/
serverplugin_bot.cpp
383 lines (312 loc) · 9.6 KB
/
serverplugin_bot.cpp
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: Basic BOT handling.
//
// $Workfile: $
// $Date: $
//
//-----------------------------------------------------------------------------
// $Log: $
//
// $NoKeywords: $
//=============================================================================//
#include "interface.h"
#include "filesystem.h"
#undef VECTOR_NO_SLOW_OPERATIONS
#include "mathlib/vector.h"
#include "eiface.h"
#include "edict.h"
#include "game/server/iplayerinfo.h"
#include "igameevents.h"
#include "convar.h"
#include "vstdlib/random.h"
#include "../../game/shared/in_buttons.h"
#include "../../game/shared/shareddefs.h"
//#include "../../game_shared/util_shared.h"
#include "engine/IEngineTrace.h"
extern IBotManager *botmanager;
extern IUniformRandomStream *randomStr;
extern IPlayerInfoManager *playerinfomanager;
extern IVEngineServer *engine;
extern IEngineTrace *enginetrace;
extern IPlayerInfoManager *playerinfomanager; // game dll interface to interact with players
extern IServerPluginHelpers *helpers; // special 3rd party plugin helpers from the engine
extern CGlobalVars *gpGlobals;
ConVar bot_forcefireweapon( "plugin_bot_forcefireweapon", "", 0, "Force bots with the specified weapon to fire." );
ConVar bot_forceattack2( "plugin_bot_forceattack2", "0", 0, "When firing, use attack2." );
ConVar bot_forceattackon( "plugin_bot_forceattackon", "0", 0, "When firing, don't tap fire, hold it down." );
ConVar bot_flipout( "plugin_bot_flipout", "0", 0, "When on, all bots fire their guns." );
ConVar bot_changeclass( "plugin_bot_changeclass", "0", 0, "Force all bots to change to the specified class." );
static ConVar bot_mimic( "plugin_bot_mimic", "0", 0, "Bot uses usercmd of player by index." );
static ConVar bot_mimic_yaw_offset( "plugin_bot_mimic_yaw_offset", "0", 0, "Offsets the bot yaw." );
ConVar bot_sendcmd( "plugin_bot_sendcmd", "", 0, "Forces bots to send the specified command." );
ConVar bot_crouch( "plugin_bot_crouch", "0", 0, "Bot crouches" );
// This is our bot class.
class CPluginBot
{
public:
CPluginBot() :
m_bBackwards(0),
m_flNextTurnTime(0),
m_bLastTurnToRight(0),
m_flNextStrafeTime(0),
m_flSideMove(0),
m_ForwardAngle(),
m_LastAngles()
{
}
bool m_bBackwards;
float m_flNextTurnTime;
bool m_bLastTurnToRight;
float m_flNextStrafeTime;
float m_flSideMove;
QAngle m_ForwardAngle;
QAngle m_LastAngles;
IBotController *m_BotInterface;
IPlayerInfo *m_PlayerInfo;
edict_t *m_BotEdict;
};
CUtlVector<CPluginBot> s_Bots;
void Bot_Think( CPluginBot *pBot );
// Handler for the "bot" command.
void BotAdd_f()
{
if ( !botmanager )
return;
static int s_BotNum = 0;
char botName[64];
Q_snprintf( botName, sizeof(botName), "Bot_%i", s_BotNum );
s_BotNum++;
edict_t *botEdict = botmanager->CreateBot( botName );
if ( botEdict )
{
int botIndex = s_Bots.AddToTail();
CPluginBot & bot = s_Bots[ botIndex ];
bot.m_BotInterface = botmanager->GetBotController( botEdict );
bot.m_PlayerInfo = playerinfomanager->GetPlayerInfo( botEdict );
bot.m_BotEdict = botEdict;
Assert( bot.m_BotInterface );
}
}
ConCommand cc_Bot( "plugin_bot_add", BotAdd_f, "Add a bot." );
//-----------------------------------------------------------------------------
// Purpose: Run through all the Bots in the game and let them think.
//-----------------------------------------------------------------------------
void Bot_RunAll( void )
{
if ( !botmanager )
return;
for ( int i = 0; i < s_Bots.Count(); i++ )
{
CPluginBot & bot = s_Bots[i];
if ( bot.m_BotEdict->IsFree() || !bot.m_BotEdict->GetUnknown()|| !bot.m_PlayerInfo->IsConnected() )
{
s_Bots.Remove(i);
--i;
}
else
{
Bot_Think( &bot );
}
}
}
bool Bot_RunMimicCommand( CBotCmd& cmd )
{
if ( bot_mimic.GetInt() <= 0 )
return false;
if ( bot_mimic.GetInt() > gpGlobals->maxClients )
return false;
IPlayerInfo *playerInfo = playerinfomanager->GetPlayerInfo( engine->PEntityOfEntIndex( bot_mimic.GetInt() ) );
if ( !playerInfo )
return false;
cmd = playerInfo->GetLastUserCommand();
cmd.viewangles[YAW] += bot_mimic_yaw_offset.GetFloat();
if( bot_crouch.GetInt() )
cmd.buttons |= IN_DUCK;
return true;
}
void Bot_UpdateStrafing( CPluginBot *pBot, CBotCmd &cmd )
{
if ( gpGlobals->curtime >= pBot->m_flNextStrafeTime )
{
pBot->m_flNextStrafeTime = gpGlobals->curtime + 1.0f;
if ( randomStr->RandomInt( 0, 5 ) == 0 )
{
pBot->m_flSideMove = -600.0f + 1200.0f * randomStr->RandomFloat( 0, 2 );
}
else
{
pBot->m_flSideMove = 0;
}
cmd.sidemove = pBot->m_flSideMove;
if ( randomStr->RandomInt( 0, 20 ) == 0 )
{
pBot->m_bBackwards = true;
}
else
{
pBot->m_bBackwards = false;
}
}
}
void Bot_UpdateDirection( CPluginBot *pBot )
{
float angledelta = 15.0;
int maxtries = (int)360.0/angledelta;
if ( pBot->m_bLastTurnToRight )
{
angledelta = -angledelta;
}
QAngle angle( pBot->m_BotInterface->GetLocalAngles() );
trace_t trace;
Vector vecSrc, vecEnd, forward;
while ( --maxtries >= 0 )
{
AngleVectors( angle, &forward );
vecSrc = pBot->m_BotInterface->GetLocalOrigin() + Vector( 0, 0, 36 );
vecEnd = vecSrc + forward * 10;
Ray_t ray;
ray.Init( vecSrc, vecEnd, Vector(-16, -16, 0 ), Vector( 16, 16, 72 ) );
CTraceFilterWorldAndPropsOnly traceFilter;
enginetrace->TraceRay( ray, MASK_PLAYERSOLID, &traceFilter, &trace );
if ( trace.fraction == 1.0 )
{
if ( gpGlobals->curtime < pBot->m_flNextTurnTime )
{
break;
}
}
angle.y += angledelta;
if ( angle.y > 180 )
angle.y -= 360;
else if ( angle.y < -180 )
angle.y += 360;
pBot->m_flNextTurnTime = gpGlobals->curtime + 2.0;
pBot->m_bLastTurnToRight = randomStr->RandomInt( 0, 1 ) == 0 ? true : false;
pBot->m_ForwardAngle = angle;
pBot->m_LastAngles = angle;
}
pBot->m_BotInterface->SetLocalAngles( angle );
}
void Bot_FlipOut( CPluginBot *pBot, CBotCmd &cmd )
{
if ( bot_flipout.GetInt() > 0 && !pBot->m_PlayerInfo->IsDead() )
{
if ( bot_forceattackon.GetBool() || (RandomFloat(0.0,1.0) > 0.5) )
{
cmd.buttons |= bot_forceattack2.GetBool() ? IN_ATTACK2 : IN_ATTACK;
}
if ( bot_flipout.GetInt() >= 2 )
{
QAngle angOffset = RandomAngle( -1, 1 );
pBot->m_LastAngles += angOffset;
for ( int i = 0 ; i < 2; i++ )
{
if ( fabs( pBot->m_LastAngles[ i ] - pBot->m_ForwardAngle[ i ] ) > 15.0f )
{
if ( pBot->m_LastAngles[ i ] > pBot->m_ForwardAngle[ i ] )
{
pBot->m_LastAngles[ i ] = pBot->m_ForwardAngle[ i ] + 15;
}
else
{
pBot->m_LastAngles[ i ] = pBot->m_ForwardAngle[ i ] - 15;
}
}
}
pBot->m_LastAngles[ 2 ] = 0;
pBot->m_BotInterface->SetLocalAngles( pBot->m_LastAngles );
}
}
}
void Bot_HandleSendCmd( CPluginBot *pBot )
{
if ( strlen( bot_sendcmd.GetString() ) > 0 )
{
//send the cmd from this bot
helpers->ClientCommand( pBot->m_BotEdict, bot_sendcmd.GetString() );
bot_sendcmd.SetValue("");
}
}
// If bots are being forced to fire a weapon, see if I have it
void Bot_ForceFireWeapon( CPluginBot *pBot, CBotCmd &cmd )
{
if ( Q_strlen( bot_forcefireweapon.GetString() ) > 0 )
{
pBot->m_BotInterface->SetActiveWeapon( bot_forcefireweapon.GetString() );
bot_forcefireweapon.SetValue( "" );
// Start firing
// Some weapons require releases, so randomise firing
if ( bot_forceattackon.GetBool() || (RandomFloat(0.0,1.0) > 0.5) )
{
cmd.buttons |= bot_forceattack2.GetBool() ? IN_ATTACK2 : IN_ATTACK;
}
}
}
void Bot_SetForwardMovement( CPluginBot *pBot, CBotCmd &cmd )
{
if ( !pBot->m_BotInterface->IsEFlagSet(EFL_BOT_FROZEN) )
{
if ( pBot->m_PlayerInfo->GetHealth() == 100 )
{
cmd.forwardmove = 600 * ( pBot->m_bBackwards ? -1 : 1 );
if ( pBot->m_flSideMove != 0.0f )
{
cmd.forwardmove *= randomStr->RandomFloat( 0.1, 1.0f );
}
}
else
{
// Stop when shot
cmd.forwardmove = 0;
}
}
}
void Bot_HandleRespawn( CPluginBot *pBot, CBotCmd &cmd )
{
// Wait for Reinforcement wave
if ( pBot->m_PlayerInfo->IsDead() )
{
if ( pBot->m_PlayerInfo->GetTeamIndex() == 0 )
{
helpers->ClientCommand( pBot->m_BotEdict, "joingame" );
helpers->ClientCommand( pBot->m_BotEdict, "jointeam 3" );
helpers->ClientCommand( pBot->m_BotEdict, "joinclass 0" );
}
}
}
//-----------------------------------------------------------------------------
// Run this Bot's AI for one frame.
//-----------------------------------------------------------------------------
void Bot_Think( CPluginBot *pBot )
{
CBotCmd cmd;
Q_memset( &cmd, 0, sizeof( cmd ) );
// Finally, override all this stuff if the bot is being forced to mimic a player.
if ( !Bot_RunMimicCommand( cmd ) )
{
cmd.sidemove = pBot->m_flSideMove;
if ( !pBot->m_PlayerInfo->IsDead() )
{
Bot_SetForwardMovement( pBot, cmd );
// Only turn if I haven't been hurt
if ( !pBot->m_BotInterface->IsEFlagSet(EFL_BOT_FROZEN) && pBot->m_PlayerInfo->GetHealth() == 100 )
{
Bot_UpdateDirection( pBot );
Bot_UpdateStrafing( pBot, cmd );
}
// Handle console settings.
Bot_ForceFireWeapon( pBot, cmd );
Bot_HandleSendCmd( pBot );
}
else
{
Bot_HandleRespawn( pBot, cmd );
}
Bot_FlipOut( pBot, cmd );
cmd.viewangles = pBot->m_BotInterface->GetLocalAngles();
cmd.upmove = 0;
cmd.impulse = 0;
}
pBot->m_BotInterface->RunPlayerMove( &cmd );
}