fixed chatter icon not disappearing set bots correct walk speeds implemented some sse2 stuff update linux & android makefiles
1607 lines
No EOL
43 KiB
C++
1607 lines
No EOL
43 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.jeefo.net/license
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//
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#include <core.h>
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ConVar yb_autovacate ("yb_autovacate", "1");
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ConVar yb_autovacate_smart_kick ("yb_autovacate_smart_kick", "0");
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ConVar yb_quota ("yb_quota", "0", VT_NORMAL);
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ConVar yb_quota_mode ("yb_quota_mode", "normal");
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ConVar yb_join_after_player ("yb_join_after_player", "0");
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ConVar yb_join_team ("yb_join_team", "any");
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ConVar yb_name_prefix ("yb_name_prefix", "");
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ConVar yb_difficulty ("yb_difficulty", "4");
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ConVar yb_latency_display ("yb_latency_display", "2");
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ConVar yb_avatar_display ("yb_avatar_display", "1");
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BotManager::BotManager (void)
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{
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// this is a bot manager class constructor
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m_lastWinner = -1;
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m_deathMsgSent = false;
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for (int i = 0; i < SPECTATOR; i++)
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{
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m_leaderChoosen[i] = false;
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m_economicsGood[i] = true;
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}
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memset (m_bots, 0, sizeof (m_bots));
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m_maintainTime = 0.0f;
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m_quotaMaintainTime = 0.0f;
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m_grenadeUpdateTime = 0.0f;
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m_creationTab.RemoveAll ();
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m_killerEntity = nullptr;
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m_balanceCount = 0;
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}
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BotManager::~BotManager (void)
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{
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// this is a bot manager class destructor, do not use engine.MaxClients () here !!
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Free ();
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}
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void BotManager::CreateKillerEntity (void)
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{
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// this function creates single trigger_hurt for using in Bot::Kill, to reduce lags, when killing all the bots
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m_killerEntity = g_engfuncs.pfnCreateNamedEntity (MAKE_STRING ("trigger_hurt"));
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m_killerEntity->v.dmg = 9999.0f;
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m_killerEntity->v.dmg_take = 1.0f;
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m_killerEntity->v.dmgtime = 2.0f;
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m_killerEntity->v.effects |= EF_NODRAW;
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g_engfuncs.pfnSetOrigin (m_killerEntity, Vector (-99999.0f, -99999.0f, -99999.0f));
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MDLL_Spawn (m_killerEntity);
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}
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void BotManager::DestroyKillerEntity (void)
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{
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if (!engine.IsNullEntity (m_killerEntity))
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g_engfuncs.pfnRemoveEntity (m_killerEntity);
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}
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void BotManager::TouchWithKillerEntity (Bot *bot)
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{
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if (engine.IsNullEntity (m_killerEntity))
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{
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MDLL_ClientKill (bot->GetEntity ());
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return;
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}
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m_killerEntity->v.classname = MAKE_STRING (g_weaponDefs[bot->m_currentWeapon].className);
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m_killerEntity->v.dmg_inflictor = bot->GetEntity ();
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KeyValueData kv;
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kv.szClassName = const_cast <char *> (g_weaponDefs[bot->m_currentWeapon].className);
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kv.szKeyName = "damagetype";
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kv.szValue = const_cast <char *> (FormatBuffer ("%d", (1 << 4)));
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kv.fHandled = FALSE;
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MDLL_KeyValue (m_killerEntity, &kv);
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MDLL_Touch (m_killerEntity, bot->GetEntity ());
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}
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// it's already defined in interface.cpp
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extern "C" void player (entvars_t *pev);
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void BotManager::CallGameEntity (entvars_t *vars)
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{
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// this function calls gamedll player() function, in case to create player entity in game
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if (g_gameFlags & GAME_METAMOD)
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{
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CALL_GAME_ENTITY (PLID, "player", vars);
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return;
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}
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player (vars);
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}
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BotCreationResult BotManager::CreateBot (const String &name, int difficulty, int personality, int team, int member, bool isConsoleCmd)
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{
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// this function completely prepares bot entity (edict) for creation, creates team, difficulty, sets name etc, and
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// then sends result to bot constructor
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edict_t *bot = nullptr;
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char outputName[33];
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if (g_numWaypoints < 1) // don't allow creating bots with no waypoints loaded
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{
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engine.CenterPrintf ("Map is not waypointed. Cannot create bot");
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return BOT_RESULT_NAV_ERROR;
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}
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else if (waypoints.HasChanged ()) // don't allow creating bots with changed waypoints (distance tables are messed up)
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{
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engine.CenterPrintf ("Waypoints have been changed. Load waypoints again...");
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return BOT_RESULT_NAV_ERROR;
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}
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if (difficulty < 0 || difficulty > 4)
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difficulty = yb_difficulty.GetInt ();
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if (difficulty < 0 || difficulty > 4)
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{
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difficulty = Random.Int (3, 4);
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yb_difficulty.SetInt (difficulty);
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}
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if (personality < 0 || personality > 2)
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{
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if (Random.Int (0, 100) < 50)
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personality = PERSONALITY_NORMAL;
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else
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{
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if (Random.Int (0, 100) < 65)
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personality = PERSONALITY_RUSHER;
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else
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personality = PERSONALITY_CAREFUL;
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}
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}
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String steamId = "";
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BotName *botName = nullptr;
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// setup name
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if (name.IsEmpty ())
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{
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if (!g_botNames.IsEmpty ())
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{
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bool nameFound = false;
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FOR_EACH_AE (g_botNames, i)
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{
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if (nameFound)
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break;
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botName = &g_botNames.GetRandomElement ();
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if (botName == nullptr)
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continue;
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if (botName->name.GetLength () < 3 || botName->usedBy != 0)
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continue;
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nameFound = true;
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strncpy (outputName, botName->name.GetBuffer (), SIZEOF_CHAR (outputName));
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steamId = botName->steamId;
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}
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}
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else
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sprintf (outputName, "bot%i", Random.Int (0, 100)); // just pick ugly random name
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}
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else
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strncpy (outputName, name, 21);
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if (!IsNullString (yb_name_prefix.GetString ()))
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{
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char prefixedName[33]; // temp buffer for storing modified name
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if (!IsNullString (yb_name_prefix.GetString ()))
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snprintf (prefixedName, SIZEOF_CHAR (prefixedName), "%s %s", yb_name_prefix.GetString (), outputName);
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// buffer has been modified, copy to real name
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if (!IsNullString (prefixedName))
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strncpy (outputName, prefixedName, SIZEOF_CHAR (outputName));
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}
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bot = g_engfuncs.pfnCreateFakeClient (outputName);
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if (engine.IsNullEntity (bot))
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{
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engine.CenterPrintf ("Maximum players reached (%d/%d). Unable to create Bot.", engine.MaxClients (), engine.MaxClients ());
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return BOT_RESULT_MAX_PLAYERS_REACHED;
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}
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int index = engine.IndexOfEntity (bot) - 1;
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// ensure it free
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Free (index);
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InternalAssert (index >= 0 && index <= MAX_ENGINE_PLAYERS); // check index
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InternalAssert (m_bots[index] == nullptr); // check bot slot
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m_bots[index] = new Bot (bot, difficulty, personality, team, member, steamId);
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if (m_bots[index] == nullptr)
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TerminateOnMalloc ();
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// assign owner of bot name
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if (botName != nullptr)
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botName->usedBy = m_bots[index]->GetIndex ();
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engine.Printf ("Connecting Bot...");
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if (isConsoleCmd)
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yb_quota.SetInt (yb_quota.GetInt () + 1);
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return BOT_RESULT_CREATED;
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}
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int BotManager::GetIndex (edict_t *ent)
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{
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// this function returns index of bot (using own bot array)
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if (engine.IsNullEntity (ent))
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return -1;
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int index = engine.IndexOfEntity (ent) - 1;
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if (index < 0 || index >= MAX_ENGINE_PLAYERS)
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return -1;
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if (m_bots[index] != nullptr)
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return index;
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return -1; // if no edict, return -1;
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}
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Bot *BotManager::GetBot (int index)
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{
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// this function finds a bot specified by index, and then returns pointer to it (using own bot array)
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if (index < 0 || index >= MAX_ENGINE_PLAYERS)
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return nullptr;
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if (m_bots[index] != nullptr)
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return m_bots[index];
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return nullptr; // no bot
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}
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Bot *BotManager::GetBot (edict_t *ent)
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{
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// same as above, but using bot entity
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return GetBot (GetIndex (ent));
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}
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Bot *BotManager::FindOneValidAliveBot (void)
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{
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// this function finds one bot, alive bot :)
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Array <int> result;
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for (int i = 0; i < engine.MaxClients (); i++)
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{
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if (result.GetSize () > 4)
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break;
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if (m_bots[i] != nullptr && IsAlive (m_bots[i]->GetEntity ()))
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result.Push (i);
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}
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if (!result.IsEmpty ())
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return m_bots[result.GetRandomElement ()];
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return nullptr;
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}
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void BotManager::Think (void)
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{
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// this function calls think () function for all available at call moment bots
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for (int i = 0; i < engine.MaxClients (); i++)
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{
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if (m_bots[i] != nullptr)
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m_bots[i]->Think ();
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}
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}
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void BotManager::PeriodicThink (void)
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{
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// this function calls periodic SecondThink () function for all available at call moment bots
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for (int i = 0; i < engine.MaxClients (); i++)
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{
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if (m_bots[i] != nullptr)
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m_bots[i]->PeriodicThink ();
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}
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}
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void BotManager::AddBot (const String &name, int difficulty, int personality, int team, int member, bool isConsoleCmd)
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{
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// this function putting bot creation process to queue to prevent engine crashes
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CreateQueue bot;
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// fill the holder
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bot.name = name;
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bot.difficulty = difficulty;
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bot.personality = personality;
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bot.team = team;
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bot.member = member;
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bot.console = isConsoleCmd;
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// put to queue
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m_creationTab.Push (bot);
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}
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void BotManager::AddBot (const String &name, const String &difficulty, const String &personality, const String &team, const String &member, bool isConsoleCmd)
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{
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// this function is same as the function above, but accept as parameters string instead of integers
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CreateQueue bot;
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const String &any = "*";
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bot.name = (name.IsEmpty () || name == any) ? String ("\0") : name;
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bot.difficulty = (difficulty.IsEmpty () || difficulty == any) ? -1 : difficulty.ToInt ();
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bot.team = (team.IsEmpty () || team == any) ? -1 : team.ToInt ();
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bot.member = (member.IsEmpty () || member == any) ? -1 : member.ToInt ();
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bot.personality = (personality.IsEmpty () || personality == any) ? -1 : personality.ToInt ();
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bot.console = isConsoleCmd;
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m_creationTab.Push (bot);
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}
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void BotManager::AdjustQuota (bool isPlayerConnection, edict_t *ent)
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{
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// this function increases or decreases bot quota amount depending on auto vacate variables
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if (!engine.IsDedicatedServer () || !yb_autovacate.GetBool () || GetBot (ent) != nullptr)
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return;
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if (isPlayerConnection)
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{
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if (yb_autovacate_smart_kick.GetBool ())
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AddPlayerToCheckTeamQueue (ent);
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else
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{
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RemoveRandom ();
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m_balanceCount--;
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}
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}
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else if (m_balanceCount <= 0)
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{
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AddRandom ();
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m_balanceCount++;
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}
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}
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void BotManager::AddPlayerToCheckTeamQueue (edict_t *ent)
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{
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// entity must be unique
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bool hasFound = false;
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FOR_EACH_AE (m_trackedPlayers, it)
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{
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if (m_trackedPlayers[it] == ent)
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{
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hasFound = true;
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break;
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}
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}
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if (!hasFound)
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m_trackedPlayers.Push (ent);
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}
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void BotManager::VerifyPlayersHasJoinedTeam (int &desiredCount)
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{
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if (!m_trackedPlayers.GetElementNumber ())
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return;
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for (int i = 0; i < engine.MaxClients (); i++)
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{
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const Client &client = g_clients[i];
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if (!(client.flags & CF_USED) || client.team == SPECTATOR || IsValidBot (client.ent))
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continue;
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FOR_EACH_AE (m_trackedPlayers, it)
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{
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if (client.ent != m_trackedPlayers[it])
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continue;
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m_balanceCount--;
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desiredCount--;
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m_trackedPlayers.RemoveAt (it);
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break;
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}
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}
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}
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void BotManager::MaintainBotQuota (void)
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{
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// this function keeps number of bots up to date, and don't allow to maintain bot creation
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// while creation process in process.
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if (g_numWaypoints < 1 || waypoints.HasChanged ())
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return;
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// bot's creation update
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if (!m_creationTab.IsEmpty () && m_maintainTime < engine.Time ())
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{
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const CreateQueue &last = m_creationTab.Pop ();
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const BotCreationResult callResult = CreateBot (last.name, last.difficulty, last.personality, last.team, last.member, last.console);
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// check the result of creation
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if (callResult == BOT_RESULT_NAV_ERROR)
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{
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m_creationTab.RemoveAll (); // something wrong with waypoints, reset tab of creation
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yb_quota.SetInt (0); // reset quota
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}
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else if (callResult == BOT_RESULT_MAX_PLAYERS_REACHED)
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{
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m_creationTab.RemoveAll (); // maximum players reached, so set quota to maximum players
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yb_quota.SetInt (GetBotsNum ());
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}
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m_maintainTime = engine.Time () + 0.20f;
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}
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// now keep bot number up to date
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if (m_quotaMaintainTime < engine.Time ())
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{
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// keep the quota number in valid ranges
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{
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if (yb_quota.GetInt () < 0)
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yb_quota.SetInt (0);
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// always keep one slot
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int maxClients = yb_autovacate.GetBool () ? engine.MaxClients () - 1 - (engine.IsDedicatedServer () ? 0 : GetHumansNum ()) : engine.MaxClients ();
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if (yb_quota.GetInt () > maxClients)
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yb_quota.SetInt (maxClients);
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}
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int numBots = GetBotsNum ();
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int numHumans = yb_autovacate_smart_kick.GetBool () ? GetHumansNum () : GetHumansJoinedTeam ();
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int desiredCount = yb_quota.GetInt ();
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if (yb_join_after_player.GetBool () && !numHumans)
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desiredCount = 0;
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// quota mode
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char mode = yb_quota_mode.GetString ()[0];
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if (mode == 'f') // fill
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desiredCount = A_max (0, desiredCount - numHumans);
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else if (mode == 'm') // match
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desiredCount = A_max (0, yb_quota.GetInt () * numHumans);
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desiredCount = A_min (desiredCount, engine.MaxClients () - (numHumans + (yb_autovacate.GetBool () ? 1 : 0)));
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if (yb_autovacate_smart_kick.GetBool () && numBots > 1 && desiredCount > 1)
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VerifyPlayersHasJoinedTeam (desiredCount);
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if (desiredCount > numBots)
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AddRandom (false);
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else if (desiredCount < numBots)
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RemoveRandom (true);
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m_quotaMaintainTime = engine.Time () + 0.40f;
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}
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}
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void BotManager::InitQuota (void)
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{
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m_balanceCount = 0;
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m_maintainTime = engine.Time () + 3.0f;
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m_quotaMaintainTime = engine.Time () + 3.0f;
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m_trackedPlayers.RemoveAll ();
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m_creationTab.RemoveAll ();
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}
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void BotManager::FillServer (int selection, int personality, int difficulty, int numToAdd)
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{
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// this function fill server with bots, with specified team & personality
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// always keep one slot
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int maxClients = yb_autovacate.GetBool () ? engine.MaxClients () - 1 - (engine.IsDedicatedServer () ? 0 : GetHumansNum ()) : engine.MaxClients ();
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if (GetBotsNum () >= maxClients - GetHumansNum ())
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return;
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if (selection == 1 || selection == 2)
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{
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CVAR_SET_STRING ("mp_limitteams", "0");
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CVAR_SET_STRING ("mp_autoteambalance", "0");
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}
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else
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selection = 5;
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char teams[6][12] =
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{
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"",
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{"Terrorists"},
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{"CTs"},
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"",
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"",
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{"Random"},
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};
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int toAdd = numToAdd == -1 ? maxClients - (GetHumansNum () + GetBotsNum ()) : numToAdd;
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for (int i = 0; i <= toAdd; i++)
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AddBot ("", difficulty, personality, selection, -1);
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|
|
engine.CenterPrintf ("Fill Server with %s bots...", &teams[selection][0]);
|
|
}
|
|
|
|
void BotManager::RemoveAll (void)
|
|
{
|
|
// this function drops all bot clients from server (this function removes only yapb's)`q
|
|
|
|
engine.CenterPrintf ("Bots are removed from server.");
|
|
|
|
m_creationTab.RemoveAll ();
|
|
yb_quota.SetInt (0);
|
|
}
|
|
|
|
void BotManager::RemoveFromTeam (Team team, bool removeAll)
|
|
{
|
|
// this function remove random bot from specified team (if removeAll value = 1 then removes all players from team)
|
|
|
|
for (int i = 0; i < engine.MaxClients (); i++)
|
|
{
|
|
if (m_bots[i] != nullptr && team == engine.GetTeam (m_bots[i]->GetEntity ()))
|
|
{
|
|
m_bots[i]->Kick ();
|
|
|
|
if (!removeAll)
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
void BotManager::RemoveMenu (edict_t *ent, int selection)
|
|
{
|
|
// this function displays remove bot menu to specified entity (this function show's only yapb's).
|
|
|
|
if (selection > 4 || selection < 1)
|
|
return;
|
|
|
|
static char tempBuffer[1024];
|
|
char buffer[1024];
|
|
|
|
memset (tempBuffer, 0, sizeof (tempBuffer));
|
|
memset (buffer, 0, sizeof (buffer));
|
|
|
|
int validSlots = (selection == 4) ? (1 << 9) : ((1 << 8) | (1 << 9));
|
|
|
|
for (int i = ((selection - 1) * 8); i < selection * 8; i++)
|
|
{
|
|
if (m_bots[i] != nullptr && !engine.IsNullEntity (m_bots[i]->GetEntity ()))
|
|
{
|
|
validSlots |= 1 << (i - ((selection - 1) * 8));
|
|
sprintf (buffer, "%s %1.1d. %s%s\n", buffer, i - ((selection - 1) * 8) + 1, STRING (m_bots[i]->pev->netname), engine.GetTeam (m_bots[i]->GetEntity ()) == CT ? " \\y(CT)\\w" : " \\r(T)\\w");
|
|
}
|
|
else
|
|
sprintf (buffer, "%s\\d %1.1d. Not a Bot\\w\n", buffer, i - ((selection - 1) * 8) + 1);
|
|
}
|
|
|
|
sprintf (tempBuffer, "\\yBots Remove Menu (%d/4):\\w\n\n%s\n%s 0. Back", selection, buffer, (selection == 4) ? "" : " 9. More...\n");
|
|
|
|
switch (selection)
|
|
{
|
|
case 1:
|
|
g_menus[BOT_MENU_KICK_PAGE_1].slots = validSlots & static_cast <unsigned int> (-1);
|
|
g_menus[14].text = tempBuffer;
|
|
|
|
DisplayMenuToClient (ent, BOT_MENU_KICK_PAGE_1);
|
|
break;
|
|
|
|
case 2:
|
|
g_menus[BOT_MENU_KICK_PAGE_2].slots = validSlots & static_cast <unsigned int> (-1);
|
|
g_menus[BOT_MENU_KICK_PAGE_2].text = tempBuffer;
|
|
|
|
DisplayMenuToClient (ent, BOT_MENU_KICK_PAGE_2);
|
|
break;
|
|
|
|
case 3:
|
|
g_menus[BOT_MENU_KICK_PAGE_3].slots = validSlots & static_cast <unsigned int> (-1);
|
|
g_menus[BOT_MENU_KICK_PAGE_3].text = tempBuffer;
|
|
|
|
DisplayMenuToClient (ent, BOT_MENU_KICK_PAGE_3);
|
|
break;
|
|
|
|
case 4:
|
|
g_menus[BOT_MENU_KICK_PAGE_4].slots = validSlots & static_cast <unsigned int> (-1);
|
|
g_menus[BOT_MENU_KICK_PAGE_4].text = tempBuffer;
|
|
|
|
DisplayMenuToClient (ent, BOT_MENU_KICK_PAGE_4);
|
|
break;
|
|
}
|
|
}
|
|
|
|
void BotManager::KillAll (int team)
|
|
{
|
|
// this function kills all bots on server (only this dll controlled bots)
|
|
|
|
for (int i = 0; i < engine.MaxClients (); i++)
|
|
{
|
|
if (m_bots[i] != nullptr)
|
|
{
|
|
if (team != -1 && team != m_bots[i]->m_team)
|
|
continue;
|
|
|
|
m_bots[i]->Kill ();
|
|
}
|
|
}
|
|
engine.CenterPrintf ("All Bots died !");
|
|
}
|
|
|
|
void BotManager::RemoveRandom (bool keepQuota)
|
|
{
|
|
// this function removes random bot from server (only yapb's)
|
|
|
|
bool deadBotFound = false;
|
|
|
|
// first try to kick the bot that is currently dead
|
|
for (int i = 0; i < engine.MaxClients (); i++)
|
|
{
|
|
if (m_bots[i] != nullptr && !m_bots[i]->m_notKilled) // is this slot used?
|
|
{
|
|
m_bots[i]->Kick (keepQuota);
|
|
deadBotFound = true;
|
|
|
|
break;
|
|
}
|
|
}
|
|
|
|
if (deadBotFound)
|
|
return;
|
|
|
|
// if no dead bots found try to find one with lowest amount of frags
|
|
int index = 0;
|
|
float score = 9999.0f;
|
|
|
|
// search bots in this team
|
|
for (int i = 0; i < engine.MaxClients (); i++)
|
|
{
|
|
Bot *bot = bots.GetBot (i);
|
|
|
|
if (bot != nullptr && bot->pev->frags < score)
|
|
{
|
|
index = i;
|
|
score = bot->pev->frags;
|
|
}
|
|
}
|
|
|
|
// if found some bots
|
|
if (index != 0)
|
|
{
|
|
m_bots[index]->Kick (keepQuota);
|
|
return;
|
|
}
|
|
|
|
// worst case, just kick some random bot
|
|
for (int i = 0; i < engine.MaxClients (); i++)
|
|
{
|
|
if (m_bots[i] != nullptr) // is this slot used?
|
|
{
|
|
m_bots[i]->Kick (keepQuota);
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
void BotManager::SetWeaponMode (int selection)
|
|
{
|
|
// this function sets bots weapon mode
|
|
|
|
int tabMapStandart[7][NUM_WEAPONS] =
|
|
{
|
|
{-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1}, // Knife only
|
|
{-1,-1,-1, 2, 2, 0, 1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1}, // Pistols only
|
|
{-1,-1,-1,-1,-1,-1,-1, 2, 2,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1}, // Shotgun only
|
|
{-1,-1,-1,-1,-1,-1,-1,-1,-1, 2, 1, 2, 0, 2,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1, 2,-1}, // Machine Guns only
|
|
{-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1, 0, 0, 1, 0, 1, 1,-1,-1,-1,-1,-1,-1}, // Rifles only
|
|
{-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1, 2, 2, 0, 1,-1,-1}, // Snipers only
|
|
{-1,-1,-1, 2, 2, 0, 1, 2, 2, 2, 1, 2, 0, 2, 0, 0, 1, 0, 1, 1, 2, 2, 0, 1, 2, 1} // Standard
|
|
};
|
|
|
|
int tabMapAS[7][NUM_WEAPONS] =
|
|
{
|
|
{-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1}, // Knife only
|
|
{-1,-1,-1, 2, 2, 0, 1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1}, // Pistols only
|
|
{-1,-1,-1,-1,-1,-1,-1, 1, 1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1}, // Shotgun only
|
|
{-1,-1,-1,-1,-1,-1,-1,-1,-1, 1, 1, 1, 0, 2,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1, 1,-1}, // Machine Guns only
|
|
{-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1, 0,-1, 1, 0, 1, 1,-1,-1,-1,-1,-1,-1}, // Rifles only
|
|
{-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1, 0, 0,-1, 1,-1,-1}, // Snipers only
|
|
{-1,-1,-1, 2, 2, 0, 1, 1, 1, 1, 1, 1, 0, 2, 0,-1, 1, 0, 1, 1, 0, 0,-1, 1, 1, 1} // Standard
|
|
};
|
|
|
|
char modeName[7][12] =
|
|
{
|
|
{"Knife"},
|
|
{"Pistol"},
|
|
{"Shotgun"},
|
|
{"Machine Gun"},
|
|
{"Rifle"},
|
|
{"Sniper"},
|
|
{"Standard"}
|
|
};
|
|
selection--;
|
|
|
|
for (int i = 0; i < NUM_WEAPONS; i++)
|
|
{
|
|
g_weaponSelect[i].teamStandard = tabMapStandart[selection][i];
|
|
g_weaponSelect[i].teamAS = tabMapAS[selection][i];
|
|
}
|
|
|
|
if (selection == 0)
|
|
yb_jasonmode.SetInt (1);
|
|
else
|
|
yb_jasonmode.SetInt (0);
|
|
|
|
engine.CenterPrintf ("%s weapon mode selected", &modeName[selection][0]);
|
|
}
|
|
|
|
void BotManager::ListBots (void)
|
|
{
|
|
// this function list's bots currently playing on the server
|
|
|
|
engine.Printf ("%-3.5s %-9.13s %-17.18s %-3.4s %-3.4s %-3.4s", "index", "name", "personality", "team", "difficulty", "frags");
|
|
|
|
for (int i = 0; i < engine.MaxClients (); i++)
|
|
{
|
|
Bot *bot = GetBot (i);
|
|
|
|
// is this player slot valid
|
|
if (bot != nullptr)
|
|
engine.Printf ("[%-3.1d] %-9.13s %-17.18s %-3.4s %-3.1d %-3.1d", i, STRING (bot->pev->netname), bot->m_personality == PERSONALITY_RUSHER ? "rusher" : bot->m_personality == PERSONALITY_NORMAL ? "normal" : "careful", bot->m_team == CT ? "CT" : "T", bot->m_difficulty, static_cast <int> (bot->pev->frags));
|
|
}
|
|
}
|
|
|
|
int BotManager::GetBotsNum (void)
|
|
{
|
|
// this function returns number of yapb's playing on the server
|
|
|
|
int count = 0;
|
|
|
|
for (int i = 0; i < engine.MaxClients (); i++)
|
|
{
|
|
if (m_bots[i] != nullptr)
|
|
count++;
|
|
}
|
|
return count;
|
|
}
|
|
|
|
Bot *BotManager::GetHighestFragsBot (int team)
|
|
{
|
|
int bestIndex = 0;
|
|
float bestScore = -1;
|
|
|
|
// search bots in this team
|
|
for (int i = 0; i < engine.MaxClients (); i++)
|
|
{
|
|
Bot *bot = bots.GetBot (i);
|
|
|
|
if (bot != nullptr && bot->m_notKilled && bot->m_team == team)
|
|
{
|
|
if (bot->pev->frags > bestScore)
|
|
{
|
|
bestIndex = i;
|
|
bestScore = bot->pev->frags;
|
|
}
|
|
}
|
|
}
|
|
return GetBot (bestIndex);
|
|
}
|
|
|
|
void BotManager::CheckTeamEconomics (int team, bool setTrue)
|
|
{
|
|
// this function decides is players on specified team is able to buy primary weapons by calculating players
|
|
// that have not enough money to buy primary (with economics), and if this result higher 80%, player is can't
|
|
// buy primary weapons.
|
|
|
|
extern ConVar yb_economics_rounds;
|
|
|
|
if (setTrue || !yb_economics_rounds.GetBool ())
|
|
{
|
|
m_economicsGood[team] = true;
|
|
return; // don't check economics while economics disable
|
|
}
|
|
|
|
int numPoorPlayers = 0;
|
|
int numTeamPlayers = 0;
|
|
|
|
// start calculating
|
|
for (int i = 0; i < engine.MaxClients (); i++)
|
|
{
|
|
if (m_bots[i] != nullptr && engine.GetTeam (m_bots[i]->GetEntity ()) == team)
|
|
{
|
|
if (m_bots[i]->m_moneyAmount <= g_botBuyEconomyTable[0])
|
|
numPoorPlayers++;
|
|
|
|
numTeamPlayers++; // update count of team
|
|
}
|
|
}
|
|
m_economicsGood[team] = true;
|
|
|
|
if (numTeamPlayers <= 1)
|
|
return;
|
|
|
|
// if 80 percent of team have no enough money to purchase primary weapon
|
|
if ((numTeamPlayers * 80) / 100 <= numPoorPlayers)
|
|
m_economicsGood[team] = false;
|
|
|
|
// winner must buy something!
|
|
if (m_lastWinner == team)
|
|
m_economicsGood[team] = true;
|
|
}
|
|
|
|
void BotManager::Free (void)
|
|
{
|
|
// this function free all bots slots (used on server shutdown)
|
|
|
|
for (int i = 0; i < MAX_ENGINE_PLAYERS; i++)
|
|
Free (i);
|
|
}
|
|
|
|
void BotManager::Free (int index)
|
|
{
|
|
// this function frees one bot selected by index (used on bot disconnect)
|
|
|
|
delete m_bots[index];
|
|
m_bots[index] = nullptr;
|
|
}
|
|
|
|
Bot::Bot (edict_t *bot, int difficulty, int personality, int team, int member, const String &steamId)
|
|
{
|
|
// this function does core operation of creating bot, it's called by CreateBot (),
|
|
// when bot setup completed, (this is a bot class constructor)
|
|
|
|
char rejectReason[128];
|
|
int clientIndex = engine.IndexOfEntity (bot);
|
|
|
|
memset (reinterpret_cast <void *> (this), 0, sizeof (*this));
|
|
|
|
pev = &bot->v;
|
|
|
|
if (bot->pvPrivateData != nullptr)
|
|
FREE_PRIVATE (bot);
|
|
|
|
bot->pvPrivateData = nullptr;
|
|
bot->v.frags = 0;
|
|
|
|
// create the player entity by calling MOD's player function
|
|
BotManager::CallGameEntity (&bot->v);
|
|
|
|
// set all info buffer keys for this bot
|
|
char *buffer = GET_INFOKEYBUFFER (bot);
|
|
SET_CLIENT_KEYVALUE (clientIndex, buffer, "_vgui_menus", "0");
|
|
|
|
if (!(g_gameFlags & GAME_LEGACY) && yb_latency_display.GetInt () == 1)
|
|
SET_CLIENT_KEYVALUE (clientIndex, buffer, "*bot", "1");
|
|
|
|
rejectReason[0] = 0; // reset the reject reason template string
|
|
MDLL_ClientConnect (bot, "BOT", FormatBuffer ("127.0.0.%d", engine.IndexOfEntity (bot) + 100), rejectReason);
|
|
|
|
// should be set after client connect
|
|
if (yb_avatar_display.GetBool () && !steamId.IsEmpty ())
|
|
SET_CLIENT_KEYVALUE (clientIndex, buffer, "*sid", const_cast <char *> (steamId.GetBuffer ()));
|
|
|
|
memset (&m_pingOffset, 0, sizeof (m_pingOffset));
|
|
memset (&m_ping, 0, sizeof (m_ping));
|
|
|
|
if (!IsNullString (rejectReason))
|
|
{
|
|
AddLogEntry (true, LL_WARNING, "Server refused '%s' connection (%s)", STRING (bot->v.netname), rejectReason);
|
|
engine.IssueCmd ("kick \"%s\"", STRING (bot->v.netname)); // kick the bot player if the server refused it
|
|
|
|
bot->v.flags |= FL_KILLME;
|
|
return;
|
|
}
|
|
|
|
MDLL_ClientPutInServer (bot);
|
|
bot->v.flags |= FL_FAKECLIENT; // set this player as fakeclient
|
|
|
|
// initialize all the variables for this bot...
|
|
m_notStarted = true; // hasn't joined game yet
|
|
m_forceRadio = false;
|
|
|
|
m_startAction = GSM_IDLE;
|
|
m_moneyAmount = 0;
|
|
m_logotypeIndex = Random.Int (0, 9);
|
|
|
|
// assign how talkative this bot will be
|
|
m_sayTextBuffer.chatDelay = Random.Float (3.8f, 10.0f);
|
|
m_sayTextBuffer.chatProbability = Random.Int (1, 100);
|
|
|
|
m_notKilled = false;
|
|
m_weaponBurstMode = BM_OFF;
|
|
m_difficulty = difficulty;
|
|
|
|
if (difficulty < 0 || difficulty > 4)
|
|
{
|
|
difficulty = Random.Int (3, 4);
|
|
yb_difficulty.SetInt (difficulty);
|
|
}
|
|
|
|
m_lastCommandTime = engine.Time () - 0.1f;
|
|
m_frameInterval = engine.Time ();
|
|
m_timePeriodicUpdate = 0.0f;
|
|
|
|
switch (personality)
|
|
{
|
|
case 1:
|
|
m_personality = PERSONALITY_RUSHER;
|
|
m_baseAgressionLevel = Random.Float (0.7f, 1.0f);
|
|
m_baseFearLevel = Random.Float (0.0f, 0.4f);
|
|
break;
|
|
|
|
case 2:
|
|
m_personality = PERSONALITY_CAREFUL;
|
|
m_baseAgressionLevel = Random.Float (0.2f, 0.5f);
|
|
m_baseFearLevel = Random.Float (0.7f, 1.0f);
|
|
break;
|
|
|
|
default:
|
|
m_personality = PERSONALITY_NORMAL;
|
|
m_baseAgressionLevel = Random.Float (0.4f, 0.7f);
|
|
m_baseFearLevel = Random.Float (0.4f, 0.7f);
|
|
break;
|
|
}
|
|
|
|
memset (&m_ammoInClip, 0, sizeof (m_ammoInClip));
|
|
memset (&m_ammo, 0, sizeof (m_ammo));
|
|
|
|
m_currentWeapon = 0; // current weapon is not assigned at start
|
|
m_voicePitch = Random.Int (80, 115); // assign voice pitch
|
|
|
|
// copy them over to the temp level variables
|
|
m_agressionLevel = m_baseAgressionLevel;
|
|
m_fearLevel = m_baseFearLevel;
|
|
m_nextEmotionUpdate = engine.Time () + 0.5f;
|
|
|
|
// just to be sure
|
|
m_actMessageIndex = 0;
|
|
m_pushMessageIndex = 0;
|
|
|
|
// assign team and class
|
|
m_wantedTeam = team;
|
|
m_wantedClass = member;
|
|
|
|
NewRound ();
|
|
}
|
|
|
|
void Bot::ReleaseUsedName (void)
|
|
{
|
|
FOR_EACH_AE (g_botNames, j)
|
|
{
|
|
BotName &name = g_botNames[j];
|
|
|
|
if (name.usedBy == GetIndex ())
|
|
{
|
|
name.usedBy = 0;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
Bot::~Bot (void)
|
|
{
|
|
// this is bot destructor
|
|
|
|
ReleaseUsedName ();
|
|
DeleteSearchNodes ();
|
|
ResetTasks ();
|
|
}
|
|
|
|
int BotManager::GetHumansNum (void)
|
|
{
|
|
// this function returns number of humans playing on the server
|
|
|
|
int count = 0;
|
|
|
|
for (int i = 0; i < engine.MaxClients (); i++)
|
|
{
|
|
const Client &client = g_clients[i];
|
|
|
|
if ((client.flags & CF_USED) && m_bots[i] == nullptr && !(client.ent->v.flags & FL_FAKECLIENT))
|
|
count++;
|
|
}
|
|
return count;
|
|
}
|
|
|
|
int BotManager::GetHumansAliveNum (void)
|
|
{
|
|
// this function returns number of humans playing on the server
|
|
|
|
int count = 0;
|
|
|
|
for (int i = 0; i < engine.MaxClients (); i++)
|
|
{
|
|
const Client &client = g_clients[i];
|
|
|
|
if ((client.flags & (CF_USED | CF_ALIVE)) && m_bots[i] == nullptr && !(client.ent->v.flags & FL_FAKECLIENT))
|
|
count++;
|
|
}
|
|
return count;
|
|
}
|
|
|
|
int BotManager::GetHumansJoinedTeam (void)
|
|
{
|
|
// this function returns number of humans playing on the server
|
|
|
|
int count = 0;
|
|
|
|
for (int i = 0; i < engine.MaxClients (); i++)
|
|
{
|
|
const Client &client = g_clients[i];
|
|
|
|
if ((client.flags & (CF_USED | CF_ALIVE)) && m_bots[i] == nullptr && client.team != SPECTATOR && !(client.ent->v.flags & FL_FAKECLIENT) && client.ent->v.movetype != MOVETYPE_FLY)
|
|
count++;
|
|
}
|
|
return count;
|
|
}
|
|
|
|
void Bot::NewRound (void)
|
|
{
|
|
// this function initializes a bot after creation & at the start of each round
|
|
|
|
int i = 0;
|
|
|
|
// delete all allocated path nodes
|
|
DeleteSearchNodes ();
|
|
|
|
m_waypointOrigin.Zero ();
|
|
m_destOrigin.Zero ();
|
|
m_currentWaypointIndex = -1;
|
|
m_currentPath = nullptr;
|
|
m_currentTravelFlags = 0;
|
|
m_goalFailed = 0;
|
|
m_desiredVelocity.Zero ();
|
|
m_prevGoalIndex = -1;
|
|
m_chosenGoalIndex = -1;
|
|
m_loosedBombWptIndex = -1;
|
|
|
|
m_moveToC4 = false;
|
|
m_duckDefuse = false;
|
|
m_duckDefuseCheckTime = 0.0f;
|
|
|
|
m_numFriendsLeft = 0;
|
|
m_numEnemiesLeft = 0;
|
|
|
|
for (i = 0; i < 5; i++)
|
|
m_prevWptIndex[i] = -1;
|
|
|
|
m_navTimeset = engine.Time ();
|
|
m_team = engine.GetTeam (GetEntity ());
|
|
|
|
switch (m_personality)
|
|
{
|
|
case PERSONALITY_NORMAL:
|
|
m_pathType = Random.Int (0, 100) > 50 ? SEARCH_PATH_SAFEST_FASTER : SEARCH_PATH_SAFEST;
|
|
break;
|
|
|
|
case PERSONALITY_RUSHER:
|
|
m_pathType = SEARCH_PATH_FASTEST;
|
|
break;
|
|
|
|
case PERSONALITY_CAREFUL:
|
|
m_pathType = SEARCH_PATH_SAFEST;
|
|
break;
|
|
}
|
|
|
|
// clear all states & tasks
|
|
m_states = 0;
|
|
ResetTasks ();
|
|
|
|
m_isVIP = false;
|
|
m_isLeader = false;
|
|
m_hasProgressBar = false;
|
|
m_canChooseAimDirection = true;
|
|
m_turnAwayFromFlashbang = 0.0f;
|
|
|
|
m_maxThrowTimer = 0.0f;
|
|
m_timeTeamOrder = 0.0f;
|
|
m_timeRepotingInDelay = Random.Float (40.0f, 240.0f);
|
|
m_askCheckTime = 0.0f;
|
|
m_minSpeed = 260.0f;
|
|
m_prevSpeed = 0.0f;
|
|
m_prevOrigin = Vector (9999.0f, 9999.0f, 9999.0f);
|
|
m_prevTime = engine.Time ();
|
|
m_blindRecognizeTime = engine.Time ();
|
|
m_lookUpdateTime = engine.Time ();
|
|
|
|
m_viewDistance = 4096.0f;
|
|
m_maxViewDistance = 4096.0f;
|
|
|
|
m_liftEntity = nullptr;
|
|
m_pickupItem = nullptr;
|
|
m_itemIgnore = nullptr;
|
|
m_itemCheckTime = 0.0f;
|
|
|
|
m_breakableEntity = nullptr;
|
|
m_breakableOrigin.Zero ();
|
|
m_timeDoorOpen = 0.0f;
|
|
|
|
ResetCollideState ();
|
|
ResetDoubleJumpState ();
|
|
|
|
m_enemy = nullptr;
|
|
m_lastVictim = nullptr;
|
|
m_lastEnemy = nullptr;
|
|
m_lastEnemyOrigin.Zero ();
|
|
m_trackingEdict = nullptr;
|
|
m_timeNextTracking = 0.0f;
|
|
|
|
m_buttonPushTime = 0.0f;
|
|
m_enemyUpdateTime = 0.0f;
|
|
m_enemyIgnoreTimer = 0.0f;
|
|
m_seeEnemyTime = 0.0f;
|
|
m_shootAtDeadTime = 0.0f;
|
|
m_oldCombatDesire = 0.0f;
|
|
m_liftUsageTime = 0.0f;
|
|
|
|
m_avoidGrenade = nullptr;
|
|
m_needAvoidGrenade = 0;
|
|
|
|
m_lastDamageType = -1;
|
|
m_voteKickIndex = 0;
|
|
m_lastVoteKick = 0;
|
|
m_voteMap = 0;
|
|
m_doorOpenAttempt = 0;
|
|
m_aimFlags = 0;
|
|
m_liftState = 0;
|
|
|
|
m_position.Zero ();
|
|
m_liftTravelPos.Zero ();
|
|
|
|
SetIdealReactionTimes (true);
|
|
|
|
m_targetEntity = nullptr;
|
|
m_tasks.RemoveAll ();
|
|
m_followWaitTime = 0.0f;
|
|
|
|
for (i = 0; i < MAX_HOSTAGES; i++)
|
|
m_hostages[i] = nullptr;
|
|
|
|
for (i = 0; i < Chatter_Total; i++)
|
|
m_chatterTimes[i] = -1.0f;
|
|
|
|
m_isReloading = false;
|
|
m_reloadState = RELOAD_NONE;
|
|
|
|
m_reloadCheckTime = 0.0f;
|
|
m_shootTime = engine.Time ();
|
|
m_playerTargetTime = engine.Time ();
|
|
m_firePause = 0.0f;
|
|
m_timeLastFired = 0.0f;
|
|
|
|
m_grenadeCheckTime = 0.0f;
|
|
m_isUsingGrenade = false;
|
|
|
|
m_blindButton = 0;
|
|
m_blindTime = 0.0f;
|
|
m_jumpTime = 0.0f;
|
|
m_jumpStateTimer = 0.0f;
|
|
m_jumpFinished = false;
|
|
m_isStuck = false;
|
|
|
|
m_sayTextBuffer.timeNextChat = engine.Time ();
|
|
m_sayTextBuffer.entityIndex = -1;
|
|
m_sayTextBuffer.sayText[0] = 0x0;
|
|
|
|
m_buyState = BUYSTATE_PRIMARY_WEAPON;
|
|
m_lastEquipTime = 0.0f;
|
|
|
|
if (!m_notKilled) // if bot died, clear all weapon stuff and force buying again
|
|
{
|
|
memset (&m_ammoInClip, 0, sizeof (m_ammoInClip));
|
|
memset (&m_ammo, 0, sizeof (m_ammo));
|
|
|
|
m_currentWeapon = 0;
|
|
}
|
|
|
|
m_knifeAttackTime = engine.Time () + Random.Float (1.3f, 2.6f);
|
|
m_nextBuyTime = engine.Time () + Random.Float (0.6f, 2.0f);
|
|
|
|
m_buyPending = false;
|
|
m_inBombZone = false;
|
|
m_hasC4 = false;
|
|
|
|
m_shieldCheckTime = 0.0f;
|
|
m_zoomCheckTime = 0.0f;
|
|
m_strafeSetTime = 0.0f;
|
|
m_combatStrafeDir = STRAFE_DIR_NONE;
|
|
m_fightStyle = FIGHT_NONE;
|
|
m_lastFightStyleCheck = 0.0f;
|
|
|
|
m_checkWeaponSwitch = true;
|
|
m_checkKnifeSwitch = true;
|
|
m_buyingFinished = false;
|
|
|
|
m_radioEntity = nullptr;
|
|
m_radioOrder = 0;
|
|
m_defendedBomb = false;
|
|
m_defendHostage = false;
|
|
m_headedTime = 0.0f;
|
|
|
|
m_timeLogoSpray = engine.Time () + Random.Float (0.5f, 2.0f);
|
|
m_spawnTime = engine.Time ();
|
|
m_lastChatTime = engine.Time ();
|
|
|
|
m_timeCamping = 0;
|
|
m_campDirection = 0;
|
|
m_nextCampDirTime = 0;
|
|
m_campButtons = 0;
|
|
|
|
m_soundUpdateTime = 0.0f;
|
|
m_heardSoundTime = engine.Time ();
|
|
|
|
// clear its message queue
|
|
for (i = 0; i < 32; i++)
|
|
m_messageQueue[i] = GSM_IDLE;
|
|
|
|
m_actMessageIndex = 0;
|
|
m_pushMessageIndex = 0;
|
|
|
|
// and put buying into its message queue
|
|
PushMessageQueue (GSM_BUY_STUFF);
|
|
PushTask (TASK_NORMAL, TASKPRI_NORMAL, -1, 0.0f, true);
|
|
|
|
if (Random.Int (0, 100) < 50)
|
|
ChatterMessage (Chatter_NewRound);
|
|
|
|
m_thinkInterval = (g_gameFlags & GAME_LEGACY) ? 0.0f : (1.0f / 30.0f) * Random.Float (0.95f, 1.05f);
|
|
}
|
|
|
|
void Bot::Kill (void)
|
|
{
|
|
// this function kills a bot (not just using ClientKill, but like the CSBot does)
|
|
// base code courtesy of Lazy (from bots-united forums!)
|
|
|
|
bots.TouchWithKillerEntity (this);
|
|
}
|
|
|
|
void Bot::Kick (bool keepQuota)
|
|
{
|
|
// this function kick off one bot from the server.
|
|
|
|
engine.IssueCmd ("kick \"%s\"", STRING (pev->netname));
|
|
engine.CenterPrintf ("Bot '%s' kicked", STRING (pev->netname));
|
|
|
|
// keep quota number up to date
|
|
if (!keepQuota)
|
|
yb_quota.SetInt (Clamp <int> (yb_quota.GetInt () - 1, 0, yb_quota.GetInt ()));
|
|
}
|
|
|
|
void Bot::StartGame (void)
|
|
{
|
|
// this function handles the selection of teams & class
|
|
|
|
#ifdef XASH_CSDM
|
|
m_wantedTeam = Random.Int (1, 2);
|
|
|
|
engine.IssueBotCommand (GetEntity (), "jointeam %d", m_wantedTeam);
|
|
|
|
SET_CLIENT_KEYVALUE (GetIndex (), GET_INFOKEYBUFFER (GetEntity ()), "model", m_wantedTeam == 2 ? "Counter-Terrorists" : "Terrorists");
|
|
|
|
if (Random.Int (0, 100) < 20)
|
|
ChatMessage (CHAT_WELCOME);
|
|
|
|
m_notStarted = false;
|
|
return;
|
|
#endif
|
|
|
|
// cs prior beta 7.0 uses hud-based motd, so press fire once
|
|
if (g_gameFlags & GAME_LEGACY)
|
|
pev->button |= IN_ATTACK;
|
|
|
|
// handle counter-strike stuff here...
|
|
if (m_startAction == GSM_TEAM_SELECT)
|
|
{
|
|
m_startAction = GSM_IDLE; // switch back to idle
|
|
|
|
char teamJoin = yb_join_team.GetString ()[0];
|
|
|
|
if (teamJoin == 'C' || teamJoin == 'c')
|
|
m_wantedTeam = 2;
|
|
else if (teamJoin == 'T' || teamJoin == 't')
|
|
m_wantedTeam = 1;
|
|
|
|
if (m_wantedTeam != 1 && m_wantedTeam != 2)
|
|
m_wantedTeam = 5;
|
|
|
|
// select the team the bot wishes to join...
|
|
engine.IssueBotCommand (GetEntity (), "menuselect %d", m_wantedTeam);
|
|
}
|
|
else if (m_startAction == GSM_CLASS_SELECT)
|
|
{
|
|
m_startAction = GSM_IDLE; // switch back to idle
|
|
|
|
if (g_gameFlags & GAME_CZERO) // czero has spetsnaz and militia skins
|
|
{
|
|
if (m_wantedClass < 1 || m_wantedClass > 5)
|
|
m_wantedClass = Random.Int (1, 5); // use random if invalid
|
|
}
|
|
else
|
|
{
|
|
if (m_wantedClass < 1 || m_wantedClass > 4)
|
|
m_wantedClass = Random.Int (1, 4); // use random if invalid
|
|
}
|
|
|
|
// select the class the bot wishes to use...
|
|
engine.IssueBotCommand (GetEntity (), "menuselect %d", m_wantedClass);
|
|
|
|
// bot has now joined the game (doesn't need to be started)
|
|
m_notStarted = false;
|
|
|
|
// check for greeting other players, since we connected
|
|
if (Random.Int (0, 100) < 20)
|
|
ChatMessage (CHAT_WELCOME);
|
|
}
|
|
}
|
|
|
|
void BotManager::CalculatePingOffsets (void)
|
|
{
|
|
if (!(g_gameFlags & GAME_SUPPORT_SVC_PINGS) || yb_latency_display.GetInt () != 2)
|
|
return;
|
|
|
|
int averagePing = 0;
|
|
int numHumans = 0;
|
|
|
|
for (int i = 0; i < engine.MaxClients (); i++)
|
|
{
|
|
edict_t *ent = engine.EntityOfIndex (i + 1);
|
|
|
|
if (!IsValidPlayer (ent))
|
|
continue;
|
|
|
|
numHumans++;
|
|
|
|
int ping, loss;
|
|
PLAYER_CNX_STATS (ent, &ping, &loss);
|
|
|
|
if (ping < 0 || ping > 100)
|
|
ping = Random.Int (3, 15);
|
|
|
|
averagePing += ping;
|
|
}
|
|
|
|
if (numHumans > 0)
|
|
averagePing /= numHumans;
|
|
else
|
|
averagePing = Random.Int (30, 40);
|
|
|
|
for (int i = 0; i < engine.MaxClients (); i++)
|
|
{
|
|
Bot *bot = GetBot (i);
|
|
|
|
if (bot == nullptr)
|
|
continue;
|
|
|
|
int part = static_cast <int> (averagePing * 0.2f);
|
|
int botPing = Random.Int (averagePing - part, averagePing + part) + Random.Int (bot->m_difficulty + 3, bot->m_difficulty + 6) + 10;
|
|
|
|
if (botPing <= 5)
|
|
botPing = Random.Int (10, 23);
|
|
else if (botPing > 100)
|
|
botPing = Random.Int (30, 40);
|
|
|
|
for (int j = 0; j < 2; j++)
|
|
{
|
|
for (bot->m_pingOffset[j] = 0; bot->m_pingOffset[j] < 4; bot->m_pingOffset[j]++)
|
|
{
|
|
if ((botPing - bot->m_pingOffset[j]) % 4 == 0)
|
|
{
|
|
bot->m_ping[j] = (botPing - bot->m_pingOffset[j]) / 4;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
bot->m_ping[2] = botPing;
|
|
}
|
|
}
|
|
|
|
void BotManager::SendPingDataOffsets (edict_t *to)
|
|
{
|
|
if (!(g_gameFlags & GAME_SUPPORT_SVC_PINGS) || yb_latency_display.GetInt () != 2 || engine.IsNullEntity (to) || (to->v.flags & FL_FAKECLIENT))
|
|
return;
|
|
|
|
if (!(to->v.flags & FL_CLIENT) && !(((to->v.button & IN_SCORE) || !(to->v.oldbuttons & IN_SCORE))))
|
|
return;
|
|
|
|
static int sending;
|
|
sending = 0;
|
|
|
|
// missing from sdk
|
|
static const int SVC_PINGS = 17;
|
|
|
|
for (int i = 0; i < engine.MaxClients (); i++)
|
|
{
|
|
Bot *bot = m_bots[i];
|
|
|
|
if (bot == nullptr)
|
|
continue;
|
|
|
|
switch (sending)
|
|
{
|
|
case 0:
|
|
{
|
|
// start a new message
|
|
MESSAGE_BEGIN (MSG_ONE_UNRELIABLE, SVC_PINGS, nullptr, to);
|
|
WRITE_BYTE ((bot->m_pingOffset[sending] * 64) + (1 + 2 * i));
|
|
WRITE_SHORT (bot->m_ping[sending]);
|
|
|
|
sending++;
|
|
}
|
|
case 1:
|
|
{
|
|
// append additional data
|
|
WRITE_BYTE ((bot->m_pingOffset[sending] * 128) + (2 + 4 * i));
|
|
WRITE_SHORT (bot->m_ping[sending]);
|
|
|
|
sending++;
|
|
}
|
|
case 2:
|
|
{
|
|
// append additional data and end message
|
|
WRITE_BYTE (4 + 8 * i);
|
|
WRITE_SHORT (bot->m_ping[sending]);
|
|
WRITE_BYTE (0);
|
|
MESSAGE_END ();
|
|
|
|
sending = 0;
|
|
}
|
|
}
|
|
}
|
|
|
|
// end message if not yet sent
|
|
if (sending)
|
|
{
|
|
WRITE_BYTE (0);
|
|
MESSAGE_END ();
|
|
}
|
|
}
|
|
|
|
void BotManager::SendDeathMsgFix (void)
|
|
{
|
|
if (yb_latency_display.GetInt () == 2 && m_deathMsgSent)
|
|
{
|
|
m_deathMsgSent = false;
|
|
|
|
for (int i = 0; i < engine.MaxClients (); i++)
|
|
SendPingDataOffsets (g_clients[i].ent);
|
|
}
|
|
}
|
|
|
|
void BotManager::UpdateActiveGrenades (void)
|
|
{
|
|
if (m_grenadeUpdateTime > engine.Time ())
|
|
return;
|
|
|
|
edict_t *grenade = nullptr;
|
|
|
|
// clear previously stored grenades
|
|
m_activeGrenades.RemoveAll ();
|
|
|
|
// search the map for any type of grenade
|
|
while (!engine.IsNullEntity (grenade = FIND_ENTITY_BY_CLASSNAME (grenade, "grenade")))
|
|
{
|
|
// do not count c4 as a grenade
|
|
if (strcmp (STRING (grenade->v.model) + 9, "c4.mdl") == 0)
|
|
continue;
|
|
|
|
m_activeGrenades.Push (grenade);
|
|
}
|
|
m_grenadeUpdateTime = 0.213f + engine.Time ();
|
|
}
|
|
|
|
const Array <edict_t *> &BotManager::GetActiveGrenades (void)
|
|
{
|
|
return m_activeGrenades;
|
|
}
|
|
|
|
void BotManager::SelectLeaderEachTeam (int team, bool reset)
|
|
{
|
|
if (reset)
|
|
{
|
|
m_leaderChoosen[team] = false;
|
|
return;
|
|
}
|
|
|
|
if (g_mapType & MAP_AS)
|
|
{
|
|
if (team == CT && !m_leaderChoosen[CT])
|
|
{
|
|
for (int i = 0; i < engine.MaxClients (); i++)
|
|
{
|
|
auto bot = m_bots[i];
|
|
|
|
if (bot != nullptr && bot->m_isVIP)
|
|
{
|
|
// vip bot is the leader
|
|
bot->m_isLeader = true;
|
|
|
|
if (Random.Int (1, 100) < 50)
|
|
{
|
|
bot->RadioMessage (Radio_FollowMe);
|
|
bot->m_campButtons = 0;
|
|
}
|
|
}
|
|
}
|
|
m_leaderChoosen[CT] = true;
|
|
}
|
|
else if (team == TERRORIST && !m_leaderChoosen[TERRORIST])
|
|
{
|
|
auto bot = bots.GetHighestFragsBot (team);
|
|
|
|
if (bot != nullptr && bot->m_notKilled)
|
|
{
|
|
bot->m_isLeader = true;
|
|
|
|
if (Random.Int (1, 100) < 45)
|
|
bot->RadioMessage (Radio_FollowMe);
|
|
}
|
|
m_leaderChoosen[TERRORIST] = true;
|
|
}
|
|
}
|
|
else if (g_mapType & MAP_DE)
|
|
{
|
|
if (team == TERRORIST && !m_leaderChoosen[TERRORIST])
|
|
{
|
|
for (int i = 0; i < engine.MaxClients (); i++)
|
|
{
|
|
auto bot = m_bots[i];
|
|
|
|
if (bot != nullptr && bot->m_hasC4)
|
|
{
|
|
// bot carrying the bomb is the leader
|
|
bot->m_isLeader = true;
|
|
|
|
// terrorist carrying a bomb needs to have some company
|
|
if (Random.Int (1, 100) < 80)
|
|
{
|
|
if (yb_communication_type.GetInt () == 2)
|
|
bot->ChatterMessage (Chatter_GoingToPlantBomb);
|
|
else
|
|
bot->ChatterMessage (Radio_FollowMe);
|
|
|
|
bot->m_campButtons = 0;
|
|
}
|
|
}
|
|
m_leaderChoosen[TERRORIST] = true;
|
|
}
|
|
}
|
|
else if (!m_leaderChoosen[CT])
|
|
{
|
|
if (auto bot = bots.GetHighestFragsBot (team))
|
|
{
|
|
bot->m_isLeader = true;
|
|
|
|
if (Random.Int (1, 100) < 30)
|
|
bot->RadioMessage (Radio_FollowMe);
|
|
}
|
|
m_leaderChoosen[CT] = true;
|
|
}
|
|
}
|
|
else if (g_mapType & (MAP_ES | MAP_KA | MAP_FY))
|
|
{
|
|
if (auto bot = bots.GetHighestFragsBot (team))
|
|
{
|
|
bot->m_isLeader = true;
|
|
|
|
if (Random.Int (1, 100) < 30)
|
|
bot->RadioMessage (Radio_FollowMe);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if (auto bot = bots.GetHighestFragsBot (team))
|
|
{
|
|
bot->m_isLeader = true;
|
|
|
|
if (Random.Int (1, 100) < (team == TERRORIST ? 30 : 40))
|
|
bot->RadioMessage (Radio_FollowMe);
|
|
}
|
|
}
|
|
} |