//========= Copyright 1996-2005, Valve Corporation, All rights reserved. ============// // // Purpose: Basic BOT handling. // // $Workfile: $ // $Date: $ // //----------------------------------------------------------------------------- // $Log: $ // // $NoKeywords: $ //=============================================================================// #include "cbase.h" #include "player.h" #include "hl2mp_player.h" #include "in_buttons.h" #include "movehelper_server.h" void ClientPutInServer( edict_t *pEdict, const char *playername ); void Bot_Think( CHL2MP_Player *pBot ); #ifdef DEBUG ConVar bot_forcefireweapon( "bot_forcefireweapon", "", 0, "Force bots with the specified weapon to fire." ); ConVar bot_forceattack2( "bot_forceattack2", "0", 0, "When firing, use attack2." ); ConVar bot_forceattackon( "bot_forceattackon", "0", 0, "When firing, don't tap fire, hold it down." ); ConVar bot_flipout( "bot_flipout", "0", 0, "When on, all bots fire their guns." ); ConVar bot_defend( "bot_defend", "0", 0, "Set to a team number, and that team will all keep their combat shields raised." ); ConVar bot_changeclass( "bot_changeclass", "0", 0, "Force all bots to change to the specified class." ); ConVar bot_zombie( "bot_zombie", "0", 0, "Brraaaaaiiiins." ); static ConVar bot_mimic( "bot_mimic", "0", 0, "Bot uses usercmd of player by index." ); static ConVar bot_mimic_yaw_offset( "bot_mimic_yaw_offset", "0", 0, "Offsets the bot yaw." ); ConVar bot_attack( "bot_attack", "1", 0, "Shoot!" ); ConVar bot_sendcmd( "bot_sendcmd", "", 0, "Forces bots to send the specified command." ); ConVar bot_crouch( "bot_crouch", "0", 0, "Bot crouches" ); static int BotNumber = 1; static int g_iNextBotTeam = -1; static int g_iNextBotClass = -1; typedef struct { bool backwards; float nextturntime; bool lastturntoright; float nextstrafetime; float sidemove; QAngle forwardAngle; QAngle lastAngles; float m_flJoinTeamTime; int m_WantedTeam; int m_WantedClass; } botdata_t; static botdata_t g_BotData[ MAX_PLAYERS ]; //----------------------------------------------------------------------------- // Purpose: Create a new Bot and put it in the game. // Output : Pointer to the new Bot, or NULL if there's no free clients. //----------------------------------------------------------------------------- CBasePlayer *BotPutInServer( bool bFrozen, int iTeam ) { g_iNextBotTeam = iTeam; char botname[ 64 ]; Q_snprintf( botname, sizeof( botname ), "Bot%02i", BotNumber ); // This is an evil hack, but we use it to prevent sv_autojointeam from kicking in. edict_t *pEdict = engine->CreateFakeClient( botname ); if (!pEdict) { Msg( "Failed to create Bot.\n"); return NULL; } // Allocate a CBasePlayer for the bot, and call spawn //ClientPutInServer( pEdict, botname ); CHL2MP_Player *pPlayer = ((CHL2MP_Player *)CBaseEntity::Instance( pEdict )); pPlayer->ClearFlags(); pPlayer->AddFlag( FL_CLIENT | FL_FAKECLIENT ); if ( bFrozen ) pPlayer->AddEFlags( EFL_BOT_FROZEN ); BotNumber++; g_BotData[pPlayer->entindex()-1].m_WantedTeam = iTeam; g_BotData[pPlayer->entindex()-1].m_flJoinTeamTime = gpGlobals->curtime + 0.3; return pPlayer; } //----------------------------------------------------------------------------- // Purpose: Run through all the Bots in the game and let them think. //----------------------------------------------------------------------------- void Bot_RunAll( void ) { for ( int i = 1; i <= gpGlobals->maxClients; i++ ) { CHL2MP_Player *pPlayer = ToHL2MPPlayer( UTIL_PlayerByIndex( i ) ); if ( pPlayer && (pPlayer->GetFlags() & FL_FAKECLIENT) ) { Bot_Think( pPlayer ); } } } bool RunMimicCommand( CUserCmd& cmd ) { if ( bot_mimic.GetInt() <= 0 ) return false; if ( bot_mimic.GetInt() > gpGlobals->maxClients ) return false; CBasePlayer *pPlayer = UTIL_PlayerByIndex( bot_mimic.GetInt() ); if ( !pPlayer ) return false; if ( !pPlayer->GetLastUserCommand() ) return false; cmd = *pPlayer->GetLastUserCommand(); cmd.viewangles[YAW] += bot_mimic_yaw_offset.GetFloat(); return true; } //----------------------------------------------------------------------------- // Purpose: Simulates a single frame of movement for a player // Input : *fakeclient - // *viewangles - // forwardmove - // sidemove - // upmove - // buttons - // impulse - // msec - // Output : virtual void //----------------------------------------------------------------------------- static void RunPlayerMove( CHL2MP_Player *fakeclient, const QAngle& viewangles, float forwardmove, float sidemove, float upmove, unsigned short buttons, byte impulse, float frametime ) { if ( !fakeclient ) return; CUserCmd cmd; // Store off the globals.. they're gonna get whacked float flOldFrametime = gpGlobals->frametime; float flOldCurtime = gpGlobals->curtime; float flTimeBase = gpGlobals->curtime + gpGlobals->frametime - frametime; fakeclient->SetTimeBase( flTimeBase ); Q_memset( &cmd, 0, sizeof( cmd ) ); if ( !RunMimicCommand( cmd ) && !bot_zombie.GetBool() ) { VectorCopy( viewangles, cmd.viewangles ); cmd.forwardmove = forwardmove; cmd.sidemove = sidemove; cmd.upmove = upmove; cmd.buttons = buttons; cmd.impulse = impulse; cmd.random_seed = random->RandomInt( 0, 0x7fffffff ); } if( bot_crouch.GetInt() ) cmd.buttons |= IN_DUCK; if ( bot_attack.GetBool() ) cmd.buttons |= IN_ATTACK; MoveHelperServer()->SetHost( fakeclient ); fakeclient->PlayerRunCommand( &cmd, MoveHelperServer() ); // save off the last good usercmd fakeclient->SetLastUserCommand( cmd ); // Clear out any fixangle that has been set fakeclient->pl.fixangle = FIXANGLE_NONE; // Restore the globals.. gpGlobals->frametime = flOldFrametime; gpGlobals->curtime = flOldCurtime; } //----------------------------------------------------------------------------- // Purpose: Run this Bot's AI for one frame. //----------------------------------------------------------------------------- void Bot_Think( CHL2MP_Player *pBot ) { // Make sure we stay being a bot pBot->AddFlag( FL_FAKECLIENT ); botdata_t *botdata = &g_BotData[ ENTINDEX( pBot->edict() ) - 1 ]; QAngle vecViewAngles; float forwardmove = 0.0; float sidemove = botdata->sidemove; float upmove = 0.0; unsigned short buttons = 0; byte impulse = 0; float frametime = gpGlobals->frametime; vecViewAngles = pBot->GetLocalAngles(); // Create some random values if ( pBot->IsAlive() && (pBot->GetSolid() == SOLID_BBOX) ) { trace_t trace; // Stop when shot if ( !pBot->IsEFlagSet(EFL_BOT_FROZEN) ) { if ( pBot->m_iHealth == 100 ) { forwardmove = 600 * ( botdata->backwards ? -1 : 1 ); if ( botdata->sidemove != 0.0f ) { forwardmove *= random->RandomFloat( 0.1, 1.0f ); } } else { forwardmove = 0; } } // Only turn if I haven't been hurt if ( !pBot->IsEFlagSet(EFL_BOT_FROZEN) && pBot->m_iHealth == 100 ) { Vector vecEnd; Vector forward; QAngle angle; float angledelta = 15.0; int maxtries = (int)360.0/angledelta; if ( botdata->lastturntoright ) { angledelta = -angledelta; } angle = pBot->GetLocalAngles(); Vector vecSrc; while ( --maxtries >= 0 ) { AngleVectors( angle, &forward ); vecSrc = pBot->GetLocalOrigin() + Vector( 0, 0, 36 ); vecEnd = vecSrc + forward * 10; UTIL_TraceHull( vecSrc, vecEnd, VEC_HULL_MIN, VEC_HULL_MAX, MASK_PLAYERSOLID, pBot, COLLISION_GROUP_NONE, &trace ); if ( trace.fraction == 1.0 ) { if ( gpGlobals->curtime < botdata->nextturntime ) { break; } } angle.y += angledelta; if ( angle.y > 180 ) angle.y -= 360; else if ( angle.y < -180 ) angle.y += 360; botdata->nextturntime = gpGlobals->curtime + 2.0; botdata->lastturntoright = random->RandomInt( 0, 1 ) == 0 ? true : false; botdata->forwardAngle = angle; botdata->lastAngles = angle; } if ( gpGlobals->curtime >= botdata->nextstrafetime ) { botdata->nextstrafetime = gpGlobals->curtime + 1.0f; if ( random->RandomInt( 0, 5 ) == 0 ) { botdata->sidemove = -600.0f + 1200.0f * random->RandomFloat( 0, 2 ); } else { botdata->sidemove = 0; } sidemove = botdata->sidemove; if ( random->RandomInt( 0, 20 ) == 0 ) { botdata->backwards = true; } else { botdata->backwards = false; } } pBot->SetLocalAngles( angle ); vecViewAngles = angle; } // Is my team being forced to defend? if ( bot_defend.GetInt() == pBot->GetTeamNumber() ) { buttons |= IN_ATTACK2; } // If bots are being forced to fire a weapon, see if I have it else if ( bot_forcefireweapon.GetString() ) { CBaseCombatWeapon *pWeapon = pBot->Weapon_OwnsThisType( bot_forcefireweapon.GetString() ); if ( pWeapon ) { // Switch to it if we don't have it out CBaseCombatWeapon *pActiveWeapon = pBot->GetActiveWeapon(); // Switch? if ( pActiveWeapon != pWeapon ) { pBot->Weapon_Switch( pWeapon ); } else { // Start firing // Some weapons require releases, so randomise firing if ( bot_forceattackon.GetBool() || (RandomFloat(0.0,1.0) > 0.5) ) { buttons |= bot_forceattack2.GetBool() ? IN_ATTACK2 : IN_ATTACK; } } } } if ( bot_flipout.GetInt() ) { if ( bot_forceattackon.GetBool() || (RandomFloat(0.0,1.0) > 0.5) ) { buttons |= bot_forceattack2.GetBool() ? IN_ATTACK2 : IN_ATTACK; } } if ( strlen( bot_sendcmd.GetString() ) > 0 ) { //send the cmd from this bot pBot->ClientCommand( bot_sendcmd.GetString() ); bot_sendcmd.SetValue(""); } } else { // Wait for Reinforcement wave if ( !pBot->IsAlive() ) { // Try hitting my buttons occasionally if ( random->RandomInt( 0, 100 ) > 80 ) { // Respawn the bot if ( random->RandomInt( 0, 1 ) == 0 ) { buttons |= IN_JUMP; } else { buttons = 0; } } } } if ( bot_flipout.GetInt() >= 2 ) { QAngle angOffset = RandomAngle( -1, 1 ); botdata->lastAngles += angOffset; for ( int i = 0 ; i < 2; i++ ) { if ( fabs( botdata->lastAngles[ i ] - botdata->forwardAngle[ i ] ) > 15.0f ) { if ( botdata->lastAngles[ i ] > botdata->forwardAngle[ i ] ) { botdata->lastAngles[ i ] = botdata->forwardAngle[ i ] + 15; } else { botdata->lastAngles[ i ] = botdata->forwardAngle[ i ] - 15; } } } botdata->lastAngles[ 2 ] = 0; pBot->SetLocalAngles( botdata->lastAngles ); } // Fix up the m_fEffects flags pBot->PostClientMessagesSent(); RunPlayerMove( pBot, pBot->GetLocalAngles(), forwardmove, sidemove, upmove, buttons, impulse, frametime ); } #endif
# | Change | User | Description | Committed | |
---|---|---|---|---|---|
#1 | 5821 | Knut Wikstrom |
Added Valve Source code. This is NOT to be commited to other than new code from Valve. |