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