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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
// Author: Michael S. Booth ([email protected]), 2003
#include "cbase.h"
#include "cs_bot.h"
#include "cs_shareddefs.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
#pragma warning( disable : 4355 ) // warning 'this' used in base member initializer list - we're using it safely
//--------------------------------------------------------------------------------------------------------------
static void PrefixChanged( IConVar *c, const char *oldPrefix, float flOldValue ) { if ( TheCSBots() && TheCSBots()->IsServerActive() ) { for( int i = 1; i <= gpGlobals->maxClients; ++i ) { CBasePlayer *player = static_cast<CBasePlayer *>( UTIL_PlayerByIndex( i ) );
if ( !player ) continue;
if ( !player->IsBot() || !IsEntityValid( player ) ) continue;
CCSBot *bot = dynamic_cast< CCSBot * >( player );
if ( !bot ) continue;
// set the bot's name
char botName[MAX_PLAYER_NAME_LENGTH]; UTIL_ConstructBotNetName( botName, MAX_PLAYER_NAME_LENGTH, bot->GetProfile() );
engine->SetFakeClientConVarValue( bot->edict(), "name", botName ); } } }
ConVar cv_bot_traceview( "bot_traceview", "0", FCVAR_REPLICATED | FCVAR_CHEAT, "For internal testing purposes." ); ConVar cv_bot_stop( "bot_stop", "0", FCVAR_REPLICATED | FCVAR_CHEAT, "If nonzero, immediately stops all bot processing." ); ConVar cv_bot_show_nav( "bot_show_nav", "0", FCVAR_REPLICATED | FCVAR_CHEAT, "For internal testing purposes." ); ConVar cv_bot_walk( "bot_walk", "0", FCVAR_REPLICATED, "If nonzero, bots can only walk, not run." ); ConVar cv_bot_difficulty( "bot_difficulty", "1", FCVAR_REPLICATED, "Defines the skill of bots joining the game. Values are: 0=easy, 1=normal, 2=hard, 3=expert." ); ConVar cv_bot_debug( "bot_debug", "0", FCVAR_REPLICATED | FCVAR_CHEAT, "For internal testing purposes." ); ConVar cv_bot_debug_target( "bot_debug_target", "0", FCVAR_REPLICATED | FCVAR_CHEAT, "For internal testing purposes." ); ConVar cv_bot_quota( "bot_quota", "0", FCVAR_REPLICATED | FCVAR_NOTIFY, "Determines the total number of bots in the game." ); ConVar cv_bot_quota_mode( "bot_quota_mode", "normal", FCVAR_REPLICATED, "Determines the type of quota.\nAllowed values: 'normal', 'fill', and 'match'.\nIf 'fill', the server will adjust bots to keep N players in the game, where N is bot_quota.\nIf 'match', the server will maintain a 1:N ratio of humans to bots, where N is bot_quota." ); ConVar cv_bot_prefix( "bot_prefix", "", FCVAR_REPLICATED, "This string is prefixed to the name of all bots that join the game.\n<difficulty> will be replaced with the bot's difficulty.\n<weaponclass> will be replaced with the bot's desired weapon class.\n<skill> will be replaced with a 0-100 representation of the bot's skill.", PrefixChanged ); ConVar cv_bot_allow_rogues( "bot_allow_rogues", "1", FCVAR_REPLICATED, "If nonzero, bots may occasionally go 'rogue'. Rogue bots do not obey radio commands, nor pursue scenario goals." ); ConVar cv_bot_allow_pistols( "bot_allow_pistols", "1", FCVAR_REPLICATED, "If nonzero, bots may use pistols." ); ConVar cv_bot_allow_shotguns( "bot_allow_shotguns", "1", FCVAR_REPLICATED, "If nonzero, bots may use shotguns." ); ConVar cv_bot_allow_sub_machine_guns( "bot_allow_sub_machine_guns", "1", FCVAR_REPLICATED, "If nonzero, bots may use sub-machine guns." ); ConVar cv_bot_allow_rifles( "bot_allow_rifles", "1", FCVAR_REPLICATED, "If nonzero, bots may use rifles." ); ConVar cv_bot_allow_machine_guns( "bot_allow_machine_guns", "1", FCVAR_REPLICATED, "If nonzero, bots may use the machine gun." ); ConVar cv_bot_allow_grenades( "bot_allow_grenades", "1", FCVAR_REPLICATED, "If nonzero, bots may use grenades." ); ConVar cv_bot_allow_snipers( "bot_allow_snipers", "1", FCVAR_REPLICATED, "If nonzero, bots may use sniper rifles." ); #ifdef CS_SHIELD_ENABLED
ConVar cv_bot_allow_shield( "bot_allow_shield", "1", FCVAR_REPLICATED ); #endif // CS_SHIELD_ENABLED
ConVar cv_bot_join_team( "bot_join_team", "any", FCVAR_REPLICATED, "Determines the team bots will join into. Allowed values: 'any', 'T', or 'CT'." ); ConVar cv_bot_join_after_player( "bot_join_after_player", "1", FCVAR_REPLICATED, "If nonzero, bots wait until a player joins before entering the game." ); ConVar cv_bot_auto_vacate( "bot_auto_vacate", "1", FCVAR_REPLICATED, "If nonzero, bots will automatically leave to make room for human players." ); ConVar cv_bot_zombie( "bot_zombie", "0", FCVAR_REPLICATED | FCVAR_CHEAT, "If nonzero, bots will stay in idle mode and not attack." ); ConVar cv_bot_defer_to_human( "bot_defer_to_human", "0", FCVAR_REPLICATED, "If nonzero and there is a human on the team, the bots will not do the scenario tasks." ); ConVar cv_bot_chatter( "bot_chatter", "normal", FCVAR_REPLICATED, "Control how bots talk. Allowed values: 'off', 'radio', 'minimal', or 'normal'." ); ConVar cv_bot_profile_db( "bot_profile_db", "BotProfile.db", FCVAR_REPLICATED, "The filename from which bot profiles will be read." ); ConVar cv_bot_dont_shoot( "bot_dont_shoot", "0", FCVAR_REPLICATED | FCVAR_CHEAT, "If nonzero, bots will not fire weapons (for debugging)." ); ConVar cv_bot_eco_limit( "bot_eco_limit", "2000", FCVAR_REPLICATED, "If nonzero, bots will not buy if their money falls below this amount." ); ConVar cv_bot_auto_follow( "bot_auto_follow", "0", FCVAR_REPLICATED, "If nonzero, bots with high co-op may automatically follow a nearby human player." ); ConVar cv_bot_flipout( "bot_flipout", "0", FCVAR_REPLICATED | FCVAR_CHEAT, "If nonzero, bots use no CPU for AI. Instead, they run around randomly." );
extern void FinishClientPutInServer( CCSPlayer *pPlayer );
//--------------------------------------------------------------------------------------------------------------
// Engine callback for custom server commands
void Bot_ServerCommand( void ) { }
//--------------------------------------------------------------------------------------------------------------
/**
* Constructor */ CCSBot::CCSBot( void ) : m_chatter( this ), m_gameState( this ) { m_hasJoined = false; }
//--------------------------------------------------------------------------------------------------------------
/**
* Destructor */ CCSBot::~CCSBot() { }
//--------------------------------------------------------------------------------------------------------------
/**
* Prepare bot for action */ bool CCSBot::Initialize( const BotProfile *profile, int team ) { // extend
BaseClass::Initialize( profile, team );
// CS bot initialization
m_diedLastRound = false; m_morale = POSITIVE; // starting a new round makes everyone a little happy
m_combatRange = RandomFloat( 325.0f, 425.0f );
// set initial safe time guess for this map
m_safeTime = 15.0f + 5.0f * GetProfile()->GetAggression();
m_name[0] = '\000';
ResetValues();
m_desiredTeam = team;
if (GetTeamNumber() == 0) { HandleCommand_JoinTeam( m_desiredTeam ); int desiredClass = GetProfile()->GetSkin(); if ( m_desiredTeam == TEAM_CT && desiredClass ) { desiredClass = FIRST_CT_CLASS + desiredClass - 1; } else if ( m_desiredTeam == TEAM_TERRORIST && desiredClass ) { desiredClass = FIRST_T_CLASS + desiredClass - 1; } HandleCommand_JoinClass( desiredClass ); }
return true; }
//--------------------------------------------------------------------------------------------------------------
/**
* Reset internal data to initial state */ void CCSBot::ResetValues( void ) { m_chatter.Reset(); m_gameState.Reset();
m_avoid = NULL; m_avoidTimestamp = 0.0f;
m_hurryTimer.Invalidate(); m_alertTimer.Invalidate(); m_sneakTimer.Invalidate(); m_noiseBendTimer.Invalidate(); m_bendNoisePositionValid = false;
m_isStuck = false; m_stuckTimestamp = 0.0f; m_wiggleTimer.Invalidate(); m_stuckJumpTimer.Invalidate();
m_pathLength = 0; m_pathIndex = 0; m_areaEnteredTimestamp = 0.0f; m_currentArea = NULL; m_lastKnownArea = NULL; m_isStopping = false;
m_avoidFriendTimer.Invalidate(); m_isFriendInTheWay = false; m_isWaitingBehindFriend = false; m_isAvoidingGrenade.Invalidate();
StopPanicking();
m_disposition = ENGAGE_AND_INVESTIGATE;
m_enemy = NULL;
m_grenadeTossState = NOT_THROWING; m_initialEncounterArea = NULL;
m_wasSafe = true;
m_nearbyEnemyCount = 0; m_enemyPlace = 0; m_nearbyFriendCount = 0; m_closestVisibleFriend = NULL; m_closestVisibleHumanFriend = NULL;
for( int w=0; w<MAX_PLAYERS; ++w ) { m_watchInfo[w].timestamp = 0.0f; m_watchInfo[w].isEnemy = false;
m_playerTravelDistance[ w ] = -1.0f; }
// randomly offset each bot's timer to spread computation out
m_updateTravelDistanceTimer.Start( RandomFloat( 0.0f, 0.9f ) ); m_travelDistancePhase = 0;
m_isEnemyVisible = false; m_visibleEnemyParts = NONE; m_lastSawEnemyTimestamp = -999.9f; m_firstSawEnemyTimestamp = 0.0f; m_currentEnemyAcquireTimestamp = 0.0f; m_isLastEnemyDead = true; m_attacker = NULL; m_attackedTimestamp = 0.0f; m_enemyDeathTimestamp = 0.0f; m_friendDeathTimestamp = 0.0f; m_lastVictimID = 0; m_isAimingAtEnemy = false; m_fireWeaponTimestamp = 0.0f; m_equipTimer.Invalidate(); m_zoomTimer.Invalidate();
m_isFollowing = false; m_leader = NULL; m_followTimestamp = 0.0f; m_allowAutoFollowTime = 0.0f;
m_enemyQueueIndex = 0; m_enemyQueueCount = 0; m_enemyQueueAttendIndex = 0; m_bomber = NULL;
m_isEnemySniperVisible = false; m_sawEnemySniperTimer.Invalidate();
m_lookAroundStateTimestamp = 0.0f; m_inhibitLookAroundTimestamp = 0.0f;
m_lookPitch = 0.0f; m_lookPitchVel = 0.0f; m_lookYaw = 0.0f; m_lookYawVel = 0.0f;
m_aimOffsetTimestamp = 0.0f; m_aimSpreadTimestamp = 0.0f; m_lookAtSpotState = NOT_LOOKING_AT_SPOT;
for( int p=0; p<MAX_PLAYERS; ++p ) { m_partInfo[p].m_validFrame = 0; }
m_spotEncounter = NULL; m_spotCheckTimestamp = 0.0f; m_peripheralTimestamp = 0.0f;
m_avgVelIndex = 0; m_avgVelCount = 0;
m_lastOrigin = GetCentroid( this );
m_lastRadioCommand = RADIO_INVALID; m_lastRadioRecievedTimestamp = 0.0f; m_lastRadioSentTimestamp = 0.0f; m_radioSubject = NULL; m_voiceEndTimestamp = 0.0f;
m_hostageEscortCount = 0; m_hostageEscortCountTimestamp = 0.0f;
m_noisePosition = Vector( 0, 0, 0 ); m_noiseTimestamp = 0.0f;
m_stateTimestamp = 0.0f; m_task = SEEK_AND_DESTROY; m_taskEntity = NULL;
m_approachPointCount = 0; m_approachPointViewPosition.x = 99999999999.9f; m_approachPointViewPosition.y = 0.0f; m_approachPointViewPosition.z = 0.0f;
m_checkedHidingSpotCount = 0;
StandUp(); Run(); m_mustRunTimer.Invalidate(); m_waitTimer.Invalidate(); m_pathLadder = NULL;
m_repathTimer.Invalidate();
m_huntState.ClearHuntArea(); m_hasVisitedEnemySpawn = false; m_stillTimer.Invalidate();
// adjust morale - if we died, our morale decreased,
// but if we live, no adjustement (round win/loss also adjusts morale)
if (m_diedLastRound) DecreaseMorale();
m_diedLastRound = false;
// IsRogue() randomly changes this
m_isRogue = false;
m_surpriseTimer.Invalidate();
// even though these are EHANDLEs, they need to be NULL-ed
m_goalEntity = NULL; m_avoid = NULL; m_enemy = NULL;
for ( int i=0; i<MAX_ENEMY_QUEUE; ++i ) { m_enemyQueue[i].player = NULL; m_enemyQueue[i].isReloading = false; m_enemyQueue[i].isProtectedByShield = false; }
// start in idle state
m_isOpeningDoor = false; StopAttacking(); Idle(); }
//--------------------------------------------------------------------------------------------------------------
/**
* Called when bot is placed in map, and when bots are reset after a round ends. * NOTE: For some reason, this can be called twice when a bot is added. */ void CCSBot::Spawn( void ) { // do the normal player spawn process
BaseClass::Spawn();
ResetValues();
V_strcpy_safe( m_name, GetPlayerName() );
Buy(); }
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