|
|
|
/*
|
|
|
|
*
|
|
|
|
* This program is free software; you can redistribute it and/or modify it
|
|
|
|
* under the terms of the GNU General Public License as published by the
|
|
|
|
* Free Software Foundation; either version 2 of the License, or (at
|
|
|
|
* your option) any later version.
|
|
|
|
*
|
|
|
|
* This program is distributed in the hope that it will be useful, but
|
|
|
|
* WITHOUT ANY WARRANTY; without even the implied warranty of
|
|
|
|
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
|
|
|
|
* General Public License for more details.
|
|
|
|
*
|
|
|
|
* You should have received a copy of the GNU General Public License
|
|
|
|
* along with this program; if not, write to the Free Software Foundation,
|
|
|
|
* Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
|
|
|
|
*
|
|
|
|
* In addition, as a special exception, the author gives permission to
|
|
|
|
* link the code of this program with the Half-Life Game Engine ("HL
|
|
|
|
* Engine") and Modified Game Libraries ("MODs") developed by Valve,
|
|
|
|
* L.L.C ("Valve"). You must obey the GNU General Public License in all
|
|
|
|
* respects for all of the code used other than the HL Engine and MODs
|
|
|
|
* from Valve. If you modify this file, you may extend this exception
|
|
|
|
* to your version of the file, but you are not obligated to do so. If
|
|
|
|
* you do not wish to do so, delete this exception statement from your
|
|
|
|
* version.
|
|
|
|
*
|
|
|
|
*/
|
|
|
|
|
|
|
|
#ifndef BOT_H
|
|
|
|
#define BOT_H
|
|
|
|
#ifdef _WIN32
|
|
|
|
#pragma once
|
|
|
|
#endif
|
|
|
|
|
|
|
|
class BotProfile;
|
|
|
|
|
|
|
|
template <class T>
|
|
|
|
T *CreateBot(const BotProfile *profile)
|
|
|
|
{
|
|
|
|
edict_t *pentBot;
|
|
|
|
if (UTIL_ClientsInGame() >= gpGlobals->maxClients)
|
|
|
|
{
|
|
|
|
CONSOLE_ECHO("Unable to create bot: Server is full (%d/%d clients).\n", UTIL_ClientsInGame(), gpGlobals->maxClients);
|
|
|
|
return NULL;
|
|
|
|
}
|
|
|
|
|
|
|
|
char netname[64];
|
|
|
|
UTIL_ConstructBotNetName(netname, sizeof(netname), profile);
|
|
|
|
pentBot = CREATE_FAKE_CLIENT(netname);
|
|
|
|
|
|
|
|
if (FNullEnt(pentBot))
|
|
|
|
{
|
|
|
|
CONSOLE_ECHO("Unable to create bot: pfnCreateFakeClient() returned null.\n");
|
|
|
|
return NULL;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
T *pBot = NULL;
|
|
|
|
FREE_PRIVATE(pentBot);
|
|
|
|
pBot = GetClassPtr((T *)VARS(pentBot));
|
|
|
|
pBot->Initialize(profile);
|
|
|
|
|
|
|
|
return pBot;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
// The base bot class from which bots for specific games are derived
|
|
|
|
class CBot: public CBasePlayer
|
|
|
|
{
|
|
|
|
public:
|
|
|
|
// constructor initializes all values to zero
|
|
|
|
CBot();
|
|
|
|
|
|
|
|
virtual void Spawn();
|
|
|
|
|
|
|
|
// invoked when injured by something
|
|
|
|
virtual int TakeDamage(entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType)
|
|
|
|
{
|
|
|
|
return CBasePlayer::TakeDamage(pevInflictor, pevAttacker, flDamage, bitsDamageType);
|
|
|
|
}
|
|
|
|
// invoked when killed
|
|
|
|
virtual void Killed(entvars_t *pevAttacker, int iGib)
|
|
|
|
{
|
|
|
|
CBasePlayer::Killed(pevAttacker, iGib);
|
|
|
|
}
|
|
|
|
virtual void Think() {};
|
|
|
|
virtual BOOL IsBot() { return true; }
|
|
|
|
virtual Vector GetAutoaimVector(float flDelta);
|
|
|
|
// invoked when in contact with a CWeaponBox
|
|
|
|
virtual void OnTouchingWeapon(CWeaponBox *box) {}
|
|
|
|
virtual bool Initialize(const BotProfile *profile);
|
|
|
|
|
|
|
|
virtual void SpawnBot() = 0;
|
|
|
|
|
|
|
|
// lightweight maintenance, invoked frequently
|
|
|
|
virtual void Upkeep() = 0;
|
|
|
|
|
|
|
|
// heavyweight algorithms, invoked less often
|
|
|
|
virtual void Update() = 0;
|
|
|
|
|
|
|
|
virtual void Run();
|
|
|
|
virtual void Walk();
|
|
|
|
virtual void Crouch();
|
|
|
|
virtual void StandUp();
|
|
|
|
virtual void MoveForward();
|
|
|
|
virtual void MoveBackward();
|
|
|
|
virtual void StrafeLeft();
|
|
|
|
virtual void StrafeRight();
|
|
|
|
|
|
|
|
// returns true if jump was started
|
|
|
|
#define MUST_JUMP true
|
|
|
|
virtual bool Jump(bool mustJump = false);
|
|
|
|
|
|
|
|
// zero any MoveForward(), Jump(), etc
|
|
|
|
virtual void ClearMovement();
|
|
|
|
|
|
|
|
// Weapon interface
|
|
|
|
virtual void UseEnvironment();
|
|
|
|
virtual void PrimaryAttack();
|
|
|
|
virtual void ClearPrimaryAttack();
|
|
|
|
virtual void TogglePrimaryAttack();
|
|
|
|
virtual void SecondaryAttack();
|
|
|
|
virtual void Reload();
|
|
|
|
|
|
|
|
// invoked when event occurs in the game (some events have NULL entities)
|
|
|
|
virtual void OnEvent(GameEventType event, CBaseEntity *entity = NULL, CBaseEntity *other = NULL) {};
|
|
|
|
|
|
|
|
// return true if we can see the point
|
|
|
|
virtual bool IsVisible(Vector *pos, bool testFOV = false) const = 0;
|
|
|
|
|
|
|
|
// return true if we can see any part of the player
|
|
|
|
virtual bool IsVisible(CBasePlayer *player, bool testFOV = false, unsigned char *visParts = NULL) const = 0;
|
|
|
|
|
|
|
|
//enum VisiblePartType:unsigned char // C++11 feature
|
|
|
|
enum VisiblePartType
|
|
|
|
{
|
|
|
|
NONE = 0x00,
|
|
|
|
CHEST = 0x01,
|
|
|
|
HEAD = 0x02,
|
|
|
|
LEFT_SIDE = 0x04, // the left side of the object from our point of view (not their left side)
|
|
|
|
RIGHT_SIDE = 0x08, // the right side of the object from our point of view (not their right side)
|
|
|
|
FEET = 0x10
|
|
|
|
};
|
|
|
|
|
|
|
|
// if enemy is visible, return the part we see
|
|
|
|
virtual bool IsEnemyPartVisible(VisiblePartType part) const = 0;
|
|
|
|
|
|
|
|
// return true if player is facing towards us
|
|
|
|
virtual bool IsPlayerFacingMe(CBasePlayer *other) const;
|
|
|
|
|
|
|
|
// returns true if other player is pointing right at us
|
|
|
|
virtual bool IsPlayerLookingAtMe(CBasePlayer *other) const;
|
|
|
|
virtual void ExecuteCommand();
|
|
|
|
virtual void SetModel(const char *modelName);
|
|
|
|
|
|
|
|
public:
|
|
|
|
unsigned int GetID() const { return m_id; }
|
|
|
|
bool IsRunning() const { return m_isRunning; }
|
|
|
|
bool IsCrouching() const { return m_isCrouching; }
|
|
|
|
|
|
|
|
// push the current posture context onto the top of the stack
|
|
|
|
void PushPostureContext();
|
|
|
|
|
|
|
|
// restore the posture context to the next context on the stack
|
|
|
|
void PopPostureContext();
|
|
|
|
bool IsJumping();
|
|
|
|
|
|
|
|
// return time last jump began
|
|
|
|
float GetJumpTimestamp() const { return m_jumpTimestamp; }
|
|
|
|
// returns ratio of ammo left to max ammo (1 = full clip, 0 = empty)
|
|
|
|
float GetActiveWeaponAmmoRatio() const;
|
|
|
|
|
|
|
|
// return true if active weapon has any empty clip
|
|
|
|
bool IsActiveWeaponClipEmpty() const;
|
|
|
|
|
|
|
|
// return true if active weapon has no ammo at all
|
|
|
|
bool IsActiveWeaponOutOfAmmo() const;
|
|
|
|
|
|
|
|
// is the weapon in the middle of a reload
|
|
|
|
bool IsActiveWeaponReloading() const;
|
|
|
|
|
|
|
|
// return true if active weapon's bullet spray has become large and inaccurate
|
|
|
|
bool IsActiveWeaponRecoilHigh() const;
|
|
|
|
|
|
|
|
// return the weapon the bot is currently using
|
|
|
|
CBasePlayerWeapon *GetActiveWeapon() const;
|
|
|
|
|
|
|
|
// return true if looking thru weapon's scope
|
|
|
|
bool IsUsingScope() const;
|
|
|
|
|
|
|
|
// returns TRUE if given entity is our enemy
|
|
|
|
bool IsEnemy(CBaseEntity *ent) const;
|
|
|
|
|
|
|
|
// return number of enemies left alive
|
|
|
|
int GetEnemiesRemaining() const;
|
|
|
|
|
|
|
|
// return number of friends left alive
|
|
|
|
int GetFriendsRemaining() const;
|
|
|
|
|
|
|
|
// return true if local player is observing this bot
|
|
|
|
bool IsLocalPlayerWatchingMe() const;
|
|
|
|
|
|
|
|
// output message to console
|
|
|
|
NOXREF void Print(char *format,...) const;
|
|
|
|
|
|
|
|
// output message to console if we are being watched by the local player
|
|
|
|
void PrintIfWatched(char *format,...) const;
|
|
|
|
|
|
|
|
void BotThink();
|
|
|
|
bool IsNetClient() const { return false; }
|
|
|
|
int Save(CSave &save) const;
|
|
|
|
int Restore(CRestore &restor) const;
|
|
|
|
|
|
|
|
// return our personality profile
|
|
|
|
const BotProfile *GetProfile() const { return m_profile; }
|
|
|
|
|
|
|
|
protected:
|
|
|
|
// Do a "client command" - useful for invoking menu choices, etc.
|
|
|
|
void ClientCommand(const char *cmd, const char *arg1 = NULL, const char *arg2 = NULL, const char *arg3 = NULL);
|
|
|
|
|
|
|
|
// the "personality" profile of this bot
|
|
|
|
const BotProfile *m_profile;
|
|
|
|
|
|
|
|
private:
|
|
|
|
void ResetCommand();
|
|
|
|
byte ThrottledMsec() const;
|
|
|
|
|
|
|
|
// returns current movement speed (for walk/run)
|
|
|
|
float GetMoveSpeed();
|
|
|
|
|
|
|
|
// unique bot ID
|
|
|
|
unsigned int m_id;
|
|
|
|
|
|
|
|
// Think mechanism variables
|
|
|
|
float m_flNextBotThink;
|
|
|
|
float m_flNextFullBotThink;
|
|
|
|
|
|
|
|
// Command interface variables
|
|
|
|
float m_flPreviousCommandTime;
|
|
|
|
|
|
|
|
// run/walk mode
|
|
|
|
bool m_isRunning;
|
|
|
|
|
|
|
|
// true if crouching (ducking)
|
|
|
|
bool m_isCrouching;
|
|
|
|
float m_forwardSpeed;
|
|
|
|
float m_strafeSpeed;
|
|
|
|
float m_verticalSpeed;
|
|
|
|
|
|
|
|
// bitfield of movement buttons
|
|
|
|
unsigned short m_buttonFlags;
|
|
|
|
|
|
|
|
// time when we last began a jump
|
|
|
|
float m_jumpTimestamp;
|
|
|
|
|
|
|
|
// the PostureContext represents the current settings of walking and crouching
|
|
|
|
struct PostureContext
|
|
|
|
{
|
|
|
|
bool isRunning;
|
|
|
|
bool isCrouching;
|
|
|
|
};
|
|
|
|
|
|
|
|
enum { MAX_POSTURE_STACK = 8 };
|
|
|
|
PostureContext m_postureStack[MAX_POSTURE_STACK];
|
|
|
|
|
|
|
|
// index of top of stack
|
|
|
|
int m_postureStackIndex;
|
|
|
|
};
|
|
|
|
|
|
|
|
inline void CBot::SetModel(const char *modelName)
|
|
|
|
{
|
|
|
|
SET_CLIENT_KEY_VALUE(entindex(), GET_INFO_BUFFER(edict()), "model", (char *)modelName);
|
|
|
|
}
|
|
|
|
|
|
|
|
inline float CBot::GetMoveSpeed()
|
|
|
|
{
|
|
|
|
// if (m_isRunning || m_isCrouching)
|
|
|
|
// return pev->maxspeed;
|
|
|
|
|
|
|
|
return 400;//0.4f * pev->maxspeed;
|
|
|
|
}
|
|
|
|
|
|
|
|
inline void CBot::Run()
|
|
|
|
{
|
|
|
|
m_isRunning = true;
|
|
|
|
}
|
|
|
|
|
|
|
|
inline void CBot::Walk()
|
|
|
|
{
|
|
|
|
m_isRunning = false;
|
|
|
|
}
|
|
|
|
|
|
|
|
inline CBasePlayerWeapon *CBot::GetActiveWeapon() const
|
|
|
|
{
|
|
|
|
return static_cast<CBasePlayerWeapon *>(m_pActiveItem);
|
|
|
|
}
|
|
|
|
|
|
|
|
inline bool CBot::IsActiveWeaponReloading() const
|
|
|
|
{
|
|
|
|
CBasePlayerWeapon *weapon = GetActiveWeapon();
|
|
|
|
if (weapon == NULL)
|
|
|
|
return false;
|
|
|
|
|
|
|
|
return (weapon->m_fInReload || weapon->m_fInSpecialReload) != 0;
|
|
|
|
}
|
|
|
|
|
|
|
|
inline bool CBot::IsActiveWeaponRecoilHigh() const
|
|
|
|
{
|
|
|
|
//CBasePlayerWeapon *gun = GetActiveWeapon();
|
|
|
|
/*if (gun != NULL)
|
|
|
|
{
|
|
|
|
const float highRecoil = 0.4f;
|
|
|
|
return (gun->m_flAccuracy > highRecoil) != 0;
|
|
|
|
}*/
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
|
|
|
|
inline void CBot::PushPostureContext()
|
|
|
|
{
|
|
|
|
if (m_postureStackIndex == MAX_POSTURE_STACK)
|
|
|
|
{
|
|
|
|
if (pev)
|
|
|
|
PrintIfWatched("PushPostureContext() overflow error!\n");
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
m_postureStack[m_postureStackIndex].isRunning = m_isRunning;
|
|
|
|
m_postureStack[m_postureStackIndex].isCrouching = m_isCrouching;
|
|
|
|
++m_postureStackIndex;
|
|
|
|
}
|
|
|
|
|
|
|
|
inline void CBot::PopPostureContext()
|
|
|
|
{
|
|
|
|
if (m_postureStackIndex == 0)
|
|
|
|
{
|
|
|
|
if (pev)
|
|
|
|
PrintIfWatched("PopPostureContext() underflow error!\n");
|
|
|
|
|
|
|
|
m_isRunning = true;
|
|
|
|
m_isCrouching = false;
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
--m_postureStackIndex;
|
|
|
|
m_isRunning = m_postureStack[m_postureStackIndex].isRunning;
|
|
|
|
m_isCrouching = m_postureStack[m_postureStackIndex].isCrouching;
|
|
|
|
}
|
|
|
|
|
|
|
|
inline bool CBot::IsPlayerFacingMe(CBasePlayer *other) const
|
|
|
|
{
|
|
|
|
Vector toOther = other->pev->origin - pev->origin;
|
|
|
|
UTIL_MakeVectors(other->pev->v_angle + other->pev->punchangle);
|
|
|
|
Vector otherDir = gpGlobals->v_forward;
|
|
|
|
|
|
|
|
if (otherDir.x * toOther.x + otherDir.y * toOther.y < 0.0f)
|
|
|
|
return true;
|
|
|
|
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
|
|
|
|
inline bool CBot::IsPlayerLookingAtMe(CBasePlayer *other) const
|
|
|
|
{
|
|
|
|
Vector toOther = other->pev->origin - pev->origin;
|
|
|
|
toOther.NormalizeInPlace();
|
|
|
|
|
|
|
|
UTIL_MakeVectors(other->pev->v_angle + other->pev->punchangle);
|
|
|
|
Vector otherDir = gpGlobals->v_forward;
|
|
|
|
|
|
|
|
const float lookAtCos = 0.9f;
|
|
|
|
if (otherDir.x * toOther.x + otherDir.y * toOther.y < -lookAtCos)
|
|
|
|
{
|
|
|
|
Vector vec(other->EyePosition());
|
|
|
|
if (IsVisible(&vec))
|
|
|
|
return true;
|
|
|
|
}
|
|
|
|
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
|
|
|
|
extern float g_flBotCommandInterval;
|
|
|
|
extern float g_flBotFullThinkInterval;
|
|
|
|
|
|
|
|
extern const char *BotArgs[4];
|
|
|
|
extern bool UseBotArgs;
|
|
|
|
|
|
|
|
class BotProfile;
|
|
|
|
|
|
|
|
#endif // BOT_H
|