#include "bot.qh" #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include STATIC_INIT(bot) { bot_calculate_stepheightvec(); } // TODO: remove this function! its only purpose is to update these fields since bot_setnameandstuff is called before ClientState void bot_setclientfields(entity this) { CS_CVAR(this).cvar_cl_accuracy_data_share = 1; // share the bots weapon accuracy data with the world CS_CVAR(this).cvar_cl_accuracy_data_receive = 0; // don't receive any weapon accuracy data } entity bot_spawn() { entity bot = spawnclient(); if (bot) { setItemGroupCount(); currentbots = currentbots + 1; bot_setnameandstuff(bot); ClientConnect(bot); bot_setclientfields(bot); PutClientInServer(bot); } return bot; } void bot_think(entity this) { if (this.bot_nextthink > time) return; this.flags &= ~FL_GODMODE; if(autocvar_bot_god) this.flags |= FL_GODMODE; // if bot skill is high enough don't limit their think frequency if (SUPERBOT) this.bot_nextthink = max(time, this.bot_nextthink) + 0.005; else this.bot_nextthink = max(time, this.bot_nextthink) + max(0.01, autocvar_bot_ai_thinkinterval * min(14 / (skill + this.bot_aiskill + 14), 1)); if (!IS_PLAYER(this) || (autocvar_g_campaign && !campaign_bots_may_start)) { CS(this).movement = '0 0 0'; this.bot_nextthink = time + 0.5; return; } if (this.fixangle) { this.v_angle = this.angles; this.v_angle_z = 0; this.fixangle = false; } this.dmg_take = 0; this.dmg_save = 0; this.dmg_inflictor = NULL; // if bot skill is high enough don't assign latency to them if (SUPERBOT) CS(this).ping = 0; else { // calculate an aiming latency based on the skill setting // (simulated network latency + naturally delayed reflexes) //this.ping = 0.7 - bound(0, 0.05 * skill, 0.5); // moved the reflexes to bot_aimdir (under the name 'think') // minimum ping 20+10 random CS(this).ping = bound(0,0.07 - bound(0, (skill + this.bot_pingskill) * 0.005,0.05)+random()*0.01,0.65); // Now holds real lag to server, and higher skill players take a less laggy server // skill 10 = ping 0.2 (adrenaline) // skill 0 = ping 0.7 (slightly drunk) } // clear buttons PHYS_INPUT_BUTTON_ATCK(this) = false; // keep jump button pressed for a short while, useful with ramp jumps PHYS_INPUT_BUTTON_JUMP(this) = (!IS_DEAD(this) && time < this.bot_jump_time + 0.2); PHYS_INPUT_BUTTON_ATCK2(this) = false; PHYS_INPUT_BUTTON_ZOOM(this) = false; PHYS_INPUT_BUTTON_CROUCH(this) = false; PHYS_INPUT_BUTTON_HOOK(this) = false; PHYS_INPUT_BUTTON_INFO(this) = false; PHYS_INPUT_BUTTON_DRAG(this) = false; PHYS_INPUT_BUTTON_CHAT(this) = false; PHYS_INPUT_BUTTON_USE(this) = false; if (time < game_starttime) { // block the bot during the countdown to game start CS(this).movement = '0 0 0'; return; } // if dead, just wait until we can respawn if (IS_DEAD(this) || IS_OBSERVER(this)) { if (bot_waypoint_queue_owner == this) bot_waypoint_queue_owner = NULL; this.aistatus = 0; CS(this).movement = '0 0 0'; if (IS_OBSERVER(this)) return; if (IS_DEAD(this)) { if (!navigation_goalrating_timeout(this)) navigation_goalrating_timeout_force(this); // jump must not be pressed for at least one frame in order for // PlayerThink to detect the key down event if (this.deadflag == DEAD_DYING) PHYS_INPUT_BUTTON_JUMP(this) = false; else if (this.deadflag == DEAD_DEAD) PHYS_INPUT_BUTTON_JUMP(this) = true; // press jump to respawn } } else if(this.aistatus & AI_STATUS_STUCK) navigation_unstuck(this); if (warmup_stage && !this.ready) { this.ready = true; ReadyCount(); // this must be delayed until the bot has spawned } // now call the current bot AI (havocbot for example) this.bot_ai(this); } void bot_setnameandstuff(entity this) { string readfile, s; int file, tokens, prio; file = fopen(autocvar_bot_config_file, FILE_READ); if(file < 0) { LOG_INFOF("Error: Can not open the bot configuration file '%s'", autocvar_bot_config_file); readfile = ""; } else { entity balance = TeamBalance_CheckAllowedTeams(NULL); TeamBalance_GetTeamCounts(balance, NULL); int smallest_team = -1; int smallest_count = -1; if (teamplay) { for (int i = 1; i <= AVAILABLE_TEAMS; ++i) { // NOTE if (autocvar_g_campaign && autocvar_g_campaign_forceteam == i) // TeamBalance_GetNumberOfPlayers(balance, i); returns the number of players + 1 // since it keeps a spot for the real player in the desired team int count = TeamBalance_GetNumberOfPlayers(balance, i); if (smallest_count < 0 || count < smallest_count) { smallest_team = i; smallest_count = count; } } } TeamBalance_Destroy(balance); RandomSelection_Init(); while((readfile = fgets(file))) { if(substring(readfile, 0, 2) == "//") continue; if(substring(readfile, 0, 1) == "#") continue; // NOTE if the line is empty tokenizebyseparator(readfile, "\t") // will create 1 empty token because there's no separator (bug?) if (readfile == "") continue; tokens = tokenizebyseparator(readfile, "\t"); if(tokens == 0) continue; s = argv(0); prio = 0; bool conflict = false; FOREACH_CLIENT(IS_BOT_CLIENT(it), { if (s == it.cleanname) { conflict = true; break; } }); if (!conflict) prio += 1; if (teamplay && !(autocvar_bot_vs_human && AVAILABLE_TEAMS == 2)) { int forced_team = stof(argv(5)); if (!Team_IsValidIndex(forced_team)) forced_team = 0; if (!forced_team || forced_team == smallest_team) prio += 2; } RandomSelection_AddString(readfile, 1, prio); } readfile = RandomSelection_chosen_string; fclose(file); } string bot_name, bot_model, bot_skin, bot_shirt, bot_pants; tokens = tokenizebyseparator(readfile, "\t"); if(argv(0) != "") bot_name = argv(0); else bot_name = "Bot"; if(argv(1) != "") bot_model = argv(1); else bot_model = ""; if(argv(2) != "") bot_skin = argv(2); else bot_skin = "0"; if(argv(3) != "" && stof(argv(3)) >= 0) bot_shirt = argv(3); else bot_shirt = ftos(floor(random() * 15)); if(argv(4) != "" && stof(argv(4)) >= 0) bot_pants = argv(4); else bot_pants = ftos(floor(random() * 15)); if (teamplay && !(autocvar_bot_vs_human && AVAILABLE_TEAMS == 2)) { this.bot_forced_team = stof(argv(5)); if (!Team_IsValidIndex(this.bot_forced_team)) this.bot_forced_team = 0; } else this.bot_forced_team = 0; prio = 6; #define READSKILL(f, w, r) MACRO_BEGIN \ if(argv(prio) != "") \ this.f = stof(argv(prio)) * w; \ else \ this.f = (!autocvar_g_campaign) * (2 * random() - 1) * r * w; \ prio++; \ MACRO_END //print(bot_name, ": ping=", argv(9), "\n"); READSKILL(havocbot_keyboardskill, 0.5, 0.5); // keyboard skill READSKILL(bot_moveskill, 2, 0); // move skill READSKILL(bot_dodgeskill, 2, 0); // dodge skill READSKILL(bot_pingskill, 0.5, 0); // ping skill READSKILL(bot_weaponskill, 2, 0); // weapon skill READSKILL(bot_aggresskill, 1, 0); // aggre skill READSKILL(bot_rangepreference, 1, 0); // read skill READSKILL(bot_aimskill, 2, 0); // aim skill READSKILL(bot_offsetskill, 2, 0.5); // offset skill READSKILL(bot_mouseskill, 1, 0.5); // mouse skill READSKILL(bot_thinkskill, 1, 0.5); // think skill READSKILL(bot_aiskill, 2, 0); // "ai" skill // if bot skill is high enough don't limit their skill if (SUPERBOT) { // commented out means they're meaningless with this high skill // no reason to set them, uncomment if this changes //this.havocbot_keyboardskill = 10; //this.bot_moveskill = 10; //midair modifier sets this to 0 to disable bhop //this.bot_dodgeskill = 10; //this.bot_pingskill = 10; //this.bot_weaponskill = 10; //this.bot_aggresskill = 10; this.bot_rangepreference = 1; // no range preference modification //this.bot_aimskill = 10; //this.bot_offsetskill = 10; //this.bot_mouseskill = 10; //this.bot_thinkskill = 10; //this.bot_aiskill = 10; } if (file >= 0 && argv(prio) != "") LOG_INFOF("^1Warning^7: too many parameters for bot %s, please check format of %s", bot_name, autocvar_bot_config_file); this.bot_config_loaded = true; // this is really only a default, TeamBalance_JoinBestTeam is called later setcolor(this, stof(bot_shirt) * 16 + stof(bot_pants)); this.bot_preferredcolors = this.clientcolors; string prefix = (autocvar_g_campaign ? "" : autocvar_bot_prefix); string suffix = (autocvar_g_campaign ? "" : autocvar_bot_suffix); string name = (autocvar_bot_usemodelnames ? bot_model : bot_name); if (name == "") { name = ftos(etof(this)); this.netname = this.netname_freeme = strzone(strcat(prefix, name, suffix)); } else { // number bots with identical names int j = 0; FOREACH_CLIENT(IS_BOT_CLIENT(it), { if(it.cleanname == name) ++j; }); if (j) this.netname = this.netname_freeme = strzone(strcat(prefix, name, "(", ftos(j), ")", suffix)); else this.netname = this.netname_freeme = strzone(strcat(prefix, name, suffix)); } this.cleanname = strzone(name); // pick the model and skin if(substring(bot_model, -4, 1) != ".") bot_model = strcat(bot_model, ".iqm"); this.playermodel = this.playermodel_freeme = strzone(strcat("models/player/", bot_model)); this.playerskin = this.playerskin_freeme = strzone(bot_skin); } void bot_custom_weapon_priority_setup() { static string bot_priority_far_prev; static string bot_priority_mid_prev; static string bot_priority_close_prev; static string bot_priority_distances_prev; float tokens, i, w; bot_custom_weapon = false; if( autocvar_bot_ai_custom_weapon_priority_far == "" || autocvar_bot_ai_custom_weapon_priority_mid == "" || autocvar_bot_ai_custom_weapon_priority_close == "" || autocvar_bot_ai_custom_weapon_priority_distances == "" ) return; if (bot_priority_distances_prev != autocvar_bot_ai_custom_weapon_priority_distances) { strcpy(bot_priority_distances_prev, autocvar_bot_ai_custom_weapon_priority_distances); tokens = tokenizebyseparator(autocvar_bot_ai_custom_weapon_priority_distances," "); if (tokens!=2) return; bot_distance_far = stof(argv(0)); bot_distance_close = stof(argv(1)); if(bot_distance_far < bot_distance_close){ bot_distance_far = stof(argv(1)); bot_distance_close = stof(argv(0)); } } int c; #define PARSE_WEAPON_PRIORITIES(dist) MACRO_BEGIN \ if (bot_priority_##dist##_prev != autocvar_bot_ai_custom_weapon_priority_##dist) { \ strcpy(bot_priority_##dist##_prev, autocvar_bot_ai_custom_weapon_priority_##dist); \ tokens = tokenizebyseparator(W_NumberWeaponOrder(autocvar_bot_ai_custom_weapon_priority_##dist)," "); \ bot_weapons_##dist[0] = -1; \ c = 0; \ for(i = 0; i < tokens && c < REGISTRY_COUNT(Weapons); ++i) { \ w = stof(argv(i)); \ if (w >= WEP_FIRST && w <= WEP_LAST) { \ bot_weapons_##dist[c] = w; \ ++c; \ } \ } \ if (c < REGISTRY_COUNT(Weapons)) \ bot_weapons_##dist[c] = -1; \ } \ MACRO_END PARSE_WEAPON_PRIORITIES(far); PARSE_WEAPON_PRIORITIES(mid); PARSE_WEAPON_PRIORITIES(close); bot_custom_weapon = true; } void bot_endgame() { bot_relinkplayerlist(); entity e = bot_list; while (e) { setcolor(e, e.bot_preferredcolors); e = e.nextbot; } // if dynamic waypoints are ever implemented, save them here } void bot_relinkplayerlist() { player_count = 0; currentbots = 0; bot_list = NULL; entity prevbot = NULL; FOREACH_CLIENT(true, { ++player_count; if(IS_BOT_CLIENT(it)) { if (!IS_OBSERVER(it) && !bot_ispaused(it)) { if(prevbot) prevbot.nextbot = it; else bot_list = it; prevbot = it; } ++currentbots; } }); if(prevbot) prevbot.nextbot = NULL; bot_strategytoken = bot_list; bot_strategytoken_taken = true; } void bot_clientdisconnect(entity this) { if (!IS_BOT_CLIENT(this)) return; bot_clearqueue(this); strfree(this.cleanname); strfree(this.netname_freeme); strfree(this.playermodel_freeme); strfree(this.playerskin_freeme); if(this.bot_cmd_current) delete(this.bot_cmd_current); if(bot_waypoint_queue_owner == this) bot_waypoint_queue_owner = NULL; } void bot_clientconnect(entity this) { if (!IS_BOT_CLIENT(this)) return; this.bot_preferredcolors = this.clientcolors; this.bot_nextthink = time - random(); this.isbot = true; this.createdtime = this.bot_nextthink; if(!this.bot_config_loaded) // This is needed so team overrider doesn't break between matches { bot_setnameandstuff(this); bot_setclientfields(this); } havocbot_setupbot(this); } void bot_removefromlargestteam() { entity balance = TeamBalance_CheckAllowedTeams(NULL); TeamBalance_GetTeamCounts(balance, NULL); entity best = NULL; float besttime = 0; int bestcount = 0; int bcount = 0; FOREACH_CLIENT(it.isbot, { ++bcount; if(!best) { best = it; besttime = it.createdtime; } int thiscount = 0; if (Team_IsValidTeam(it.team)) { thiscount = TeamBalance_GetNumberOfPlayers(balance, Team_TeamToIndex(it.team)); } if(thiscount > bestcount) { bestcount = thiscount; besttime = it.createdtime; best = it; } else if(thiscount == bestcount && besttime < it.createdtime) { besttime = it.createdtime; best = it; } }); TeamBalance_Destroy(balance); if(!bcount) return; // no bots to remove currentbots = currentbots - 1; dropclient(best); } void bot_removenewest() { if(teamplay) { bot_removefromlargestteam(); return; } float besttime = 0; entity best = NULL; int bcount = 0; FOREACH_CLIENT(it.isbot, { ++bcount; if(!best) { best = it; besttime = it.createdtime; } if(besttime < it.createdtime) { besttime = it.createdtime; best = it; } }); if(!bcount) return; // no bots to remove currentbots = currentbots - 1; dropclient(best); } void autoskill(float factor) { int bestbot = -1; int bestplayer = -1; FOREACH_CLIENT(IS_PLAYER(it), { if(IS_REAL_CLIENT(it)) bestplayer = max(bestplayer, it.totalfrags - it.totalfrags_lastcheck); else bestbot = max(bestbot, it.totalfrags - it.totalfrags_lastcheck); }); string msg = strcat("autoskill: best player got ", ftos(bestplayer), ", ""best bot got ", ftos(bestbot), "; "); if(bestbot < 0 || bestplayer < 0) { msg = strcat(msg, "not doing anything"); // don't return, let it reset all counters below } else if(bestbot <= bestplayer * factor - 2) { if(autocvar_skill < 17) { msg = strcat(msg, "2 frags difference, increasing skill"); cvar_set("skill", ftos(autocvar_skill + 1)); bprint("^2BOT SKILL UP!^7 Now at level ", ftos(autocvar_skill), "\n"); } } else if(bestbot >= bestplayer * factor + 2) { if(autocvar_skill > 0) { msg = strcat(msg, "2 frags difference, decreasing skill"); cvar_set("skill", ftos(autocvar_skill - 1)); bprint("^1BOT SKILL DOWN!^7 Now at level ", ftos(autocvar_skill), "\n"); } } else { msg = strcat(msg, "not doing anything"); return; // don't reset counters, wait for them to accumulate } LOG_DEBUG(msg); FOREACH_CLIENT(IS_PLAYER(it), { it.totalfrags_lastcheck = it.totalfrags; }); } void bot_calculate_stepheightvec() { stepheightvec = autocvar_sv_stepheight * '0 0 1'; jumpheight_vec = (autocvar_sv_jumpvelocity ** 2) / (2 * autocvar_sv_gravity) * '0 0 1'; jumpstepheightvec = stepheightvec + jumpheight_vec * 0.85; // reduce it a bit to make the jumps easy jumpheight_time = autocvar_sv_jumpvelocity / autocvar_sv_gravity; } bool bot_fixcount(bool multiple_per_frame) { int activerealplayers = 0; int realplayers = 0; if (MUTATOR_CALLHOOK(Bot_FixCount, activerealplayers, realplayers)) { activerealplayers = M_ARGV(0, int); realplayers = M_ARGV(1, int); } else { FOREACH_CLIENT(IS_REAL_CLIENT(it), { if(IS_PLAYER(it)) ++activerealplayers; ++realplayers; }); } int bots; // But don't remove bots immediately on level change, as the real players // usually haven't rejoined yet bots_would_leave = false; if (autocvar_bot_vs_human && AVAILABLE_TEAMS == 2) bots = min(ceil(fabs(autocvar_bot_vs_human) * activerealplayers), maxclients - realplayers); else if ((realplayers || autocvar_bot_join_empty || (currentbots > 0 && time < 5))) { int minplayers = max(0, floor(autocvar_minplayers)); if (teamplay) minplayers = max(0, floor(autocvar_minplayers_per_team) * AVAILABLE_TEAMS); int minbots = max(0, floor(autocvar_bot_number)); // add bots to reach minplayers if needed bots = max(minbots, minplayers - activerealplayers); // cap bots to the max players allowed by the server int player_limit = GetPlayerLimit(); if(player_limit) bots = min(bots, max(player_limit - activerealplayers, 0)); bots = min(bots, maxclients - realplayers); if(bots > minbots) bots_would_leave = true; } else { // if there are no players, remove bots bots = 0; } // only add one bot per frame to avoid utter chaos if(time > botframe_nextthink) { while (currentbots < bots) { if (bot_spawn() == NULL) { bprint("Can not add bot, server full.\n"); return false; } if (!multiple_per_frame) { break; } } while (currentbots > bots && bots >= 0) bot_removenewest(); } return true; } void bot_serverframe() { if (intermission_running && currentbots > 0) { // after the end of the match all bots stay unless all human players disconnect int realplayers = 0; FOREACH_CLIENT(IS_REAL_CLIENT(it), { ++realplayers; }); if (!realplayers) { FOREACH_CLIENT(IS_BOT_CLIENT(it), { dropclient(it); }); currentbots = 0; } return; } if (game_stopped) return; // Added 0.5 to avoid possible addition + immediate removal of bots that would make them appear as // spectators in the scoreboard and never go away. This issue happens at time 2 if map is changed // with the gotomap command, minplayers is > 1 and human clients join as players very soon // either intentionally or automatically (sv_spectate 0) // A working workaround for this bug was implemented in commit fbd145044, see entcs_attach if (time < 2.5) { currentbots = -1; return; } if (currentbots == -1) { // count bots already in the server from the previous match currentbots = 0; FOREACH_CLIENT(IS_BOT_CLIENT(it), { ++currentbots; }); } if(autocvar_skill != skill) { float wpcost_update = false; if(skill >= autocvar_bot_ai_bunnyhop_skilloffset && autocvar_skill < autocvar_bot_ai_bunnyhop_skilloffset) wpcost_update = true; if(skill < autocvar_bot_ai_bunnyhop_skilloffset && autocvar_skill >= autocvar_bot_ai_bunnyhop_skilloffset) wpcost_update = true; skill = autocvar_skill; if (wpcost_update) waypoint_updatecost_foralllinks(); } bot_calculate_stepheightvec(); bot_navigation_movemode = ((autocvar_bot_navigation_ignoreplayers) ? MOVE_NOMONSTERS : MOVE_NORMAL); if(time > autoskill_nextthink) { float a; a = autocvar_skill_auto; if(a) autoskill(a); autoskill_nextthink = time + 5; } if(time > botframe_nextthink) { if(!bot_fixcount(false)) botframe_nextthink = time + 10; } if(botframe_spawnedwaypoints) { if(autocvar_waypoint_benchmark) localcmd("quit\n"); } if (currentbots > 0 || waypointeditor_enabled || autocvar_g_waypointeditor_auto) if (botframe_spawnedwaypoints) { if(botframe_cachedwaypointlinks) { if(!botframe_loadedforcedlinks) waypoint_load_hardwiredlinks(); } else { // TODO: Make this check cleaner IL_EACH(g_waypoints, time - it.nextthink > 10, { waypoint_save_links(); break; }); } } else { botframe_spawnedwaypoints = true; waypoint_loadall(); waypoint_load_links(); } if (bot_list) { // cycle the goal token from one bot to the next each frame // (this prevents them from all doing spawnfunc_waypoint searches on the same // frame, which causes choppy framerates) if (bot_strategytoken_taken) { // give goal token to the first bot without goals; if all bots don't have // any goal (or are dead/frozen) simply give it to the next one bot_strategytoken_taken = false; entity bot_strategytoken_save = bot_strategytoken; while (true) { if (bot_strategytoken) bot_strategytoken = bot_strategytoken.nextbot; if (!bot_strategytoken) bot_strategytoken = bot_list; if (!(IS_DEAD(bot_strategytoken) || STAT(FROZEN, bot_strategytoken)) && !bot_strategytoken.goalcurrent) break; if (!bot_strategytoken_save) // break loop if all the bots are dead or frozen break; if (bot_strategytoken == bot_strategytoken_save) bot_strategytoken_save = NULL; // looped through all the bots } } if (botframe_nextdangertime < time) { float interval; interval = autocvar_bot_ai_dangerdetectioninterval; if (botframe_nextdangertime < time - interval * 1.5) botframe_nextdangertime = time; botframe_nextdangertime = botframe_nextdangertime + interval; botframe_updatedangerousobjects(autocvar_bot_ai_dangerdetectionupdates); } } if (waypointeditor_enabled) botframe_showwaypointlinks(); if (autocvar_g_waypointeditor_auto) botframe_autowaypoints(); if (currentbots > 0) bot_custom_weapon_priority_setup(); }