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