Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================
#include "cbase.h"
#include "mp_shareddefs.h"
#include "basemultiplayerplayer.h"
// Minimum interval between rate-limited commands that players can run.
#define COMMAND_MAX_RATE 0.3
CBaseMultiplayerPlayer::CBaseMultiplayerPlayer()
{
m_iCurrentConcept = MP_CONCEPT_NONE;
m_flLastForcedChangeTeamTime = -1;
m_iBalanceScore = 0;
m_flConnectionTime = gpGlobals->curtime;
// per life achievement counters
m_pAchievementKV = new KeyValues( "achievement_counts" );
m_flAreaCaptureScoreAccumulator = 0.0f;
}
CBaseMultiplayerPlayer::~CBaseMultiplayerPlayer()
{
m_pAchievementKV->deleteThis();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
CAI_Expresser *CBaseMultiplayerPlayer::CreateExpresser( void )
{
m_pExpresser = new CMultiplayer_Expresser(this);
if ( !m_pExpresser)
return NULL;
m_pExpresser->Connect(this);
return m_pExpresser;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CBaseMultiplayerPlayer::PostConstructor( const char *szClassname )
{
BaseClass::PostConstructor( szClassname );
CreateExpresser();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CBaseMultiplayerPlayer::ModifyOrAppendCriteria( AI_CriteriaSet& criteriaSet )
{
BaseClass::ModifyOrAppendCriteria( criteriaSet );
ModifyOrAppendPlayerCriteria( criteriaSet );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool CBaseMultiplayerPlayer::SpeakIfAllowed( AIConcept_t concept, const char *modifiers, char *pszOutResponseChosen, size_t bufsize, IRecipientFilter *filter )
{
if ( !IsAlive() )
return false;
//if ( IsAllowedToSpeak( concept, bRespondingToPlayer ) )
return Speak( concept, modifiers, pszOutResponseChosen, bufsize, filter );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
IResponseSystem *CBaseMultiplayerPlayer::GetResponseSystem()
{
return BaseClass::GetResponseSystem();
// NOTE: This is where you would hook your custom responses.
// return <*>GameRules()->m_ResponseRules[iIndex].m_ResponseSystems[m_iCurrentConcept];
}
//-----------------------------------------------------------------------------
// Purpose: Doesn't actually speak the concept. Just finds a response in the system. You then have to play it yourself.
//-----------------------------------------------------------------------------
AI_Response *CBaseMultiplayerPlayer::SpeakConcept( int iConcept )
{
m_iCurrentConcept = iConcept;
return SpeakFindResponse( g_pszMPConcepts[iConcept] );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool CBaseMultiplayerPlayer::SpeakConceptIfAllowed( int iConcept, const char *modifiers, char *pszOutResponseChosen, size_t bufsize, IRecipientFilter *filter )
{
// Save the current concept.
m_iCurrentConcept = iConcept;
return SpeakIfAllowed( g_pszMPConcepts[iConcept], modifiers, pszOutResponseChosen, bufsize, filter );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool CBaseMultiplayerPlayer::CanHearAndReadChatFrom( CBasePlayer *pPlayer )
{
// can always hear the console unless we're ignoring all chat
if ( !pPlayer )
return m_iIgnoreGlobalChat != CHAT_IGNORE_ALL;
// check if we're ignoring all chat
if ( m_iIgnoreGlobalChat == CHAT_IGNORE_ALL )
return false;
// check if we're ignoring all but teammates
if ( m_iIgnoreGlobalChat == CHAT_IGNORE_TEAM && g_pGameRules->PlayerRelationship( this, pPlayer ) != GR_TEAMMATE )
return false;
// can't hear dead players if we're alive
if ( pPlayer->m_lifeState != LIFE_ALIVE && m_lifeState == LIFE_ALIVE )
return false;
return true;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool CBaseMultiplayerPlayer::ShouldRunRateLimitedCommand( const CCommand &args )
{
return ShouldRunRateLimitedCommand( args[0] );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool CBaseMultiplayerPlayer::ShouldRunRateLimitedCommand( const char *pszCommand )
{
const char *pcmd = pszCommand;
int i = m_RateLimitLastCommandTimes.Find( pcmd );
if ( i == m_RateLimitLastCommandTimes.InvalidIndex() )
{
m_RateLimitLastCommandTimes.Insert( pcmd, gpGlobals->curtime );
return true;
}
else if ( (gpGlobals->curtime - m_RateLimitLastCommandTimes[i]) < COMMAND_MAX_RATE )
{
// Too fast.
return false;
}
else
{
m_RateLimitLastCommandTimes[i] = gpGlobals->curtime;
return true;
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool CBaseMultiplayerPlayer::ClientCommand( const CCommand &args )
{
const char *pcmd = args[0];
if ( FStrEq( pcmd, "ignoremsg" ) )
{
if ( ShouldRunRateLimitedCommand( args ) )
{
m_iIgnoreGlobalChat = (m_iIgnoreGlobalChat + 1) % 3;
switch( m_iIgnoreGlobalChat )
{
case CHAT_IGNORE_NONE:
ClientPrint( this, HUD_PRINTTALK, "#Accept_All_Messages" );
break;
case CHAT_IGNORE_ALL:
ClientPrint( this, HUD_PRINTTALK, "#Ignore_Broadcast_Messages" );
break;
case CHAT_IGNORE_TEAM:
ClientPrint( this, HUD_PRINTTALK, "#Ignore_Broadcast_Team_Messages" );
break;
default:
break;
}
}
return true;
}
return BaseClass::ClientCommand( args );
}
bool CBaseMultiplayerPlayer::ShouldShowVoiceSubtitleToEnemy( void )
{
return false;
}
//-----------------------------------------------------------------------------
// calculate a score for this player. higher is more likely to be switched
//-----------------------------------------------------------------------------
int CBaseMultiplayerPlayer::CalculateTeamBalanceScore( void )
{
// base score is 0 - ( seconds on server )
float flTimeConnected = gpGlobals->curtime - m_flConnectionTime;
int iScore = 0 - (int)flTimeConnected;
// if we were switched recently, score us way down
float flLastSwitchedTime = GetLastForcedChangeTeamTime();
if ( flLastSwitchedTime > 0 && ( gpGlobals->curtime - flLastSwitchedTime ) < 300 )
{
iScore -= 10000;
}
return iScore;
}
void CBaseMultiplayerPlayer::Spawn( void )
{
ResetPerLifeCounters();
StopScoringEscortPoints();
BaseClass::Spawn();
}
void CBaseMultiplayerPlayer::AwardAchievement( int iAchievement, int iCount )
{
Assert( iAchievement >= 0 && iAchievement < 0xFFFF ); // must fit in short
CSingleUserRecipientFilter filter( this );
UserMessageBegin( filter, "AchievementEvent" );
WRITE_SHORT( iAchievement );
WRITE_SHORT( iCount );
MessageEnd();
}
#ifdef _DEBUG
#include "utlbuffer.h"
void DumpAchievementCounters( const CCommand &args )
{
int iPlayerIndex = 1;
if ( args.ArgC() >= 2 )
{
iPlayerIndex = atoi( args[1] );
}
CBaseMultiplayerPlayer *pPlayer = ToBaseMultiplayerPlayer( UTIL_PlayerByIndex( iPlayerIndex ) );
if ( pPlayer && pPlayer->GetPerLifeCounterKeys() )
{
CUtlBuffer buf( 0, 0, CUtlBuffer::TEXT_BUFFER );
pPlayer->GetPerLifeCounterKeys()->RecursiveSaveToFile( buf, 0 );
char szBuf[1024];
// probably not the best way to print out a CUtlBuffer
int pos = 0;
while ( buf.PeekStringLength() )
{
szBuf[pos] = buf.GetChar();
pos++;
}
szBuf[pos] = '\0';
Msg( "%s\n", szBuf );
}
}
ConCommand dump_achievement_counters( "dump_achievement_counters", DumpAchievementCounters, "Spew the per-life achievement counters for multiplayer players", FCVAR_CHEAT | FCVAR_DEVELOPMENTONLY );
#endif // _DEBUG
int CBaseMultiplayerPlayer::GetPerLifeCounterKV( const char *name )
{
return m_pAchievementKV->GetInt( name, 0 );
}
void CBaseMultiplayerPlayer::SetPerLifeCounterKV( const char *name, int value )
{
m_pAchievementKV->SetInt( name, value );
}
void CBaseMultiplayerPlayer::ResetPerLifeCounters( void )
{
m_pAchievementKV->Clear();
}
ConVar tf_escort_score_rate( "tf_escort_score_rate", "1", FCVAR_CHEAT, "Score for escorting the train, in points per second" );
#define ESCORT_SCORE_CONTEXT "AreaScoreContext"
#define ESCORT_SCORE_INTERVAL 0.1
//-----------------------------------------------------------------------------
// Purpose: think to accumulate and award points for escorting the train
//-----------------------------------------------------------------------------
void CBaseMultiplayerPlayer::EscortScoringThink( void )
{
m_flAreaCaptureScoreAccumulator += ESCORT_SCORE_INTERVAL;
if ( m_flCapPointScoreRate > 0 )
{
float flTimeForOnePoint = 1.0f / m_flCapPointScoreRate;
int iPoints = 0;
while ( m_flAreaCaptureScoreAccumulator >= flTimeForOnePoint )
{
m_flAreaCaptureScoreAccumulator -= flTimeForOnePoint;
iPoints++;
}
if ( iPoints > 0 )
{
IGameEvent *event = gameeventmanager->CreateEvent( "player_escort_score" );
if ( event )
{
event->SetInt( "player", entindex() );
event->SetInt( "points", iPoints );
gameeventmanager->FireEvent( event, true /* only to server */ );
}
}
}
SetContextThink( &CBaseMultiplayerPlayer::EscortScoringThink, gpGlobals->curtime + ESCORT_SCORE_INTERVAL, ESCORT_SCORE_CONTEXT );
}
//-----------------------------------------------------------------------------
// Purpose: We're escorting the train, start giving points
//-----------------------------------------------------------------------------
void CBaseMultiplayerPlayer::StartScoringEscortPoints( float flRate )
{
Assert( flRate > 0.0f );
m_flCapPointScoreRate = flRate;
SetContextThink( &CBaseMultiplayerPlayer::EscortScoringThink, gpGlobals->curtime + ESCORT_SCORE_INTERVAL, ESCORT_SCORE_CONTEXT );
}
//-----------------------------------------------------------------------------
// Purpose: Stopped escorting the train
//-----------------------------------------------------------------------------
void CBaseMultiplayerPlayer::StopScoringEscortPoints( void )
{
SetContextThink( NULL, 0, ESCORT_SCORE_CONTEXT );
}