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424 lines
13 KiB
424 lines
13 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 _BOT_PROFILE_H_
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#define _BOT_PROFILE_H_
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#pragma warning( disable : 4786 ) // long STL names get truncated in browse info.
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#include "bot_constants.h"
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#include "bot_util.h"
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#include "cs_weapon_parse.h"
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enum
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{
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FirstCustomSkin = 100,
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NumCustomSkins = 100,
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LastCustomSkin = FirstCustomSkin + NumCustomSkins - 1,
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};
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//--------------------------------------------------------------------------------------------------------------
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/**
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* A BotProfile describes the "personality" of a given bot
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*/
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class BotProfile
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{
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public:
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BotProfile( void )
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{
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m_name = NULL;
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m_aggression = 0.0f;
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m_skill = 0.0f;
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m_teamwork = 0.0f;
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m_weaponPreferenceCount = 0;
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m_aimFocusInitial = 0.0f;
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m_aimFocusDecay = 1.0f;
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m_aimFocusOffsetScale = 0.0f;
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m_aimFocusInterval = .5f;
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m_cost = 0;
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m_skin = 0;
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m_difficultyFlags = 0;
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m_voicePitch = 100;
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m_reactionTime = 0.3f;
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m_attackDelay = 0.0f;
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m_lookAngleMaxAccelNormal = 0.0f;
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m_lookAngleStiffnessNormal = 0.0f;
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m_lookAngleDampingNormal = 0.0f;
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m_lookAngleMaxAccelAttacking = 0.0f;
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m_lookAngleStiffnessAttacking = 0.0f;
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m_lookAngleDampingAttacking = 0.0f;
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m_teams = TEAM_UNASSIGNED;
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m_voiceBank = 0;
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m_prefersSilencer = false;
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}
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~BotProfile( void )
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{
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if ( m_name )
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delete [] m_name;
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}
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const char *GetName( void ) const { return m_name; } ///< return bot's name
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float GetAggression() const;
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float GetSkill() const;
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float GetTeamwork() const;
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float GetAimFocusInitial() const { return m_aimFocusInitial; }
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float GetAimFocusDecay() const { return m_aimFocusDecay; }
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float GetAimFocusOffsetScale() const { return m_aimFocusOffsetScale; }
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float GetAimFocusInterval() const { return m_aimFocusInterval; }
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CSWeaponID GetWeaponPreference(int i ) const;
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const char *GetWeaponPreferenceAsString( int i ) const;
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int GetWeaponPreferenceCount() const;
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bool HasPrimaryPreference() const; ///< return true if this profile has a primary weapon preference
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bool HasPistolPreference() const; ///< return true if this profile has a pistol weapon preference
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int GetCost() const;
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int GetSkin() const;
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int GetMaxDifficulty() const; ///< return maximum difficulty flag value
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bool IsDifficulty( BotDifficultyType diff ) const; ///< return true if this profile can be used for the given difficulty level
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bool IsMaxDifficulty( BotDifficultyType diff ) const; ///< return true if this profile's highest difficulty matches the incoming difficulty level
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int GetVoicePitch() const;
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float GetReactionTime() const;
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float GetAttackDelay() const;
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int GetVoiceBank() const { return m_voiceBank; }
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unsigned char GetDifficultyFlags() const;
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int GetTeams( void ) const { return m_teams; }
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float GetLookAngleMaxAccelerationNormal() const;
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float GetLookAngleStiffnessNormal() const;
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float GetLookAngleDampingNormal() const;
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float GetLookAngleMaxAccelerationAttacking() const;
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float GetLookAngleStiffnessAttacking() const;
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float GetLookAngleDampingAttacking() const;
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bool IsValidForTeam( int team ) const;
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bool PrefersSilencer() const { return m_prefersSilencer; }
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bool InheritsFrom( const char *name ) const;
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void Clone( const BotProfile* source_profile );
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void SetName( const char* name );
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void SetVoicePitch( int pitch );
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int GetTemplatesCount( void ) const { return m_templates.Count(); }
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const BotProfile* GetTemplate( int index ) const;
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private:
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friend class BotProfileManager; ///< for loading profiles
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void Inherit( const BotProfile *parent, const BotProfile *baseline ); ///< copy values from parent if they differ from baseline
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char *m_name; // the bot's name
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float m_aggression; // percentage: 0 = coward, 1 = berserker
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float m_skill; // percentage: 0 = terrible, 1 = expert
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float m_teamwork; // percentage: 0 = rogue, 1 = complete obeyance to team, lots of comm
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float m_aimFocusInitial; // initial minimum aim error on first attack
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float m_aimFocusDecay; // how quickly our focus error decays (scale/sec)
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float m_aimFocusOffsetScale; // how much aim focus error we get based on maximum angle distance from our view angle
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float m_aimFocusInterval; // how frequently we update our focus
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enum { MAX_WEAPON_PREFS = 16 };
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CSWeaponID m_weaponPreference[ MAX_WEAPON_PREFS ]; ///< which weapons this bot likes to use, in order of priority
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int m_weaponPreferenceCount;
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int m_cost; ///< reputation point cost for career mode
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int m_skin; ///< "skin" index
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unsigned char m_difficultyFlags; ///< bits set correspond to difficulty levels this is valid for
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int m_voicePitch; ///< the pitch shift for bot chatter (100 = normal)
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float m_reactionTime; ///< our reaction time in seconds
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float m_attackDelay; ///< time in seconds from when we notice an enemy to when we open fire
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int m_teams; ///< teams for which this profile is valid
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bool m_prefersSilencer; ///< does the bot prefer to use silencers?
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int m_voiceBank; ///< Index of the BotChatter.db voice bank this profile uses (0 is the default)
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float m_lookAngleMaxAccelNormal; // Acceleration of look angle spring under normal conditions
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float m_lookAngleStiffnessNormal; // Stiffness of look angle spring under normal conditions
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float m_lookAngleDampingNormal; // Damping of look angle spring under normal conditions
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float m_lookAngleMaxAccelAttacking; // Acceleration of look angle spring under attack conditions
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float m_lookAngleStiffnessAttacking; // Stiffness of look angle spring under attack conditions
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float m_lookAngleDampingAttacking; // Damping of look angle spring under attack conditions
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CUtlVector< const BotProfile * > m_templates; ///< List of templates we inherit from
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};
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typedef CUtlLinkedList<BotProfile *> BotProfileList;
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inline int BotProfile::GetMaxDifficulty() const
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{
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for ( int i = NUM_DIFFICULTY_LEVELS - 1; i >= BOT_EASY; --i )
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{
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if ( m_difficultyFlags & ( 1 << i ) )
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{
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return i;
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}
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}
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return BOT_EASY;
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}
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inline bool BotProfile::IsDifficulty( BotDifficultyType diff ) const
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{
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return (m_difficultyFlags & (1 << diff)) ? true : false;
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}
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inline bool BotProfile::IsMaxDifficulty( BotDifficultyType diff ) const
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{
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return ( ( m_difficultyFlags >> diff ) == 1 );
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}
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inline float BotProfile::GetAggression() const
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{
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return m_aggression;
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}
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inline float BotProfile::GetSkill() const
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{
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return m_skill;
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}
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inline float BotProfile::GetTeamwork() const
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{
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return m_teamwork;
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}
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inline CSWeaponID BotProfile::GetWeaponPreference( int i ) const
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{
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return m_weaponPreference[ i ];
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}
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inline int BotProfile::GetWeaponPreferenceCount() const
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{
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return m_weaponPreferenceCount;
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}
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inline int BotProfile::GetCost() const
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{
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return m_cost;
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}
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inline int BotProfile::GetSkin() const
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{
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return m_skin;
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}
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inline int BotProfile::GetVoicePitch() const
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{
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return m_voicePitch;
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}
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inline float BotProfile::GetReactionTime() const
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{
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return m_reactionTime;
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}
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inline float BotProfile::GetAttackDelay() const
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{
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return m_attackDelay;
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}
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inline unsigned char BotProfile::GetDifficultyFlags() const
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{
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return m_difficultyFlags;
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}
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inline float BotProfile::GetLookAngleMaxAccelerationNormal() const
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{
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return m_lookAngleMaxAccelNormal;
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}
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inline float BotProfile::GetLookAngleStiffnessNormal( ) const
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{
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return m_lookAngleStiffnessNormal;
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}
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inline float BotProfile::GetLookAngleDampingNormal() const
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{
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return m_lookAngleDampingNormal;
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}
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inline float BotProfile::GetLookAngleMaxAccelerationAttacking() const
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{
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return m_lookAngleMaxAccelAttacking;
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}
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inline float BotProfile::GetLookAngleStiffnessAttacking() const
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{
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return m_lookAngleStiffnessAttacking;
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}
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inline float BotProfile::GetLookAngleDampingAttacking() const
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{
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return m_lookAngleDampingAttacking;
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}
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inline void BotProfile::SetVoicePitch( int pitch )
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{
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m_voicePitch = pitch;
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}
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/**
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* Copy in data from parent if it differs from the baseline
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*/
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inline void BotProfile::Inherit( const BotProfile *parent, const BotProfile *baseline )
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{
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if ( parent->m_aggression != baseline->m_aggression )
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m_aggression = parent->m_aggression;
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if ( parent->m_skill != baseline->m_skill )
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m_skill = parent->m_skill;
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if ( parent->m_teamwork != baseline->m_teamwork )
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m_teamwork = parent->m_teamwork;
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if ( parent->m_aimFocusInitial != baseline->m_aimFocusInitial )
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m_aimFocusInitial = parent->m_aimFocusInitial;
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if ( parent->m_aimFocusDecay != baseline->m_aimFocusDecay )
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m_aimFocusDecay = parent->m_aimFocusDecay;
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if ( parent->m_aimFocusOffsetScale != baseline->m_aimFocusOffsetScale )
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m_aimFocusOffsetScale = parent->m_aimFocusOffsetScale;
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if ( parent->m_aimFocusInterval != baseline->m_aimFocusInterval )
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m_aimFocusInterval = parent->m_aimFocusInterval;
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if (parent->m_weaponPreferenceCount != baseline->m_weaponPreferenceCount)
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{
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m_weaponPreferenceCount = parent->m_weaponPreferenceCount;
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for( int i=0; i<parent->m_weaponPreferenceCount; ++i )
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m_weaponPreference[i] = parent->m_weaponPreference[i];
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}
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if (parent->m_cost != baseline->m_cost)
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m_cost = parent->m_cost;
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if (parent->m_skin != baseline->m_skin)
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m_skin = parent->m_skin;
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if (parent->m_difficultyFlags != baseline->m_difficultyFlags)
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m_difficultyFlags = parent->m_difficultyFlags;
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if (parent->m_voicePitch != baseline->m_voicePitch)
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m_voicePitch = parent->m_voicePitch;
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if (parent->m_reactionTime != baseline->m_reactionTime)
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m_reactionTime = parent->m_reactionTime;
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if (parent->m_attackDelay != baseline->m_attackDelay)
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m_attackDelay = parent->m_attackDelay;
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if (parent->m_teams != baseline->m_teams)
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m_teams = parent->m_teams;
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if (parent->m_voiceBank != baseline->m_voiceBank)
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m_voiceBank = parent->m_voiceBank;
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m_templates.AddToTail( parent );
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}
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//--------------------------------------------------------------------------------------------------------------
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/**
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* The BotProfileManager defines the interface to accessing BotProfiles
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*/
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class BotProfileManager
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{
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public:
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BotProfileManager( void );
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~BotProfileManager( void );
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void Init( const char *filename, unsigned int *checksum = NULL );
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void Reset( void );
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/// given a name, return a profile
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const BotProfile *GetProfile( const char *name, int team ) const
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{
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FOR_EACH_LL( m_profileList, it )
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{
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BotProfile *profile = m_profileList[ it ];
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if ( !stricmp( name, profile->GetName() ) && profile->IsValidForTeam( team ) )
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return profile;
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}
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return NULL;
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}
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/// given a template name and difficulty, return a profile
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const BotProfile *GetProfileMatchingTemplate( const char *profileName, int team, BotDifficultyType difficulty, BotProfileDevice_t device, bool bAllowDupeNames = false ) const
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{
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FOR_EACH_LL( m_profileList, it )
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{
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BotProfile *profile = m_profileList[ it ];
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if ( !profile->InheritsFrom( profileName ) )
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continue;
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if ( !profile->IsValidForTeam( team ) )
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continue;
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if ( !profile->IsDifficulty( difficulty ) )
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continue;
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if ( bAllowDupeNames == false && UTIL_IsNameTaken( profile->GetName() ) )
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continue;
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return profile;
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}
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return NULL;
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}
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const BotProfileList *GetProfileList( void ) const { return &m_profileList; } ///< return list of all profiles
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const BotProfile *GetRandomProfile( BotDifficultyType difficulty, int team, CSWeaponType weaponType, bool forceMatchHighestDifficulty = false ) const; ///< return random unused profile that matches the given difficulty level
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const char * GetCustomSkin( int index ); ///< Returns custom skin name at a particular index
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const char * GetCustomSkinModelname( int index ); ///< Returns custom skin modelname at a particular index
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const char * GetCustomSkinFname( int index ); ///< Returns custom skin filename at a particular index
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int GetCustomSkinIndex( const char *name, const char *filename = NULL ); ///< Looks up a custom skin index by name
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typedef CUtlVector<char *> VoiceBankList;
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const VoiceBankList *GetVoiceBanks( void ) const { return &m_voiceBanks; }
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int FindVoiceBankIndex( const char *filename ); ///< return index of the (custom) bot phrase db, inserting it if needed
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protected:
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void ParseDifficultySetting( unsigned char &difficultyFlags, char* token);
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void ParseWeaponPreference( bool &isFirstWeaponPref, int &weaponPreferenceCount, CSWeaponID* weaponPreference, char* token );
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protected:
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BotProfileList m_profileList; ///< the list of all bot profiles
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BotProfileList m_templateList; ///< the list of all bot templates
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VoiceBankList m_voiceBanks;
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char *m_skins[ NumCustomSkins ]; ///< Custom skin names
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char *m_skinModelnames[ NumCustomSkins ]; ///< Custom skin modelnames
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char *m_skinFilenames[ NumCustomSkins ]; ///< Custom skin filenames
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int m_nextSkin; ///< Next custom skin to allocate
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};
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/// the global singleton for accessing BotProfiles
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extern BotProfileManager *TheBotProfiles;
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#endif // _BOT_PROFILE_H_
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