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452 lines
18 KiB
452 lines
18 KiB
//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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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_CONTROL_H
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#define CS_CONTROL_H
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#include "bot_manager.h"
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#include "nav_area.h"
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#include "bot_util.h"
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#include "bot_profile.h"
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#include "cs_shareddefs.h"
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#include "cs_player.h"
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extern ConVar mp_friendlyfire;
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extern ConVar throttle_expensive_ai;
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class CBasePlayerWeapon;
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/**
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* Given one team, return the other
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*/
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inline int OtherTeam( int team )
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{
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return (team == TEAM_TERRORIST) ? TEAM_CT : TEAM_TERRORIST;
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}
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class CCSBotManager;
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// accessor for CS-specific bots
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inline CCSBotManager *TheCSBots( void )
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{
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return reinterpret_cast< CCSBotManager * >( TheBots );
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}
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//--------------------------------------------------------------------------------------------------------------
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class BotEventInterface : public IGameEventListener2
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{
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public:
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virtual const char *GetEventName( void ) const = 0;
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};
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//--------------------------------------------------------------------------------------------------------------
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//--------------------------------------------------------------------------------------------------------------
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/**
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* Macro to set up an OnEventClass() in TheCSBots.
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*/
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#define DECLARE_BOTMANAGER_EVENT_LISTENER( BotManagerSingleton, EventClass, EventName ) \
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public: \
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virtual void On##EventClass( IGameEvent *data ); \
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private: \
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class EventClass##Event : public BotEventInterface \
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{ \
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bool m_enabled; \
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public: \
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EventClass##Event( void ) \
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{ \
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gameeventmanager->AddListener( this, #EventName, true ); \
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m_enabled = true; \
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} \
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~EventClass##Event( void ) \
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{ \
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if ( m_enabled ) gameeventmanager->RemoveListener( this ); \
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} \
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virtual const char *GetEventName( void ) const \
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{ \
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return #EventName; \
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} \
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void Enable( bool enable ) \
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{ \
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m_enabled = enable; \
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if ( enable ) \
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gameeventmanager->AddListener( this, #EventName, true ); \
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else \
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gameeventmanager->RemoveListener( this ); \
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} \
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bool IsEnabled( void ) const { return m_enabled; } \
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void FireGameEvent( IGameEvent *event ) \
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{ \
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BotManagerSingleton()->On##EventClass( event ); \
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} \
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int GetEventDebugID( void ) \
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{ \
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return EVENT_DEBUG_ID_INIT; \
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} \
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}; \
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EventClass##Event m_##EventClass##Event;
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//--------------------------------------------------------------------------------------------------------------
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#define DECLARE_CSBOTMANAGER_EVENT_LISTENER( EventClass, EventName ) DECLARE_BOTMANAGER_EVENT_LISTENER( TheCSBots, EventClass, EventName )
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//--------------------------------------------------------------------------------------------------------------
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/**
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* Macro to propogate an event from the bot manager to all bots
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*/
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// @kutta: changed dynamic_cast -> static_cast; what other bot types can there be?
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#define CCSBOTMANAGER_ITERATE_BOTS( Callback, arg1 ) \
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{ \
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for ( int idx = 1; idx <= gpGlobals->maxClients; ++idx ) \
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{ \
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CBasePlayer *player = UTIL_PlayerByIndex( idx ); \
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if (player == NULL) continue; \
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if (!player->IsBot()) continue; \
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CCSBot *bot = static_cast< CCSBot * >(player); \
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bot->Callback( arg1 ); \
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} \
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}
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//--------------------------------------------------------------------------------------------------------------
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//
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// The manager for Counter-Strike specific bots
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//
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class CCSBotManager : public CBotManager
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{
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public:
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CCSBotManager();
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virtual CBasePlayer *AllocateBotEntity( void ); ///< factory method to allocate the appropriate entity for the bot
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virtual void ClientDisconnect( CBaseEntity *entity );
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virtual bool ClientCommand( CBasePlayer *player, const CCommand &args );
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virtual void ServerActivate( void );
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virtual void ServerDeactivate( void );
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virtual bool ServerCommand( const char *cmd );
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bool IsServerActive( void ) const { return m_serverActive; }
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virtual void RestartRound( void ); ///< (EXTEND) invoked when a new round begins
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virtual void StartFrame( void ); ///< (EXTEND) called each frame
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virtual unsigned int GetPlayerPriority( CBasePlayer *player ) const; ///< return priority of player (0 = max pri)
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virtual bool IsImportantPlayer( CCSPlayer *player ) const; ///< return true if player is important to scenario (VIP, bomb carrier, etc)
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void ExtractScenarioData( void ); ///< search the map entities to determine the game scenario and define important zones
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// difficulty levels -----------------------------------------------------------------------------------------
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static BotDifficultyType GetDifficultyLevel( void )
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{
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static ConVarRef sv_mmqueue_reservation( "sv_mmqueue_reservation" );
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if ( sv_mmqueue_reservation.GetString()[0] == 'Q' && CSGameRules() && !CSGameRules()->IsPlayingCooperativeGametype() )
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return BOT_EASY; // Queue matchmaking always subs people with easy bots
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if (cv_bot_difficulty.GetFloat() < 0.9f)
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return BOT_EASY;
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if (cv_bot_difficulty.GetFloat() < 1.9f)
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return BOT_NORMAL;
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if (cv_bot_difficulty.GetFloat() < 2.9f)
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return BOT_HARD;
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return BOT_EXPERT;
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}
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// the supported game scenarios ------------------------------------------------------------------------------
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enum GameScenarioType
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{
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SCENARIO_DEATHMATCH,
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SCENARIO_DEFUSE_BOMB,
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SCENARIO_RESCUE_HOSTAGES,
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SCENARIO_ESCORT_VIP
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};
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GameScenarioType GetScenario( void ) const { return m_gameScenario; }
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// "zones" ---------------------------------------------------------------------------------------------------
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// depending on the game mode, these are bomb zones, rescue zones, etc.
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enum { MAX_ZONES = 4 }; ///< max # of zones in a map
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enum { MAX_ZONE_NAV_AREAS = 16 }; ///< max # of nav areas in a zone
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struct Zone
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{
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CBaseEntity *m_entity; ///< the map entity
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CNavArea *m_area[ MAX_ZONE_NAV_AREAS ]; ///< nav areas that overlap this zone
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int m_areaCount;
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Vector m_center;
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bool m_isLegacy; ///< if true, use pev->origin and 256 unit radius as zone
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int m_index;
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bool m_isBlocked;
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Extent m_extent;
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};
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const Zone *GetZone( int i ) const { return ( ( i >= 0 ) && ( i < m_zoneCount ) ) ? ( &m_zone[i] ) : NULL; }
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const Zone *GetZone( const Vector &pos ) const; ///< return the zone that contains the given position
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const Zone *GetClosestZone( const Vector &pos ) const; ///< return the closest zone to the given position
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const Zone *GetClosestZone( const CBaseEntity *entity ) const; ///< return the closest zone to the given entity
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int GetZoneCount( void ) const { return m_zoneCount; }
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void CheckForBlockedZones( void );
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const Vector *GetRandomPositionInZone( const Zone *zone ) const; ///< return a random position inside the given zone
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CNavArea *GetRandomAreaInZone( const Zone *zone ) const; ///< return a random area inside the given zone
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/**
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* Return the zone closest to the given position, using the given cost heuristic
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*/
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template< typename CostFunctor >
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const Zone *GetClosestZone( CNavArea *startArea, CostFunctor costFunc, float *travelDistance = NULL ) const
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{
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const Zone *closeZone = NULL;
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float closeDist = 99999999.9f;
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if (startArea == NULL)
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return NULL;
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for( int i=0; i<m_zoneCount; ++i )
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{
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if (m_zone[i].m_areaCount == 0)
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continue;
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if ( m_zone[i].m_isBlocked )
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continue;
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// just use the first overlapping nav area as a reasonable approximation
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float dist = NavAreaTravelDistance( startArea, m_zone[i].m_area[0], costFunc );
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if (dist >= 0.0f && dist < closeDist)
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{
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closeZone = &m_zone[i];
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closeDist = dist;
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}
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}
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if (travelDistance)
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*travelDistance = closeDist;
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return closeZone;
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}
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/// pick a zone at random and return it
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const Zone *GetRandomZone( void ) const
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{
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if (m_zoneCount == 0)
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return NULL;
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int i;
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CUtlVector< const Zone * > unblockedZones;
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for ( i=0; i<m_zoneCount; ++i )
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{
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if ( m_zone[i].m_isBlocked )
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continue;
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unblockedZones.AddToTail( &(m_zone[i]) );
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}
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if ( unblockedZones.Count() == 0 )
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return NULL;
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return unblockedZones[ RandomInt( 0, unblockedZones.Count()-1 ) ];
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}
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/// returns a random spawn point for the given team (no arg means use both team spawnpoints)
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CBaseEntity *GetRandomSpawn( int team = TEAM_MAXCOUNT ) const;
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bool IsBombPlanted( void ) const { return m_isBombPlanted; } ///< returns true if bomb has been planted
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float GetBombPlantTimestamp( void ) const { return m_bombPlantTimestamp; } ///< return time bomb was planted
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bool IsTimeToPlantBomb( void ) const; ///< return true if it's ok to try to plant bomb
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CCSPlayer *GetBombDefuser( void ) const { return m_bombDefuser; } ///< return the player currently defusing the bomb, or NULL
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float GetBombTimeLeft( void ) const; ///< get the time remaining before the planted bomb explodes
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CBaseEntity *GetLooseBomb( void ) { return m_looseBomb; } ///< return the bomb if it is loose on the ground
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CNavArea *GetLooseBombArea( void ) const { return m_looseBombArea; } ///< return area that bomb is in/near
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void SetLooseBomb( CBaseEntity *bomb );
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enum ETStrat
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{
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k_ETStrat_Rush, // Hit the target site asap
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k_ETStrat_Slow, // Spend time at initial engagement spots, move in if time is low or if team gets a kill
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k_ETStrat_Fake, // One player goes to the site not being hit
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k_ETStrat_Count,
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};
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ETStrat GetTStrat( void ) const { return m_eTStrat; }
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int GetTerroristTargetSite( void ) const { return m_iTerroristTargetSite; }
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enum ECTStrat
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{
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k_ECTStrat_GuardRandomSite, // Used for testing
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k_ECTStrat_212, // 2 each site, one aggressive mid
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k_ECTStrat_StackSite, // 4 on priority site, 1 alternate site
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k_ECTStrat_Count,
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};
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ECTStrat GetCTStrat( void ) const { return m_eCTStrat; }
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int GetCTPrioritySite( void ) const { return m_iCTPrioritySite; }
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float GetRadioMessageTimestamp( RadioType event, int teamID ) const; ///< return the last time the given radio message was sent for given team
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float GetRadioMessageInterval( RadioType event, int teamID ) const; ///< return the interval since the last time this message was sent
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void SetRadioMessageTimestamp( RadioType event, int teamID );
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void ResetRadioMessageTimestamps( void );
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float GetLastSeenEnemyTimestamp( void ) const { return m_lastSeenEnemyTimestamp; } ///< return the last time anyone has seen an enemy
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void SetLastSeenEnemyTimestamp( void ) { m_lastSeenEnemyTimestamp = gpGlobals->curtime; }
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float GetRoundStartTime( void ) const { return m_roundStartTimestamp; }
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float GetElapsedRoundTime( void ) const { return gpGlobals->curtime - m_roundStartTimestamp; } ///< return the elapsed time since the current round began
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bool AllowRogues( void ) const { return cv_bot_allow_rogues.GetBool(); }
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bool AllowPistols( void ) const { return cv_bot_allow_pistols.GetBool(); }
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bool AllowShotguns( void ) const { return cv_bot_allow_shotguns.GetBool(); }
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bool AllowSubMachineGuns( void ) const { return cv_bot_allow_sub_machine_guns.GetBool(); }
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bool AllowRifles( void ) const { return cv_bot_allow_rifles.GetBool(); }
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bool AllowMachineGuns( void ) const { return cv_bot_allow_machine_guns.GetBool(); }
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bool AllowGrenades( void ) const { return cv_bot_allow_grenades.GetBool(); }
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bool AllowSnipers( void ) const { return cv_bot_allow_snipers.GetBool(); }
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#ifdef CS_SHIELD_ENABLED
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bool AllowTacticalShield( void ) const { return cv_bot_allow_shield.GetBool(); }
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#else
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bool AllowTacticalShield( void ) const { return false; }
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#endif // CS_SHIELD_ENABLED
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bool AllowFriendlyFireDamage( void ) const { return mp_friendlyfire.GetBool(); }
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bool IsWeaponUseable( const CWeaponCSBase *weapon ) const; ///< return true if the bot can use this weapon
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bool IsDefenseRushing( void ) const { return m_isDefenseRushing; } ///< returns true if defense team has "decided" to rush this round
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bool IsOnDefense( const CCSPlayer *player ) const; ///< return true if this player is on "defense"
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bool IsOnOffense( const CCSPlayer *player ) const; ///< return true if this player is on "offense"
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bool IsRoundOver( void ) const { return m_isRoundOver; } ///< return true if the round has ended
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#define FROM_CONSOLE true
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bool BotAddCommand( int team, bool isFromConsole = false, const char *profileName = NULL, CSWeaponType weaponType = WEAPONTYPE_UNKNOWN, BotDifficultyType difficulty = NUM_DIFFICULTY_LEVELS ); ///< process the "bot_add" console command
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bool BotPlaceCommand( uint nTeamMask = 0xFFFFFFFF ); //Moves a bot at the location under the cursor. For perf and lighting testing.
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// Called to mark that an expensive operation has happened this frame, used for budgeting/throttling AI
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void OnExpensiveBotOperation() { m_nNumExpensiveOperationsThisFrame ++; }
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// Query to see if we have exceeded our per-frame budget for "expensive" AI operations
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bool AllowedToDoExpensiveBotOperationThisFrame() { return !throttle_expensive_ai.GetBool() || m_nNumExpensiveOperationsThisFrame < 1; }
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void ForceMaintainBotQuota( void ) { MaintainBotQuota(); }
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private:
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enum SkillType { LOW, AVERAGE, HIGH, RANDOM };
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void MaintainBotQuota( void );
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static bool m_isMapDataLoaded; ///< true if we've attempted to load map data
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bool m_serverActive; ///< true between ServerActivate() and ServerDeactivate()
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GameScenarioType m_gameScenario; ///< what kind of game are we playing
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Zone m_zone[ MAX_ZONES ];
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int m_zoneCount;
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bool m_isBombPlanted; ///< true if bomb has been planted
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float m_bombPlantTimestamp; ///< time bomb was planted
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float m_earliestBombPlantTimestamp; ///< don't allow planting until after this time has elapsed
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CHandle<CCSPlayer> m_bombDefuser; ///< the player currently defusing a bomb
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EHANDLE m_looseBomb; ///< will be non-NULL if bomb is loose on the ground
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CNavArea *m_looseBombArea; ///< area that bomb is is/near
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bool m_isRoundOver; ///< true if the round has ended
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CountdownTimer m_checkTransientAreasTimer; ///< when elapsed, all transient nav areas should be checked for blockage
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float m_radioMsgTimestamp[ RADIO_END - RADIO_START_1 ][ 2 ];
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float m_lastSeenEnemyTimestamp;
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float m_roundStartTimestamp; ///< the time when the current round began
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bool m_isDefenseRushing; ///< whether defensive team is rushing this round or not
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int m_nNumExpensiveOperationsThisFrame;
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// Cooperative mode vars
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ETStrat m_eTStrat; // Current plan for T
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int m_iTerroristTargetSite; // Bomb site Ts are planing to plant at
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ECTStrat m_eCTStrat; // Current plan for CT
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int m_iCTPrioritySite; // Guess at which site will be attacked
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// Event Handlers --------------------------------------------------------------------------------------------
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DECLARE_CSBOTMANAGER_EVENT_LISTENER( PlayerFootstep, player_footstep )
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DECLARE_CSBOTMANAGER_EVENT_LISTENER( PlayerRadio, player_radio )
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DECLARE_CSBOTMANAGER_EVENT_LISTENER( PlayerDeath, player_death )
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DECLARE_CSBOTMANAGER_EVENT_LISTENER( PlayerFallDamage, player_falldamage )
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DECLARE_CSBOTMANAGER_EVENT_LISTENER( BombPickedUp, bomb_pickup )
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DECLARE_CSBOTMANAGER_EVENT_LISTENER( BombPlanted, bomb_planted )
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DECLARE_CSBOTMANAGER_EVENT_LISTENER( BombBeep, bomb_beep )
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DECLARE_CSBOTMANAGER_EVENT_LISTENER( BombDefuseBegin, bomb_begindefuse )
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DECLARE_CSBOTMANAGER_EVENT_LISTENER( BombDefused, bomb_defused )
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DECLARE_CSBOTMANAGER_EVENT_LISTENER( BombDefuseAbort, bomb_abortdefuse )
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DECLARE_CSBOTMANAGER_EVENT_LISTENER( BombExploded, bomb_exploded )
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DECLARE_CSBOTMANAGER_EVENT_LISTENER( RoundEnd, round_end )
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DECLARE_CSBOTMANAGER_EVENT_LISTENER( RoundStart, round_start )
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DECLARE_CSBOTMANAGER_EVENT_LISTENER( RoundFreezeEnd, round_freeze_end )
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DECLARE_CSBOTMANAGER_EVENT_LISTENER( DoorMoving, door_moving )
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DECLARE_CSBOTMANAGER_EVENT_LISTENER( BreakProp, break_prop )
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DECLARE_CSBOTMANAGER_EVENT_LISTENER( BreakBreakable, break_breakable )
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DECLARE_CSBOTMANAGER_EVENT_LISTENER( HostageFollows, hostage_follows )
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DECLARE_CSBOTMANAGER_EVENT_LISTENER( HostageRescuedAll, hostage_rescued_all )
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DECLARE_CSBOTMANAGER_EVENT_LISTENER( WeaponFire, weapon_fire )
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DECLARE_CSBOTMANAGER_EVENT_LISTENER( WeaponFireOnEmpty, weapon_fire_on_empty )
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DECLARE_CSBOTMANAGER_EVENT_LISTENER( WeaponReload, weapon_reload )
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DECLARE_CSBOTMANAGER_EVENT_LISTENER( WeaponZoom, weapon_zoom )
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DECLARE_CSBOTMANAGER_EVENT_LISTENER( BulletImpact, bullet_impact )
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DECLARE_CSBOTMANAGER_EVENT_LISTENER( HEGrenadeDetonate, hegrenade_detonate )
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DECLARE_CSBOTMANAGER_EVENT_LISTENER( FlashbangDetonate, flashbang_detonate )
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DECLARE_CSBOTMANAGER_EVENT_LISTENER( SmokeGrenadeDetonate, smokegrenade_detonate )
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DECLARE_CSBOTMANAGER_EVENT_LISTENER( MolotovDetonate, molotov_detonate )
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DECLARE_CSBOTMANAGER_EVENT_LISTENER( DecoyDetonate, decoy_detonate )
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DECLARE_CSBOTMANAGER_EVENT_LISTENER( DecoyFiring, decoy_firing )
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DECLARE_CSBOTMANAGER_EVENT_LISTENER( GrenadeBounce, grenade_bounce )
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DECLARE_CSBOTMANAGER_EVENT_LISTENER( NavBlocked, nav_blocked )
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DECLARE_CSBOTMANAGER_EVENT_LISTENER( ServerShutdown, server_shutdown )
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CUtlVector< BotEventInterface * > m_commonEventListeners; // These event listeners fire often, and can be disabled for performance gains when no bots are present.
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bool m_eventListenersEnabled;
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void EnableEventListeners( bool enable );
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};
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inline CBasePlayer *CCSBotManager::AllocateBotEntity( void )
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{
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return static_cast<CBasePlayer *>( CreateEntityByName( "cs_bot" ) );
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}
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inline bool CCSBotManager::IsTimeToPlantBomb( void ) const
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{
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return (gpGlobals->curtime >= m_earliestBombPlantTimestamp);
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}
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inline const CCSBotManager::Zone *CCSBotManager::GetClosestZone( const CBaseEntity *entity ) const
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{
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if (entity == NULL)
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return NULL;
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Vector centroid = entity->GetAbsOrigin();
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centroid.z += HalfHumanHeight;
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return GetClosestZone( centroid );
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}
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#endif
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