yapb-noob-edition/include/yapb.h
Dmitry d4e1fdb4fb Fixed radio commands that should be issued only when chatter enabled.
Implemented useless waypoint cleaner (yb wp clean <nr/all>).
2019-09-22 00:08:37 +03:00

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48 KiB
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//
// Yet Another POD-Bot, based on PODBot by Markus Klinge ("CountFloyd").
// Copyright (c) YaPB Development Team.
//
// This software is licensed under the BSD-style license.
// Additional exceptions apply. For full license details, see LICENSE.txt or visit:
// https://yapb.ru/license
//
#pragma once
#include <extdll.h>
#include <memory.h>
#include <stdio.h>
#include <meta_api.h>
using namespace cr::types;
using namespace cr::classes;
#include <assert.h>
#include <ctype.h>
#include <limits.h>
#include <time.h>
// defines bots tasks
enum TaskID {
TASK_NORMAL,
TASK_PAUSE,
TASK_MOVETOPOSITION,
TASK_FOLLOWUSER,
TASK_PICKUPITEM,
TASK_CAMP,
TASK_PLANTBOMB,
TASK_DEFUSEBOMB,
TASK_ATTACK,
TASK_HUNTENEMY,
TASK_SEEKCOVER,
TASK_THROWHEGRENADE,
TASK_THROWFLASHBANG,
TASK_THROWSMOKE,
TASK_DOUBLEJUMP,
TASK_ESCAPEFROMBOMB,
TASK_SHOOTBREAKABLE,
TASK_HIDE,
TASK_BLINDED,
TASK_SPRAY,
TASK_MAX
};
// supported cs's
enum GameFlags {
GAME_CSTRIKE16 = (1 << 0), // counter-strike 1.6 and above
GAME_XASH_ENGINE = (1 << 1), // counter-strike 1.6 under the xash engine (additional flag)
GAME_CZERO = (1 << 2), // counter-strike: condition zero
GAME_LEGACY = (1 << 3), // counter-strike 1.3-1.5 with/without steam
GAME_MOBILITY = (1 << 4), // additional flag that bot is running on android (additional flag)
GAME_OFFICIAL_CSBOT = (1 << 5), // additional flag that indicates official cs bots are in game
GAME_METAMOD = (1 << 6), // game running under metamod
GAME_CSDM = (1 << 7), // csdm mod currently in use
GAME_CSDM_FFA = (1 << 8), // csdm mod with ffa mode
GAME_SUPPORT_SVC_PINGS = (1 << 9), // on that game version we can fake bots pings
GAME_SUPPORT_BOT_VOICE = (1 << 10) // on that game version we can use chatter
};
// bot menu ids
enum MenuId {
BOT_MENU_INVALID = 0,
BOT_MENU_MAIN,
BOT_MENU_FEATURES,
BOT_MENU_CONTROL,
BOT_MENU_WEAPON_MODE,
BOT_MENU_PERSONALITY,
BOT_MENU_DIFFICULTY,
BOT_MENU_TEAM_SELECT,
BOT_MENU_TERRORIST_SELECT,
BOT_MENU_CT_SELECT,
BOT_MENU_COMMANDS,
BOT_MENU_WAYPOINT_MAIN_PAGE1,
BOT_MENU_WAYPOINT_MAIN_PAGE2,
BOT_MENU_WAYPOINT_RADIUS,
BOT_MENU_WAYPOINT_TYPE,
BOT_MENU_WAYPOINT_FLAG,
BOT_MENU_WAYPOINT_AUTOPATH,
BOT_MENU_WAYPOINT_PATH,
BOT_MENU_KICK_PAGE_1,
BOT_MENU_KICK_PAGE_2,
BOT_MENU_KICK_PAGE_3,
BOT_MENU_KICK_PAGE_4,
BOT_MENU_TOTAL_MENUS
};
// log levels
enum LogLevel {
LL_DEFAULT = 1, // default log message
LL_WARNING = 2, // warning log message
LL_ERROR = 3, // error log message
LL_IGNORE = 4, // additional flag
LL_FATAL = 5 // fatal error log message (terminate the game!)
};
// chat types id's
enum ChatType {
CHAT_KILLING = 0, // id to kill chat array
CHAT_DEAD, // id to dead chat array
CHAT_BOMBPLANT, // id to bomb chat array
CHAT_TEAMATTACK, // id to team-attack chat array
CHAT_TEAMKILL, // id to team-kill chat array
CHAT_WELCOME, // id to welcome chat array
CHAT_NOKW, // id to no keyword chat array
CHAT_TOTAL // number for array
};
// personalities defines
enum Personality {
PERSONALITY_NORMAL = 0,
PERSONALITY_RUSHER,
PERSONALITY_CAREFUL
};
// bot difficulties
enum Difficulty : int {
DIFFICULTY_VERY_EASY,
DIFFICULTY_EASY,
DIFFICULTY_NORMAL,
DIFFICULTY_HARD,
DIFFICULTY_VERY_HARD
};
// collision states
enum CollisionState {
COLLISION_NOTDECICED,
COLLISION_PROBING,
COLLISION_NOMOVE,
COLLISION_JUMP,
COLLISION_DUCK,
COLLISION_STRAFELEFT,
COLLISION_STRAFERIGHT
};
// counter-strike team id's
enum Team {
TEAM_TERRORIST = 0,
TEAM_COUNTER,
TEAM_SPECTATOR,
TEAM_UNASSIGNED
};
// client flags
enum ClientFlags {
CF_USED = (1 << 0),
CF_ALIVE = (1 << 1),
CF_ADMIN = (1 << 2),
CF_ICON = (1 << 3)
};
// bot create status
enum BotCreationResult {
BOT_RESULT_CREATED,
BOT_RESULT_MAX_PLAYERS_REACHED,
BOT_RESULT_NAV_ERROR,
BOT_RESULT_TEAM_STACKED
};
// radio messages
enum RadioMessage {
RADIO_COVER_ME = 1,
RADIO_YOU_TAKE_THE_POINT = 2,
RADIO_HOLD_THIS_POSITION = 3,
RADIO_REGROUP_TEAM = 4,
RADIO_FOLLOW_ME = 5,
RADIO_TAKING_FIRE = 6,
RADIO_GO_GO_GO = 11,
RADIO_TEAM_FALLBACK = 12,
RADIO_STICK_TOGETHER_TEAM = 13,
RADIO_GET_IN_POSITION = 14,
RADIO_STORM_THE_FRONT = 15,
RADIO_REPORT_TEAM = 16,
RADIO_AFFIRMATIVE = 21,
RADIO_ENEMY_SPOTTED = 22,
RADIO_NEED_BACKUP = 23,
RADIO_SECTOR_CLEAR = 24,
RADIO_IN_POSITION = 25,
RADIO_REPORTING_IN = 26,
RADIO_SHES_GONNA_BLOW = 27,
RADIO_NEGATIVE = 28,
RADIO_ENEMY_DOWN = 29
};
// chatter system (extending enum above, messages 30-39 is reserved)
enum ChatterMessage {
CHATTER_SPOT_THE_BOMBER = 40,
CHATTER_FRIENDLY_FIRE,
CHATTER_PAIN_DIED,
CHATTER_BLINDED,
CHATTER_GOING_TO_PLANT_BOMB,
CHATTER_RESCUING_HOSTAGES,
CHATTER_GOING_TO_CAMP,
CHATTER_HEARD_NOISE,
CHATTER_TEAM_ATTACK,
CHATTER_REPORTING_IN,
CHATTER_GUARDING_DROPPED_BOMB,
CHATTER_CAMP,
CHATTER_PLANTING_BOMB,
CHATTER_DEFUSING_BOMB,
CHATTER_IN_COMBAT,
CHATTER_SEEK_ENEMY,
CHATTER_NOTHING,
CHATTER_ENEMY_DOWN,
CHATTER_USING_HOSTAGES,
CHATTER_FOUND_BOMB,
CHATTER_WON_THE_ROUND,
CHATTER_SCARED_EMOTE,
CHATTER_HEARD_ENEMY,
CHATTER_SNIPER_WARNING,
CHATTER_SNIPER_KILLED,
CHATTER_VIP_SPOTTED,
CHATTER_GUARDING_VIP_SAFETY,
CHATTER_GOING_TO_GUARD_VIP_SAFETY,
CHATTER_QUICK_WON_ROUND,
CHATTER_ONE_ENEMY_LEFT,
CHATTER_TWO_ENEMIES_LEFT,
CHATTER_THREE_ENEMIES_LEFT,
CHATTER_NO_ENEMIES_LEFT,
CHATTER_FOUND_BOMB_PLACE,
CHATTER_WHERE_IS_THE_BOMB,
CHATTER_DEFENDING_BOMBSITE,
CHATTER_BARELY_DEFUSED,
CHATTER_NICESHOT_COMMANDER,
CHATTER_NICESHOT_PALL,
CHATTER_GOING_TO_GUARD_HOSTAGES,
CHATTER_GOING_TO_GUARD_DROPPED_BOMB,
CHATTER_ON_MY_WAY,
CHATTER_LEAD_ON_SIR,
CHATTER_PINNED_DOWN,
CHATTER_GOTTA_FIND_BOMB,
CHATTER_YOU_HEARD_THE_MAN,
CHATTER_LOST_COMMANDER,
CHATTER_NEW_ROUND,
CHATTER_COVER_ME,
CHATTER_BEHIND_SMOKE,
CHATTER_BOMB_SITE_SECURED,
CHATTER_MAX
};
// counter-strike weapon id's
enum Weapon {
WEAPON_P228 = 1,
WEAPON_SHIELD = 2,
WEAPON_SCOUT = 3,
WEAPON_EXPLOSIVE = 4,
WEAPON_XM1014 = 5,
WEAPON_C4 = 6,
WEAPON_MAC10 = 7,
WEAPON_AUG = 8,
WEAPON_SMOKE = 9,
WEAPON_ELITE = 10,
WEAPON_FIVESEVEN = 11,
WEAPON_UMP45 = 12,
WEAPON_SG550 = 13,
WEAPON_GALIL = 14,
WEAPON_FAMAS = 15,
WEAPON_USP = 16,
WEAPON_GLOCK = 17,
WEAPON_AWP = 18,
WEAPON_MP5 = 19,
WEAPON_M249 = 20,
WEAPON_M3 = 21,
WEAPON_M4A1 = 22,
WEAPON_TMP = 23,
WEAPON_G3SG1 = 24,
WEAPON_FLASHBANG = 25,
WEAPON_DEAGLE = 26,
WEAPON_SG552 = 27,
WEAPON_AK47 = 28,
WEAPON_KNIFE = 29,
WEAPON_P90 = 30,
WEAPON_ARMOR = 31,
WEAPON_ARMORHELM = 32,
WEAPON_DEFUSER = 33
};
// buy counts
enum BuyState {
BUYSTATE_PRIMARY_WEAPON = 0,
BUYSTATE_ARMOR_VESTHELM,
BUYSTATE_SECONDARY_WEAPON,
BUYSTATE_GRENADES,
BUYSTATE_DEFUSER,
BUYSTATE_AMMO,
BUYSTATE_FINISHED
};
// economics limits
enum EconomyLimit {
ECO_PRIMARY_GT = 0,
ECO_SMG_GT_CT,
ECO_SMG_GT_TE,
ECO_SHOTGUN_GT,
ECO_SHOTGUN_LT,
ECO_HEAVY_GT,
ECO_HEAVY_LT,
ECO_PROSTOCK_NORMAL,
ECO_PROSTOCK_RUSHER,
ECO_PROSTOCK_CAREFUL,
ECO_SHIELDGUN_GT
};
// defines for pickup items
enum PickupType {
PICKUP_NONE,
PICKUP_WEAPON,
PICKUP_DROPPED_C4,
PICKUP_PLANTED_C4,
PICKUP_HOSTAGE,
PICKUP_BUTTON,
PICKUP_SHIELD,
PICKUP_DEFUSEKIT
};
// fight style type
enum FightStyle {
FIGHT_NONE,
FIGHT_STRAFE,
FIGHT_STAY
};
// dodge type
enum StrafeDir {
STRAFE_DIR_NONE,
STRAFE_DIR_LEFT,
STRAFE_DIR_RIGHT
};
// reload state
enum ReloadState {
RELOAD_NONE = 0, // no reload state currently
RELOAD_PRIMARY = 1, // primary weapon reload state
RELOAD_SECONDARY = 2 // secondary weapon reload state
};
// collision probes
enum CollisionProbe {
PROBE_JUMP = (1 << 0), // probe jump when colliding
PROBE_DUCK = (1 << 1), // probe duck when colliding
PROBE_STRAFE = (1 << 2) // probe strafing when colliding
};
// vgui menus (since latest steam updates is obsolete, but left for old cs)
enum VGuiMenu {
VMS_TEAM = 2, // menu select team
VMS_TF = 26, // terrorist select menu
VMS_CT = 27 // ct select menu
};
// lift usage states
enum LiftState {
LIFT_NO_NEARBY = 0,
LIFT_LOOKING_BUTTON_OUTSIDE,
LIFT_WAITING_FOR,
LIFT_ENTERING_IN,
LIFT_WAIT_FOR_TEAMMATES,
LIFT_LOOKING_BUTTON_INSIDE,
LIFT_TRAVELING_BY,
LIFT_LEAVING
};
// wayponit auto-downloader
enum WaypointDownloadError {
WDE_SOCKET_ERROR,
WDE_CONNECT_ERROR,
WDE_NOTFOUND_ERROR,
WDE_NOERROR
};
// game start messages for counter-strike...
enum GameMessage {
GAME_MSG_NONE = 1,
GAME_MSG_TEAM_SELECT = 2,
GAME_MSG_CLASS_SELECT = 3,
GAME_MSG_PURCHASE = 100,
GAME_MSG_RADIO = 200,
GAME_MSG_SAY_CMD = 10000,
GAME_MSG_SAY_TEAM_MSG = 10001
};
// sensing states
enum SensingState {
STATE_SEEING_ENEMY = (1 << 0), // seeing an enemy
STATE_HEARING_ENEMY = (1 << 1), // hearing an enemy
STATE_SUSPECT_ENEMY = (1 << 2), // suspect enemy behind obstacle
STATE_PICKUP_ITEM = (1 << 3), // pickup item nearby
STATE_THROW_HE = (1 << 4), // could throw he grenade
STATE_THROW_FB = (1 << 5), // could throw flashbang
STATE_THROW_SG = (1 << 6) // could throw smokegrenade
};
// positions to aim at
enum AimPosition {
AIM_NAVPOINT = (1 << 0), // aim at nav point
AIM_CAMP = (1 << 1), // aim at camp vector
AIM_PREDICT_PATH = (1 << 2), // aim at predicted path
AIM_LAST_ENEMY = (1 << 3), // aim at last enemy
AIM_ENTITY = (1 << 4), // aim at entity like buttons, hostages
AIM_ENEMY = (1 << 5), // aim at enemy
AIM_GRENADE = (1 << 6), // aim for grenade throw
AIM_OVERRIDE = (1 << 7) // overrides all others (blinded)
};
// famas/glock burst mode status + m4a1/usp silencer
enum BurstMode {
BM_ON = 1,
BM_OFF = 2
};
// visibility flags
enum Visibility {
VISIBLE_HEAD = (1 << 1),
VISIBLE_BODY = (1 << 2),
VISIBLE_OTHER = (1 << 3)
};
// defines map type
enum MapFlags {
MAP_AS = (1 << 0),
MAP_CS = (1 << 1),
MAP_DE = (1 << 2),
MAP_ES = (1 << 3),
MAP_KA = (1 << 4),
MAP_FY = (1 << 5),
// additional flags
MAP_HAS_DOORS = (1 << 6)
};
// defines for waypoint flags field (32 bits are available)
enum WaypointFlag {
FLAG_LIFT = (1 << 1), // wait for lift to be down before approaching this waypoint
FLAG_CROUCH = (1 << 2), // must crouch to reach this waypoint
FLAG_CROSSING = (1 << 3), // a target waypoint
FLAG_GOAL = (1 << 4), // mission goal point (bomb, hostage etc.)
FLAG_LADDER = (1 << 5), // waypoint is on ladder
FLAG_RESCUE = (1 << 6), // waypoint is a hostage rescue point
FLAG_CAMP = (1 << 7), // waypoint is a camping point
FLAG_NOHOSTAGE = (1 << 8), // only use this waypoint if no hostage
FLAG_DOUBLEJUMP = (1 << 9), // bot help's another bot (requster) to get somewhere (using djump)
FLAG_SNIPER = (1 << 28), // it's a specific sniper point
FLAG_TF_ONLY = (1 << 29), // it's a specific terrorist point
FLAG_CF_ONLY = (1 << 30), // it's a specific ct point
FLAG_LOW_LIGHT = (1 << 31) // specifies that waypoints that have low amount of light (for flashlights)
};
// defines for waypoint connection flags field (16 bits are available)
enum PathFlag {
PATHFLAG_JUMP = (1 << 0) // must jump for this connection
};
// enum pathfind search type
enum SearchPathType {
SEARCH_PATH_FASTEST = 0,
SEARCH_PATH_SAFEST_FASTER,
SEARCH_PATH_SAFEST
};
// defines waypoint connection types
enum PathConnection {
CONNECTION_OUTGOING = 0,
CONNECTION_INCOMING,
CONNECTION_BOTHWAYS
};
// a* route state
enum RouteState {
ROUTE_OPEN,
ROUTE_CLOSED,
ROUTE_NEW
};
// bot known file headers
const char FH_WAYPOINT[] = "PODWAY!";
const char FH_EXPERIENCE[] = "PODEXP!";
const char FH_VISTABLE[] = "PODVIS!";
const char FH_MATRIX[] = "PODMAT!";
constexpr int FV_WAYPOINT = 7;
constexpr int FV_EXPERIENCE = 4;
constexpr int FV_VISTABLE = 3;
constexpr int FV_MATRIX = 3;
// some hardcoded desire defines used to override calculated ones
constexpr float TASKPRI_NORMAL = 35.0f;
constexpr float TASKPRI_PAUSE = 36.0f;
constexpr float TASKPRI_CAMP = 37.0f;
constexpr float TASKPRI_SPRAYLOGO = 38.0f;
constexpr float TASKPRI_FOLLOWUSER = 39.0f;
constexpr float TASKPRI_MOVETOPOSITION = 50.0f;
constexpr float TASKPRI_DEFUSEBOMB = 89.0f;
constexpr float TASKPRI_PLANTBOMB = 89.0f;
constexpr float TASKPRI_ATTACK = 90.0f;
constexpr float TASKPRI_SEEKCOVER = 91.0f;
constexpr float TASKPRI_HIDE = 92.0f;
constexpr float TASKPRI_THROWGRENADE = 99.0f;
constexpr float TASKPRI_DOUBLEJUMP = 99.0f;
constexpr float TASKPRI_BLINDED = 100.0f;
constexpr float TASKPRI_SHOOTBREAKABLE = 100.0f;
constexpr float TASKPRI_ESCAPEFROMBOMB = 100.0f;
constexpr float MAX_GRENADE_TIMER = 2.15f;
constexpr float MAX_SPRAY_DISTANCE = 260.0f;
constexpr float MAX_SPRAY_DISTANCE_X2 = MAX_SPRAY_DISTANCE * 2;
constexpr float MAX_CHATTER_REPEAT = 99.0f;
constexpr int MAX_PATH_INDEX = 8;
constexpr int MAX_DAMAGE_VALUE = 2040;
constexpr int MAX_GOAL_VALUE = 2040;
constexpr int MAX_KILL_HISTORY = 16;
constexpr int MAX_WAYPOINTS = 2048;
constexpr int MAX_ROUTE_LENGTH = MAX_WAYPOINTS / 2;
constexpr int MAX_WEAPONS = 32;
constexpr int NUM_WEAPONS = 26;
constexpr int MAX_COLLIDE_MOVES = 3;
constexpr int MAX_ENGINE_PLAYERS = 32;
constexpr int MAX_PRINT_BUFFER = 1024;
constexpr int MAX_TEAM_COUNT = 2;
constexpr int INVALID_WAYPOINT_INDEX = -1;
constexpr int MAX_WAYPOINT_BUCKET_SIZE = static_cast <int> (MAX_WAYPOINTS * 0.65);
constexpr int MAX_WAYPOINT_BUCKET_MAX = MAX_WAYPOINTS * 8 / MAX_WAYPOINT_BUCKET_SIZE + 1;
constexpr int MAX_WAYPOINT_BUCKET_WPTS = MAX_WAYPOINT_BUCKET_SIZE / MAX_WAYPOINT_BUCKET_MAX;
// weapon masks
constexpr int WEAPON_PRIMARY = ((1 << WEAPON_XM1014) | (1 << WEAPON_M3) | (1 << WEAPON_MAC10) | (1 << WEAPON_UMP45) | (1 << WEAPON_MP5) | (1 << WEAPON_TMP) | (1 << WEAPON_P90) | (1 << WEAPON_AUG) | (1 << WEAPON_M4A1) | (1 << WEAPON_SG552) | (1 << WEAPON_AK47) | (1 << WEAPON_SCOUT) | (1 << WEAPON_SG550) | (1 << WEAPON_AWP) | (1 << WEAPON_G3SG1) | (1 << WEAPON_M249) | (1 << WEAPON_FAMAS) | (1 << WEAPON_GALIL));
constexpr int WEAPON_SECONDARY = ((1 << WEAPON_P228) | (1 << WEAPON_ELITE) | (1 << WEAPON_USP) | (1 << WEAPON_GLOCK) | (1 << WEAPON_DEAGLE) | (1 << WEAPON_FIVESEVEN));
// a* route
struct Route {
float g, f;
int parent;
RouteState state;
};
// links keywords and replies together
struct KeywordFactory {
StringArray keywords;
StringArray replies;
StringArray usedReplies;
};
// tasks definition
struct Task {
TaskID id; // major task/action carried out
float desire; // desire (filled in) for this task
int data; // additional data (waypoint index)
float time; // time task expires
bool resume; // if task can be continued if interrupted
};
// botname structure definition
struct BotName {
String steamId;
String name;
int usedBy;
};
// voice config structure definition
struct ChatterItem {
String name;
float repeat;
float duration;
};
struct WeaponSelect {
int id; // the weapon id value
const char *weaponName; // name of the weapon when selecting it
const char *modelName; // model name to separate cs weapons
int price; // price when buying
int minPrimaryAmmo; // minimum primary ammo
int teamStandard; // used by team (number) (standard map)
int teamAS; // used by team (as map)
int buyGroup; // group in buy menu (standard map)
int buySelect; // select item in buy menu (standard map)
int newBuySelectT; // for counter-strike v1.6
int newBuySelectCT; // for counter-strike v1.6
int penetratePower; // penetrate power
bool primaryFireHold; // hold down primary fire button to use?
};
// struct for menus
struct MenuText {
MenuId id; // actual menu id
int slots; // together bits for valid keys
String text; // ptr to actual string
};
// array of clients struct
struct Client {
MenuId menu; // id to opened bot menu
edict_t *ent; // pointer to actual edict
Vector origin; // position in the world
Vector soundPos; // position sound was played
int team; // bot team
int team2; // real bot team in free for all mode (csdm)
int flags; // client flags
float hearingDistance; // distance this sound is heared
float timeSoundLasting; // time sound is played/heared
int iconFlags[MAX_ENGINE_PLAYERS]; // flag holding chatter icons
float iconTimestamp[MAX_ENGINE_PLAYERS]; // timers for chatter icons
};
// experience data hold in memory while playing
struct Experience {
uint16 team0Damage;
uint16 team1Damage;
int16 team0DangerIndex;
int16 team1DangerIndex;
int16 team0Value;
int16 team1Value;
};
// experience data when saving/loading
struct ExperienceSave {
uint8 team0Damage;
uint8 team1Damage;
int8 team0Value;
int8 team1Value;
};
// bot creation tab
struct CreateQueue {
bool manual;
int difficulty;
int team;
int member;
int personality;
String name;
};
// weapon properties structure
struct WeaponProperty {
char className[64];
int ammo1; // ammo index for primary ammo
int ammo1Max; // max primary ammo
int slotID; // HUD slot (0 based)
int position; // slot position
int id; // weapon ID
int flags; // flags???
};
// define chatting collection structure
struct ChatCollection {
int chatProbability;
float chatDelay;
float timeNextChat;
int entityIndex;
String sayText;
StringArray lastUsedSentences;
};
// general waypoint header information structure
struct WaypointHeader {
char header[8];
int32 fileVersion;
int32 pointNumber;
char mapName[32];
char author[32];
};
// general experience & vistable header information structure
struct ExtensionHeader {
char header[8];
int32 fileVersion;
int32 pointNumber;
};
// define general waypoint structure
struct Path {
int32 pathNumber;
int32 flags;
Vector origin;
float radius;
float campStartX;
float campStartY;
float campEndX;
float campEndY;
int16 index[MAX_PATH_INDEX];
uint16 connectionFlags[MAX_PATH_INDEX];
Vector connectionVelocity[MAX_PATH_INDEX];
int32 distances[MAX_PATH_INDEX];
struct Vis {
uint16 stand, crouch;
} vis;
};
// this structure links waypoints returned from pathfinder
class PathWalk : public IntArray {
public:
PathWalk (void) {
reserve (MAX_ROUTE_LENGTH);
clear ();
}
~PathWalk (void) = default;
public:
inline int &next (void) {
return at (1);
}
inline int &first (void) {
return at (0);
}
inline bool hasNext (void) const {
if (empty ()) {
return false;
}
return length () > 1;
}
};
// main bot class
class Bot {
friend class BotManager;
private:
unsigned int m_states; // sensing bitstates
float m_moveSpeed; // current speed forward/backward
float m_strafeSpeed; // current speed sideways
float m_minSpeed; // minimum speed in normal mode
float m_oldCombatDesire; // holds old desire for filtering
bool m_isLeader; // bot is leader of his team
bool m_checkTerrain; // check for terrain
bool m_moveToC4; // ct is moving to bomb
bool m_grenadeRequested; // bot requested change to grenade
float m_prevTime; // time previously checked movement speed
float m_prevSpeed; // speed some frames before
Vector m_prevOrigin; // origin some frames before
int m_messageQueue[32]; // stack for messages
String m_tempStrings; // space for strings (say text...)
int m_radioSelect; // radio entry
float m_headedTime;
edict_t *m_avoid; // avoid players on our way
float m_avoidTime; // time to avoid players around
float m_itemCheckTime; // time next search for items needs to be done
PickupType m_pickupType; // type of entity which needs to be used/picked up
Vector m_breakableOrigin; // origin of breakable
edict_t *m_pickupItem; // pointer to entity of item to use/pickup
edict_t *m_itemIgnore; // pointer to entity to ignore for pickup
edict_t *m_liftEntity; // pointer to lift entity
edict_t *m_breakableEntity; // pointer to breakable entity
float m_timeDoorOpen; // time to next door open check
float m_lastChatTime; // time bot last chatted
float m_timeLogoSpray; // time bot last spray logo
float m_knifeAttackTime; // time to rush with knife (at the beginning of the round)
bool m_defendedBomb; // defend action issued
bool m_defendHostage;
float m_askCheckTime; // time to ask team
float m_collideTime; // time last collision
float m_firstCollideTime; // time of first collision
float m_probeTime; // time of probing different moves
float m_lastCollTime; // time until next collision check
float m_jumpStateTimer; // timer for jumping collision check
unsigned int m_collisionProbeBits; // bits of possible collision moves
unsigned int m_collideMoves[MAX_COLLIDE_MOVES]; // sorted array of movements
unsigned int m_collStateIndex; // index into collide moves
CollisionState m_collisionState; // collision State
BinaryHeap <int, float, MAX_ROUTE_LENGTH> m_routeQue;
Array <Route> m_routes; // pointer
PathWalk m_path; // pointer to current node from path
Path *m_currentPath; // pointer to the current path waypoint
SearchPathType m_pathType; // which pathfinder to use
uint8 m_visibility; // visibility flags
int m_currentWaypointIndex; // current waypoint index
int m_travelStartIndex; // travel start index to double jump action
int m_prevWptIndex[5]; // previous waypoint indices from waypoint find
int m_waypointFlags; // current waypoint flags
int m_loosedBombWptIndex; // nearest to loosed bomb waypoint
int m_plantedBombWptIndex; // nearest to planted bomb waypoint
uint16 m_currentTravelFlags; // connection flags like jumping
bool m_jumpFinished; // has bot finished jumping
Vector m_desiredVelocity; // desired velocity for jump waypoints
float m_navTimeset; // time waypoint chosen by Bot
unsigned int m_aimFlags; // aiming conditions
Vector m_lookAt; // vector bot should look at
Vector m_throw; // origin of waypoint to throw grenades
Vector m_enemyOrigin; // target origin chosen for shooting
Vector m_grenade; // calculated vector for grenades
Vector m_entity; // origin of entities like buttons etc.
Vector m_camp; // aiming vector when camping.
float m_timeWaypointMove; // last time bot followed waypoints
bool m_wantsToFire; // bot needs consider firing
float m_shootAtDeadTime; // time to shoot at dying players
edict_t *m_avoidGrenade; // pointer to grenade entity to avoid
int m_needAvoidGrenade; // which direction to strafe away
float m_followWaitTime; // wait to follow time
edict_t *m_targetEntity; // the entity that the bot is trying to reach
Array <edict_t *> m_hostages; // pointer to used hostage entities
bool m_moveToGoal; // bot currently moving to goal??
bool m_isStuck; // bot is stuck
bool m_isReloading; // bot is reloading a gun
bool m_forceRadio; // should bot use radio anyway?
int m_oldButtons; // our old buttons
int m_reloadState; // current reload state
int m_voicePitch; // bot voice pitch
int m_rechoiceGoalCount; // multiple failed goals?
bool m_duckDefuse; // should or not bot duck to defuse bomb
float m_duckDefuseCheckTime; // time to check for ducking for defuse
float m_frameInterval; // bot's frame interval
float m_lastCommandTime; // time bot last thinked
float m_reloadCheckTime; // time to check reloading
float m_zoomCheckTime; // time to check zoom again
float m_shieldCheckTime; // time to check shiled drawing again
float m_grenadeCheckTime; // time to check grenade usage
float m_sniperStopTime; // bot switched to other weapon?
float m_lastEquipTime; // last time we equipped in buyzone
bool m_checkKnifeSwitch; // is time to check switch to knife action
bool m_checkWeaponSwitch; // is time to check weapon switch
bool m_isUsingGrenade; // bot currently using grenade??
bool m_bombSearchOverridden; // use normal waypoint if applicable when near the bomb
StrafeDir m_combatStrafeDir; // direction to strafe
FightStyle m_fightStyle; // combat style to use
float m_lastFightStyleCheck; // time checked style
float m_strafeSetTime; // time strafe direction was set
float m_timeCamping; // time to camp
int m_campDirection; // camp Facing direction
float m_nextCampDirTime; // time next camp direction change
int m_campButtons; // buttons to press while camping
int m_tryOpenDoor; // attempt's to open the door
int m_liftState; // state of lift handling
float m_duckTime; // time to duck
float m_jumpTime; // time last jump happened
float m_chatterTimes[CHATTER_MAX]; // voice command timers
float m_soundUpdateTime; // time to update the sound
float m_heardSoundTime; // last time noise is heard
float m_buttonPushTime; // time to push the button
float m_liftUsageTime; // time to use lift
int m_pingOffset[2];
int m_ping[3]; // bots pings in scoreboard
Vector m_liftTravelPos; // lift travel position
Vector m_moveAngles; // bot move angles
Vector m_idealAngles; // angle wanted
float m_lookYawVel; // look yaw velocity
float m_lookPitchVel; // look pitch velocity
float m_lookUpdateTime; // lookangles update time
float m_aimErrorTime; // time to update error vector
Vector m_randomizedIdealAngles; // angle wanted with noise
Vector m_angularDeviation; // angular deviation from current to ideal angles
Vector m_aimSpeed; // aim speed calculated
Vector m_aimLastError; // last calculated aim error
float m_randomizeAnglesTime; // time last randomized location
float m_playerTargetTime; // time last targeting
void instantChatter (int type);
void ai (void);
void checkSpawnConditions (void);
void buyStuff (void);
bool canReplaceWeapon (void);
int pickBestWeapon (int *vec, int count, int moneySave);
bool canDuckUnder (const Vector &normal);
bool canJumpUp (const Vector &normal);
bool doneCanJumpUp (const Vector &normal);
bool cantMoveForward (const Vector &normal, TraceResult *tr);
#ifdef DEAD_CODE
bool canStrafeLeft (TraceResult *tr);
bool canStrafeRight (TraceResult *tr);
bool isBlockedLeft (void);
bool isBlockedRight (void);
void changePitch (float speed);
void changeYaw (float speed);
#endif
void checkMsgQueue (void);
void checkRadioQueue (void);
void checkReload (void);
int getMaxClip (int id);
void avoidGrenades (void);
void checkGrenadesThrow (void);
void checkBurstMode (float distance);
void checkSilencer (void);
void updateAimDir (void);
bool checkWallOnLeft (void);
bool checkWallOnRight (void);
int getBombPoint (void);
bool processNavigation (void);
bool isEnemyThreat (void);
void processLookAngles (void);
void processBodyAngles (void);
void updateLookAnglesNewbie (const Vector &direction, const float delta);
void setIdealReactionTimers (bool actual = false);
bool isWeaponRestricted (int weaponIndex);
bool isWeaponRestrictedAMX (int weaponIndex);
bool isInViewCone (const Vector &origin);
void processHearing (void);
bool checkBodyParts (edict_t *target, Vector *origin, uint8 *bodyPart);
bool seesEnemy (edict_t *player, bool ignoreFOV = false);
edict_t *getNearestButton (const char *className);
edict_t *lookupBreakable (void);
int getCoverPoint (float maxDistance);
int getDefendPoint (const Vector &origin);
int searchGoal (void);
int getGoalProcess (int tactic, IntArray *defensive, IntArray *offsensive);
void filterGoals (const IntArray &goals, int *result);
void processPickups (void);
void checkTerrain (float movedDistance, const Vector &dirNormal);
bool doPlayerAvoidance (const Vector &normal);
void getCampDir (Vector *dest);
void collectGoalExperience (int damage, int team);
void collectDataExperience (edict_t *attacker, int damage);
int getMsgQueue (void);
bool hasActiveGoal (void);
bool advanceMovement (void);
float isInFOV (const Vector &dest);
bool isBombDefusing (const Vector &bombOrigin);
bool isOccupiedPoint (int index);
inline bool isOnLadder (void) {
return pev->movetype == MOVETYPE_FLY;
}
inline bool isOnFloor (void) {
return (pev->flags & (FL_ONGROUND | FL_PARTIALGROUND)) != 0;
}
inline bool isInWater (void) {
return pev->waterlevel >= 2;
}
float getShiftSpeed (void);
bool seesItem (const Vector &dest, const char *itemName);
bool lastEnemyShootable (void);
void processTasks (void);
// split big task list into separate functions
void normal_ (void);
void spraypaint_ (void);
void huntEnemy_ (void);
void seekCover_ (void);
void attackEnemy_ (void);
void pause_ (void);
void blind_ (void);
void camp_ (void);
void hide_ (void);
void moveToPos_ (void);
void plantBomb_ (void);
void bombDefuse_ (void);
void followUser_ (void);
void throwExplosive_ (void);
void throwFlashbang_ (void);
void throwSmoke_ (void);
void doublejump_ (void);
void escapeFromBomb_ (void);
void pickupItem_ (void);
void shootBreakable_ (void);
bool isShootableBreakable (edict_t *ent);
bool rateGroundWeapon (edict_t *ent);
bool reactOnEnemy (void);
void resetCollision (void);
void ignoreCollision (void);
void setConditions (void);
void overrideConditions (void);
void updateEmotions (void);
void setStrafeSpeed (const Vector &moveDir, float strafeSpeed);
void processTeamJoin (void);
void completeTask (void);
bool getNextBestPoint (void);
int bestPrimaryCarried (void);
int bestSecondaryCarried (void);
int bestGrenadeCarried (void);
int bestWeaponCarried (void);
bool hasAnyWeapons (void);
void runMovement (void);
uint8 computeMsec (void);
void getValidPoint (void);
int changePointIndex (int index);
int getNearestPoint (void);
bool isDeadlyMove (const Vector &to);
bool isOutOfBombTimer (void);
edict_t *correctGrenadeVelocity (const char *model);
Vector calcThrow (const Vector &spot1, const Vector &spot2);
Vector calcToss (const Vector &spot1, const Vector &spot2);
Vector isBombAudible (void);
const Vector &getEnemyBodyOffset (void);
Vector getBodyOffserError (float distance);
float getEnemyBodyOffsetCorrection (float distance);
void processTeamCommands (void);
void decideFollowUser (void);
void attackMovement (void);
bool isWeaponBadAtDistance (int weaponIndex, float distance);
bool throttleFiring (float distance);
bool lookupEnemies (void);
bool isEnemyHidden (edict_t *enemy);
void fireWeapons (void);
void selectWeapons (float distance, int index, int id, int choosen);
void focusEnemy (void);
void selectBestWeapon (void);
void selectSecondary (void);
bool isFriendInLineOfFire (float distance);
bool isGroupOfEnemies (const Vector &location, int numEnemies = 1, float radius = 256.0f);
bool isPenetrableObstacle (const Vector &dest);
bool isPenetrableObstacle2 (const Vector &dest);
int numEnemiesNear (const Vector &origin, float radius);
int numFriendsNear (const Vector &origin, float radius);
void selectWeaponByName (const char *name);
void selectWeaponById (int num);
bool isEnemyBehindShield (edict_t *enemy);
bool processChatKeywords (char *reply);
bool isReplyingToChat (void);
float getBombTimeleft (void);
float getReachTime (void);
int searchCampDir (void);
int searchAimingPoint (const Vector &to);
void searchShortestPath (int srcIndex, int destIndex);
void searchPath (int srcIndex, int destIndex, SearchPathType pathType = SEARCH_PATH_FASTEST);
void clearRoute (void);
void sayDebug (const char *format, ...);
void frame (void);
public:
entvars_t *pev;
int m_wantedTeam; // player team bot wants select
int m_wantedClass; // player model bot wants to select
int m_difficulty;
int m_moneyAmount; // amount of money in bot's bank
Personality m_personality;
float m_spawnTime; // time this bot spawned
float m_timeTeamOrder; // time of last radio command
float m_timePeriodicUpdate; // time to per-second think
float m_timeRepotingInDelay; // time to delay report-in
bool m_isVIP; // bot is vip?
int m_numEnemiesLeft; // number of enemies alive left on map
int m_numFriendsLeft; // number of friend alive left on map
int m_retryJoin; // retry count for chosing team/class
int m_startAction; // team/class selection state
bool m_notKilled; // has the player been killed or has he just respawned
bool m_notStarted; // team/class not chosen yet
int m_voteKickIndex; // index of player to vote against
int m_lastVoteKick; // last index
int m_voteMap; // number of map to vote for
int m_logotypeIndex; // index for logotype
bool m_ignoreBuyDelay; // when reaching buyzone in the middle of the round don't do pauses
bool m_inBombZone; // bot in the bomb zone or not
int m_buyState; // current Count in Buying
float m_nextBuyTime; // next buy time
bool m_inBuyZone; // bot currently in buy zone
bool m_inVIPZone; // bot in the vip satefy zone
bool m_buyingFinished; // done with buying
bool m_buyPending; // bot buy is pending
bool m_hasDefuser; // does bot has defuser
bool m_hasC4; // does bot has c4 bomb
bool m_hasProgressBar; // has progress bar on a HUD
bool m_jumpReady; // is double jump ready
bool m_canChooseAimDirection; // can choose aiming direction
float m_turnAwayFromFlashbang; // bot turned away from flashbang
float m_blindTime; // time when bot is blinded
float m_blindMoveSpeed; // mad speeds when bot is blind
float m_blindSidemoveSpeed; // mad side move speeds when bot is blind
int m_blindButton; // buttons bot press, when blind
edict_t *m_doubleJumpEntity; // pointer to entity that request double jump
edict_t *m_radioEntity; // pointer to entity issuing a radio command
int m_radioOrder; // actual command
float m_duckForJump; // is bot needed to duck for double jump
float m_baseAgressionLevel; // base aggression level (on initializing)
float m_baseFearLevel; // base fear level (on initializing)
float m_agressionLevel; // dynamic aggression level (in game)
float m_fearLevel; // dynamic fear level (in game)
float m_nextEmotionUpdate; // next time to sanitize emotions
float m_thinkFps; // skip some frames in bot thinking
float m_thinkInterval; // interval between frames
int m_actMessageIndex; // current processed message
int m_pushMessageIndex; // offset for next pushed message
int m_prevGoalIndex; // holds destination goal waypoint
int m_chosenGoalIndex; // used for experience, same as above
float m_goalValue; // ranking value for this waypoint
Vector m_waypointOrigin; // origin of waypoint
Vector m_destOrigin; // origin of move destination
Vector m_position; // position to move to in move to position task
Vector m_doubleJumpOrigin; // origin of double jump
float m_viewDistance; // current view distance
float m_maxViewDistance; // maximum view distance
Vector m_lastEnemyOrigin; // vector to last enemy origin
ChatCollection m_sayTextBuffer; // holds the index & the actual message of the last unprocessed text message of a player
BurstMode m_weaponBurstMode; // bot using burst mode? (famas/glock18, but also silencer mode)
edict_t *m_enemy; // pointer to enemy entity
float m_retreatTime; // time to retreat?
float m_enemyUpdateTime; // time to check for new enemies
float m_enemyReachableTimer; // time to recheck if enemy reachable
float m_enemyIgnoreTimer; // ignore enemy for some time
bool m_isEnemyReachable; // direct line to enemy
float m_seeEnemyTime; // time bot sees enemy
float m_enemySurpriseTime; // time of surprise
float m_idealReactionTime; // time of base reaction
float m_actualReactionTime; // time of current reaction time
edict_t *m_lastEnemy; // pointer to last enemy entity
edict_t *m_lastVictim; // pointer to killed entity
edict_t *m_trackingEdict; // pointer to last tracked player when camping/hiding
float m_timeNextTracking; // time waypoint index for tracking player is recalculated
float m_firePause; // time to pause firing
float m_shootTime; // time to shoot
float m_timeLastFired; // time to last firing
int m_lastDamageType; // stores last damage
int m_currentWeapon; // one current weapon for each bot
int m_ammoInClip[MAX_WEAPONS]; // ammo in clip for each weapons
int m_ammo[MAX_AMMO_SLOTS]; // total ammo amounts
int m_team; // bot team
Array<Task> m_tasks;
Bot (edict_t *bot, int difficulty, int personality, int team, int member, const String &steamId);
~Bot (void);
int ammo (void);
inline int ammoClip (void) {
return m_ammoInClip[m_currentWeapon];
}
inline edict_t *ent (void) {
return pev->pContainingEntity;
};
int index (void);
inline Vector centerPos (void) {
return (pev->absmax + pev->absmin) * 0.5;
};
inline Vector eyePos (void) {
return pev->origin + pev->view_ofs;
};
float calcThinkInterval (void);
// the main function that decides intervals of running bot ai
void framePeriodic (void);
/// the things that can be executed while skipping frames
void frameThink (void);
void processBlind (int alpha);
void processDamage (edict_t *inflictor, int damage, int armor, int bits);
void showDebugOverlay (void);
void newRound (void);
void processBuyzoneEntering (int buyState);
void pushMsgQueue (int message);
void prepareChatMessage (char *text);
bool searchOptimalPoint (void);
bool seesEntity (const Vector &dest, bool fromBody = false);
void showChaterIcon (bool show);
void clearSearchNodes (void);
void processBreakables (edict_t *touch);
void avoidIncomingPlayers (edict_t *touch);
void startTask (TaskID id, float desire, int data, float time, bool canContinue);
void clearTask (TaskID id);
void filterTasks (void);
void clearTasks (void);
Task *task (void);
inline TaskID taskId (void) {
return task ()->id;
}
void dropWeaponForUser (edict_t *user, bool discardC4);
void clearUsedName (void);
void say (const char *text);
void sayTeam (const char *text);
void pushChatMessage (int type, bool isTeamSay = false);
void pushRadioMessage (int message);
void pushChatterMessage (int message);
void processChatterMessage (const char *sz);
void tryHeadTowardRadioMessage (void);
void kill (void);
void kick (void);
void resetDoubleJump (void);
void startDoubleJump (edict_t *ent);
int locatePlantedC4 (void);
bool hasHostage (void);
bool usesRifle (void);
bool usesPistol (void);
bool usesSniper (void);
bool usesSubmachine (void);
bool usesZoomableRifle (void);
bool usesBadWeapon (void);
bool usesCampGun (void);
bool hasPrimaryWeapon (void);
bool hasSecondaryWeapon (void);
bool hasShield (void);
bool isShieldDrawn (void);
};
// manager class
class BotManager : public Singleton<BotManager> {
private:
Array <CreateQueue> m_creationTab; // bot creation tab
Bot *m_bots[MAX_ENGINE_PLAYERS]; // all available bots
float m_maintainTime; // time to maintain bot creation
float m_quotaMaintainTime; // time to maintain bot quota
float m_grenadeUpdateTime; // time to update active grenades
float m_entityUpdateTime; // time to update intresting entities
int m_lastWinner; // the team who won previous round
bool m_leaderChoosen[MAX_TEAM_COUNT]; // is team leader choose theese round
bool m_economicsGood[MAX_TEAM_COUNT]; // is team able to buy anything
bool m_deathMsgSent; // for fake ping
Array <edict_t *> m_activeGrenades; // holds currently active grenades on the map
Array <edict_t *> m_intrestingEntities; // holds currently intresting entities on the map
edict_t *m_killerEntity; // killer entity for bots
protected:
BotCreationResult create (const String &name, int difficulty, int personality, int team, int member);
public:
BotManager (void);
~BotManager (void);
inline bool checkTeamEco (int team) {
return m_economicsGood[team];
}
bool isTeamStacked (int team);
inline int getLastWinner (void) const {
return m_lastWinner;
}
inline void setLastWinner (int winner) {
m_lastWinner = winner;
}
void reset (void);
int index (edict_t *ent);
Bot *getBot (int index);
Bot *getBot (edict_t *ent);
Bot *getAliveBot (void);
Bot *getHighfragBot (int team);
int getHumansCount (bool ignoreSpectators = false);
int getAliveHumansCount (void);
int getBotCount (void);
void countTeamPlayers (int &ts, int &cts);
void framePeriodic (void);
void frame (void);
void createKillerEntity (void);
void destroyKillerEntity (void);
void touchKillerEntity (Bot *bot);
void destroy (void);
void destroy (int index);
void createRandom (bool manual = false) {
addbot ("", -1, -1, -1, -1, manual);
}
void addbot (const String &name, int difficulty, int personality, int team, int member, bool manual);
void addbot (const String &name, const String &difficulty, const String &personality, const String &team, const String &member, bool manual);
void serverFill (int selection, int personality = PERSONALITY_NORMAL, int difficulty = -1, int numToAdd = -1);
void kickEveryone (bool instant = false, bool zeroQuota = true);
void kickRandom (bool decQuota = true, Team fromTeam = TEAM_UNASSIGNED);
void kickBot (int index);
void kickFromTeam (Team team, bool removeAll = false);
void kickBotByMenu (edict_t *ent, int selection);
void killAllBots (int team = -1);
void maintainQuota (void);
void initQuota (void);
void decrementQuota (int by = 1);
void selectLeaders (int team, bool reset);
void listBots (void);
void setWeaponMode (int selection);
void updateTeamEconomics (int team, bool setTrue = false);
static void execGameEntity (entvars_t *vars);
// grenades
void updateActiveGrenade (void);
void updateIntrestingEntities (void);
inline Array <edict_t *> &searchActiveGrenades (void) {
return m_activeGrenades;
}
inline Array <edict_t *> &searchIntrestingEntities (void) {
return m_intrestingEntities;
}
inline bool hasActiveGrenades (void) {
return !m_activeGrenades.empty ();
}
inline bool hasIntrestingEntities (void) {
return !m_intrestingEntities.empty ();
}
public:
void calculatePingOffsets (void);
void sendPingOffsets (edict_t *to);
void sendDeathMsgFix (void);
inline void updateDeathMsgState (bool sent) {
m_deathMsgSent = sent;
}
};
// waypoint operation class
class Waypoint : public Singleton<Waypoint> {
public:
friend class Bot;
private:
struct Bucket {
int x, y, z;
};
Path *m_paths[MAX_WAYPOINTS];
bool m_waypointPaths;
bool m_isOnLadder;
bool m_endJumpPoint;
bool m_learnJumpWaypoint;
bool m_waypointsChanged;
float m_timeJumpStarted;
Vector m_learnVelocity;
Vector m_learnPosition;
Vector m_bombPos;
int m_numWaypoints;
int m_loadTries;
int m_cacheWaypointIndex;
int m_lastJumpWaypoint;
int m_visibilityIndex;
Vector m_lastWaypoint;
uint8 m_visLUT[MAX_WAYPOINTS][MAX_WAYPOINTS / 4];
float m_pathDisplayTime;
float m_arrowDisplayTime;
float m_waypointDisplayTime[MAX_WAYPOINTS];
int m_findWPIndex;
int m_facingAtIndex;
char m_infoBuffer[MAX_PRINT_BUFFER];
int *m_distMatrix;
int *m_pathMatrix;
IntArray m_terrorPoints;
IntArray m_ctPoints;
IntArray m_goalPoints;
IntArray m_campPoints;
IntArray m_sniperPoints;
IntArray m_rescuePoints;
IntArray m_visitedGoals;
IntArray m_buckets[MAX_WAYPOINT_BUCKET_MAX][MAX_WAYPOINT_BUCKET_MAX][MAX_WAYPOINT_BUCKET_MAX];
public:
bool m_redoneVisibility;
Waypoint (void);
~Waypoint (void);
void init (void);
void initExperience (void);
void initVisibility (void);
void initTypes (void);
void addPath (int addIndex, int pathIndex, float distance);
int getFacingIndex (void);
int getFarest (const Vector &origin, float maxDistance = 32.0);
int getNearest (const Vector &origin, float minDistance = 9999.0f, int flags = -1);
int getNearestNoBuckets (const Vector &origin, float minDistance = 9999.0f, int flags = -1);
int getEditorNeareset (void);
IntArray searchRadius (float radius, const Vector &origin, int maxCount = -1);
void push (int flags, const Vector &waypointOrigin = Vector::null ());
void erase (int target);
void toggleFlags (int toggleFlag);
void setRadius (int radius);
bool isConnected (int pointA, int pointB);
bool isConnected (int num);
void rebuildVisibility (void);
void pathCreate (char dir);
void erasePath (void);
void cachePoint (void);
float calculateTravelTime (float maxSpeed, const Vector &src, const Vector &origin);
bool isVisible (int srcIndex, int destIndex);
bool isStandVisible (int srcIndex, int destIndex);
bool isDuckVisible (int srcIndex, int destIndex);
void calculatePathRadius (int index);
bool load (void);
void save (void);
void cleanupPathMemory (void);
int removeUselessConnections (int index, bool outputToConsole = true);
bool isReachable (Bot *bot, int index);
bool isNodeReacheable (const Vector &src, const Vector &destination);
void frame (void);
bool checkNodes (void);
void saveExperience (void);
void saveVisibility (void);
void addBasic (void);
void eraseFromDisk (void);
void initPathMatrix (void);
void savePathMatrix (void);
bool loadPathMatrix (void);
int getPathDist (int srcIndex, int destIndex);
const char *getInformation (int id);
char *getAuthor (void) {
return m_infoBuffer;
}
bool hasChanged (void) {
return m_waypointsChanged;
}
void setSearchIndex (int index);
void startLearnJump (void);
bool isVisited (int index);
void setVisited (int index);
void clearVisited (void);
const char *getDataDirectory (bool isMemoryFile = false);
const char *getWaypointFilename (bool isMemoryFile = false);
void setBombPos (bool reset = false, const Vector &pos = Vector::null ());
inline const Vector &getBombPos (void) {
return m_bombPos;
}
// access paths
inline Path &operator [] (int index) {
return *m_paths[index];
}
// check waypoints range
inline bool exists (int index) const {
return index >= 0 && index < m_numWaypoints;
}
// get real waypoint num
inline int length (void) const {
return m_numWaypoints;
}
// free's socket handle
void closeSocket (int sock);
// do actually downloading of waypoint file
WaypointDownloadError downloadWaypoint (void);
// initalize waypoint buckets
void initBuckets (void);
void addToBucket (const Vector &pos, int index);
void eraseFromBucket (const Vector &pos, int index);
Bucket locateBucket (const Vector &pos);
IntArray &getWaypointsInBucket (const Vector &pos);
};
#include <engine.h>
// expose bot super-globals
static auto &waypoints = Waypoint::ref ();
static auto &bots = BotManager::ref ();
static auto &engine = Engine::ref ();
static auto &rng = RandomSequence::ref ();
// prototypes of bot functions...
extern int getWeaponData (bool isString, const char *weaponAlias, int weaponIndex = -1);
extern int getWeaponPenetrationPower (int id);
extern int buildNumber (void);
extern float getShootingConeDeviation (edict_t *ent, const Vector &position);
extern bool isVisible (const Vector &origin, edict_t *ent);
extern bool isAlive (edict_t *ent);
extern bool isInViewCone (const Vector &origin, edict_t *ent);
extern bool isFakeClient (edict_t *ent);
extern bool isPlayer (edict_t *ent);
extern bool isPlayerVIP (edict_t *ent);
extern bool openConfig (const char *fileName, const char *errorIfNotExists, MemFile *outFile, bool languageDependant = false);
extern bool findNearestPlayer (void **holder, edict_t *to, float searchDistance = 4096.0, bool sameTeam = false, bool needBot = false, bool needAlive = false, bool needDrawn = false, bool needBotWithC4 = false);
extern void cleanupGarbage (void);
extern void initRound (void);
extern void checkWelcome (void);
extern void logEntry (bool outputToConsole, int logLevel, const char *format, ...);
extern void showMenu (edict_t *ent, MenuId menu);
extern void traceDecals (entvars_t *pev, TraceResult *trace, int logotypeIndex);
extern void attachSoundsToClients (edict_t *ent, const char *sample, float volume);
extern void simulateSoundUpdates (int playerIndex);
extern const char *format (const char *format, ...);
// very global convars
extern ConVar yb_jasonmode;
extern ConVar yb_communication_type;
extern ConVar yb_ignore_enemies;
#include <compress.h>
#include <globals.h>
#include <resource.h>
inline int Bot::index (void) {
return engine.indexOfEntity (ent ());
}
static inline void makeVectors (const Vector &in) {
in.makeVectors (&g_pGlobals->v_forward, &g_pGlobals->v_right, &g_pGlobals->v_up);
}