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2391 lines
62 KiB
2391 lines
62 KiB
5 years ago
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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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// $NoKeywords: $
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//=============================================================================//
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// Author: Michael S. Booth (mike@turtlerockstudios.com), 2003
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#pragma warning( disable : 4530 ) // STL uses exceptions, but we are not compiling with them - ignore warning
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#include "cbase.h"
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#include "cs_bot.h"
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#include "nav_area.h"
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#include "cs_gamerules.h"
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#include "shared_util.h"
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#include "KeyValues.h"
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#include "tier0/icommandline.h"
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// memdbgon must be the last include file in a .cpp file!!!
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#include "tier0/memdbgon.h"
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#ifdef _WIN32
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#pragma warning (disable:4701) // disable warning that variable *may* not be initialized
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#endif
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CBotManager *TheBots = NULL;
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bool CCSBotManager::m_isMapDataLoaded = false;
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int g_nClientPutInServerOverrides = 0;
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void DrawOccupyTime( void );
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ConVar bot_show_occupy_time( "bot_show_occupy_time", "0", FCVAR_GAMEDLL | FCVAR_CHEAT, "Show when each nav area can first be reached by each team." );
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void DrawBattlefront( void );
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ConVar bot_show_battlefront( "bot_show_battlefront", "0", FCVAR_GAMEDLL | FCVAR_CHEAT, "Show areas where rushing players will initially meet." );
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int UTIL_CSSBotsInGame( void );
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ConVar bot_join_delay( "bot_join_delay", "0", FCVAR_GAMEDLL, "Prevents bots from joining the server for this many seconds after a map change." );
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/**
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* Determine whether bots can be used or not
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*/
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inline bool AreBotsAllowed()
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{
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// If they pass in -nobots, don't allow bots. This is for people who host servers, to
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// allow them to disallow bots to enforce CPU limits.
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const char *nobots = CommandLine()->CheckParm( "-nobots" );
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if ( nobots )
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{
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return false;
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}
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return true;
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}
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//--------------------------------------------------------------------------------------------------------------
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void InstallBotControl( void )
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{
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if ( TheBots != NULL )
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delete TheBots;
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TheBots = new CCSBotManager;
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}
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//--------------------------------------------------------------------------------------------------------------
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void RemoveBotControl( void )
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{
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if ( TheBots != NULL )
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delete TheBots;
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TheBots = NULL;
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}
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//--------------------------------------------------------------------------------------------------------------
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CBasePlayer* ClientPutInServerOverride_Bot( edict_t *pEdict, const char *playername )
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{
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CBasePlayer *pPlayer = TheBots->AllocateAndBindBotEntity( pEdict );
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if ( pPlayer )
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{
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pPlayer->SetPlayerName( playername );
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}
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++g_nClientPutInServerOverrides;
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return pPlayer;
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}
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//--------------------------------------------------------------------------------------------------------------
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// Constructor
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CCSBotManager::CCSBotManager()
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{
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m_zoneCount = 0;
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SetLooseBomb( NULL );
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m_serverActive = false;
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m_isBombPlanted = false;
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m_bombDefuser = NULL;
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m_roundStartTimestamp = 0.0f;
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m_eventListenersEnabled = true;
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m_commonEventListeners.AddToTail( &m_PlayerFootstepEvent );
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m_commonEventListeners.AddToTail( &m_PlayerRadioEvent );
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m_commonEventListeners.AddToTail( &m_PlayerFallDamageEvent );
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m_commonEventListeners.AddToTail( &m_BombBeepEvent );
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m_commonEventListeners.AddToTail( &m_DoorMovingEvent );
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m_commonEventListeners.AddToTail( &m_BreakPropEvent );
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m_commonEventListeners.AddToTail( &m_BreakBreakableEvent );
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m_commonEventListeners.AddToTail( &m_WeaponFireEvent );
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m_commonEventListeners.AddToTail( &m_WeaponFireOnEmptyEvent );
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m_commonEventListeners.AddToTail( &m_WeaponReloadEvent );
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m_commonEventListeners.AddToTail( &m_WeaponZoomEvent );
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m_commonEventListeners.AddToTail( &m_BulletImpactEvent );
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m_commonEventListeners.AddToTail( &m_GrenadeBounceEvent );
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m_commonEventListeners.AddToTail( &m_NavBlockedEvent );
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TheBotPhrases = new BotPhraseManager;
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TheBotProfiles = new BotProfileManager;
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}
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//--------------------------------------------------------------------------------------------------------------
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/**
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* Invoked when a new round begins
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*/
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void CCSBotManager::RestartRound( void )
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{
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// extend
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CBotManager::RestartRound();
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SetLooseBomb( NULL );
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m_isBombPlanted = false;
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m_earliestBombPlantTimestamp = gpGlobals->curtime + RandomFloat( 10.0f, 30.0f ); // 60
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m_bombDefuser = NULL;
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ResetRadioMessageTimestamps();
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m_lastSeenEnemyTimestamp = -9999.9f;
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m_roundStartTimestamp = gpGlobals->curtime + mp_freezetime.GetFloat();
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// randomly decide if defensive team wants to "rush" as a whole
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const float defenseRushChance = 33.3f; // 25.0f;
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m_isDefenseRushing = (RandomFloat( 0.0f, 100.0f ) <= defenseRushChance) ? true : false;
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TheBotPhrases->OnRoundRestart();
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m_isRoundOver = false;
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}
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//--------------------------------------------------------------------------------------------------------------
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void UTIL_DrawBox( Extent *extent, int lifetime, int red, int green, int blue )
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{
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int darkRed = red/2;
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int darkGreen = green/2;
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int darkBlue = blue/2;
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Vector v[8];
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v[0].x = extent->lo.x; v[0].y = extent->lo.y; v[0].z = extent->lo.z;
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v[1].x = extent->hi.x; v[1].y = extent->lo.y; v[1].z = extent->lo.z;
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v[2].x = extent->hi.x; v[2].y = extent->hi.y; v[2].z = extent->lo.z;
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v[3].x = extent->lo.x; v[3].y = extent->hi.y; v[3].z = extent->lo.z;
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v[4].x = extent->lo.x; v[4].y = extent->lo.y; v[4].z = extent->hi.z;
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v[5].x = extent->hi.x; v[5].y = extent->lo.y; v[5].z = extent->hi.z;
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v[6].x = extent->hi.x; v[6].y = extent->hi.y; v[6].z = extent->hi.z;
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v[7].x = extent->lo.x; v[7].y = extent->hi.y; v[7].z = extent->hi.z;
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static int edge[] =
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{
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1, 2, 3, 4, -1,
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5, 6, 7, 8, -5,
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1, -5,
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2, -6,
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3, -7,
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4, -8,
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0
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};
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Vector from, to;
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bool restart = true;
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for( int i=0; edge[i] != 0; ++i )
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{
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if (restart)
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{
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to = v[ edge[i]-1 ];
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restart = false;
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continue;
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}
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from = to;
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int index = edge[i];
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if (index < 0)
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{
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restart = true;
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index = -index;
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}
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to = v[ index-1 ];
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NDebugOverlay::Line( from, to, darkRed, darkGreen, darkBlue, true, 0.1f );
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NDebugOverlay::Line( from, to, red, green, blue, false, 0.15f );
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}
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}
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//--------------------------------------------------------------------------------------------------------------
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void CCSBotManager::EnableEventListeners( bool enable )
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{
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if ( m_eventListenersEnabled == enable )
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{
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return;
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}
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m_eventListenersEnabled = enable;
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// enable/disable the most frequent event listeners, to improve performance when no bots are present.
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for ( int i=0; i<m_commonEventListeners.Count(); ++i )
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{
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if ( enable )
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{
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gameeventmanager->AddListener( m_commonEventListeners[i], m_commonEventListeners[i]->GetEventName(), true );
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}
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else
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{
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gameeventmanager->RemoveListener( m_commonEventListeners[i] );
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}
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}
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}
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//--------------------------------------------------------------------------------------------------------------
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/**
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* Called each frame
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*/
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void CCSBotManager::StartFrame( void )
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{
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if ( !AreBotsAllowed() )
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{
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EnableEventListeners( false );
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return;
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}
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// EXTEND
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CBotManager::StartFrame();
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MaintainBotQuota();
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EnableEventListeners( UTIL_CSSBotsInGame() > 0 );
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// debug zone extent visualization
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if (cv_bot_debug.GetInt() == 5)
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{
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for( int z=0; z<m_zoneCount; ++z )
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{
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Zone *zone = &m_zone[z];
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if ( zone->m_isBlocked )
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{
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UTIL_DrawBox( &zone->m_extent, 1, 255, 0, 200 );
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}
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else
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{
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UTIL_DrawBox( &zone->m_extent, 1, 255, 100, 0 );
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}
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}
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}
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if (bot_show_occupy_time.GetBool())
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{
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DrawOccupyTime();
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}
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if (bot_show_battlefront.GetBool())
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{
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DrawBattlefront();
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}
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if ( m_checkTransientAreasTimer.IsElapsed() && !nav_edit.GetBool() )
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{
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CUtlVector< CNavArea * >& transientAreas = TheNavMesh->GetTransientAreas();
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for ( int i=0; i<transientAreas.Count(); ++i )
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{
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CNavArea *area = transientAreas[i];
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if ( area->GetAttributes() & NAV_MESH_TRANSIENT )
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{
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area->UpdateBlocked();
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}
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}
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m_checkTransientAreasTimer.Start( 2.0f );
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}
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}
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//--------------------------------------------------------------------------------------------------------------
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/**
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* Return true if the bot can use this weapon
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*/
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bool CCSBotManager::IsWeaponUseable( const CWeaponCSBase *weapon ) const
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{
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if (weapon == NULL)
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return false;
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if (weapon->IsA( WEAPON_C4 ))
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return true;
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if ((!AllowShotguns() && weapon->IsKindOf( WEAPONTYPE_SHOTGUN )) ||
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(!AllowMachineGuns() && weapon->IsKindOf( WEAPONTYPE_MACHINEGUN )) ||
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(!AllowRifles() && weapon->IsKindOf( WEAPONTYPE_RIFLE )) ||
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(!AllowShotguns() && weapon->IsKindOf( WEAPONTYPE_SHOTGUN )) ||
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(!AllowSnipers() && weapon->IsKindOf( WEAPONTYPE_SNIPER_RIFLE )) ||
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(!AllowSubMachineGuns() && weapon->IsKindOf( WEAPONTYPE_SUBMACHINEGUN )) ||
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(!AllowPistols() && weapon->IsKindOf( WEAPONTYPE_PISTOL )) ||
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(!AllowGrenades() && weapon->IsKindOf( WEAPONTYPE_GRENADE )))
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{
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return false;
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}
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return true;
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}
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//--------------------------------------------------------------------------------------------------------------
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/**
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* Return true if this player is on "defense"
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*/
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bool CCSBotManager::IsOnDefense( const CCSPlayer *player ) const
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{
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switch (GetScenario())
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{
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case SCENARIO_DEFUSE_BOMB:
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return (player->GetTeamNumber() == TEAM_CT);
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case SCENARIO_RESCUE_HOSTAGES:
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return (player->GetTeamNumber() == TEAM_TERRORIST);
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case SCENARIO_ESCORT_VIP:
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return (player->GetTeamNumber() == TEAM_TERRORIST);
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}
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return false;
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}
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//--------------------------------------------------------------------------------------------------------------
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/**
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* Return true if this player is on "offense"
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*/
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bool CCSBotManager::IsOnOffense( const CCSPlayer *player ) const
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{
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return !IsOnDefense( player );
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}
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//--------------------------------------------------------------------------------------------------------------
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/**
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* Invoked when a map has just been loaded
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*/
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void CCSBotManager::ServerActivate( void )
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{
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m_isMapDataLoaded = false;
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// load the database of bot radio chatter
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TheBotPhrases->Reset();
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TheBotPhrases->Initialize( "BotChatter.db", 0 );
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TheBotProfiles->Reset();
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TheBotProfiles->FindVoiceBankIndex( "BotChatter.db" ); // make sure default voice bank is first
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const char *filename;
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if ( false ) // g_engfuncs.pfnIsCareerMatch() )
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{
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filename = "MissionPacks/BotPackList.db";
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}
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else
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{
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filename = "BotPackList.db";
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}
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// read in the list of bot profile DBs
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FileHandle_t file = filesystem->Open( filename, "r" );
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if ( !file )
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{
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TheBotProfiles->Init( "BotProfile.db" );
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}
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else
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{
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int dataLength = filesystem->Size( filename );
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char *dataPointer = new char[ dataLength ];
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filesystem->Read( dataPointer, dataLength, file );
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filesystem->Close( file );
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||
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const char *dataFile = SharedParse( dataPointer );
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const char *token;
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while ( dataFile )
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{
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token = SharedGetToken();
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char *clone = CloneString( token );
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TheBotProfiles->Init( clone );
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delete[] clone;
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dataFile = SharedParse( dataFile );
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}
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delete [] dataPointer;
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}
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||
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// Now that we've parsed all the profiles, we have a list of the voice banks they're using.
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||
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// Go back and parse the custom voice speakables.
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||
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const BotProfileManager::VoiceBankList *voiceBanks = TheBotProfiles->GetVoiceBanks();
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for ( int i=1; i<voiceBanks->Count(); ++i )
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{
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TheBotPhrases->Initialize( (*voiceBanks)[i], i );
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}
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||
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// tell the Navigation Mesh system what CS spawn points are named
|
||
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TheNavMesh->SetPlayerSpawnName( "info_player_terrorist" );
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ExtractScenarioData();
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RestartRound();
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TheBotPhrases->OnMapChange();
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||
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m_serverActive = true;
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}
|
||
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||
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|
||
|
void CCSBotManager::ServerDeactivate( void )
|
||
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{
|
||
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m_serverActive = false;
|
||
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}
|
||
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|
||
|
void CCSBotManager::ClientDisconnect( CBaseEntity *entity )
|
||
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{
|
||
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/*
|
||
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if ( FBitSet( entity->GetFlags(), FL_FAKECLIENT ) )
|
||
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{
|
||
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FREE_PRIVATE( entity );
|
||
|
}
|
||
|
*/
|
||
|
|
||
|
/*
|
||
|
// make sure voice feedback is turned off
|
||
|
CBasePlayer *pPlayer = (CBasePlayer *)CBaseEntity::Instance( pEntity );
|
||
|
if ( pPlayer && pPlayer->IsBot() )
|
||
|
{
|
||
|
CCSBot *pBot = static_cast<CCSBot *>(pPlayer);
|
||
|
if (pBot)
|
||
|
{
|
||
|
pBot->EndVoiceFeedback( true );
|
||
|
}
|
||
|
}
|
||
|
*/
|
||
|
}
|
||
|
|
||
|
|
||
|
|
||
|
//--------------------------------------------------------------------------------------------------------------
|
||
|
/**
|
||
|
* Parses out bot name/template/etc params from the current ConCommand
|
||
|
*/
|
||
|
void BotArgumentsFromArgv( const CCommand &args, const char **name, CSWeaponType *weaponType, BotDifficultyType *difficulty, int *team = NULL, bool *all = NULL )
|
||
|
{
|
||
|
static char s_name[MAX_PLAYER_NAME_LENGTH];
|
||
|
|
||
|
s_name[0] = 0;
|
||
|
*name = s_name;
|
||
|
*difficulty = NUM_DIFFICULTY_LEVELS;
|
||
|
if ( team )
|
||
|
{
|
||
|
*team = TEAM_UNASSIGNED;
|
||
|
}
|
||
|
if ( all )
|
||
|
{
|
||
|
*all = false;
|
||
|
}
|
||
|
|
||
|
*weaponType = WEAPONTYPE_UNKNOWN;
|
||
|
|
||
|
for ( int arg=1; arg<args.ArgC(); ++arg )
|
||
|
{
|
||
|
bool found = false;
|
||
|
|
||
|
const char *token = args[arg];
|
||
|
if ( all && FStrEq( token, "all" ) )
|
||
|
{
|
||
|
*all = true;
|
||
|
found = true;
|
||
|
}
|
||
|
else if ( team && FStrEq( token, "t" ) )
|
||
|
{
|
||
|
*team = TEAM_TERRORIST;
|
||
|
found = true;
|
||
|
}
|
||
|
else if ( team && FStrEq( token, "ct" ) )
|
||
|
{
|
||
|
*team = TEAM_CT;
|
||
|
found = true;
|
||
|
}
|
||
|
|
||
|
for( int i=0; i<NUM_DIFFICULTY_LEVELS && !found; ++i )
|
||
|
{
|
||
|
if (!stricmp( BotDifficultyName[i], token ))
|
||
|
{
|
||
|
*difficulty = (BotDifficultyType)i;
|
||
|
found = true;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if ( !found )
|
||
|
{
|
||
|
*weaponType = WeaponClassFromString( token );
|
||
|
if ( *weaponType != WEAPONTYPE_UNKNOWN )
|
||
|
{
|
||
|
found = true;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if ( !found )
|
||
|
{
|
||
|
Q_strncpy( s_name, token, sizeof( s_name ) );
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
//--------------------------------------------------------------------------------------------------------------
|
||
|
CON_COMMAND_F( bot_add, "bot_add <t|ct> <type> <difficulty> <name> - Adds a bot matching the given criteria.", FCVAR_GAMEDLL )
|
||
|
{
|
||
|
if ( !UTIL_IsCommandIssuedByServerAdmin() )
|
||
|
return;
|
||
|
|
||
|
const char *name;
|
||
|
BotDifficultyType difficulty;
|
||
|
CSWeaponType weaponType;
|
||
|
int team;
|
||
|
BotArgumentsFromArgv( args, &name, &weaponType, &difficulty, &team );
|
||
|
TheCSBots()->BotAddCommand( team, FROM_CONSOLE, name, weaponType, difficulty );
|
||
|
}
|
||
|
|
||
|
|
||
|
//--------------------------------------------------------------------------------------------------------------
|
||
|
CON_COMMAND_F( bot_add_t, "bot_add_t <type> <difficulty> <name> - Adds a terrorist bot matching the given criteria.", FCVAR_GAMEDLL )
|
||
|
{
|
||
|
if ( !UTIL_IsCommandIssuedByServerAdmin() )
|
||
|
return;
|
||
|
|
||
|
const char *name;
|
||
|
BotDifficultyType difficulty;
|
||
|
CSWeaponType weaponType;
|
||
|
BotArgumentsFromArgv( args, &name, &weaponType, &difficulty );
|
||
|
TheCSBots()->BotAddCommand( TEAM_TERRORIST, FROM_CONSOLE, name, weaponType, difficulty );
|
||
|
}
|
||
|
|
||
|
|
||
|
//--------------------------------------------------------------------------------------------------------------
|
||
|
CON_COMMAND_F( bot_add_ct, "bot_add_ct <type> <difficulty> <name> - Adds a Counter-Terrorist bot matching the given criteria.", FCVAR_GAMEDLL )
|
||
|
{
|
||
|
if ( !UTIL_IsCommandIssuedByServerAdmin() )
|
||
|
return;
|
||
|
|
||
|
const char *name;
|
||
|
BotDifficultyType difficulty;
|
||
|
CSWeaponType weaponType;
|
||
|
BotArgumentsFromArgv( args, &name, &weaponType, &difficulty );
|
||
|
TheCSBots()->BotAddCommand( TEAM_CT, FROM_CONSOLE, name, weaponType, difficulty );
|
||
|
}
|
||
|
|
||
|
|
||
|
//--------------------------------------------------------------------------------------------------------------
|
||
|
/**
|
||
|
* Collects all bots matching the given criteria (player name, profile template name, difficulty, and team)
|
||
|
*/
|
||
|
class CollectBots
|
||
|
{
|
||
|
public:
|
||
|
CollectBots( const char *name, CSWeaponType weaponType, BotDifficultyType difficulty, int team )
|
||
|
{
|
||
|
m_name = name;
|
||
|
m_difficulty = difficulty;
|
||
|
m_team = team;
|
||
|
m_weaponType = weaponType;
|
||
|
}
|
||
|
|
||
|
bool operator() ( CBasePlayer *player )
|
||
|
{
|
||
|
if ( !player->IsBot() )
|
||
|
{
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
CCSBot *bot = dynamic_cast< CCSBot * >(player);
|
||
|
if ( !bot || !bot->GetProfile() )
|
||
|
{
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
if ( m_name && *m_name )
|
||
|
{
|
||
|
// accept based on name
|
||
|
if ( FStrEq( m_name, bot->GetProfile()->GetName() ) )
|
||
|
{
|
||
|
m_bots.RemoveAll();
|
||
|
m_bots.AddToTail( bot );
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
// Reject based on profile template name
|
||
|
if ( !bot->GetProfile()->InheritsFrom( m_name ) )
|
||
|
{
|
||
|
return true;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// reject based on difficulty
|
||
|
if ( m_difficulty != NUM_DIFFICULTY_LEVELS )
|
||
|
{
|
||
|
if ( !bot->GetProfile()->IsDifficulty( m_difficulty ) )
|
||
|
{
|
||
|
return true;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// reject based on team
|
||
|
if ( m_team == TEAM_CT || m_team == TEAM_TERRORIST )
|
||
|
{
|
||
|
if ( bot->GetTeamNumber() != m_team )
|
||
|
{
|
||
|
return true;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// reject based on weapon preference
|
||
|
if ( m_weaponType != WEAPONTYPE_UNKNOWN )
|
||
|
{
|
||
|
if ( !bot->GetProfile()->GetWeaponPreferenceCount() )
|
||
|
{
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
if ( m_weaponType != WeaponClassFromWeaponID( (CSWeaponID)bot->GetProfile()->GetWeaponPreference( 0 ) ) )
|
||
|
{
|
||
|
return true;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// A match!
|
||
|
m_bots.AddToTail( bot );
|
||
|
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
CUtlVector< CCSBot * > m_bots;
|
||
|
|
||
|
private:
|
||
|
const char *m_name;
|
||
|
CSWeaponType m_weaponType;
|
||
|
BotDifficultyType m_difficulty;
|
||
|
int m_team;
|
||
|
};
|
||
|
|
||
|
//--------------------------------------------------------------------------------------------------------------
|
||
|
CON_COMMAND_F( bot_kill, "bot_kill <all> <t|ct> <type> <difficulty> <name> - Kills a specific bot, or all bots, matching the given criteria.", FCVAR_GAMEDLL )
|
||
|
{
|
||
|
if ( !UTIL_IsCommandIssuedByServerAdmin() )
|
||
|
return;
|
||
|
|
||
|
const char *name;
|
||
|
BotDifficultyType difficulty;
|
||
|
CSWeaponType weaponType;
|
||
|
int team;
|
||
|
bool all;
|
||
|
|
||
|
BotArgumentsFromArgv( args, &name, &weaponType, &difficulty, &team, &all );
|
||
|
if ( (!name || !*name) && team == TEAM_UNASSIGNED && difficulty == NUM_DIFFICULTY_LEVELS )
|
||
|
{
|
||
|
all = true;
|
||
|
}
|
||
|
|
||
|
CollectBots collector( name, weaponType, difficulty, team );
|
||
|
ForEachPlayer( collector );
|
||
|
|
||
|
for ( int i=0; i<collector.m_bots.Count(); ++i )
|
||
|
{
|
||
|
CCSBot *bot = collector.m_bots[i];
|
||
|
if ( !bot->IsAlive() )
|
||
|
continue;
|
||
|
|
||
|
bot->CommitSuicide();
|
||
|
|
||
|
if ( !all )
|
||
|
{
|
||
|
return;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
//--------------------------------------------------------------------------------------------------------------
|
||
|
CON_COMMAND_F( bot_kick, "bot_kick <all> <t|ct> <type> <difficulty> <name> - Kicks a specific bot, or all bots, matching the given criteria.", FCVAR_GAMEDLL )
|
||
|
{
|
||
|
if ( !UTIL_IsCommandIssuedByServerAdmin() )
|
||
|
return;
|
||
|
|
||
|
const char *name;
|
||
|
BotDifficultyType difficulty;
|
||
|
CSWeaponType weaponType;
|
||
|
int team;
|
||
|
bool all;
|
||
|
|
||
|
BotArgumentsFromArgv( args, &name, &weaponType, &difficulty, &team, &all );
|
||
|
if ( (!name || !*name) && team == TEAM_UNASSIGNED && difficulty == NUM_DIFFICULTY_LEVELS )
|
||
|
{
|
||
|
all = true;
|
||
|
}
|
||
|
|
||
|
CollectBots collector( name, weaponType, difficulty, team );
|
||
|
ForEachPlayer( collector );
|
||
|
|
||
|
for ( int i=0; i<collector.m_bots.Count(); ++i )
|
||
|
{
|
||
|
CCSBot *bot = collector.m_bots[i];
|
||
|
engine->ServerCommand( UTIL_VarArgs( "kick \"%s\"\n", bot->GetPlayerName() ) );
|
||
|
if ( !all )
|
||
|
{
|
||
|
// adjust bot quota so kicked bot is not immediately added back in
|
||
|
int newQuota = cv_bot_quota.GetInt() - 1;
|
||
|
cv_bot_quota.SetValue( clamp( newQuota, 0, cv_bot_quota.GetInt() ) );
|
||
|
return;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// adjust bot quota so kicked bot is not immediately added back in
|
||
|
if ( all && (!name || !*name) && team == TEAM_UNASSIGNED && difficulty == NUM_DIFFICULTY_LEVELS )
|
||
|
{
|
||
|
cv_bot_quota.SetValue( 0 );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
int newQuota = cv_bot_quota.GetInt() - collector.m_bots.Count();
|
||
|
cv_bot_quota.SetValue( clamp( newQuota, 0, cv_bot_quota.GetInt() ) );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
//--------------------------------------------------------------------------------------------------------------
|
||
|
CON_COMMAND_F( bot_knives_only, "Restricts the bots to only using knives", FCVAR_GAMEDLL )
|
||
|
{
|
||
|
if ( !UTIL_IsCommandIssuedByServerAdmin() )
|
||
|
return;
|
||
|
|
||
|
cv_bot_allow_pistols.SetValue( 0 );
|
||
|
cv_bot_allow_shotguns.SetValue( 0 );
|
||
|
cv_bot_allow_sub_machine_guns.SetValue( 0 );
|
||
|
cv_bot_allow_rifles.SetValue( 0 );
|
||
|
cv_bot_allow_machine_guns.SetValue( 0 );
|
||
|
cv_bot_allow_grenades.SetValue( 0 );
|
||
|
cv_bot_allow_snipers.SetValue( 0 );
|
||
|
#ifdef CS_SHIELD_ENABLED
|
||
|
cv_bot_allow_shield.SetValue( 0 );
|
||
|
#endif // CS_SHIELD_ENABLED
|
||
|
}
|
||
|
|
||
|
|
||
|
//--------------------------------------------------------------------------------------------------------------
|
||
|
CON_COMMAND_F( bot_pistols_only, "Restricts the bots to only using pistols", FCVAR_GAMEDLL )
|
||
|
{
|
||
|
if ( !UTIL_IsCommandIssuedByServerAdmin() )
|
||
|
return;
|
||
|
|
||
|
cv_bot_allow_pistols.SetValue( 1 );
|
||
|
cv_bot_allow_shotguns.SetValue( 0 );
|
||
|
cv_bot_allow_sub_machine_guns.SetValue( 0 );
|
||
|
cv_bot_allow_rifles.SetValue( 0 );
|
||
|
cv_bot_allow_machine_guns.SetValue( 0 );
|
||
|
cv_bot_allow_grenades.SetValue( 0 );
|
||
|
cv_bot_allow_snipers.SetValue( 0 );
|
||
|
#ifdef CS_SHIELD_ENABLED
|
||
|
cv_bot_allow_shield.SetValue( 0 );
|
||
|
#endif // CS_SHIELD_ENABLED
|
||
|
}
|
||
|
|
||
|
|
||
|
//--------------------------------------------------------------------------------------------------------------
|
||
|
CON_COMMAND_F( bot_snipers_only, "Restricts the bots to only using sniper rifles", FCVAR_GAMEDLL )
|
||
|
{
|
||
|
if ( !UTIL_IsCommandIssuedByServerAdmin() )
|
||
|
return;
|
||
|
|
||
|
cv_bot_allow_pistols.SetValue( 0 );
|
||
|
cv_bot_allow_shotguns.SetValue( 0 );
|
||
|
cv_bot_allow_sub_machine_guns.SetValue( 0 );
|
||
|
cv_bot_allow_rifles.SetValue( 0 );
|
||
|
cv_bot_allow_machine_guns.SetValue( 0 );
|
||
|
cv_bot_allow_grenades.SetValue( 0 );
|
||
|
cv_bot_allow_snipers.SetValue( 1 );
|
||
|
#ifdef CS_SHIELD_ENABLED
|
||
|
cv_bot_allow_shield.SetValue( 0 );
|
||
|
#endif // CS_SHIELD_ENABLED
|
||
|
}
|
||
|
|
||
|
|
||
|
//--------------------------------------------------------------------------------------------------------------
|
||
|
CON_COMMAND_F( bot_all_weapons, "Allows the bots to use all weapons", FCVAR_GAMEDLL )
|
||
|
{
|
||
|
if ( !UTIL_IsCommandIssuedByServerAdmin() )
|
||
|
return;
|
||
|
|
||
|
cv_bot_allow_pistols.SetValue( 1 );
|
||
|
cv_bot_allow_shotguns.SetValue( 1 );
|
||
|
cv_bot_allow_sub_machine_guns.SetValue( 1 );
|
||
|
cv_bot_allow_rifles.SetValue( 1 );
|
||
|
cv_bot_allow_machine_guns.SetValue( 1 );
|
||
|
cv_bot_allow_grenades.SetValue( 1 );
|
||
|
cv_bot_allow_snipers.SetValue( 1 );
|
||
|
#ifdef CS_SHIELD_ENABLED
|
||
|
cv_bot_allow_shield.SetValue( 1 );
|
||
|
#endif // CS_SHIELD_ENABLED
|
||
|
}
|
||
|
|
||
|
|
||
|
//--------------------------------------------------------------------------------------------------------------
|
||
|
CON_COMMAND_F( bot_goto_mark, "Sends a bot to the selected nav area (useful for testing navigation meshes)", FCVAR_GAMEDLL | FCVAR_CHEAT )
|
||
|
{
|
||
|
if ( !UTIL_IsCommandIssuedByServerAdmin() )
|
||
|
return;
|
||
|
|
||
|
// tell the first bot we find to go to our marked area
|
||
|
CNavArea *area = TheNavMesh->GetMarkedArea();
|
||
|
if (area)
|
||
|
{
|
||
|
for ( int i = 1; i <= gpGlobals->maxClients; ++i )
|
||
|
{
|
||
|
CBasePlayer *player = static_cast<CBasePlayer *>( UTIL_PlayerByIndex( i ) );
|
||
|
|
||
|
if (player == NULL)
|
||
|
continue;
|
||
|
|
||
|
if (player->IsBot())
|
||
|
{
|
||
|
CCSBot *bot = dynamic_cast<CCSBot *>( player );
|
||
|
|
||
|
if ( bot )
|
||
|
{
|
||
|
bot->MoveTo( area->GetCenter(), FASTEST_ROUTE );
|
||
|
}
|
||
|
|
||
|
break;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
//--------------------------------------------------------------------------------------------------------------
|
||
|
#if 0
|
||
|
CON_COMMAND_F( bot_memory_usage, "Reports on the bots' memory usage", FCVAR_GAMEDLL )
|
||
|
{
|
||
|
if ( !UTIL_IsCommandIssuedByServerAdmin() )
|
||
|
return;
|
||
|
|
||
|
Msg( "Memory usage:\n" );
|
||
|
|
||
|
Msg( " %d bytes per bot\n", sizeof(CCSBot) );
|
||
|
|
||
|
Msg( " %d Navigation Areas @ %d bytes each = %d bytes\n",
|
||
|
TheNavMesh->GetNavAreaCount(),
|
||
|
sizeof( CNavArea ),
|
||
|
TheNavMesh->GetNavAreaCount() * sizeof( CNavArea ) );
|
||
|
|
||
|
Msg( " %d Hiding Spots @ %d bytes each = %d bytes\n",
|
||
|
TheHidingSpotList.Count(),
|
||
|
sizeof( HidingSpot ),
|
||
|
TheHidingSpotList.Count() * sizeof( HidingSpot ) );
|
||
|
|
||
|
/*
|
||
|
unsigned int encounterMem = 0;
|
||
|
FOR_EACH_LL( TheNavAreaList, it )
|
||
|
{
|
||
|
CNavArea *area = TheNavAreaList[ it ];
|
||
|
|
||
|
FOR_EACH_LL( area->m_spotEncounterList, it )
|
||
|
{
|
||
|
SpotEncounter *se = area->m_spotEncounterList[ it ];
|
||
|
|
||
|
encounterMem += sizeof( SpotEncounter );
|
||
|
encounterMem += se->spotList.Count() * sizeof( SpotOrder );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
Msg( " Encounter Spot data = %d bytes\n", encounterMem );
|
||
|
*/
|
||
|
}
|
||
|
#endif
|
||
|
|
||
|
|
||
|
bool CCSBotManager::ServerCommand( const char *cmd )
|
||
|
{
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
|
||
|
bool CCSBotManager::ClientCommand( CBasePlayer *player, const CCommand &args )
|
||
|
{
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
|
||
|
/**
|
||
|
* Process the "bot_add" console command
|
||
|
*/
|
||
|
bool CCSBotManager::BotAddCommand( int team, bool isFromConsole, const char *profileName, CSWeaponType weaponType, BotDifficultyType difficulty )
|
||
|
{
|
||
|
if ( !TheNavMesh->IsLoaded() )
|
||
|
{
|
||
|
// If there isn't a Navigation Mesh in memory, create one
|
||
|
if ( !TheNavMesh->IsGenerating() )
|
||
|
{
|
||
|
if ( !m_isMapDataLoaded )
|
||
|
{
|
||
|
TheNavMesh->BeginGeneration();
|
||
|
m_isMapDataLoaded = true;
|
||
|
}
|
||
|
return false;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// dont allow bots to join if the Navigation Mesh is being generated
|
||
|
if (TheNavMesh->IsGenerating())
|
||
|
return false;
|
||
|
|
||
|
const BotProfile *profile = NULL;
|
||
|
|
||
|
if ( !isFromConsole )
|
||
|
{
|
||
|
profileName = NULL;
|
||
|
difficulty = GetDifficultyLevel();
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
if ( difficulty == NUM_DIFFICULTY_LEVELS )
|
||
|
{
|
||
|
difficulty = GetDifficultyLevel();
|
||
|
}
|
||
|
|
||
|
// if team not specified, check bot_join_team cvar for preference
|
||
|
if (team == TEAM_UNASSIGNED)
|
||
|
{
|
||
|
if (!stricmp( cv_bot_join_team.GetString(), "T" ))
|
||
|
team = TEAM_TERRORIST;
|
||
|
else if (!stricmp( cv_bot_join_team.GetString(), "CT" ))
|
||
|
team = TEAM_CT;
|
||
|
else
|
||
|
team = CSGameRules()->SelectDefaultTeam();
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if ( profileName && *profileName )
|
||
|
{
|
||
|
// in career, ignore humans, since we want to add anyway
|
||
|
bool ignoreHumans = CSGameRules()->IsCareer();
|
||
|
if (UTIL_IsNameTaken( profileName, ignoreHumans ))
|
||
|
{
|
||
|
if ( isFromConsole )
|
||
|
{
|
||
|
Msg( "Error - %s is already in the game.\n", profileName );
|
||
|
}
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
// try to add a bot by name
|
||
|
profile = TheBotProfiles->GetProfile( profileName, team );
|
||
|
if ( !profile )
|
||
|
{
|
||
|
// try to add a bot by template
|
||
|
profile = TheBotProfiles->GetProfileMatchingTemplate( profileName, team, difficulty );
|
||
|
if ( !profile )
|
||
|
{
|
||
|
if ( isFromConsole )
|
||
|
{
|
||
|
Msg( "Error - no profile for '%s' exists.\n", profileName );
|
||
|
}
|
||
|
return true;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
// if team not specified, check bot_join_team cvar for preference
|
||
|
if (team == TEAM_UNASSIGNED)
|
||
|
{
|
||
|
if (!stricmp( cv_bot_join_team.GetString(), "T" ))
|
||
|
team = TEAM_TERRORIST;
|
||
|
else if (!stricmp( cv_bot_join_team.GetString(), "CT" ))
|
||
|
team = TEAM_CT;
|
||
|
else
|
||
|
team = CSGameRules()->SelectDefaultTeam();
|
||
|
}
|
||
|
|
||
|
profile = TheBotProfiles->GetRandomProfile( difficulty, team, weaponType );
|
||
|
if (profile == NULL)
|
||
|
{
|
||
|
if ( isFromConsole )
|
||
|
{
|
||
|
Msg( "All bot profiles at this difficulty level are in use.\n" );
|
||
|
}
|
||
|
return true;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if (team == TEAM_UNASSIGNED || team == TEAM_SPECTATOR)
|
||
|
{
|
||
|
if ( isFromConsole )
|
||
|
{
|
||
|
Msg( "Could not add bot to the game: The game is full\n" );
|
||
|
}
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
if (CSGameRules()->TeamFull( team ))
|
||
|
{
|
||
|
if ( isFromConsole )
|
||
|
{
|
||
|
Msg( "Could not add bot to the game: Team is full\n" );
|
||
|
}
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
if (CSGameRules()->TeamStacked( team, TEAM_UNASSIGNED ))
|
||
|
{
|
||
|
if ( isFromConsole )
|
||
|
{
|
||
|
Msg( "Could not add bot to the game: Team is stacked (to disable this check, set mp_autoteambalance to zero, increase mp_limitteams, and restart the round).\n" );
|
||
|
}
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
// create the actual bot
|
||
|
CCSBot *bot = CreateBot<CCSBot>( profile, team );
|
||
|
|
||
|
if (bot == NULL)
|
||
|
{
|
||
|
if ( isFromConsole )
|
||
|
{
|
||
|
Msg( "Error: CreateBot() failed.\n" );
|
||
|
}
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
if (isFromConsole)
|
||
|
{
|
||
|
// increase the bot quota to account for manually added bot
|
||
|
cv_bot_quota.SetValue( cv_bot_quota.GetInt() + 1 );
|
||
|
}
|
||
|
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
int UTIL_CSSBotsInGame()
|
||
|
{
|
||
|
int count = 0;
|
||
|
|
||
|
for (int i = 1; i <= gpGlobals->maxClients; ++i )
|
||
|
{
|
||
|
CCSBot *player = dynamic_cast<CCSBot *>(UTIL_PlayerByIndex( i ));
|
||
|
|
||
|
if ( player == NULL )
|
||
|
continue;
|
||
|
|
||
|
count++;
|
||
|
}
|
||
|
|
||
|
return count;
|
||
|
}
|
||
|
|
||
|
bool UTIL_CSSKickBotFromTeam( int kickTeam )
|
||
|
{
|
||
|
int i;
|
||
|
|
||
|
// try to kick a dead bot first
|
||
|
for ( i = 1; i <= gpGlobals->maxClients; ++i )
|
||
|
{
|
||
|
CCSBot *player = dynamic_cast<CCSBot *>( UTIL_PlayerByIndex( i ) );
|
||
|
|
||
|
if (player == NULL)
|
||
|
continue;
|
||
|
|
||
|
if (!player->IsAlive() && player->GetTeamNumber() == kickTeam)
|
||
|
{
|
||
|
// its a bot on the right team - kick it
|
||
|
engine->ServerCommand( UTIL_VarArgs( "kick \"%s\"\n", player->GetPlayerName() ) );
|
||
|
|
||
|
return true;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// no dead bots, kick any bot on the given team
|
||
|
for ( i = 1; i <= gpGlobals->maxClients; ++i )
|
||
|
{
|
||
|
CCSBot *player = dynamic_cast<CCSBot *>( UTIL_PlayerByIndex( i ) );
|
||
|
|
||
|
if (player == NULL)
|
||
|
continue;
|
||
|
|
||
|
if (player->GetTeamNumber() == kickTeam)
|
||
|
{
|
||
|
// its a bot on the right team - kick it
|
||
|
engine->ServerCommand( UTIL_VarArgs( "kick \"%s\"\n", player->GetPlayerName() ) );
|
||
|
|
||
|
return true;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
|
||
|
//--------------------------------------------------------------------------------------------------------------
|
||
|
/**
|
||
|
* Keep a minimum quota of bots in the game
|
||
|
*/
|
||
|
void CCSBotManager::MaintainBotQuota( void )
|
||
|
{
|
||
|
if ( !AreBotsAllowed() )
|
||
|
return;
|
||
|
|
||
|
if (TheNavMesh->IsGenerating())
|
||
|
return;
|
||
|
|
||
|
int totalHumansInGame = UTIL_HumansInGame();
|
||
|
int humanPlayersInGame = UTIL_HumansInGame( IGNORE_SPECTATORS );
|
||
|
|
||
|
// don't add bots until local player has been registered, to make sure he's player ID #1
|
||
|
if (!engine->IsDedicatedServer() && totalHumansInGame == 0)
|
||
|
return;
|
||
|
|
||
|
// new players can't spawn immediately after the round has been going for some time
|
||
|
if ( !CSGameRules() || !TheCSBots() )
|
||
|
{
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
int desiredBotCount = cv_bot_quota.GetInt();
|
||
|
int botsInGame = UTIL_CSSBotsInGame();
|
||
|
|
||
|
/// isRoundInProgress is true if the round has progressed far enough that new players will join as dead.
|
||
|
bool isRoundInProgress = CSGameRules()->m_bFirstConnected &&
|
||
|
!TheCSBots()->IsRoundOver() &&
|
||
|
( CSGameRules()->GetRoundElapsedTime() >= 20.0f );
|
||
|
|
||
|
if ( FStrEq( cv_bot_quota_mode.GetString(), "fill" ) )
|
||
|
{
|
||
|
// If bot_quota_mode is 'fill', we want the number of bots and humans together to equal bot_quota
|
||
|
// unless the round is already in progress, in which case we play with what we've been dealt
|
||
|
if ( !isRoundInProgress )
|
||
|
{
|
||
|
desiredBotCount = MAX( 0, desiredBotCount - humanPlayersInGame );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
desiredBotCount = botsInGame;
|
||
|
}
|
||
|
}
|
||
|
else if ( FStrEq( cv_bot_quota_mode.GetString(), "match" ) )
|
||
|
{
|
||
|
// If bot_quota_mode is 'match', we want the number of bots to be bot_quota * total humans
|
||
|
// unless the round is already in progress, in which case we play with what we've been dealt
|
||
|
if ( !isRoundInProgress )
|
||
|
{
|
||
|
desiredBotCount = (int)MAX( 0, cv_bot_quota.GetFloat() * humanPlayersInGame );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
desiredBotCount = botsInGame;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// wait for a player to join, if necessary
|
||
|
if (cv_bot_join_after_player.GetBool())
|
||
|
{
|
||
|
if (humanPlayersInGame == 0)
|
||
|
desiredBotCount = 0;
|
||
|
}
|
||
|
|
||
|
// wait until the map has been loaded for a bit, to allow players to transition across
|
||
|
// the transition without missing the pistol round
|
||
|
if ( bot_join_delay.GetInt() > CSGameRules()->GetMapElapsedTime() )
|
||
|
{
|
||
|
desiredBotCount = 0;
|
||
|
}
|
||
|
|
||
|
// if bots will auto-vacate, we need to keep one slot open to allow players to join
|
||
|
if (cv_bot_auto_vacate.GetBool())
|
||
|
desiredBotCount = MIN( desiredBotCount, gpGlobals->maxClients - (humanPlayersInGame + 1) );
|
||
|
else
|
||
|
desiredBotCount = MIN( desiredBotCount, gpGlobals->maxClients - humanPlayersInGame );
|
||
|
|
||
|
// Try to balance teams, if we are in the first 20 seconds of a round and bots can join either team.
|
||
|
if ( botsInGame > 0 && desiredBotCount == botsInGame && CSGameRules()->m_bFirstConnected )
|
||
|
{
|
||
|
if ( CSGameRules()->GetRoundElapsedTime() < 20.0f ) // new bots can still spawn during this time
|
||
|
{
|
||
|
if ( mp_autoteambalance.GetBool() )
|
||
|
{
|
||
|
int numAliveTerrorist;
|
||
|
int numAliveCT;
|
||
|
int numDeadTerrorist;
|
||
|
int numDeadCT;
|
||
|
CSGameRules()->InitializePlayerCounts( numAliveTerrorist, numAliveCT, numDeadTerrorist, numDeadCT );
|
||
|
|
||
|
if ( !FStrEq( cv_bot_join_team.GetString(), "T" ) &&
|
||
|
!FStrEq( cv_bot_join_team.GetString(), "CT" ) )
|
||
|
{
|
||
|
if ( numAliveTerrorist > CSGameRules()->m_iNumCT + 1 )
|
||
|
{
|
||
|
if ( UTIL_KickBotFromTeam( TEAM_TERRORIST ) )
|
||
|
return;
|
||
|
}
|
||
|
else if ( numAliveCT > CSGameRules()->m_iNumTerrorist + 1 )
|
||
|
{
|
||
|
if ( UTIL_KickBotFromTeam( TEAM_CT ) )
|
||
|
return;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// add bots if necessary
|
||
|
if (desiredBotCount > botsInGame)
|
||
|
{
|
||
|
// don't try to add a bot if all teams are full
|
||
|
if (!CSGameRules()->TeamFull( TEAM_TERRORIST ) || !CSGameRules()->TeamFull( TEAM_CT ))
|
||
|
TheCSBots()->BotAddCommand( TEAM_UNASSIGNED );
|
||
|
}
|
||
|
else if (desiredBotCount < botsInGame)
|
||
|
{
|
||
|
// kick a bot to maintain quota
|
||
|
|
||
|
// first remove any unassigned bots
|
||
|
if (UTIL_CSSKickBotFromTeam( TEAM_UNASSIGNED ))
|
||
|
return;
|
||
|
|
||
|
int kickTeam;
|
||
|
|
||
|
// remove from the team that has more players
|
||
|
if (CSGameRules()->m_iNumTerrorist > CSGameRules()->m_iNumCT)
|
||
|
{
|
||
|
kickTeam = TEAM_TERRORIST;
|
||
|
}
|
||
|
else if (CSGameRules()->m_iNumTerrorist < CSGameRules()->m_iNumCT)
|
||
|
{
|
||
|
kickTeam = TEAM_CT;
|
||
|
}
|
||
|
|
||
|
// remove from the team that's winning
|
||
|
else if (CSGameRules()->m_iNumTerroristWins > CSGameRules()->m_iNumCTWins)
|
||
|
{
|
||
|
kickTeam = TEAM_TERRORIST;
|
||
|
}
|
||
|
else if (CSGameRules()->m_iNumCTWins > CSGameRules()->m_iNumTerroristWins)
|
||
|
{
|
||
|
kickTeam = TEAM_CT;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
// teams and scores are equal, pick a team at random
|
||
|
kickTeam = (RandomInt( 0, 1 ) == 0) ? TEAM_CT : TEAM_TERRORIST;
|
||
|
}
|
||
|
|
||
|
// attempt to kick a bot from the given team
|
||
|
if (UTIL_CSSKickBotFromTeam( kickTeam ))
|
||
|
return;
|
||
|
|
||
|
// if there were no bots on the team, kick a bot from the other team
|
||
|
if (kickTeam == TEAM_TERRORIST)
|
||
|
UTIL_CSSKickBotFromTeam( TEAM_CT );
|
||
|
else
|
||
|
UTIL_CSSKickBotFromTeam( TEAM_TERRORIST );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
//--------------------------------------------------------------------------------------------------------------
|
||
|
/**
|
||
|
* Collect all nav areas that overlap the given zone
|
||
|
*/
|
||
|
class CollectOverlappingAreas
|
||
|
{
|
||
|
public:
|
||
|
CollectOverlappingAreas( CCSBotManager::Zone *zone )
|
||
|
{
|
||
|
m_zone = zone;
|
||
|
|
||
|
zone->m_areaCount = 0;
|
||
|
}
|
||
|
|
||
|
bool operator() ( CNavArea *area )
|
||
|
{
|
||
|
Extent areaExtent;
|
||
|
area->GetExtent(&areaExtent);
|
||
|
|
||
|
if (areaExtent.hi.x >= m_zone->m_extent.lo.x && areaExtent.lo.x <= m_zone->m_extent.hi.x &&
|
||
|
areaExtent.hi.y >= m_zone->m_extent.lo.y && areaExtent.lo.y <= m_zone->m_extent.hi.y &&
|
||
|
areaExtent.hi.z >= m_zone->m_extent.lo.z && areaExtent.lo.z <= m_zone->m_extent.hi.z)
|
||
|
{
|
||
|
// area overlaps m_zone
|
||
|
m_zone->m_area[ m_zone->m_areaCount++ ] = area;
|
||
|
if (m_zone->m_areaCount == CCSBotManager::MAX_ZONE_NAV_AREAS)
|
||
|
{
|
||
|
return false;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
private:
|
||
|
CCSBotManager::Zone *m_zone;
|
||
|
};
|
||
|
|
||
|
|
||
|
//--------------------------------------------------------------------------------------------------------------
|
||
|
/**
|
||
|
* Search the map entities to determine the game scenario and define important zones.
|
||
|
*/
|
||
|
void CCSBotManager::ExtractScenarioData( void )
|
||
|
{
|
||
|
if (!TheNavMesh->IsLoaded())
|
||
|
return;
|
||
|
|
||
|
m_zoneCount = 0;
|
||
|
m_gameScenario = SCENARIO_DEATHMATCH;
|
||
|
|
||
|
|
||
|
//
|
||
|
// Search all entities in the map and set the game type and
|
||
|
// store all zones (bomb target, etc).
|
||
|
//
|
||
|
CBaseEntity *entity;
|
||
|
int i;
|
||
|
for( i=1; i<gpGlobals->maxEntities; ++i )
|
||
|
{
|
||
|
entity = CBaseEntity::Instance( engine->PEntityOfEntIndex( i ) );
|
||
|
|
||
|
if (entity == NULL)
|
||
|
continue;
|
||
|
|
||
|
bool found = false;
|
||
|
bool isLegacy = false;
|
||
|
|
||
|
if (FClassnameIs( entity, "func_bomb_target" ))
|
||
|
{
|
||
|
m_gameScenario = SCENARIO_DEFUSE_BOMB;
|
||
|
found = true;
|
||
|
isLegacy = false;
|
||
|
}
|
||
|
else if (FClassnameIs( entity, "info_bomb_target" ))
|
||
|
{
|
||
|
m_gameScenario = SCENARIO_DEFUSE_BOMB;
|
||
|
found = true;
|
||
|
isLegacy = true;
|
||
|
}
|
||
|
else if (FClassnameIs( entity, "func_hostage_rescue" ))
|
||
|
{
|
||
|
m_gameScenario = SCENARIO_RESCUE_HOSTAGES;
|
||
|
found = true;
|
||
|
isLegacy = false;
|
||
|
}
|
||
|
else if (FClassnameIs( entity, "info_hostage_rescue" ))
|
||
|
{
|
||
|
m_gameScenario = SCENARIO_RESCUE_HOSTAGES;
|
||
|
found = true;
|
||
|
isLegacy = true;
|
||
|
}
|
||
|
else if (FClassnameIs( entity, "hostage_entity" ))
|
||
|
{
|
||
|
// some very old maps (ie: cs_assault) use info_player_start
|
||
|
// as rescue zones, so set the scenario if there are hostages
|
||
|
// in the map
|
||
|
m_gameScenario = SCENARIO_RESCUE_HOSTAGES;
|
||
|
}
|
||
|
else if (FClassnameIs( entity, "func_vip_safetyzone" ))
|
||
|
{
|
||
|
m_gameScenario = SCENARIO_ESCORT_VIP;
|
||
|
found = true;
|
||
|
isLegacy = false;
|
||
|
}
|
||
|
|
||
|
if (found)
|
||
|
{
|
||
|
if (m_zoneCount < MAX_ZONES)
|
||
|
{
|
||
|
Vector absmin, absmax;
|
||
|
entity->CollisionProp()->WorldSpaceAABB( &absmin, &absmax );
|
||
|
|
||
|
m_zone[ m_zoneCount ].m_isBlocked = false;
|
||
|
m_zone[ m_zoneCount ].m_center = (isLegacy) ? entity->GetAbsOrigin() : (absmin + absmax)/2.0f;
|
||
|
m_zone[ m_zoneCount ].m_isLegacy = isLegacy;
|
||
|
m_zone[ m_zoneCount ].m_index = m_zoneCount;
|
||
|
m_zone[ m_zoneCount++ ].m_entity = entity;
|
||
|
}
|
||
|
else
|
||
|
Msg( "Warning: Too many zones, some will be ignored.\n" );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
//
|
||
|
// If there are no zones and the scenario is hostage rescue,
|
||
|
// use the info_player_start entities as rescue zones.
|
||
|
//
|
||
|
if (m_zoneCount == 0 && m_gameScenario == SCENARIO_RESCUE_HOSTAGES)
|
||
|
{
|
||
|
for( entity = gEntList.FindEntityByClassname( NULL, "info_player_start" );
|
||
|
entity && !FNullEnt( entity->edict() );
|
||
|
entity = gEntList.FindEntityByClassname( entity, "info_player_start" ) )
|
||
|
{
|
||
|
if (m_zoneCount < MAX_ZONES)
|
||
|
{
|
||
|
m_zone[ m_zoneCount ].m_isBlocked = false;
|
||
|
m_zone[ m_zoneCount ].m_center = entity->GetAbsOrigin();
|
||
|
m_zone[ m_zoneCount ].m_isLegacy = true;
|
||
|
m_zone[ m_zoneCount ].m_index = m_zoneCount;
|
||
|
m_zone[ m_zoneCount++ ].m_entity = entity;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
Msg( "Warning: Too many zones, some will be ignored.\n" );
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
//
|
||
|
// Collect nav areas that overlap each zone
|
||
|
//
|
||
|
for( i=0; i<m_zoneCount; ++i )
|
||
|
{
|
||
|
Zone *zone = &m_zone[i];
|
||
|
|
||
|
if (zone->m_isLegacy)
|
||
|
{
|
||
|
const float legacyRange = 256.0f;
|
||
|
zone->m_extent.lo.x = zone->m_center.x - legacyRange;
|
||
|
zone->m_extent.lo.y = zone->m_center.y - legacyRange;
|
||
|
zone->m_extent.lo.z = zone->m_center.z - legacyRange;
|
||
|
zone->m_extent.hi.x = zone->m_center.x + legacyRange;
|
||
|
zone->m_extent.hi.y = zone->m_center.y + legacyRange;
|
||
|
zone->m_extent.hi.z = zone->m_center.z + legacyRange;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
Vector absmin, absmax;
|
||
|
zone->m_entity->CollisionProp()->WorldSpaceAABB( &absmin, &absmax );
|
||
|
|
||
|
zone->m_extent.lo = absmin;
|
||
|
zone->m_extent.hi = absmax;
|
||
|
}
|
||
|
|
||
|
// ensure Z overlap
|
||
|
const float zFudge = 50.0f;
|
||
|
zone->m_extent.lo.z -= zFudge;
|
||
|
zone->m_extent.hi.z += zFudge;
|
||
|
|
||
|
// build a list of nav areas that overlap this zone
|
||
|
CollectOverlappingAreas collector( zone );
|
||
|
TheNavMesh->ForAllAreas( collector );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
//--------------------------------------------------------------------------------------------------------------
|
||
|
/**
|
||
|
* Return the zone that contains the given position
|
||
|
*/
|
||
|
const CCSBotManager::Zone *CCSBotManager::GetZone( const Vector &pos ) const
|
||
|
{
|
||
|
for( int z=0; z<m_zoneCount; ++z )
|
||
|
{
|
||
|
if (m_zone[z].m_extent.Contains( pos ))
|
||
|
{
|
||
|
return &m_zone[z];
|
||
|
}
|
||
|
}
|
||
|
|
||
|
return NULL;
|
||
|
}
|
||
|
|
||
|
//--------------------------------------------------------------------------------------------------------------
|
||
|
/**
|
||
|
* Return the closest zone to the given position
|
||
|
*/
|
||
|
const CCSBotManager::Zone *CCSBotManager::GetClosestZone( const Vector &pos ) const
|
||
|
{
|
||
|
const Zone *close = NULL;
|
||
|
float closeRangeSq = 999999999.9f;
|
||
|
|
||
|
for( int z=0; z<m_zoneCount; ++z )
|
||
|
{
|
||
|
if ( m_zone[z].m_isBlocked )
|
||
|
continue;
|
||
|
|
||
|
float rangeSq = (m_zone[z].m_center - pos).LengthSqr();
|
||
|
|
||
|
if (rangeSq < closeRangeSq)
|
||
|
{
|
||
|
closeRangeSq = rangeSq;
|
||
|
close = &m_zone[z];
|
||
|
}
|
||
|
}
|
||
|
|
||
|
return close;
|
||
|
}
|
||
|
|
||
|
//--------------------------------------------------------------------------------------------------------------
|
||
|
/**
|
||
|
* Return a random position inside the given zone
|
||
|
*/
|
||
|
const Vector *CCSBotManager::GetRandomPositionInZone( const Zone *zone ) const
|
||
|
{
|
||
|
static Vector pos;
|
||
|
|
||
|
if (zone == NULL)
|
||
|
return NULL;
|
||
|
|
||
|
if (zone->m_areaCount == 0)
|
||
|
return NULL;
|
||
|
|
||
|
// pick a random overlapping area
|
||
|
CNavArea *area = GetRandomAreaInZone(zone);
|
||
|
|
||
|
// pick a location inside both the nav area and the zone
|
||
|
/// @todo Randomize this
|
||
|
|
||
|
if (zone->m_isLegacy)
|
||
|
{
|
||
|
/// @todo It is possible that the radius might not overlap this area at all...
|
||
|
area->GetClosestPointOnArea( zone->m_center, &pos );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
Extent areaExtent;
|
||
|
area->GetExtent(&areaExtent);
|
||
|
Extent overlap;
|
||
|
overlap.lo.x = MAX( areaExtent.lo.x, zone->m_extent.lo.x );
|
||
|
overlap.lo.y = MAX( areaExtent.lo.y, zone->m_extent.lo.y );
|
||
|
overlap.hi.x = MIN( areaExtent.hi.x, zone->m_extent.hi.x );
|
||
|
overlap.hi.y = MIN( areaExtent.hi.y, zone->m_extent.hi.y );
|
||
|
|
||
|
pos.x = (overlap.lo.x + overlap.hi.x)/2.0f;
|
||
|
pos.y = (overlap.lo.y + overlap.hi.y)/2.0f;
|
||
|
pos.z = area->GetZ( pos );
|
||
|
}
|
||
|
|
||
|
return &pos;
|
||
|
}
|
||
|
|
||
|
//--------------------------------------------------------------------------------------------------------------
|
||
|
/**
|
||
|
* Return a random area inside the given zone
|
||
|
*/
|
||
|
CNavArea *CCSBotManager::GetRandomAreaInZone( const Zone *zone ) const
|
||
|
{
|
||
|
int areaCount = zone->m_areaCount;
|
||
|
if( areaCount == 0 )
|
||
|
{
|
||
|
assert( false && "CCSBotManager::GetRandomAreaInZone: No areas for this zone" );
|
||
|
return NULL;
|
||
|
}
|
||
|
|
||
|
// Random, but weighted. Jump areas score zero, since you aren't ever meant to stop on one of those.
|
||
|
// Avoid areas score 1 to a normal area's 20 because pathfinding treats Avoid as a 20x penalty.
|
||
|
int totalWeight = 0;
|
||
|
for( int areaIndex = 0; areaIndex < areaCount; areaIndex++ )
|
||
|
{
|
||
|
CNavArea *currentArea = zone->m_area[areaIndex];
|
||
|
if( currentArea->GetAttributes() & NAV_MESH_JUMP )
|
||
|
totalWeight += 0;
|
||
|
else if( currentArea->GetAttributes() & NAV_MESH_AVOID )
|
||
|
totalWeight += 1;
|
||
|
else
|
||
|
totalWeight += 20;
|
||
|
}
|
||
|
|
||
|
if( totalWeight == 0 )
|
||
|
{
|
||
|
assert( false && "CCSBotManager::GetRandomAreaInZone: No real areas for this zone" );
|
||
|
return NULL;
|
||
|
}
|
||
|
|
||
|
int randomPick = RandomInt( 1, totalWeight );
|
||
|
|
||
|
for( int areaIndex = 0; areaIndex < areaCount; areaIndex++ )
|
||
|
{
|
||
|
CNavArea *currentArea = zone->m_area[areaIndex];
|
||
|
if( currentArea->GetAttributes() & NAV_MESH_JUMP )
|
||
|
randomPick -= 0;
|
||
|
else if( currentArea->GetAttributes() & NAV_MESH_AVOID )
|
||
|
randomPick -= 1;
|
||
|
else
|
||
|
randomPick -= 20;
|
||
|
|
||
|
if( randomPick <= 0 )
|
||
|
return currentArea;
|
||
|
}
|
||
|
|
||
|
// Won't ever get here, but the compiler will cry without it.
|
||
|
return zone->m_area[0];
|
||
|
}
|
||
|
|
||
|
|
||
|
//--------------------------------------------------------------------------------------------------------------
|
||
|
void CCSBotManager::OnServerShutdown( IGameEvent *event )
|
||
|
{
|
||
|
if ( !engine->IsDedicatedServer() )
|
||
|
{
|
||
|
// Since we're a listenserver, save some config info for the next time we start up
|
||
|
static const char *botVars[] =
|
||
|
{
|
||
|
"bot_quota",
|
||
|
"bot_difficulty",
|
||
|
"bot_chatter",
|
||
|
"bot_prefix",
|
||
|
"bot_join_team",
|
||
|
"bot_defer_to_human",
|
||
|
#ifdef CS_SHIELD_ENABLED
|
||
|
"bot_allow_shield",
|
||
|
#endif // CS_SHIELD_ENABLED
|
||
|
"bot_join_after_player",
|
||
|
"bot_allow_rogues",
|
||
|
"bot_allow_pistols",
|
||
|
"bot_allow_shotguns",
|
||
|
"bot_allow_sub_machine_guns",
|
||
|
"bot_allow_machine_guns",
|
||
|
"bot_allow_rifles",
|
||
|
"bot_allow_snipers",
|
||
|
"bot_allow_grenades"
|
||
|
};
|
||
|
|
||
|
KeyValues *data = new KeyValues( "ServerConfig" );
|
||
|
|
||
|
// load the config data
|
||
|
if (data)
|
||
|
{
|
||
|
data->LoadFromFile( filesystem, "ServerConfig.vdf", "GAME" );
|
||
|
for ( int i=0; i<sizeof(botVars)/sizeof(botVars[0]); ++i )
|
||
|
{
|
||
|
const char *varName = botVars[i];
|
||
|
if ( varName )
|
||
|
{
|
||
|
ConVar *var = cvar->FindVar( varName );
|
||
|
if ( var )
|
||
|
{
|
||
|
data->SetString( varName, var->GetString() );
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
data->SaveToFile( filesystem, "ServerConfig.vdf", "GAME" );
|
||
|
data->deleteThis();
|
||
|
}
|
||
|
return;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
//--------------------------------------------------------------------------------------------------------------
|
||
|
void CCSBotManager::OnPlayerFootstep( IGameEvent *event )
|
||
|
{
|
||
|
CCSBOTMANAGER_ITERATE_BOTS( OnPlayerFootstep, event );
|
||
|
}
|
||
|
|
||
|
|
||
|
//--------------------------------------------------------------------------------------------------------------
|
||
|
void CCSBotManager::OnPlayerRadio( IGameEvent *event )
|
||
|
{
|
||
|
// if it's an Enemy Spotted radio, update our enemy spotted timestamp
|
||
|
if ( event->GetInt( "slot" ) == RADIO_ENEMY_SPOTTED )
|
||
|
{
|
||
|
// to have some idea of when a human Player has seen an enemy
|
||
|
SetLastSeenEnemyTimestamp();
|
||
|
}
|
||
|
|
||
|
CCSBOTMANAGER_ITERATE_BOTS( OnPlayerRadio, event );
|
||
|
}
|
||
|
|
||
|
|
||
|
//--------------------------------------------------------------------------------------------------------------
|
||
|
void CCSBotManager::OnPlayerDeath( IGameEvent *event )
|
||
|
{
|
||
|
CCSBOTMANAGER_ITERATE_BOTS( OnPlayerDeath, event );
|
||
|
}
|
||
|
|
||
|
|
||
|
//--------------------------------------------------------------------------------------------------------------
|
||
|
void CCSBotManager::OnPlayerFallDamage( IGameEvent *event )
|
||
|
{
|
||
|
CCSBOTMANAGER_ITERATE_BOTS( OnPlayerFallDamage, event );
|
||
|
}
|
||
|
|
||
|
|
||
|
//--------------------------------------------------------------------------------------------------------------
|
||
|
void CCSBotManager::OnBombPickedUp( IGameEvent *event )
|
||
|
{
|
||
|
// bomb no longer loose
|
||
|
SetLooseBomb( NULL );
|
||
|
|
||
|
CCSBOTMANAGER_ITERATE_BOTS( OnBombPickedUp, event );
|
||
|
}
|
||
|
|
||
|
|
||
|
//--------------------------------------------------------------------------------------------------------------
|
||
|
void CCSBotManager::OnBombPlanted( IGameEvent *event )
|
||
|
{
|
||
|
m_isBombPlanted = true;
|
||
|
m_bombPlantTimestamp = gpGlobals->curtime;
|
||
|
|
||
|
CCSBOTMANAGER_ITERATE_BOTS( OnBombPlanted, event );
|
||
|
}
|
||
|
|
||
|
|
||
|
//--------------------------------------------------------------------------------------------------------------
|
||
|
void CCSBotManager::OnBombBeep( IGameEvent *event )
|
||
|
{
|
||
|
CCSBOTMANAGER_ITERATE_BOTS( OnBombBeep, event );
|
||
|
}
|
||
|
|
||
|
|
||
|
//--------------------------------------------------------------------------------------------------------------
|
||
|
void CCSBotManager::OnBombDefuseBegin( IGameEvent *event )
|
||
|
{
|
||
|
m_bombDefuser = static_cast<CCSPlayer *>( UTIL_PlayerByUserId( event->GetInt( "userid" ) ) );
|
||
|
|
||
|
CCSBOTMANAGER_ITERATE_BOTS( OnBombDefuseBegin, event );
|
||
|
}
|
||
|
|
||
|
|
||
|
//--------------------------------------------------------------------------------------------------------------
|
||
|
void CCSBotManager::OnBombDefused( IGameEvent *event )
|
||
|
{
|
||
|
m_isBombPlanted = false;
|
||
|
m_bombDefuser = NULL;
|
||
|
|
||
|
CCSBOTMANAGER_ITERATE_BOTS( OnBombDefused, event );
|
||
|
}
|
||
|
|
||
|
|
||
|
//--------------------------------------------------------------------------------------------------------------
|
||
|
void CCSBotManager::OnBombDefuseAbort( IGameEvent *event )
|
||
|
{
|
||
|
m_bombDefuser = NULL;
|
||
|
|
||
|
CCSBOTMANAGER_ITERATE_BOTS( OnBombDefuseAbort, event );
|
||
|
}
|
||
|
|
||
|
|
||
|
//--------------------------------------------------------------------------------------------------------------
|
||
|
void CCSBotManager::OnBombExploded( IGameEvent *event )
|
||
|
{
|
||
|
CCSBOTMANAGER_ITERATE_BOTS( OnBombExploded, event );
|
||
|
}
|
||
|
|
||
|
|
||
|
//--------------------------------------------------------------------------------------------------------------
|
||
|
void CCSBotManager::OnRoundEnd( IGameEvent *event )
|
||
|
{
|
||
|
m_isRoundOver = true;
|
||
|
|
||
|
CCSBOTMANAGER_ITERATE_BOTS( OnRoundEnd, event );
|
||
|
}
|
||
|
|
||
|
|
||
|
//--------------------------------------------------------------------------------------------------------------
|
||
|
void CCSBotManager::OnRoundStart( IGameEvent *event )
|
||
|
{
|
||
|
RestartRound();
|
||
|
|
||
|
CCSBOTMANAGER_ITERATE_BOTS( OnRoundStart, event );
|
||
|
}
|
||
|
|
||
|
|
||
|
//--------------------------------------------------------------------------------------------------------------
|
||
|
static CBaseEntity * SelectSpawnSpot( const char *pEntClassName )
|
||
|
{
|
||
|
CBaseEntity* pSpot = NULL;
|
||
|
|
||
|
// Find the next spawn spot.
|
||
|
pSpot = gEntList.FindEntityByClassname( pSpot, pEntClassName );
|
||
|
|
||
|
if ( pSpot == NULL ) // skip over the null point
|
||
|
pSpot = gEntList.FindEntityByClassname( pSpot, pEntClassName );
|
||
|
|
||
|
CBaseEntity *pFirstSpot = pSpot;
|
||
|
do
|
||
|
{
|
||
|
if ( pSpot )
|
||
|
{
|
||
|
// check if pSpot is valid
|
||
|
if ( pSpot->GetAbsOrigin() == Vector( 0, 0, 0 ) )
|
||
|
{
|
||
|
pSpot = gEntList.FindEntityByClassname( pSpot, pEntClassName );
|
||
|
continue;
|
||
|
}
|
||
|
|
||
|
// if so, go to pSpot
|
||
|
return pSpot;
|
||
|
}
|
||
|
// increment pSpot
|
||
|
pSpot = gEntList.FindEntityByClassname( pSpot, pEntClassName );
|
||
|
} while ( pSpot != pFirstSpot ); // loop if we're not back to the start
|
||
|
|
||
|
return NULL;
|
||
|
}
|
||
|
|
||
|
|
||
|
//--------------------------------------------------------------------------------------------------------------
|
||
|
/**
|
||
|
* Pathfind from each zone to a spawn point to ensure it is valid. Assumes that every spawn can pathfind to
|
||
|
* every other spawn.
|
||
|
*/
|
||
|
void CCSBotManager::CheckForBlockedZones( void )
|
||
|
{
|
||
|
CBaseEntity *pSpot = SelectSpawnSpot( "info_player_counterterrorist" );
|
||
|
if ( !pSpot )
|
||
|
pSpot = SelectSpawnSpot( "info_player_terrorist" );
|
||
|
|
||
|
if ( !pSpot )
|
||
|
return;
|
||
|
|
||
|
Vector spawnPos = pSpot->GetAbsOrigin();
|
||
|
CNavArea *spawnArea = TheNavMesh->GetNearestNavArea( spawnPos );
|
||
|
if ( !spawnArea )
|
||
|
return;
|
||
|
|
||
|
ShortestPathCost costFunc;
|
||
|
|
||
|
for( int i=0; i<m_zoneCount; ++i )
|
||
|
{
|
||
|
if (m_zone[i].m_areaCount == 0)
|
||
|
continue;
|
||
|
|
||
|
// just use the first overlapping nav area as a reasonable approximation
|
||
|
float dist = NavAreaTravelDistance( spawnArea, m_zone[i].m_area[0], costFunc );
|
||
|
m_zone[i].m_isBlocked = (dist < 0.0f );
|
||
|
|
||
|
if ( cv_bot_debug.GetInt() == 5 )
|
||
|
{
|
||
|
if ( m_zone[i].m_isBlocked )
|
||
|
DevMsg( "%.1f: Zone %d, area %d (%.0f %.0f %.0f) is blocked from spawn area %d (%.0f %.0f %.0f)\n",
|
||
|
gpGlobals->curtime, i, m_zone[i].m_area[0]->GetID(),
|
||
|
m_zone[i].m_area[0]->GetCenter().x, m_zone[i].m_area[0]->GetCenter().y, m_zone[i].m_area[0]->GetCenter().z,
|
||
|
spawnArea->GetID(),
|
||
|
spawnPos.x, spawnPos.y, spawnPos.z );
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
//--------------------------------------------------------------------------------------------------------------
|
||
|
void CCSBotManager::OnRoundFreezeEnd( IGameEvent *event )
|
||
|
{
|
||
|
bool reenableEvents = m_NavBlockedEvent.IsEnabled();
|
||
|
|
||
|
m_NavBlockedEvent.Enable( false ); // don't listen to nav_blocked events - there could be several, and we don't have bots pathing
|
||
|
CUtlVector< CNavArea * >& transientAreas = TheNavMesh->GetTransientAreas();
|
||
|
for ( int i=0; i<transientAreas.Count(); ++i )
|
||
|
{
|
||
|
CNavArea *area = transientAreas[i];
|
||
|
if ( area->GetAttributes() & NAV_MESH_TRANSIENT )
|
||
|
{
|
||
|
area->UpdateBlocked();
|
||
|
}
|
||
|
}
|
||
|
if ( reenableEvents )
|
||
|
{
|
||
|
m_NavBlockedEvent.Enable( true );
|
||
|
}
|
||
|
|
||
|
CheckForBlockedZones();
|
||
|
}
|
||
|
|
||
|
|
||
|
//--------------------------------------------------------------------------------------------------------------
|
||
|
void CCSBotManager::OnNavBlocked( IGameEvent *event )
|
||
|
{
|
||
|
CCSBOTMANAGER_ITERATE_BOTS( OnNavBlocked, event );
|
||
|
CheckForBlockedZones();
|
||
|
}
|
||
|
|
||
|
|
||
|
//--------------------------------------------------------------------------------------------------------------
|
||
|
void CCSBotManager::OnDoorMoving( IGameEvent *event )
|
||
|
{
|
||
|
CCSBOTMANAGER_ITERATE_BOTS( OnDoorMoving, event );
|
||
|
}
|
||
|
|
||
|
|
||
|
//--------------------------------------------------------------------------------------------------------------
|
||
|
/**
|
||
|
* Check all nav areas inside the breakable's extent to see if players would now fall through
|
||
|
*/
|
||
|
class CheckAreasOverlappingBreakable
|
||
|
{
|
||
|
public:
|
||
|
CheckAreasOverlappingBreakable( CBaseEntity *breakable )
|
||
|
{
|
||
|
m_breakable = breakable;
|
||
|
ICollideable *collideable = breakable->GetCollideable();
|
||
|
collideable->WorldSpaceSurroundingBounds( &m_breakableExtent.lo, &m_breakableExtent.hi );
|
||
|
|
||
|
const float expand = 10.0f;
|
||
|
m_breakableExtent.lo += Vector( -expand, -expand, -expand );
|
||
|
m_breakableExtent.hi += Vector( expand, expand, expand );
|
||
|
}
|
||
|
|
||
|
bool operator() ( CNavArea *area )
|
||
|
{
|
||
|
Extent areaExtent;
|
||
|
area->GetExtent(&areaExtent);
|
||
|
|
||
|
if (areaExtent.hi.x >= m_breakableExtent.lo.x && areaExtent.lo.x <= m_breakableExtent.hi.x &&
|
||
|
areaExtent.hi.y >= m_breakableExtent.lo.y && areaExtent.lo.y <= m_breakableExtent.hi.y &&
|
||
|
areaExtent.hi.z >= m_breakableExtent.lo.z && areaExtent.lo.z <= m_breakableExtent.hi.z)
|
||
|
{
|
||
|
// area overlaps the breakable
|
||
|
area->CheckFloor( m_breakable );
|
||
|
}
|
||
|
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
private:
|
||
|
Extent m_breakableExtent;
|
||
|
CBaseEntity *m_breakable;
|
||
|
};
|
||
|
|
||
|
|
||
|
//--------------------------------------------------------------------------------------------------------------
|
||
|
void CCSBotManager::OnBreakBreakable( IGameEvent *event )
|
||
|
{
|
||
|
CheckAreasOverlappingBreakable collector( UTIL_EntityByIndex( event->GetInt( "entindex" ) ) );
|
||
|
TheNavMesh->ForAllAreas( collector );
|
||
|
|
||
|
CCSBOTMANAGER_ITERATE_BOTS( OnBreakBreakable, event );
|
||
|
}
|
||
|
|
||
|
|
||
|
//--------------------------------------------------------------------------------------------------------------
|
||
|
void CCSBotManager::OnBreakProp( IGameEvent *event )
|
||
|
{
|
||
|
CheckAreasOverlappingBreakable collector( UTIL_EntityByIndex( event->GetInt( "entindex" ) ) );
|
||
|
TheNavMesh->ForAllAreas( collector );
|
||
|
|
||
|
CCSBOTMANAGER_ITERATE_BOTS( OnBreakProp, event );
|
||
|
}
|
||
|
|
||
|
|
||
|
//--------------------------------------------------------------------------------------------------------------
|
||
|
void CCSBotManager::OnHostageFollows( IGameEvent *event )
|
||
|
{
|
||
|
CCSBOTMANAGER_ITERATE_BOTS( OnHostageFollows, event );
|
||
|
}
|
||
|
|
||
|
|
||
|
//--------------------------------------------------------------------------------------------------------------
|
||
|
void CCSBotManager::OnHostageRescuedAll( IGameEvent *event )
|
||
|
{
|
||
|
CCSBOTMANAGER_ITERATE_BOTS( OnHostageRescuedAll, event );
|
||
|
}
|
||
|
|
||
|
|
||
|
//--------------------------------------------------------------------------------------------------------------
|
||
|
void CCSBotManager::OnWeaponFire( IGameEvent *event )
|
||
|
{
|
||
|
CCSBOTMANAGER_ITERATE_BOTS( OnWeaponFire, event );
|
||
|
}
|
||
|
|
||
|
|
||
|
//--------------------------------------------------------------------------------------------------------------
|
||
|
void CCSBotManager::OnWeaponFireOnEmpty( IGameEvent *event )
|
||
|
{
|
||
|
CCSBOTMANAGER_ITERATE_BOTS( OnWeaponFireOnEmpty, event );
|
||
|
}
|
||
|
|
||
|
|
||
|
//--------------------------------------------------------------------------------------------------------------
|
||
|
void CCSBotManager::OnWeaponReload( IGameEvent *event )
|
||
|
{
|
||
|
CCSBOTMANAGER_ITERATE_BOTS( OnWeaponReload, event );
|
||
|
}
|
||
|
|
||
|
|
||
|
//--------------------------------------------------------------------------------------------------------------
|
||
|
void CCSBotManager::OnWeaponZoom( IGameEvent *event )
|
||
|
{
|
||
|
CCSBOTMANAGER_ITERATE_BOTS( OnWeaponZoom, event );
|
||
|
}
|
||
|
|
||
|
|
||
|
//--------------------------------------------------------------------------------------------------------------
|
||
|
void CCSBotManager::OnBulletImpact( IGameEvent *event )
|
||
|
{
|
||
|
CCSBOTMANAGER_ITERATE_BOTS( OnBulletImpact, event );
|
||
|
}
|
||
|
|
||
|
|
||
|
//--------------------------------------------------------------------------------------------------------------
|
||
|
void CCSBotManager::OnHEGrenadeDetonate( IGameEvent *event )
|
||
|
{
|
||
|
CCSBOTMANAGER_ITERATE_BOTS( OnHEGrenadeDetonate, event );
|
||
|
}
|
||
|
|
||
|
|
||
|
//--------------------------------------------------------------------------------------------------------------
|
||
|
void CCSBotManager::OnFlashbangDetonate( IGameEvent *event )
|
||
|
{
|
||
|
CCSBOTMANAGER_ITERATE_BOTS( OnFlashbangDetonate, event );
|
||
|
}
|
||
|
|
||
|
|
||
|
//--------------------------------------------------------------------------------------------------------------
|
||
|
void CCSBotManager::OnSmokeGrenadeDetonate( IGameEvent *event )
|
||
|
{
|
||
|
CCSBOTMANAGER_ITERATE_BOTS( OnSmokeGrenadeDetonate, event );
|
||
|
}
|
||
|
|
||
|
|
||
|
//--------------------------------------------------------------------------------------------------------------
|
||
|
void CCSBotManager::OnGrenadeBounce( IGameEvent *event )
|
||
|
{
|
||
|
CCSBOTMANAGER_ITERATE_BOTS( OnGrenadeBounce, event );
|
||
|
}
|
||
|
|
||
|
|
||
|
//--------------------------------------------------------------------------------------------------------------
|
||
|
/**
|
||
|
* Get the time remaining before the planted bomb explodes
|
||
|
*/
|
||
|
float CCSBotManager::GetBombTimeLeft( void ) const
|
||
|
{
|
||
|
return (mp_c4timer.GetFloat() - (gpGlobals->curtime - m_bombPlantTimestamp));
|
||
|
}
|
||
|
|
||
|
//--------------------------------------------------------------------------------------------------------------
|
||
|
void CCSBotManager::SetLooseBomb( CBaseEntity *bomb )
|
||
|
{
|
||
|
m_looseBomb = bomb;
|
||
|
|
||
|
if (bomb)
|
||
|
{
|
||
|
m_looseBombArea = TheNavMesh->GetNearestNavArea( bomb->GetAbsOrigin() );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
m_looseBombArea = NULL;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
//--------------------------------------------------------------------------------------------------------------
|
||
|
/**
|
||
|
* Return true if player is important to scenario (VIP, bomb carrier, etc)
|
||
|
*/
|
||
|
bool CCSBotManager::IsImportantPlayer( CCSPlayer *player ) const
|
||
|
{
|
||
|
switch (GetScenario())
|
||
|
{
|
||
|
case SCENARIO_DEFUSE_BOMB:
|
||
|
{
|
||
|
if (player->GetTeamNumber() == TEAM_TERRORIST && player->HasC4())
|
||
|
return true;
|
||
|
|
||
|
/// @todo TEAM_CT's defusing the bomb are important
|
||
|
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
case SCENARIO_ESCORT_VIP:
|
||
|
{
|
||
|
if (player->GetTeamNumber() == TEAM_CT && player->IsVIP())
|
||
|
return true;
|
||
|
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
case SCENARIO_RESCUE_HOSTAGES:
|
||
|
{
|
||
|
/// @todo TEAM_CT's escorting hostages are important
|
||
|
return false;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// everyone is equally important in a deathmatch
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
//--------------------------------------------------------------------------------------------------------------
|
||
|
/**
|
||
|
* Return priority of player (0 = max pri)
|
||
|
*/
|
||
|
unsigned int CCSBotManager::GetPlayerPriority( CBasePlayer *player ) const
|
||
|
{
|
||
|
const unsigned int lowestPriority = 0xFFFFFFFF;
|
||
|
|
||
|
if (!player->IsPlayer())
|
||
|
return lowestPriority;
|
||
|
|
||
|
// human players have highest priority
|
||
|
if (!player->IsBot())
|
||
|
return 0;
|
||
|
|
||
|
CCSBot *bot = dynamic_cast<CCSBot *>( player );
|
||
|
|
||
|
if ( !bot )
|
||
|
return 0;
|
||
|
|
||
|
// bots doing something important for the current scenario have high priority
|
||
|
switch (GetScenario())
|
||
|
{
|
||
|
case SCENARIO_DEFUSE_BOMB:
|
||
|
{
|
||
|
// the bomb carrier has high priority
|
||
|
if (bot->GetTeamNumber() == TEAM_TERRORIST && bot->HasC4())
|
||
|
return 1;
|
||
|
|
||
|
break;
|
||
|
}
|
||
|
|
||
|
case SCENARIO_ESCORT_VIP:
|
||
|
{
|
||
|
// the VIP has high priority
|
||
|
if (bot->GetTeamNumber() == TEAM_CT && bot->m_bIsVIP)
|
||
|
return 1;
|
||
|
|
||
|
break;
|
||
|
}
|
||
|
|
||
|
case SCENARIO_RESCUE_HOSTAGES:
|
||
|
{
|
||
|
// TEAM_CT's rescuing hostages have high priority
|
||
|
if (bot->GetTeamNumber() == TEAM_CT && bot->GetHostageEscortCount())
|
||
|
return 1;
|
||
|
|
||
|
break;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// everyone else is ranked by their unique ID (which cannot be zero)
|
||
|
return 1 + bot->GetID();
|
||
|
}
|
||
|
|
||
|
|
||
|
//--------------------------------------------------------------------------------------------------------------
|
||
|
/**
|
||
|
* Returns a random spawn point for the given team (no arg means use both team spawnpoints)
|
||
|
*/
|
||
|
CBaseEntity *CCSBotManager::GetRandomSpawn( int team ) const
|
||
|
{
|
||
|
CUtlVector< CBaseEntity * > spawnSet;
|
||
|
CBaseEntity *spot;
|
||
|
|
||
|
if (team == TEAM_TERRORIST || team == TEAM_MAXCOUNT)
|
||
|
{
|
||
|
// collect T spawns
|
||
|
for( spot = gEntList.FindEntityByClassname( NULL, "info_player_terrorist" );
|
||
|
spot;
|
||
|
spot = gEntList.FindEntityByClassname( spot, "info_player_terrorist" ) )
|
||
|
{
|
||
|
spawnSet.AddToTail( spot );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if (team == TEAM_CT || team == TEAM_MAXCOUNT)
|
||
|
{
|
||
|
// collect CT spawns
|
||
|
for( spot = gEntList.FindEntityByClassname( NULL, "info_player_counterterrorist" );
|
||
|
spot;
|
||
|
spot = gEntList.FindEntityByClassname( spot, "info_player_counterterrorist" ) )
|
||
|
{
|
||
|
spawnSet.AddToTail( spot );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if (spawnSet.Count() == 0)
|
||
|
{
|
||
|
return NULL;
|
||
|
}
|
||
|
|
||
|
// select one at random
|
||
|
int which = RandomInt( 0, spawnSet.Count()-1 );
|
||
|
return spawnSet[ which ];
|
||
|
}
|
||
|
|
||
|
|
||
|
//--------------------------------------------------------------------------------------------------------------
|
||
|
/**
|
||
|
* Return the last time the given radio message was sent for given team
|
||
|
* 'teamID' can be TEAM_CT or TEAM_TERRORIST
|
||
|
*/
|
||
|
float CCSBotManager::GetRadioMessageTimestamp( RadioType event, int teamID ) const
|
||
|
{
|
||
|
int i = (teamID == TEAM_TERRORIST) ? 0 : 1;
|
||
|
|
||
|
if (event > RADIO_START_1 && event < RADIO_END)
|
||
|
return m_radioMsgTimestamp[ event - RADIO_START_1 ][ i ];
|
||
|
|
||
|
return 0.0f;
|
||
|
}
|
||
|
|
||
|
//--------------------------------------------------------------------------------------------------------------
|
||
|
/**
|
||
|
* Return the interval since the last time this message was sent
|
||
|
*/
|
||
|
float CCSBotManager::GetRadioMessageInterval( RadioType event, int teamID ) const
|
||
|
{
|
||
|
int i = (teamID == TEAM_TERRORIST) ? 0 : 1;
|
||
|
|
||
|
if (event > RADIO_START_1 && event < RADIO_END)
|
||
|
return gpGlobals->curtime - m_radioMsgTimestamp[ event - RADIO_START_1 ][ i ];
|
||
|
|
||
|
return 99999999.9f;
|
||
|
}
|
||
|
|
||
|
//--------------------------------------------------------------------------------------------------------------
|
||
|
/**
|
||
|
* Set the given radio message timestamp.
|
||
|
* 'teamID' can be TEAM_CT or TEAM_TERRORIST
|
||
|
*/
|
||
|
void CCSBotManager::SetRadioMessageTimestamp( RadioType event, int teamID )
|
||
|
{
|
||
|
int i = (teamID == TEAM_TERRORIST) ? 0 : 1;
|
||
|
|
||
|
if (event > RADIO_START_1 && event < RADIO_END)
|
||
|
m_radioMsgTimestamp[ event - RADIO_START_1 ][ i ] = gpGlobals->curtime;
|
||
|
}
|
||
|
|
||
|
//--------------------------------------------------------------------------------------------------------------
|
||
|
/**
|
||
|
* Reset all radio message timestamps
|
||
|
*/
|
||
|
void CCSBotManager::ResetRadioMessageTimestamps( void )
|
||
|
{
|
||
|
for( int t=0; t<2; ++t )
|
||
|
{
|
||
|
for( int m=0; m<(RADIO_END - RADIO_START_1); ++m )
|
||
|
m_radioMsgTimestamp[ m ][ t ] = 0.0f;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
//--------------------------------------------------------------------------------------------------------------
|
||
|
/**
|
||
|
* Display nav areas as they become reachable by each team
|
||
|
*/
|
||
|
void DrawOccupyTime( void )
|
||
|
{
|
||
|
FOR_EACH_VEC( TheNavAreas, it )
|
||
|
{
|
||
|
CNavArea *area = TheNavAreas[ it ];
|
||
|
|
||
|
int r, g, b;
|
||
|
|
||
|
if (TheCSBots()->GetElapsedRoundTime() > area->GetEarliestOccupyTime( TEAM_TERRORIST ))
|
||
|
{
|
||
|
if (TheCSBots()->GetElapsedRoundTime() > area->GetEarliestOccupyTime( TEAM_CT ))
|
||
|
{
|
||
|
r = 255; g = 0; b = 255;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
r = 255; g = 0; b = 0;
|
||
|
}
|
||
|
}
|
||
|
else if (TheCSBots()->GetElapsedRoundTime() > area->GetEarliestOccupyTime( TEAM_CT ))
|
||
|
{
|
||
|
r = 0; g = 0; b = 255;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
continue;
|
||
|
}
|
||
|
|
||
|
const Vector &nw = area->GetCorner( NORTH_WEST );
|
||
|
const Vector &ne = area->GetCorner( NORTH_EAST );
|
||
|
const Vector &sw = area->GetCorner( SOUTH_WEST );
|
||
|
const Vector &se = area->GetCorner( SOUTH_EAST );
|
||
|
|
||
|
NDebugOverlay::Line( nw, ne, r, g, b, true, 0.1f );
|
||
|
NDebugOverlay::Line( nw, sw, r, g, b, true, 0.1f );
|
||
|
NDebugOverlay::Line( se, sw, r, g, b, true, 0.1f );
|
||
|
NDebugOverlay::Line( se, ne, r, g, b, true, 0.1f );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
//--------------------------------------------------------------------------------------------------------------
|
||
|
/**
|
||
|
* Display areas where players will likely have initial battles
|
||
|
*/
|
||
|
void DrawBattlefront( void )
|
||
|
{
|
||
|
const float epsilon = 1.0f;
|
||
|
int r = 255, g = 50, b = 0;
|
||
|
|
||
|
FOR_EACH_VEC( TheNavAreas, it )
|
||
|
{
|
||
|
CNavArea *area = TheNavAreas[ it ];
|
||
|
|
||
|
if ( fabs(area->GetEarliestOccupyTime( TEAM_TERRORIST ) - area->GetEarliestOccupyTime( TEAM_CT )) > epsilon )
|
||
|
{
|
||
|
continue;
|
||
|
}
|
||
|
|
||
|
|
||
|
const Vector &nw = area->GetCorner( NORTH_WEST );
|
||
|
const Vector &ne = area->GetCorner( NORTH_EAST );
|
||
|
const Vector &sw = area->GetCorner( SOUTH_WEST );
|
||
|
const Vector &se = area->GetCorner( SOUTH_EAST );
|
||
|
|
||
|
NDebugOverlay::Line( nw, ne, r, g, b, true, 0.1f );
|
||
|
NDebugOverlay::Line( nw, sw, r, g, b, true, 0.1f );
|
||
|
NDebugOverlay::Line( se, sw, r, g, b, true, 0.1f );
|
||
|
NDebugOverlay::Line( se, ne, r, g, b, true, 0.1f );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
//--------------------------------------------------------------------------------------------------------------
|
||
|
static bool CheckAreaAgainstAllZoneAreas(CNavArea *queryArea)
|
||
|
{
|
||
|
// A marked area means they just want to double check this one spot
|
||
|
int goalZoneCount = TheCSBots()->GetZoneCount();
|
||
|
|
||
|
for( int zoneIndex = 0; zoneIndex < goalZoneCount; zoneIndex++ )
|
||
|
{
|
||
|
const CCSBotManager::Zone *currentZone = TheCSBots()->GetZone(zoneIndex);
|
||
|
|
||
|
int zoneAreaCount = currentZone->m_areaCount;
|
||
|
for( int areaIndex = 0; areaIndex < zoneAreaCount; areaIndex++ )
|
||
|
{
|
||
|
CNavArea *zoneArea = currentZone->m_area[areaIndex];
|
||
|
// We need to be connected to every area in the zone, since we don't know what other code might pick for an area
|
||
|
ShortestPathCost cost;
|
||
|
if( NavAreaTravelDistance(queryArea, zoneArea, cost) == -1.0f )
|
||
|
{
|
||
|
Msg( "Area #%d is disconnected from goal area #%d.\n",
|
||
|
queryArea->GetID(),
|
||
|
zoneArea->GetID()
|
||
|
);
|
||
|
return false;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
}
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
CON_COMMAND_F( nav_check_connectivity, "Checks to be sure every (or just the marked) nav area can get to every goal area for the map (hostages or bomb site).", FCVAR_CHEAT )
|
||
|
{
|
||
|
//Nav command in here since very CS specific.
|
||
|
|
||
|
if ( !UTIL_IsCommandIssuedByServerAdmin() )
|
||
|
return;
|
||
|
|
||
|
if ( TheNavMesh->GetMarkedArea() )
|
||
|
{
|
||
|
CNavArea *markedArea = TheNavMesh->GetMarkedArea();
|
||
|
bool fine = CheckAreaAgainstAllZoneAreas( markedArea );
|
||
|
if( fine )
|
||
|
{
|
||
|
Msg( "Area #%d is connected to all goal areas.\n", markedArea->GetID() );
|
||
|
}
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
// Otherwise, loop through every area, and make sure they can all get to the goal.
|
||
|
float start = engine->Time();
|
||
|
FOR_EACH_VEC( TheNavAreas, nit )
|
||
|
{
|
||
|
CheckAreaAgainstAllZoneAreas(TheNavAreas[ nit ]);
|
||
|
}
|
||
|
|
||
|
float end = engine->Time();
|
||
|
float time = (end - start) * 1000.0f;
|
||
|
Msg( "nav_check_connectivity took %2.2f ms\n", time );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
|
||
|
|