Team Fortress 2 Source Code as on 22/4/2020
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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 );
}
}