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 "tfc_player.h"
#include "in_buttons.h"
#include "movehelper_server.h"
void ClientPutInServer( edict_t *pEdict, const char *playername );
void Bot_Think( CTFCPlayer *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_defend( "bot_defend", "0", 0, "Set to a team number, and that team will all keep their combat shields raised." );
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", "180", 0, "Offsets the bot yaw." );
static int BotNumber = 1;
static int g_iNextBotTeam = -1;
static int g_iNextBotClass = -1;
typedef struct
{
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_bWasDead;
float m_flDeadTime;
} botdata_t;
static botdata_t g_BotData[ MAX_PLAYERS ];
//-----------------------------------------------------------------------------
// 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, int iTeam, int iClass )
{
g_iNextBotTeam = iTeam;
g_iNextBotClass = iClass;
char botname[ 64 ];
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 );
CTFCPlayer *pPlayer = ((CTFCPlayer *)CBaseEntity::Instance( pEdict ));
pPlayer->ClearFlags();
pPlayer->AddFlag( FL_CLIENT | FL_FAKECLIENT );
if ( bFrozen )
pPlayer->AddEFlags( EFL_BOT_FROZEN );
BotNumber++;
botdata_t *pBot = &g_BotData[ pPlayer->entindex() - 1 ];
pBot->m_bWasDead = false;
pBot->m_WantedTeam = iTeam;
pBot->m_WantedClass = iClass;
pBot->m_flJoinTeamTime = gpGlobals->curtime + 0.3;
return pPlayer;
}
// Handler for the "bot" command.
CON_COMMAND_F( "bot", "Add a bot.", FCVAR_CHEAT )
{
//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.
// Look at -count.
int count = args.FindArgInt( "-count", 1 );
count = clamp( count, 1, 16 );
int iTeam = 0;
const char *pVal = args.FindArg( "-team" );
if ( pVal )
{
if ( stricmp( pVal, "red" ) == 0 )
iTeam = TEAM_RED;
else
iTeam = TEAM_BLUE;
}
// Look at -frozen.
bool bFrozen = !!args.FindArg( "-frozen" );
// Ok, spawn all the bots.
while ( --count >= 0 )
{
// What class do they want?
int iClass = RandomInt( 0, PC_LASTCLASS-1 );
pVal = args.FindArg( "-class" );
if ( pVal )
{
for ( int i=0; i < PC_LASTCLASS; i++ )
{
if ( stricmp( GetTFCClassInfo( i )->m_pClassName, pVal ) == 0 )
{
iClass = i;
break;
}
}
}
BotPutInServer( bFrozen, iTeam, iClass );
}
}
//-----------------------------------------------------------------------------
// 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++ )
{
CTFCPlayer *pPlayer = ToTFCPlayer( UTIL_PlayerByIndex( i ) );
if ( pPlayer && (pPlayer->GetFlags() & FL_FAKECLIENT) )
{
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();
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( CTFCPlayer *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 = random->RandomInt( 0, 0x7fffffff );
}
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( CTFCPlayer *pBot )
{
// Make sure we stay being a bot
pBot->AddFlag( FL_FAKECLIENT );
botdata_t *botdata = &g_BotData[ ENTINDEX( pBot->edict() ) - 1 ];
QAngle vecViewAngles;
float forwardmove = 0.0;
float sidemove = botdata->sidemove;
float upmove = 0.0;
unsigned short buttons = 0;
byte impulse = 0;
float frametime = gpGlobals->frametime;
vecViewAngles = pBot->GetLocalAngles();
// Create some random values
if ( pBot->GetTeamNumber() == TEAM_UNASSIGNED && gpGlobals->curtime > botdata->m_flJoinTeamTime )
{
pBot->HandleCommand_JoinTeam( botdata->m_WantedTeam == TEAM_RED ? "red" : "blue" );
}
else if ( pBot->GetTeamNumber() != TEAM_UNASSIGNED && pBot->m_Shared.GetPlayerClass() == PC_UNDEFINED )
{
// If they're on a team but haven't picked a class, choose a random class..
pBot->HandleCommand_JoinClass( GetTFCClassInfo( botdata->m_WantedClass )->m_pClassName );
}
else if ( pBot->IsAlive() && (pBot->GetSolid() == SOLID_BBOX) )
{
trace_t trace;
botdata->m_bWasDead = false;
// Stop when shot
if ( !pBot->IsEFlagSet(EFL_BOT_FROZEN) )
{
if ( pBot->m_iHealth == 100 )
{
forwardmove = 600 * ( botdata->backwards ? -1 : 1 );
if ( botdata->sidemove != 0.0f )
{
forwardmove *= random->RandomFloat( 0.1, 1.0f );
}
}
else
{
forwardmove = 0;
}
}
// Only turn if I haven't been hurt
if ( !pBot->IsEFlagSet(EFL_BOT_FROZEN) && pBot->m_iHealth == 100 )
{
Vector vecEnd;
Vector forward;
QAngle angle;
float angledelta = 15.0;
int maxtries = (int)360.0/angledelta;
if ( botdata->lastturntoright )
{
angledelta = -angledelta;
}
angle = pBot->GetLocalAngles();
Vector vecSrc;
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 < botdata->nextturntime )
{
break;
}
}
angle.y += angledelta;
if ( angle.y > 180 )
angle.y -= 360;
else if ( angle.y < -180 )
angle.y += 360;
botdata->nextturntime = gpGlobals->curtime + 2.0;
botdata->lastturntoright = random->RandomInt( 0, 1 ) == 0 ? true : false;
botdata->forwardAngle = angle;
botdata->lastAngles = angle;
}
if ( gpGlobals->curtime >= botdata->nextstrafetime )
{
botdata->nextstrafetime = gpGlobals->curtime + 1.0f;
if ( random->RandomInt( 0, 5 ) == 0 )
{
botdata->sidemove = -600.0f + 1200.0f * random->RandomFloat( 0, 2 );
}
else
{
botdata->sidemove = 0;
}
sidemove = botdata->sidemove;
if ( random->RandomInt( 0, 20 ) == 0 )
{
botdata->backwards = true;
}
else
{
botdata->backwards = false;
}
}
pBot->SetLocalAngles( angle );
vecViewAngles = angle;
}
// Is my team being forced to defend?
if ( bot_defend.GetInt() == pBot->GetTeamNumber() )
{
buttons |= IN_ATTACK2;
}
// If bots are being forced to fire a weapon, see if I have it
else 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) )
{
buttons |= bot_forceattack2.GetBool() ? IN_ATTACK2 : IN_ATTACK;
}
}
}
}
if ( bot_flipout.GetInt() )
{
if ( bot_forceattackon.GetBool() || (RandomFloat(0.0,1.0) > 0.5) )
{
buttons |= bot_forceattack2.GetBool() ? IN_ATTACK2 : IN_ATTACK;
}
}
}
else
{
// Wait for Reinforcement wave
if ( !pBot->IsAlive() )
{
if ( botdata->m_bWasDead )
{
// Wait for a few seconds before respawning.
if ( gpGlobals->curtime - botdata->m_flDeadTime > 3 )
{
// Respawn the bot
buttons |= IN_JUMP;
}
}
else
{
// Start a timer to respawn them in a few seconds.
botdata->m_bWasDead = true;
botdata->m_flDeadTime = gpGlobals->curtime;
}
}
}
if ( bot_flipout.GetInt() >= 2 )
{
QAngle angOffset = RandomAngle( -1, 1 );
botdata->lastAngles += angOffset;
for ( int i = 0 ; i < 2; i++ )
{
if ( fabs( botdata->lastAngles[ i ] - botdata->forwardAngle[ i ] ) > 15.0f )
{
if ( botdata->lastAngles[ i ] > botdata->forwardAngle[ i ] )
{
botdata->lastAngles[ i ] = botdata->forwardAngle[ i ] + 15;
}
else
{
botdata->lastAngles[ i ] = botdata->forwardAngle[ i ] - 15;
}
}
}
botdata->lastAngles[ 2 ] = 0;
pBot->SetLocalAngles( botdata->lastAngles );
}
RunPlayerMove( pBot, pBot->GetLocalAngles(), forwardmove, sidemove, upmove, buttons, impulse, frametime );
}