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authorFluorescentCIAAfricanAmerican <[email protected]>2020-04-22 12:56:21 -0400
committerFluorescentCIAAfricanAmerican <[email protected]>2020-04-22 12:56:21 -0400
commit3bf9df6b2785fa6d951086978a3e66f49427166a (patch)
tree2c0f1f0c63c4832882bc93814ebd2c2b1c6224e5 /game/server/cstrike/bot/cs_bot_manager.h
downloadarchived-source-engine-2018-hl2-src-master.tar.xz
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Diffstat (limited to 'game/server/cstrike/bot/cs_bot_manager.h')
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+//========= Copyright Valve Corporation, All rights reserved. ============//
+//
+// Purpose:
+//
+// $NoKeywords: $
+//=============================================================================//
+
+// Author: Michael S. Booth ([email protected]), 2003
+
+#ifndef CS_CONTROL_H
+#define CS_CONTROL_H
+
+
+#include "bot_manager.h"
+#include "nav_area.h"
+#include "bot_util.h"
+#include "bot_profile.h"
+#include "cs_shareddefs.h"
+#include "cs_player.h"
+
+extern ConVar friendlyfire;
+
+class CBasePlayerWeapon;
+
+/**
+ * Given one team, return the other
+ */
+inline int OtherTeam( int team )
+{
+ return (team == TEAM_TERRORIST) ? TEAM_CT : TEAM_TERRORIST;
+}
+
+class CCSBotManager;
+
+// accessor for CS-specific bots
+inline CCSBotManager *TheCSBots( void )
+{
+ return reinterpret_cast< CCSBotManager * >( TheBots );
+}
+
+//--------------------------------------------------------------------------------------------------------------
+class BotEventInterface : public IGameEventListener2
+{
+public:
+ virtual const char *GetEventName( void ) const = 0;
+};
+
+//--------------------------------------------------------------------------------------------------------------
+//--------------------------------------------------------------------------------------------------------------
+/**
+ * Macro to set up an OnEventClass() in TheCSBots.
+ */
+#define DECLARE_BOTMANAGER_EVENT_LISTENER( BotManagerSingleton, EventClass, EventName ) \
+ public: \
+ virtual void On##EventClass( IGameEvent *data ); \
+ private: \
+ class EventClass##Event : public BotEventInterface \
+ { \
+ bool m_enabled; \
+ public: \
+ EventClass##Event( void ) \
+ { \
+ gameeventmanager->AddListener( this, #EventName, true ); \
+ m_enabled = true; \
+ } \
+ ~EventClass##Event( void ) \
+ { \
+ if ( m_enabled ) gameeventmanager->RemoveListener( this ); \
+ } \
+ virtual const char *GetEventName( void ) const \
+ { \
+ return #EventName; \
+ } \
+ void Enable( bool enable ) \
+ { \
+ m_enabled = enable; \
+ if ( enable ) \
+ gameeventmanager->AddListener( this, #EventName, true ); \
+ else \
+ gameeventmanager->RemoveListener( this ); \
+ } \
+ bool IsEnabled( void ) const { return m_enabled; } \
+ void FireGameEvent( IGameEvent *event ) \
+ { \
+ BotManagerSingleton()->On##EventClass( event ); \
+ } \
+ }; \
+ EventClass##Event m_##EventClass##Event;
+
+
+//--------------------------------------------------------------------------------------------------------------
+#define DECLARE_CSBOTMANAGER_EVENT_LISTENER( EventClass, EventName ) DECLARE_BOTMANAGER_EVENT_LISTENER( TheCSBots, EventClass, EventName )
+
+
+//--------------------------------------------------------------------------------------------------------------
+/**
+ * Macro to propogate an event from the bot manager to all bots
+ */
+#define CCSBOTMANAGER_ITERATE_BOTS( Callback, arg1 ) \
+ { \
+ for ( int idx = 1; idx <= gpGlobals->maxClients; ++idx ) \
+ { \
+ CBasePlayer *player = UTIL_PlayerByIndex( idx ); \
+ if (player == NULL) continue; \
+ if (!player->IsBot()) continue; \
+ CCSBot *bot = dynamic_cast< CCSBot * >(player); \
+ if ( !bot ) continue; \
+ bot->Callback( arg1 ); \
+ } \
+ }
+
+
+//--------------------------------------------------------------------------------------------------------------
+//
+// The manager for Counter-Strike specific bots
+//
+class CCSBotManager : public CBotManager
+{
+public:
+ CCSBotManager();
+
+ virtual CBasePlayer *AllocateBotEntity( void ); ///< factory method to allocate the appropriate entity for the bot
+
+ virtual void ClientDisconnect( CBaseEntity *entity );
+ virtual bool ClientCommand( CBasePlayer *player, const CCommand &args );
+
+ virtual void ServerActivate( void );
+ virtual void ServerDeactivate( void );
+ virtual bool ServerCommand( const char *cmd );
+ bool IsServerActive( void ) const { return m_serverActive; }
+
+ virtual void RestartRound( void ); ///< (EXTEND) invoked when a new round begins
+ virtual void StartFrame( void ); ///< (EXTEND) called each frame
+
+ virtual unsigned int GetPlayerPriority( CBasePlayer *player ) const; ///< return priority of player (0 = max pri)
+ virtual bool IsImportantPlayer( CCSPlayer *player ) const; ///< return true if player is important to scenario (VIP, bomb carrier, etc)
+
+ void ExtractScenarioData( void ); ///< search the map entities to determine the game scenario and define important zones
+
+ // difficulty levels -----------------------------------------------------------------------------------------
+ static BotDifficultyType GetDifficultyLevel( void )
+ {
+ if (cv_bot_difficulty.GetFloat() < 0.9f)
+ return BOT_EASY;
+ if (cv_bot_difficulty.GetFloat() < 1.9f)
+ return BOT_NORMAL;
+ if (cv_bot_difficulty.GetFloat() < 2.9f)
+ return BOT_HARD;
+
+ return BOT_EXPERT;
+ }
+
+ // the supported game scenarios ------------------------------------------------------------------------------
+ enum GameScenarioType
+ {
+ SCENARIO_DEATHMATCH,
+ SCENARIO_DEFUSE_BOMB,
+ SCENARIO_RESCUE_HOSTAGES,
+ SCENARIO_ESCORT_VIP
+ };
+ GameScenarioType GetScenario( void ) const { return m_gameScenario; }
+
+ // "zones" ---------------------------------------------------------------------------------------------------
+ // depending on the game mode, these are bomb zones, rescue zones, etc.
+
+ enum { MAX_ZONES = 4 }; ///< max # of zones in a map
+ enum { MAX_ZONE_NAV_AREAS = 16 }; ///< max # of nav areas in a zone
+ struct Zone
+ {
+ CBaseEntity *m_entity; ///< the map entity
+ CNavArea *m_area[ MAX_ZONE_NAV_AREAS ]; ///< nav areas that overlap this zone
+ int m_areaCount;
+ Vector m_center;
+ bool m_isLegacy; ///< if true, use pev->origin and 256 unit radius as zone
+ int m_index;
+ bool m_isBlocked;
+ Extent m_extent;
+ };
+
+ const Zone *GetZone( int i ) const { return &m_zone[i]; }
+ const Zone *GetZone( const Vector &pos ) const; ///< return the zone that contains the given position
+ const Zone *GetClosestZone( const Vector &pos ) const; ///< return the closest zone to the given position
+ const Zone *GetClosestZone( const CBaseEntity *entity ) const; ///< return the closest zone to the given entity
+ int GetZoneCount( void ) const { return m_zoneCount; }
+ void CheckForBlockedZones( void );
+
+
+ const Vector *GetRandomPositionInZone( const Zone *zone ) const; ///< return a random position inside the given zone
+ CNavArea *GetRandomAreaInZone( const Zone *zone ) const; ///< return a random area inside the given zone
+
+ /**
+ * Return the zone closest to the given position, using the given cost heuristic
+ */
+ template< typename CostFunctor >
+ const Zone *GetClosestZone( CNavArea *startArea, CostFunctor costFunc, float *travelDistance = NULL ) const
+ {
+ const Zone *closeZone = NULL;
+ float closeDist = 99999999.9f;
+
+ if (startArea == NULL)
+ return NULL;
+
+ for( int i=0; i<m_zoneCount; ++i )
+ {
+ if (m_zone[i].m_areaCount == 0)
+ continue;
+
+ if ( m_zone[i].m_isBlocked )
+ continue;
+
+ // just use the first overlapping nav area as a reasonable approximation
+ float dist = NavAreaTravelDistance( startArea, m_zone[i].m_area[0], costFunc );
+
+ if (dist >= 0.0f && dist < closeDist)
+ {
+ closeZone = &m_zone[i];
+ closeDist = dist;
+ }
+ }
+
+ if (travelDistance)
+ *travelDistance = closeDist;
+
+ return closeZone;
+ }
+
+ /// pick a zone at random and return it
+ const Zone *GetRandomZone( void ) const
+ {
+ if (m_zoneCount == 0)
+ return NULL;
+
+ int i;
+ CUtlVector< const Zone * > unblockedZones;
+ for ( i=0; i<m_zoneCount; ++i )
+ {
+ if ( m_zone[i].m_isBlocked )
+ continue;
+
+ unblockedZones.AddToTail( &(m_zone[i]) );
+ }
+
+ if ( unblockedZones.Count() == 0 )
+ return NULL;
+
+ return unblockedZones[ RandomInt( 0, unblockedZones.Count()-1 ) ];
+ }
+
+
+ /// returns a random spawn point for the given team (no arg means use both team spawnpoints)
+ CBaseEntity *GetRandomSpawn( int team = TEAM_MAXCOUNT ) const;
+
+
+ bool IsBombPlanted( void ) const { return m_isBombPlanted; } ///< returns true if bomb has been planted
+ float GetBombPlantTimestamp( void ) const { return m_bombPlantTimestamp; } ///< return time bomb was planted
+ bool IsTimeToPlantBomb( void ) const; ///< return true if it's ok to try to plant bomb
+ CCSPlayer *GetBombDefuser( void ) const { return m_bombDefuser; } ///< return the player currently defusing the bomb, or NULL
+ float GetBombTimeLeft( void ) const; ///< get the time remaining before the planted bomb explodes
+ CBaseEntity *GetLooseBomb( void ) { return m_looseBomb; } ///< return the bomb if it is loose on the ground
+ CNavArea *GetLooseBombArea( void ) const { return m_looseBombArea; } ///< return area that bomb is in/near
+ void SetLooseBomb( CBaseEntity *bomb );
+
+
+ float GetRadioMessageTimestamp( RadioType event, int teamID ) const; ///< return the last time the given radio message was sent for given team
+ float GetRadioMessageInterval( RadioType event, int teamID ) const; ///< return the interval since the last time this message was sent
+ void SetRadioMessageTimestamp( RadioType event, int teamID );
+ void ResetRadioMessageTimestamps( void );
+
+ float GetLastSeenEnemyTimestamp( void ) const { return m_lastSeenEnemyTimestamp; } ///< return the last time anyone has seen an enemy
+ void SetLastSeenEnemyTimestamp( void ) { m_lastSeenEnemyTimestamp = gpGlobals->curtime; }
+
+ float GetRoundStartTime( void ) const { return m_roundStartTimestamp; }
+ float GetElapsedRoundTime( void ) const { return gpGlobals->curtime - m_roundStartTimestamp; } ///< return the elapsed time since the current round began
+
+ bool AllowRogues( void ) const { return cv_bot_allow_rogues.GetBool(); }
+ bool AllowPistols( void ) const { return cv_bot_allow_pistols.GetBool(); }
+ bool AllowShotguns( void ) const { return cv_bot_allow_shotguns.GetBool(); }
+ bool AllowSubMachineGuns( void ) const { return cv_bot_allow_sub_machine_guns.GetBool(); }
+ bool AllowRifles( void ) const { return cv_bot_allow_rifles.GetBool(); }
+ bool AllowMachineGuns( void ) const { return cv_bot_allow_machine_guns.GetBool(); }
+ bool AllowGrenades( void ) const { return cv_bot_allow_grenades.GetBool(); }
+ bool AllowSnipers( void ) const { return cv_bot_allow_snipers.GetBool(); }
+#ifdef CS_SHIELD_ENABLED
+ bool AllowTacticalShield( void ) const { return cv_bot_allow_shield.GetBool(); }
+#else
+ bool AllowTacticalShield( void ) const { return false; }
+#endif // CS_SHIELD_ENABLED
+
+ bool AllowFriendlyFireDamage( void ) const { return friendlyfire.GetBool(); }
+
+ bool IsWeaponUseable( const CWeaponCSBase *weapon ) const; ///< return true if the bot can use this weapon
+
+ bool IsDefenseRushing( void ) const { return m_isDefenseRushing; } ///< returns true if defense team has "decided" to rush this round
+ bool IsOnDefense( const CCSPlayer *player ) const; ///< return true if this player is on "defense"
+ bool IsOnOffense( const CCSPlayer *player ) const; ///< return true if this player is on "offense"
+
+ bool IsRoundOver( void ) const { return m_isRoundOver; } ///< return true if the round has ended
+
+ #define FROM_CONSOLE true
+ bool BotAddCommand( int team, bool isFromConsole = false, const char *profileName = NULL, CSWeaponType weaponType = WEAPONTYPE_UNKNOWN, BotDifficultyType difficulty = NUM_DIFFICULTY_LEVELS ); ///< process the "bot_add" console command
+
+private:
+ enum SkillType { LOW, AVERAGE, HIGH, RANDOM };
+
+ void MaintainBotQuota( void );
+
+ static bool m_isMapDataLoaded; ///< true if we've attempted to load map data
+ bool m_serverActive; ///< true between ServerActivate() and ServerDeactivate()
+
+ GameScenarioType m_gameScenario; ///< what kind of game are we playing
+
+ Zone m_zone[ MAX_ZONES ];
+ int m_zoneCount;
+
+ bool m_isBombPlanted; ///< true if bomb has been planted
+ float m_bombPlantTimestamp; ///< time bomb was planted
+ float m_earliestBombPlantTimestamp; ///< don't allow planting until after this time has elapsed
+ CCSPlayer *m_bombDefuser; ///< the player currently defusing a bomb
+ EHANDLE m_looseBomb; ///< will be non-NULL if bomb is loose on the ground
+ CNavArea *m_looseBombArea; ///< area that bomb is is/near
+
+ bool m_isRoundOver; ///< true if the round has ended
+
+ CountdownTimer m_checkTransientAreasTimer; ///< when elapsed, all transient nav areas should be checked for blockage
+
+ float m_radioMsgTimestamp[ RADIO_END - RADIO_START_1 ][ 2 ];
+
+ float m_lastSeenEnemyTimestamp;
+ float m_roundStartTimestamp; ///< the time when the current round began
+
+ bool m_isDefenseRushing; ///< whether defensive team is rushing this round or not
+
+ // Event Handlers --------------------------------------------------------------------------------------------
+ DECLARE_CSBOTMANAGER_EVENT_LISTENER( PlayerFootstep, player_footstep )
+ DECLARE_CSBOTMANAGER_EVENT_LISTENER( PlayerRadio, player_radio )
+ DECLARE_CSBOTMANAGER_EVENT_LISTENER( PlayerDeath, player_death )
+ DECLARE_CSBOTMANAGER_EVENT_LISTENER( PlayerFallDamage, player_falldamage )
+
+ DECLARE_CSBOTMANAGER_EVENT_LISTENER( BombPickedUp, bomb_pickup )
+ DECLARE_CSBOTMANAGER_EVENT_LISTENER( BombPlanted, bomb_planted )
+ DECLARE_CSBOTMANAGER_EVENT_LISTENER( BombBeep, bomb_beep )
+ DECLARE_CSBOTMANAGER_EVENT_LISTENER( BombDefuseBegin, bomb_begindefuse )
+ DECLARE_CSBOTMANAGER_EVENT_LISTENER( BombDefused, bomb_defused )
+ DECLARE_CSBOTMANAGER_EVENT_LISTENER( BombDefuseAbort, bomb_abortdefuse )
+ DECLARE_CSBOTMANAGER_EVENT_LISTENER( BombExploded, bomb_exploded )
+
+ DECLARE_CSBOTMANAGER_EVENT_LISTENER( RoundEnd, round_end )
+ DECLARE_CSBOTMANAGER_EVENT_LISTENER( RoundStart, round_start )
+ DECLARE_CSBOTMANAGER_EVENT_LISTENER( RoundFreezeEnd, round_freeze_end )
+
+ DECLARE_CSBOTMANAGER_EVENT_LISTENER( DoorMoving, door_moving )
+
+ DECLARE_CSBOTMANAGER_EVENT_LISTENER( BreakProp, break_prop )
+ DECLARE_CSBOTMANAGER_EVENT_LISTENER( BreakBreakable, break_breakable )
+
+ DECLARE_CSBOTMANAGER_EVENT_LISTENER( HostageFollows, hostage_follows )
+ DECLARE_CSBOTMANAGER_EVENT_LISTENER( HostageRescuedAll, hostage_rescued_all )
+
+ DECLARE_CSBOTMANAGER_EVENT_LISTENER( WeaponFire, weapon_fire )
+ DECLARE_CSBOTMANAGER_EVENT_LISTENER( WeaponFireOnEmpty, weapon_fire_on_empty )
+ DECLARE_CSBOTMANAGER_EVENT_LISTENER( WeaponReload, weapon_reload )
+ DECLARE_CSBOTMANAGER_EVENT_LISTENER( WeaponZoom, weapon_zoom )
+
+ DECLARE_CSBOTMANAGER_EVENT_LISTENER( BulletImpact, bullet_impact )
+
+ DECLARE_CSBOTMANAGER_EVENT_LISTENER( HEGrenadeDetonate, hegrenade_detonate )
+ DECLARE_CSBOTMANAGER_EVENT_LISTENER( FlashbangDetonate, flashbang_detonate )
+ DECLARE_CSBOTMANAGER_EVENT_LISTENER( SmokeGrenadeDetonate, smokegrenade_detonate )
+ DECLARE_CSBOTMANAGER_EVENT_LISTENER( GrenadeBounce, grenade_bounce )
+
+ DECLARE_CSBOTMANAGER_EVENT_LISTENER( NavBlocked, nav_blocked )
+
+ DECLARE_CSBOTMANAGER_EVENT_LISTENER( ServerShutdown, server_shutdown )
+
+ CUtlVector< BotEventInterface * > m_commonEventListeners; // These event listeners fire often, and can be disabled for performance gains when no bots are present.
+ bool m_eventListenersEnabled;
+ void EnableEventListeners( bool enable );
+};
+
+inline CBasePlayer *CCSBotManager::AllocateBotEntity( void )
+{
+ return static_cast<CBasePlayer *>( CreateEntityByName( "cs_bot" ) );
+}
+
+inline bool CCSBotManager::IsTimeToPlantBomb( void ) const
+{
+ return (gpGlobals->curtime >= m_earliestBombPlantTimestamp);
+}
+
+inline const CCSBotManager::Zone *CCSBotManager::GetClosestZone( const CBaseEntity *entity ) const
+{
+ if (entity == NULL)
+ return NULL;
+
+ Vector centroid = entity->GetAbsOrigin();
+ centroid.z += HalfHumanHeight;
+ return GetClosestZone( centroid );
+}
+
+#endif