Counter Strike : Global Offensive Source Code
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//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose: Bot radio chatter system
//
// $NoKeywords: $
//=============================================================================//
// Author: Michael S. Booth ([email protected]), 2003
#ifndef CS_BOT_CHATTER_H
#define CS_BOT_CHATTER_H
#pragma warning( disable : 4786 ) // long STL names get truncated in browse info.
#include "nav_mesh.h"
#include "cs_gamestate.h"
class CCSBot;
class BotChatterInterface;
#define MAX_PLACES_PER_MAP 64
typedef unsigned int PlaceCriteria;
typedef unsigned int CountCriteria;
#define UNDEFINED_COUNT 0xFFFF
#define COUNT_CURRENT_ENEMIES 0xFF // use the number of enemies we see right when we speak
#define COUNT_MANY 4 // equal to or greater than this is "many"
#define UNDEFINED_SUBJECT (-1)
/// @todo Make Place a class with member fuctions for this
bool GetRandomSpotAtPlace( Place place, Vector *pPos );
//----------------------------------------------------------------------------------------------------
/**
* A meme is a unit information that bots use to
* transmit information to each other via the radio
*/
class BotMeme
{
public:
void Transmit( CCSBot *sender ) const; ///< transmit meme to other bots
virtual void Interpret( CCSBot *sender, CCSBot *receiver ) const = 0; ///< cause the given bot to act on this meme
};
//----------------------------------------------------------------------------------------------------
class BotHelpMeme : public BotMeme
{
public:
BotHelpMeme( Place place = UNDEFINED_PLACE )
{
m_place = place;
}
virtual void Interpret( CCSBot *sender, CCSBot *receiver ) const; ///< cause the given bot to act on this meme
private:
Place m_place; ///< where the help is needed
};
//----------------------------------------------------------------------------------------------------
class BotBombsiteStatusMeme : public BotMeme
{
public:
enum StatusType { CLEAR, PLANTED };
BotBombsiteStatusMeme( int zoneIndex, StatusType status )
{
m_zoneIndex = zoneIndex;
m_status = status;
}
virtual void Interpret( CCSBot *sender, CCSBot *receiver ) const; ///< cause the given bot to act on this meme
private:
int m_zoneIndex; ///< the bombsite
StatusType m_status; ///< whether it is cleared or the bomb is there (planted)
};
//----------------------------------------------------------------------------------------------------
class BotBombStatusMeme : public BotMeme
{
public:
BotBombStatusMeme( CSGameState::BombState state, const Vector &pos )
{
m_state = state;
m_pos = pos;
}
virtual void Interpret( CCSBot *sender, CCSBot *receiver ) const; ///< cause the given bot to act on this meme
private:
CSGameState::BombState m_state;
Vector m_pos;
};
//----------------------------------------------------------------------------------------------------
class BotFollowMeme : public BotMeme
{
public:
virtual void Interpret( CCSBot *sender, CCSBot *receiver ) const; ///< cause the given bot to act on this meme
};
//----------------------------------------------------------------------------------------------------
class BotDefendHereMeme : public BotMeme
{
public:
BotDefendHereMeme( const Vector &pos )
{
m_pos = pos;
}
virtual void Interpret( CCSBot *sender, CCSBot *receiver ) const; ///< cause the given bot to act on this meme
private:
Vector m_pos;
};
//----------------------------------------------------------------------------------------------------
class BotWhereBombMeme : public BotMeme
{
public:
virtual void Interpret( CCSBot *sender, CCSBot *receiver ) const; ///< cause the given bot to act on this meme
};
//----------------------------------------------------------------------------------------------------
class BotRequestReportMeme : public BotMeme
{
public:
virtual void Interpret( CCSBot *sender, CCSBot *receiver ) const; ///< cause the given bot to act on this meme
};
//----------------------------------------------------------------------------------------------------
class BotAllHostagesGoneMeme : public BotMeme
{
public:
virtual void Interpret( CCSBot *sender, CCSBot *receiver ) const; ///< cause the given bot to act on this meme
};
//----------------------------------------------------------------------------------------------------
class BotHostageBeingTakenMeme : public BotMeme
{
public:
virtual void Interpret( CCSBot *sender, CCSBot *receiver ) const; ///< cause the given bot to act on this meme
};
//----------------------------------------------------------------------------------------------------
class BotHeardNoiseMeme : public BotMeme
{
public:
virtual void Interpret( CCSBot *sender, CCSBot *receiver ) const; ///< cause the given bot to act on this meme
};
//----------------------------------------------------------------------------------------------------
class BotWarnSniperMeme : public BotMeme
{
public:
virtual void Interpret( CCSBot *sender, CCSBot *receiver ) const; ///< cause the given bot to act on this meme
};
//----------------------------------------------------------------------------------------------------
enum BotStatementType
{
REPORT_VISIBLE_ENEMIES,
REPORT_ENEMY_ACTION,
REPORT_MY_CURRENT_TASK,
REPORT_MY_INTENTION,
REPORT_CRITICAL_EVENT,
REPORT_REQUEST_HELP,
REPORT_REQUEST_INFORMATION,
REPORT_ROUND_END,
REPORT_MY_PLAN,
REPORT_INFORMATION,
REPORT_EMOTE,
REPORT_ACKNOWLEDGE, ///< affirmative or negative
REPORT_ENEMIES_REMAINING,
REPORT_FRIENDLY_FIRE,
REPORT_KILLED_FRIEND,
REPORT_ENEMY_LOST,
NUM_BOT_STATEMENT_TYPES
};
//----------------------------------------------------------------------------------------------------
//----------------------------------------------------------------------------------------------------
/**
* BotSpeakables are the smallest unit of bot chatter.
* They represent a specific wav file of a phrase, and the criteria for which it is useful
*/
class BotSpeakable
{
public:
BotSpeakable();
~BotSpeakable();
char *m_phrase;
float m_duration;
PlaceCriteria m_place;
CountCriteria m_count;
};
typedef CUtlVector< BotSpeakable * > BotSpeakableVector;
typedef CUtlVector< BotSpeakableVector * > BotVoiceBankVector;
//----------------------------------------------------------------------------------------------------
/**
* The BotPhrase class is a collection of Speakables associated with a name, ID, and criteria
*/
class BotPhrase
{
public:
char *GetSpeakable( int bankIndex, float *duration = NULL ) const; ///< return a random speakable and its duration in seconds that meets the current criteria
// NOTE: Criteria must be set just before the GetSpeakable() call, since they are shared among all bots
void ClearCriteria( void ) const;
void SetPlaceCriteria( PlaceCriteria place ) const; ///< all returned phrases must have this place criteria
void SetCountCriteria( CountCriteria count ) const; ///< all returned phrases must have this count criteria
void SetCriteriaSet( AI_CriteriaSet &criteria ) const;
const char *GetName( void ) const { return m_name; }
const unsigned int GetPlace( void ) const { return m_place; }
RadioType GetRadioEquivalent( void ) const { return m_radioEvent; } ///< return equivalent "standard radio" event
bool IsImportant( void ) const { return m_isImportant; } ///< return true if this phrase is part of an important statement
bool IsPlace( void ) const { return m_isPlace; }
void Randomize( void ); ///< randomly shuffle the speakable order
PlaceCriteria GetPlaceCriteria( void ) const { return m_placeCriteria; }
CountCriteria GetCountCriteria( void ) const { return m_countCriteria; }
AI_CriteriaSet &GetCriteriaSet( void ) const { return m_contexts; }
private:
friend class BotPhraseManager;
BotPhrase( bool isPlace );
~BotPhrase();
char *m_name;
Place m_place;
bool m_isPlace; ///< true if this is a Place phrase
RadioType m_radioEvent; ///< equivalent radio event
bool m_isImportant; ///< mission-critical statement
mutable BotVoiceBankVector m_voiceBank; ///< array of voice banks (arrays of speakables)
CUtlVector< int > m_count; ///< number of speakables
mutable CUtlVector< int > m_index; ///< index of next speakable to return
int m_numVoiceBanks; ///< number of voice banks that have been initialized
void InitVoiceBank( int bankIndex ); ///< sets up the vector of voice banks for the first bankIndex voice banks
mutable PlaceCriteria m_placeCriteria;
mutable CountCriteria m_countCriteria;
mutable AI_CriteriaSet m_contexts;
};
typedef CUtlVector<BotPhrase *> BotPhraseList;
inline void BotPhrase::ClearCriteria( void ) const
{
m_placeCriteria = ANY_PLACE;
m_countCriteria = UNDEFINED_COUNT;
}
inline void BotPhrase::SetPlaceCriteria( PlaceCriteria place ) const
{
m_placeCriteria = place;
}
inline void BotPhrase::SetCountCriteria( CountCriteria count ) const
{
m_countCriteria = count;
}
inline void BotPhrase::SetCriteriaSet( AI_CriteriaSet &criteria ) const
{
m_contexts.Reset();
m_contexts.Merge( &criteria );
}
enum BotChatterOutputType
{
BOT_CHATTER_RADIO,
BOT_CHATTER_VOICE
};
typedef CUtlVector<BotChatterOutputType> BotOutputList;
//----------------------------------------------------------------------------------------------------
/**
* The BotPhraseManager is a singleton that provides an interface to all BotPhrase collections
*/
class BotPhraseManager
{
public:
BotPhraseManager( void );
~BotPhraseManager();
bool Initialize( const char *filename, int bankIndex ); ///< initialize phrase system from database file for a specific voice bank (0 is the default voice bank)
void OnRoundRestart( void ); ///< invoked when round resets
void OnMapChange( void ); ///< invoked when map changes
void Reset( void );
const BotPhrase *GetPhrase( const char *name ) const; ///< given a name, return the associated phrase collection
const BotPhrase *GetPainPhrase( void ) const { return m_painPhrase; } ///< optimization, replaces a static pointer to the phrase
const BotPhrase *GetAgreeWithPlanPhrase( void ) const { return m_agreeWithPlanPhrase; } ///< optimization, replaces a static pointer to the phrase
const BotPhrase *GetPlace( const char *name ) const; ///< given a name, return the associated Place phrase collection
const BotPhrase *GetPlace( unsigned int id ) const; ///< given an id, return the associated Place phrase collection
const BotPhraseList *GetPlaceList( void ) const { return &m_placeList; }
float GetPlaceStatementInterval( Place where ) const; ///< return time last statement of given type was emitted by a teammate for the given place
void ResetPlaceStatementInterval( Place where ); ///< set time of last statement of given type was emitted by a teammate for the given place
BotChatterOutputType GetOutputType( int voiceBank ) const;
private:
BotPhraseList m_list; ///< master list of all phrase collections
BotPhraseList m_placeList; ///< master list of all Place phrases
BotOutputList m_output;
const BotPhrase *m_painPhrase;
const BotPhrase *m_agreeWithPlanPhrase;
struct PlaceTimeInfo
{
Place placeID;
IntervalTimer timer;
};
mutable PlaceTimeInfo m_placeStatementHistory[ MAX_PLACES_PER_MAP ];
mutable int m_placeCount;
int FindPlaceIndex( Place where ) const;
};
inline int BotPhraseManager::FindPlaceIndex( Place where ) const
{
for( int i=0; i<m_placeCount; ++i )
if (m_placeStatementHistory[i].placeID == where)
return i;
// no such place - allocate it
if (m_placeCount < MAX_PLACES_PER_MAP)
{
m_placeStatementHistory[ m_placeCount ].placeID = where;
m_placeStatementHistory[ m_placeCount ].timer.Invalidate();
++m_placeCount;
return m_placeCount-1;
}
// place directory is full
return -1;
}
/**
* Return time last statement of given type was emitted by a teammate for the given place
*/
inline float BotPhraseManager::GetPlaceStatementInterval( Place place ) const
{
int index = FindPlaceIndex( place );
if (index < 0)
return 999999.9f;
if (index >= m_placeCount)
return 999999.9f;
return m_placeStatementHistory[ index ].timer.GetElapsedTime();
}
/**
* Set time of last statement of given type was emitted by a teammate for the given place
*/
inline void BotPhraseManager::ResetPlaceStatementInterval( Place place )
{
int index = FindPlaceIndex( place );
if (index < 0)
return;
if (index >= m_placeCount)
return;
// update entry
m_placeStatementHistory[ index ].timer.Reset();
}
extern BotPhraseManager *TheBotPhrases;
//----------------------------------------------------------------------------------------------------
/**
* Statements are meaningful collections of phrases
*/
class BotStatement
{
public:
BotStatement( BotChatterInterface *chatter, BotStatementType type, float expireDuration );
~BotStatement();
BotChatterInterface *GetChatter( void ) const { return m_chatter; }
CCSBot *GetOwner( void ) const;
BotStatementType GetType( void ) const { return m_type; } ///< return the type of statement this is
bool IsImportant( void ) const; ///< return true if this statement is "important" and not personality chatter
bool HasSubject( void ) const { return (m_subject == UNDEFINED_SUBJECT) ? false : true; }
void SetSubject( int playerID ) { m_subject = playerID; } ///< who this statement is about
int GetSubject( void ) const { return m_subject; } ///< who this statement is about
bool HasPlace( void ) const { return (GetPlace()) ? true : false; }
Place GetPlace( void ) const; ///< if this statement refers to a specific place, return that place
void SetPlace( Place where ) { m_place = where; } ///< explicitly set place
bool HasCount( void ) const; ///< return true if this statement has an associated count
bool IsRedundant( const BotStatement *say ) const; ///< return true if this statement is the same as the given one
bool IsObsolete( void ) const; ///< return true if this statement is no longer appropriate to say
void Convert( const BotStatement *say ); ///< possibly change what were going to say base on what teammate is saying
void AppendPhrase( const BotPhrase *phrase );
void SetStartTime( float timestamp ) { m_startTime = timestamp; } ///< define the earliest time this statement can be spoken
float GetStartTime( void ) const { return m_startTime; }
enum ConditionType
{
IS_IN_COMBAT,
RADIO_SILENCE,
ENEMIES_REMAINING,
NUM_CONDITIONS
};
void AddCondition( ConditionType condition ); ///< conditions must be true for the statement to be spoken
bool IsValid( void ) const; ///< verify all attached conditions
enum ContextType
{
CURRENT_ENEMY_COUNT,
REMAINING_ENEMY_COUNT,
SHORT_DELAY,
LONG_DELAY,
ACCUMULATE_ENEMIES_DELAY
};
void AppendPhrase( ContextType contextPhrase ); ///< special phrases that depend on the context
bool Update( void ); ///< emit statement over time, return false if statement is done
bool IsSpeaking( void ) const { return m_isSpeaking; } ///< return true if this statement is currently being spoken
float GetTimestamp( void ) const { return m_timestamp; } ///< get time statement was created (but not necessarily started talking)
void AttachMeme( BotMeme *meme ); ///< attach a meme to this statement, to be transmitted to other friendly bots when spoken
private:
friend class BotChatterInterface;
BotChatterInterface *m_chatter; ///< the chatter system this statement is part of
BotStatement *m_next, *m_prev; ///< linked list hooks
BotStatementType m_type; ///< what kind of statement this is
int m_subject; ///< who this subject is about
Place m_place; ///< explicit place - note some phrases have implicit places as well
BotMeme *m_meme; ///< a statement can only have a single meme for now
float m_timestamp; ///< time when message was created
float m_startTime; ///< the earliest time this statement can be spoken
float m_expireTime; ///< time when this statement is no longer valid
float m_speakTimestamp; ///< time when message began being spoken
bool m_isSpeaking; ///< true if this statement is current being spoken
float m_nextTime; ///< time for next phrase to begin
enum { MAX_BOT_PHRASES = 4 };
struct
{
bool isPhrase;
union
{
const BotPhrase *phrase;
ContextType context;
};
}
m_statement[ MAX_BOT_PHRASES ];
enum { MAX_BOT_CONDITIONS = 4 };
ConditionType m_condition[ MAX_BOT_CONDITIONS ]; ///< conditions that must be true for the statement to be said
int m_conditionCount;
int m_index; ///< m_index refers to the phrase currently being spoken, or -1 if we havent started yet
int m_count;
};
//----------------------------------------------------------------------------------------------------
/**
* This class defines the interface to the bot radio chatter system
*/
class BotChatterInterface
{
public:
BotChatterInterface( CCSBot *me );
virtual ~BotChatterInterface();
void Reset( void ); ///< reset to initial state
void Update( void ); ///< process ongoing chatter
/// invoked when event occurs in the game (some events have NULL entities)
void OnDeath( void ); ///< invoked when we die
enum VerbosityType
{
NORMAL, ///< full chatter
MINIMAL, ///< only scenario-critical events
RADIO, ///< use the standard radio instead
OFF ///< no chatter at all
};
VerbosityType GetVerbosity( void ) const; ///< return our current level of verbosity
CCSBot *GetOwner( void ) const { return m_me; }
bool IsTalking( void ) const; ///< return true if we are currently talking
float GetRadioSilenceDuration( void ); ///< return time since any teammate said anything
void ResetRadioSilenceDuration( void );
enum { MUST_ADD = 1 };
void AddStatement( BotStatement *statement, bool mustAdd = false ); ///< register a statement for speaking
void RemoveStatement( BotStatement *statement ); ///< remove a statement
BotStatement *GetActiveStatement( void ); ///< returns the statement that is being spoken, or is next to be spoken if no-one is speaking now
BotStatement *GetStatement( void ) const; ///< returns our current statement, or NULL if we aren't speaking
int GetPitch( void ) const { return m_pitch; }
//-- things the bots can say ---------------------------------------------------------------------
void Say( const char *phraseName, float lifetime = 3.0f, float delay = 0.0f );
void AnnouncePlan( const char *phraseName, Place where );
void Affirmative( void );
void Negative( void );
virtual void EnemySpotted( void ); ///< report enemy sightings
virtual void KilledMyEnemy( int victimID );
virtual void EnemiesRemaining( void );
void SpottedSniper( void );
void FriendSpottedSniper( void );
void Clear( Place where );
void ReportIn( void ); ///< ask for current situation
void ReportingIn( void ); ///< report current situation
virtual bool NeedBackup( void );
void PinnedDown( void );
void Scared( void );
void HeardNoise( const Vector &pos );
void FriendHeardNoise( void );
void TheyPickedUpTheBomb( void );
void GoingToPlantTheBomb( Place where );
void BombsiteClear( int zoneIndex );
void FoundPlantedBomb( int zoneIndex );
void PlantingTheBomb( Place where );
void SpottedBomber( CBasePlayer *bomber );
void SpottedLooseBomb( CBaseEntity *bomb );
void GuardingLooseBomb( CBaseEntity *bomb );
void RequestBombLocation( void );
#define IS_PLAN true
void GuardingHostages( Place where, bool isPlan = false );
void GuardingHostageEscapeZone( bool isPlan = false );
void HostagesBeingTaken( void );
void HostagesTaken( void );
void TalkingToHostages( void );
void EscortingHostages( void );
void HostageDown( void );
void GuardingBombsite( Place where );
virtual void CelebrateWin( void );
void Encourage( const char *phraseName, float repeatInterval = 10.0f, float lifetime = 3.0f ); ///< "encourage" the player to do the scenario
void KilledFriend( void );
void FriendlyFire( const char *pDmgType );
void DoPhoenixHeavyWakeTaunt( void );
bool SeesAtLeastOneEnemy( void ) const { return m_seeAtLeastOneEnemy; }
private:
BotStatement *m_statementList; ///< list of all active/pending messages for this bot
void ReportEnemies( void ); ///< track nearby enemy count and generate enemy activity statements
bool ShouldSpeak( void ) const; ///< return true if we speaking makes sense now
CCSBot *m_me; ///< the bot this chatter is for
bool m_seeAtLeastOneEnemy;
float m_timeWhenSawFirstEnemy;
bool m_reportedEnemies;
bool m_requestedBombLocation; ///< true if we already asked where the bomb has been planted
int m_pitch;
static IntervalTimer m_radioSilenceInterval[ 2 ]; ///< one timer for each team
IntervalTimer m_needBackupInterval;
IntervalTimer m_spottedBomberInterval;
IntervalTimer m_scaredInterval;
IntervalTimer m_planInterval;
CountdownTimer m_spottedLooseBombTimer;
CountdownTimer m_heardNoiseTimer;
CountdownTimer m_escortingHostageTimer;
CountdownTimer m_warnSniperTimer;
static CountdownTimer m_encourageTimer; ///< timer to know when we can "encourage" the human player again - shared by all bots
CountdownTimer m_heavyTauntTimer;
};
inline BotChatterInterface::VerbosityType BotChatterInterface::GetVerbosity( void ) const
{
const char *string = cv_bot_chatter.GetString();
if (string == NULL)
return NORMAL;
if (string[0] == 'm' || string[0] == 'M')
return MINIMAL;
if (string[0] == 'r' || string[0] == 'R')
return RADIO;
if (string[0] == 'o' || string[0] == 'O')
return OFF;
return NORMAL;
}
inline bool BotChatterInterface::IsTalking( void ) const
{
if (m_statementList)
return m_statementList->IsSpeaking();
return false;
}
inline BotStatement *BotChatterInterface::GetStatement( void ) const
{
return m_statementList;
}
inline void BotChatterInterface::Say( const char *phraseName, float lifetime, float delay )
{
BotStatement *say = new BotStatement( this, REPORT_MY_INTENTION, lifetime );
say->AppendPhrase( TheBotPhrases->GetPhrase( phraseName ) );
if (delay > 0.0f)
say->SetStartTime( gpGlobals->curtime + delay );
AddStatement( say );
}
// In player vs bot game modes, have the bots chatter about what they're doing to the players
class BotChatterCoop : public BotChatterInterface
{
typedef BotChatterInterface BaseClass;
public:
BotChatterCoop( CCSBot *me );
virtual void KilledMyEnemy( int nVictimID ) OVERRIDE;
virtual void EnemiesRemaining( void ) OVERRIDE;
virtual void CelebrateWin( void ) OVERRIDE;
virtual void EnemySpotted( void ) OVERRIDE;
};
#endif // CS_BOT_CHATTER_H