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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// The copyright to the contents herein is the property of Valve, L.L.C.
// The contents may be used and/or copied only with the written permission of
// Valve, L.L.C., or in accordance with the terms and conditions stipulated in
// the agreement/contract under which the contents have been supplied.
//
// Purpose: Basic BOT handling.
//
// $Workfile: $
// $Date: $
//
//-----------------------------------------------------------------------------
// $Log: $
//
// $NoKeywords: $
//=============================================================================
#include "cbase.h"
#include "player.h"
#include "tf_player.h"
#include "tf_gamerules.h"
#include "in_buttons.h"
#include "movehelper_server.h"
#include "tf_playerclass_shared.h"
#include "datacache/imdlcache.h"
#include "serverbenchmark_base.h"
#include "econ_entity_creation.h"
#include "nav_mesh.h"
#include "nav_pathfind.h"
#include "tf_team.h"
#include "tf_obj.h"
#include "player.h"
#ifdef STAGING_ONLY
#include "econ_item_system.h"
#endif // STAGING_ONLY
void InitBotTrig( void ); void ClientPutInServer( edict_t *pEdict, const char *playername ); void Bot_Think( CTFPlayer *pBot );
ConVar bot_debug( "bot_debug", "0", FCVAR_CHEAT, "Bot debugging." ); #define DbgBotMsg( pszMsg ) \
do \ { \ if ( bot_debug.GetBool() ) \ DevMsg( "[Bot] %s", static_cast<const char *>(pszMsg) ); \ } while (0)
ConVar bot_forcefireweapon( "bot_forcefireweapon", "", 0, "Force bots with the specified weapon to fire." ); ConVar bot_forceattack( "bot_forceattack", "0", 0, "When on, all bots fire their guns." ); ConVar bot_forceattack2( "bot_forceattack2", "0", 0, "When firing, use attack2." ); ConVar bot_forceattack_down( "bot_forceattack_down", "1", 0, "When firing, don't tap fire, hold it down." ); ConVar bot_changeclass( "bot_changeclass", "0", 0, "Force all bots to change to the specified class." ); ConVar bot_dontmove( "bot_dontmove", "0", FCVAR_CHEAT ); ConVar bot_saveme( "bot_saveme", "0", FCVAR_CHEAT ); static ConVar bot_mimic_inverse( "bot_mimic_inverse", "0", 0, "Bot uses usercmd of player by index." ); static ConVar bot_mimic_yaw_offset( "bot_mimic_yaw_offset", "180", 0, "Offsets the bot yaw." ); ConVar bot_selectweaponslot( "bot_selectweaponslot", "-1", FCVAR_CHEAT, "set to weapon slot that bot should switch to." ); ConVar bot_randomnames( "bot_randomnames", "0", FCVAR_CHEAT ); ConVar bot_jump( "bot_jump", "0", FCVAR_CHEAT, "Force all bots to repeatedly jump." ); ConVar bot_crouch( "bot_crouch", "0", FCVAR_CHEAT, "Force all bots to crouch." );
ConVar bot_nav_turnspeed( "bot_nav_turnspeed", "5", FCVAR_CHEAT, "Rate at which bots turn to face their targets." ); ConVar bot_nav_wpdistance( "bot_nav_wpdistance", "16", FCVAR_CHEAT, "Distance to a waypoint within which a bot considers as having reached it." ); ConVar bot_nav_wpdeceldistance( "bot_nav_wpdeceldistance", "128", FCVAR_CHEAT, "Distance to a waypoint to which a bot starts to decelerate to reach it." ); ConVar bot_nav_simplifypaths( "bot_nav_simplifypaths", "1", FCVAR_CHEAT, "If set, bots will skip waypoints if they already see the waypoint post." ); ConVar bot_nav_useoffsetpaths( "bot_nav_useoffsetpaths", "1", FCVAR_CHEAT, "If set, bots will generate waypoints on both sides of portals between waypoints when building paths." ); ConVar bot_nav_offsetpathinset( "bot_nav_offsetpathinset", "20", FCVAR_CHEAT, "Distance into an area that waypoints should be generated when pathfinding through portals." ); ConVar bot_nav_usefeelers( "bot_nav_usefeelers", "1", FCVAR_CHEAT, "If set, bots will extend feelers to their sides to find & avoid upcoming collisions." ); ConVar bot_nav_recomputetime( "bot_nav_recomputetime", "0.5", FCVAR_CHEAT, "Delay before bots recompute their path to targets that have moved when moving to them." );
ConVar bot_com_meleerange( "bot_com_meleerange", "80", FCVAR_CHEAT, "Distance to a target that a melee bot wants to be within to attack." ); ConVar bot_com_wpnrange( "bot_com_wpnrange", "400", FCVAR_CHEAT, "Distance to a target that a ranged bot wants to be within to attack." ); ConVar bot_com_viewrange( "bot_com_viewrange", "2000", FCVAR_CHEAT, "Distance within which bots looking for any enemies will find them." );
extern ConVar bot_mimic; extern ConVar sv_usercmd_custom_random_seed;
// Utility function to get the specified bot from the command arguments
void GetBotsFromCommand( const CCommand &args, int iArgsRequired, const char *pszUsage, CUtlVector< CTFPlayer* > *botVector ) { if ( !botVector) return;
if ( args.ArgC() < iArgsRequired ) { Msg( "Too few parameters. %s\n", pszUsage ); return; }
const char *pszBotName = args[1];
if ( FStrEq( pszBotName, "all" ) ) { CUtlVector< CTFPlayer* > playerVector; CollectPlayers( &playerVector ); for ( int i=0; i<playerVector.Count(); ++i ) { if ( playerVector[i]->IsFakeClient() ) { botVector->AddToTail( playerVector[i] ); } } return; }
// get the bot's player object
CTFPlayer *pBot = ToTFPlayer( UTIL_PlayerByName( pszBotName ) ); if ( !pBot || !pBot->IsFakeClient() ) { Msg( "No bot with name %s\n", args[1] ); return; }
botVector->AddToTail( pBot ); }
static int BotNumber = 1; static int g_iNextBotTeam = -1; static int g_iNextBotClass = -1;
//===================================================================================================================
// Purpose: Mapmaker bot control entity. Used by mapmakers to add & script bot behaviors.
class CTFBotController : public CPointEntity { DECLARE_CLASS( CTFBotController, CPointEntity ); public: DECLARE_DATADESC();
// Input.
void InputCreateBot( inputdata_t &inputdata ); void InputRespawnBot( inputdata_t &inputdata ); void InputBotAddCommandMoveToEntity( inputdata_t &inputdata ); void InputBotAddCommandAttackEntity( inputdata_t &inputdata ); void InputBotAddCommandSwitchWeapon( inputdata_t &inputdata ); void InputBotAddCommandDefend( inputdata_t &inputdata ); void InputBotSetIgnoreHumans( inputdata_t &inputdata ); void InputBotPreventMovement( inputdata_t &inputdata ); void InputBotClearQueue( inputdata_t &inputdata );
public: COutputEvent m_outputOnCommandFinished; // Fired when the entity is done respawning the players.
CHandle<CTFPlayer> m_hBot; string_t m_iszBotName; int m_iBotClass; };
enum botcommands_t { BC_NONE, BC_MOVETO_ENTITY, BC_MOVETO_POINT, BC_ATTACK, BC_SWITCH_WEAPON, BC_DEFEND, };
typedef struct botdata_t { CHandle<CTFPlayer> m_hBot;
bool backwards;
float nextturntime; bool lastturntoright;
float nextstrafetime; float sidemove;
QAngle forwardAngle; QAngle lastAngles; float m_flJoinTeamTime; int m_WantedTeam; int m_WantedClass;
bool m_bChoseWeapon;
bool m_bWasDead; float m_flDeadTime;
//------------------------------------------------------
// Input into the next command
unsigned short buttons;
//------------------------------------------------------
// Base thinking
void Bot_AliveThink( QAngle *vecAngles, Vector *vecMove ); void Bot_AliveWeaponThink( QAngle *vecAngles, Vector *vecMove ); void Bot_AliveMovementThink( QAngle *vecAngles, Vector *vecMove ); void Bot_AliveMovementThink_ExtendFeelers( QAngle *vecAngles, Vector *vecMove, Vector *vecCurVelocity ); void Bot_DeadThink( QAngle *vecAngles, Vector *vecMove );
void Bot_ItemTestingThink( QAngle *vecAngles, Vector *vecMove );
//------------------------------------------------------
// Navigation
bool FindPathTo( Vector vecTarget ); bool ComputePathPositions( void ); bool UpdatePath( void ); void AdvancePath( void ) { m_iPathIndex++;
if ( m_iPathIndex >= m_iPathLength ) { if ( RunningMovementCommand() ) { // We're not done if we're moving to an entity
if ( !CommandHasATarget() && ShouldFinishCommandOnArrival() ) { ResetPath(); FinishCommand(); } else { // We finished our path, so find another one.
m_flRecomputePathAt = 0; if ( !UpdatePath() ) { FinishCommand(); } } } } } bool HasPath( void ) { return (m_iPathLength > 0); }
void ResetPath( void ) { m_iPathIndex = 0; m_iPathLength = 0; }
Vector m_vecFaceToTarget; enum { MAX_PATH_LENGTH = 256 }; struct ConnectInfo { CNavArea *area; ///< the area along the path
NavTraverseType how; ///< how to enter this area from the previous one
Vector pos; ///< our movement goal position at this point in the path
float flOffset; }; ConnectInfo m_path[MAX_PATH_LENGTH]; int m_iPathLength; int m_iPathIndex; CNavArea *m_lastKnownArea; float m_flRecomputePathAt; Vector m_vecLastPathTarget;
//------------------------------------------------------
// Sensing
void SetIgnoreHumans( bool bIgnore ) { m_bIgnoreHumans = bIgnore; } void SetFrozen( bool bFrozen ) { if ( bFrozen ) m_hBot->AddEFlags( EFL_BOT_FROZEN ); else m_hBot->RemoveEFlags( EFL_BOT_FROZEN ); } bool FindEnemyTarget( void ); bool ValidTargetPlayer( CTFPlayer *pPlayer, const Vector &vecStart, const Vector &vecEnd ); bool ValidTargetObject( CBaseObject *pObject, const Vector &vecStart, const Vector &vecEnd );
EHANDLE m_hEnemy; bool m_bIgnoreHumans;
//------------------------------------------------------
// Command Queue
void UpdatePlanForCommand( void ); void StartNewCommand( void ); void FinishCommand( void ); void RunAttackPlan( void ); void RunDefendPlan( void );
void AddAttackCommand( CBaseEntity *pTarget ); void AddMoveToCommand( CBaseEntity *pTarget, Vector vecTarget ); void AddSwitchWeaponCommand( int iSlot ); void AddDefendCommand( float flRange ); void ClearQueue( void );
bool RunningMovementCommand( void ); bool CommandHasATarget( void ); bool ShouldFinishCommandOnArrival( void );
CBaseEntity *GetCommandTarget( void ) { return m_Commands.Count() ? m_Commands[0].pTarget : NULL; } Vector GetCommandPosition( void ) { return m_Commands.Count() ? m_Commands[0].vecTarget : vec3_origin; }
struct CommandInfo { botcommands_t iCommand; EHANDLE pTarget; Vector vecTarget; float flData; }; CUtlVector<CommandInfo> m_Commands; bool m_bStartedCommand; CHandle<CTFBotController> m_hBotController; } botdata_t;
static botdata_t g_BotData[ MAX_PLAYERS ];
inline botdata_t *BotData( CBasePlayer *pBot ) { return &g_BotData[ pBot->entindex() - 1 ]; }
//-----------------------------------------------------------------------------
// Purpose: Create a new Bot and put it in the game.
// Output : Pointer to the new Bot, or NULL if there's no free clients.
//-----------------------------------------------------------------------------
CBasePlayer *BotPutInServer( bool bTargetDummy, bool bFrozen, int iTeam, int iClass, const char *pszCustomName ) { InitBotTrig();
g_iNextBotTeam = iTeam; g_iNextBotClass = iClass;
char botname[ 64 ]; if ( pszCustomName && pszCustomName[0] ) { Q_strncpy( botname, pszCustomName, sizeof( botname ) ); } else if ( bot_randomnames.GetBool() ) { switch( g_pServerBenchmark->RandomInt(0,5) ) { case 0: Q_snprintf( botname, sizeof( botname ), "Bot" ); break; case 1: Q_snprintf( botname, sizeof( botname ), "This is a medium Bot" ); break; case 2: Q_snprintf( botname, sizeof( botname ), "This is a super long bot name that is too long for the game to allow" ); break; case 3: Q_snprintf( botname, sizeof( botname ), "Another bot" ); break; case 4: Q_snprintf( botname, sizeof( botname ), "Yet more Bot names, medium sized" ); break; default: Q_snprintf( botname, sizeof( botname ), "B" ); break; } } else { Q_snprintf( botname, sizeof( botname ), "Bot%02i", BotNumber ); }
edict_t *pEdict = engine->CreateFakeClient( botname ); if (!pEdict) { Msg( "Failed to create Bot.\n"); return NULL; }
// Allocate a CBasePlayer for the bot, and call spawn
//ClientPutInServer( pEdict, botname );
CTFPlayer *pPlayer = ((CTFPlayer *)CBaseEntity::Instance( pEdict )); pPlayer->ClearFlags(); pPlayer->AddFlag( FL_CLIENT | FL_FAKECLIENT ); pPlayer->SetPlayerType( CTFPlayer::TEMP_BOT );
if ( bFrozen ) { pPlayer->AddEFlags( EFL_BOT_FROZEN ); }
if ( bTargetDummy ) { pPlayer->SetTargetDummy(); }
BotNumber++;
botdata_t *pBot = BotData(pPlayer); pBot->m_hBot = pPlayer; pBot->m_bWasDead = false; pBot->m_WantedTeam = iTeam; pBot->m_WantedClass = iClass; pBot->m_bChoseWeapon = false; pBot->m_flJoinTeamTime = gpGlobals->curtime + 0.3; pBot->m_vecFaceToTarget.Zero(); pBot->m_lastKnownArea = NULL; pBot->m_flRecomputePathAt = 0; pBot->ResetPath(); pBot->m_bIgnoreHumans = false; pBot->m_bStartedCommand = false;
return pPlayer; }
//-----------------------------------------------------------------------------------------------------
CON_COMMAND_F( bot_kick, "Remove a bot by name, or an entire team (\"red\" or \"blue\"), or all bots (\"all\").", FCVAR_CHEAT ) { // Listenserver host or rcon access only!
if ( !UTIL_IsCommandIssuedByServerAdmin() ) return;
if ( args.ArgC() != 2 ) { DevMsg( "%s <bot name>, \"red\", \"blue\", or \"all\"\n", args.Arg(0) ); return; }
for( int i = 1; i <= gpGlobals->maxClients; ++i ) { CBasePlayer *player = static_cast<CBasePlayer *>( UTIL_PlayerByIndex( i ) );
if ( !player ) continue;
if ( FNullEnt( player->edict() ) ) continue;
if ( player->GetFlags() & FL_FAKECLIENT ) { if ( FStrEq( args.Arg( 1 ), "all" ) || FStrEq( args.Arg( 1 ), player->GetPlayerName() ) || ( FStrEq( args.Arg( 1 ), "red" ) && player->GetTeamNumber() == TF_TEAM_RED ) || ( FStrEq( args.Arg( 1 ), "blue" ) && player->GetTeamNumber() == TF_TEAM_BLUE ) ) { engine->ServerCommand( UTIL_VarArgs( "kickid %d\n", player->GetUserID() ) ); } } } }
// Handler for the "bot" command.
CON_COMMAND_F( bot, "Add a bot.", FCVAR_NONE ) { // Listenserver host or rcon access only!
if ( !UTIL_IsCommandIssuedByServerAdmin() ) return;
// Allow bots in item testing mode
if ( !sv_cheats->GetBool() && !TFGameRules()->IsInItemTestingMode() ) return;
//CDODPlayer *pPlayer = CDODPlayer::Instance( UTIL_GetCommandClientIndex() );
// The bot command uses switches like command-line switches.
// -count <count> tells how many bots to spawn.
// -team <index> selects the bot's team. Default is -1 which chooses randomly.
// Note: if you do -team !, then it
// -class <index> selects the bot's class. Default is -1 which chooses randomly.
// -frozen prevents the bots from running around when they spawn in.
// -name sets the bot's name
// -targetdummy sets their health to 1,000,000. Useful for testing damage via hud_damagemeter.
// -teleport teleports the bot to the location the player is pointing at
// Look at -count.
int count = args.FindArgInt( "-count", 1 ); count = clamp( count, 1, 16 );
if ( args.FindArg( "-all" ) ) { count = 9; }
// Look at -frozen.
bool bFrozen = !!args.FindArg( "-frozen" ); bool bTargetDummy = !!args.FindArg( "-targetdummy" ); bool bTeleport = !!args.FindArg( "-teleport" ); // Ok, spawn all the bots.
while ( --count >= 0 ) { // What class do they want?
int iClass = g_pServerBenchmark->RandomInt( 1, TF_CLASS_COUNT-2 ); // -2 so we skip the Civilian class
char const *pVal = args.FindArg( "-class" ); if ( pVal ) { for ( int i=1; i < TF_CLASS_COUNT_ALL; i++ ) { if ( !Q_stricmp(pVal, g_aPlayerClassNames_NonLocalized[i] ) ) { iClass = i; break; } } } if ( args.FindArg( "-all" ) ) { iClass = 9 - count ; }
int iTeam = TEAM_UNASSIGNED; pVal = args.FindArg( "-team" ); if ( pVal ) { if ( stricmp( pVal, "red" ) == 0 ) { iTeam = TF_TEAM_RED; } else if ( stricmp( pVal, "spectator" ) == 0 ) { iTeam = TEAM_SPECTATOR; } else if ( stricmp( pVal, "random" ) == 0 ) { iTeam = g_pServerBenchmark->RandomInt( 0, 100 ) < 50 ? TF_TEAM_BLUE : TF_TEAM_RED; } else { iTeam = TF_TEAM_BLUE; } }
char const *pName = args.FindArg( "-name" );
CBasePlayer *pTemp = BotPutInServer( bTargetDummy, bFrozen, iTeam, iClass, pName );
if ( bTeleport && pTemp ) { CTFPlayer *pBot = ToTFPlayer( pTemp ); CBasePlayer *pPlayer = UTIL_GetCommandClient(); if ( pPlayer && pBot ) { trace_t tr; Vector forward;
pPlayer->EyeVectors( &forward ); UTIL_TraceLine( pPlayer->EyePosition(), pPlayer->EyePosition() + forward * MAX_TRACE_LENGTH,MASK_NPCSOLID, pPlayer, COLLISION_GROUP_NONE, &tr );
if ( tr.fraction != 1.0 ) { botdata_t *pBotData = BotData( pBot ); if ( pBotData ) { pBotData->m_flJoinTeamTime = gpGlobals->curtime - 0.1; }
const char *pszTeam = "auto"; switch ( pBotData->m_WantedTeam ) { case TF_TEAM_RED: pszTeam = "red"; break; case TF_TEAM_BLUE: pszTeam = "blue"; break; case TEAM_SPECTATOR: pszTeam = "spectator"; break; default: pszTeam = "auto"; break; } pBot->HandleCommand_JoinTeam( pszTeam );
const char *pszClassname = ( pBotData->m_WantedClass == TF_CLASS_RANDOM ) ? "random" : GetPlayerClassData( pBotData->m_WantedClass )->m_szClassName; pBot->HandleCommand_JoinClass( pszClassname );
pBot->ForceRespawn(); pBot->Teleport( &tr.endpos, NULL, NULL ); } } } } }
//-----------------------------------------------------------------------------------------------------
CON_COMMAND_F( bot_hurt, "Hurt a bot by team, or all bots (\"all\").", FCVAR_GAMEDLL ) { // Listenserver host or rcon access only!
if ( !UTIL_IsCommandIssuedByServerAdmin() ) return;
if ( args.ArgC() < 2 ) { DevMsg( "%s (-team <red/blue/all>>) (-name <name>) (-damage <int>) (-burn)\n", args.Arg(0) ); return; }
int nDamage = 50; const char* pszDamage = args.FindArg( "-damage" ); if( pszDamage ) { nDamage = atoi(pszDamage); }
bool bBurn = args.FindArg( "-burn" ) != nullptr;
// Figure out which team if specified
int iTeam = TEAM_UNASSIGNED; const char* pVal = args.FindArg( "-team" ); if ( pVal ) { if ( stricmp( pVal, "red" ) == 0 ) { iTeam = TF_TEAM_RED; } else if ( stricmp( pVal, "blue" ) == 0 ) { iTeam = TF_TEAM_BLUE; } else if ( stricmp( pVal, "all" ) == 0 ) { iTeam = TEAM_ANY; } else { iTeam = TEAM_ANY; } }
// Get the name if the put one in
pVal = args.FindArg( "-name" ); const char *pPlayerName = ""; if( pVal ) { pPlayerName = pVal; }
for( int i=1; i<=gpGlobals->maxClients; ++i ) { CBasePlayer *player = static_cast<CBasePlayer *>( UTIL_PlayerByIndex( i ) );
if ( !player ) continue;
if ( FNullEnt( player->edict() ) ) continue;
if ( player->GetFlags() & FL_FAKECLIENT ) { if ( iTeam == TEAM_ANY || FStrEq( pPlayerName, player->GetPlayerName() ) || ( player->GetTeamNumber() == iTeam ) || ( player->GetTeamNumber() == iTeam ) ) { player->m_iHealth -= nDamage;
if ( bBurn ) { CTFPlayer *pBot = ToTFPlayer( player ); pBot->m_Shared.Burn( nullptr, nullptr, 10.0f ); } } } } }
inline bool isTempBot( CTFPlayer* pPlayer ) { return ( pPlayer && ( pPlayer->GetFlags() & FL_FAKECLIENT ) && pPlayer->GetPlayerType() == CTFPlayer::TEMP_BOT ); }
//-----------------------------------------------------------------------------
// Purpose: Run through all the Bots in the game and let them think.
//-----------------------------------------------------------------------------
void Bot_RunAll( void ) { for ( int i = 1; i <= gpGlobals->maxClients; i++ ) { CTFPlayer *pPlayer = ToTFPlayer( UTIL_PlayerByIndex( i ) );
if ( isTempBot( pPlayer ) && pPlayer->MyNextBotPointer() == NULL ) { Bot_Think( pPlayer ); } } }
bool RunMimicCommand( CUserCmd& cmd ) { if ( bot_mimic.GetInt() <= 0 ) return false;
if ( bot_mimic.GetInt() > gpGlobals->maxClients ) return false;
CBasePlayer *pPlayer = UTIL_PlayerByIndex( bot_mimic.GetInt() ); if ( !pPlayer ) return false;
if ( !pPlayer->GetLastUserCommand() ) return false;
cmd = *pPlayer->GetLastUserCommand(); cmd.viewangles[YAW] += bot_mimic_yaw_offset.GetFloat();
if ( bot_mimic_inverse.GetBool() ) { cmd.forwardmove *= -1; cmd.sidemove *= -1; }
return true; }
//-----------------------------------------------------------------------------
// Purpose: Simulates a single frame of movement for a player
// Input : *fakeclient -
// *viewangles -
// forwardmove -
// sidemove -
// upmove -
// buttons -
// impulse -
// msec -
// Output : virtual void
//-----------------------------------------------------------------------------
static void RunPlayerMove( CTFPlayer *fakeclient, const QAngle& viewangles, float forwardmove, float sidemove, float upmove, unsigned short buttons, byte impulse, float frametime ) { if ( !fakeclient ) return;
CUserCmd cmd;
// Store off the globals.. they're gonna get whacked
float flOldFrametime = gpGlobals->frametime; float flOldCurtime = gpGlobals->curtime;
float flTimeBase = gpGlobals->curtime + gpGlobals->frametime - frametime; fakeclient->SetTimeBase( flTimeBase );
Q_memset( &cmd, 0, sizeof( cmd ) );
if ( !RunMimicCommand( cmd ) ) { VectorCopy( viewangles, cmd.viewangles ); cmd.forwardmove = forwardmove; cmd.sidemove = sidemove; cmd.upmove = upmove; cmd.buttons = buttons; cmd.impulse = impulse; cmd.random_seed = g_pServerBenchmark->RandomInt( 0, 0x7fffffff ); if ( sv_usercmd_custom_random_seed.GetBool() ) { float fltTimeNow = float( Plat_FloatTime() * 1000.0 ); cmd.server_random_seed = *reinterpret_cast<int*>( (char*)&fltTimeNow ); } else { cmd.server_random_seed = cmd.random_seed; } }
if ( bot_dontmove.GetBool() ) { cmd.forwardmove = 0; cmd.sidemove = 0; cmd.upmove = 0; } else { float flStunAmount = fakeclient->m_Shared.GetAmountStunned( TF_STUN_MOVEMENT ); if ( flStunAmount ) { cmd.forwardmove *= (1.0 - flStunAmount); cmd.sidemove *= (1.0 - flStunAmount); } }
if ( fakeclient->m_Shared.IsControlStunned() || fakeclient->m_Shared.IsLoserStateStunned() ) { cmd.weaponselect = 0; cmd.buttons = 0; if ( fakeclient->m_Shared.IsControlStunned() ) { cmd.forwardmove = 0; cmd.sidemove = 0; cmd.upmove = 0; } }
MoveHelperServer()->SetHost( fakeclient ); fakeclient->PlayerRunCommand( &cmd, MoveHelperServer() );
// save off the last good usercmd
fakeclient->SetLastUserCommand( cmd );
// Clear out any fixangle that has been set
fakeclient->pl.fixangle = FIXANGLE_NONE;
// Restore the globals..
gpGlobals->frametime = flOldFrametime; gpGlobals->curtime = flOldCurtime; }
//-----------------------------------------------------------------------------
// Purpose: Run this Bot's AI for one frame.
//-----------------------------------------------------------------------------
void Bot_Think( CTFPlayer *pBot ) { // Make sure we stay being a bot
pBot->AddFlag( FL_FAKECLIENT );
botdata_t *botdata = BotData(pBot);
Vector vecMove( 0, 0, 0 ); byte impulse = 0; float frametime = gpGlobals->frametime; QAngle vecViewAngles = pBot->EyeAngles(); botdata->buttons = 0;
MDLCACHE_CRITICAL_SECTION();
// Create some random values
if ( pBot->GetTeamNumber() == TEAM_UNASSIGNED && gpGlobals->curtime > botdata->m_flJoinTeamTime ) { const char *pszTeam = NULL; switch ( botdata->m_WantedTeam ) { case TF_TEAM_RED: pszTeam = "red"; break; case TF_TEAM_BLUE: pszTeam = "blue"; break; case TEAM_SPECTATOR: pszTeam = "spectator"; break; default: pszTeam = "auto"; break; } pBot->HandleCommand_JoinTeam( pszTeam ); } else if ( pBot->GetTeamNumber() != TEAM_UNASSIGNED && pBot->GetPlayerClass()->IsClass( TF_CLASS_UNDEFINED ) ) { // If they're on a team but haven't picked a class, choose a random class..
const char *pszClassname = ( botdata->m_WantedClass == TF_CLASS_RANDOM ) ? "random" : GetPlayerClassData( botdata->m_WantedClass )->m_szClassName; pBot->HandleCommand_JoinClass( pszClassname ); } else if ( pBot->IsAlive() && (pBot->GetSolid() == SOLID_BBOX) ) { botdata->Bot_AliveThink( &vecViewAngles, &vecMove ); } else { botdata->Bot_DeadThink( &vecViewAngles, &vecMove ); }
RunPlayerMove( pBot, vecViewAngles, vecMove[0], vecMove[1], vecMove[2], botdata->buttons, impulse, frametime ); }
//-----------------------------------------------------------------------------
// Purpose: Handle the Bot AI for a live bot
//-----------------------------------------------------------------------------
void botdata_t::Bot_AliveThink( QAngle *vecAngles, Vector *vecMove ) { trace_t trace;
m_bWasDead = false;
// In item testing mode, we run custom logic
if ( TFGameRules()->IsInItemTestingMode() ) { Bot_ItemTestingThink( vecAngles, vecMove ); return; }
UpdatePlanForCommand(); Bot_AliveMovementThink( vecAngles, vecMove ); Bot_AliveWeaponThink( vecAngles, vecMove );
// Miscellaneous
if ( bot_saveme.GetInt() > 0 ) { m_hBot->SaveMe(); bot_saveme.SetValue( bot_saveme.GetInt() - 1 ); } }
//-----------------------------------------------------------------------------
// Purpose: Handle movement
//-----------------------------------------------------------------------------
void botdata_t::Bot_AliveMovementThink( QAngle *vecAngles, Vector *vecMove ) { if ( m_hBot->IsEFlagSet(EFL_BOT_FROZEN) ) { (*vecMove)[0] = 0; (*vecMove)[1] = 0; (*vecMove)[2] = 0; return; }
if ( bot_jump.GetBool() && m_hBot->GetFlags() & FL_ONGROUND ) { buttons |= IN_JUMP; }
if ( bot_crouch.GetBool() ) { buttons |= IN_DUCK; }
// If we don't have a faceto target, but we're moving to a waypoint, look at that.
Vector vecFaceTo = m_vecFaceToTarget; if ( vecFaceTo == vec3_origin ) { if ( m_hEnemy ) { vecFaceTo = m_hEnemy->EyePosition(); } else if ( GetCommandTarget() ) { vecFaceTo = GetCommandTarget()->EyePosition(); } else if ( HasPath() ) { vecFaceTo = m_path[ m_iPathIndex ].pos; vecFaceTo[2] = m_hBot->EyePosition()[2]; } } // Should we face something?
if ( vecFaceTo != vec3_origin ) { Vector vecViewTarget = (vecFaceTo - m_hBot->EyePosition()); VectorNormalize(vecViewTarget); QAngle vecTargetViewAngles; VectorAngles( vecViewTarget, Vector(0,0,1), vecTargetViewAngles ); (*vecAngles)[YAW] = ApproachAngle( vecTargetViewAngles[YAW], (*vecAngles)[YAW], bot_nav_turnspeed.GetFloat() ); }
// Are we moving to a waypoint?
if ( HasPath() ) { m_lastKnownArea = TheNavMesh->GetNavArea( m_hBot->GetAbsOrigin() ); if ( !UpdatePath() ) { FinishCommand(); return; }
if ( !m_Commands.Count() ) return;
float flDistance = bot_nav_wpdistance.GetFloat(); CBaseEntity *pTargetEnt = m_Commands[0].pTarget;
// We might run into our target entity earlier.
if ( CommandHasATarget() && ShouldFinishCommandOnArrival() ) { float flEntDistance = pTargetEnt->BoundingRadius() + flDistance; flEntDistance *= flEntDistance; if ( (pTargetEnt->GetAbsOrigin() - m_hBot->GetAbsOrigin()).Length2DSqr() < flEntDistance ) { ResetPath(); FinishCommand(); return; } }
// Have we reached the next waypoint?
flDistance *= flDistance; if ( (m_path[ m_iPathIndex ].pos - m_hBot->GetAbsOrigin()).Length2DSqr() < flDistance ) { AdvancePath(); } else if ( bot_nav_simplifypaths.GetBool() ) { // If we can see our next waypoint already, stop moving to this one
while ( m_iPathLength >= (m_iPathIndex+1) && m_iPathIndex < (m_iPathLength - 1) && m_hBot->FVisible( m_path[ m_iPathIndex+1 ].pos ) ) { AdvancePath(); } }
if ( bot_debug.GetInt() == 1 ) { for ( int i = 0; i < m_iPathLength-1; i++ ) { NDebugOverlay::Line( m_path[i].pos, m_path[i+1].pos, 0, i == m_iPathIndex ? 255 : 64, 0, true, 0.1 ); NDebugOverlay::Box( m_path[i].pos, -Vector(3,3,3), Vector(3,3,3), 0, i == m_iPathIndex ? 255 : 64, 0, 0, 0.1 ); } }
Vector vecTarget = m_path[ m_iPathIndex ].pos; Vector vecDesiredVelocity = (vecTarget - m_hBot->GetAbsOrigin()); if ( bot_nav_usefeelers.GetBool() && m_iPathIndex < (m_iPathLength - 1) ) { Bot_AliveMovementThink_ExtendFeelers( vecAngles, vecMove, &vecDesiredVelocity ); } flDistance = VectorNormalize( vecDesiredVelocity );
// If we're approaching our last waypoint, decelerate to the point.
if ( m_iPathLength == 1 ) { float flDecelDistance = bot_nav_wpdeceldistance.GetFloat(); float flSpeed = MIN( m_hBot->MaxSpeed() * (flDistance / flDecelDistance), m_hBot->MaxSpeed() ); vecDesiredVelocity *= flSpeed; } else { vecDesiredVelocity *= m_hBot->MaxSpeed(); }
if ( bot_debug.GetInt() == 10 ) { NDebugOverlay::HorzArrow( m_hBot->GetAbsOrigin(), m_hBot->GetAbsOrigin() + vecDesiredVelocity, 3, 255, 0, 0, 0, true, 0.1 ); }
// Convert the velocity into forward/sidemove
Vector vecForward, vecRight; AngleVectors( *vecAngles, &vecForward, &vecRight, NULL ); (*vecMove)[0] = DotProduct( vecForward, vecDesiredVelocity ); (*vecMove)[1] = DotProduct( vecRight, vecDesiredVelocity ); } }
//------------------------------------------------------------------------------------------------------------
#define COS_TABLE_SIZE 256
static float cosTable[ COS_TABLE_SIZE ]; static bool bBotTrigInitted = false;
void InitBotTrig( void ) { if ( bBotTrigInitted ) return; bBotTrigInitted = true; for( int i=0; i<COS_TABLE_SIZE; ++i ) { float angle = (float)(2.0f * M_PI * i / (float)(COS_TABLE_SIZE-1)); cosTable[i] = (float)cos( angle ); } }
float BotCOS( float angle ) { angle = AngleNormalizePositive( angle ); int i = (int)( angle * (COS_TABLE_SIZE-1) / 360.0f ); return cosTable[i]; }
float BotSIN( float angle ) { angle = AngleNormalizePositive( angle - 90 ); int i = (int)( angle * (COS_TABLE_SIZE-1) / 360.0f ); return cosTable[i]; }
// Find "simple" ground height, treating current nav area as part of the floor
bool GetSimpleGroundHeightWithFloor( CNavArea *pArea, const Vector &pos, float *height, Vector *normal ) { if (TheNavMesh->GetSimpleGroundHeight( pos, height, normal )) { // our current nav area also serves as a ground polygon
if ( pArea && pArea->IsOverlapping( pos )) { *height = MAX( (*height), pArea->GetZ( pos ) ); }
return true; }
return false; }
//--------------------------------------------------------------------------------------------------------------
// Purpose: Fire feelers out to either side and steer to avoid collisions
//--------------------------------------------------------------------------------------------------------------
void botdata_t::Bot_AliveMovementThink_ExtendFeelers( QAngle *vecAngles, Vector *vecMove, Vector *vecCurVelocity ) { VectorNormalize( *vecCurVelocity );
float flForwardAngle = UTIL_VecToYaw( *vecCurVelocity );
Vector dir( BotCOS( flForwardAngle ), BotSIN( flForwardAngle ), 0.0f ); Vector lat( -dir.y, dir.x, 0.0f );
const float feelerOffset = 20.0f; const float feelerLengthRun = 50.0f; // 100 - too long for tight hallways (cs_747)
const float feelerHeight = StepHeight + 0.1f; // if obstacle is lower than StepHeight, we'll walk right over it
// Feelers must follow floor slope
float ground; Vector normal; Vector eye = m_hBot->EyePosition(); if (GetSimpleGroundHeightWithFloor( m_lastKnownArea, eye, &ground, &normal ) == false) return;
// get forward vector along floor
dir = CrossProduct( lat, normal );
// correct the sideways vector
lat = CrossProduct( dir, normal );
Vector feet = m_hBot->GetAbsOrigin(); feet.z += feelerHeight;
Vector from = feet + feelerOffset * lat; Vector to = from + feelerLengthRun * dir;
bool leftClear = IsWalkableTraceLineClear( from, to, WALK_THRU_DOORS | WALK_THRU_BREAKABLES ); if ( bot_debug.GetInt() == 3 ) { NDebugOverlay::Line( from, to, leftClear ? 0 : 255, leftClear ? 255 : 0, 0, true, 0.1 ); }
from = feet - feelerOffset * lat; to = from + feelerLengthRun * dir;
bool rightClear = IsWalkableTraceLineClear( from, to, WALK_THRU_DOORS | WALK_THRU_BREAKABLES ); if ( bot_debug.GetInt() == 3 ) { NDebugOverlay::Line( from, to, rightClear ? 0 : 255, rightClear ? 255 : 0, 0, true, 0.1 ); }
Vector vecDebug; if ( bot_debug.GetInt() == 3 && (!leftClear || !rightClear) ) { vecDebug = (*vecCurVelocity * 100); NDebugOverlay::Line( m_hBot->GetAbsOrigin(), m_hBot->GetAbsOrigin() + vecDebug, 0, 0, 255, true, 0.1 ); }
const float avoidRange = 300.0f; // 50, 300
if (!rightClear) { if (leftClear) { // right hit, left clear - veer left
*vecCurVelocity = (*vecCurVelocity * avoidRange) + avoidRange * lat; } } else if (!leftClear) { // right clear, left hit - veer right
*vecCurVelocity = (*vecCurVelocity * avoidRange) - avoidRange * lat; }
if ( bot_debug.GetInt() == 3 && (!leftClear || !rightClear) ) { vecDebug = (*vecCurVelocity); VectorNormalize( vecDebug ); vecDebug *= 100; NDebugOverlay::Line( m_hBot->GetAbsOrigin(), m_hBot->GetAbsOrigin() + vecDebug, 64, 64, 255, true, 0.1 ); } }
//-----------------------------------------------------------------------------
// Purpose: Handle weapon switching / firing
//-----------------------------------------------------------------------------
void botdata_t::Bot_AliveWeaponThink( QAngle *vecAngles, Vector *vecMove ) { if ( bot_selectweaponslot.GetInt() >= 0 ) { int slot = bot_selectweaponslot.GetInt();
CBaseCombatWeapon *pWpn = m_hBot->Weapon_GetSlot( slot );
if ( pWpn ) { m_hBot->Weapon_Switch( pWpn ); }
bot_selectweaponslot.SetValue( -1 ); }
const char *pszWeapon = bot_forcefireweapon.GetString(); if ( (pszWeapon && pszWeapon[0]) || g_pServerBenchmark->IsBenchmarkRunning() ) { // If bots are being forced to fire a weapon, see if I have it
// Manually look through weapons to ignore subtype
CBaseCombatWeapon *pWeapon = NULL;
if ( g_pServerBenchmark->IsBenchmarkRunning() ) { if ( !m_bChoseWeapon ) { m_bChoseWeapon = true;
// Choose any weapon out of the available ones.
CUtlVector<CBaseCombatWeapon*> weapons; for (int i=0;i<MAX_WEAPONS;i++) { if ( m_hBot->GetWeapon(i) ) { weapons.AddToTail( m_hBot->GetWeapon( i ) ); } }
if ( weapons.Count() > 0 ) { pWeapon = weapons[ g_pServerBenchmark->RandomInt( 0, weapons.Count() - 1 ) ]; } } } else { // Look for a specific weapon name here.
for (int i=0;i<MAX_WEAPONS;i++) { if ( m_hBot->GetWeapon(i) && FClassnameIs( m_hBot->GetWeapon(i), pszWeapon ) ) { pWeapon = m_hBot->GetWeapon(i); break; } } }
if ( pWeapon ) { // Switch to it if we don't have it out
CBaseCombatWeapon *pActiveWeapon = m_hBot->GetActiveWeapon();
// Switch?
if ( pActiveWeapon != pWeapon ) { m_hBot->Weapon_Switch( pWeapon ); } else { // Start firing
// Some weapons require releases, so randomise firing
if ( bot_forceattack_down.GetBool() || (g_pServerBenchmark->RandomFloat(0.0,1.0) > 0.5) ) { buttons |= IN_ATTACK; }
if ( bot_forceattack2.GetBool() ) { buttons |= IN_ATTACK2; } } } }
if ( bot_forceattack.GetInt() ) { if ( bot_forceattack_down.GetBool() || (g_pServerBenchmark->RandomFloat(0.0,1.0) > 0.5) ) { buttons |= bot_forceattack2.GetBool() ? IN_ATTACK2 : IN_ATTACK; } } }
//-----------------------------------------------------------------------------
// Purpose: Handle the Bot AI for a dead bot
//-----------------------------------------------------------------------------
void botdata_t::Bot_DeadThink( QAngle *vecAngles, Vector *vecMove ) { // Wait for Reinforcement wave
if ( !m_hBot->IsAlive() ) { if ( m_bWasDead ) { // Wait for a few seconds before respawning.
if ( gpGlobals->curtime - m_flDeadTime > 3 ) { // Respawn the bot
buttons |= IN_JUMP; } } else { // Start a timer to respawn them in a few seconds.
m_bWasDead = true; m_flDeadTime = gpGlobals->curtime; } } }
//------------------------------------------------------------------------------
// Purpose: sends the specified command from a bot
//------------------------------------------------------------------------------
void cc_bot_sendcommand( const CCommand &args ) { CUtlVector< CTFPlayer* > botVector; GetBotsFromCommand( args, 3, "Usage: bot_command <bot name> <command string...>", &botVector ); if ( botVector.IsEmpty() ) return;
const char *commandline = args.GetCommandString();
// find the rest of the command line past the bot index
commandline = strstr( commandline, args[2] ); Assert( commandline );
int iSize = Q_strlen(commandline) + 1; char *pBuf = (char *)malloc(iSize); Q_snprintf( pBuf, iSize, "%s", commandline );
if ( pBuf[iSize-2] == '"' ) { pBuf[iSize-2] = '\0'; }
// make a command object with the intended command line
CCommand command; command.Tokenize( pBuf );
// send the command
FOR_EACH_VEC( botVector, i ) { TFGameRules()->ClientCommand( botVector[i], command ); } } static ConCommand bot_sendcommand( "bot_command", cc_bot_sendcommand, "<bot id> <command string...>. Sends specified command on behalf of specified bot", FCVAR_CHEAT );
//------------------------------------------------------------------------------
// Purpose: Kill the specified bot
//------------------------------------------------------------------------------
void cc_bot_kill( const CCommand &args ) { CUtlVector< CTFPlayer* > botVector; GetBotsFromCommand( args, 2, "Usage: bot_kill <bot name>", &botVector ); if ( botVector.IsEmpty() ) return;
FOR_EACH_VEC( botVector, i ) { botVector[i]->CommitSuicide(); } }
static ConCommand bot_kill( "bot_kill", cc_bot_kill, "Kills a bot. Usage: bot_kill <bot name>", FCVAR_CHEAT );
//------------------------------------------------------------------------------
// Purpose: Force all bots to swap teams
//------------------------------------------------------------------------------
CON_COMMAND_F( bot_changeteams, "Make all bots change teams", FCVAR_CHEAT ) { for ( int i = 1; i <= gpGlobals->maxClients; i++ ) { CTFPlayer *pPlayer = ToTFPlayer( UTIL_PlayerByIndex( i ) );
if ( isTempBot( pPlayer ) ) { int iTeam = pPlayer->GetTeamNumber(); if ( TF_TEAM_BLUE == iTeam || TF_TEAM_RED == iTeam ) { // toggle team between red & blue
pPlayer->ChangeTeam( TF_TEAM_BLUE + TF_TEAM_RED - iTeam ); } } } }
//------------------------------------------------------------------------------
// Purpose: Refill all bot ammo counts
//------------------------------------------------------------------------------
CON_COMMAND_F( bot_refill, "Refill all bot ammo counts", FCVAR_CHEAT ) { for ( int i = 1; i <= gpGlobals->maxClients; i++ ) { CTFPlayer *pPlayer = ToTFPlayer( UTIL_PlayerByIndex( i ) );
if ( isTempBot( pPlayer ) ) { pPlayer->GiveAmmo( 1000, TF_AMMO_PRIMARY ); pPlayer->GiveAmmo( 1000, TF_AMMO_SECONDARY ); pPlayer->GiveAmmo( 1000, TF_AMMO_METAL ); pPlayer->TakeHealth( 999, DMG_GENERIC ); } } }
//------------------------------------------------------------------------------
// Purpose: Deliver lethal damage from the player to the specified bot
//------------------------------------------------------------------------------
CON_COMMAND_F( bot_whack, "Deliver lethal damage from player to specified bot. Usage: bot_whack <bot name>", FCVAR_CHEAT ) { CUtlVector< CTFPlayer* > botVector; GetBotsFromCommand( args, 2, "Usage: bot_whack <bot name>", &botVector ); if ( botVector.IsEmpty() ) return;
CTFPlayer *pTFPlayer = ToTFPlayer( UTIL_GetCommandClient() ); FOR_EACH_VEC( botVector, i ) { CTakeDamageInfo info( botVector[i], pTFPlayer, 1000, DMG_BULLET ); info.SetInflictor( pTFPlayer->GetActiveTFWeapon() ); botVector[i]->TakeDamage( info ); } }
//------------------------------------------------------------------------------
// Purpose: Force the specified bot to teleport to the specified position
//------------------------------------------------------------------------------
CON_COMMAND_F( bot_teleport, "Teleport the specified bot to the specified position & angles.\n\tFormat: bot_teleport <bot name> <X> <Y> <Z> <Pitch> <Yaw> <Roll>", FCVAR_CHEAT ) { CUtlVector< CTFPlayer* > botVector; GetBotsFromCommand( args, 8, "Usage: bot_teleport <bot name> <X> <Y> <Z> <Pitch> <Yaw> <Roll>", &botVector ); if ( botVector.IsEmpty() ) return;
Vector vecPos( atof(args[2]), atof(args[3]), atof(args[4]) ); QAngle vecAng( atof(args[5]), atof(args[6]), atof(args[7]) ); FOR_EACH_VEC( botVector, i ) { botVector[i]->Teleport( &vecPos, &vecAng, NULL ); } }
//------------------------------------------------------------------------------
// Purpose: Force the specified bot to create & equip an item
//------------------------------------------------------------------------------
void BotGenerateAndWearItem( CTFPlayer *pBot, const char *itemName ) { if ( !pBot ) return;
CItemSelectionCriteria criteria; criteria.SetItemLevel( AE_USE_SCRIPT_VALUE ); criteria.SetQuality( AE_USE_SCRIPT_VALUE ); criteria.BAddCondition( "name", k_EOperator_String_EQ, itemName, true );
CBaseEntity *pItem = ItemGeneration()->GenerateRandomItem( &criteria, pBot->GetAbsOrigin(), vec3_angle ); if ( pItem ) { // If it's a weapon, remove the current one, and give us this one.
CBaseEntity *pExisting = pBot->Weapon_OwnsThisType(pItem->GetClassname()); if ( pExisting ) { CBaseCombatWeapon *pWpn = dynamic_cast<CBaseCombatWeapon *>(pExisting); pBot->Weapon_Detach( pWpn ); UTIL_Remove( pExisting ); }
// Fake global id
static int s_nFakeID = 1; static_cast<CEconEntity*>(pItem)->GetAttributeContainer()->GetItem()->SetItemID( s_nFakeID++ );
DispatchSpawn( pItem ); static_cast<CEconEntity*>(pItem)->GiveTo( pBot );
pBot->PostInventoryApplication(); } else { #ifdef STAGING_ONLY
extern ConVar tf_bot_use_items; if ( !tf_bot_use_items.GetInt() ) #endif
{ Msg( "Failed to create an item named %s\n", itemName ); } } }
void BotGenerateAndWearItem( CTFPlayer *pBot, CEconItemView *pItem ) { int iClass = pBot->GetPlayerClass()->GetClassIndex(); int iItemSlot = pItem->GetStaticData()->GetLoadoutSlot( iClass ); CTFWeaponBase *pWeapon = dynamic_cast<CTFWeaponBase*>( pBot->GetEntityForLoadoutSlot( iItemSlot ) );
// we need to force translating the name here.
// GiveNamedItem will not translate if we force creating the item
const char *pTranslatedWeaponName = TranslateWeaponEntForClass( pItem->GetStaticData()->GetItemClass(), iClass ); CTFWeaponBase *pNewItem = dynamic_cast<CTFWeaponBase*>( pBot->GiveNamedItem( pTranslatedWeaponName, 0, pItem, true ) ); if ( pNewItem ) { CTFWeaponBuilder *pBuilder = dynamic_cast<CTFWeaponBuilder*>( (CBaseEntity*)pNewItem ); if ( pBuilder ) { pBuilder->SetSubType( pBot->GetPlayerClass()->GetData()->m_aBuildable[0] ); }
// make sure we removed our current weapon
if ( pWeapon ) { pBot->Weapon_Detach( pWeapon ); UTIL_Remove( pWeapon ); }
pNewItem->MarkAttachedEntityAsValidated(); pNewItem->GiveTo( pBot ); } else { BotGenerateAndWearItem( pBot, pItem->GetItemDefinition()->GetDefinitionName() ); } } //-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void BotMirrorPlayerClassAndItems( CTFPlayer *pBot, CTFPlayer *pPlayer ) { if ( !pBot || !pPlayer ) return;
// Force them to be our class
if ( pPlayer->GetPlayerClass()->GetClassIndex() != pBot->GetPlayerClass()->GetClassIndex() ) { pBot->AllowInstantSpawn(); pBot->HandleCommand_JoinClass( pPlayer->GetPlayerClass()->GetName() ); }
int nLastSlot = LOADOUT_POSITION_MISC2;
#ifdef STAGING_ONLY
//nLastSlot = LOADOUT_POSITION_MISC10;
#endif // STAGING_ONLY
pBot->RemoveAllItems( false );
for ( int i = 0; i <= nLastSlot; ++i ) { CEconItemView *pPlayerItem = pPlayer->GetLoadoutItem( pPlayer->GetPlayerClass()->GetClassIndex(), i ); if ( !pPlayerItem ) continue;
BotGenerateAndWearItem( pBot, pPlayerItem ); } }
//------------------------------------------------------------------------------
// Purpose:
//------------------------------------------------------------------------------
CON_COMMAND_F( bot_mirror, "Forces the specified bot to be the same class, and use the same items, as you.", FCVAR_CHEAT ) { CTFPlayer *pTFPlayer = ToTFPlayer( UTIL_GetCommandClient() ); if ( !pTFPlayer ) return;
CUtlVector< CTFPlayer* > botVector; GetBotsFromCommand( args, 2, "Usage: bot_mirror <bot name>, or bot_mirror all", &botVector ); FOR_EACH_VEC( botVector, i ) { BotMirrorPlayerClassAndItems( botVector[i], pTFPlayer ); } }
#ifdef STAGING_ONLY
//------------------------------------------------------------------------------
// Purpose: Force the specified bot to create & equip an item
//------------------------------------------------------------------------------
void cc_bot_equip( const CCommand &args ) { CUtlVector< CTFPlayer* > botVector; GetBotsFromCommand( args, 3, "Usage: bot_equip <bot name> <item name>", &botVector ); FOR_EACH_VEC( botVector, i ) { BotGenerateAndWearItem( botVector[i], args[2] ); } } static ConCommand bot_equip("bot_equip", cc_bot_equip, "Generate an item and have the bot equip it.\n\tFormat: bot_equip <bot name> <item name>", FCVAR_CHEAT );
//------------------------------------------------------------------------------
// Purpose: Force the specified bot to disguise themselves. Needed because the disguise command is clientside.
//------------------------------------------------------------------------------
void cc_bot_disguise( const CCommand &args ) { CUtlVector< CTFPlayer* > botVector; GetBotsFromCommand( args, 4, "Usage: bot_disguise <bot name> <team> <class>", &botVector ); FOR_EACH_VEC( botVector, i ) { if ( botVector[i]->CanDisguise() ) { // intercepting the team value and reassigning what gets passed into Disguise()
// because the team numbers in the client menu don't match the #define values for the teams
botVector[i]->m_Shared.Disguise( Q_atoi( args[2] ), Q_atoi( args[3] ) ); } } } static ConCommand bot_disguise("bot_disguise", cc_bot_disguise, "Force the specified bot to disguise themselves.\n\tFormat: bot_disguise <bot name> <team> <class>", FCVAR_CHEAT );
//------------------------------------------------------------------------------
// Purpose: Force the specified bot to taunt with specific taunt name
//------------------------------------------------------------------------------
void cc_bot_taunt( const CCommand &args ) { CUtlVector< CTFPlayer* > botVector; GetBotsFromCommand( args, 3, "Usage: bot_taunt <bot name> <taunt_name>", &botVector ); if ( botVector.IsEmpty() ) return;
const char *pszTauntName = args.ArgS() + V_strlen( args[1] ) + 1;
CEconItemDefinition *pItemDef = ItemSystem()->GetStaticDataForItemByName( pszTauntName ); if ( !pItemDef ) { Msg( "bot_taunt: failed to find taunt name <%s>\n", pszTauntName ); return; }
static CEconItemView item; item.SetItemDefIndex( pItemDef->GetDefinitionIndex() ); item.SetItemQuality( pItemDef->GetQuality() ); item.SetInitialized( true ); FOR_EACH_VEC( botVector, i ) { botVector[i]->PlayTauntSceneFromItem( &item ); } } static ConCommand bot_taunt("bot_taunt", cc_bot_taunt, "Force the specified bot to taunt with specific taunt name.\n\tFormat: bot_taunt <bot name> <taunt_name>", FCVAR_CHEAT );
#endif // STAGING_ONLY
//------------------------------------------------------------------------------
// Purpose: Force the specified bot to select a weapon in the specified slot
//------------------------------------------------------------------------------
CON_COMMAND_F( cc_bot_selectweapon, "Force a bot to select a weapon in a slot. Usage: bot_selectweapon <bot name> <weapon slot>", FCVAR_CHEAT ) { CUtlVector< CTFPlayer* > botVector; GetBotsFromCommand( args, 3, "Usage: bot_selectweapon <bot name> <weapon slot>", &botVector ); if ( botVector.IsEmpty() ) return;
int slot = atoi( args[2] );
FOR_EACH_VEC( botVector, i ) { CBaseCombatWeapon *pWpn = botVector[i]->Weapon_GetSlot( slot ); if ( pWpn ) { botVector[i]->Weapon_Switch( pWpn ); } } }
//------------------------------------------------------------------------------
// Purpose: Force the specified bot to drop all his gear.
//------------------------------------------------------------------------------
CON_COMMAND_F( bot_drop, "Force the specified bot to drop his active weapon. Usage: bot_drop <bot name>", FCVAR_CHEAT ) { CUtlVector< CTFPlayer* > botVector; GetBotsFromCommand( args, 2, "Usage: bot_drop <bot name>", &botVector ); FOR_EACH_VEC( botVector, i ) { CBaseCombatWeapon* pWpn = botVector[i]->GetActiveWeapon(); if ( pWpn ) { UTIL_Remove( pWpn ); } } }
//------------------------------------------------------------------------------
// Purpose: Force the specified bot to move to the point under your crosshair
//------------------------------------------------------------------------------
CON_COMMAND_F( bot_moveto, "Force the specified bot to move to the point under your crosshair. Usage: bot_moveto <bot name>", FCVAR_CHEAT ) { CUtlVector< CTFPlayer* > botVector; GetBotsFromCommand( args, 2, "Usage: bot_moveto <bot name>", &botVector ); if ( botVector.IsEmpty() ) return;
CBasePlayer *pPlayer = UTIL_GetCommandClient(); trace_t tr; Vector forward; pPlayer->EyeVectors( &forward ); UTIL_TraceLine( pPlayer->EyePosition(), pPlayer->EyePosition() + forward * MAX_TRACE_LENGTH,MASK_SOLID, pPlayer, COLLISION_GROUP_NONE, &tr ); if ( tr.fraction != 1.0 ) { FOR_EACH_VEC( botVector, i ) { botdata_t *botdata = BotData( botVector[i] ); botdata->FindPathTo( tr.endpos ); } } }
//------------------------------------------------------------------------------
// Purpose:
//------------------------------------------------------------------------------
bool botdata_t::FindPathTo( Vector vecTarget ) { m_flRecomputePathAt = gpGlobals->curtime + bot_nav_recomputetime.GetFloat(); m_vecLastPathTarget = vecTarget;
ShortestPathCost cost; CNavArea *pCurrentArea = TheNavMesh->GetNavArea( m_hBot->GetAbsOrigin() ); if ( !pCurrentArea ) { Warning( "Bot '%s' not on the nav mesh.\n", m_hBot->GetPlayerName() ); return false; }
CNavArea *pTargetArea = TheNavMesh->GetNavArea( vecTarget ); if ( !pTargetArea ) { Warning( "Bot '%s' tried to move to a point that isn't on the nav mesh (%.2f %.2f %.2f).\n", m_hBot->GetPlayerName(), vecTarget.x, vecTarget.y, vecTarget.z ); return false; }
// If the path stays within a single area, build a single waypoint and we're done.
if ( pTargetArea == pCurrentArea ) { m_path[0].pos = vecTarget; m_path[0].area = pCurrentArea; m_path[0].how = NUM_TRAVERSE_TYPES; m_iPathLength = 1; m_iPathIndex = 0; return true; }
if ( NavAreaBuildPath( pCurrentArea, pTargetArea, &vecTarget, cost ) == false ) { Warning( "Bot '%s' couldn't find a path from nav mesh %d to nav mesh %d.\n", m_hBot->GetPlayerName(), pCurrentArea->GetID(), pTargetArea->GetID() ); return false; }
m_iPathIndex = 0;
// Count the number of areas in the path
int count = 0; CNavArea *area; for( area = pTargetArea; area; area = area->GetParent() ) { ++count; }
bool bUseOffsetPaths = bot_nav_useoffsetpaths.GetBool(); if ( bUseOffsetPaths ) { count = (count * 2) - 1; } m_iPathLength = count;
// Move the areas into our path
for( area = pTargetArea; count && area; area = area->GetParent() ) { --count; m_path[ count ].area = area; m_path[ count ].how = area->GetParentHow(); m_path[ count ].flOffset = bUseOffsetPaths ? -bot_nav_offsetpathinset.GetFloat() : 0;
if ( bUseOffsetPaths && count >= 1 ) { --count; m_path[ count ].area = m_path[ count+1 ].area; m_path[ count ].how = m_path[ count+1 ].how; m_path[ count ].flOffset = m_path[ count+1 ].flOffset * -1; } }
if ( !ComputePathPositions() ) { ResetPath(); return false; }
// append path end position
m_path[ m_iPathLength ].area = pTargetArea; m_path[ m_iPathLength ].pos = vecTarget; m_path[ m_iPathLength ].how = NUM_TRAVERSE_TYPES; m_path[ m_iPathLength ].flOffset = 0; ++m_iPathLength; return true; }
//------------------------------------------------------------------------------
// Purpose: Given a path of areas, compute waypoints along the path
//------------------------------------------------------------------------------
bool botdata_t::ComputePathPositions( void ) { if (m_iPathLength == 0) return false;
m_path[0].pos = m_hBot->GetAbsOrigin();//m_path[0].area->GetCenter();
m_path[0].how = NUM_TRAVERSE_TYPES;
for( int i=1; i<m_iPathLength; ++i ) { const ConnectInfo *from = &m_path[ i-1 ]; ConnectInfo *to = &m_path[ i ]; Vector vecFrom = from->pos;
if ( to->flOffset < 0 && i >= 2 ) { from = &m_path[ i-2 ]; }
from->area->ComputeClosestPointInPortal( to->area, (NavDirType)to->how, from->pos, &to->pos ); to->pos.z = from->area->GetZ( to->pos );
if ( to->flOffset ) { // Create a waypoint just inside our current area
AddDirectionVector( &to->pos, (NavDirType)to->how, -to->flOffset ); }
if ( bot_debug.GetInt() == 2 ) { NDebugOverlay::HorzArrow( vecFrom, to->pos, 3, 0, 96, 0, 0, true, 10.0 ); } }
return true; }
//------------------------------------------------------------------------------
// Purpose:
//------------------------------------------------------------------------------
bool botdata_t::UpdatePath( void ) { // If we're going to an entity, make sure it hasn't moved.
if ( CommandHasATarget() ) { if ( m_flRecomputePathAt < gpGlobals->curtime && m_Commands[0].pTarget ) { Vector vecNewTarget = m_Commands[0].pTarget->GetAbsOrigin(); if ( (m_vecLastPathTarget - vecNewTarget).LengthSqr() > (50 * 50) ) return FindPathTo( vecNewTarget ); } } return true; }
//------------------------------------------------------------------------------
// Purpose:
//------------------------------------------------------------------------------
void botdata_t::UpdatePlanForCommand( void ) { if ( !m_Commands.Count() ) return;
if ( !m_bStartedCommand ) { StartNewCommand(); m_bStartedCommand = true; }
switch ( m_Commands[0].iCommand ) { case BC_ATTACK: { RunAttackPlan(); } break; case BC_MOVETO_ENTITY: { if ( !HasPath() ) { if ( FindPathTo( m_Commands[0].pTarget->GetAbsOrigin() ) == false ) { FinishCommand(); } } } break; case BC_MOVETO_POINT: { if ( !HasPath() ) { if ( FindPathTo( GetCommandPosition() ) == false ) { FinishCommand(); } } } break; case BC_SWITCH_WEAPON: { CBaseCombatWeapon *pWpn = m_hBot->Weapon_GetSlot( (int)m_Commands[0].flData ); if ( pWpn ) { m_hBot->Weapon_Switch( pWpn ); } FinishCommand(); } break; case BC_DEFEND: { RunDefendPlan(); } break; default: break; } }
//------------------------------------------------------------------------------
// Purpose:
//------------------------------------------------------------------------------
void botdata_t::RunAttackPlan( void ) { CBaseEntity *pEnt = GetCommandTarget(); if ( !pEnt ) return;
if ( !pEnt->IsAlive() ) { FinishCommand(); return; }
bool bCanSeeTarget = m_hBot->FVisible( pEnt ); bool bNeedsAPath = !bCanSeeTarget;
if ( bCanSeeTarget ) { float flDistance = (pEnt->GetAbsOrigin() - m_hBot->GetAbsOrigin()).LengthSqr();
// If it's a melee weapon, we need to close. Otherwise, stay at a nice looking distance.
if ( m_hBot->GetActiveTFWeapon() && m_hBot->GetActiveTFWeapon()->IsMeleeWeapon() ) { float flRange = bot_com_meleerange.GetFloat(); flRange *= flRange; bNeedsAPath = ( flDistance > flRange ); if ( !bNeedsAPath ) { buttons |= IN_ATTACK; } } else { float flRange = bot_com_wpnrange.GetFloat(); flRange *= flRange; bNeedsAPath = ( flDistance > (500 * 500) ); buttons |= IN_ATTACK; } }
if ( bNeedsAPath && !HasPath() ) { if ( FindPathTo( m_Commands[0].pTarget->GetAbsOrigin() ) == false ) { FinishCommand(); return; } } else if ( !bNeedsAPath && HasPath() ) { ResetPath(); } }
//------------------------------------------------------------------------------
// Purpose:
//------------------------------------------------------------------------------
void botdata_t::RunDefendPlan( void ) { if ( bot_debug.GetInt() == 5 ) { NDebugOverlay::Line( m_hBot->GetAbsOrigin(), GetCommandPosition(), 0, 128, 0, true, 0.1 ); }
if ( !FindEnemyTarget() ) { if ( !HasPath() ) { // If we're far from our defend point, move back to it.
float flDistance = (GetCommandPosition() - m_hBot->GetAbsOrigin()).LengthSqr(); if ( flDistance > (32*32) ) { if ( FindPathTo( GetCommandPosition() ) == false ) { // Can't get back to our defend position
FinishCommand(); return; } } } return; }
Assert( m_hEnemy.Get() );
if ( bot_debug.GetInt() == 5 ) { NDebugOverlay::Line( m_hBot->GetAbsOrigin(), m_hEnemy->GetAbsOrigin(), 255, 0, 0, true, 0.1 ); }
// We've got an enemy.
float flDefendRange = m_Commands[0].flData * m_Commands[0].flData; float flDistanceToEnemy = (m_hEnemy->GetAbsOrigin() - m_hBot->GetAbsOrigin()).LengthSqr(); float flDistanceToEnemyFromDefend = (m_hEnemy->GetAbsOrigin() - GetCommandPosition()).LengthSqr();
bool bNeedsAPath = false;
// If it's a melee weapon, we need to close. Otherwise, stay at a nice looking distance.
if ( m_hBot->GetActiveTFWeapon() && m_hBot->GetActiveTFWeapon()->IsMeleeWeapon() ) { // We can only close if we're allowed to move to the target's distance.
if ( flDistanceToEnemyFromDefend <= flDefendRange ) { float flRange = bot_com_meleerange.GetFloat(); flRange *= flRange; bNeedsAPath = ( flDistanceToEnemy > flRange ); if ( !bNeedsAPath ) { buttons |= IN_ATTACK; } } } else { buttons |= IN_ATTACK; }
if ( bNeedsAPath && !HasPath() ) { FindPathTo( m_hEnemy->GetAbsOrigin() ); } else if ( !bNeedsAPath && HasPath() ) { ResetPath(); } }
//-----------------------------------------------------------------------------
// Purpose: Look for a target
//-----------------------------------------------------------------------------
bool botdata_t::FindEnemyTarget( void ) { Vector vecEyePosition = m_hBot->EyePosition();
// find the enemy team
int iEnemyTeam = ( m_hBot->GetTeamNumber() == TF_TEAM_BLUE ) ? TF_TEAM_RED : TF_TEAM_BLUE; CTFTeam *pTeam = TFTeamMgr()->GetTeam( iEnemyTeam ); if ( !pTeam ) return false;
// If we have an enemy get his minimum distance to check against.
Vector vecSegment; Vector vecTargetCenter; float flMinDist2 = bot_com_viewrange.GetFloat(); flMinDist2 *= flMinDist2; CBaseEntity *pTargetCurrent = NULL; CBaseEntity *pTargetOld = m_hEnemy; float flOldTargetDist2 = FLT_MAX;
// Try to target players first, then objects. However, if the enemy held was an object it will continue
// to try and attack it first.
int nTeamCount = pTeam->GetNumPlayers(); for ( int iPlayer = 0; iPlayer < nTeamCount; ++iPlayer ) { CTFPlayer *pTargetPlayer = static_cast<CTFPlayer*>( pTeam->GetPlayer( iPlayer ) ); if ( pTargetPlayer == NULL ) continue;
// Make sure the player is alive.
if ( !pTargetPlayer->IsAlive() ) continue;
if ( pTargetPlayer->GetFlags() & FL_NOTARGET ) continue;
vecTargetCenter = pTargetPlayer->GetAbsOrigin(); vecTargetCenter += pTargetPlayer->GetViewOffset(); VectorSubtract( vecTargetCenter, vecEyePosition, vecSegment ); float flDist2 = vecSegment.LengthSqr();
// Check to see if the target is closer than the already validated target.
if ( flDist2 > flMinDist2 ) continue;
// It is closer, check to see if the target is valid.
if ( ValidTargetPlayer( pTargetPlayer, vecEyePosition, vecTargetCenter ) ) { flMinDist2 = flDist2; pTargetCurrent = pTargetPlayer;
// Store the current target distance if we come across it
if ( pTargetPlayer == pTargetOld ) { flOldTargetDist2 = flDist2; } } }
// If we already have a target, don't check objects.
if ( pTargetCurrent == NULL ) { int nTeamObjectCount = pTeam->GetNumObjects(); for ( int iObject = 0; iObject < nTeamObjectCount; ++iObject ) { CBaseObject *pTargetObject = pTeam->GetObject( iObject ); if ( !pTargetObject ) continue;
vecTargetCenter = pTargetObject->GetAbsOrigin(); vecTargetCenter += pTargetObject->GetViewOffset(); VectorSubtract( vecTargetCenter, vecEyePosition, vecSegment ); float flDist2 = vecSegment.LengthSqr();
// Store the current target distance if we come across it
if ( pTargetObject == pTargetOld ) { flOldTargetDist2 = flDist2; }
// Check to see if the target is closer than the already validated target.
if ( flDist2 > flMinDist2 ) continue;
// It is closer, check to see if the target is valid.
if ( ValidTargetObject( pTargetObject, vecEyePosition, vecTargetCenter ) ) { flMinDist2 = flDist2; pTargetCurrent = pTargetObject; } } }
// We have a target.
if ( pTargetCurrent ) { if ( pTargetCurrent != pTargetOld ) { // flMinDist2 is the new target's distance
// flOldTargetDist2 is the old target's distance
// Don't switch unless the new target is closer by some percentage
if ( flMinDist2 < ( flOldTargetDist2 * 0.75f ) ) { m_hEnemy = pTargetCurrent; } } return true; }
return false; }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool botdata_t::ValidTargetPlayer( CTFPlayer *pPlayer, const Vector &vecStart, const Vector &vecEnd ) { if ( m_bIgnoreHumans && !pPlayer->IsFakeClient() ) return false;
// Keep shooting at spies that go invisible after we acquire them as a target.
if ( pPlayer->m_Shared.GetPercentInvisible() > 0.5 ) return false;
// Keep shooting at spies that disguise after we acquire them as at a target.
if ( pPlayer->m_Shared.InCond( TF_COND_DISGUISED ) && pPlayer->m_Shared.GetDisguiseTeam() == m_hBot->GetTeamNumber() && pPlayer != m_hEnemy ) return false;
// Not across water boundary.
if ( ( m_hBot->GetWaterLevel() == 0 && pPlayer->GetWaterLevel() >= 3 ) || ( m_hBot->GetWaterLevel() == 3 && pPlayer->GetWaterLevel() <= 0 ) ) return false;
// Ray trace!!!
return m_hBot->FVisible( pPlayer, MASK_SHOT | CONTENTS_GRATE ); }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool botdata_t::ValidTargetObject( CBaseObject *pObject, const Vector &vecStart, const Vector &vecEnd ) { // Ignore objects being placed, they are not real objects yet.
if ( pObject->IsPlacing() ) return false;
// Ignore sappers.
if ( pObject->MustBeBuiltOnAttachmentPoint() ) return false;
// Not across water boundary.
if ( ( m_hBot->GetWaterLevel() == 0 && pObject->GetWaterLevel() >= 3 ) || ( m_hBot->GetWaterLevel() == 3 && pObject->GetWaterLevel() <= 0 ) ) return false;
if ( pObject->GetObjectFlags() & OF_DOESNT_HAVE_A_MODEL ) return false;
// Ray trace.
return m_hBot->FVisible( pObject, MASK_SHOT | CONTENTS_GRATE ); }
//------------------------------------------------------------------------------
// Purpose:
//------------------------------------------------------------------------------
void botdata_t::StartNewCommand( void ) { switch ( m_Commands[0].iCommand ) { case BC_DEFEND: { // Mark our current position as the point we're defending
m_Commands[0].vecTarget = m_hBot->GetAbsOrigin(); } break;
case BC_ATTACK: case BC_MOVETO_ENTITY: case BC_MOVETO_POINT: case BC_SWITCH_WEAPON: default: break; } }
//------------------------------------------------------------------------------
// Purpose:
//------------------------------------------------------------------------------
void botdata_t::FinishCommand( void ) { if ( m_Commands.Count() > 0 ) { m_hBotController->m_outputOnCommandFinished.FireOutput( m_hBot, m_hBot ); m_Commands.Remove(0); } m_bStartedCommand = false; }
//------------------------------------------------------------------------------
// Purpose:
//------------------------------------------------------------------------------
void botdata_t::AddAttackCommand( CBaseEntity *pTarget ) { int iIndex = m_Commands.AddToTail(); m_Commands[iIndex].iCommand = BC_ATTACK; m_Commands[iIndex].pTarget = pTarget; m_Commands[iIndex].vecTarget = vec3_origin; }
//------------------------------------------------------------------------------
// Purpose:
//------------------------------------------------------------------------------
void botdata_t::AddMoveToCommand( CBaseEntity *pTarget, Vector vecTarget ) { int iIndex = m_Commands.AddToTail(); m_Commands[iIndex].iCommand = pTarget ? BC_MOVETO_ENTITY : BC_MOVETO_POINT; m_Commands[iIndex].pTarget = pTarget; m_Commands[iIndex].vecTarget = vecTarget; }
//------------------------------------------------------------------------------
// Purpose:
//------------------------------------------------------------------------------
void botdata_t::AddSwitchWeaponCommand( int iSlot ) { int iIndex = m_Commands.AddToTail(); m_Commands[iIndex].iCommand = BC_SWITCH_WEAPON; m_Commands[iIndex].flData = iSlot; }
//------------------------------------------------------------------------------
// Purpose:
//------------------------------------------------------------------------------
void botdata_t::AddDefendCommand( float flRange ) { int iIndex = m_Commands.AddToTail(); m_Commands[iIndex].iCommand = BC_DEFEND; m_Commands[iIndex].flData = flRange; }
//------------------------------------------------------------------------------
// Purpose:
//------------------------------------------------------------------------------
void botdata_t::ClearQueue( void ) { FinishCommand(); m_Commands.Purge(); }
//------------------------------------------------------------------------------
// Purpose:
//------------------------------------------------------------------------------
bool botdata_t::RunningMovementCommand( void ) { if ( m_Commands.Count() ) return ( m_Commands[0].iCommand == BC_MOVETO_ENTITY || m_Commands[0].iCommand == BC_MOVETO_POINT ); return false; }
//------------------------------------------------------------------------------
// Purpose:
//------------------------------------------------------------------------------
bool botdata_t::CommandHasATarget( void ) { return ( m_Commands.Count() && (m_Commands[0].iCommand == BC_MOVETO_ENTITY || m_Commands[0].iCommand == BC_ATTACK) ); }
//------------------------------------------------------------------------------
// Purpose:
//------------------------------------------------------------------------------
bool botdata_t::ShouldFinishCommandOnArrival( void ) { return ( m_Commands.Count() && (m_Commands[0].iCommand == BC_MOVETO_ENTITY || m_Commands[0].iCommand == BC_MOVETO_POINT) ); }
//-----------------------------------------------------------------------------
// Purpose: Handle movement
//-----------------------------------------------------------------------------
void botdata_t::Bot_ItemTestingThink( QAngle *vecAngles, Vector *vecMove ) { switch ( TFGameRules()->ItemTesting_GetBotAnim() ) { default: case TI_BOTANIM_IDLE: break;
case TI_BOTANIM_CROUCH: buttons |= IN_DUCK; break;
case TI_BOTANIM_RUN: break;
case TI_BOTANIM_CROUCH_WALK: buttons |= IN_DUCK; break;
case TI_BOTANIM_JUMP: if ( m_hBot->GetFlags() & FL_ONGROUND ) { buttons |= IN_JUMP; } break; }
if ( TFGameRules()->ItemTesting_GetBotForceFire() ) { // Hack to make them not fire faster than the anims being played?
//if ( !m_hBot->GetAnimState()->IsGestureSlotActive( GESTURE_SLOT_ATTACK_AND_RELOAD ) )
buttons |= IN_ATTACK; }
if ( TFGameRules()->ItemTesting_GetBotTurntable() ) { (*vecAngles)[YAW] += (1.0f * TFGameRules()->ItemTesting_GetBotAnimSpeed()); if ( (*vecAngles)[YAW] > 360 ) { (*vecAngles)[YAW] = 0; } }
(*vecMove)[0] = 0; (*vecMove)[1] = 0; (*vecMove)[2] = 0; }
//===================================================================================================================
// Purpose: Mapmaker bot control entity. Used by mapmakers to add & script bot behaviors.
BEGIN_DATADESC( CTFBotController ) DEFINE_KEYFIELD( m_iszBotName, FIELD_STRING, "bot_name" ), DEFINE_KEYFIELD( m_iBotClass, FIELD_INTEGER, "bot_class" ),
DEFINE_INPUTFUNC( FIELD_VOID, "CreateBot", InputCreateBot ), DEFINE_INPUTFUNC( FIELD_VOID, "RespawnBot", InputRespawnBot ), DEFINE_INPUTFUNC( FIELD_STRING, "AddCommandMoveToEntity", InputBotAddCommandMoveToEntity ), DEFINE_INPUTFUNC( FIELD_STRING, "AddCommandAttackEntity", InputBotAddCommandAttackEntity ), DEFINE_INPUTFUNC( FIELD_INTEGER, "AddCommandSwitchWeapon", InputBotAddCommandSwitchWeapon ), DEFINE_INPUTFUNC( FIELD_FLOAT, "AddCommandDefend", InputBotAddCommandDefend ), DEFINE_INPUTFUNC( FIELD_INTEGER, "SetIgnoreHumans", InputBotSetIgnoreHumans ), DEFINE_INPUTFUNC( FIELD_VOID, "PreventMovement", InputBotPreventMovement ), DEFINE_INPUTFUNC( FIELD_VOID, "ClearQueue", InputBotClearQueue ),
DEFINE_OUTPUT( m_outputOnCommandFinished, "OnCommandFinished" ), END_DATADESC()
LINK_ENTITY_TO_CLASS( bot_controller, CTFBotController );
//------------------------------------------------------------------------------
// Purpose:
//------------------------------------------------------------------------------
void CTFBotController::InputCreateBot( inputdata_t &inputdata ) { m_hBot = ToTFPlayer( BotPutInServer( false, false, GetTeamNumber(), m_iBotClass ? m_iBotClass : TF_CLASS_RANDOM, STRING(m_iszBotName) ) ); if ( m_hBot ) { BotData(m_hBot)->m_hBotController = this; } }
//------------------------------------------------------------------------------
// Purpose:
//------------------------------------------------------------------------------
void CTFBotController::InputRespawnBot( inputdata_t &inputdata ) { if ( !m_hBot->GetPlayerClass() || m_hBot->GetPlayerClass()->GetClassIndex() == TF_CLASS_UNDEFINED ) { // Allow them to spawn instantly when they do choose
m_hBot->AllowInstantSpawn(); return; }
m_hBot->ForceRespawn(); }
//------------------------------------------------------------------------------
// Purpose:
//------------------------------------------------------------------------------
void CTFBotController::InputBotAddCommandMoveToEntity( inputdata_t &inputdata ) { const char *pszEntName = inputdata.value.String(); if ( pszEntName && pszEntName[0] ) { CBaseEntity *pEnt = gEntList.FindEntityByName( NULL, pszEntName ); if ( pEnt ) { BotData(m_hBot)->AddMoveToCommand( pEnt, vec3_origin ); } } }
//------------------------------------------------------------------------------
// Purpose:
//------------------------------------------------------------------------------
void CTFBotController::InputBotAddCommandAttackEntity( inputdata_t &inputdata ) { const char *pszEntName = inputdata.value.String(); if ( pszEntName && pszEntName[0] ) { CBaseEntity *pEnt = gEntList.FindEntityByName( NULL, pszEntName ); if ( pEnt ) { BotData(m_hBot)->AddAttackCommand( pEnt ); } } }
//------------------------------------------------------------------------------
// Purpose:
//------------------------------------------------------------------------------
void CTFBotController::InputBotAddCommandSwitchWeapon( inputdata_t &inputdata ) { BotData(m_hBot)->AddSwitchWeaponCommand( inputdata.value.Int() ); }
//------------------------------------------------------------------------------
// Purpose:
//------------------------------------------------------------------------------
void CTFBotController::InputBotAddCommandDefend( inputdata_t &inputdata ) { BotData(m_hBot)->AddDefendCommand( inputdata.value.Float() ); }
//------------------------------------------------------------------------------
// Purpose:
//------------------------------------------------------------------------------
void CTFBotController::InputBotSetIgnoreHumans( inputdata_t &inputdata ) { BotData(m_hBot)->SetIgnoreHumans( inputdata.value.Int() > 0 ); }
//------------------------------------------------------------------------------
// Purpose:
//------------------------------------------------------------------------------
void CTFBotController::InputBotPreventMovement( inputdata_t &inputdata ) { BotData(m_hBot)->SetFrozen( inputdata.value.Bool() ); }
//------------------------------------------------------------------------------
// Purpose:
//------------------------------------------------------------------------------
void CTFBotController::InputBotClearQueue( inputdata_t &inputdata ) { BotData(m_hBot)->ClearQueue(); }
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