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472 lines
11 KiB
472 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 "sdk_player.h" |
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#include "in_buttons.h" |
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#include "movehelper_server.h" |
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#include "gameinterface.h" |
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class CSDKBot; |
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void Bot_Think( CSDKBot *pBot ); |
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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_changeclass( "bot_changeclass", "0", 0, "Force all bots to change to the specified class." ); |
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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_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 g_CurBotNumber = 1; |
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// This is our bot class. |
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class CSDKBot : public CSDKPlayer |
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{ |
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public: |
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bool m_bBackwards; |
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float m_flNextTurnTime; |
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bool m_bLastTurnToRight; |
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float m_flNextStrafeTime; |
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float m_flSideMove; |
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QAngle m_ForwardAngle; |
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QAngle m_LastAngles; |
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}; |
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LINK_ENTITY_TO_CLASS( sdk_bot, CSDKBot ); |
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class CBotManager |
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{ |
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public: |
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static CBasePlayer* ClientPutInServerOverride_Bot( edict_t *pEdict, const char *playername ) |
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{ |
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// This tells it which edict to use rather than creating a new one. |
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CBasePlayer::s_PlayerEdict = pEdict; |
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CSDKBot *pPlayer = static_cast<CSDKBot *>( CreateEntityByName( "sdk_bot" ) ); |
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if ( pPlayer ) |
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{ |
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pPlayer->SetPlayerName( playername ); |
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} |
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return pPlayer; |
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} |
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}; |
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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 ) |
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{ |
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char botname[ 64 ]; |
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Q_snprintf( botname, sizeof( botname ), "Bot%02i", g_CurBotNumber ); |
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// This trick lets us create a CSDKBot for this client instead of the CSDKPlayer |
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// that we would normally get when ClientPutInServer is called. |
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ClientPutInServerOverride( &CBotManager::ClientPutInServerOverride_Bot ); |
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edict_t *pEdict = engine->CreateFakeClient( botname ); |
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ClientPutInServerOverride( NULL ); |
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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 player entity for the bot, and call spawn |
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CSDKBot *pPlayer = ((CSDKBot*)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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pPlayer->ChangeTeam( TEAM_UNASSIGNED ); |
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pPlayer->RemoveAllItems( true ); |
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pPlayer->Spawn(); |
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g_CurBotNumber++; |
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return pPlayer; |
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} |
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// Handler for the "bot" command. |
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CON_COMMAND_F( "bot_add", "Add a bot.", FCVAR_CHEAT ) |
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{ |
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// Look at -count. |
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int count = args.FindArgInt( "-count", 1 ); |
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count = clamp( count, 1, 16 ); |
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// Look at -frozen. |
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bool bFrozen = !!args.FindArg( "-frozen" ); |
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// Ok, spawn all the bots. |
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while ( --count >= 0 ) |
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{ |
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BotPutInServer( bFrozen ); |
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} |
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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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CSDKPlayer *pPlayer = ToSDKPlayer( UTIL_PlayerByIndex( i ) ); |
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if ( pPlayer && (pPlayer->GetFlags() & FL_FAKECLIENT) ) |
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{ |
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CSDKBot *pBot = dynamic_cast< CSDKBot* >( pPlayer ); |
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if ( pBot ) |
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Bot_Think( pBot ); |
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} |
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} |
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} |
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bool Bot_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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if( bot_crouch.GetInt() ) |
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cmd.buttons |= IN_DUCK; |
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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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// m_flSideMove - |
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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( CSDKPlayer *fakeclient, CUserCmd &cmd, float frametime ) |
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{ |
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if ( !fakeclient ) |
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return; |
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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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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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void Bot_UpdateStrafing( CSDKBot *pBot, CUserCmd &cmd ) |
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{ |
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if ( gpGlobals->curtime >= pBot->m_flNextStrafeTime ) |
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{ |
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pBot->m_flNextStrafeTime = gpGlobals->curtime + 1.0f; |
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if ( random->RandomInt( 0, 5 ) == 0 ) |
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{ |
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pBot->m_flSideMove = -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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pBot->m_flSideMove = 0; |
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} |
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cmd.sidemove = pBot->m_flSideMove; |
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if ( random->RandomInt( 0, 20 ) == 0 ) |
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{ |
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pBot->m_bBackwards = true; |
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} |
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else |
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{ |
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pBot->m_bBackwards = false; |
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} |
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} |
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} |
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void Bot_UpdateDirection( CSDKBot *pBot ) |
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{ |
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float angledelta = 15.0; |
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QAngle angle; |
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int maxtries = (int)360.0/angledelta; |
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if ( pBot->m_bLastTurnToRight ) |
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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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trace_t trace; |
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Vector vecSrc, vecEnd, forward; |
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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 < pBot->m_flNextTurnTime ) |
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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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pBot->m_flNextTurnTime = gpGlobals->curtime + 2.0; |
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pBot->m_bLastTurnToRight = random->RandomInt( 0, 1 ) == 0 ? true : false; |
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pBot->m_ForwardAngle = angle; |
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pBot->m_LastAngles = angle; |
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} |
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pBot->SetLocalAngles( angle ); |
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} |
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void Bot_FlipOut( CSDKBot *pBot, CUserCmd &cmd ) |
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{ |
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if ( bot_flipout.GetInt() > 0 && pBot->IsAlive() ) |
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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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cmd.buttons |= bot_forceattack2.GetBool() ? IN_ATTACK2 : IN_ATTACK; |
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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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pBot->m_LastAngles += angOffset; |
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for ( int i = 0 ; i < 2; i++ ) |
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{ |
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if ( fabs( pBot->m_LastAngles[ i ] - pBot->m_ForwardAngle[ i ] ) > 15.0f ) |
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{ |
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if ( pBot->m_LastAngles[ i ] > pBot->m_ForwardAngle[ i ] ) |
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{ |
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pBot->m_LastAngles[ i ] = pBot->m_ForwardAngle[ i ] + 15; |
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} |
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else |
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{ |
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pBot->m_LastAngles[ i ] = pBot->m_ForwardAngle[ i ] - 15; |
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} |
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} |
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} |
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pBot->m_LastAngles[ 2 ] = 0; |
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pBot->SetLocalAngles( pBot->m_LastAngles ); |
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} |
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} |
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} |
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void Bot_HandleSendCmd( CSDKBot *pBot ) |
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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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pBot->ClientCommand( bot_sendcmd.GetString() ); |
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bot_sendcmd.SetValue(""); |
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} |
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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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void Bot_ForceFireWeapon( CSDKBot *pBot, CUserCmd &cmd ) |
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{ |
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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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cmd.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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} |
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void Bot_SetForwardMovement( CSDKBot *pBot, CUserCmd &cmd ) |
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{ |
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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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cmd.forwardmove = 600 * ( pBot->m_bBackwards ? -1 : 1 ); |
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if ( pBot->m_flSideMove != 0.0f ) |
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{ |
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cmd.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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// Stop when shot |
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cmd.forwardmove = 0; |
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} |
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} |
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} |
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void Bot_HandleRespawn( CSDKBot *pBot, CUserCmd &cmd ) |
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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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cmd.buttons |= IN_JUMP; |
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} |
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else |
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{ |
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cmd.buttons = 0; |
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} |
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} |
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} |
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} |
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//----------------------------------------------------------------------------- |
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// Run this Bot's AI for one frame. |
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//----------------------------------------------------------------------------- |
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void Bot_Think( CSDKBot *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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CUserCmd cmd; |
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Q_memset( &cmd, 0, sizeof( cmd ) ); |
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// Finally, override all this stuff if the bot is being forced to mimic a player. |
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if ( !Bot_RunMimicCommand( cmd ) ) |
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{ |
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cmd.sidemove = pBot->m_flSideMove; |
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if ( pBot->IsAlive() && (pBot->GetSolid() == SOLID_BBOX) ) |
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{ |
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Bot_SetForwardMovement( pBot, cmd ); |
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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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Bot_UpdateDirection( pBot ); |
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Bot_UpdateStrafing( pBot, cmd ); |
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} |
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// Handle console settings. |
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Bot_ForceFireWeapon( pBot, cmd ); |
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Bot_HandleSendCmd( pBot ); |
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} |
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else |
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{ |
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Bot_HandleRespawn( pBot, cmd ); |
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} |
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Bot_FlipOut( pBot, cmd ); |
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cmd.viewangles = pBot->GetLocalAngles(); |
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cmd.upmove = 0; |
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cmd.impulse = 0; |
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} |
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float frametime = gpGlobals->frametime; |
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RunPlayerMove( pBot, cmd, frametime ); |
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} |
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