add: implemented #122.
fix: bots try to defuse already beeing defused bomb (fixes #116). fix: line ending in source code. fix: do not retreat with sniper weapon, if currently shooting and have ammo. crlib: added deque class.
This commit is contained in:
parent
420ab6f6d3
commit
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19 changed files with 420 additions and 73 deletions
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@ -45,15 +45,6 @@ ConVar mp_footsteps ("mp_footsteps", nullptr, Var::GameRef);
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ConVar sv_gravity ("sv_gravity", nullptr, Var::GameRef);
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int Bot::getMsgQueue () {
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// this function get the current message from the bots message queue
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int message = m_messageQueue[m_actMessageIndex++];
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m_actMessageIndex &= 0x1f; // wraparound
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return message;
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}
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void Bot::pushMsgQueue (int message) {
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// this function put a message into the bot message queue
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@ -71,8 +62,7 @@ void Bot::pushMsgQueue (int message) {
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}
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}
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}
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m_messageQueue[m_pushMessageIndex++] = message;
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m_pushMessageIndex &= 0x1f; // wraparound
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m_msgQueue.emplaceLast (message);
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}
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float Bot::isInFOV (const Vector &destination) {
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@ -1016,11 +1006,12 @@ void Bot::checkMsgQueue () {
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extern ConVar mp_freezetime;
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// no new message?
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if (m_actMessageIndex == m_pushMessageIndex) {
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if (m_msgQueue.empty ()) {
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return;
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}
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// get message from stack
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int state = getMsgQueue ();
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// get message from deque
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auto state = m_msgQueue.popFront ();
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// nothing to do?
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if (state == BotMsg::None || (state == BotMsg::Radio && game.is (GameFlags::FreeForAll))) {
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@ -1072,7 +1063,7 @@ void Bot::checkMsgQueue () {
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// prevent terrorists from buying on es maps
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if (game.mapIs (MapFlags::Escape) && m_team == Team::Terrorist) {
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m_buyState = BuyState::Done;;
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m_buyState = BuyState::Done;
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}
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// prevent teams from buying on fun maps
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@ -1184,20 +1175,25 @@ bool Bot::isWeaponRestricted (int weaponIndex) {
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bool Bot::isWeaponRestrictedAMX (int weaponIndex) {
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// this function checks restriction set by AMX Mod, this function code is courtesy of KWo.
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if (!game.is (GameFlags::Metamod)) {
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return false;
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}
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// check for weapon restrictions
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if (cr::bit (weaponIndex) & (kPrimaryWeaponMask | kSecondaryWeaponMask | Weapon::Shield)) {
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auto restrictedWeapons = engfuncs.pfnCVarGetString ("amx_restrweapons");
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auto restrictedWeapons = game.findCvar ("amx_restrweapons");
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if (strings.isEmpty (restrictedWeapons)) {
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if (restrictedWeapons.empty ()) {
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return false;
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}
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int indices[] = {4, 25, 20, -1, 8, -1, 12, 19, -1, 5, 6, 13, 23, 17, 18, 1, 2, 21, 9, 24, 7, 16, 10, 22, -1, 3, 15, 14, 0, 11};
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constexpr int indices[] = {4, 25, 20, -1, 8, -1, 12, 19, -1, 5, 6, 13, 23, 17, 18, 1, 2, 21, 9, 24, 7, 16, 10, 22, -1, 3, 15, 14, 0, 11};
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// find the weapon index
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int index = indices[weaponIndex - 1];
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// validate index range
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if (index < 0 || index >= static_cast <int> (strlen (restrictedWeapons))) {
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if (index < 0 || index >= static_cast <int> (restrictedWeapons.length ())) {
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return false;
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}
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return restrictedWeapons[index] != '0';
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@ -1205,18 +1201,18 @@ bool Bot::isWeaponRestrictedAMX (int weaponIndex) {
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// check for equipment restrictions
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else {
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auto restrictedEquipment = engfuncs.pfnCVarGetString ("amx_restrequipammo");
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auto restrictedEquipment = game.findCvar ("amx_restrequipammo");
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if (strings.isEmpty (restrictedEquipment)) {
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if (restrictedEquipment.empty ()) {
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return false;
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}
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int indices[] = {-1, -1, -1, 3, -1, -1, -1, -1, 4, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, 2, -1, -1, -1, -1, -1, 0, 1, 5};
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constexpr int indices[] = {-1, -1, -1, 3, -1, -1, -1, -1, 4, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, 2, -1, -1, -1, -1, -1, 0, 1, 5};
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// find the weapon index
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int index = indices[weaponIndex - 1];
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// validate index range
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if (index < 0 || index >= static_cast <int> (strlen (restrictedEquipment))) {
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if (index < 0 || index >= static_cast <int> (restrictedEquipment.length ())) {
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return false;
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}
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return restrictedEquipment[index] != '0';
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@ -1517,7 +1513,7 @@ void Bot::buyStuff () {
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break;
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case BuyState::SecondaryWeapon: // if bot has still some money, buy a better secondary weapon
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if (isPistolMode || (isFirstRound && hasDefaultPistols) || (hasDefaultPistols && bots.getLastWinner () == m_team && m_moneyAmount > rg.int_ (2000, 3000)) || (hasPrimaryWeapon () && hasDefaultPistols && m_moneyAmount > rg.int_ (7500, 9000))) {
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if (isPistolMode || (isFirstRound && hasDefaultPistols && rg.chance (50)) || (hasDefaultPistols && bots.getLastWinner () == m_team && m_moneyAmount > rg.int_ (2000, 3000)) || (hasPrimaryWeapon () && hasDefaultPistols && m_moneyAmount > rg.int_ (7500, 9000))) {
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do {
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pref--;
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@ -1952,11 +1948,12 @@ void Bot::filterTasks () {
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ratio = timeHeard * 0.1f;
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}
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bool lowAmmo = m_ammoInClip[m_currentWeapon] < conf.findWeaponById (m_currentWeapon).maxClip * 0.18f;
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bool sniping = m_sniperStopTime <= game.time () && lowAmmo;
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if (bots.isBombPlanted () || m_isStuck || usesKnife ()) {
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ratio /= 3.0f; // reduce the seek cover desire if bomb is planted
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}
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else if (m_isVIP || m_isReloading || (lowAmmo && usesSniper ())) {
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else if (m_isVIP || m_isReloading || (sniping && usesSniper ())) {
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ratio *= 3.0f; // triple the seek cover desire if bot is VIP or reloading
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}
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else {
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@ -3000,7 +2997,7 @@ void Bot::update () {
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else if (m_buyingFinished && !(pev->maxspeed < 10.0f && getCurrentTaskId () != Task::PlantBomb && getCurrentTaskId () != Task::DefuseBomb) && !cv_freeze_bots.bool_ () && !graph.hasChanged ()) {
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botMovement = true;
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}
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checkMsgQueue (); // check for pending messages
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checkMsgQueue ();
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if (botMovement) {
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logic (); // execute main code
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@ -3147,7 +3144,7 @@ void Bot::normal_ () {
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m_timeCamping = game.time () + rg.float_ (10.0f, 25.0f);
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startTask (Task::Camp, TaskPri::Camp, kInvalidNodeIndex, m_timeCamping, true);
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m_camp = m_path->origin + m_path->start.forward () * 500.0f;;
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m_camp = m_path->origin + m_path->start.forward () * 500.0f;
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m_aimFlags |= AimFlags::Camp;
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m_campDirection = 0;
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@ -5796,32 +5793,34 @@ bool Bot::isBombDefusing (const Vector &bombOrigin) {
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return false;
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}
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bool defusingInProgress = false;
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constexpr auto distanceToBomb = cr::square (140.0f);
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for (const auto &client : util.getClients ()) {
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auto bot = bots[client.ent];
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auto bombDistance = (client.ent->v.origin - bombOrigin).lengthSq ();
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if (bot == nullptr || bot == this || !bot->m_notKilled) {
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continue; // skip invalid bots
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}
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if (m_team != bot->m_team || bot->getCurrentTaskId () == Task::EscapeFromBomb) {
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continue; // skip other mess
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}
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float bombDistance = (client.ent->v.origin - bombOrigin).lengthSq ();
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if (bombDistance < cr::square (140.0f) && (bot->getCurrentTaskId () == Task::DefuseBomb || bot->m_hasProgressBar)) {
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defusingInProgress = true;
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break;
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}
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// take in account peoples too
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if (defusingInProgress || !(client.flags & ClientFlags::Used) || !(client.flags & ClientFlags::Alive) || client.team != m_team || util.isFakeClient (client.ent)) {
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if (bot && !bot->m_notKilled) {
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if (m_team != bot->m_team || bot->getCurrentTaskId () == Task::EscapeFromBomb) {
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continue; // skip other mess
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}
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// if close enough, mark as progressing
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if (bombDistance < distanceToBomb && (bot->getCurrentTaskId () == Task::DefuseBomb || bot->m_hasProgressBar)) {
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defusingInProgress = true;
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break;
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}
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continue;
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}
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if (bombDistance < cr::square (140.0f) && ((client.ent->v.button | client.ent->v.oldbuttons) & IN_USE)) {
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defusingInProgress = true;
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break;
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// take in account peoples too
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if ((client.flags & ClientFlags::Used) && (client.flags & ClientFlags::Alive) && client.team == m_team) {
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// if close enough, mark as progressing
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if (bombDistance < distanceToBomb && ((client.ent->v.button | client.ent->v.oldbuttons) & IN_USE)) {
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defusingInProgress = true;
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break;
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}
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continue;
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}
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}
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return defusingInProgress;
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@ -5880,4 +5879,4 @@ bool Bot::isEnemyInFrustum (edict_t *enemy) {
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}
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}
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return true;
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}
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}
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@ -505,7 +505,7 @@ float Bot::getEnemyBodyOffsetCorrection (float distance) {
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{ 6.5f, 6.5f, 4.5f }, // pistol
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{ 9.5f, 9.0f, -5.0f }, // shotgun
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{ 4.5f, 3.5f, -5.0f }, // zoomrifle
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{ 5.5f, 1.0f, -4.5f }, // rifle
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{ 4.5f, 1.0f, -4.5f }, // rifle
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{ 5.5f, 3.5f, -4.5f }, // smg
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{ 3.5f, 3.5f, 4.5f }, // sniper
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{ 2.5f, -2.0f, -6.0f } // heavy
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@ -1243,7 +1243,7 @@ bool Bot::usesPistol () {
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}
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bool Bot::usesSubmachine () {
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return m_weaponType == WeaponType::SMG;;
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return m_weaponType == WeaponType::SMG;
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}
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bool Bot::usesShotgun () {
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@ -960,4 +960,3 @@ DLL_GIVEFNPTRSTODLL GiveFnptrsToDll (enginefuncs_t *functionTable, globalvars_t
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// add linkents for android
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#include "android.cpp"
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@ -26,10 +26,14 @@ ConVar cv_autokill_delay ("yb_autokill_delay", "0.0", "Specifies amount of time
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ConVar cv_join_after_player ("yb_join_after_player", "0", "Specifies whether bots should join server, only when at least one human player in game.");
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ConVar cv_join_team ("yb_join_team", "any", "Forces all bots to join team specified here.", false);
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ConVar cv_join_delay ("yb_join_delay", "5.0", "Specifies after how many seconds bots should start to join the game after the changelevel.", true, 0.0f, 30.0f);
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ConVar cv_name_prefix ("yb_name_prefix", "", "All the bot names will be prefixed with string specified with this cvar.", false);
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ConVar cv_difficulty ("yb_difficulty", "4", "All bots difficulty level. Changing at runtime will affect already created bots.", true, 0.0f, 4.0f);
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ConVar cv_difficulty_min ("yb_difficulty_min", "-1", "Lower bound of random difficulty on bot creation. Only affects newly created bots. -1 means yb_difficulty only used.", true, -1.0f, 4.0f);
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ConVar cv_difficulty_max ("yb_difficulty_max", "-1", "Upper bound of random difficulty on bot creation. Only affects newly created bots. -1 means yb_difficulty only used.", true, -1.0f, 4.0f);
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ConVar cv_difficulty_auto ("yb_difficulty_auto", "0", "Enables each bot balances own difficulty based kd-ratio of team.", true, 0.0f, 1.0f);
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ConVar cv_show_avatars ("yb_show_avatars", "1", "Enables or disabels displaying bot avatars in front of their names in scoreboard. Note, that is currently you can see only avatars of your steam friends.");
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ConVar cv_show_latency ("yb_show_latency", "2", "Enables latency display in scoreboard.\nAllowed values: '0', '1', '2'.\nIf '0', there is nothing displayed.\nIf '1', there is a 'BOT' is displayed.\nIf '2' fake ping is displayed.", true, 0.0f, 2.0f);
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@ -187,7 +191,6 @@ BotCreateResult BotManager::create (StringRef name, int difficulty, int personal
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}
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}
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}
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BotName *botName = nullptr;
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// setup name
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@ -765,6 +768,27 @@ float BotManager::getConnectTime (int botId, float original) {
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return original;
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}
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float BotManager::getAverageTeamKPD (bool calcForBots) {
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Twin <float, int32> calc {};
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for (const auto &client : util.getClients ()) {
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if (!(client.flags & ClientFlags::Used)) {
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continue;
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}
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auto bot = bots[client.ent];
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if ((calcForBots && bot) || (!calcForBots && !bot)) {
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calc.first += client.ent->v.frags;
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calc.second++;
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}
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}
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if (calc.second > 0) {
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return calc.first / calc.second;
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}
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return 0.0f;
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}
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Twin <int, int> BotManager::countTeamPlayers () {
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int ts = 0, cts = 0;
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@ -839,7 +863,11 @@ void BotManager::updateTeamEconomics (int team, bool setTrue) {
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}
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void BotManager::updateBotDifficulties () {
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int difficulty = cv_difficulty.int_ ();
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// if min/max difficulty is specified this should not have effect
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if (cv_difficulty_min.int_ () != Difficulty::Invalid || cv_difficulty_max.int_ () != Difficulty::Invalid || cv_difficulty_auto.bool_ ()) {
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return;
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}
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auto difficulty = cv_difficulty.int_ ();
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if (difficulty != m_lastDifficulty) {
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@ -851,6 +879,35 @@ void BotManager::updateBotDifficulties () {
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}
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}
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void BotManager::balanceBotDifficulties () {
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extern ConVar cv_whose_your_daddy;
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// with nightmare difficulty, there is no balance
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if (cv_whose_your_daddy.bool_ ()) {
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return;
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}
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// difficulty chaning once per round (time)
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auto updateDifficulty = [] (Bot *bot, int32 offset) {
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bot->m_difficulty = cr::clamp (static_cast <Difficulty> (bot->m_difficulty + offset), Difficulty::Noob, Difficulty::Expert);
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};
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auto ratioPlayer = getAverageTeamKPD (false);
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auto ratioBots = getAverageTeamKPD (true);
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// calculate for each the bot
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for (auto &bot : m_bots) {
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float score = bot->m_kpdRatio;
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// if kd ratio is going to go to low, we need to try to set higher difficulty
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if (score < 0.8 || (score <= 1.2 && ratioBots < ratioPlayer)) {
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updateDifficulty (bot.get (), +1);
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}
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else if (score > 4.0f || (score >= 2.5 && ratioBots > ratioPlayer)) {
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updateDifficulty (bot.get (), -1);
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}
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}
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}
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void BotManager::destroy () {
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// this function free all bots slots (used on server shutdown)
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@ -922,13 +979,25 @@ Bot::Bot (edict_t *bot, int difficulty, int personality, int team, int member) {
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m_notKilled = false;
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m_weaponBurstMode = BurstMode::Off;
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m_difficulty = cr::clamp (difficulty, 0, 4);
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m_difficulty = cr::clamp (static_cast <Difficulty> (difficulty), Difficulty::Noob, Difficulty::Expert);
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auto minDifficulty = cv_difficulty_min.int_ ();
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auto maxDifficulty = cv_difficulty_max.int_ ();
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// if we're have min/max difficulty specified, choose value from they
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if (minDifficulty != Difficulty::Invalid && maxDifficulty != Difficulty::Invalid) {
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if (maxDifficulty > minDifficulty) {
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cr::swap (maxDifficulty, minDifficulty);
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}
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m_difficulty = rg.int_ (minDifficulty, maxDifficulty);
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}
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m_basePing = rg.int_ (7, 14);
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m_lastCommandTime = game.time () - 0.1f;
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m_frameInterval = game.time ();
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m_heavyTimestamp = game.time ();
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m_slowFrameTimestamp = 0.0f;
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m_kpdRatio = 0.0f;
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// stuff from jk_botti
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m_playServerTime = 60.0f * rg.float_ (30.0f, 240.0f);
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@ -968,8 +1037,7 @@ Bot::Bot (edict_t *bot, int difficulty, int personality, int team, int member) {
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m_nextEmotionUpdate = game.time () + 0.5f;
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// just to be sure
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m_actMessageIndex = 0;
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m_pushMessageIndex = 0;
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m_msgQueue.clear ();
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// assign team and class
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m_wantedTeam = team;
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@ -1304,9 +1372,7 @@ void Bot::newRound () {
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for (auto &msg : m_messageQueue) {
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msg = BotMsg::None;
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}
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m_actMessageIndex = 0;
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m_pushMessageIndex = 0;
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m_msgQueue.clear ();
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// clear last trace
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for (auto i = 0; i < TraceChannel::Num; ++i) {
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@ -1690,6 +1756,11 @@ void BotManager::initRound () {
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m_timeRoundStart = game.time () + mp_freezetime.float_ ();
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m_timeRoundMid = m_timeRoundStart + mp_roundtime.float_ () * 60.0f * 0.5f;
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m_timeRoundEnd = m_timeRoundStart + mp_roundtime.float_ () * 60.0f;
|
||||
|
||||
// update difficulty balance, if needed
|
||||
if (cv_difficulty_auto.bool_ ()) {
|
||||
balanceBotDifficulties ();
|
||||
}
|
||||
}
|
||||
|
||||
void BotManager::setBombPlanted (bool isPlanted) {
|
||||
|
|
|
|||
|
|
@ -332,6 +332,26 @@ void MessageDispatcher::netMsgTeamInfo () {
|
|||
client.team = game.is (GameFlags::FreeForAll) ? m_args[index].long_ : client.team2;
|
||||
}
|
||||
|
||||
void MessageDispatcher::netMsgScoreInfo () {
|
||||
// this message gets sent when scoreboard info is update, we're use it to track k-d ratio
|
||||
|
||||
enum args { index = 0, score = 1, deaths = 2, class_id = 3, team_id = 4, min = 5 };
|
||||
|
||||
// check the minimum states
|
||||
if (m_args.length () < min) {
|
||||
return;
|
||||
}
|
||||
auto &client = util.getClient (m_args[index].long_ - 1);
|
||||
|
||||
// get the bot in this msg
|
||||
auto bot = bots[client.ent];
|
||||
|
||||
// if we're have bot, set the kd ratio
|
||||
if (bot != nullptr) {
|
||||
bot->m_kpdRatio = bot->pev->frags / cr::max <long> (m_args[deaths].long_, 1);
|
||||
}
|
||||
}
|
||||
|
||||
void MessageDispatcher::netMsgBarTime () {
|
||||
enum args { enabled = 0, min = 1 };
|
||||
|
||||
|
|
@ -415,6 +435,7 @@ MessageDispatcher::MessageDispatcher () {
|
|||
addWanted ("ItemStatus", NetMsg::ItemStatus, &MessageDispatcher::netMsgItemStatus);
|
||||
addWanted ("NVGToggle", NetMsg::NVGToggle, &MessageDispatcher::netMsgNVGToggle);
|
||||
addWanted ("FlashBat", NetMsg::FlashBat, &MessageDispatcher::netMsgFlashBat);
|
||||
addWanted ("ScoreInfo", NetMsg::ScoreInfo, &MessageDispatcher::netMsgScoreInfo);
|
||||
|
||||
// we're need next messages IDs but we're won't handle them, so they will be removed from wanted list as soon as they get engine IDs
|
||||
addWanted ("BotVoice", NetMsg::BotVoice, nullptr);
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue