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Diffstat (limited to 'game/server/cstrike/bot/cs_bot_manager.h')
| -rw-r--r-- | game/server/cstrike/bot/cs_bot_manager.h | 400 |
1 files changed, 400 insertions, 0 deletions
diff --git a/game/server/cstrike/bot/cs_bot_manager.h b/game/server/cstrike/bot/cs_bot_manager.h new file mode 100644 index 0000000..3f1da76 --- /dev/null +++ b/game/server/cstrike/bot/cs_bot_manager.h @@ -0,0 +1,400 @@ +//========= 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 |