Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: Basic BOT handling.
//
// $Workfile: $
// $Date: $
//
//-----------------------------------------------------------------------------
// $Log: $
//
// $NoKeywords: $
//=============================================================================//
#include "cbase.h"
#include "player.h"
#include "sdk_player.h"
#include "in_buttons.h"
#include "movehelper_server.h"
#include "gameinterface.h"
class CSDKBot;
void Bot_Think( CSDKBot *pBot );
ConVar bot_forcefireweapon( "bot_forcefireweapon", "", 0, "Force bots with the specified weapon to fire." );
ConVar bot_forceattack2( "bot_forceattack2", "0", 0, "When firing, use attack2." );
ConVar bot_forceattackon( "bot_forceattackon", "0", 0, "When firing, don't tap fire, hold it down." );
ConVar bot_flipout( "bot_flipout", "0", 0, "When on, all bots fire their guns." );
ConVar bot_changeclass( "bot_changeclass", "0", 0, "Force all bots to change to the specified class." );
static ConVar bot_mimic( "bot_mimic", "0", 0, "Bot uses usercmd of player by index." );
static ConVar bot_mimic_yaw_offset( "bot_mimic_yaw_offset", "0", 0, "Offsets the bot yaw." );
ConVar bot_sendcmd( "bot_sendcmd", "", 0, "Forces bots to send the specified command." );
ConVar bot_crouch( "bot_crouch", "0", 0, "Bot crouches" );
static int g_CurBotNumber = 1;
// This is our bot class.
class CSDKBot : public CSDKPlayer
{
public:
bool m_bBackwards;
float m_flNextTurnTime;
bool m_bLastTurnToRight;
float m_flNextStrafeTime;
float m_flSideMove;
QAngle m_ForwardAngle;
QAngle m_LastAngles;
};
LINK_ENTITY_TO_CLASS( sdk_bot, CSDKBot );
class CBotManager
{
public:
static CBasePlayer* ClientPutInServerOverride_Bot( edict_t *pEdict, const char *playername )
{
// This tells it which edict to use rather than creating a new one.
CBasePlayer::s_PlayerEdict = pEdict;
CSDKBot *pPlayer = static_cast<CSDKBot *>( CreateEntityByName( "sdk_bot" ) );
if ( pPlayer )
{
pPlayer->SetPlayerName( playername );
}
return pPlayer;
}
};
//-----------------------------------------------------------------------------
// 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 bFrozen )
{
char botname[ 64 ];
Q_snprintf( botname, sizeof( botname ), "Bot%02i", g_CurBotNumber );
// This trick lets us create a CSDKBot for this client instead of the CSDKPlayer
// that we would normally get when ClientPutInServer is called.
ClientPutInServerOverride( &CBotManager::ClientPutInServerOverride_Bot );
edict_t *pEdict = engine->CreateFakeClient( botname );
ClientPutInServerOverride( NULL );
if (!pEdict)
{
Msg( "Failed to create Bot.\n");
return NULL;
}
// Allocate a player entity for the bot, and call spawn
CSDKBot *pPlayer = ((CSDKBot*)CBaseEntity::Instance( pEdict ));
pPlayer->ClearFlags();
pPlayer->AddFlag( FL_CLIENT | FL_FAKECLIENT );
if ( bFrozen )
pPlayer->AddEFlags( EFL_BOT_FROZEN );
pPlayer->ChangeTeam( TEAM_UNASSIGNED );
pPlayer->RemoveAllItems( true );
pPlayer->Spawn();
g_CurBotNumber++;
return pPlayer;
}
// Handler for the "bot" command.
CON_COMMAND_F( "bot_add", "Add a bot.", FCVAR_CHEAT )
{
// Look at -count.
int count = args.FindArgInt( "-count", 1 );
count = clamp( count, 1, 16 );
// Look at -frozen.
bool bFrozen = !!args.FindArg( "-frozen" );
// Ok, spawn all the bots.
while ( --count >= 0 )
{
BotPutInServer( bFrozen );
}
}
//-----------------------------------------------------------------------------
// 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++ )
{
CSDKPlayer *pPlayer = ToSDKPlayer( UTIL_PlayerByIndex( i ) );
if ( pPlayer && (pPlayer->GetFlags() & FL_FAKECLIENT) )
{
CSDKBot *pBot = dynamic_cast< CSDKBot* >( pPlayer );
if ( pBot )
Bot_Think( pBot );
}
}
}
bool Bot_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_crouch.GetInt() )
cmd.buttons |= IN_DUCK;
return true;
}
//-----------------------------------------------------------------------------
// Purpose: Simulates a single frame of movement for a player
// Input : *fakeclient -
// *viewangles -
// forwardmove -
// m_flSideMove -
// upmove -
// buttons -
// impulse -
// msec -
// Output : virtual void
//-----------------------------------------------------------------------------
static void RunPlayerMove( CSDKPlayer *fakeclient, CUserCmd &cmd, float frametime )
{
if ( !fakeclient )
return;
// 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 );
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;
}
void Bot_UpdateStrafing( CSDKBot *pBot, CUserCmd &cmd )
{
if ( gpGlobals->curtime >= pBot->m_flNextStrafeTime )
{
pBot->m_flNextStrafeTime = gpGlobals->curtime + 1.0f;
if ( random->RandomInt( 0, 5 ) == 0 )
{
pBot->m_flSideMove = -600.0f + 1200.0f * random->RandomFloat( 0, 2 );
}
else
{
pBot->m_flSideMove = 0;
}
cmd.sidemove = pBot->m_flSideMove;
if ( random->RandomInt( 0, 20 ) == 0 )
{
pBot->m_bBackwards = true;
}
else
{
pBot->m_bBackwards = false;
}
}
}
void Bot_UpdateDirection( CSDKBot *pBot )
{
float angledelta = 15.0;
QAngle angle;
int maxtries = (int)360.0/angledelta;
if ( pBot->m_bLastTurnToRight )
{
angledelta = -angledelta;
}
angle = pBot->GetLocalAngles();
trace_t trace;
Vector vecSrc, vecEnd, forward;
while ( --maxtries >= 0 )
{
AngleVectors( angle, &forward );
vecSrc = pBot->GetLocalOrigin() + Vector( 0, 0, 36 );
vecEnd = vecSrc + forward * 10;
UTIL_TraceHull( vecSrc, vecEnd, VEC_HULL_MIN_SCALED( pBot ), VEC_HULL_MAX_SCALED( pBot ),
MASK_PLAYERSOLID, pBot, COLLISION_GROUP_NONE, &trace );
if ( trace.fraction == 1.0 )
{
if ( gpGlobals->curtime < pBot->m_flNextTurnTime )
{
break;
}
}
angle.y += angledelta;
if ( angle.y > 180 )
angle.y -= 360;
else if ( angle.y < -180 )
angle.y += 360;
pBot->m_flNextTurnTime = gpGlobals->curtime + 2.0;
pBot->m_bLastTurnToRight = random->RandomInt( 0, 1 ) == 0 ? true : false;
pBot->m_ForwardAngle = angle;
pBot->m_LastAngles = angle;
}
pBot->SetLocalAngles( angle );
}
void Bot_FlipOut( CSDKBot *pBot, CUserCmd &cmd )
{
if ( bot_flipout.GetInt() > 0 && pBot->IsAlive() )
{
if ( bot_forceattackon.GetBool() || (RandomFloat(0.0,1.0) > 0.5) )
{
cmd.buttons |= bot_forceattack2.GetBool() ? IN_ATTACK2 : IN_ATTACK;
}
if ( bot_flipout.GetInt() >= 2 )
{
QAngle angOffset = RandomAngle( -1, 1 );
pBot->m_LastAngles += angOffset;
for ( int i = 0 ; i < 2; i++ )
{
if ( fabs( pBot->m_LastAngles[ i ] - pBot->m_ForwardAngle[ i ] ) > 15.0f )
{
if ( pBot->m_LastAngles[ i ] > pBot->m_ForwardAngle[ i ] )
{
pBot->m_LastAngles[ i ] = pBot->m_ForwardAngle[ i ] + 15;
}
else
{
pBot->m_LastAngles[ i ] = pBot->m_ForwardAngle[ i ] - 15;
}
}
}
pBot->m_LastAngles[ 2 ] = 0;
pBot->SetLocalAngles( pBot->m_LastAngles );
}
}
}
void Bot_HandleSendCmd( CSDKBot *pBot )
{
if ( strlen( bot_sendcmd.GetString() ) > 0 )
{
//send the cmd from this bot
pBot->ClientCommand( bot_sendcmd.GetString() );
bot_sendcmd.SetValue("");
}
}
// If bots are being forced to fire a weapon, see if I have it
void Bot_ForceFireWeapon( CSDKBot *pBot, CUserCmd &cmd )
{
if ( bot_forcefireweapon.GetString() )
{
CBaseCombatWeapon *pWeapon = pBot->Weapon_OwnsThisType( bot_forcefireweapon.GetString() );
if ( pWeapon )
{
// Switch to it if we don't have it out
CBaseCombatWeapon *pActiveWeapon = pBot->GetActiveWeapon();
// Switch?
if ( pActiveWeapon != pWeapon )
{
pBot->Weapon_Switch( pWeapon );
}
else
{
// Start firing
// Some weapons require releases, so randomise firing
if ( bot_forceattackon.GetBool() || (RandomFloat(0.0,1.0) > 0.5) )
{
cmd.buttons |= bot_forceattack2.GetBool() ? IN_ATTACK2 : IN_ATTACK;
}
}
}
}
}
void Bot_SetForwardMovement( CSDKBot *pBot, CUserCmd &cmd )
{
if ( !pBot->IsEFlagSet(EFL_BOT_FROZEN) )
{
if ( pBot->m_iHealth == 100 )
{
cmd.forwardmove = 600 * ( pBot->m_bBackwards ? -1 : 1 );
if ( pBot->m_flSideMove != 0.0f )
{
cmd.forwardmove *= random->RandomFloat( 0.1, 1.0f );
}
}
else
{
// Stop when shot
cmd.forwardmove = 0;
}
}
}
void Bot_HandleRespawn( CSDKBot *pBot, CUserCmd &cmd )
{
// Wait for Reinforcement wave
if ( !pBot->IsAlive() )
{
// Try hitting my buttons occasionally
if ( random->RandomInt( 0, 100 ) > 80 )
{
// Respawn the bot
if ( random->RandomInt( 0, 1 ) == 0 )
{
cmd.buttons |= IN_JUMP;
}
else
{
cmd.buttons = 0;
}
}
}
}
//-----------------------------------------------------------------------------
// Run this Bot's AI for one frame.
//-----------------------------------------------------------------------------
void Bot_Think( CSDKBot *pBot )
{
// Make sure we stay being a bot
pBot->AddFlag( FL_FAKECLIENT );
CUserCmd cmd;
Q_memset( &cmd, 0, sizeof( cmd ) );
// Finally, override all this stuff if the bot is being forced to mimic a player.
if ( !Bot_RunMimicCommand( cmd ) )
{
cmd.sidemove = pBot->m_flSideMove;
if ( pBot->IsAlive() && (pBot->GetSolid() == SOLID_BBOX) )
{
Bot_SetForwardMovement( pBot, cmd );
// Only turn if I haven't been hurt
if ( !pBot->IsEFlagSet(EFL_BOT_FROZEN) && pBot->m_iHealth == 100 )
{
Bot_UpdateDirection( pBot );
Bot_UpdateStrafing( pBot, cmd );
}
// Handle console settings.
Bot_ForceFireWeapon( pBot, cmd );
Bot_HandleSendCmd( pBot );
}
else
{
Bot_HandleRespawn( pBot, cmd );
}
Bot_FlipOut( pBot, cmd );
cmd.viewangles = pBot->GetLocalAngles();
cmd.upmove = 0;
cmd.impulse = 0;
}
float frametime = gpGlobals->frametime;
RunPlayerMove( pBot, cmd, frametime );
}