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432 lines
11 KiB
432 lines
11 KiB
//========= Copyright Valve Corporation, All rights reserved. ============// |
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// |
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// Purpose: Basic BOT handling. |
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// |
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// $Workfile: $ |
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// $Date: $ |
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// |
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//----------------------------------------------------------------------------- |
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// $Log: $ |
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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 "player.h" |
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#include "hl1mp_player.h" |
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#include "in_buttons.h" |
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#include "movehelper_server.h" |
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void ClientPutInServer( edict_t *pEdict, const char *playername ); |
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void Bot_Think( CHL1MP_Player *pBot ); |
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#ifdef DEBUG |
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ConVar bot_forcefireweapon( "bot_forcefireweapon", "", 0, "Force bots with the specified weapon to fire." ); |
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ConVar bot_forceattack2( "bot_forceattack2", "0", 0, "When firing, use attack2." ); |
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ConVar bot_forceattackon( "bot_forceattackon", "0", 0, "When firing, don't tap fire, hold it down." ); |
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ConVar bot_flipout( "bot_flipout", "0", 0, "When on, all bots fire their guns." ); |
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ConVar bot_defend( "bot_defend", "0", 0, "Set to a team number, and that team will all keep their combat shields raised." ); |
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ConVar bot_changeclass( "bot_changeclass", "0", 0, "Force all bots to change to the specified class." ); |
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ConVar bot_zombie( "bot_zombie", "0", 0, "Brraaaaaiiiins." ); |
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static ConVar bot_mimic( "bot_mimic", "0", 0, "Bot uses usercmd of player by index." ); |
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static ConVar bot_mimic_yaw_offset( "bot_mimic_yaw_offset", "0", 0, "Offsets the bot yaw." ); |
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ConVar bot_attack( "bot_attack", "1", 0, "Shoot!" ); |
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ConVar bot_sendcmd( "bot_sendcmd", "", 0, "Forces bots to send the specified command." ); |
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ConVar bot_crouch( "bot_crouch", "0", 0, "Bot crouches" ); |
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static int BotNumber = 1; |
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static int g_iNextBotTeam = -1; |
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static int g_iNextBotClass = -1; |
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typedef struct |
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{ |
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bool backwards; |
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float nextturntime; |
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bool lastturntoright; |
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float nextstrafetime; |
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float sidemove; |
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QAngle forwardAngle; |
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QAngle lastAngles; |
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float m_flJoinTeamTime; |
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int m_WantedTeam; |
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int m_WantedClass; |
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} botdata_t; |
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static botdata_t g_BotData[ MAX_PLAYERS ]; |
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//----------------------------------------------------------------------------- |
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// Purpose: Create a new Bot and put it in the game. |
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// Output : Pointer to the new Bot, or NULL if there's no free clients. |
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//----------------------------------------------------------------------------- |
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CBasePlayer *BotPutInServer( bool bFrozen, int iTeam ) |
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{ |
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g_iNextBotTeam = iTeam; |
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char botname[ 64 ]; |
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Q_snprintf( botname, sizeof( botname ), "Bot%02i", BotNumber ); |
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// This is an evil hack, but we use it to prevent sv_autojointeam from kicking in. |
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edict_t *pEdict = engine->CreateFakeClient( botname ); |
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if (!pEdict) |
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{ |
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Msg( "Failed to create Bot.\n"); |
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return NULL; |
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} |
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// Allocate a CBasePlayer for the bot, and call spawn |
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//ClientPutInServer( pEdict, botname ); |
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CHL1MP_Player *pPlayer = ((CHL1MP_Player *)CBaseEntity::Instance( pEdict )); |
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pPlayer->ClearFlags(); |
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pPlayer->AddFlag( FL_CLIENT | FL_FAKECLIENT ); |
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if ( bFrozen ) |
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pPlayer->AddEFlags( EFL_BOT_FROZEN ); |
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char szReturnString[512]; |
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Q_snprintf( szReturnString, sizeof (szReturnString ), "cl_playermodel %s\n", "gman" ); |
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engine->ClientCommand ( pPlayer->edict(), szReturnString ); |
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BotNumber++; |
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g_BotData[pPlayer->entindex()-1].m_WantedTeam = iTeam; |
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g_BotData[pPlayer->entindex()-1].m_flJoinTeamTime = gpGlobals->curtime + 0.3; |
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return pPlayer; |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: Run through all the Bots in the game and let them think. |
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//----------------------------------------------------------------------------- |
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void Bot_RunAll( void ) |
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{ |
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for ( int i = 1; i <= gpGlobals->maxClients; i++ ) |
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{ |
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CHL1MP_Player *pPlayer = ToHL1MPPlayer( UTIL_PlayerByIndex( i ) ); |
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if ( pPlayer && (pPlayer->GetFlags() & FL_FAKECLIENT) ) |
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{ |
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Bot_Think( pPlayer ); |
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} |
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} |
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} |
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bool RunMimicCommand( CUserCmd& cmd ) |
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{ |
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if ( bot_mimic.GetInt() <= 0 ) |
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return false; |
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if ( bot_mimic.GetInt() > gpGlobals->maxClients ) |
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return false; |
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CBasePlayer *pPlayer = UTIL_PlayerByIndex( bot_mimic.GetInt() ); |
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if ( !pPlayer ) |
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return false; |
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if ( !pPlayer->GetLastUserCommand() ) |
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return false; |
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cmd = *pPlayer->GetLastUserCommand(); |
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cmd.viewangles[YAW] += bot_mimic_yaw_offset.GetFloat(); |
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return true; |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: Simulates a single frame of movement for a player |
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// Input : *fakeclient - |
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// *viewangles - |
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// forwardmove - |
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// sidemove - |
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// upmove - |
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// buttons - |
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// impulse - |
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// msec - |
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// Output : virtual void |
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//----------------------------------------------------------------------------- |
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static void RunPlayerMove( CHL1MP_Player *fakeclient, const QAngle& viewangles, float forwardmove, float sidemove, float upmove, unsigned short buttons, byte impulse, float frametime ) |
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{ |
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if ( !fakeclient ) |
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return; |
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CUserCmd cmd; |
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// Store off the globals.. they're gonna get whacked |
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float flOldFrametime = gpGlobals->frametime; |
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float flOldCurtime = gpGlobals->curtime; |
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float flTimeBase = gpGlobals->curtime + gpGlobals->frametime - frametime; |
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fakeclient->SetTimeBase( flTimeBase ); |
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Q_memset( &cmd, 0, sizeof( cmd ) ); |
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if ( !RunMimicCommand( cmd ) && !bot_zombie.GetBool() ) |
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{ |
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VectorCopy( viewangles, cmd.viewangles ); |
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cmd.forwardmove = forwardmove; |
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cmd.sidemove = sidemove; |
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cmd.upmove = upmove; |
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cmd.buttons = buttons; |
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cmd.impulse = impulse; |
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cmd.random_seed = random->RandomInt( 0, 0x7fffffff ); |
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} |
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if( bot_crouch.GetInt() ) |
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cmd.buttons |= IN_DUCK; |
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if ( bot_attack.GetBool() ) |
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cmd.buttons |= IN_ATTACK; |
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MoveHelperServer()->SetHost( fakeclient ); |
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fakeclient->PlayerRunCommand( &cmd, MoveHelperServer() ); |
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// save off the last good usercmd |
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fakeclient->SetLastUserCommand( cmd ); |
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// Clear out any fixangle that has been set |
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fakeclient->pl.fixangle = FIXANGLE_NONE; |
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// Restore the globals.. |
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gpGlobals->frametime = flOldFrametime; |
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gpGlobals->curtime = flOldCurtime; |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: Run this Bot's AI for one frame. |
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//----------------------------------------------------------------------------- |
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void Bot_Think( CHL1MP_Player *pBot ) |
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{ |
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// Make sure we stay being a bot |
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pBot->AddFlag( FL_FAKECLIENT ); |
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botdata_t *botdata = &g_BotData[ ENTINDEX( pBot->edict() ) - 1 ]; |
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QAngle vecViewAngles; |
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float forwardmove = 0.0; |
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float sidemove = botdata->sidemove; |
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float upmove = 0.0; |
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unsigned short buttons = 0; |
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byte impulse = 0; |
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float frametime = gpGlobals->frametime; |
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vecViewAngles = pBot->GetLocalAngles(); |
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// Create some random values |
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if ( pBot->IsAlive() && (pBot->GetSolid() == SOLID_BBOX) ) |
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{ |
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trace_t trace; |
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// Stop when shot |
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if ( !pBot->IsEFlagSet(EFL_BOT_FROZEN) ) |
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{ |
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if ( pBot->m_iHealth == 100 ) |
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{ |
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forwardmove = 600 * ( botdata->backwards ? -1 : 1 ); |
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if ( botdata->sidemove != 0.0f ) |
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{ |
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forwardmove *= random->RandomFloat( 0.1, 1.0f ); |
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} |
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} |
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else |
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{ |
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forwardmove = 0; |
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} |
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} |
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// Only turn if I haven't been hurt |
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if ( !pBot->IsEFlagSet(EFL_BOT_FROZEN) && pBot->m_iHealth == 100 ) |
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{ |
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Vector vecEnd; |
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Vector forward; |
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QAngle angle; |
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float angledelta = 15.0; |
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int maxtries = (int)360.0/angledelta; |
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if ( botdata->lastturntoright ) |
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{ |
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angledelta = -angledelta; |
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} |
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angle = pBot->GetLocalAngles(); |
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Vector vecSrc; |
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while ( --maxtries >= 0 ) |
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{ |
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AngleVectors( angle, &forward ); |
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vecSrc = pBot->GetLocalOrigin() + Vector( 0, 0, 36 ); |
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vecEnd = vecSrc + forward * 10; |
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UTIL_TraceHull( vecSrc, vecEnd, VEC_HULL_MIN_SCALED( pBot ), VEC_HULL_MAX_SCALED( pBot ), |
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MASK_PLAYERSOLID, pBot, COLLISION_GROUP_NONE, &trace ); |
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if ( trace.fraction == 1.0 ) |
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{ |
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if ( gpGlobals->curtime < botdata->nextturntime ) |
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{ |
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break; |
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} |
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} |
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angle.y += angledelta; |
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if ( angle.y > 180 ) |
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angle.y -= 360; |
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else if ( angle.y < -180 ) |
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angle.y += 360; |
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botdata->nextturntime = gpGlobals->curtime + 2.0; |
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botdata->lastturntoright = random->RandomInt( 0, 1 ) == 0 ? true : false; |
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botdata->forwardAngle = angle; |
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botdata->lastAngles = angle; |
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} |
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if ( gpGlobals->curtime >= botdata->nextstrafetime ) |
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{ |
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botdata->nextstrafetime = gpGlobals->curtime + 1.0f; |
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if ( random->RandomInt( 0, 5 ) == 0 ) |
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{ |
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botdata->sidemove = -600.0f + 1200.0f * random->RandomFloat( 0, 2 ); |
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} |
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else |
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{ |
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botdata->sidemove = 0; |
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} |
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sidemove = botdata->sidemove; |
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if ( random->RandomInt( 0, 20 ) == 0 ) |
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{ |
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botdata->backwards = true; |
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} |
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else |
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{ |
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botdata->backwards = false; |
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} |
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} |
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pBot->SetLocalAngles( angle ); |
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vecViewAngles = angle; |
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} |
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// Is my team being forced to defend? |
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if ( bot_defend.GetInt() == pBot->GetTeamNumber() ) |
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{ |
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buttons |= IN_ATTACK2; |
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} |
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// If bots are being forced to fire a weapon, see if I have it |
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else if ( bot_forcefireweapon.GetString() ) |
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{ |
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CBaseCombatWeapon *pWeapon = pBot->Weapon_OwnsThisType( bot_forcefireweapon.GetString() ); |
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if ( pWeapon ) |
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{ |
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// Switch to it if we don't have it out |
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CBaseCombatWeapon *pActiveWeapon = pBot->GetActiveWeapon(); |
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// Switch? |
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if ( pActiveWeapon != pWeapon ) |
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{ |
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pBot->Weapon_Switch( pWeapon ); |
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} |
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else |
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{ |
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// Start firing |
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// Some weapons require releases, so randomise firing |
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if ( bot_forceattackon.GetBool() || (RandomFloat(0.0,1.0) > 0.5) ) |
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{ |
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buttons |= bot_forceattack2.GetBool() ? IN_ATTACK2 : IN_ATTACK; |
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} |
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} |
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} |
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} |
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if ( bot_flipout.GetInt() ) |
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{ |
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if ( bot_forceattackon.GetBool() || (RandomFloat(0.0,1.0) > 0.5) ) |
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{ |
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buttons |= bot_forceattack2.GetBool() ? IN_ATTACK2 : IN_ATTACK; |
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} |
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} |
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if ( strlen( bot_sendcmd.GetString() ) > 0 ) |
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{ |
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//send the cmd from this bot |
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CCommand args; |
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args.Tokenize( bot_sendcmd.GetString() ); |
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pBot->ClientCommand( args ); |
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bot_sendcmd.SetValue(""); |
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} |
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} |
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else |
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{ |
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// Wait for Reinforcement wave |
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if ( !pBot->IsAlive() ) |
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{ |
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// Try hitting my buttons occasionally |
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if ( random->RandomInt( 0, 100 ) > 80 ) |
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{ |
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// Respawn the bot |
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if ( random->RandomInt( 0, 1 ) == 0 ) |
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{ |
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buttons |= IN_JUMP; |
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} |
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else |
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{ |
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buttons = 0; |
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} |
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} |
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} |
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} |
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if ( bot_flipout.GetInt() >= 2 ) |
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{ |
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QAngle angOffset = RandomAngle( -1, 1 ); |
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botdata->lastAngles += angOffset; |
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for ( int i = 0 ; i < 2; i++ ) |
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{ |
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if ( fabs( botdata->lastAngles[ i ] - botdata->forwardAngle[ i ] ) > 15.0f ) |
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{ |
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if ( botdata->lastAngles[ i ] > botdata->forwardAngle[ i ] ) |
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{ |
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botdata->lastAngles[ i ] = botdata->forwardAngle[ i ] + 15; |
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} |
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else |
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{ |
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botdata->lastAngles[ i ] = botdata->forwardAngle[ i ] - 15; |
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} |
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} |
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} |
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botdata->lastAngles[ 2 ] = 0; |
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pBot->SetLocalAngles( botdata->lastAngles ); |
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} |
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RunPlayerMove( pBot, pBot->GetLocalAngles(), forwardmove, sidemove, upmove, buttons, impulse, frametime ); |
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} |
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#endif |
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