Added cvars descriptions and yapb.cfg generation. Finally fixed bomb-defuse problems. Fixed unaligned access in bot compression/decompression. Fixed low-fps aim code falure.
507 lines
16 KiB
C++
507 lines
16 KiB
C++
//
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// Yet Another POD-Bot, based on PODBot by Markus Klinge ("CountFloyd").
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// Copyright (c) YaPB Development Team.
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//
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// This software is licensed under the BSD-style license.
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// Additional exceptions apply. For full license details, see LICENSE.txt or visit:
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// https://yapb.ru/license
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//
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#include <yapb.h>
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void MessageDispatcher::netMsgTextMsg () {
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enum args { msg = 1, min = 2 };
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// check the minimum states
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if (m_args.length () < min) {
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return;
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}
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// bots chatter notification
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const auto dispatchChatterMessage = [&] () -> void {
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if (yb_radio_mode.int_ () == 2) {
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auto notify = bots.findAliveBot ();
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if (notify && notify->m_notKilled) {
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notify->handleChatter (m_args[msg].chars_);
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}
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}
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};
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// lookup cached message
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auto cached = m_textMsgCache[m_args[msg].chars_];
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// check if we're need to handle message
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if (!(cached & TextMsgCache::NeedHandle)) {
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return;
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}
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// reset bomb position for all the bots
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const auto resetBombPosition = [] () -> void {
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if (game.mapIs (MapFlags::Demolition)) {
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graph.setBombOrigin (true);
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}
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};
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if (cached & TextMsgCache::Commencing) {
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util.setNeedForWelcome (true);
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}
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else if (cached & TextMsgCache::CounterWin) {
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bots.setLastWinner (Team::CT); // update last winner for economics
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dispatchChatterMessage ();
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resetBombPosition ();
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}
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else if (cached & TextMsgCache::RestartRound) {
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bots.updateTeamEconomics (Team::CT, true);
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bots.updateTeamEconomics (Team::Terrorist, true);
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extern ConVar mp_startmoney;
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// set balance for all players
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bots.forEach ([] (Bot *bot) {
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bot->m_moneyAmount = mp_startmoney.int_ ();
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return false;
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});
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resetBombPosition ();
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}
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else if (cached & TextMsgCache::TerroristWin) {
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bots.setLastWinner (Team::Terrorist); // update last winner for economics
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dispatchChatterMessage ();
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resetBombPosition ();
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}
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else if ((cached & TextMsgCache::BombPlanted) && !bots.isBombPlanted ()) {
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bots.setBombPlanted (true);
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for (const auto ¬ify : bots) {
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if (notify->m_notKilled) {
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notify->clearSearchNodes ();
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notify->clearTasks ();
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if (yb_radio_mode.int_ () == 2 && rg.chance (55) && notify->m_team == Team::CT) {
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notify->pushChatterMessage (Chatter::WhereIsTheC4);
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}
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}
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}
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graph.setBombOrigin ();
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}
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// check for burst fire message
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if (m_bot) {
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if (cached & TextMsgCache::BurstOn) {
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m_bot->m_weaponBurstMode = BurstMode::On;
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}
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else if (cached & TextMsgCache::BurstOff) {
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m_bot->m_weaponBurstMode = BurstMode::Off;
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}
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}
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}
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void MessageDispatcher::netMsgVGUIMenu () {
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// this message is sent when a VGUI menu is displayed.
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enum args { menu = 0, min = 1 };
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// check the minimum states or existance of bot
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if (m_args.length () < min || !m_bot) {
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return;
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}
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switch (m_args[menu].long_) {
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case GuiMenu::TeamSelect:
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m_bot->m_startAction = BotMsg::TeamSelect;
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break;
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case GuiMenu::TerroristSelect:
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case GuiMenu::CTSelect:
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m_bot->m_startAction = BotMsg::ClassSelect;
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break;
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}
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}
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void MessageDispatcher::netMsgShowMenu () {
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// this message is sent when a text menu is displayed.
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enum args { menu = 3, min = 4 };
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// check the minimum states or existance of bot
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if (m_args.length () < min || !m_bot) {
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return;
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}
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m_bot->m_startAction = m_showMenuCache[m_args[menu].chars_];
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}
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void MessageDispatcher::netMsgWeaponList () {
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// this message is sent when a client joins the game. All of the weapons are sent with the weapon ID and information about what ammo is used.
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enum args { classname = 0, ammo_index_1 = 1, max_ammo_1 = 2, slot = 5, slot_pos = 6, id = 7, flags = 8, min = 9 };
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// check the minimum states
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if (m_args.length () < min) {
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return;
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}
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// store away this weapon with it's ammo information...
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conf.getWeaponProp (m_args[id].long_) = {
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m_args[classname].chars_,
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m_args[ammo_index_1].long_,
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m_args[max_ammo_1].long_,
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m_args[slot].long_,
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m_args[slot_pos].long_,
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m_args[id].long_,
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m_args[flags].long_
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};
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}
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void MessageDispatcher::netMsgCurWeapon () {
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// this message is sent when a weapon is selected (either by the bot chosing a weapon or by the server auto assigning the bot a weapon). In CS it's also called when Ammo is increased/decreased
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enum args { state = 0, id = 1, clip = 2, min = 3 };
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// check the minimum states
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if (m_args.length () < min || !m_bot) {
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return;
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}
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if (m_args[id].long_ < kMaxWeapons) {
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if (m_args[state].long_ != 0) {
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m_bot->m_currentWeapon = m_args[id].long_;
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}
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// ammo amount decreased ? must have fired a bullet...
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if (m_args[id].long_ == m_bot->m_currentWeapon && m_bot->m_ammoInClip[m_args[id].long_] > m_args[clip].long_) {
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m_bot->m_timeLastFired = game.time (); // remember the last bullet time
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}
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m_bot->m_ammoInClip[m_args[id].long_] = m_args[clip].long_;
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}
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}
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void MessageDispatcher::netMsgAmmoX () {
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// this message is sent whenever ammo amounts are adjusted (up or down). NOTE: Logging reveals that CS uses it very unreliable!
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enum args { index = 0, value = 1, min = 2 };
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// check the minimum states
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if (m_args.length () < min || !m_bot) {
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return;
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}
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m_bot->m_ammo[m_args[index].long_] = m_args[value].long_; // store it away
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}
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void MessageDispatcher::netMsgAmmoPickup () {
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// this message is sent when the bot picks up some ammo (AmmoX messages are also sent so this message is probably
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// not really necessary except it allows the HUD to draw pictures of ammo that have been picked up. The bots
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// don't really need pictures since they don't have any eyes anyway.
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enum args { index = 0, value = 1, min = 2 };
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// check the minimum states
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if (m_args.length () < min || !m_bot) {
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return;
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}
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m_bot->m_ammo[m_args[index].long_] = m_args[value].long_; // store it away
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}
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void MessageDispatcher::netMsgDamage () {
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// this message gets sent when the bots are getting damaged.
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enum args { armor = 0, health = 1, bits = 2, min = 3 };
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// check the minimum states
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if (m_args.length () < min || !m_bot) {
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return;
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}
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// handle damage if any
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if (m_args[armor].long_ > 0 || m_args[health].long_) {
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m_bot->takeDamage (m_bot->pev->dmg_inflictor, m_args[health].long_, m_args[armor].long_, m_args[bits].long_);
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}
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}
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void MessageDispatcher::netMsgMoney () {
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// this message gets sent when the bots money amount changes
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enum args { money = 0, min = 1 };
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// check the minimum states
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if (m_args.length () < min || !m_bot) {
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return;
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}
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m_bot->m_moneyAmount = m_args[money].long_;
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}
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void MessageDispatcher::netMsgStatusIcon () {
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enum args { enabled = 0, icon = 1, min = 2 };
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// check the minimum states
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if (m_args.length () < min || !m_bot) {
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return;
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}
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// lookup cached icon
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auto cached = m_statusIconCache[m_args[icon].chars_];
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// check if we're need to handle message
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if (!(cached & TextMsgCache::NeedHandle)) {
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return;
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}
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// handle cases
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if (cached & StatusIconCache::BuyZone) {
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m_bot->m_inBuyZone = (m_args[enabled].long_ != 0);
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// try to equip in buyzone
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m_bot->enteredBuyZone (BuyState::PrimaryWeapon);
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}
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else if (cached & StatusIconCache::VipSafety) {
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m_bot->m_inVIPZone = (m_args[enabled].long_ != 0);
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}
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else if (cached & StatusIconCache::C4) {
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m_bot->m_inBombZone = (m_args[enabled].long_ == 2);
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}
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}
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void MessageDispatcher::netMsgDeathMsg () {
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// this message gets sent when player kills player
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enum args { killer = 0, victim = 1, min = 2 };
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// check the minimum states
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if (m_args.length () < min) {
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return;
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}
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auto killerEntity = game.entityOfIndex (m_args[killer].long_);
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auto victimEntity = game.entityOfIndex (m_args[victim].long_);
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if (game.isNullEntity (killerEntity) || game.isNullEntity (victimEntity) || victimEntity == killerEntity) {
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return;
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}
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bots.handleDeath (killerEntity, victimEntity);
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}
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void MessageDispatcher::netMsgScreenFade () {
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// this message gets sent when the screen fades (flashbang)
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enum args { r = 3, g = 4, b = 5, alpha = 6, min = 7 };
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// check the minimum states
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if (m_args.length () < min || !m_bot) {
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return;
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}
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// screen completely faded ?
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if (m_args[r].long_ >= 255 && m_args[g].long_ >= 255 && m_args[b].long_ >= 255 && m_args[alpha].long_ > 170) {
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m_bot->takeBlind (m_args[alpha].long_);
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}
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}
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void MessageDispatcher::netMsgHLTV () {
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// this message gets sent when new round is started in modern cs versions
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enum args { players = 0, fov = 1, min = 2 };
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// check the minimum states
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if (m_args.length () < min) {
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return;
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}
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// need to start new round ? (we're tracking FOV reset message)
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if (m_args[players].long_ == 0 && m_args[fov].long_ == 0) {
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bots.initRound ();
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}
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}
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void MessageDispatcher::netMsgTeamInfo () {
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// this message gets sent when player team index is changed
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enum args { index = 0, team = 1, min = 2 };
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// check the minimum states
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if (m_args.length () < min) {
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return;
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}
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auto &client = util.getClient (m_args[index].long_ - 1);
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// update player team
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client.team2 = m_teamInfoCache[m_args[team].chars_]; // update real team
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client.team = game.is (GameFlags::FreeForAll) ? m_args[index].long_ : client.team2;
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}
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void MessageDispatcher::netMsgBarTime () {
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enum args { enabled = 0, min = 1 };
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// check the minimum states
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if (m_args.length () < min || !m_bot) {
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return;
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}
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// check if has progress bar
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if (m_args[enabled].long_ > 0) {
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m_bot->m_hasProgressBar = true; // the progress bar on a hud
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// notify bots about defusing has started
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if (game.mapIs (MapFlags::Demolition) && bots.isBombPlanted () && m_bot->m_team == Team::CT) {
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bots.notifyBombDefuse ();
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}
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}
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else {
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m_bot->m_hasProgressBar = false; // no progress bar or disappeared
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}
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}
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void MessageDispatcher::netMsgItemStatus () {
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enum args { value = 0, min = 1 };
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// check the minimum states
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if (m_args.length () < min || !m_bot) {
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return;
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}
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auto mask = m_args[value].long_;
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m_bot->m_hasNVG = !!(mask & ItemStatus::Nightvision);
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m_bot->m_hasDefuser = !!(mask & ItemStatus::DefusalKit);
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}
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void MessageDispatcher::netMsgNVGToggle () {
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enum args { value = 0, min = 1 };
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// check the minimum states
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if (m_args.length () < min || !m_bot) {
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return;
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}
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m_bot->m_usesNVG = m_args[value].long_ > 0;
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}
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void MessageDispatcher::netMsgFlashBat () {
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enum args { value = 0, min = 1 };
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// check the minimum states
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if (m_args.length () < min || !m_bot) {
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return;
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}
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m_bot->m_flashLevel = m_args[value].float_;
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}
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MessageDispatcher::MessageDispatcher () {
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// register wanted message
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auto pushWanted = [&] (const String &name, NetMsg id, MsgFunc handler) -> void {
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m_wanted[name] = id;
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m_handlers[id] = handler;
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};
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reset ();
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// we want to handle next messages
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pushWanted ("TextMsg", NetMsg::TextMsg, &MessageDispatcher::netMsgTextMsg);
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pushWanted ("VGUIMenu", NetMsg::VGUIMenu, &MessageDispatcher::netMsgVGUIMenu);
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pushWanted ("ShowMenu", NetMsg::ShowMenu, &MessageDispatcher::netMsgShowMenu);
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pushWanted ("WeaponList", NetMsg::WeaponList, &MessageDispatcher::netMsgWeaponList);
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pushWanted ("CurWeapon", NetMsg::CurWeapon, &MessageDispatcher::netMsgCurWeapon);
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pushWanted ("AmmoX", NetMsg::AmmoX, &MessageDispatcher::netMsgAmmoX);
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pushWanted ("AmmoPickup", NetMsg::AmmoPickup, &MessageDispatcher::netMsgAmmoPickup);
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pushWanted ("Damage", NetMsg::Damage, &MessageDispatcher::netMsgDamage);
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pushWanted ("Money", NetMsg::Money, &MessageDispatcher::netMsgMoney);
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pushWanted ("StatusIcon", NetMsg::StatusIcon, &MessageDispatcher::netMsgStatusIcon);
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pushWanted ("DeathMsg", NetMsg::DeathMsg, &MessageDispatcher::netMsgDeathMsg);
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pushWanted ("ScreenFade", NetMsg::ScreenFade, &MessageDispatcher::netMsgScreenFade);
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pushWanted ("HLTV", NetMsg::HLTV, &MessageDispatcher::netMsgHLTV);
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pushWanted ("TeamInfo", NetMsg::TeamInfo, &MessageDispatcher::netMsgTeamInfo);
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pushWanted ("BarTime", NetMsg::BarTime, &MessageDispatcher::netMsgBarTime);
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pushWanted ("ItemStatus", NetMsg::ItemStatus, &MessageDispatcher::netMsgItemStatus);
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pushWanted ("NVGToggle", NetMsg::NVGToggle, &MessageDispatcher::netMsgNVGToggle);
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pushWanted ("FlashBat", NetMsg::FlashBat, &MessageDispatcher::netMsgFlashBat);
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// 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
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pushWanted ("BotVoice", NetMsg::BotVoice, nullptr);
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pushWanted ("SendAudio", NetMsg::SendAudio, nullptr);
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// register text msg cache
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m_textMsgCache["#CTs_Win"] = TextMsgCache::NeedHandle | TextMsgCache::CounterWin;
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m_textMsgCache["#Bomb_Defused"] = TextMsgCache::NeedHandle;
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m_textMsgCache["#Bomb_Planted"] = TextMsgCache::NeedHandle | TextMsgCache::BombPlanted;
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m_textMsgCache["#Terrorists_Win"] = TextMsgCache::NeedHandle | TextMsgCache::TerroristWin;
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m_textMsgCache["#Round_Draw"] = TextMsgCache::NeedHandle;
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m_textMsgCache["#All_Hostages_Rescued"] = TextMsgCache::NeedHandle;
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m_textMsgCache["#Target_Saved"] = TextMsgCache::NeedHandle;
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m_textMsgCache["#Hostages_Not_Rescued"] = TextMsgCache::NeedHandle;
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m_textMsgCache["#Terrorists_Not_Escaped"] = TextMsgCache::NeedHandle;
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m_textMsgCache["#VIP_Not_Escaped"] = TextMsgCache::NeedHandle;
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m_textMsgCache["#Escaping_Terrorists_Neutralized"] = TextMsgCache::NeedHandle;
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m_textMsgCache["#VIP_Assassinated"] = TextMsgCache::NeedHandle;
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m_textMsgCache["#VIP_Escaped"] = TextMsgCache::NeedHandle;
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m_textMsgCache["#Terrorists_Escaped"] = TextMsgCache::NeedHandle;
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m_textMsgCache["#CTs_PreventEscape"] = TextMsgCache::NeedHandle;
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m_textMsgCache["#Target_Bombed"] = TextMsgCache::NeedHandle;
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m_textMsgCache["#Game_Commencing"] = TextMsgCache::NeedHandle | TextMsgCache::Commencing;
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m_textMsgCache["#Game_will_restart_in"] = TextMsgCache::NeedHandle | TextMsgCache::RestartRound;
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m_textMsgCache["#Switch_To_BurstFire"] = TextMsgCache::NeedHandle | TextMsgCache::BurstOn;
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m_textMsgCache["#Switch_To_SemiAuto"] = TextMsgCache::NeedHandle | TextMsgCache::BurstOff;
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// register show menu cache
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m_showMenuCache["#Team_Select"] = BotMsg::TeamSelect;
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m_showMenuCache["#Team_Select_Spect"] = BotMsg::TeamSelect;
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m_showMenuCache["#IG_Team_Select_Spect"] = BotMsg::TeamSelect;
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m_showMenuCache["#IG_Team_Select"] = BotMsg::TeamSelect;
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m_showMenuCache["#IG_VIP_Team_Select"] = BotMsg::TeamSelect;
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m_showMenuCache["#IG_VIP_Team_Select_Spect"] = BotMsg::TeamSelect;
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m_showMenuCache["#Terrorist_Select"] = BotMsg::ClassSelect;
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m_showMenuCache["#CT_Select"] = BotMsg::ClassSelect;
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// register status icon cache
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m_statusIconCache["buyzone"] = StatusIconCache::NeedHandle | StatusIconCache::BuyZone;
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m_statusIconCache["vipsafety"] = StatusIconCache::NeedHandle | StatusIconCache::VipSafety;
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m_statusIconCache["c4"] = StatusIconCache::NeedHandle | StatusIconCache::C4;
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// register team info cache
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m_teamInfoCache["TERRORIST"] = Team::Terrorist;
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m_teamInfoCache["UNASSIGNED"] = Team::Unassigned;
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m_teamInfoCache["SPECTATOR"] = Team::Spectator;
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m_teamInfoCache["CT"] = Team::CT;
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}
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void MessageDispatcher::registerMessage (const String &name, int32 id) {
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if (!m_wanted.exists (name)) {
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return;
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}
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m_maps[m_wanted[name]] = id; // add message from engine RegUserMsg
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}
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void MessageDispatcher::start (edict_t *ent, int32 type) {
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reset ();
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|
|
// search if we need to handle this message
|
|
for (const auto &msg : m_maps) {
|
|
if (msg.value == type && m_handlers[msg.key]) {
|
|
m_current = msg.key;
|
|
break;
|
|
}
|
|
}
|
|
|
|
// no messagem no processing
|
|
if (m_current == NetMsg::None) {
|
|
return;
|
|
}
|
|
|
|
// message for bot bot?
|
|
if (!game.isNullEntity (ent) && !(ent->v.flags & FL_DORMANT)) {
|
|
m_bot = bots[ent];
|
|
|
|
if (!m_bot) {
|
|
m_current = NetMsg::None;
|
|
return;
|
|
}
|
|
}
|
|
m_args.clear (); // clear previous args
|
|
}
|
|
|
|
void MessageDispatcher::stop () {
|
|
if (m_current == NetMsg::None) {
|
|
return;
|
|
}
|
|
(this->*m_handlers[m_current]) ();
|
|
m_current = NetMsg::None;
|
|
}
|