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:
ds 2020-09-16 13:07:47 +03:00
commit fa47e418b2
19 changed files with 420 additions and 73 deletions

View file

@ -26,10 +26,14 @@ ConVar cv_autokill_delay ("yb_autokill_delay", "0.0", "Specifies amount of time
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.");
ConVar cv_join_team ("yb_join_team", "any", "Forces all bots to join team specified here.", false);
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);
ConVar cv_name_prefix ("yb_name_prefix", "", "All the bot names will be prefixed with string specified with this cvar.", false);
ConVar cv_difficulty ("yb_difficulty", "4", "All bots difficulty level. Changing at runtime will affect already created bots.", true, 0.0f, 4.0f);
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);
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);
ConVar cv_difficulty_auto ("yb_difficulty_auto", "0", "Enables each bot balances own difficulty based kd-ratio of team.", true, 0.0f, 1.0f);
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.");
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);
@ -187,7 +191,6 @@ BotCreateResult BotManager::create (StringRef name, int difficulty, int personal
}
}
}
BotName *botName = nullptr;
// setup name
@ -765,6 +768,27 @@ float BotManager::getConnectTime (int botId, float original) {
return original;
}
float BotManager::getAverageTeamKPD (bool calcForBots) {
Twin <float, int32> calc {};
for (const auto &client : util.getClients ()) {
if (!(client.flags & ClientFlags::Used)) {
continue;
}
auto bot = bots[client.ent];
if ((calcForBots && bot) || (!calcForBots && !bot)) {
calc.first += client.ent->v.frags;
calc.second++;
}
}
if (calc.second > 0) {
return calc.first / calc.second;
}
return 0.0f;
}
Twin <int, int> BotManager::countTeamPlayers () {
int ts = 0, cts = 0;
@ -839,7 +863,11 @@ void BotManager::updateTeamEconomics (int team, bool setTrue) {
}
void BotManager::updateBotDifficulties () {
int difficulty = cv_difficulty.int_ ();
// if min/max difficulty is specified this should not have effect
if (cv_difficulty_min.int_ () != Difficulty::Invalid || cv_difficulty_max.int_ () != Difficulty::Invalid || cv_difficulty_auto.bool_ ()) {
return;
}
auto difficulty = cv_difficulty.int_ ();
if (difficulty != m_lastDifficulty) {
@ -851,6 +879,35 @@ void BotManager::updateBotDifficulties () {
}
}
void BotManager::balanceBotDifficulties () {
extern ConVar cv_whose_your_daddy;
// with nightmare difficulty, there is no balance
if (cv_whose_your_daddy.bool_ ()) {
return;
}
// difficulty chaning once per round (time)
auto updateDifficulty = [] (Bot *bot, int32 offset) {
bot->m_difficulty = cr::clamp (static_cast <Difficulty> (bot->m_difficulty + offset), Difficulty::Noob, Difficulty::Expert);
};
auto ratioPlayer = getAverageTeamKPD (false);
auto ratioBots = getAverageTeamKPD (true);
// calculate for each the bot
for (auto &bot : m_bots) {
float score = bot->m_kpdRatio;
// if kd ratio is going to go to low, we need to try to set higher difficulty
if (score < 0.8 || (score <= 1.2 && ratioBots < ratioPlayer)) {
updateDifficulty (bot.get (), +1);
}
else if (score > 4.0f || (score >= 2.5 && ratioBots > ratioPlayer)) {
updateDifficulty (bot.get (), -1);
}
}
}
void BotManager::destroy () {
// this function free all bots slots (used on server shutdown)
@ -922,13 +979,25 @@ Bot::Bot (edict_t *bot, int difficulty, int personality, int team, int member) {
m_notKilled = false;
m_weaponBurstMode = BurstMode::Off;
m_difficulty = cr::clamp (difficulty, 0, 4);
m_difficulty = cr::clamp (static_cast <Difficulty> (difficulty), Difficulty::Noob, Difficulty::Expert);
auto minDifficulty = cv_difficulty_min.int_ ();
auto maxDifficulty = cv_difficulty_max.int_ ();
// if we're have min/max difficulty specified, choose value from they
if (minDifficulty != Difficulty::Invalid && maxDifficulty != Difficulty::Invalid) {
if (maxDifficulty > minDifficulty) {
cr::swap (maxDifficulty, minDifficulty);
}
m_difficulty = rg.int_ (minDifficulty, maxDifficulty);
}
m_basePing = rg.int_ (7, 14);
m_lastCommandTime = game.time () - 0.1f;
m_frameInterval = game.time ();
m_heavyTimestamp = game.time ();
m_slowFrameTimestamp = 0.0f;
m_kpdRatio = 0.0f;
// stuff from jk_botti
m_playServerTime = 60.0f * rg.float_ (30.0f, 240.0f);
@ -968,8 +1037,7 @@ Bot::Bot (edict_t *bot, int difficulty, int personality, int team, int member) {
m_nextEmotionUpdate = game.time () + 0.5f;
// just to be sure
m_actMessageIndex = 0;
m_pushMessageIndex = 0;
m_msgQueue.clear ();
// assign team and class
m_wantedTeam = team;
@ -1304,9 +1372,7 @@ void Bot::newRound () {
for (auto &msg : m_messageQueue) {
msg = BotMsg::None;
}
m_actMessageIndex = 0;
m_pushMessageIndex = 0;
m_msgQueue.clear ();
// clear last trace
for (auto i = 0; i < TraceChannel::Num; ++i) {
@ -1690,6 +1756,11 @@ void BotManager::initRound () {
m_timeRoundStart = game.time () + mp_freezetime.float_ ();
m_timeRoundMid = m_timeRoundStart + mp_roundtime.float_ () * 60.0f * 0.5f;
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) {