrigin ) );
AddStatement( say );
}
//---------------------------------------------------------------------------------------------------------------
void BotChatterInterface::SpottedBomber( CBasePlayer *bomber )
{
const Vector &bomberOrigin = GetCentroid( bomber );
if (m_me->GetGameState()->IsBombMoving())
{
// if we knew where the bomber was, this is old news
const Vector *bomberPos = m_me->GetGameState()->GetBombPosition();
const float closeRangeSq = 1000.0f * 1000.0f;
if (bomberPos && (bomberOrigin - *bomberPos).LengthSqr() < closeRangeSq)
return;
}
// update our gamestate
m_me->GetGameState()->UpdateBomber( bomberOrigin );
// tell our teammates
BotStatement *say = new BotStatement( this, REPORT_INFORMATION, 10.0f );
// where is the bomber
Place place = TheNavMesh->GetPlace( bomberOrigin );
SayWhere( say, place );
say->AppendPhrase( TheBotPhrases->GetPhrase( "SpottedBomber" ) );
say->SetSubject( bomber->entindex() );
//say->AttachMeme( new BotHelpMeme( place ) );
say->AttachMeme( new BotBombStatusMeme( CSGameState::MOVING, bomberOrigin ) );
AddStatement( say );
}
//---------------------------------------------------------------------------------------------------------------
void BotChatterInterface::SpottedLooseBomb( CBaseEntity *bomb )
{
if (TheCSBots()->IsRoundOver())
return;
// if we already know the bomb is loose, this is old news
if (m_me->GetGameState()->IsBombLoose())
return;
// update our gamestate
m_me->GetGameState()->UpdateLooseBomb( bomb->GetAbsOrigin() );
if (m_spottedLooseBombTimer.IsElapsed())
{
// throttle frequency
m_spottedLooseBombTimer.Start( 10.0f );
// tell our teammates
BotStatement *say = new BotStatement( this, REPORT_INFORMATION, 10.0f );
// where is the bomb
Place place = TheNavMesh->GetPlace( bomb->GetAbsOrigin() );
SayWhere( say, place );
say->AppendPhrase( TheBotPhrases->GetPhrase( "SpottedLooseBomb" ) );
if (TheCSBots()->GetLooseBomb())
say->AttachMeme( new BotBombStatusMeme( CSGameState::LOOSE, bomb->GetAbsOrigin() ) );
AddStatement( say );
}
}
//---------------------------------------------------------------------------------------------------------------
void BotChatterInterface::GuardingLooseBomb( CBaseEntity *bomb )
{
// if we already know the bomb is loose, this is old news
// if (m_me->GetGameState()->IsBombLoose())
// return;
if (TheCSBots()->IsRoundOver() || !bomb)
return;
const float minInterval = 20.0f;
if (m_planInterval.IsLessThen( minInterval ))
return;
m_planInterval.Reset();
// update our gamestate
m_me->GetGameState()->UpdateLooseBomb( bomb->GetAbsOrigin() );
// tell our teammates
BotStatement *say = new BotStatement( this, REPORT_INFORMATION, 10.0f );
// where is the bomb
Place place = TheNavMesh->GetPlace( bomb->GetAbsOrigin() );
SayWhere( say, place );
say->AppendPhrase( TheBotPhrases->GetPhrase( "GuardingLooseBomb" ) );
if (TheCSBots()->GetLooseBomb())
say->AttachMeme( new BotBombStatusMeme( CSGameState::LOOSE, bomb->GetAbsOrigin() ) );
AddStatement( say );
}
//---------------------------------------------------------------------------------------------------------------
void BotChatterInterface::RequestBombLocation( void )
{
// only ask once per round
if (m_requestedBombLocation)
return;
m_requestedBombLocation = true;
// tell our teammates
BotStatement *say = new BotStatement( this, REPORT_REQUEST_INFORMATION, 10.0f );
say->AppendPhrase( TheBotPhrases->GetPhrase( "WhereIsTheBomb" ) );
say->AttachMeme( new BotWhereBombMeme() );
AddStatement( say );
}
//---------------------------------------------------------------------------------------------------------------
void BotChatterInterface::BombsiteClear( int zoneIndex )
{
const CCSBotManager::Zone *zone = TheCSBots()->GetZone( zoneIndex );
if (zone == NULL)
return;
BotStatement *say = new BotStatement( this, REPORT_INFORMATION, 10.0f );
SayWhere( say, TheNavMesh->GetPlace( zone->m_center ) );
say->AppendPhrase( TheBotPhrases->GetPhrase( "BombsiteClear" ) );
say->AttachMeme( new BotBombsiteStatusMeme( zoneIndex, BotBombsiteStatusMeme::CLEAR ) );
AddStatement( say );
}
//---------------------------------------------------------------------------------------------------------------
void BotChatterInterface::FoundPlantedBomb( int zoneIndex )
{
const CCSBotManager::Zone *zone = TheCSBots()->GetZone( zoneIndex );
if (zone == NULL)
return;
BotStatement *say = new BotStatement( this, REPORT_INFORMATION, 3.0f );
say->AppendPhrase( TheBotPhrases->GetPhrase( "PlantedBombPlace" ) );
say->SetPlace( TheNavMesh->GetPlace( zone->m_center ) );
say->AttachMeme( new BotBombsiteStatusMeme( zoneIndex, BotBombsiteStatusMeme::PLANTED ) );
AddStatement( say );
}
//---------------------------------------------------------------------------------------------------------------
void BotChatterInterface::Scared( void )
{
const float minInterval = 10.0f;
if (m_scaredInterval.IsLessThen( minInterval ))
return;
m_scaredInterval.Reset();
BotStatement *say = new BotStatement( this, REPORT_EMOTE, 1.0f );
say->AppendPhrase( TheBotPhrases->GetPhrase( "ScaredEmote" ) );
say->AddCondition( BotStatement::IS_IN_COMBAT );
AddStatement( say );
}
//---------------------------------------------------------------------------------------------------------------
void BotChatterInterface::CelebrateWin( void )
{
BotStatement *say = new BotStatement( this, REPORT_EMOTE, 15.0f );
// wait a bit before speaking
say->SetStartTime( gpGlobals->curtime + RandomFloat( 2.0f, 5.0f ) );
const float quickRound = 45.0f;
if (m_me->GetFriendsRemaining() == 0)
{
// we were the last man standing
if (TheCSBots()->GetElapsedRoundTime() < quickRound)
say->AppendPhrase( TheBotPhrases->GetPhrase( "WonRoundQuickly" ) );
else if (RandomFloat( 0.0f, 100.0f ) < 33.3f)
say->AppendPhrase( TheBotPhrases->GetPhrase( "LastManStanding" ) );
}
else
{
if (TheCSBots()->GetElapsedRoundTime() < quickRound)
{
if (RandomFloat( 0.0f, 100.0f ) < 33.3f)
say->AppendPhrase( TheBotPhrases->GetPhrase( "WonRoundQuickly" ) );
}
else if (RandomFloat( 0.0f, 100.0f ) < 10.0f)
{
say->AppendPhrase( TheBotPhrases->GetPhrase( "WonRound" ) );
}
}
AddStatement( say );
}
//---------------------------------------------------------------------------------------------------------------
void BotChatterInterface::AnnouncePlan( const char *phraseName, Place place )
{
if (TheCSBots()->IsRoundOver())
return;
BotStatement *say = new BotStatement( this, REPORT_MY_PLAN, 10.0f );
say->AppendPhrase( TheBotPhrases->GetPhrase( phraseName ) );
say->SetPlace( place );
// wait at least a short time after round start
say->SetStartTime( TheCSBots()->GetRoundStartTime() + RandomFloat( 2.0, 3.0f ) );
AddStatement( say );
}
//---------------------------------------------------------------------------------------------------------------
void BotChatterInterface::GuardingBombsite( Place place )
{
if (TheCSBots()->IsRoundOver())
return;
const float minInterval = 20.0f;
if (m_planInterval.IsLessThen( minInterval ))
return;
m_planInterval.Reset();
AnnouncePlan( "GoingToDefendBombsite", place );
}
//---------------------------------------------------------------------------------------------------------------
void BotChatterInterface::GuardingHostages( Place place, bool isPlan )
{
if (TheCSBots()->IsRoundOver())
return;
const float minInterval = 20.0f;
if (m_planInterval.IsLessThen( minInterval ))
return;
m_planInterval.Reset();
if (isPlan)
AnnouncePlan( "GoingToGuardHostages", place );
else
Say( "GuardingHostages" );
}
//---------------------------------------------------------------------------------------------------------------
void BotChatterInterface::GuardingHostageEscapeZone( bool isPlan )
{
if (TheCSBots()->IsRoundOver())
return;
const float minInterval = 20.0f;
if (m_planInterval.IsLessThen( minInterval ))
return;
m_planInterval.Reset();
if (isPlan)
AnnouncePlan( "GoingToGuardHostageEscapeZone", UNDEFINED_PLACE );
else
Say( "GuardingHostageEscapeZone" );
}
//---------------------------------------------------------------------------------------------------------------
void BotChatterInterface::HostagesBeingTaken( void )
{
if (TheCSBots()->IsRoundOver())
return;
BotStatement *say = new BotStatement( this, REPORT_INFORMATION, 3.0f );
say->AppendPhrase( TheBotPhrases->GetPhrase( "HostagesBeingTaken" ) );
say->AttachMeme( new BotHostageBeingTakenMeme() );
AddStatement( say );
}
//---------------------------------------------------------------------------------------------------------------
void BotChatterInterface::HostagesTaken( void )
{
if (TheCSBots()->IsRoundOver())
return;
BotStatement *say = new BotStatement( this, REPORT_INFORMATION, 3.0f );
say->AppendPhrase( TheBotPhrases->GetPhrase( "HostagesTaken" ) );
AddStatement( say );
}
//---------------------------------------------------------------------------------------------------------------
void BotChatterInterface::TalkingToHostages( void )
{
}
//---------------------------------------------------------------------------------------------------------------
void BotChatterInterface::EscortingHostages( void )
{
if (TheCSBots()->IsRoundOver())
return;
if (m_escortingHostageTimer.IsElapsed())
{
// throttle frequency
m_escortingHostageTimer.Start( 10.0f );
BotStatement *say = new BotStatement( this, REPORT_MY_PLAN, 5.0f );
say->AppendPhrase( TheBotPhrases->GetPhrase( "EscortingHostages" ) );
AddStatement( say );
}
}
//---------------------------------------------------------------------------------------------------------------
void BotChatterInterface::HostageDown( void )
{
if (TheCSBots()->IsRoundOver())
return;
BotStatement *say = new BotStatement( this, REPORT_INFORMATION, 3.0f );
say->AppendPhrase( TheBotPhrases->GetPhrase( "HostageDown" ) );
AddStatement( say );
}
//---------------------------------------------------------------------------------------------------------------
void BotChatterInterface::Encourage( const char *phraseName, float repeatInterval, float lifetime )
{
if (m_encourageTimer.IsElapsed())
{
Say( phraseName, lifetime );
m_encourageTimer.Start( repeatInterval );
}
}
//---------------------------------------------------------------------------------------------------------------
void BotChatterInterface::KilledFriend( void )
{
BotStatement *say = new BotStatement( this, REPORT_KILLED_FRIEND, 2.0f );
say->AppendPhrase( TheBotPhrases->GetPhrase( "KilledFriend" ) );
// give them time to react
say->SetStartTime( gpGlobals->curtime + RandomFloat( 0.5f, 1.0f ) );
AddStatement( say );
}
//---------------------------------------------------------------------------------------------------------------
void BotChatterInterface::FriendlyFire( const char *pDmgType )
{
if ( !mp_friendlyfire.GetBool() )
return;
BotStatement *say = new BotStatement( this, REPORT_FRIENDLY_FIRE, 1.0f );
AI_CriteriaSet botCriteria;
if ( pDmgType )
{
botCriteria.AppendCriteria( "damagetype", pDmgType );
}
const BotPhrase *pPhrase = TheBotPhrases->GetPhrase( "FriendlyFire" );
pPhrase->SetCriteriaSet( botCriteria );
say->AppendPhrase( pPhrase );
// give them time to react
say->SetStartTime( gpGlobals->curtime + RandomFloat( 0.3f, 0.5f ) );
AddStatement( say );
}
//---------------------------------------------------------------------------------------------------------------
void BotChatterInterface::DoPhoenixHeavyWakeTaunt( void )
{
if ( m_heavyTauntTimer.IsElapsed() )
{
m_heavyTauntTimer.Start( RandomInt( 9, 15 ) );
Say( "HeavyWakeTaunt" );
}
}