NS/main/source/mod/AvHAIPlayerManager.cpp
RGreenlees 3e36057948 Lift improvements
* Fixed bots getting into a clusterfuck when multiple try to use a lift at the same time.
* Improved nav meshes for various maps
* Added new console commands for debugging to force bots to evolve
* If there is no CC, infantry portal or hives in NS mode, bots will revert to deathmatch behaviour to finish the game
* Fixed bots flying off target when leaping/blinking sometimes
* If there is no armoury to retreat to, marines won't back off and will attack (stops clustering around the CC for no reason).
2024-04-16 17:39:23 +01:00

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33 KiB
C++

#include "AvHAIPlayerManager.h"
#include "AvHAIPlayer.h"
#include "AvHAIMath.h"
#include "AvHAITactical.h"
#include "AvHAINavigation.h"
#include "AvHAIConfig.h"
#include "AvHAIWeaponHelper.h"
#include "AvHAIHelper.h"
#include "AvHAICommander.h"
#include "AvHAIPlayerUtil.h"
#include "AvHGamerules.h"
#include "../dlls/client.h"
#include <time.h>
double last_think_time = 0.0;
vector<AvHAIPlayer> ActiveAIPlayers;
extern cvar_t avh_botautomode;
extern cvar_t avh_botsenabled;
extern cvar_t avh_botminplayers;
extern cvar_t avh_botusemapdefaults;
extern cvar_t avh_botcommandermode;
extern cvar_t avh_botdebugmode;
extern cvar_t avh_botskill;
float LastAIPlayerCountUpdate = 0.0f;
int BotNameIndex = 0;
float AIStartedTime = 0.0f; // Used to give 5-second grace period before adding bots
bool bHasRoundStarted = false;
bool bMapDataInitialised = false;
float NextCommanderAllowedTimeTeamA = 0.0f;
float NextCommanderAllowedTimeTeamB = 0.0f;
extern int m_spriteTexture;
Vector DebugVector1 = ZERO_VECTOR;
Vector DebugVector2 = ZERO_VECTOR;
AvHAIPlayer* DebugAIPlayer = nullptr;
vector<bot_path_node> DebugPath;
bool bPlayerSpawned = false;
float CountdownStartedTime = 0.0f;
bool bBotsEnabled = false;
AvHAICommanderMode AIMGR_GetCommanderMode()
{
if (avh_botcommandermode.value == 1)
{
return COMMANDERMODE_ENABLED;
}
if (avh_botcommandermode.value == 2)
{
return COMMANDERMODE_IFNOHUMAN;
}
return COMMANDERMODE_DISABLED;
}
float AIMGR_GetCommanderAllowedTime(AvHTeamNumber Team)
{
return (Team == GetGameRules()->GetTeamANumber()) ? NextCommanderAllowedTimeTeamA : NextCommanderAllowedTimeTeamB;
}
void AIMGR_UpdateAIPlayerCounts()
{
for (auto BotIt = ActiveAIPlayers.begin(); BotIt != ActiveAIPlayers.end();)
{
// If bot has been kicked from the server then remove from active AI player list
if (FNullEnt(BotIt->Edict) || BotIt->Edict->free || !BotIt->Player)
{
BotIt = ActiveAIPlayers.erase(BotIt);
}
else
{
BotIt++;
}
}
// Don't add or remove bots too quickly, otherwise it can cause lag or even overflows
if (gpGlobals->time - LastAIPlayerCountUpdate < 0.2f) { return; }
LastAIPlayerCountUpdate = gpGlobals->time;
float MaxMinutes = CONFIG_GetMaxAIMatchTimeMinutes();
float MaxSeconds = MaxMinutes * 60.0f;
bool bMatchExceededMaxLength = (GetGameRules()->GetGameTime() > MaxSeconds);
// If bots are disabled or we've exceeded max AI time and no humans are playing, ensure we've removed all bots from the game
// Max AI time is configurable in nsbots.ini, and helps prevent infinite stalemates
// Default time is 90 minutes before bots start leaving to let the map cycle
if (!AIMGR_IsBotEnabled() || (bMatchExceededMaxLength && AIMGR_GetNumActiveHumanPlayers() == 0) || (AIMGR_HasMatchEnded() && gpGlobals->time - GetGameRules()->GetVictoryTime() > 5.0f))
{
if (AIMGR_GetNumAIPlayers() > 0)
{
AIMGR_RemoveAIPlayerFromTeam(0);
}
return;
}
if (!AIMGR_ShouldStartPlayerBalancing()) { return; }
if (avh_botautomode.value == 1) // Fill teams: bots will be added and removed to maintain a minimum player count
{
AIMGR_UpdateFillTeams();
return;
}
if (avh_botautomode.value == 2) // Balance only: bots will only be added and removed to ensure teams remain balanced
{
AIMGR_UpdateTeamBalance();
return;
}
// Assume manual mode: do nothing, host can manually add/remove as they wish via sv_addaiplayer
return;
}
int AIMGR_GetNumPlayersOnTeam(AvHTeamNumber Team)
{
AvHTeamNumber teamA = GetGameRules()->GetTeamANumber();
AvHTeamNumber teamB = GetGameRules()->GetTeamBNumber();
if (Team != teamA && Team != teamB) { return 0; }
return (Team == teamA) ? GetGameRules()->GetTeamAPlayerCount() : GetGameRules()->GetTeamBPlayerCount();
}
void AIMGR_UpdateTeamBalance()
{
AvHTeamNumber teamA = GetGameRules()->GetTeamANumber();
AvHTeamNumber teamB = GetGameRules()->GetTeamBNumber();
// If team A has more players, then either remove a bot from team A, or add one to B to bring them in line
if (GetGameRules()->GetTeamAPlayerCount() > GetGameRules()->GetTeamBPlayerCount())
{
// Favour removing bots to balance teams over adding more
if (AIMGR_AIPlayerExistsOnTeam(teamA))
{
AIMGR_RemoveAIPlayerFromTeam(1);
return;
}
else
{
AIMGR_AddAIPlayerToTeam(2);
return;
}
}
// Do the same if team B outmatches team A
if (GetGameRules()->GetTeamBPlayerCount() > GetGameRules()->GetTeamAPlayerCount())
{
// Again, favour removing bots over adding more
if (AIMGR_AIPlayerExistsOnTeam(teamB))
{
AIMGR_RemoveAIPlayerFromTeam(2);
return;
}
else
{
AIMGR_AddAIPlayerToTeam(1);
return;
}
}
// If both teams are evenly matched, check to ensure we don't have bots on both sides. The purpose of balance mode
// is to maintain the minimum bots required to keep teams even, so get rid of extras if needed
if (AIMGR_AIPlayerExistsOnTeam(teamA) && AIMGR_AIPlayerExistsOnTeam(teamB))
{
AIMGR_RemoveAIPlayerFromTeam(teamB);
return;
}
}
void AIMGR_UpdateFillTeams()
{
const char* MapName = STRING(gpGlobals->mapname);
AvHTeamNumber teamA = GetGameRules()->GetTeamANumber();
AvHTeamNumber teamB = GetGameRules()->GetTeamBNumber();
int TeamSizeA = GetGameRules()->GetTeamAPlayerCount();
int TeamSizeB = GetGameRules()->GetTeamBPlayerCount();
int NumDesiredTeamA = (avh_botusemapdefaults.value > 0) ? CONFIG_GetTeamASizeForMap(MapName) : (int)ceilf(avh_botminplayers.value * 0.5f);
int NumDesiredTeamB = (avh_botusemapdefaults.value > 0) ? CONFIG_GetTeamBSizeForMap(MapName) : (int)floorf(avh_botminplayers.value * 0.5f);
if ((NumDesiredTeamA + NumDesiredTeamB) > gpGlobals->maxClients)
{
int Delta = (NumDesiredTeamA + NumDesiredTeamB) - gpGlobals->maxClients;
bool bRemoveB = true;
int BotsRemoved = 0;
while (BotsRemoved < Delta)
{
if (bRemoveB)
{
NumDesiredTeamB--;
}
else
{
NumDesiredTeamA--;
}
BotsRemoved++;
bRemoveB = !bRemoveB;
}
}
if (TeamSizeA < NumDesiredTeamA && TeamSizeA <= TeamSizeB)
{
// Don't add a bot if we have any stuck in the ready room, wait for teams to resolve themselves
if (AIMGR_GetNumAIPlayersOnTeam(TEAM_IND) > 0) { return; }
AIMGR_AddAIPlayerToTeam(1);
return;
}
if (TeamSizeA > NumDesiredTeamA)
{
if (AIMGR_GetNumAIPlayersOnTeam(teamA) > 0)
{
AIMGR_RemoveAIPlayerFromTeam(1);
return;
}
}
if (TeamSizeB < NumDesiredTeamB && TeamSizeB <= TeamSizeA)
{
// Don't add a bot if we have any stuck in the ready room, wait for teams to resolve themselves
if (AIMGR_GetNumAIPlayersOnTeam(TEAM_IND) > 0) { return; }
AIMGR_AddAIPlayerToTeam(2);
return;
}
if (TeamSizeB > NumDesiredTeamB)
{
if (AIMGR_GetNumAIPlayersOnTeam(teamB) > 0)
{
AIMGR_RemoveAIPlayerFromTeam(2);
return;
}
}
}
void AIMGR_RemoveAIPlayerFromTeam(int Team)
{
if (AIMGR_GetNumAIPlayers() == 0) { return; }
AvHTeamNumber DesiredTeam = TEAM_IND;
AvHTeamNumber teamA = GetGameRules()->GetTeamANumber();
AvHTeamNumber teamB = GetGameRules()->GetTeamBNumber();
if (AIMGR_HasMatchEnded() && Team == 0)
{
vector<AvHAIPlayer>::iterator ItemToRemove = ActiveAIPlayers.end(); // Current bot to be kicked
for (auto it = ActiveAIPlayers.begin(); it != ActiveAIPlayers.end(); it++)
{
if (IsPlayerInReadyRoom(it->Edict))
{
ItemToRemove = it;
break;
}
}
if (ItemToRemove != ActiveAIPlayers.end())
{
ItemToRemove->Player->Kick();
ActiveAIPlayers.erase(ItemToRemove);
return;
}
}
if (Team > 0)
{
DesiredTeam = (Team == 1) ? teamA : teamB;
}
else
{
if (GetGameRules()->GetTeamAPlayerCount() > GetGameRules()->GetTeamBPlayerCount())
{
DesiredTeam = teamA;
}
else
{
DesiredTeam = teamB;
}
}
// We will go through the potential bots we could kick. We want to avoid kicking bots which have a lot of
// resources tied up in them or are commanding, which could cause big disruption to the team they're leaving
int MinValue = 0; // Track the least valuable bot on the desired team.
vector<AvHAIPlayer>::iterator ItemToRemove = ActiveAIPlayers.end(); // Current bot to be kicked
for (auto it = ActiveAIPlayers.begin(); it != ActiveAIPlayers.end(); it++)
{
// Don't kick if the slot is empty, or the bot in that slot isn't on the right team
if (it->Player->GetTeam() != DesiredTeam) { continue; }
AvHPlayer* theAIPlayer = it->Player;
float BotValue = theAIPlayer->GetResources();
AvHPlayerClass theAIPlayerClass = (AvHPlayerClass)theAIPlayer->GetEffectivePlayerClass();
switch (theAIPlayerClass)
{
case PLAYERCLASS_COMMANDER:
BotValue += 1000.0f; // Ensure this guy isn't kicked unless he's the only bot on the team!
break;
case PLAYERCLASS_ALIVE_HEAVY_MARINE:
BotValue += BALANCE_VAR(kHeavyArmorCost);
break;
case PLAYERCLASS_ALIVE_JETPACK_MARINE:
BotValue += BALANCE_VAR(kJetpackCost);
break;
case PLAYERCLASS_ALIVE_LEVEL2:
BotValue += BALANCE_VAR(kGorgeCost);
break;
case PLAYERCLASS_ALIVE_LEVEL3:
BotValue += BALANCE_VAR(kLerkCost);
break;
case PLAYERCLASS_ALIVE_LEVEL4:
BotValue += BALANCE_VAR(kFadeCost);
break;
case PLAYERCLASS_ALIVE_LEVEL5:
BotValue += BALANCE_VAR(kOnosCost);
break;
case PLAYERCLASS_ALIVE_GESTATING:
BotValue += 10.0f;
break;
case PLAYERCLASS_DEAD_ALIEN:
case PLAYERCLASS_DEAD_MARINE:
BotValue -= 10.0f; // Favour kicking bots who are dead rather than alive
break;
case PLAYERCLASS_REINFORCING:
BotValue -= 5.0f;
break;
default:
break;
}
if (ItemToRemove == ActiveAIPlayers.end() || BotValue < MinValue)
{
ItemToRemove = it;
MinValue = BotValue;
}
}
if (ItemToRemove != ActiveAIPlayers.end())
{
ItemToRemove->Player->Kick();
ActiveAIPlayers.erase(ItemToRemove);
}
}
void AIMGR_AddAIPlayerToTeam(int Team)
{
int NewBotIndex = -1;
edict_t* BotEnt = nullptr;
// If bots aren't enabled or the game has ended, don't allow new bots to be added
if (!AIMGR_IsBotEnabled() || GetGameRules()->GetVictoryTeam() != TEAM_IND)
{
return;
}
if (ActiveAIPlayers.size() >= gpGlobals->maxClients)
{
g_engfuncs.pfnServerPrint("Bot limit reached, cannot add more\n");
return;
}
if (AIMGR_GetNumAIPlayers() == 0)
{
// Initialise the name index to a random number so we don't always get the same bot names
BotNameIndex = RANDOM_LONG(0, 31);
}
// Retrieve the next configured bot name from the list
string NewName = CONFIG_GetBotPrefix() + CONFIG_GetNextBotName();
BotEnt = (*g_engfuncs.pfnCreateFakeClient)(NewName.c_str());
if (FNullEnt(BotEnt))
{
g_engfuncs.pfnServerPrint("Failed to create AI player: server is full\n");
return;
}
AvHTeamNumber DesiredTeam = TEAM_IND;
AvHTeamNumber teamA = GetGameRules()->GetTeamANumber();
AvHTeamNumber teamB = GetGameRules()->GetTeamBNumber();
if (Team > 0)
{
DesiredTeam = (Team == 1) ? teamA : teamB;
}
BotNameIndex++;
if (BotNameIndex > 31)
{
BotNameIndex = 0;
}
char ptr[128]; // allocate space for message from ClientConnect
int clientIndex;
char* infobuffer = (*g_engfuncs.pfnGetInfoKeyBuffer)(BotEnt);
clientIndex = ENTINDEX(BotEnt);
(*g_engfuncs.pfnSetClientKeyValue)(clientIndex, infobuffer, "model", "");
(*g_engfuncs.pfnSetClientKeyValue)(clientIndex, infobuffer, "rate", "3500.000000");
(*g_engfuncs.pfnSetClientKeyValue)(clientIndex, infobuffer, "cl_updaterate", "20");
(*g_engfuncs.pfnSetClientKeyValue)(clientIndex, infobuffer, "cl_lw", "0");
(*g_engfuncs.pfnSetClientKeyValue)(clientIndex, infobuffer, "cl_lc", "0");
(*g_engfuncs.pfnSetClientKeyValue)(clientIndex, infobuffer, "tracker", "0");
(*g_engfuncs.pfnSetClientKeyValue)(clientIndex, infobuffer, "cl_dlmax", "128");
(*g_engfuncs.pfnSetClientKeyValue)(clientIndex, infobuffer, "lefthand", "1");
(*g_engfuncs.pfnSetClientKeyValue)(clientIndex, infobuffer, "friends", "0");
(*g_engfuncs.pfnSetClientKeyValue)(clientIndex, infobuffer, "dm", "0");
(*g_engfuncs.pfnSetClientKeyValue)(clientIndex, infobuffer, "ah", "1");
(*g_engfuncs.pfnSetClientKeyValue)(clientIndex, infobuffer, "_vgui_menus", "0");
ClientConnect(BotEnt, STRING(BotEnt->v.netname), "127.0.0.1", ptr);
ClientPutInServer(BotEnt);
BotEnt->v.flags |= FL_FAKECLIENT; // Shouldn't be needed but just to be sure
BotEnt->v.idealpitch = BotEnt->v.v_angle.x;
BotEnt->v.ideal_yaw = BotEnt->v.v_angle.y;
BotEnt->v.pitch_speed = 270; // slightly faster than HLDM of 225
BotEnt->v.yaw_speed = 250; // slightly faster than HLDM of 210
BotEnt->v.modelindex = 0;
AvHPlayer* theNewAIPlayer = GetClassPtr((AvHPlayer*)&BotEnt->v);
if (theNewAIPlayer)
{
AvHAIPlayer NewAIPlayer;
NewAIPlayer.Player = theNewAIPlayer;
NewAIPlayer.Edict = BotEnt;
NewAIPlayer.Team = theNewAIPlayer->GetTeam();
NewAIPlayer.CurrentTask = nullptr;
NewAIPlayer.PrimaryBotTask.TaskType = TASK_NONE;
NewAIPlayer.SecondaryBotTask.TaskType = TASK_NONE;
NewAIPlayer.WantsAndNeedsTask.TaskType = TASK_NONE;
NewAIPlayer.CommanderTask.TaskType = TASK_NONE;
const bot_skill BotSkillSettings = CONFIG_GetBotSkillLevel();
memcpy(&NewAIPlayer.BotSkillSettings, &BotSkillSettings, sizeof(bot_skill));
ActiveAIPlayers.push_back(NewAIPlayer);
if (DesiredTeam != TEAM_IND)
{
ALERT(at_console, "Adding AI Player to team: %d\n", (int)Team);
GetGameRules()->AttemptToJoinTeam(theNewAIPlayer, DesiredTeam, false);
}
else
{
ALERT(at_console, "Auto-assigning AI Player to team\n");
GetGameRules()->AutoAssignPlayer(theNewAIPlayer);
}
}
else
{
ALERT(at_console, "Failed to create AI player: invalid AvHPlayer instance\n");
}
}
byte BotThrottledMsec(AvHAIPlayer* inAIPlayer, float CurrentTime)
{
// Thanks to The Storm (ePODBot) for this one, finally fixed the bot running speed!
int newmsec = (int)roundf((CurrentTime - inAIPlayer->LastServerUpdateTime) * 1000.0f);
if (newmsec > 255)
{
newmsec = 255;
}
return (byte)newmsec;
}
void AIDEBUG_SetDebugVector1(const Vector NewVector)
{
DebugVector1 = NewVector;
}
void AIDEBUG_SetDebugVector2(const Vector NewVector)
{
DebugVector2 = NewVector;
}
Vector AIDEBUG_GetDebugVector1()
{
return DebugVector1;
}
Vector AIDEBUG_GetDebugVector2()
{
return DebugVector2;
}
void AIDEBUG_TestPathFind()
{
if (vIsZero(DebugVector1) || vIsZero(DebugVector2)) { return; }
DEBUG_TestFindPath(GetBaseNavProfile(SKULK_BASE_NAV_PROFILE), DebugVector1, DebugVector2, DebugPath, 60.0f);
}
void AIMGR_UpdateAIPlayers()
{
// If bots are not enabled then do nothing
if (!AIMGR_IsBotEnabled()) { return; }
static float PrevTime = 0.0f;
static float CurrTime = 0.0f;
static int CurrentBotSkill = 1;
static int UpdateIndex = 0;
CurrTime = gpGlobals->time;
if (CurrTime < PrevTime)
{
PrevTime = 0.0f;
}
float FrameDelta = CurrTime - PrevTime;
int cvarBotSkill = clampi((int)avh_botskill.value, 0, 3);
bool bSkillChanged = (cvarBotSkill != CurrentBotSkill);
if (bSkillChanged)
{
CurrentBotSkill = cvarBotSkill;
}
if (bHasRoundStarted)
{
AvHTeamNumber TeamANumber = GetGameRules()->GetTeamANumber();
AvHTeamNumber TeamBNumber = GetGameRules()->GetTeamBNumber();
AvHTeam* TeamA = GetGameRules()->GetTeam(TeamANumber);
AvHTeam* TeamB = GetGameRules()->GetTeam(TeamBNumber);
if (TeamA->GetTeamType() == AVH_CLASS_TYPE_MARINE)
{
if (TeamA->GetCommanderPlayer() && !(TeamA->GetCommanderPlayer()->pev->flags & FL_FAKECLIENT))
{
AIMGR_SetCommanderAllowedTime(TeamANumber, gpGlobals->time + 15.0f);
}
}
if (TeamB->GetTeamType() == AVH_CLASS_TYPE_MARINE)
{
if (TeamB->GetCommanderPlayer() && !(TeamB->GetCommanderPlayer()->pev->flags & FL_FAKECLIENT))
{
AIMGR_SetCommanderAllowedTime(TeamBNumber, gpGlobals->time + 15.0f);
}
}
}
int NumCommanders = AIMGR_GetNumAICommanders();
int NumRegularBots = AIMGR_GetNumAIPlayers() - NumCommanders;
int NumBotsThinkThisFrame = 0;
int BotsPerFrame = max(1, (int)round(BOT_THINK_RATE_HZ * NumRegularBots * FrameDelta));
int BotIndex = 0;
for (auto BotIt = ActiveAIPlayers.begin(); BotIt != ActiveAIPlayers.end();)
{
// If bot has been kicked from the server then remove from active AI player list
if (FNullEnt(BotIt->Edict) || BotIt->Edict->free || !BotIt->Player)
{
BotIt = ActiveAIPlayers.erase(BotIt);
continue;
}
AvHAIPlayer* bot = &(*BotIt);
if (bSkillChanged)
{
const bot_skill NewSkillSettings = CONFIG_GetBotSkillLevel();
memcpy(&bot->BotSkillSettings, &NewSkillSettings, sizeof(bot_skill));
}
BotUpdateViewRotation(bot, FrameDelta);
if (bHasRoundStarted)
{
if (IsPlayerCommander(bot->Edict))
{
if (UpdateIndex == -1)
{
AIPlayerThink(bot);
}
}
else
{
if (UpdateIndex > -1 && BotIndex >= UpdateIndex && NumBotsThinkThisFrame < BotsPerFrame)
{
AIPlayerThink(bot);
NumBotsThinkThisFrame++;
}
BotIndex++;
}
}
UpdateBotChat(bot);
// Needed to correctly handle client prediction and physics calculations
byte adjustedmsec = BotThrottledMsec(bot, CurrTime);
// Simulate PM_PlayerMove so client prediction and stuff can be executed correctly.
RUN_AI_MOVE(bot->Edict, bot->Edict->v.v_angle, bot->ForwardMove,
bot->SideMove, bot->UpMove, bot->Button, bot->Impulse, adjustedmsec);
bot->LastServerUpdateTime = CurrTime;
BotIt++;
}
if (UpdateIndex < 0)
{
UpdateIndex = 0;
}
else
{
UpdateIndex += NumBotsThinkThisFrame;
}
if (UpdateIndex >= NumRegularBots)
{
if (NumCommanders > 0)
{
UpdateIndex = -1;
}
else
{
UpdateIndex = 0;
}
}
PrevTime = CurrTime;
}
int AIMGR_GetNumAIPlayers()
{
return ActiveAIPlayers.size();
}
int AIMGR_GetNumAICommanders()
{
int Result = 0;
for (auto it = ActiveAIPlayers.begin(); it != ActiveAIPlayers.end(); it++)
{
if (it->Player->GetUser3() == AVH_USER3_COMMANDER_PLAYER)
{
Result++;
}
}
return Result;
}
AvHTeamNumber AIMGR_GetTeamANumber()
{
return GetGameRules()->GetTeamANumber();
}
AvHTeamNumber AIMGR_GetTeamBNumber()
{
return GetGameRules()->GetTeamANumber();
}
AvHTeam* AIMGR_GetTeamRef(const AvHTeamNumber Team)
{
return GetGameRules()->GetTeam(Team);
}
vector<AvHPlayer*> AIMGR_GetAllPlayersOnTeam(AvHTeamNumber Team)
{
vector<AvHPlayer*> Result;
for (int i = 1; i <= gpGlobals->maxClients; i++)
{
edict_t* PlayerEdict = INDEXENT(i);
if (!FNullEnt(PlayerEdict) && (Team == TEAM_IND || PlayerEdict->v.team == Team))
{
AvHPlayer* PlayerRef = dynamic_cast<AvHPlayer*>(CBaseEntity::Instance(PlayerEdict));
if (PlayerRef)
{
Result.push_back(PlayerRef);
}
}
}
return Result;
}
int AIMGR_GetNumAIPlayersOnTeam(AvHTeamNumber Team)
{
int Result = 0;
for (auto it = ActiveAIPlayers.begin(); it != ActiveAIPlayers.end(); it++)
{
if (it->Player->GetTeam() == Team)
{
Result++;
}
}
return Result;
}
int AIMGR_GetNumHumanPlayersOnTeam(AvHTeamNumber Team)
{
int Result = 0;
vector<AvHPlayer*> TeamPlayers = AIMGR_GetAllPlayersOnTeam(Team);
for (auto it = TeamPlayers.begin(); it != TeamPlayers.end(); it++)
{
AvHPlayer* ThisPlayer = (*it);
edict_t* PlayerEdict = ThisPlayer->edict();
if (!(PlayerEdict->v.flags & FL_FAKECLIENT))
{
Result++;
}
}
return Result;
}
int AIMGR_GetNumHumanPlayersOnServer()
{
int Result = 0;
for (int i = 1; i <= gpGlobals->maxClients; i++)
{
edict_t* PlayerEdict = INDEXENT(i);
if (!FNullEnt(PlayerEdict) && IsPlayerHuman(PlayerEdict))
{
Result++;
}
}
return Result;
}
int AIMGR_GetNumActiveHumanPlayers()
{
int Result = 0;
for (int i = 1; i <= gpGlobals->maxClients; i++)
{
edict_t* PlayerEdict = INDEXENT(i);
if (!FNullEnt(PlayerEdict) && IsPlayerHuman(PlayerEdict) && PlayerEdict->v.team != TEAM_IND)
{
Result++;
}
}
return Result;
}
int AIMGR_GetNumAIPlayersWithRoleOnTeam(AvHTeamNumber Team, AvHAIBotRole Role, AvHAIPlayer* IgnoreAIPlayer)
{
int Result = 0;
for (auto it = ActiveAIPlayers.begin(); it != ActiveAIPlayers.end(); it++)
{
if (&(*it) == IgnoreAIPlayer) { continue; }
if (it->Player->GetTeam() == Team)
{
if (it->BotRole == Role)
{
Result++;
}
}
}
return Result;
}
int AIMGR_GetNumHumansOfClassOnTeam(AvHTeamNumber Team, AvHUser3 PlayerType)
{
int Result = 0;
vector<AvHPlayer*> TeamPlayers = AIMGR_GetAllPlayersOnTeam(Team);
for (auto it = TeamPlayers.begin(); it != TeamPlayers.end(); it++)
{
AvHPlayer* ThisPlayer = (*it);
edict_t* PlayerEdict = ThisPlayer->edict();
if (!(PlayerEdict->v.flags & FL_FAKECLIENT))
{
Result++;
}
}
return Result;
}
int AIMGR_AIPlayerExistsOnTeam(AvHTeamNumber Team)
{
for (auto it = ActiveAIPlayers.begin(); it != ActiveAIPlayers.end(); it++)
{
if (it->Player->GetTeam() == Team)
{
return true;
}
}
return false;
}
void AIMGR_RemoveBotsInReadyRoom()
{
for (auto it = ActiveAIPlayers.begin(); it != ActiveAIPlayers.end();)
{
if (it->Player->GetInReadyRoom())
{
it->Player->Kick();
it = ActiveAIPlayers.erase(it);
}
else
{
it++;
}
}
}
void AIMGR_ResetRound()
{
if (!AIMGR_IsBotEnabled()) { return; } // Do nothing if we're not using bots, as the data will be cleared out via AIMGR_OnBotDisabled()
AITAC_ClearMapAIData(false);
// AI Players would be 0 if the round is being reset because a new game is starting. If the round is reset
// from a console command, or tournament mode readying up etc, then bot logic is unaffected
if (AIMGR_GetNumAIPlayers() == 0)
{
// This is used to track the 5-second "grace period" before adding bots to the game if fill teams is enabled
AIStartedTime = gpGlobals->time;
}
LastAIPlayerCountUpdate = 0.0f;
UTIL_PopulateDoors();
UTIL_PopulateWeldableObstacles();
bool bTileCacheFullyUpdated = UTIL_UpdateTileCache();
while (!bTileCacheFullyUpdated)
{
bTileCacheFullyUpdated = UTIL_UpdateTileCache();
}
bHasRoundStarted = false;
bMapDataInitialised = true;
CountdownStartedTime = 0.0f;
}
void AIMGR_ReloadNavigationData()
{
if (NavmeshLoaded())
{
ReloadNavMeshes();
}
}
void AIMGR_RoundStarted()
{
if (!AIMGR_IsBotEnabled()) { return; } // Do nothing if we're not using bots
bHasRoundStarted = true;
AvHTeamNumber TeamANumber = GetGameRules()->GetTeamANumber();
AvHTeamNumber TeamBNumber = GetGameRules()->GetTeamBNumber();
// If our team has no humans on it, then we can take command right away. Otherwise, wait the allotted grace period to allow the human to take command
if (AIMGR_GetNumHumanPlayersOnTeam(TeamANumber) > 0)
{
AIMGR_SetCommanderAllowedTime(TeamANumber, gpGlobals->time + CONFIG_GetCommanderWaitTime());
}
else
{
AIMGR_SetCommanderAllowedTime(TeamANumber, 0.0f);
}
if (AIMGR_GetNumHumanPlayersOnTeam(TeamBNumber) > 0)
{
AIMGR_SetCommanderAllowedTime(TeamBNumber, gpGlobals->time + CONFIG_GetCommanderWaitTime());
}
else
{
AIMGR_SetCommanderAllowedTime(TeamBNumber, 0.0f);
}
AITAC_RefreshTeamStartingLocations();
AITAC_OnNavMeshModified();
}
void AIMGR_SetCommanderAllowedTime(AvHTeamNumber Team, float NewValue)
{
if (Team == GetGameRules()->GetTeamANumber())
{
NextCommanderAllowedTimeTeamA = NewValue;
}
else
{
NextCommanderAllowedTimeTeamB = NewValue;
}
}
void AIMGR_ClearBotData()
{
// We have to be careful here, depending on how the nav data is being unloaded, there could be stale references in the ActiveAIPlayers list.
for (int i = 1; i <= gpGlobals->maxClients; i++)
{
edict_t* PlayerEdict = INDEXENT(i);
if (!FNullEnt(PlayerEdict) && !PlayerEdict->free && (PlayerEdict->v.flags & FL_FAKECLIENT))
{
for (auto it = ActiveAIPlayers.begin(); it != ActiveAIPlayers.end();)
{
if (it->Edict == PlayerEdict && it->Player)
{
it->Player->Kick();
it = ActiveAIPlayers.erase(it);
}
else
{
it++;
}
}
}
}
// We shouldn't have any bots in the server when this is called, but this ensures no bots end up "orphans" and no longer tracked by the system
ActiveAIPlayers.clear();
}
void AIMGR_NewMap()
{
AIMGR_BotPrecache();
if (!AIMGR_IsBotEnabled()) { return; } // Do nothing if we're not using bots. Data will be already cleared if bot is disabled via AIMGR_OnBotDisabled()
if (NavmeshLoaded())
{
UnloadNavigationData();
}
AITAC_ClearMapAIData(true);
bMapDataInitialised = false;
ActiveAIPlayers.clear();
AIStartedTime = gpGlobals->time;
LastAIPlayerCountUpdate = 0.0f;
bHasRoundStarted = false;
bPlayerSpawned = false;
CONFIG_ParseConfigFile();
CONFIG_PopulateBotNames();
}
bool AIMGR_IsNavmeshLoaded()
{
return NavmeshLoaded();
}
bool AIMGR_IsBotEnabled()
{
return avh_botsenabled.value > 0 && NAV_GetNavMeshStatus() != NAVMESH_STATUS_FAILED;
}
AvHAINavMeshStatus AIMGR_GetNavMeshStatus()
{
return NAV_GetNavMeshStatus();
}
void AIMGR_LoadNavigationData()
{
// Don't reload the nav mesh if it's already loaded
if (NavmeshLoaded()) { return; }
const char* theCStrLevelName = STRING(gpGlobals->mapname);
if (!loadNavigationData(theCStrLevelName))
{
char ErrMsg[128];
sprintf(ErrMsg, "Failed to load navigation data for %s\n", theCStrLevelName);
g_engfuncs.pfnServerPrint(ErrMsg);
}
}
AvHAIPlayer* AIMGR_GetAICommander(AvHTeamNumber Team)
{
AvHPlayer* ActiveCommander = GetGameRules()->GetTeam(Team)->GetCommanderPlayer();
if (!ActiveCommander || !(ActiveCommander->pev->flags & FL_FAKECLIENT)) { return nullptr; }
for (auto it = ActiveAIPlayers.begin(); it != ActiveAIPlayers.end(); it++)
{
if (it->Player == ActiveCommander)
{
return &(*it);
}
}
return nullptr;
}
AvHAIPlayer* AIMGR_GetBotRefFromPlayer(AvHPlayer* PlayerRef)
{
for (auto BotIt = ActiveAIPlayers.begin(); BotIt != ActiveAIPlayers.end(); BotIt++)
{
if (BotIt->Player == PlayerRef) { return &(*BotIt); }
}
return nullptr;
}
AvHTeamNumber AIMGR_GetEnemyTeam(const AvHTeamNumber FriendlyTeam)
{
AvHTeamNumber TeamANumber = GetGameRules()->GetTeamANumber();
AvHTeamNumber TeamBNumber = GetGameRules()->GetTeamBNumber();
return (FriendlyTeam == TeamANumber) ? TeamBNumber : TeamANumber;
}
AvHClassType AIMGR_GetTeamType(const AvHTeamNumber Team)
{
AvHTeam* TeamRef = GetGameRules()->GetTeam(Team);
return (TeamRef) ? TeamRef->GetTeamType() : AVH_CLASS_TYPE_UNDEFINED;
}
AvHClassType AIMGR_GetEnemyTeamType(const AvHTeamNumber FriendlyTeam)
{
AvHTeamNumber EnemyTeamNumber = AIMGR_GetEnemyTeam(FriendlyTeam);
AvHTeam* TeamRef = GetGameRules()->GetTeam(EnemyTeamNumber);
return (TeamRef) ? TeamRef->GetTeamType() : AVH_CLASS_TYPE_UNDEFINED;
}
vector<AvHAIPlayer*> AIMGR_GetAllAIPlayers()
{
vector<AvHAIPlayer*> Result;
Result.clear();
for (auto BotIt = ActiveAIPlayers.begin(); BotIt != ActiveAIPlayers.end(); BotIt++)
{
if (FNullEnt(BotIt->Edict)) { continue; }
Result.push_back(&(*BotIt));
}
return Result;
}
vector<AvHPlayer*> AIMGR_GetAllActivePlayers()
{
vector<AvHPlayer*> Result;
for (int i = 1; i <= gpGlobals->maxClients; i++)
{
edict_t* PlayerEdict = INDEXENT(i);
if (!FNullEnt(PlayerEdict) && !PlayerEdict->free && IsPlayerActiveInGame(PlayerEdict))
{
AvHPlayer* PlayerRef = dynamic_cast<AvHPlayer*>(CBaseEntity::Instance(PlayerEdict));
if (PlayerRef)
{
Result.push_back(PlayerRef);
}
}
}
return Result;
}
vector<AvHAIPlayer*> AIMGR_GetAIPlayersOnTeam(AvHTeamNumber Team)
{
vector<AvHAIPlayer*> Result;
Result.clear();
for (auto BotIt = ActiveAIPlayers.begin(); BotIt != ActiveAIPlayers.end(); BotIt++)
{
if (FNullEnt(BotIt->Edict)) { continue; }
if (BotIt->Player->GetTeam() == Team)
{
Result.push_back(&(*BotIt));
}
}
return Result;
}
vector<AvHPlayer*> AIMGR_GetNonAIPlayersOnTeam(AvHTeamNumber Team)
{
vector<AvHPlayer*> TeamPlayers = AIMGR_GetAllPlayersOnTeam(Team);
for (auto it = ActiveAIPlayers.begin(); it != ActiveAIPlayers.end(); it++)
{
AvHPlayer* ThisPlayer = it->Player;
if (!ThisPlayer) { continue; }
std::vector<AvHPlayer*>::iterator FoundPlayer = std::find(TeamPlayers.begin(), TeamPlayers.end(), ThisPlayer);
if (FoundPlayer != TeamPlayers.end())
{
TeamPlayers.erase(FoundPlayer);
}
}
return TeamPlayers;
}
bool AIMGR_ShouldStartPlayerBalancing()
{
if (gpGlobals->time - AIStartedTime < AI_GRACE_PERIOD) { return false; }
if (AIMGR_HasMatchEnded()) { return false; }
BotFillTiming FillTiming = CONFIG_GetBotFillTiming();
switch (FillTiming)
{
case FILLTIMING_MAPLOAD:
return true;
case FILLTIMING_ROUNDSTART:
return GetGameRules()->GetGameStarted();
default:
break;
}
if (!bPlayerSpawned)
{
return (gpGlobals->time - AIStartedTime > AI_MAX_START_TIMEOUT);
}
// We've started adding bots, keep going
if (AIMGR_GetNumAIPlayers() > 0) { return true; }
for (int i = 1; i <= gpGlobals->maxClients; i++)
{
edict_t* PlayerEdict = INDEXENT(i);
if (FNullEnt(PlayerEdict) || PlayerEdict->free || (PlayerEdict->v.flags & FL_FAKECLIENT)) { continue; } // Ignore fake clients
AvHPlayer* PlayerRef = dynamic_cast<AvHPlayer*>(CBaseEntity::Instance(PlayerEdict));
if (!PlayerRef) { continue; }
if (PlayerRef->GetInReadyRoom()) { return false; } // If there is a human in the ready room, don't add any more bots
}
return true;
}
void AIMGR_UpdateAIMapData()
{
if (!NavmeshLoaded()) { return; }
if (GetGameRules()->GetCountdownStarted() && CountdownStartedTime == 0.0f)
{
CountdownStartedTime = gpGlobals->time;
}
if (bMapDataInitialised && (CountdownStartedTime > 0.0f && (gpGlobals->time - 1.0f) > CountdownStartedTime))
{
AITAC_UpdateMapAIData();
UTIL_UpdateTileCache();
AITAC_CheckNavMeshModified();
}
}
void AIMGR_RegenBotIni()
{
CONFIG_RegenerateIniFile();
}
void AIMGR_BotPrecache()
{
m_spriteTexture = PRECACHE_MODEL("sprites/zbeam6.spr");
}
AvHAIPlayer* AIMGR_GetDebugAIPlayer()
{
return DebugAIPlayer;
}
void AIMGR_SetDebugAIPlayer(edict_t* AIPlayer)
{
if (FNullEnt(AIPlayer))
{
DebugAIPlayer = nullptr;
return;
}
for (auto it = ActiveAIPlayers.begin(); it != ActiveAIPlayers.end(); it++)
{
if (it->Edict == AIPlayer)
{
DebugAIPlayer = &(*it);
return;
}
}
DebugAIPlayer = nullptr;
}
void AIMGR_ReceiveCommanderRequest(AvHTeamNumber Team, edict_t* Requestor, const char* Request)
{
AvHTeam* TeamRef = GetGameRules()->GetTeam(Team);
if (!TeamRef || TeamRef->GetTeamType() != AVH_CLASS_TYPE_MARINE)
{
return;
}
AvHAIPlayer* BotCommander = AIMGR_GetAICommander(Team);
if (BotCommander)
{
AICOMM_ReceiveChatRequest(BotCommander, Requestor, Request);
}
}
void AIMGR_ClientConnected(edict_t* NewClient)
{
}
void AIMGR_PlayerSpawned()
{
bPlayerSpawned = true;
}
void AIMGR_OnBotEnabled()
{
// First clear any stale data
if (NavmeshLoaded())
{
UnloadNavigationData();
}
CONFIG_ParseConfigFile();
CONFIG_PopulateBotNames();
AITAC_ClearMapAIData(true);
bBotsEnabled = true;
// Now load new stuff for current map
AIMGR_LoadNavigationData();
bMapDataInitialised = false;
ActiveAIPlayers.clear();
AIStartedTime = gpGlobals->time;
LastAIPlayerCountUpdate = 0.0f;
if (AIMGR_GetNavMeshStatus() != NAVMESH_STATUS_FAILED)
{
UTIL_PopulateDoors();
UTIL_PopulateWeldableObstacles();
bool bTileCacheFullyUpdated = UTIL_UpdateTileCache();
while (!bTileCacheFullyUpdated)
{
bTileCacheFullyUpdated = UTIL_UpdateTileCache();
}
}
// Figure out the current game status
bHasRoundStarted = GetGameRules()->GetGameStarted();
bMapDataInitialised = true;
CountdownStartedTime = (bHasRoundStarted || GetGameRules()->GetCountdownStarted()) ? gpGlobals->time : 0.0f;
}
void AIMGR_OnBotDisabled()
{
// Clear all data out
AITAC_ClearMapAIData(false);
if (NavmeshLoaded())
{
UnloadNavigationData();
}
bBotsEnabled = false;
}
void AIMGR_UpdateAISystem()
{
AIMGR_UpdateAIPlayerCounts();
bool bNewBotsEnabled = (avh_botsenabled.value > 0);
if (bNewBotsEnabled != bBotsEnabled)
{
if (bNewBotsEnabled)
{
AIMGR_OnBotEnabled();
}
else
{
AIMGR_OnBotDisabled();
}
bBotsEnabled = bNewBotsEnabled;
return;
}
if (AIMGR_IsBotEnabled())
{
if (!AIMGR_HasMatchEnded())
{
if (AIMGR_GetNavMeshStatus() == NAVMESH_STATUS_PENDING)
{
AIMGR_LoadNavigationData();
}
AIMGR_UpdateAIMapData();
}
AIMGR_UpdateAIPlayers();
}
}
bool AIMGR_HasMatchEnded()
{
// Game has finished
if (GetGameRules()->GetVictoryTeam() != TEAM_IND) { return true; }
// Game is still going, but if it's exceeded the max AI match time and there are no humans playing, consider the match over
// Helps prevent stalemates if bots get stuck and keeps map rotations going
float MaxMinutes = CONFIG_GetMaxAIMatchTimeMinutes();
float MaxSeconds = MaxMinutes * 60.0f;
bool bMatchExceededMaxLength = (GetGameRules()->GetGameTime() > MaxSeconds);
return (bMatchExceededMaxLength && AIMGR_GetNumActiveHumanPlayers() == 0);
}
bool AIMGR_IsMatchPracticallyOver()
{
if (!GetGameRules()->GetGameStarted() || GetGameRules()->GetMapMode() != MAP_MODE_NS) { return false; }
AvHTeamNumber TeamANumber = AIMGR_GetTeamANumber();
AvHTeamNumber TeamBNumber = AIMGR_GetTeamBNumber();
if (AIMGR_GetTeamType(TeamANumber) == AVH_CLASS_TYPE_ALIEN)
{
if (AITAC_GetNumTeamHives(TeamANumber, false) == 0) { return true; }
}
else
{
DeployableSearchFilter ChairFilter;
ChairFilter.DeployableTypes = STRUCTURE_MARINE_COMMCHAIR;
ChairFilter.DeployableTeam = TeamANumber;
ChairFilter.ReachabilityTeam = TeamANumber;
ChairFilter.ReachabilityFlags = AI_REACHABILITY_MARINE;
if (!AITAC_DeployableExistsAtLocation(ZERO_VECTOR, &ChairFilter)) { return true; }
}
if (AIMGR_GetTeamType(TeamBNumber) == AVH_CLASS_TYPE_ALIEN)
{
if (AITAC_GetNumTeamHives(TeamBNumber, false) == 0) { return true; }
}
else
{
DeployableSearchFilter ChairFilter;
ChairFilter.DeployableTypes = STRUCTURE_MARINE_COMMCHAIR;
ChairFilter.DeployableTeam = TeamBNumber;
ChairFilter.ReachabilityTeam = TeamBNumber;
ChairFilter.ReachabilityFlags = AI_REACHABILITY_MARINE;
if (!AITAC_DeployableExistsAtLocation(ZERO_VECTOR, &ChairFilter)) { return true; }
}
return false;
}