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351 lines
11 KiB
351 lines
11 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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#include "cbase.h"
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#include "mp_shareddefs.h"
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#include "basemultiplayerplayer.h"
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// Minimum interval between rate-limited commands that players can run.
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#define COMMAND_MAX_RATE 0.3
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CBaseMultiplayerPlayer::CBaseMultiplayerPlayer()
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{
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m_iCurrentConcept = MP_CONCEPT_NONE;
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m_flLastForcedChangeTeamTime = -1;
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m_iBalanceScore = 0;
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m_flConnectionTime = gpGlobals->curtime;
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// per life achievement counters
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m_pAchievementKV = new KeyValues( "achievement_counts" );
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m_flAreaCaptureScoreAccumulator = 0.0f;
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}
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CBaseMultiplayerPlayer::~CBaseMultiplayerPlayer()
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{
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m_pAchievementKV->deleteThis();
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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CAI_Expresser *CBaseMultiplayerPlayer::CreateExpresser( void )
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{
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m_pExpresser = new CMultiplayer_Expresser(this);
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if ( !m_pExpresser)
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return NULL;
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m_pExpresser->Connect(this);
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return m_pExpresser;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CBaseMultiplayerPlayer::PostConstructor( const char *szClassname )
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{
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BaseClass::PostConstructor( szClassname );
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CreateExpresser();
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CBaseMultiplayerPlayer::ModifyOrAppendCriteria( AI_CriteriaSet& criteriaSet )
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{
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BaseClass::ModifyOrAppendCriteria( criteriaSet );
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ModifyOrAppendPlayerCriteria( criteriaSet );
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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bool CBaseMultiplayerPlayer::SpeakIfAllowed( AIConcept_t concept, const char *modifiers, char *pszOutResponseChosen, size_t bufsize, IRecipientFilter *filter )
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{
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if ( !IsAlive() )
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return false;
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//if ( IsAllowedToSpeak( concept, bRespondingToPlayer ) )
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return Speak( concept, modifiers, pszOutResponseChosen, bufsize, filter );
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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IResponseSystem *CBaseMultiplayerPlayer::GetResponseSystem()
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{
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return BaseClass::GetResponseSystem();
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// NOTE: This is where you would hook your custom responses.
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// return <*>GameRules()->m_ResponseRules[iIndex].m_ResponseSystems[m_iCurrentConcept];
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}
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//-----------------------------------------------------------------------------
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// Purpose: Doesn't actually speak the concept. Just finds a response in the system. You then have to play it yourself.
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//-----------------------------------------------------------------------------
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bool CBaseMultiplayerPlayer::SpeakConcept( AI_Response &response, int iConcept )
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{
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// Save the current concept.
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m_iCurrentConcept = iConcept;
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return SpeakFindResponse( response, g_pszMPConcepts[iConcept] );
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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bool CBaseMultiplayerPlayer::SpeakConceptIfAllowed( int iConcept, const char *modifiers, char *pszOutResponseChosen, size_t bufsize, IRecipientFilter *filter )
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{
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// Save the current concept.
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m_iCurrentConcept = iConcept;
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return SpeakIfAllowed( g_pszMPConcepts[iConcept], modifiers, pszOutResponseChosen, bufsize, filter );
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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bool CBaseMultiplayerPlayer::CanHearAndReadChatFrom( CBasePlayer *pPlayer )
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{
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// can always hear the console unless we're ignoring all chat
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if ( !pPlayer )
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return m_iIgnoreGlobalChat != CHAT_IGNORE_ALL;
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// check if we're ignoring all chat
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if ( m_iIgnoreGlobalChat == CHAT_IGNORE_ALL )
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return false;
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// check if we're ignoring all but teammates
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if ( m_iIgnoreGlobalChat == CHAT_IGNORE_TEAM && g_pGameRules->PlayerRelationship( this, pPlayer ) != GR_TEAMMATE )
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return false;
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// can't hear dead players if we're alive
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if ( pPlayer->m_lifeState != LIFE_ALIVE && m_lifeState == LIFE_ALIVE )
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return false;
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return true;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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bool CBaseMultiplayerPlayer::ShouldRunRateLimitedCommand( const CCommand &args )
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{
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return ShouldRunRateLimitedCommand( args[0] );
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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bool CBaseMultiplayerPlayer::ShouldRunRateLimitedCommand( const char *pszCommand )
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{
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const char *pcmd = pszCommand;
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int i = m_RateLimitLastCommandTimes.Find( pcmd );
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if ( i == m_RateLimitLastCommandTimes.InvalidIndex() )
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{
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m_RateLimitLastCommandTimes.Insert( pcmd, gpGlobals->curtime );
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return true;
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}
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else if ( (gpGlobals->curtime - m_RateLimitLastCommandTimes[i]) < COMMAND_MAX_RATE )
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{
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// Too fast.
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return false;
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}
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else
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{
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m_RateLimitLastCommandTimes[i] = gpGlobals->curtime;
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return true;
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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bool CBaseMultiplayerPlayer::ClientCommand( const CCommand &args )
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{
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const char *pcmd = args[0];
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if ( FStrEq( pcmd, "ignoremsg" ) )
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{
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if ( ShouldRunRateLimitedCommand( args ) )
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{
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m_iIgnoreGlobalChat = (m_iIgnoreGlobalChat + 1) % 3;
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switch( m_iIgnoreGlobalChat )
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{
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case CHAT_IGNORE_NONE:
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ClientPrint( this, HUD_PRINTTALK, "#Accept_All_Messages" );
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break;
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case CHAT_IGNORE_ALL:
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ClientPrint( this, HUD_PRINTTALK, "#Ignore_Broadcast_Messages" );
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break;
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case CHAT_IGNORE_TEAM:
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ClientPrint( this, HUD_PRINTTALK, "#Ignore_Broadcast_Team_Messages" );
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break;
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default:
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break;
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}
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}
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return true;
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}
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return BaseClass::ClientCommand( args );
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}
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bool CBaseMultiplayerPlayer::ShouldShowVoiceSubtitleToEnemy( void )
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{
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return false;
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}
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//-----------------------------------------------------------------------------
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// calculate a score for this player. higher is more likely to be switched
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//-----------------------------------------------------------------------------
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int CBaseMultiplayerPlayer::CalculateTeamBalanceScore( void )
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{
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// base score is 0 - ( seconds on server )
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float flTimeConnected = gpGlobals->curtime - m_flConnectionTime;
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int iScore = 0 - (int)flTimeConnected;
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// if we were switched recently, score us way down
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float flLastSwitchedTime = GetLastForcedChangeTeamTime();
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if ( flLastSwitchedTime > 0 && ( gpGlobals->curtime - flLastSwitchedTime ) < 300 )
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{
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iScore -= 10000;
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}
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return iScore;
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}
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void CBaseMultiplayerPlayer::Spawn( void )
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{
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ResetPerLifeCounters();
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StopScoringEscortPoints();
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BaseClass::Spawn();
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}
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void CBaseMultiplayerPlayer::AwardAchievement( int iAchievement, int iCount )
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{
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Assert( iAchievement >= 0 && iAchievement < 0xFFFF ); // must fit in short
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CSingleUserRecipientFilter filter( this );
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UserMessageBegin( filter, "AchievementEvent" );
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WRITE_SHORT( iAchievement );
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WRITE_SHORT( iCount );
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MessageEnd();
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}
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#ifdef _DEBUG
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#include "utlbuffer.h"
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void DumpAchievementCounters( const CCommand &args )
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{
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int iPlayerIndex = 1;
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if ( args.ArgC() >= 2 )
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{
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iPlayerIndex = atoi( args[1] );
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}
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CBaseMultiplayerPlayer *pPlayer = ToBaseMultiplayerPlayer( UTIL_PlayerByIndex( iPlayerIndex ) );
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if ( pPlayer && pPlayer->GetPerLifeCounterKeys() )
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{
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CUtlBuffer buf( 0, 0, CUtlBuffer::TEXT_BUFFER );
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pPlayer->GetPerLifeCounterKeys()->RecursiveSaveToFile( buf, 0 );
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char szBuf[1024];
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// probably not the best way to print out a CUtlBuffer
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int pos = 0;
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while ( buf.PeekStringLength() )
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{
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szBuf[pos] = buf.GetChar();
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pos++;
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}
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szBuf[pos] = '\0';
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Msg( "%s\n", szBuf );
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}
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}
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ConCommand dump_achievement_counters( "dump_achievement_counters", DumpAchievementCounters, "Spew the per-life achievement counters for multiplayer players", FCVAR_CHEAT | FCVAR_DEVELOPMENTONLY );
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#endif // _DEBUG
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int CBaseMultiplayerPlayer::GetPerLifeCounterKV( const char *name )
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{
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return m_pAchievementKV->GetInt( name, 0 );
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}
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void CBaseMultiplayerPlayer::SetPerLifeCounterKV( const char *name, int value )
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{
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m_pAchievementKV->SetInt( name, value );
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}
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void CBaseMultiplayerPlayer::ResetPerLifeCounters( void )
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{
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m_pAchievementKV->Clear();
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}
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ConVar tf_escort_score_rate( "tf_escort_score_rate", "1", FCVAR_CHEAT, "Score for escorting the train, in points per second" );
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#define ESCORT_SCORE_CONTEXT "AreaScoreContext"
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#define ESCORT_SCORE_INTERVAL 0.1
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//-----------------------------------------------------------------------------
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// Purpose: think to accumulate and award points for escorting the train
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//-----------------------------------------------------------------------------
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void CBaseMultiplayerPlayer::EscortScoringThink( void )
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{
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m_flAreaCaptureScoreAccumulator += ESCORT_SCORE_INTERVAL;
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if ( m_flCapPointScoreRate > 0 )
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{
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float flTimeForOnePoint = 1.0f / m_flCapPointScoreRate;
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int iPoints = 0;
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while ( m_flAreaCaptureScoreAccumulator >= flTimeForOnePoint )
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{
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m_flAreaCaptureScoreAccumulator -= flTimeForOnePoint;
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iPoints++;
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}
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if ( iPoints > 0 )
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{
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IGameEvent *event = gameeventmanager->CreateEvent( "player_escort_score" );
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if ( event )
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{
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event->SetInt( "player", entindex() );
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event->SetInt( "points", iPoints );
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gameeventmanager->FireEvent( event, true /* only to server */ );
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}
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}
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}
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SetContextThink( &CBaseMultiplayerPlayer::EscortScoringThink, gpGlobals->curtime + ESCORT_SCORE_INTERVAL, ESCORT_SCORE_CONTEXT );
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}
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//-----------------------------------------------------------------------------
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// Purpose: We're escorting the train, start giving points
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//-----------------------------------------------------------------------------
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void CBaseMultiplayerPlayer::StartScoringEscortPoints( float flRate )
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{
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Assert( flRate > 0.0f );
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m_flCapPointScoreRate = flRate;
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SetContextThink( &CBaseMultiplayerPlayer::EscortScoringThink, gpGlobals->curtime + ESCORT_SCORE_INTERVAL, ESCORT_SCORE_CONTEXT );
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}
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//-----------------------------------------------------------------------------
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// Purpose: Stopped escorting the train
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//-----------------------------------------------------------------------------
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void CBaseMultiplayerPlayer::StopScoringEscortPoints( void )
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{
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SetContextThink( NULL, 0, ESCORT_SCORE_CONTEXT );
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}
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