Counter Strike : Global Offensive Source Code
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//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
// Author: Michael S. Booth ([email protected]), 2003
#ifndef CS_CONTROL_H
#define CS_CONTROL_H
#include "bot_manager.h"
#include "nav_area.h"
#include "bot_util.h"
#include "bot_profile.h"
#include "cs_shareddefs.h"
#include "cs_player.h"
extern ConVar mp_friendlyfire;
extern ConVar throttle_expensive_ai;
class CBasePlayerWeapon;
/**
* Given one team, return the other
*/
inline int OtherTeam( int team )
{
return (team == TEAM_TERRORIST) ? TEAM_CT : TEAM_TERRORIST;
}
class CCSBotManager;
// accessor for CS-specific bots
inline CCSBotManager *TheCSBots( void )
{
return reinterpret_cast< CCSBotManager * >( TheBots );
}
//--------------------------------------------------------------------------------------------------------------
class BotEventInterface : public IGameEventListener2
{
public:
virtual const char *GetEventName( void ) const = 0;
};
//--------------------------------------------------------------------------------------------------------------
//--------------------------------------------------------------------------------------------------------------
/**
* Macro to set up an OnEventClass() in TheCSBots.
*/
#define DECLARE_BOTMANAGER_EVENT_LISTENER( BotManagerSingleton, EventClass, EventName ) \
public: \
virtual void On##EventClass( IGameEvent *data ); \
private: \
class EventClass##Event : public BotEventInterface \
{ \
bool m_enabled; \
public: \
EventClass##Event( void ) \
{ \
gameeventmanager->AddListener( this, #EventName, true ); \
m_enabled = true; \
} \
~EventClass##Event( void ) \
{ \
if ( m_enabled ) gameeventmanager->RemoveListener( this ); \
} \
virtual const char *GetEventName( void ) const \
{ \
return #EventName; \
} \
void Enable( bool enable ) \
{ \
m_enabled = enable; \
if ( enable ) \
gameeventmanager->AddListener( this, #EventName, true ); \
else \
gameeventmanager->RemoveListener( this ); \
} \
bool IsEnabled( void ) const { return m_enabled; } \
void FireGameEvent( IGameEvent *event ) \
{ \
BotManagerSingleton()->On##EventClass( event ); \
} \
int GetEventDebugID( void ) \
{ \
return EVENT_DEBUG_ID_INIT; \
} \
}; \
EventClass##Event m_##EventClass##Event;
//--------------------------------------------------------------------------------------------------------------
#define DECLARE_CSBOTMANAGER_EVENT_LISTENER( EventClass, EventName ) DECLARE_BOTMANAGER_EVENT_LISTENER( TheCSBots, EventClass, EventName )
//--------------------------------------------------------------------------------------------------------------
/**
* Macro to propogate an event from the bot manager to all bots
*/
// @kutta: changed dynamic_cast -> static_cast; what other bot types can there be?
#define CCSBOTMANAGER_ITERATE_BOTS( Callback, arg1 ) \
{ \
for ( int idx = 1; idx <= gpGlobals->maxClients; ++idx ) \
{ \
CBasePlayer *player = UTIL_PlayerByIndex( idx ); \
if (player == NULL) continue; \
if (!player->IsBot()) continue; \
CCSBot *bot = static_cast< CCSBot * >(player); \
bot->Callback( arg1 ); \
} \
}
//--------------------------------------------------------------------------------------------------------------
//
// The manager for Counter-Strike specific bots
//
class CCSBotManager : public CBotManager
{
public:
CCSBotManager();
virtual CBasePlayer *AllocateBotEntity( void ); ///< factory method to allocate the appropriate entity for the bot
virtual void ClientDisconnect( CBaseEntity *entity );
virtual bool ClientCommand( CBasePlayer *player, const CCommand &args );
virtual void ServerActivate( void );
virtual void ServerDeactivate( void );
virtual bool ServerCommand( const char *cmd );
bool IsServerActive( void ) const { return m_serverActive; }
virtual void RestartRound( void ); ///< (EXTEND) invoked when a new round begins
virtual void StartFrame( void ); ///< (EXTEND) called each frame
virtual unsigned int GetPlayerPriority( CBasePlayer *player ) const; ///< return priority of player (0 = max pri)
virtual bool IsImportantPlayer( CCSPlayer *player ) const; ///< return true if player is important to scenario (VIP, bomb carrier, etc)
void ExtractScenarioData( void ); ///< search the map entities to determine the game scenario and define important zones
// difficulty levels -----------------------------------------------------------------------------------------
static BotDifficultyType GetDifficultyLevel( void )
{
static ConVarRef sv_mmqueue_reservation( "sv_mmqueue_reservation" );
if ( sv_mmqueue_reservation.GetString()[0] == 'Q' && CSGameRules() && !CSGameRules()->IsPlayingCooperativeGametype() )
return BOT_EASY; // Queue matchmaking always subs people with easy bots
if (cv_bot_difficulty.GetFloat() < 0.9f)
return BOT_EASY;
if (cv_bot_difficulty.GetFloat() < 1.9f)
return BOT_NORMAL;
if (cv_bot_difficulty.GetFloat() < 2.9f)
return BOT_HARD;
return BOT_EXPERT;
}
// the supported game scenarios ------------------------------------------------------------------------------
enum GameScenarioType
{
SCENARIO_DEATHMATCH,
SCENARIO_DEFUSE_BOMB,
SCENARIO_RESCUE_HOSTAGES,
SCENARIO_ESCORT_VIP
};
GameScenarioType GetScenario( void ) const { return m_gameScenario; }
// "zones" ---------------------------------------------------------------------------------------------------
// depending on the game mode, these are bomb zones, rescue zones, etc.
enum { MAX_ZONES = 4 }; ///< max # of zones in a map
enum { MAX_ZONE_NAV_AREAS = 16 }; ///< max # of nav areas in a zone
struct Zone
{
CBaseEntity *m_entity; ///< the map entity
CNavArea *m_area[ MAX_ZONE_NAV_AREAS ]; ///< nav areas that overlap this zone
int m_areaCount;
Vector m_center;
bool m_isLegacy; ///< if true, use pev->origin and 256 unit radius as zone
int m_index;
bool m_isBlocked;
Extent m_extent;
};
const Zone *GetZone( int i ) const { return ( ( i >= 0 ) && ( i < m_zoneCount ) ) ? ( &m_zone[i] ) : NULL; }
const Zone *GetZone( const Vector &pos ) const; ///< return the zone that contains the given position
const Zone *GetClosestZone( const Vector &pos ) const; ///< return the closest zone to the given position
const Zone *GetClosestZone( const CBaseEntity *entity ) const; ///< return the closest zone to the given entity
int GetZoneCount( void ) const { return m_zoneCount; }
void CheckForBlockedZones( void );
const Vector *GetRandomPositionInZone( const Zone *zone ) const; ///< return a random position inside the given zone
CNavArea *GetRandomAreaInZone( const Zone *zone ) const; ///< return a random area inside the given zone
/**
* Return the zone closest to the given position, using the given cost heuristic
*/
template< typename CostFunctor >
const Zone *GetClosestZone( CNavArea *startArea, CostFunctor costFunc, float *travelDistance = NULL ) const
{
const Zone *closeZone = NULL;
float closeDist = 99999999.9f;
if (startArea == NULL)
return NULL;
for( int i=0; i<m_zoneCount; ++i )
{
if (m_zone[i].m_areaCount == 0)
continue;
if ( m_zone[i].m_isBlocked )
continue;
// just use the first overlapping nav area as a reasonable approximation
float dist = NavAreaTravelDistance( startArea, m_zone[i].m_area[0], costFunc );
if (dist >= 0.0f && dist < closeDist)
{
closeZone = &m_zone[i];
closeDist = dist;
}
}
if (travelDistance)
*travelDistance = closeDist;
return closeZone;
}
/// pick a zone at random and return it
const Zone *GetRandomZone( void ) const
{
if (m_zoneCount == 0)
return NULL;
int i;
CUtlVector< const Zone * > unblockedZones;
for ( i=0; i<m_zoneCount; ++i )
{
if ( m_zone[i].m_isBlocked )
continue;
unblockedZones.AddToTail( &(m_zone[i]) );
}
if ( unblockedZones.Count() == 0 )
return NULL;
return unblockedZones[ RandomInt( 0, unblockedZones.Count()-1 ) ];
}
/// returns a random spawn point for the given team (no arg means use both team spawnpoints)
CBaseEntity *GetRandomSpawn( int team = TEAM_MAXCOUNT ) const;
bool IsBombPlanted( void ) const { return m_isBombPlanted; } ///< returns true if bomb has been planted
float GetBombPlantTimestamp( void ) const { return m_bombPlantTimestamp; } ///< return time bomb was planted
bool IsTimeToPlantBomb( void ) const; ///< return true if it's ok to try to plant bomb
CCSPlayer *GetBombDefuser( void ) const { return m_bombDefuser; } ///< return the player currently defusing the bomb, or NULL
float GetBombTimeLeft( void ) const; ///< get the time remaining before the planted bomb explodes
CBaseEntity *GetLooseBomb( void ) { return m_looseBomb; } ///< return the bomb if it is loose on the ground
CNavArea *GetLooseBombArea( void ) const { return m_looseBombArea; } ///< return area that bomb is in/near
void SetLooseBomb( CBaseEntity *bomb );
enum ETStrat
{
k_ETStrat_Rush, // Hit the target site asap
k_ETStrat_Slow, // Spend time at initial engagement spots, move in if time is low or if team gets a kill
k_ETStrat_Fake, // One player goes to the site not being hit
k_ETStrat_Count,
};
ETStrat GetTStrat( void ) const { return m_eTStrat; }
int GetTerroristTargetSite( void ) const { return m_iTerroristTargetSite; }
enum ECTStrat
{
k_ECTStrat_GuardRandomSite, // Used for testing
k_ECTStrat_212, // 2 each site, one aggressive mid
k_ECTStrat_StackSite, // 4 on priority site, 1 alternate site
k_ECTStrat_Count,
};
ECTStrat GetCTStrat( void ) const { return m_eCTStrat; }
int GetCTPrioritySite( void ) const { return m_iCTPrioritySite; }
float GetRadioMessageTimestamp( RadioType event, int teamID ) const; ///< return the last time the given radio message was sent for given team
float GetRadioMessageInterval( RadioType event, int teamID ) const; ///< return the interval since the last time this message was sent
void SetRadioMessageTimestamp( RadioType event, int teamID );
void ResetRadioMessageTimestamps( void );
float GetLastSeenEnemyTimestamp( void ) const { return m_lastSeenEnemyTimestamp; } ///< return the last time anyone has seen an enemy
void SetLastSeenEnemyTimestamp( void ) { m_lastSeenEnemyTimestamp = gpGlobals->curtime; }
float GetRoundStartTime( void ) const { return m_roundStartTimestamp; }
float GetElapsedRoundTime( void ) const { return gpGlobals->curtime - m_roundStartTimestamp; } ///< return the elapsed time since the current round began
bool AllowRogues( void ) const { return cv_bot_allow_rogues.GetBool(); }
bool AllowPistols( void ) const { return cv_bot_allow_pistols.GetBool(); }
bool AllowShotguns( void ) const { return cv_bot_allow_shotguns.GetBool(); }
bool AllowSubMachineGuns( void ) const { return cv_bot_allow_sub_machine_guns.GetBool(); }
bool AllowRifles( void ) const { return cv_bot_allow_rifles.GetBool(); }
bool AllowMachineGuns( void ) const { return cv_bot_allow_machine_guns.GetBool(); }
bool AllowGrenades( void ) const { return cv_bot_allow_grenades.GetBool(); }
bool AllowSnipers( void ) const { return cv_bot_allow_snipers.GetBool(); }
#ifdef CS_SHIELD_ENABLED
bool AllowTacticalShield( void ) const { return cv_bot_allow_shield.GetBool(); }
#else
bool AllowTacticalShield( void ) const { return false; }
#endif // CS_SHIELD_ENABLED
bool AllowFriendlyFireDamage( void ) const { return mp_friendlyfire.GetBool(); }
bool IsWeaponUseable( const CWeaponCSBase *weapon ) const; ///< return true if the bot can use this weapon
bool IsDefenseRushing( void ) const { return m_isDefenseRushing; } ///< returns true if defense team has "decided" to rush this round
bool IsOnDefense( const CCSPlayer *player ) const; ///< return true if this player is on "defense"
bool IsOnOffense( const CCSPlayer *player ) const; ///< return true if this player is on "offense"
bool IsRoundOver( void ) const { return m_isRoundOver; } ///< return true if the round has ended
#define FROM_CONSOLE true
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
bool BotPlaceCommand( uint nTeamMask = 0xFFFFFFFF ); //Moves a bot at the location under the cursor. For perf and lighting testing.
// Called to mark that an expensive operation has happened this frame, used for budgeting/throttling AI
void OnExpensiveBotOperation() { m_nNumExpensiveOperationsThisFrame ++; }
// Query to see if we have exceeded our per-frame budget for "expensive" AI operations
bool AllowedToDoExpensiveBotOperationThisFrame() { return !throttle_expensive_ai.GetBool() || m_nNumExpensiveOperationsThisFrame < 1; }
void ForceMaintainBotQuota( void ) { MaintainBotQuota(); }
private:
enum SkillType { LOW, AVERAGE, HIGH, RANDOM };
void MaintainBotQuota( void );
static bool m_isMapDataLoaded; ///< true if we've attempted to load map data
bool m_serverActive; ///< true between ServerActivate() and ServerDeactivate()
GameScenarioType m_gameScenario; ///< what kind of game are we playing
Zone m_zone[ MAX_ZONES ];
int m_zoneCount;
bool m_isBombPlanted; ///< true if bomb has been planted
float m_bombPlantTimestamp; ///< time bomb was planted
float m_earliestBombPlantTimestamp; ///< don't allow planting until after this time has elapsed
CHandle<CCSPlayer> m_bombDefuser; ///< the player currently defusing a bomb
EHANDLE m_looseBomb; ///< will be non-NULL if bomb is loose on the ground
CNavArea *m_looseBombArea; ///< area that bomb is is/near
bool m_isRoundOver; ///< true if the round has ended
CountdownTimer m_checkTransientAreasTimer; ///< when elapsed, all transient nav areas should be checked for blockage
float m_radioMsgTimestamp[ RADIO_END - RADIO_START_1 ][ 2 ];
float m_lastSeenEnemyTimestamp;
float m_roundStartTimestamp; ///< the time when the current round began
bool m_isDefenseRushing; ///< whether defensive team is rushing this round or not
int m_nNumExpensiveOperationsThisFrame;
// Cooperative mode vars
ETStrat m_eTStrat; // Current plan for T
int m_iTerroristTargetSite; // Bomb site Ts are planing to plant at
ECTStrat m_eCTStrat; // Current plan for CT
int m_iCTPrioritySite; // Guess at which site will be attacked
// Event Handlers --------------------------------------------------------------------------------------------
DECLARE_CSBOTMANAGER_EVENT_LISTENER( PlayerFootstep, player_footstep )
DECLARE_CSBOTMANAGER_EVENT_LISTENER( PlayerRadio, player_radio )
DECLARE_CSBOTMANAGER_EVENT_LISTENER( PlayerDeath, player_death )
DECLARE_CSBOTMANAGER_EVENT_LISTENER( PlayerFallDamage, player_falldamage )
DECLARE_CSBOTMANAGER_EVENT_LISTENER( BombPickedUp, bomb_pickup )
DECLARE_CSBOTMANAGER_EVENT_LISTENER( BombPlanted, bomb_planted )
DECLARE_CSBOTMANAGER_EVENT_LISTENER( BombBeep, bomb_beep )
DECLARE_CSBOTMANAGER_EVENT_LISTENER( BombDefuseBegin, bomb_begindefuse )
DECLARE_CSBOTMANAGER_EVENT_LISTENER( BombDefused, bomb_defused )
DECLARE_CSBOTMANAGER_EVENT_LISTENER( BombDefuseAbort, bomb_abortdefuse )
DECLARE_CSBOTMANAGER_EVENT_LISTENER( BombExploded, bomb_exploded )
DECLARE_CSBOTMANAGER_EVENT_LISTENER( RoundEnd, round_end )
DECLARE_CSBOTMANAGER_EVENT_LISTENER( RoundStart, round_start )
DECLARE_CSBOTMANAGER_EVENT_LISTENER( RoundFreezeEnd, round_freeze_end )
DECLARE_CSBOTMANAGER_EVENT_LISTENER( DoorMoving, door_moving )
DECLARE_CSBOTMANAGER_EVENT_LISTENER( BreakProp, break_prop )
DECLARE_CSBOTMANAGER_EVENT_LISTENER( BreakBreakable, break_breakable )
DECLARE_CSBOTMANAGER_EVENT_LISTENER( HostageFollows, hostage_follows )
DECLARE_CSBOTMANAGER_EVENT_LISTENER( HostageRescuedAll, hostage_rescued_all )
DECLARE_CSBOTMANAGER_EVENT_LISTENER( WeaponFire, weapon_fire )
DECLARE_CSBOTMANAGER_EVENT_LISTENER( WeaponFireOnEmpty, weapon_fire_on_empty )
DECLARE_CSBOTMANAGER_EVENT_LISTENER( WeaponReload, weapon_reload )
DECLARE_CSBOTMANAGER_EVENT_LISTENER( WeaponZoom, weapon_zoom )
DECLARE_CSBOTMANAGER_EVENT_LISTENER( BulletImpact, bullet_impact )
DECLARE_CSBOTMANAGER_EVENT_LISTENER( HEGrenadeDetonate, hegrenade_detonate )
DECLARE_CSBOTMANAGER_EVENT_LISTENER( FlashbangDetonate, flashbang_detonate )
DECLARE_CSBOTMANAGER_EVENT_LISTENER( SmokeGrenadeDetonate, smokegrenade_detonate )
DECLARE_CSBOTMANAGER_EVENT_LISTENER( MolotovDetonate, molotov_detonate )
DECLARE_CSBOTMANAGER_EVENT_LISTENER( DecoyDetonate, decoy_detonate )
DECLARE_CSBOTMANAGER_EVENT_LISTENER( DecoyFiring, decoy_firing )
DECLARE_CSBOTMANAGER_EVENT_LISTENER( GrenadeBounce, grenade_bounce )
DECLARE_CSBOTMANAGER_EVENT_LISTENER( NavBlocked, nav_blocked )
DECLARE_CSBOTMANAGER_EVENT_LISTENER( ServerShutdown, server_shutdown )
CUtlVector< BotEventInterface * > m_commonEventListeners; // These event listeners fire often, and can be disabled for performance gains when no bots are present.
bool m_eventListenersEnabled;
void EnableEventListeners( bool enable );
};
inline CBasePlayer *CCSBotManager::AllocateBotEntity( void )
{
return static_cast<CBasePlayer *>( CreateEntityByName( "cs_bot" ) );
}
inline bool CCSBotManager::IsTimeToPlantBomb( void ) const
{
return (gpGlobals->curtime >= m_earliestBombPlantTimestamp);
}
inline const CCSBotManager::Zone *CCSBotManager::GetClosestZone( const CBaseEntity *entity ) const
{
if (entity == NULL)
return NULL;
Vector centroid = entity->GetAbsOrigin();
centroid.z += HalfHumanHeight;
return GetClosestZone( centroid );
}
#endif