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// NextBotCombatCharacter.cpp
// Next generation bot system
// Author: Michael Booth, April 2005
//========= Copyright Valve Corporation, All rights reserved. ============//
#include "cbase.h"
#include "team.h"
#include "CRagdollMagnet.h"
#include "NextBot.h"
#include "NextBotLocomotionInterface.h"
#include "NextBotBodyInterface.h"
#ifdef TERROR
#include "TerrorGamerules.h"
#endif
#include "vprof.h"
#include "datacache/imdlcache.h"
#include "EntityFlame.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
ConVar NextBotStop( "nb_stop", "0", FCVAR_CHEAT | FCVAR_REPLICATED, "Stop all NextBots" );
//--------------------------------------------------------------------------------------------------------
class CSendBotCommand { public: CSendBotCommand( const char *command ) { m_command = command; }
bool operator() ( INextBot *bot ) { bot->OnCommandString( m_command ); return true; }
const char *m_command; };
CON_COMMAND_F( nb_command, "Sends a command string to all bots", FCVAR_CHEAT ) { if ( args.ArgC() <= 1 ) { Msg( "Missing command string" ); return; }
CSendBotCommand sendCmd( args.ArgS() ); TheNextBots().ForEachBot( sendCmd ); }
//-----------------------------------------------------------------------------------------------------
BEGIN_DATADESC( NextBotCombatCharacter )
DEFINE_THINKFUNC( DoThink ),
END_DATADESC()
//-----------------------------------------------------------------------------------------------------
IMPLEMENT_SERVERCLASS_ST( NextBotCombatCharacter, DT_NextBot ) END_SEND_TABLE()
//-----------------------------------------------------------------------------------------------------
NextBotDestroyer::NextBotDestroyer( int team ) { m_team = team; }
//-----------------------------------------------------------------------------------------------------
bool NextBotDestroyer::operator() ( INextBot *bot ) { if ( m_team == TEAM_ANY || bot->GetEntity()->GetTeamNumber() == m_team ) { // players need to be kicked, not deleted
if ( bot->GetEntity()->IsPlayer() ) { CBasePlayer *player = dynamic_cast< CBasePlayer * >( bot->GetEntity() ); engine->ServerCommand( UTIL_VarArgs( "kickid %d\n", player->GetUserID() ) ); } else { UTIL_Remove( bot->GetEntity() ); } } return true; }
//-----------------------------------------------------------------------------------------------------
CON_COMMAND_F( nb_delete_all, "Delete all non-player NextBot entities.", FCVAR_CHEAT ) { // Listenserver host or rcon access only!
if ( !UTIL_IsCommandIssuedByServerAdmin() ) return;
CTeam *team = NULL;
if ( args.ArgC() == 2 ) { const char *teamName = args[1];
for( int i=0; i < g_Teams.Count(); ++i ) { if ( FStrEq( teamName, g_Teams[i]->GetName() ) ) { // delete all bots on this team
team = g_Teams[i]; break; } }
if ( team == NULL ) { Msg( "Invalid team '%s'\n", teamName ); return; } }
// delete all bots on all teams
NextBotDestroyer destroyer( team ? team->GetTeamNumber() : TEAM_ANY ); TheNextBots().ForEachBot( destroyer ); }
//-----------------------------------------------------------------------------------------------------
class NextBotApproacher { public: NextBotApproacher( void ) { CBasePlayer *player = UTIL_GetListenServerHost(); if ( player ) { Vector forward; player->EyeVectors( &forward );
trace_t result; unsigned int mask = MASK_BLOCKLOS_AND_NPCS|CONTENTS_IGNORE_NODRAW_OPAQUE | CONTENTS_GRATE | CONTENTS_WINDOW; UTIL_TraceLine( player->EyePosition(), player->EyePosition() + 999999.9f * forward, mask, player, COLLISION_GROUP_NONE, &result ); if ( result.DidHit() ) { NDebugOverlay::Cross3D( result.endpos, 5, 0, 255, 0, true, 10.0f ); m_isGoalValid = true; m_goal = result.endpos; } else { m_isGoalValid = false; } } }
bool operator() ( INextBot *bot ) { if ( TheNextBots().IsDebugFilterMatch( bot ) ) { bot->OnCommandApproach( m_goal ); } return true; }
bool m_isGoalValid; Vector m_goal; };
CON_COMMAND_F( nb_move_to_cursor, "Tell all NextBots to move to the cursor position", FCVAR_CHEAT ) { // Listenserver host or rcon access only!
if ( !UTIL_IsCommandIssuedByServerAdmin() ) return;
NextBotApproacher approach; TheNextBots().ForEachBot( approach ); }
//----------------------------------------------------------------------------------------------------------
//----------------------------------------------------------------------------------------------------------
bool IgnoreActorsTraceFilterFunction( IHandleEntity *pServerEntity, int contentsMask ) { CBaseEntity *entity = EntityFromEntityHandle( pServerEntity ); return ( entity->MyCombatCharacterPointer() == NULL ); // includes all bots, npcs, players, and TF2 buildings
}
//----------------------------------------------------------------------------------------------------------
//----------------------------------------------------------------------------------------------------------
bool VisionTraceFilterFunction( IHandleEntity *pServerEntity, int contentsMask ) { // Honor BlockLOS also to allow seeing through partially-broken doors
CBaseEntity *entity = EntityFromEntityHandle( pServerEntity ); return ( entity->MyCombatCharacterPointer() == NULL && entity->BlocksLOS() ); }
//----------------------------------------------------------------------------------------------------------
//----------------------------------------------------------------------------------------------------------
NextBotCombatCharacter::NextBotCombatCharacter( void )
{ m_lastAttacker = NULL; m_didModelChange = false; }
//----------------------------------------------------------------------------------------------------------
void NextBotCombatCharacter::Spawn( void ) { BaseClass::Spawn(); // reset bot components
Reset();
SetSolid( SOLID_BBOX ); AddSolidFlags( FSOLID_NOT_STANDABLE ); SetMoveType( MOVETYPE_CUSTOM ); SetCollisionGroup( COLLISION_GROUP_PLAYER );
m_iMaxHealth = m_iHealth; m_takedamage = DAMAGE_YES;
MDLCACHE_CRITICAL_SECTION(); InitBoneControllers( );
// set up think callback
SetThink( &NextBotCombatCharacter::DoThink ); SetNextThink( gpGlobals->curtime );
m_lastAttacker = NULL; }
bool NextBotCombatCharacter::IsAreaTraversable( const CNavArea *area ) const { if ( !area ) return false; ILocomotion *mover = GetLocomotionInterface(); if ( mover && !mover->IsAreaTraversable( area ) ) return false; return BaseClass::IsAreaTraversable( area ); }
//----------------------------------------------------------------------------------------------------------
void NextBotCombatCharacter::DoThink( void ) { VPROF_BUDGET( "NextBotCombatCharacter::DoThink", "NextBot" );
SetNextThink( gpGlobals->curtime );
if ( BeginUpdate() ) { // emit model change event
if ( m_didModelChange ) { m_didModelChange = false;
OnModelChanged();
// propagate model change into NextBot event responders
for ( INextBotEventResponder *sub = FirstContainedResponder(); sub; sub = NextContainedResponder( sub ) ) { sub->OnModelChanged(); } }
UpdateLastKnownArea();
// update bot components
if ( !NextBotStop.GetBool() && (GetFlags() & FL_FROZEN) == 0 ) { Update(); }
EndUpdate(); } }
//----------------------------------------------------------------------------------------------------------
void NextBotCombatCharacter::Touch( CBaseEntity *other ) { if ( ShouldTouch( other ) ) { // propagate touch into NextBot event responders
trace_t result; result = GetTouchTrace();
// OnContact refers to *physical* contact, not triggers or other non-physical entities
if ( result.DidHit() || other->MyCombatCharacterPointer() != NULL ) { OnContact( other, &result ); } } BaseClass::Touch( other ); }
//----------------------------------------------------------------------------------------------------------
void NextBotCombatCharacter::SetModel( const char *szModelName ) { // actually change the model
BaseClass::SetModel( szModelName ); // need to do a lazy-check because precache system also invokes this
m_didModelChange = true; }
//----------------------------------------------------------------------------------------------------------
void NextBotCombatCharacter::Ignite( float flFlameLifetime, bool bNPCOnly, float flSize, bool bCalledByLevelDesigner ) { BaseClass::Ignite( flFlameLifetime, bNPCOnly, flSize, bCalledByLevelDesigner ); // propagate event to components
OnIgnite(); }
//----------------------------------------------------------------------------------------------------------
void NextBotCombatCharacter::Ignite( float flFlameLifetime, CBaseEntity *pAttacker ) { if ( IsOnFire() ) return;
// BaseClass::Ignite stuff, plus SetAttacker on the flame, so our attacker gets credit
CEntityFlame *pFlame = CEntityFlame::Create( this ); if ( pFlame ) { pFlame->SetLifetime( flFlameLifetime ); AddFlag( FL_ONFIRE );
SetEffectEntity( pFlame ); } m_OnIgnite.FireOutput( this, this );
// propagate event to components
OnIgnite(); }
//----------------------------------------------------------------------------------------------------------
int NextBotCombatCharacter::OnTakeDamage_Alive( const CTakeDamageInfo &info ) { // track our last attacker
if ( info.GetAttacker() && info.GetAttacker()->MyCombatCharacterPointer() ) { m_lastAttacker = info.GetAttacker()->MyCombatCharacterPointer(); }
// propagate event to components
OnInjured( info ); return CBaseCombatCharacter::OnTakeDamage_Alive( info ); }
//----------------------------------------------------------------------------------------------------------
int NextBotCombatCharacter::OnTakeDamage_Dying( const CTakeDamageInfo &info ) { // track our last attacker
if ( info.GetAttacker()->MyCombatCharacterPointer() ) { m_lastAttacker = info.GetAttacker()->MyCombatCharacterPointer(); }
// propagate event to components
OnInjured( info );
return CBaseCombatCharacter::OnTakeDamage_Dying( info ); }
//----------------------------------------------------------------------------------------------------------
/**
* Can't use CBaseCombatCharacter's Event_Killed because it will immediately ragdoll us */ static int g_DeathStartEvent = 0; void NextBotCombatCharacter::Event_Killed( const CTakeDamageInfo &info ) { // track our last attacker
if ( info.GetAttacker() && info.GetAttacker()->MyCombatCharacterPointer() ) { m_lastAttacker = info.GetAttacker()->MyCombatCharacterPointer(); }
// propagate event to my components
OnKilled( info ); // Advance life state to dying
m_lifeState = LIFE_DYING;
#ifdef TERROR
/*
* TODO: Make this game-generic */ // Create the death event just like players do.
TerrorGameRules()->DeathNoticeForEntity( this, info );
// Infected specific event
TerrorGameRules()->DeathNoticeForInfected( this, info ); #endif
if ( GetOwnerEntity() != NULL ) { GetOwnerEntity()->DeathNotice( this ); }
// inform the other bots
TheNextBots().OnKilled( this, info ); }
//----------------------------------------------------------------------------------------------------------
void NextBotCombatCharacter::PerformCustomPhysics( Vector *pNewPosition, Vector *pNewVelocity, QAngle *pNewAngles, QAngle *pNewAngVelocity ) { ILocomotion *mover = GetLocomotionInterface(); if ( mover ) { // hack to keep ground entity from being NULL'd when Z velocity is positive
SetGroundEntity( mover->GetGround() ); } }
//----------------------------------------------------------------------------------------------------------
bool NextBotCombatCharacter::BecomeRagdoll( const CTakeDamageInfo &info, const Vector &forceVector ) { // See if there's a ragdoll magnet that should influence our force.
Vector adjustedForceVector = forceVector; CRagdollMagnet *magnet = CRagdollMagnet::FindBestMagnet( this ); if ( magnet ) { adjustedForceVector += magnet->GetForceVector( this ); }
// clear the deceased's sound channels.(may have been firing or reloading when killed)
EmitSound( "BaseCombatCharacter.StopWeaponSounds" );
return BaseClass::BecomeRagdoll( info, adjustedForceVector ); }
//----------------------------------------------------------------------------------------------------------
void NextBotCombatCharacter::HandleAnimEvent( animevent_t *event ) { // propagate event to components
OnAnimationEvent( event ); }
//----------------------------------------------------------------------------------------------------------
/**
* Propagate event into NextBot event responders */ void NextBotCombatCharacter::OnNavAreaChanged( CNavArea *enteredArea, CNavArea *leftArea ) { INextBotEventResponder::OnNavAreaChanged( enteredArea, leftArea );
BaseClass::OnNavAreaChanged( enteredArea, leftArea ); }
//----------------------------------------------------------------------------------------------------------
Vector NextBotCombatCharacter::EyePosition( void ) { if ( GetBodyInterface() ) { return GetBodyInterface()->GetEyePosition(); }
return BaseClass::EyePosition(); }
//----------------------------------------------------------------------------------------------------------
/**
* Return true if this object can be +used by the bot */ bool NextBotCombatCharacter::IsUseableEntity( CBaseEntity *entity, unsigned int requiredCaps ) { if ( entity ) { int caps = entity->ObjectCaps(); if ( caps & (FCAP_IMPULSE_USE|FCAP_CONTINUOUS_USE|FCAP_ONOFF_USE|FCAP_DIRECTIONAL_USE) ) { if ( (caps & requiredCaps) == requiredCaps ) { return true; } } }
return false; }
//----------------------------------------------------------------------------------------------------------
void NextBotCombatCharacter::UseEntity( CBaseEntity *entity, USE_TYPE useType ) { if ( IsUseableEntity( entity ) ) { variant_t emptyVariant; entity->AcceptInput( "Use", this, this, emptyVariant, useType ); } }
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