616 lines
15 KiB
Plaintext
616 lines
15 KiB
Plaintext
/*
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* Copyright (c) 2016-2021 Marco Cawthorne <marco@icculus.org>
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*
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* Permission to use, copy, modify, and distribute this software for any
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* purpose with or without fee is hereby granted, provided that the above
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* copyright notice and this permission notice appear in all copies.
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*
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* THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES
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* WITH REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF
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* MERCHANTABILITY AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR
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* ANY SPECIAL, DIRECT, INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES
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* WHATSOEVER RESULTING FROM LOSS OF MIND, USE, DATA OR PROFITS, WHETHER
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* IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION, ARISING
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* OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
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*/
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/** @brief Get the absolute center pos of a entity */
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vector getEntityCenterPos(entity e) {
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vector newVec;
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newVec[0] = e.absmin[0] + (0.5 * (e.absmax[0] - e.absmin[0]));
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newVec[1] = e.absmin[1] + (0.5 * (e.absmax[1] - e.absmin[1]));
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newVec[2] = e.absmin[2] + (0.5 * (e.absmax[2] - e.absmin[2]));
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return newVec;
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}
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class csbot:NSBot
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{
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void(void) csbot;
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/* some objectives */
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virtual void(void) RunToConfront;
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virtual void(void) RunToBomb;
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virtual void(int) RunToBombsite;
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virtual void(void) RunToRandomBombsite;
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virtual void(int) RunToEscapeZone;
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virtual void(void) RunToRandomEscapeZone;
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virtual void(int) RunToVIPSafetyZone;
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virtual void(void) RunToRandomVIPSafetyZone;
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virtual void(void) RunToHostages;
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virtual void(vector, int) Roam;
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virtual void(void) CreateObjective;
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virtual void(void) PostFrame;
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virtual void(void) WeaponThink;
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/* helpers */
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virtual entity(string, int) GetEntityByNameAndIndex;
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virtual entity(int) GetBombsiteByIndex;
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virtual entity(int) GetEscapeZoneByIndex;
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virtual entity(int) GetVIPSafetyZoneByIndex;
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virtual void(vector, float) AimLerp;
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int m_actionIsPlanting;
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int m_actionIsDefusing;
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/* Workaround:
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* gflags is not yet set when CSBot_BuyStart_Shop() or CreateObjective()
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* are called, so we back it up on PostFrame() and use that instead.
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* Known issues it solves:
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* - Check if the bot is in a Bomb Zone (gflags & GF_BOMBZONE)
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* - Check if the bot is in a Buy Zone (gflags & GF_BUYZONE) */
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int m_gflagsBackup;
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};
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void
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csbot::RunToConfront(void)
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{
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entity t;
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if (team == TEAM_T) {
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t = Route_SelectRandom("info_player_start");
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} else {
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t = Route_SelectRandom("info_player_deathmatch");
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}
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ChatSayTeam("Going to run to the Enemy Spawn!");
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if (t)
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RouteToPosition(t.origin);
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}
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/* go to the planted bomb */
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void
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csbot::RunToBomb(void)
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{
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entity e = world;
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e = find(e, ::model, "models/w_c4.mdl");
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if (e) {
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RouteToPosition(e.origin);
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ChatSayTeam("Going to run to the Bomb!");
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}
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}
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/* go to given bombsite */
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void
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csbot::RunToBombsite(int bombsiteIndex)
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{
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entity e = GetBombsiteByIndex(bombsiteIndex);
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RouteToPosition(getEntityCenterPos(e));
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ChatSayTeam(strcat("Going to run to Bomb Site ", itos(bombsiteIndex), "!"));
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}
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/* go to random bombsite */
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void
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csbot::RunToRandomBombsite(void)
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{
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RunToBombsite(random(0, g_cs_bombzones));
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}
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/* go to given escape zone */
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void
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csbot::RunToEscapeZone(int index)
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{
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entity e = GetEscapeZoneByIndex(index);
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RouteToPosition(getEntityCenterPos(e));
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ChatSayTeam(strcat("Going to run to Escape Zone ", itos(index), "!"));
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}
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/* go to a random escape zone */
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void
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csbot::RunToRandomEscapeZone(void)
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{
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RunToEscapeZone(random(0, g_cs_escapezones));
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}
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/* go to given VIP Safety Zone */
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void
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csbot::RunToVIPSafetyZone(int index)
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{
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entity e = GetVIPSafetyZoneByIndex(index);
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RouteToPosition(getEntityCenterPos(e));
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ChatSayTeam(strcat("Going to run to VIP Safety Zone ", itos(index), "!"));
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}
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/* go to a random VIP Safety Zone */
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void
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csbot::RunToRandomVIPSafetyZone(void)
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{
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RunToVIPSafetyZone(random(0, g_cs_vipzones));
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}
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void
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csbot::RunToHostages(void)
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{
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entity e = world;
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e = find(e, ::classname, "hostage_entity");
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RouteToPosition(e.origin);
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ChatSayTeam("Going to run to the hostages!");
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}
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/** @brief Let the bot roam within a maximum distance from a given origin. */
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void csbot::Roam(vector roamOrigin, int maxDistance) {
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/* Get random point whitin a radius from the given origin */
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int angle = random(0, 360); /* random angle. */
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int distance = random(0, maxDistance); /* random distance */
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float radian = angle * 3.145238095238 / 180;
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vector randLoc = roamOrigin;
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randLoc.x += sin(radian) * distance;
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randLoc.y += cos(radian) * distance;
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/* Find closest waypoint to our random location. */
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float flBestDist = COST_INFINITE;
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int iBestNodeIndex = -1;
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for (int i = 0; i < g_iNodes; i++) {
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float fDist = vlen(g_pNodes[i].origin - randLoc) - g_pNodes[i].radius;
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if (fDist > (float)maxDistance) {
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/* Distance is greater then our maxDistance */
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continue;
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}
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if (fDist < flBestDist) {
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flBestDist = fDist;
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iBestNodeIndex = i;
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}
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}
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if (iBestNodeIndex == -1) {
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/* TODO No waypoint in range found */
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print("WARNING!: Roaming failed, could not find waypoint in range.\n");
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return;
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}
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/* Go to the random waypoint. */
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RouteToPosition(g_pNodes[iBestNodeIndex].origin);
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}
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void
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csbot::CreateObjective(void)
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{
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/* Bomb defuse map */
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if (g_cs_bombzones > 0) {
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/* Bomb is planted */
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if (g_cs_bombplanted) {
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entity eBomb = find(world, ::model, "models/w_c4.mdl");
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if (eBomb == world) {
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/* No bomb model found, but it is/was planted */
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/* RoundOver: Bomb is defused */
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if (g_cs_gamestate == GAME_END) {
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RunToRandomBombsite();
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return;
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}
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/* Error */
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print("WARNING! g_cs_bombplanted == TRUE, but bomb model "
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"cannot be found in the world.\n");
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return;
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}
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if (team == TEAM_CT) {
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if (g_cs_bombbeingdefused && m_actionIsDefusing == FALSE) {
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/* Bomb is being defused but not by this bot */
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/* Go and roam the defuser */
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Roam(eBomb.origin, 300);
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return;
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}
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if (m_actionIsDefusing) {
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if (!g_cs_bombbeingdefused) {
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/* Defusing complete or somehow failed. */
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m_actionIsDefusing = FALSE;
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} else {
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/* Continue defusing. */
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input_buttons |= (INPUT_BUTTON5 | INPUT_BUTTON8);
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input_movevalues = [0,0,0];
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button5 = input_buttons & INPUT_BUTTON5; // don't release button5
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}
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}
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else {
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int distToBomb = floor(vlen(eBomb.origin - origin));
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if (distToBomb > 60) {
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/* To far away from the bomb to defuse it, run to it! */
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RunToBomb();
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} else {
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/* Aim at the bomb. */
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input_buttons |= INPUT_BUTTON8; // duck
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if ((flags & FL_ONUSABLE)) {
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// Aimed at the bomb, ready to defuse!
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ChatSayTeam("Defusing!");
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input_buttons |= INPUT_BUTTON5;
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input_movevalues = [0,0,0];
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button5 = input_buttons & INPUT_BUTTON5; // don't release button5
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m_actionIsDefusing = TRUE;
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} else {
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// Do the real aiming
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float flLerp = bound(0.0f, frametime * 45, 1.0f); // aim speed
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AimLerp(eBomb.origin + [0, 0, -6], flLerp);
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}
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}
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}
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}
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/* team == TEAM_T */
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else {
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/* Let T bots roam around the planted bomb */
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Roam(eBomb.origin, 500);
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}
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return;
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}
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/* Bomb is NOT planted */
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else {
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if (team == TEAM_T) {
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/* T-bot: plant bomb */
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if ((g_items & ITEM_C4BOMB)) {
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/* We carry the bomb */
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if (m_gflagsBackup & GF_BOMBZONE) {
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/* We are at a bombsite and ready to plant the bomb */
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if (activeweapon != WEAPON_C4BOMB) {
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activeweapon = WEAPON_C4BOMB;
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Weapons_Draw((player)self);
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}
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if (!m_actionIsPlanting) {
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ChatSayTeam("Going to plant the bomb!");
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m_actionIsPlanting = TRUE;
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}
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/* Workaround */
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gflags = m_gflagsBackup;
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/* Duck and plant bomb. */
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input_buttons = (INPUT_BUTTON0 | INPUT_BUTTON8);
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input_movevalues = [0,0,0];
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}
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else {
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/* Go to a bombsite first */
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RunToRandomBombsite();
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}
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return;
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}
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else {
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/* T-bot: check if the bomb has been dropped */
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entity e = find(world, ::model, "models/w_backpack.mdl");
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if (e != world) {
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/* The bomb backpack has been dropped */
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/* Go fetch dropped bomb! */
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ChatSayTeam("Arrr! Bomb on the ground, going to fetch it!");
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RouteToPosition(getEntityCenterPos(e));
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return;
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}
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}
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}
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}
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}
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if (g_cs_escapezones && team == TEAM_T) {
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RunToRandomEscapeZone();
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return;
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}
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if (random() < 0.5 && g_cs_escapezones > 0 && team == TEAM_CT) {
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RunToRandomEscapeZone();
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return;
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}
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if (g_cs_vipzones > 0 && team == TEAM_CT) {
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RunToRandomVIPSafetyZone();
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return;
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}
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if (random() < 0.5 && g_cs_vipzones > 0 && team == TEAM_T) {
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RunToRandomVIPSafetyZone();
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return;
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}
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if (random() < 0.5) {
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if (g_cs_hostagestotal > 0)
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RunToHostages();
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if (g_cs_bombzones > 0)
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RunToRandomBombsite();
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} else {
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RunToConfront();
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}
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}
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/** @brief Aim towards a given (vector)aimpos with a given (float)lerp speed.
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*
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* @note
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* Copied code from nuclide botlib (inside bot::RunAI), maybe make this a
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* method there, could be usefull for other stuff?
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**/
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void csbot::AimLerp(vector aimpos, float flLerp) {
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vector aimdir, vecNewAngles;
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vector oldAngle = v_angle;
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/* that's the old angle */
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makevectors(v_angle);
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vecNewAngles = v_forward;
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/* aimdir = new final angle */
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aimdir = vectoangles(aimpos - origin);
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makevectors(aimdir);
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/* slowly lerp towards the final angle */
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vecNewAngles[0] = Math_Lerp(vecNewAngles[0], v_forward[0], flLerp);
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vecNewAngles[1] = Math_Lerp(vecNewAngles[1], v_forward[1], flLerp);
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vecNewAngles[2] = Math_Lerp(vecNewAngles[2], v_forward[2], flLerp);
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/* make sure we're aiming tight */
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v_angle = vectoangles(vecNewAngles);
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v_angle[0] = Math_FixDelta(v_angle[0]);
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v_angle[1] = Math_FixDelta(v_angle[1]);
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v_angle[2] = Math_FixDelta(v_angle[2]);
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angles[0] = Math_FixDelta(v_angle[0]);
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angles[1] = Math_FixDelta(v_angle[1]);
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angles[2] = Math_FixDelta(v_angle[2]);
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input_angles = v_angle;
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}
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void
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csbot::PostFrame(void)
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{
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if (team == 0) {
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CSEv_JoinAuto();
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}
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team = infokeyf(this, "*team");
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m_gflagsBackup = gflags;
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};
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void
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csbot::WeaponThink(void)
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{
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if (activeweapon == WEAPON_KNIFE)
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return;
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/* clip empty */
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if (a_ammo1 == 0) {
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/* still got ammo left, reload! */
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if (a_ammo2 != 0) {
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input_buttons &= ~INPUT_BUTTON0;
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input_buttons |= INPUT_BUTTON4;
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} else {
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Weapons_SwitchBest(this);
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}
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}
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};
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/** @brief Get entity by class name and index **/
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entity
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csbot::GetEntityByNameAndIndex(string name, int index)
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{
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int curIndex = 0;
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for (entity a = world; (a = find(a, ::classname, name));) {
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if (curIndex == index) {
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return a;
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}
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++curIndex;
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}
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print("WARNING: cstrike/server/bot.qc GetEntityByNameAndIndex: no entity '",
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name, "' with index ", itos(index), "!\n");
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return world;
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}
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/** @brief Get bombsite entity by bombsite index
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*
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* @note
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* When there are for example 2 bombsites (g_cs_bombzones == 2) then valid
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* indexes would be 0 and 1.
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* */
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entity
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csbot::GetBombsiteByIndex(int index)
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{
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return GetEntityByNameAndIndex("func_bomb_target", index);
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}
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/** @brief Get Escape Zone entity by index **/
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entity
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csbot::GetEscapeZoneByIndex(int index)
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{
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return GetEntityByNameAndIndex("func_escapezone", index);
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}
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/** @brief Get VIP Safety Zone entity by index **/
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entity
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csbot::GetVIPSafetyZoneByIndex(int index)
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{
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return GetEntityByNameAndIndex("func_vip_safetyzone", index);
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}
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void
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csbot::csbot(void)
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{
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targetname = "_csbot_";
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team = infokeyf(this, "*team");
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m_actionIsPlanting = FALSE;
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m_actionIsDefusing = FALSE;
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m_gflagsBackup = 0;
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}
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void
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CSBot_BombPlantedNotify(void)
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{
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for (entity a = world; (a = find(a, classname, "player"));) {
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if (clienttype(a) != CLIENTTYPE_REAL) {
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csbot targ;
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targ = (csbot)a;
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if (targ.team == TEAM_T)
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continue;
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if (targ.health <= 0)
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continue;
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targ.RunToRandomBombsite();
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}
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}
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}
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void
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CSBot_HostageRescueNotify(void)
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{
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for (entity a = world; (a = find(a, classname, "player"));) {
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if (clienttype(a) != CLIENTTYPE_REAL) {
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csbot targ;
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targ = (csbot)a;
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if (targ.team == TEAM_T)
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continue;
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if (targ.health <= 0)
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continue;
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targ.RunToHostages();
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}
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}
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}
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void
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CSBot_BuyStart_Shop(void)
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{
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int done = 0;
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int count = 0;
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player pl = (player)self;
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pl.team = infokeyf(pl, "*team");
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/* Workaround */
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pl.gflags = ((csbot)pl).m_gflagsBackup;
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count = 0;
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while (done != 1) {
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int r = floor(random(1,17));
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if (pl.team == TEAM_T) {
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if (r == WEAPON_M4A1) { continue; }
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if (r == WEAPON_AUG) { continue; }
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if (r == WEAPON_SG550) { continue; }
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if (r == WEAPON_FIVESEVEN) { continue; }
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if (r == WEAPON_TMP) { continue; }
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} else if (pl.team == TEAM_CT) {
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if (r == WEAPON_AK47) { continue; }
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if (r == WEAPON_SG552) { continue; }
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if (r == WEAPON_G3SG1) { continue; }
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if (r == WEAPON_ELITES) { continue; }
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if (r == WEAPON_MAC10) { continue; }
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}
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if (g_cstrikeWeaponPrice[r] <= pl.money) {
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CSEv_BuyWeapon_f((float)r);
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done = 1;
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}
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count++;
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/* give it enough attempts */
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if (count > 17)
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done = 1;
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}
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/* CT: Random buy bomb defuse kit when enough money left */
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if (pl.team == TEAM_CT && g_cs_bombzones > 0 &&
|
|
g_cstrikeUtilPrice[(float)5] <= pl.money &&
|
|
random() < 0.5)
|
|
{
|
|
CSEv_BuyEquipment_f((float)5); // ITEM_DEFUSAL
|
|
}
|
|
|
|
/* need armor */
|
|
if (pl.armor < 100) {
|
|
if (pl.money >= g_cstrikeUtilPrice[1]) /* kevlar and helmet */
|
|
CSEv_BuyEquipment_f(1);
|
|
else if (pl.money >= g_cstrikeUtilPrice[0]) /* just kevlar */
|
|
CSEv_BuyEquipment_f(0);
|
|
} else if (!(pl.g_items & ITEM_HELMET)) { /* we need helmet */
|
|
if (pl.money >= 350) /* kevlar and helmet */
|
|
CSEv_BuyEquipment_f(1);
|
|
}
|
|
|
|
/* make SURE we switch to it */
|
|
for (int i = 0; i < g_weapons.length; i++)
|
|
if (pl.g_items & g_weapons[i].id) {
|
|
pl.activeweapon = i;
|
|
Weapons_Draw(pl);
|
|
return;
|
|
}
|
|
|
|
/* force buy right now */
|
|
CSEv_AmmoBuyPrimary();
|
|
CSEv_AmmoBuySecondary();
|
|
}
|
|
|
|
void
|
|
CSBot_BuyStart(void)
|
|
{
|
|
for (entity a = world; (a = find(a, classname, "player"));) {
|
|
if (clienttype(a) != CLIENTTYPE_REAL) {
|
|
if (a.health <= 0)
|
|
continue;
|
|
|
|
a.think = CSBot_BuyStart_Shop;
|
|
a.nextthink = time + random(0, autocvar_mp_freezetime);
|
|
}
|
|
}
|
|
}
|
|
|
|
void
|
|
CSBot_RoundStart(void)
|
|
{
|
|
/* if (g_cs_bombzones <= 0) {
|
|
return;
|
|
}
|
|
for (entity a = world; (a = find(a, classname, "player"));) {
|
|
if (clienttype(a) != CLIENTTYPE_REAL) {
|
|
csbot targ;
|
|
targ = (csbot)a;
|
|
|
|
if (targ.team == TEAM_T)
|
|
continue;
|
|
if (targ.health <= 0)
|
|
continue;
|
|
|
|
targ.RunToRandomBombsite();
|
|
}
|
|
}
|
|
} */
|
|
}
|
|
|
|
void
|
|
CSBot_RestartRound(void)
|
|
{
|
|
// Reset some variables for all bots
|
|
for (entity a = world; (a = find(a, classname, "player"));) {
|
|
if (clienttype(a) != CLIENTTYPE_REAL) {
|
|
csbot targ;
|
|
targ = (csbot)a;
|
|
|
|
if (targ.team == TEAM_T) {
|
|
targ.m_actionIsPlanting = FALSE;
|
|
}
|
|
else {
|
|
targ.m_actionIsDefusing = FALSE;
|
|
}
|
|
}
|
|
}
|
|
}
|