HLua/game_shared/bot/bot.cpp

627 lines
15 KiB
C++

//========= Copyright © 1996-2002, Valve LLC, All rights reserved. ============
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================
// Author: Michael S. Booth (mike@turtlerockstudios.com), Leon Hartwig, 2003
#include "extdll.h"
#include "util.h"
#include "cbase.h"
#include "weapons.h"
#include "soundent.h"
#include "gamerules.h"
#include "player.h"
#include "client.h"
#include "pm_shared.h"
#include "bot.h"
#include "bot_util.h"
DLL_GLOBAL float g_flBotCommandInterval = 1.0 / 30.0; // 30 times per second, just like human clients
DLL_GLOBAL float g_flBotFullThinkInterval = 1.0 / 10.0; // full AI only 10 times per second
//--------------------------------------------------------------------------------------------------------------
CBot::CBot( void )
{
// the profile will be attached after this instance is constructed
m_profile = NULL;
// assign this bot a unique ID
static unsigned int nextID = 1;
// wraparound (highly unlikely)
if (nextID == 0)
++nextID;
m_id = nextID;
++nextID;
m_postureStackIndex = 0;
}
//--------------------------------------------------------------------------------------------------------------
/**
* Prepare bot for action
*/
bool CBot::Initialize( const BotProfile *profile )
{
m_profile = profile;
return true;
}
//--------------------------------------------------------------------------------------------------------------
void CBot::Spawn( void )
{
// Let CBasePlayer set some things up
CBasePlayer::Spawn();
// Make sure everyone knows we are a bot
pev->flags |= ( FL_CLIENT | FL_FAKECLIENT );
// Bots use their own thinking mechanism
SetThink( NULL );
pev->nextthink = -1;
m_flNextBotThink = gpGlobals->time + g_flBotCommandInterval;
m_flNextFullBotThink = gpGlobals->time + g_flBotFullThinkInterval;
m_flPreviousCommandTime = gpGlobals->time;
m_isRunning = true;
m_isCrouching = false;
m_postureStackIndex = 0;
m_jumpTimestamp = 0.0f;
// Command interface variable initialization
ResetCommand();
// Allow derived classes to setup at spawn time
SpawnBot();
}
//--------------------------------------------------------------------------------------------------------------
Vector CBot::GetAutoaimVector( float flDelta )
{
UTIL_MakeVectors( pev->v_angle + pev->punchangle );
return gpGlobals->v_forward;
}
//--------------------------------------------------------------------------------------------------------------
void CBot::BotThink( void )
{
if ( gpGlobals->time >= m_flNextBotThink )
{
m_flNextBotThink = gpGlobals->time + g_flBotCommandInterval;
Upkeep();
if ( gpGlobals->time >= m_flNextFullBotThink )
{
m_flNextFullBotThink = gpGlobals->time + g_flBotFullThinkInterval;
ResetCommand();
Update();
}
ExecuteCommand();
}
}
//--------------------------------------------------------------------------------------------------------------
void CBot::MoveForward( void )
{
m_forwardSpeed = GetMoveSpeed();
SetBits( m_buttonFlags, IN_FORWARD );
// make mutually exclusive
ClearBits( m_buttonFlags, IN_BACK );
}
//--------------------------------------------------------------------------------------------------------------
void CBot::MoveBackward( void )
{
m_forwardSpeed = -GetMoveSpeed();
SetBits( m_buttonFlags, IN_BACK );
// make mutually exclusive
ClearBits( m_buttonFlags, IN_FORWARD );
}
//--------------------------------------------------------------------------------------------------------------
void CBot::StrafeLeft( void )
{
m_strafeSpeed = -GetMoveSpeed();
SetBits( m_buttonFlags, IN_MOVELEFT );
// make mutually exclusive
ClearBits( m_buttonFlags, IN_MOVERIGHT );
}
//--------------------------------------------------------------------------------------------------------------
void CBot::StrafeRight( void )
{
m_strafeSpeed = GetMoveSpeed();
SetBits( m_buttonFlags, IN_MOVERIGHT );
// make mutually exclusive
ClearBits( m_buttonFlags, IN_MOVELEFT );
}
//--------------------------------------------------------------------------------------------------------------
bool CBot::Jump( bool mustJump )
{
if (IsJumping() || IsCrouching())
return false;
if (!mustJump)
{
const float minJumpInterval = 0.9f; // 1.5f;
if (gpGlobals->time - m_jumpTimestamp < minJumpInterval)
return false;
}
// still need sanity check for jumping frequency
const float sanityInterval = 0.3f;
if (gpGlobals->time - m_jumpTimestamp < sanityInterval)
return false;
// jump
SetBits( m_buttonFlags, IN_JUMP );
m_jumpTimestamp = gpGlobals->time;
return true;
}
//--------------------------------------------------------------------------------------------------------------
/**
* Zero any MoveForward(), Jump(), etc
*/
void CBot::ClearMovement( void )
{
ResetCommand();
}
//--------------------------------------------------------------------------------------------------------------
/**
* Returns true if we are in the midst of a jump
*/
bool CBot::IsJumping( void )
{
// if long time after last jump, we can't be jumping
if (gpGlobals->time - m_jumpTimestamp > 3.0f)
return false;
// if we just jumped, we're still jumping
if (gpGlobals->time - m_jumpTimestamp < 1.0f)
return true;
// a little after our jump, we're jumping until we hit the ground
if (FBitSet( pev->flags, FL_ONGROUND ))
return false;
return true;
}
//--------------------------------------------------------------------------------------------------------------
void CBot::Crouch( void )
{
m_isCrouching = true;
}
//--------------------------------------------------------------------------------------------------------------
void CBot::StandUp( void )
{
m_isCrouching = false;
}
//--------------------------------------------------------------------------------------------------------------
void CBot::UseEnvironment( void )
{
SetBits( m_buttonFlags, IN_USE );
}
//--------------------------------------------------------------------------------------------------------------
void CBot::PrimaryAttack( void )
{
SetBits( m_buttonFlags, IN_ATTACK );
}
//--------------------------------------------------------------------------------------------------------------
void CBot::ClearPrimaryAttack( void )
{
ClearBits( m_buttonFlags, IN_ATTACK );
}
//--------------------------------------------------------------------------------------------------------------
void CBot::TogglePrimaryAttack( void )
{
if (FBitSet( m_buttonFlags, IN_ATTACK ))
{
ClearBits( m_buttonFlags, IN_ATTACK );
}
else
{
SetBits( m_buttonFlags, IN_ATTACK );
}
}
//--------------------------------------------------------------------------------------------------------------
void CBot::SecondaryAttack( void )
{
SetBits( m_buttonFlags, IN_ATTACK2 );
}
//--------------------------------------------------------------------------------------------------------------
void CBot::Reload( void )
{
SetBits( m_buttonFlags, IN_RELOAD );
}
//--------------------------------------------------------------------------------------------------------------
/**
* Returns ratio of ammo left to max ammo (1 = full clip, 0 = empty)
*/
float CBot::GetActiveWeaponAmmoRatio( void ) const
{
CBasePlayerWeapon *gun = GetActiveWeapon();
if ( !gun )
return 0.0f;
// weapons with no ammo are always full
if (gun->m_iClip < 0)
return 1.0f;
return (float)gun->m_iClip / (float)gun->iMaxClip();
}
//--------------------------------------------------------------------------------------------------------------
/**
* Return true if active weapon has an empty clip
*/
bool CBot::IsActiveWeaponClipEmpty( void ) const
{
CBasePlayerWeapon *gun = GetActiveWeapon();
if (gun && gun->m_iClip == 0)
return true;
return false;
}
//--------------------------------------------------------------------------------------------------------------
/**
* Return true if active weapon has no ammo at all
*/
bool CBot::IsActiveWeaponOutOfAmmo( void ) const
{
CBasePlayerWeapon *gun = GetActiveWeapon();
if (gun == NULL)
return true;
if (gun->m_iClip < 0)
return false;
if (gun->m_iClip == 0 && m_rgAmmo[ gun->m_iPrimaryAmmoType ] <= 0)
return true;
return false;
}
//--------------------------------------------------------------------------------------------------------------
/**
* Return true if looking thru weapon's scope
*/
bool CBot::IsUsingScope( void ) const
{
// if our field of view is less than 90, we're looking thru a scope (maybe only true for CS...)
if (m_iFOV < 90.0f)
return true;
return false;
}
//--------------------------------------------------------------------------------------------------------------
void CBot::ExecuteCommand( void )
{
byte adjustedMSec;
// Adjust msec to command time interval
adjustedMSec = ThrottledMsec();
// player model is "munged"
pev->angles = pev->v_angle;
pev->angles.x /= -3.0;
// save the command time
m_flPreviousCommandTime = gpGlobals->time;
if (m_isCrouching)
SetBits( m_buttonFlags, IN_DUCK );
// Run the command
(*g_engfuncs.pfnRunPlayerMove)( edict(), pev->v_angle, m_forwardSpeed, m_strafeSpeed, m_verticalSpeed,
m_buttonFlags, 0, adjustedMSec );
}
//--------------------------------------------------------------------------------------------------------------
void CBot::ResetCommand( void )
{
m_forwardSpeed = 0.0;
m_strafeSpeed = 0.0;
m_verticalSpeed = 0.0;
m_buttonFlags = 0;
}
//--------------------------------------------------------------------------------------------------------------
byte CBot::ThrottledMsec( void ) const
{
int iNewMsec;
// Estimate Msec to use for this command based on time passed from the previous command
iNewMsec = (int)( (gpGlobals->time - m_flPreviousCommandTime) * 1000 );
if (iNewMsec > 255) // Doh, bots are going to be slower than they should if this happens.
iNewMsec = 255; // Upgrade that CPU or use less bots!
return (byte)iNewMsec;
}
//--------------------------------------------------------------------------------------------------------------
// Nasty Hack. See client.cpp/ClientCommand()
const char *BotArgs[4] = { NULL };
bool UseBotArgs = false;
/**
* Do a "client command" - useful for invoking menu choices, etc.
*/
void CBot::ClientCommand( const char *cmd, const char *arg1, const char *arg2, const char *arg3 )
{
BotArgs[0] = cmd;
BotArgs[1] = arg1;
BotArgs[2] = arg2;
BotArgs[3] = arg3;
UseBotArgs = true;
::ClientCommand( ENT( pev ) );
UseBotArgs = false;
}
//--------------------------------------------------------------------------------------------------------------
/**
* Returns TRUE if given entity is our enemy
*/
bool CBot::IsEnemy( CBaseEntity *ent ) const
{
// only Players (real and AI) can be enemies
if (!ent->IsPlayer())
return false;
// corpses are no threat
if (!ent->IsAlive())
return false;
CBasePlayer *player = static_cast<CBasePlayer *>( ent );
// if they are on our team, they are our friends
if (player->m_iTeam == m_iTeam)
return false;
// yep, we hate 'em
return true;
}
//--------------------------------------------------------------------------------------------------------------
/**
* Return number of enemies left alive
*/
int CBot::GetEnemiesRemaining( void ) const
{
int count = 0;
for ( int i = 1; i <= gpGlobals->maxClients; ++i )
{
CBaseEntity *player = UTIL_PlayerByIndex( i );
if (player == NULL)
continue;
if (FNullEnt( player->pev ))
continue;
if (FStrEq( STRING( player->pev->netname ), "" ))
continue;
if (!IsEnemy( player ))
continue;
if (!player->IsAlive())
continue;
count++;
}
return count;
}
//--------------------------------------------------------------------------------------------------------------
/**
* Return number of friends left alive
*/
int CBot::GetFriendsRemaining( void ) const
{
int count = 0;
for ( int i = 1; i <= gpGlobals->maxClients; ++i )
{
CBaseEntity *player = UTIL_PlayerByIndex( i );
if (player == NULL)
continue;
if (FNullEnt( player->pev ))
continue;
if (FStrEq( STRING( player->pev->netname ), "" ))
continue;
if (IsEnemy( player ))
continue;
if (!player->IsAlive())
continue;
if (player == static_cast<CBaseEntity *>( const_cast<CBot *>( this ) ))
continue;
count++;
}
return count;
}
//--------------------------------------------------------------------------------------------------------------
/**
* Return true if the local player is currently in observer mode watching this bot.
*/
bool CBot::IsLocalPlayerWatchingMe( void ) const
{
// avoid crash during spawn
if (pev == NULL)
return false;
int myIndex = const_cast<CBot *>(this)->entindex();
CBasePlayer *player = UTIL_GetLocalPlayer();
if (player == NULL)
return false;
if (player->pev->flags & FL_SPECTATOR || player->m_iTeam == SPECTATOR)
{
if (player->pev->iuser2 == myIndex)
{
switch( player->pev->iuser1 )
{
case OBS_IN_EYE:
case OBS_CHASE_LOCKED:
case OBS_CHASE_FREE:
return true;
}
}
}
return false;
}
//--------------------------------------------------------------------------------------------------------------
/**
* Output message to console
*/
void CBot::Print( char *format, ... ) const
{
va_list varg;
char buffer[1024];
// prefix the message with the bot's name
sprintf( buffer, "%s: ", STRING(pev->netname) );
(*g_engfuncs.pfnServerPrint)( buffer );
va_start( varg, format );
vsprintf( buffer, format, varg );
va_end( varg );
(*g_engfuncs.pfnServerPrint)( buffer );
}
//--------------------------------------------------------------------------------------------------------------
/**
* Output message to console if we are being watched by the local player
*/
void CBot::PrintIfWatched( char *format, ... ) const
{
if (cv_bot_debug.value == 0)
return;
if ((IsLocalPlayerWatchingMe() && (cv_bot_debug.value == 1 || cv_bot_debug.value == 3)) ||
(cv_bot_debug.value == 2 || cv_bot_debug.value == 4))
{
va_list varg;
char buffer[1024];
// prefix the message with the bot's name (this can be NULL if bot was just added)
const char *name;
if (pev == NULL)
name = "(NULL pev)";
else
name = STRING(pev->netname);
sprintf( buffer, "%s: ", (name) ? name : "(NULL netname)" );
(*g_engfuncs.pfnServerPrint)( buffer );
va_start( varg, format );
vsprintf( buffer, format, varg );
va_end( varg );
(*g_engfuncs.pfnServerPrint)( buffer );
}
}
//--------------------------------------------------------------------------------------------------------------
//--------------------------------------------------------------------------------------------------------------
ActiveGrenade::ActiveGrenade( int weaponID, CGrenade *grenadeEntity )
{
m_id = weaponID;
m_entity = grenadeEntity;
m_detonationPosition = grenadeEntity->pev->origin;
m_dieTimestamp = 0.0f;
}
//--------------------------------------------------------------------------------------------------------------
void ActiveGrenade::OnEntityGone( void ) ///< called when the grenade in the world goes away
{
if (m_id == WEAPON_SMOKEGRENADE)
{
// smoke lingers after grenade is gone
const float smokeLingerTime = 4.0f;
m_dieTimestamp = gpGlobals->time + smokeLingerTime;
}
m_entity = NULL;
}
//--------------------------------------------------------------------------------------------------------------
bool ActiveGrenade::IsValid( void ) const ///< return true if this grenade is valid
{
if (m_entity)
return true;
if (gpGlobals->time > m_dieTimestamp)
return false;
return true;
}
//--------------------------------------------------------------------------------------------------------------
const Vector *ActiveGrenade::GetPosition( void ) const
{
return &m_entity->pev->origin;
}