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: $
//=============================================================================//
// Author: Michael S. Booth (mike@turtlerockstudios.com), 2003
#pragma warning( disable : 4530 ) // STL uses exceptions, but we are not compiling with them - ignore warning
#include "cbase.h"
#include "cs_bot.h"
#include "nav_area.h"
#include "cs_gamerules.h"
#include "shared_util.h"
#include "KeyValues.h"
#include "tier0/icommandline.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
#ifdef _WIN32
#pragma warning (disable:4701) // disable warning that variable *may* not be initialized
#endif
CBotManager *TheBots = NULL;
bool CCSBotManager::m_isMapDataLoaded = false;
int g_nClientPutInServerOverrides = 0;
void DrawOccupyTime( void );
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." );
void DrawBattlefront( void );
ConVar bot_show_battlefront( "bot_show_battlefront", "0", FCVAR_GAMEDLL | FCVAR_CHEAT, "Show areas where rushing players will initially meet." );
int UTIL_CSSBotsInGame( void );
ConVar bot_join_delay( "bot_join_delay", "0", FCVAR_GAMEDLL, "Prevents bots from joining the server for this many seconds after a map change." );
/**
* Determine whether bots can be used or not
*/
inline bool AreBotsAllowed()
{
// If they pass in -nobots, don't allow bots. This is for people who host servers, to
// allow them to disallow bots to enforce CPU limits.
const char *nobots = CommandLine()->CheckParm( "-nobots" );
if ( nobots )
{
return false;
}
return true;
}
//--------------------------------------------------------------------------------------------------------------
void InstallBotControl( void )
{
if ( TheBots != NULL )
delete TheBots;
TheBots = new CCSBotManager;
}
//--------------------------------------------------------------------------------------------------------------
void RemoveBotControl( void )
{
if ( TheBots != NULL )
delete TheBots;
TheBots = NULL;
}
//--------------------------------------------------------------------------------------------------------------
CBasePlayer* ClientPutInServerOverride_Bot( edict_t *pEdict, const char *playername )
{
CBasePlayer *pPlayer = TheBots->AllocateAndBindBotEntity( pEdict );
if ( pPlayer )
{
pPlayer->SetPlayerName( playername );
}
++g_nClientPutInServerOverrides;
return pPlayer;
}
//--------------------------------------------------------------------------------------------------------------
// Constructor
CCSBotManager::CCSBotManager()
{
m_zoneCount = 0;
SetLooseBomb( NULL );
m_serverActive = false;
m_isBombPlanted = false;
m_bombDefuser = NULL;
m_roundStartTimestamp = 0.0f;
m_eventListenersEnabled = true;
m_commonEventListeners.AddToTail( &m_PlayerFootstepEvent );
m_commonEventListeners.AddToTail( &m_PlayerRadioEvent );
m_commonEventListeners.AddToTail( &m_PlayerFallDamageEvent );
m_commonEventListeners.AddToTail( &m_BombBeepEvent );
m_commonEventListeners.AddToTail( &m_DoorMovingEvent );
m_commonEventListeners.AddToTail( &m_BreakPropEvent );
m_commonEventListeners.AddToTail( &m_BreakBreakableEvent );
m_commonEventListeners.AddToTail( &m_WeaponFireEvent );
m_commonEventListeners.AddToTail( &m_WeaponFireOnEmptyEvent );
m_commonEventListeners.AddToTail( &m_WeaponReloadEvent );
m_commonEventListeners.AddToTail( &m_WeaponZoomEvent );
m_commonEventListeners.AddToTail( &m_BulletImpactEvent );
m_commonEventListeners.AddToTail( &m_GrenadeBounceEvent );
m_commonEventListeners.AddToTail( &m_NavBlockedEvent );
TheBotPhrases = new BotPhraseManager;
TheBotProfiles = new BotProfileManager;
}
//--------------------------------------------------------------------------------------------------------------
/**
* Invoked when a new round begins
*/
void CCSBotManager::RestartRound( void )
{
// extend
CBotManager::RestartRound();
SetLooseBomb( NULL );
m_isBombPlanted = false;
m_earliestBombPlantTimestamp = gpGlobals->curtime + RandomFloat( 10.0f, 30.0f ); // 60
m_bombDefuser = NULL;
ResetRadioMessageTimestamps();
m_lastSeenEnemyTimestamp = -9999.9f;
m_roundStartTimestamp = gpGlobals->curtime + mp_freezetime.GetFloat();
// randomly decide if defensive team wants to "rush" as a whole
const float defenseRushChance = 33.3f; // 25.0f;
m_isDefenseRushing = (RandomFloat( 0.0f, 100.0f ) <= defenseRushChance) ? true : false;
TheBotPhrases->OnRoundRestart();
m_isRoundOver = false;
}
//--------------------------------------------------------------------------------------------------------------
void UTIL_DrawBox( Extent *extent, int lifetime, int red, int green, int blue )
{
int darkRed = red/2;
int darkGreen = green/2;
int darkBlue = blue/2;
Vector v[8];
v[0].x = extent->lo.x; v[0].y = extent->lo.y; v[0].z = extent->lo.z;
v[1].x = extent->hi.x; v[1].y = extent->lo.y; v[1].z = extent->lo.z;
v[2].x = extent->hi.x; v[2].y = extent->hi.y; v[2].z = extent->lo.z;
v[3].x = extent->lo.x; v[3].y = extent->hi.y; v[3].z = extent->lo.z;
v[4].x = extent->lo.x; v[4].y = extent->lo.y; v[4].z = extent->hi.z;
v[5].x = extent->hi.x; v[5].y = extent->lo.y; v[5].z = extent->hi.z;
v[6].x = extent->hi.x; v[6].y = extent->hi.y; v[6].z = extent->hi.z;
v[7].x = extent->lo.x; v[7].y = extent->hi.y; v[7].z = extent->hi.z;
static int edge[] =
{
1, 2, 3, 4, -1,
5, 6, 7, 8, -5,
1, -5,
2, -6,
3, -7,
4, -8,
0
};
Vector from, to;
bool restart = true;
for( int i=0; edge[i] != 0; ++i )
{
if (restart)
{
to = v[ edge[i]-1 ];
restart = false;
continue;
}
from = to;
int index = edge[i];
if (index < 0)
{
restart = true;
index = -index;
}
to = v[ index-1 ];
NDebugOverlay::Line( from, to, darkRed, darkGreen, darkBlue, true, 0.1f );
NDebugOverlay::Line( from, to, red, green, blue, false, 0.15f );
}
}
//--------------------------------------------------------------------------------------------------------------
void CCSBotManager::EnableEventListeners( bool enable )
{
if ( m_eventListenersEnabled == enable )
{
return;
}
m_eventListenersEnabled = enable;
// enable/disable the most frequent event listeners, to improve performance when no bots are present.
for ( int i=0; i<m_commonEventListeners.Count(); ++i )
{
if ( enable )
{
gameeventmanager->AddListener( m_commonEventListeners[i], m_commonEventListeners[i]->GetEventName(), true );
}
else
{
gameeventmanager->RemoveListener( m_commonEventListeners[i] );
}
}
}
//--------------------------------------------------------------------------------------------------------------
/**
* Called each frame
*/
void CCSBotManager::StartFrame( void )
{
if ( !AreBotsAllowed() )
{
EnableEventListeners( false );
return;
}
// EXTEND
CBotManager::StartFrame();
MaintainBotQuota();
EnableEventListeners( UTIL_CSSBotsInGame() > 0 );
// debug zone extent visualization
if (cv_bot_debug.GetInt() == 5)
{
for( int z=0; z<m_zoneCount; ++z )
{
Zone *zone = &m_zone[z];
if ( zone->m_isBlocked )
{
UTIL_DrawBox( &zone->m_extent, 1, 255, 0, 200 );
}
else
{
UTIL_DrawBox( &zone->m_extent, 1, 255, 100, 0 );
}
}
}
if (bot_show_occupy_time.GetBool())
{
DrawOccupyTime();
}
if (bot_show_battlefront.GetBool())
{
DrawBattlefront();
}
if ( m_checkTransientAreasTimer.IsElapsed() && !nav_edit.GetBool() )
{
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();
}
}
m_checkTransientAreasTimer.Start( 2.0f );
}
}
//--------------------------------------------------------------------------------------------------------------
/**
* Return true if the bot can use this weapon
*/
bool CCSBotManager::IsWeaponUseable( const CWeaponCSBase *weapon ) const
{
if (weapon == NULL)
return false;
if (weapon->IsA( WEAPON_C4 ))
return true;
if ((!AllowShotguns() && weapon->IsKindOf( WEAPONTYPE_SHOTGUN )) ||
(!AllowMachineGuns() && weapon->IsKindOf( WEAPONTYPE_MACHINEGUN )) ||
(!AllowRifles() && weapon->IsKindOf( WEAPONTYPE_RIFLE )) ||
(!AllowShotguns() && weapon->IsKindOf( WEAPONTYPE_SHOTGUN )) ||
(!AllowSnipers() && weapon->IsKindOf( WEAPONTYPE_SNIPER_RIFLE )) ||
(!AllowSubMachineGuns() && weapon->IsKindOf( WEAPONTYPE_SUBMACHINEGUN )) ||
(!AllowPistols() && weapon->IsKindOf( WEAPONTYPE_PISTOL )) ||
(!AllowGrenades() && weapon->IsKindOf( WEAPONTYPE_GRENADE )))
{
return false;
}
return true;
}
//--------------------------------------------------------------------------------------------------------------
/**
* Return true if this player is on "defense"
*/
bool CCSBotManager::IsOnDefense( const CCSPlayer *player ) const
{
switch (GetScenario())
{
case SCENARIO_DEFUSE_BOMB:
return (player->GetTeamNumber() == TEAM_CT);
case SCENARIO_RESCUE_HOSTAGES:
return (player->GetTeamNumber() == TEAM_TERRORIST);
case SCENARIO_ESCORT_VIP:
return (player->GetTeamNumber() == TEAM_TERRORIST);
}
return false;
}
//--------------------------------------------------------------------------------------------------------------
/**
* Return true if this player is on "offense"
*/
bool CCSBotManager::IsOnOffense( const CCSPlayer *player ) const
{
return !IsOnDefense( player );
}
//--------------------------------------------------------------------------------------------------------------
/**
* Invoked when a map has just been loaded
*/
void CCSBotManager::ServerActivate( void )
{
m_isMapDataLoaded = false;
// load the database of bot radio chatter
TheBotPhrases->Reset();
TheBotPhrases->Initialize( "BotChatter.db", 0 );
TheBotProfiles->Reset();
TheBotProfiles->FindVoiceBankIndex( "BotChatter.db" ); // make sure default voice bank is first
const char *filename;
if ( false ) // g_engfuncs.pfnIsCareerMatch() )
{
filename = "MissionPacks/BotPackList.db";
}
else
{
filename = "BotPackList.db";
}
// read in the list of bot profile DBs
FileHandle_t file = filesystem->Open( filename, "r" );
if ( !file )
{
TheBotProfiles->Init( "BotProfile.db" );
}
else
{
int dataLength = filesystem->Size( filename );
char *dataPointer = new char[ dataLength ];
filesystem->Read( dataPointer, dataLength, file );
filesystem->Close( file );
const char *dataFile = SharedParse( dataPointer );
const char *token;
while ( dataFile )
{
token = SharedGetToken();
char *clone = CloneString( token );
TheBotProfiles->Init( clone );
delete[] clone;
dataFile = SharedParse( dataFile );
}
delete [] dataPointer;
}
// Now that we've parsed all the profiles, we have a list of the voice banks they're using.
// Go back and parse the custom voice speakables.
const BotProfileManager::VoiceBankList *voiceBanks = TheBotProfiles->GetVoiceBanks();
for ( int i=1; i<voiceBanks->Count(); ++i )
{
TheBotPhrases->Initialize( (*voiceBanks)[i], i );
}
// tell the Navigation Mesh system what CS spawn points are named
TheNavMesh->SetPlayerSpawnName( "info_player_terrorist" );
ExtractScenarioData();
RestartRound();
TheBotPhrases->OnMapChange();
m_serverActive = true;
}
void CCSBotManager::ServerDeactivate( void )
{
m_serverActive = false;
}
void CCSBotManager::ClientDisconnect( CBaseEntity *entity )
{
/*
if ( FBitSet( entity->GetFlags(), FL_FAKECLIENT ) )
{
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 );
}
}