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251 lines
8.2 KiB
251 lines
8.2 KiB
//========= Copyright Valve Corporation, All rights reserved. ============// |
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// |
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// Purpose: |
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// |
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// $NoKeywords: $ |
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//=============================================================================// |
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// Author: Michael S. Booth (mike@turtlerockstudios.com), 2003 |
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#ifndef _BOT_PROFILE_H_ |
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#define _BOT_PROFILE_H_ |
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#pragma warning( disable : 4786 ) // long STL names get truncated in browse info. |
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#include "bot_constants.h" |
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#include "bot_util.h" |
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#include "cs_weapon_parse.h" |
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enum |
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{ |
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FirstCustomSkin = 100, |
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NumCustomSkins = 100, |
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LastCustomSkin = FirstCustomSkin + NumCustomSkins - 1, |
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}; |
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//-------------------------------------------------------------------------------------------------------------- |
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/** |
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* A BotProfile describes the "personality" of a given bot |
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*/ |
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class BotProfile |
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{ |
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public: |
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BotProfile( void ) |
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{ |
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m_name = NULL; |
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m_aggression = 0.0f; |
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m_skill = 0.0f; |
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m_teamwork = 0.0f; |
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m_weaponPreferenceCount = 0; |
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m_cost = 0; |
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m_skin = 0; |
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m_difficultyFlags = 0; |
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m_voicePitch = 100; |
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m_reactionTime = 0.3f; |
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m_attackDelay = 0.0f; |
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m_teams = TEAM_UNASSIGNED; |
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m_voiceBank = 0; |
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m_prefersSilencer = false; |
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} |
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~BotProfile( void ) |
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{ |
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if ( m_name ) |
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delete [] m_name; |
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} |
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const char *GetName( void ) const { return m_name; } ///< return bot's name |
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float GetAggression( void ) const { return m_aggression; } |
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float GetSkill( void ) const { return m_skill; } |
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float GetTeamwork( void ) const { return m_teamwork; } |
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CSWeaponID GetWeaponPreference( int i ) const { return m_weaponPreference[ i ]; } |
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const char *GetWeaponPreferenceAsString( int i ) const; |
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int GetWeaponPreferenceCount( void ) const { return m_weaponPreferenceCount; } |
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bool HasPrimaryPreference( void ) const; ///< return true if this profile has a primary weapon preference |
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bool HasPistolPreference( void ) const; ///< return true if this profile has a pistol weapon preference |
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int GetCost( void ) const { return m_cost; } |
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int GetSkin( void ) const { return m_skin; } |
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bool IsDifficulty( BotDifficultyType diff ) const; ///< return true if this profile can be used for the given difficulty level |
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int GetVoicePitch( void ) const { return m_voicePitch; } |
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float GetReactionTime( void ) const { return m_reactionTime; } |
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float GetAttackDelay( void ) const { return m_attackDelay; } |
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int GetVoiceBank() const { return m_voiceBank; } |
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bool IsValidForTeam( int team ) const; |
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bool PrefersSilencer() const { return m_prefersSilencer; } |
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bool InheritsFrom( const char *name ) const; |
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private: |
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friend class BotProfileManager; ///< for loading profiles |
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void Inherit( const BotProfile *parent, const BotProfile *baseline ); ///< copy values from parent if they differ from baseline |
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char *m_name; ///< the bot's name |
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float m_aggression; ///< percentage: 0 = coward, 1 = berserker |
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float m_skill; ///< percentage: 0 = terrible, 1 = expert |
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float m_teamwork; ///< percentage: 0 = rogue, 1 = complete obeyance to team, lots of comm |
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enum { MAX_WEAPON_PREFS = 16 }; |
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CSWeaponID m_weaponPreference[ MAX_WEAPON_PREFS ]; ///< which weapons this bot likes to use, in order of priority |
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int m_weaponPreferenceCount; |
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int m_cost; ///< reputation point cost for career mode |
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int m_skin; ///< "skin" index |
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unsigned char m_difficultyFlags; ///< bits set correspond to difficulty levels this is valid for |
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int m_voicePitch; ///< the pitch shift for bot chatter (100 = normal) |
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float m_reactionTime; //< our reaction time in seconds |
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float m_attackDelay; ///< time in seconds from when we notice an enemy to when we open fire |
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int m_teams; ///< teams for which this profile is valid |
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bool m_prefersSilencer; ///< does the bot prefer to use silencers? |
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int m_voiceBank; ///< Index of the BotChatter.db voice bank this profile uses (0 is the default) |
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CUtlVector< const BotProfile * > m_templates; ///< List of templates we inherit from |
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}; |
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typedef CUtlLinkedList<BotProfile *> BotProfileList; |
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inline bool BotProfile::IsDifficulty( BotDifficultyType diff ) const |
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{ |
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return (m_difficultyFlags & (1 << diff)) ? true : false; |
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} |
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/** |
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* Copy in data from parent if it differs from the baseline |
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*/ |
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inline void BotProfile::Inherit( const BotProfile *parent, const BotProfile *baseline ) |
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{ |
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if (parent->m_aggression != baseline->m_aggression) |
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m_aggression = parent->m_aggression; |
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if (parent->m_skill != baseline->m_skill) |
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m_skill = parent->m_skill; |
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if (parent->m_teamwork != baseline->m_teamwork) |
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m_teamwork = parent->m_teamwork; |
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if (parent->m_weaponPreferenceCount != baseline->m_weaponPreferenceCount) |
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{ |
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m_weaponPreferenceCount = parent->m_weaponPreferenceCount; |
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for( int i=0; i<parent->m_weaponPreferenceCount; ++i ) |
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m_weaponPreference[i] = parent->m_weaponPreference[i]; |
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} |
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if (parent->m_cost != baseline->m_cost) |
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m_cost = parent->m_cost; |
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if (parent->m_skin != baseline->m_skin) |
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m_skin = parent->m_skin; |
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if (parent->m_difficultyFlags != baseline->m_difficultyFlags) |
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m_difficultyFlags = parent->m_difficultyFlags; |
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if (parent->m_voicePitch != baseline->m_voicePitch) |
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m_voicePitch = parent->m_voicePitch; |
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if (parent->m_reactionTime != baseline->m_reactionTime) |
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m_reactionTime = parent->m_reactionTime; |
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if (parent->m_attackDelay != baseline->m_attackDelay) |
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m_attackDelay = parent->m_attackDelay; |
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if (parent->m_teams != baseline->m_teams) |
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m_teams = parent->m_teams; |
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if (parent->m_voiceBank != baseline->m_voiceBank) |
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m_voiceBank = parent->m_voiceBank; |
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m_templates.AddToTail( parent ); |
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} |
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//-------------------------------------------------------------------------------------------------------------- |
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/** |
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* The BotProfileManager defines the interface to accessing BotProfiles |
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*/ |
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class BotProfileManager |
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{ |
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public: |
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BotProfileManager( void ); |
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~BotProfileManager( void ); |
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void Init( const char *filename, unsigned int *checksum = NULL ); |
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void Reset( void ); |
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/// given a name, return a profile |
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const BotProfile *GetProfile( const char *name, int team ) const |
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{ |
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FOR_EACH_LL( m_profileList, it ) |
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{ |
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BotProfile *profile = m_profileList[ it ]; |
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if ( !stricmp( name, profile->GetName() ) && profile->IsValidForTeam( team ) ) |
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return profile; |
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} |
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return NULL; |
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} |
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/// given a template name and difficulty, return a profile |
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const BotProfile *GetProfileMatchingTemplate( const char *profileName, int team, BotDifficultyType difficulty ) const |
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{ |
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FOR_EACH_LL( m_profileList, it ) |
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{ |
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BotProfile *profile = m_profileList[ it ]; |
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if ( !profile->InheritsFrom( profileName ) ) |
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continue; |
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if ( !profile->IsValidForTeam( team ) ) |
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continue; |
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if ( !profile->IsDifficulty( difficulty ) ) |
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continue; |
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if ( UTIL_IsNameTaken( profile->GetName() ) ) |
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continue; |
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return profile; |
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} |
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return NULL; |
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} |
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const BotProfileList *GetProfileList( void ) const { return &m_profileList; } ///< return list of all profiles |
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const BotProfile *GetRandomProfile( BotDifficultyType difficulty, int team, CSWeaponType weaponType ) const; ///< return random unused profile that matches the given difficulty level |
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const char * GetCustomSkin( int index ); ///< Returns custom skin name at a particular index |
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const char * GetCustomSkinModelname( int index ); ///< Returns custom skin modelname at a particular index |
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const char * GetCustomSkinFname( int index ); ///< Returns custom skin filename at a particular index |
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int GetCustomSkinIndex( const char *name, const char *filename = NULL ); ///< Looks up a custom skin index by name |
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typedef CUtlVector<char *> VoiceBankList; |
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const VoiceBankList *GetVoiceBanks( void ) const { return &m_voiceBanks; } |
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int FindVoiceBankIndex( const char *filename ); ///< return index of the (custom) bot phrase db, inserting it if needed |
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protected: |
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BotProfileList m_profileList; ///< the list of all bot profiles |
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BotProfileList m_templateList; ///< the list of all bot templates |
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VoiceBankList m_voiceBanks; |
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char *m_skins[ NumCustomSkins ]; ///< Custom skin names |
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char *m_skinModelnames[ NumCustomSkins ]; ///< Custom skin modelnames |
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char *m_skinFilenames[ NumCustomSkins ]; ///< Custom skin filenames |
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int m_nextSkin; ///< Next custom skin to allocate |
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}; |
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/// the global singleton for accessing BotProfiles |
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extern BotProfileManager *TheBotProfiles; |
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#endif // _BOT_PROFILE_H_
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