ioq3/code/game/ai_team.c
2017-11-22 01:40:20 -06:00

2077 lines
65 KiB
C

/*
===========================================================================
Copyright (C) 1999-2005 Id Software, Inc.
This file is part of Quake III Arena source code.
Quake III Arena source code is free software; you can redistribute it
and/or modify it under the terms of the GNU General Public License as
published by the Free Software Foundation; either version 2 of the License,
or (at your option) any later version.
Quake III Arena source code is distributed in the hope that it will be
useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with Quake III Arena source code; if not, write to the Free Software
Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
===========================================================================
*/
//
/*****************************************************************************
* name: ai_team.c
*
* desc: Quake3 bot AI
*
* $Archive: /MissionPack/code/game/ai_team.c $
*
*****************************************************************************/
#include "g_local.h"
#include "../botlib/botlib.h"
#include "../botlib/be_aas.h"
#include "../botlib/be_ea.h"
#include "../botlib/be_ai_char.h"
#include "../botlib/be_ai_chat.h"
#include "../botlib/be_ai_gen.h"
#include "../botlib/be_ai_goal.h"
#include "../botlib/be_ai_move.h"
#include "../botlib/be_ai_weap.h"
//
#include "ai_main.h"
#include "ai_dmq3.h"
#include "ai_chat.h"
#include "ai_cmd.h"
#include "ai_dmnet.h"
#include "ai_team.h"
#include "ai_vcmd.h"
#include "match.h"
// for the voice chats
#include "../../ui/menudef.h"
//ctf task preferences for a client
typedef struct bot_ctftaskpreference_s
{
char name[36];
int preference;
} bot_ctftaskpreference_t;
bot_ctftaskpreference_t ctftaskpreferences[MAX_CLIENTS];
/*
==================
BotValidTeamLeader
==================
*/
int BotValidTeamLeader(bot_state_t *bs) {
if (!strlen(bs->teamleader)) return qfalse;
if (ClientFromName(bs->teamleader) == -1) return qfalse;
return qtrue;
}
/*
==================
BotNumTeamMates
==================
*/
int BotNumTeamMates(bot_state_t *bs) {
int i, numplayers;
char buf[MAX_INFO_STRING];
numplayers = 0;
for (i = 0; i < level.maxclients; i++) {
trap_GetConfigstring(CS_PLAYERS+i, buf, sizeof(buf));
//if no config string or no name
if (!strlen(buf) || !strlen(Info_ValueForKey(buf, "n"))) continue;
//skip spectators
if (atoi(Info_ValueForKey(buf, "t")) == TEAM_SPECTATOR) continue;
//
if (BotSameTeam(bs, i)) {
numplayers++;
}
}
return numplayers;
}
/*
==================
BotClientTravelTimeToGoal
==================
*/
int BotClientTravelTimeToGoal(int client, bot_goal_t *goal) {
playerState_t ps;
int areanum;
if (BotAI_GetClientState(client, &ps)) {
areanum = BotPointAreaNum(ps.origin);
} else {
areanum = 0;
}
if (!areanum) return 1;
return trap_AAS_AreaTravelTimeToGoalArea(areanum, ps.origin, goal->areanum, TFL_DEFAULT);
}
/*
==================
BotSortTeamMatesByBaseTravelTime
==================
*/
int BotSortTeamMatesByBaseTravelTime(bot_state_t *bs, int *teammates, int maxteammates) {
int i, j, k, numteammates, traveltime;
char buf[MAX_INFO_STRING];
int traveltimes[MAX_CLIENTS];
bot_goal_t *goal = NULL;
#ifdef MISSIONPACK
if (gametype == GT_CTF || gametype == GT_1FCTF)
#else
if (gametype == GT_CTF)
#endif
{
if (BotTeam(bs) == TEAM_RED)
goal = &ctf_redflag;
else
goal = &ctf_blueflag;
}
#ifdef MISSIONPACK
else {
if (BotTeam(bs) == TEAM_RED)
goal = &redobelisk;
else
goal = &blueobelisk;
}
#endif
numteammates = 0;
for (i = 0; i < level.maxclients; i++) {
trap_GetConfigstring(CS_PLAYERS+i, buf, sizeof(buf));
//if no config string or no name
if (!strlen(buf) || !strlen(Info_ValueForKey(buf, "n"))) continue;
//skip spectators
if (atoi(Info_ValueForKey(buf, "t")) == TEAM_SPECTATOR) continue;
//
if (BotSameTeam(bs, i) && goal) {
//
traveltime = BotClientTravelTimeToGoal(i, goal);
//
for (j = 0; j < numteammates; j++) {
if (traveltime < traveltimes[j]) {
for (k = numteammates; k > j; k--) {
traveltimes[k] = traveltimes[k-1];
teammates[k] = teammates[k-1];
}
break;
}
}
traveltimes[j] = traveltime;
teammates[j] = i;
numteammates++;
if (numteammates >= maxteammates) break;
}
}
return numteammates;
}
/*
==================
BotSetTeamMateTaskPreference
==================
*/
void BotSetTeamMateTaskPreference(bot_state_t *bs, int teammate, int preference) {
char teammatename[MAX_NETNAME];
ctftaskpreferences[teammate].preference = preference;
ClientName(teammate, teammatename, sizeof(teammatename));
strcpy(ctftaskpreferences[teammate].name, teammatename);
}
/*
==================
BotGetTeamMateTaskPreference
==================
*/
int BotGetTeamMateTaskPreference(bot_state_t *bs, int teammate) {
char teammatename[MAX_NETNAME];
if (!ctftaskpreferences[teammate].preference) return 0;
ClientName(teammate, teammatename, sizeof(teammatename));
if (Q_stricmp(teammatename, ctftaskpreferences[teammate].name)) return 0;
return ctftaskpreferences[teammate].preference;
}
/*
==================
BotSortTeamMatesByTaskPreference
==================
*/
int BotSortTeamMatesByTaskPreference(bot_state_t *bs, int *teammates, int numteammates) {
int defenders[MAX_CLIENTS], numdefenders;
int attackers[MAX_CLIENTS], numattackers;
int roamers[MAX_CLIENTS], numroamers;
int i, preference;
numdefenders = numattackers = numroamers = 0;
for (i = 0; i < numteammates; i++) {
preference = BotGetTeamMateTaskPreference(bs, teammates[i]);
if (preference & TEAMTP_DEFENDER) {
defenders[numdefenders++] = teammates[i];
}
else if (preference & TEAMTP_ATTACKER) {
attackers[numattackers++] = teammates[i];
}
else {
roamers[numroamers++] = teammates[i];
}
}
numteammates = 0;
//defenders at the front of the list
memcpy(&teammates[numteammates], defenders, numdefenders * sizeof(int));
numteammates += numdefenders;
//roamers in the middle
memcpy(&teammates[numteammates], roamers, numroamers * sizeof(int));
numteammates += numroamers;
//attacker in the back of the list
memcpy(&teammates[numteammates], attackers, numattackers * sizeof(int));
numteammates += numattackers;
return numteammates;
}
/*
==================
BotSayTeamOrders
==================
*/
void BotSayTeamOrderAlways(bot_state_t *bs, int toclient) {
char teamchat[MAX_MESSAGE_SIZE];
char buf[MAX_MESSAGE_SIZE];
char name[MAX_NETNAME];
//if the bot is talking to itself
if (bs->client == toclient) {
//don't show the message just put it in the console message queue
trap_BotGetChatMessage(bs->cs, buf, sizeof(buf));
ClientName(bs->client, name, sizeof(name));
Com_sprintf(teamchat, sizeof(teamchat), EC"(%s"EC")"EC": %s", name, buf);
trap_BotQueueConsoleMessage(bs->cs, CMS_CHAT, teamchat);
}
else {
trap_BotEnterChat(bs->cs, toclient, CHAT_TELL);
}
}
/*
==================
BotSayTeamOrders
==================
*/
void BotSayTeamOrder(bot_state_t *bs, int toclient) {
#ifdef MISSIONPACK
// voice chats only
char buf[MAX_MESSAGE_SIZE];
trap_BotGetChatMessage(bs->cs, buf, sizeof(buf));
#else
BotSayTeamOrderAlways(bs, toclient);
#endif
}
/*
==================
BotVoiceChat
==================
*/
void BotVoiceChat(bot_state_t *bs, int toclient, char *voicechat) {
#ifdef MISSIONPACK
if (toclient == -1)
// voice only say team
trap_EA_Command(bs->client, va("vsay_team %s", voicechat));
else
// voice only tell single player
trap_EA_Command(bs->client, va("vtell %d %s", toclient, voicechat));
#endif
}
/*
==================
BotVoiceChatOnly
==================
*/
void BotVoiceChatOnly(bot_state_t *bs, int toclient, char *voicechat) {
#ifdef MISSIONPACK
if (toclient == -1)
// voice only say team
trap_EA_Command(bs->client, va("vosay_team %s", voicechat));
else
// voice only tell single player
trap_EA_Command(bs->client, va("votell %d %s", toclient, voicechat));
#endif
}
/*
==================
BotSayVoiceTeamOrder
==================
*/
void BotSayVoiceTeamOrder(bot_state_t *bs, int toclient, char *voicechat) {
#ifdef MISSIONPACK
BotVoiceChat(bs, toclient, voicechat);
#endif
}
/*
==================
BotCTFOrders
==================
*/
void BotCTFOrders_BothFlagsNotAtBase(bot_state_t *bs) {
int numteammates, defenders, attackers, i, other;
int teammates[MAX_CLIENTS] = {0};
char name[MAX_NETNAME], carriername[MAX_NETNAME];
numteammates = BotSortTeamMatesByBaseTravelTime(bs, teammates, sizeof(teammates));
BotSortTeamMatesByTaskPreference(bs, teammates, numteammates);
//different orders based on the number of team mates
switch(bs->numteammates) {
case 1: break;
case 2:
{
//tell the one not carrying the flag to attack the enemy base
if (teammates[0] != bs->flagcarrier) other = teammates[0];
else other = teammates[1];
ClientName(other, name, sizeof(name));
BotAI_BotInitialChat(bs, "cmd_getflag", name, NULL);
BotSayTeamOrder(bs, other);
BotSayVoiceTeamOrder(bs, other, VOICECHAT_GETFLAG);
break;
}
case 3:
{
//tell the one closest to the base not carrying the flag to accompany the flag carrier
if (teammates[0] != bs->flagcarrier) other = teammates[0];
else other = teammates[1];
ClientName(other, name, sizeof(name));
if ( bs->flagcarrier != -1 ) {
ClientName(bs->flagcarrier, carriername, sizeof(carriername));
if (bs->flagcarrier == bs->client) {
BotAI_BotInitialChat(bs, "cmd_accompanyme", name, NULL);
BotSayVoiceTeamOrder(bs, other, VOICECHAT_FOLLOWME);
}
else {
BotAI_BotInitialChat(bs, "cmd_accompany", name, carriername, NULL);
BotSayVoiceTeamOrder(bs, other, VOICECHAT_FOLLOWFLAGCARRIER);
}
}
else {
//
BotAI_BotInitialChat(bs, "cmd_getflag", name, NULL);
BotSayVoiceTeamOrder(bs, other, VOICECHAT_GETFLAG);
}
BotSayTeamOrder(bs, other);
//tell the one furthest from the the base not carrying the flag to get the enemy flag
if (teammates[2] != bs->flagcarrier) other = teammates[2];
else other = teammates[1];
ClientName(other, name, sizeof(name));
BotAI_BotInitialChat(bs, "cmd_getflag", name, NULL);
BotSayTeamOrder(bs, other);
BotSayVoiceTeamOrder(bs, other, VOICECHAT_RETURNFLAG);
break;
}
default:
{
defenders = (int) (float) numteammates * 0.4 + 0.5;
if (defenders > 4) defenders = 4;
attackers = (int) (float) numteammates * 0.5 + 0.5;
if (attackers > 5) attackers = 5;
if (bs->flagcarrier != -1) {
ClientName(bs->flagcarrier, carriername, sizeof(carriername));
for (i = 0; i < defenders; i++) {
//
if (teammates[i] == bs->flagcarrier) {
continue;
}
//
ClientName(teammates[i], name, sizeof(name));
if (bs->flagcarrier == bs->client) {
BotAI_BotInitialChat(bs, "cmd_accompanyme", name, NULL);
BotSayVoiceTeamOrder(bs, teammates[i], VOICECHAT_FOLLOWME);
}
else {
BotAI_BotInitialChat(bs, "cmd_accompany", name, carriername, NULL);
BotSayVoiceTeamOrder(bs, teammates[i], VOICECHAT_FOLLOWFLAGCARRIER);
}
BotSayTeamOrder(bs, teammates[i]);
}
}
else {
for (i = 0; i < defenders; i++) {
//
if (teammates[i] == bs->flagcarrier) {
continue;
}
//
ClientName(teammates[i], name, sizeof(name));
BotAI_BotInitialChat(bs, "cmd_getflag", name, NULL);
BotSayVoiceTeamOrder(bs, teammates[i], VOICECHAT_GETFLAG);
BotSayTeamOrder(bs, teammates[i]);
}
}
for (i = 0; i < attackers; i++) {
//
if (teammates[numteammates - i - 1] == bs->flagcarrier) {
continue;
}
//
ClientName(teammates[numteammates - i - 1], name, sizeof(name));
BotAI_BotInitialChat(bs, "cmd_getflag", name, NULL);
BotSayTeamOrder(bs, teammates[numteammates - i - 1]);
BotSayVoiceTeamOrder(bs, teammates[numteammates - i - 1], VOICECHAT_RETURNFLAG);
}
//
break;
}
}
}
/*
==================
BotCTFOrders
==================
*/
void BotCTFOrders_FlagNotAtBase(bot_state_t *bs) {
int numteammates, defenders, attackers, i;
int teammates[MAX_CLIENTS];
char name[MAX_NETNAME];
numteammates = BotSortTeamMatesByBaseTravelTime(bs, teammates, sizeof(teammates));
BotSortTeamMatesByTaskPreference(bs, teammates, numteammates);
//passive strategy
if (!(bs->ctfstrategy & CTFS_AGRESSIVE)) {
//different orders based on the number of team mates
switch(bs->numteammates) {
case 1: break;
case 2:
{
// keep one near the base for when the flag is returned
ClientName(teammates[0], name, sizeof(name));
BotAI_BotInitialChat(bs, "cmd_defendbase", name, NULL);
BotSayTeamOrder(bs, teammates[0]);
BotSayVoiceTeamOrder(bs, teammates[0], VOICECHAT_DEFEND);
//
ClientName(teammates[1], name, sizeof(name));
BotAI_BotInitialChat(bs, "cmd_getflag", name, NULL);
BotSayTeamOrder(bs, teammates[1]);
BotSayVoiceTeamOrder(bs, teammates[1], VOICECHAT_GETFLAG);
break;
}
case 3:
{
//keep one near the base for when the flag is returned
ClientName(teammates[0], name, sizeof(name));
BotAI_BotInitialChat(bs, "cmd_defendbase", name, NULL);
BotSayTeamOrder(bs, teammates[0]);
BotSayVoiceTeamOrder(bs, teammates[0], VOICECHAT_DEFEND);
//the other two get the flag
ClientName(teammates[1], name, sizeof(name));
BotAI_BotInitialChat(bs, "cmd_getflag", name, NULL);
BotSayTeamOrder(bs, teammates[1]);
BotSayVoiceTeamOrder(bs, teammates[1], VOICECHAT_GETFLAG);
//
ClientName(teammates[2], name, sizeof(name));
BotAI_BotInitialChat(bs, "cmd_getflag", name, NULL);
BotSayTeamOrder(bs, teammates[2]);
BotSayVoiceTeamOrder(bs, teammates[2], VOICECHAT_GETFLAG);
break;
}
default:
{
//keep some people near the base for when the flag is returned
defenders = (int) (float) numteammates * 0.3 + 0.5;
if (defenders > 3) defenders = 3;
attackers = (int) (float) numteammates * 0.6 + 0.5;
if (attackers > 6) attackers = 6;
for (i = 0; i < defenders; i++) {
//
ClientName(teammates[i], name, sizeof(name));
BotAI_BotInitialChat(bs, "cmd_defendbase", name, NULL);
BotSayTeamOrder(bs, teammates[i]);
BotSayVoiceTeamOrder(bs, teammates[i], VOICECHAT_DEFEND);
}
for (i = 0; i < attackers; i++) {
//
ClientName(teammates[numteammates - i - 1], name, sizeof(name));
BotAI_BotInitialChat(bs, "cmd_getflag", name, NULL);
BotSayTeamOrder(bs, teammates[numteammates - i - 1]);
BotSayVoiceTeamOrder(bs, teammates[0], VOICECHAT_GETFLAG);
}
//
break;
}
}
}
else {
//different orders based on the number of team mates
switch(bs->numteammates) {
case 1: break;
case 2:
{
//both will go for the enemy flag
ClientName(teammates[0], name, sizeof(name));
BotAI_BotInitialChat(bs, "cmd_getflag", name, NULL);
BotSayTeamOrder(bs, teammates[0]);
BotSayVoiceTeamOrder(bs, teammates[0], VOICECHAT_GETFLAG);
//
ClientName(teammates[1], name, sizeof(name));
BotAI_BotInitialChat(bs, "cmd_getflag", name, NULL);
BotSayTeamOrder(bs, teammates[1]);
BotSayVoiceTeamOrder(bs, teammates[1], VOICECHAT_GETFLAG);
break;
}
case 3:
{
//everyone go for the flag
ClientName(teammates[0], name, sizeof(name));
BotAI_BotInitialChat(bs, "cmd_getflag", name, NULL);
BotSayTeamOrder(bs, teammates[0]);
BotSayVoiceTeamOrder(bs, teammates[0], VOICECHAT_GETFLAG);
//
ClientName(teammates[1], name, sizeof(name));
BotAI_BotInitialChat(bs, "cmd_getflag", name, NULL);
BotSayTeamOrder(bs, teammates[1]);
BotSayVoiceTeamOrder(bs, teammates[1], VOICECHAT_GETFLAG);
//
ClientName(teammates[2], name, sizeof(name));
BotAI_BotInitialChat(bs, "cmd_getflag", name, NULL);
BotSayTeamOrder(bs, teammates[2]);
BotSayVoiceTeamOrder(bs, teammates[2], VOICECHAT_GETFLAG);
break;
}
default:
{
//keep some people near the base for when the flag is returned
defenders = (int) (float) numteammates * 0.2 + 0.5;
if (defenders > 2) defenders = 2;
attackers = (int) (float) numteammates * 0.7 + 0.5;
if (attackers > 7) attackers = 7;
for (i = 0; i < defenders; i++) {
//
ClientName(teammates[i], name, sizeof(name));
BotAI_BotInitialChat(bs, "cmd_defendbase", name, NULL);
BotSayTeamOrder(bs, teammates[i]);
BotSayVoiceTeamOrder(bs, teammates[i], VOICECHAT_DEFEND);
}
for (i = 0; i < attackers; i++) {
//
ClientName(teammates[numteammates - i - 1], name, sizeof(name));
BotAI_BotInitialChat(bs, "cmd_getflag", name, NULL);
BotSayTeamOrder(bs, teammates[numteammates - i - 1]);
BotSayVoiceTeamOrder(bs, teammates[numteammates - i - 1], VOICECHAT_GETFLAG);
}
//
break;
}
}
}
}
/*
==================
BotCTFOrders
==================
*/
void BotCTFOrders_EnemyFlagNotAtBase(bot_state_t *bs) {
int numteammates, defenders, attackers, i, other;
int teammates[MAX_CLIENTS];
char name[MAX_NETNAME], carriername[MAX_NETNAME];
numteammates = BotSortTeamMatesByBaseTravelTime(bs, teammates, sizeof(teammates));
BotSortTeamMatesByTaskPreference(bs, teammates, numteammates);
//different orders based on the number of team mates
switch(numteammates) {
case 1: break;
case 2:
{
//tell the one not carrying the flag to defend the base
if (teammates[0] == bs->flagcarrier) other = teammates[1];
else other = teammates[0];
ClientName(other, name, sizeof(name));
BotAI_BotInitialChat(bs, "cmd_defendbase", name, NULL);
BotSayTeamOrder(bs, other);
BotSayVoiceTeamOrder(bs, other, VOICECHAT_DEFEND);
break;
}
case 3:
{
//tell the one closest to the base not carrying the flag to defend the base
if (teammates[0] != bs->flagcarrier) other = teammates[0];
else other = teammates[1];
ClientName(other, name, sizeof(name));
BotAI_BotInitialChat(bs, "cmd_defendbase", name, NULL);
BotSayTeamOrder(bs, other);
BotSayVoiceTeamOrder(bs, other, VOICECHAT_DEFEND);
//tell the other also to defend the base
if (teammates[2] != bs->flagcarrier) other = teammates[2];
else other = teammates[1];
ClientName(other, name, sizeof(name));
BotAI_BotInitialChat(bs, "cmd_defendbase", name, NULL);
BotSayTeamOrder(bs, other);
BotSayVoiceTeamOrder(bs, other, VOICECHAT_DEFEND);
break;
}
default:
{
//60% will defend the base
defenders = (int) (float) numteammates * 0.6 + 0.5;
if (defenders > 6) defenders = 6;
//30% accompanies the flag carrier
attackers = (int) (float) numteammates * 0.3 + 0.5;
if (attackers > 3) attackers = 3;
for (i = 0; i < defenders; i++) {
//
if (teammates[i] == bs->flagcarrier) {
continue;
}
ClientName(teammates[i], name, sizeof(name));
BotAI_BotInitialChat(bs, "cmd_defendbase", name, NULL);
BotSayTeamOrder(bs, teammates[i]);
BotSayVoiceTeamOrder(bs, teammates[i], VOICECHAT_DEFEND);
}
// if we have a flag carrier
if ( bs->flagcarrier != -1 ) {
ClientName(bs->flagcarrier, carriername, sizeof(carriername));
for (i = 0; i < attackers; i++) {
//
if (teammates[numteammates - i - 1] == bs->flagcarrier) {
continue;
}
//
ClientName(teammates[numteammates - i - 1], name, sizeof(name));
if (bs->flagcarrier == bs->client) {
BotAI_BotInitialChat(bs, "cmd_accompanyme", name, NULL);
BotSayVoiceTeamOrder(bs, teammates[numteammates - i - 1], VOICECHAT_FOLLOWME);
}
else {
BotAI_BotInitialChat(bs, "cmd_accompany", name, carriername, NULL);
BotSayVoiceTeamOrder(bs, teammates[numteammates - i - 1], VOICECHAT_FOLLOWFLAGCARRIER);
}
BotSayTeamOrder(bs, teammates[numteammates - i - 1]);
}
}
else {
for (i = 0; i < attackers; i++) {
//
if (teammates[numteammates - i - 1] == bs->flagcarrier) {
continue;
}
//
ClientName(teammates[numteammates - i - 1], name, sizeof(name));
BotAI_BotInitialChat(bs, "cmd_getflag", name, NULL);
BotSayVoiceTeamOrder(bs, teammates[numteammates - i - 1], VOICECHAT_GETFLAG);
BotSayTeamOrder(bs, teammates[numteammates - i - 1]);
}
}
//
break;
}
}
}
/*
==================
BotCTFOrders
==================
*/
void BotCTFOrders_BothFlagsAtBase(bot_state_t *bs) {
int numteammates, defenders, attackers, i;
int teammates[MAX_CLIENTS] = {0};
char name[MAX_NETNAME];
//sort team mates by travel time to base
numteammates = BotSortTeamMatesByBaseTravelTime(bs, teammates, sizeof(teammates));
//sort team mates by CTF preference
BotSortTeamMatesByTaskPreference(bs, teammates, numteammates);
//passive strategy
if (!(bs->ctfstrategy & CTFS_AGRESSIVE)) {
//different orders based on the number of team mates
switch(numteammates) {
case 1: break;
case 2:
{
//the one closest to the base will defend the base
ClientName(teammates[0], name, sizeof(name));
BotAI_BotInitialChat(bs, "cmd_defendbase", name, NULL);
BotSayTeamOrder(bs, teammates[0]);
BotSayVoiceTeamOrder(bs, teammates[0], VOICECHAT_DEFEND);
//the other will get the flag
ClientName(teammates[1], name, sizeof(name));
BotAI_BotInitialChat(bs, "cmd_getflag", name, NULL);
BotSayTeamOrder(bs, teammates[1]);
BotSayVoiceTeamOrder(bs, teammates[1], VOICECHAT_GETFLAG);
break;
}
case 3:
{
//the one closest to the base will defend the base
ClientName(teammates[0], name, sizeof(name));
BotAI_BotInitialChat(bs, "cmd_defendbase", name, NULL);
BotSayTeamOrder(bs, teammates[0]);
BotSayVoiceTeamOrder(bs, teammates[0], VOICECHAT_DEFEND);
//the second one closest to the base will defend the base
ClientName(teammates[1], name, sizeof(name));
BotAI_BotInitialChat(bs, "cmd_defendbase", name, NULL);
BotSayTeamOrder(bs, teammates[1]);
BotSayVoiceTeamOrder(bs, teammates[1], VOICECHAT_DEFEND);
//the other will get the flag
ClientName(teammates[2], name, sizeof(name));
BotAI_BotInitialChat(bs, "cmd_getflag", name, NULL);
BotSayTeamOrder(bs, teammates[2]);
BotSayVoiceTeamOrder(bs, teammates[2], VOICECHAT_GETFLAG);
break;
}
default:
{
defenders = (int) (float) numteammates * 0.5 + 0.5;
if (defenders > 5) defenders = 5;
attackers = (int) (float) numteammates * 0.4 + 0.5;
if (attackers > 4) attackers = 4;
for (i = 0; i < defenders; i++) {
//
ClientName(teammates[i], name, sizeof(name));
BotAI_BotInitialChat(bs, "cmd_defendbase", name, NULL);
BotSayTeamOrder(bs, teammates[i]);
BotSayVoiceTeamOrder(bs, teammates[i], VOICECHAT_DEFEND);
}
for (i = 0; i < attackers; i++) {
//
ClientName(teammates[numteammates - i - 1], name, sizeof(name));
BotAI_BotInitialChat(bs, "cmd_getflag", name, NULL);
BotSayTeamOrder(bs, teammates[numteammates - i - 1]);
BotSayVoiceTeamOrder(bs, teammates[numteammates - i - 1], VOICECHAT_GETFLAG);
}
//
break;
}
}
}
else {
//different orders based on the number of team mates
switch(numteammates) {
case 1: break;
case 2:
{
//the one closest to the base will defend the base
ClientName(teammates[0], name, sizeof(name));
BotAI_BotInitialChat(bs, "cmd_defendbase", name, NULL);
BotSayTeamOrder(bs, teammates[0]);
BotSayVoiceTeamOrder(bs, teammates[0], VOICECHAT_DEFEND);
//the other will get the flag
ClientName(teammates[1], name, sizeof(name));
BotAI_BotInitialChat(bs, "cmd_getflag", name, NULL);
BotSayTeamOrder(bs, teammates[1]);
BotSayVoiceTeamOrder(bs, teammates[1], VOICECHAT_GETFLAG);
break;
}
case 3:
{
//the one closest to the base will defend the base
ClientName(teammates[0], name, sizeof(name));
BotAI_BotInitialChat(bs, "cmd_defendbase", name, NULL);
BotSayTeamOrder(bs, teammates[0]);
BotSayVoiceTeamOrder(bs, teammates[0], VOICECHAT_DEFEND);
//the others should go for the enemy flag
ClientName(teammates[1], name, sizeof(name));
BotAI_BotInitialChat(bs, "cmd_getflag", name, NULL);
BotSayTeamOrder(bs, teammates[1]);
BotSayVoiceTeamOrder(bs, teammates[1], VOICECHAT_GETFLAG);
//
ClientName(teammates[2], name, sizeof(name));
BotAI_BotInitialChat(bs, "cmd_getflag", name, NULL);
BotSayTeamOrder(bs, teammates[2]);
BotSayVoiceTeamOrder(bs, teammates[2], VOICECHAT_GETFLAG);
break;
}
default:
{
defenders = (int) (float) numteammates * 0.4 + 0.5;
if (defenders > 4) defenders = 4;
attackers = (int) (float) numteammates * 0.5 + 0.5;
if (attackers > 5) attackers = 5;
for (i = 0; i < defenders; i++) {
//
ClientName(teammates[i], name, sizeof(name));
BotAI_BotInitialChat(bs, "cmd_defendbase", name, NULL);
BotSayTeamOrder(bs, teammates[i]);
BotSayVoiceTeamOrder(bs, teammates[i], VOICECHAT_DEFEND);
}
for (i = 0; i < attackers; i++) {
//
ClientName(teammates[numteammates - i - 1], name, sizeof(name));
BotAI_BotInitialChat(bs, "cmd_getflag", name, NULL);
BotSayTeamOrder(bs, teammates[numteammates - i - 1]);
BotSayVoiceTeamOrder(bs, teammates[numteammates - i - 1], VOICECHAT_GETFLAG);
}
//
break;
}
}
}
}
/*
==================
BotCTFOrders
==================
*/
void BotCTFOrders(bot_state_t *bs) {
int flagstatus;
//
if (BotTeam(bs) == TEAM_RED) flagstatus = bs->redflagstatus * 2 + bs->blueflagstatus;
else flagstatus = bs->blueflagstatus * 2 + bs->redflagstatus;
//
switch(flagstatus) {
case 0: BotCTFOrders_BothFlagsAtBase(bs); break;
case 1: BotCTFOrders_EnemyFlagNotAtBase(bs); break;
case 2: BotCTFOrders_FlagNotAtBase(bs); break;
case 3: BotCTFOrders_BothFlagsNotAtBase(bs); break;
}
}
/*
==================
BotCreateGroup
==================
*/
void BotCreateGroup(bot_state_t *bs, int *teammates, int groupsize) {
char name[MAX_NETNAME], leadername[MAX_NETNAME];
int i;
// the others in the group will follow the teammates[0]
ClientName(teammates[0], leadername, sizeof(leadername));
for (i = 1; i < groupsize; i++)
{
ClientName(teammates[i], name, sizeof(name));
if (teammates[0] == bs->client) {
BotAI_BotInitialChat(bs, "cmd_accompanyme", name, NULL);
}
else {
BotAI_BotInitialChat(bs, "cmd_accompany", name, leadername, NULL);
}
BotSayTeamOrderAlways(bs, teammates[i]);
}
}
/*
==================
BotTeamOrders
FIXME: defend key areas?
==================
*/
void BotTeamOrders(bot_state_t *bs) {
int teammates[MAX_CLIENTS];
int numteammates, i;
char buf[MAX_INFO_STRING];
numteammates = 0;
for (i = 0; i < level.maxclients; i++) {
trap_GetConfigstring(CS_PLAYERS+i, buf, sizeof(buf));
//if no config string or no name
if (!strlen(buf) || !strlen(Info_ValueForKey(buf, "n"))) continue;
//skip spectators
if (atoi(Info_ValueForKey(buf, "t")) == TEAM_SPECTATOR) continue;
//
if (BotSameTeam(bs, i)) {
teammates[numteammates] = i;
numteammates++;
}
}
//
switch(numteammates) {
case 1: break;
case 2:
{
//nothing special
break;
}
case 3:
{
//have one follow another and one free roaming
BotCreateGroup(bs, teammates, 2);
break;
}
case 4:
{
BotCreateGroup(bs, teammates, 2); //a group of 2
BotCreateGroup(bs, &teammates[2], 2); //a group of 2
break;
}
case 5:
{
BotCreateGroup(bs, teammates, 2); //a group of 2
BotCreateGroup(bs, &teammates[2], 3); //a group of 3
break;
}
default:
{
if (numteammates <= 10) {
for (i = 0; i < numteammates / 2; i++) {
BotCreateGroup(bs, &teammates[i*2], 2); //groups of 2
}
}
break;
}
}
}
#ifdef MISSIONPACK
/*
==================
Bot1FCTFOrders_FlagAtCenter
X% defend the base, Y% get the flag
==================
*/
void Bot1FCTFOrders_FlagAtCenter(bot_state_t *bs) {
int numteammates, defenders, attackers, i;
int teammates[MAX_CLIENTS];
char name[MAX_NETNAME];
//sort team mates by travel time to base
numteammates = BotSortTeamMatesByBaseTravelTime(bs, teammates, sizeof(teammates));
//sort team mates by CTF preference
BotSortTeamMatesByTaskPreference(bs, teammates, numteammates);
//passive strategy
if (!(bs->ctfstrategy & CTFS_AGRESSIVE)) {
//different orders based on the number of team mates
switch(numteammates) {
case 1: break;
case 2:
{
//the one closest to the base will defend the base
ClientName(teammates[0], name, sizeof(name));
BotAI_BotInitialChat(bs, "cmd_defendbase", name, NULL);
BotSayTeamOrder(bs, teammates[0]);
BotSayVoiceTeamOrder(bs, teammates[0], VOICECHAT_DEFEND);
//the other will get the flag
ClientName(teammates[1], name, sizeof(name));
BotAI_BotInitialChat(bs, "cmd_getflag", name, NULL);
BotSayTeamOrder(bs, teammates[1]);
BotSayVoiceTeamOrder(bs, teammates[1], VOICECHAT_GETFLAG);
break;
}
case 3:
{
//the one closest to the base will defend the base
ClientName(teammates[0], name, sizeof(name));
BotAI_BotInitialChat(bs, "cmd_defendbase", name, NULL);
BotSayTeamOrder(bs, teammates[0]);
BotSayVoiceTeamOrder(bs, teammates[0], VOICECHAT_DEFEND);
//the second one closest to the base will defend the base
ClientName(teammates[1], name, sizeof(name));
BotAI_BotInitialChat(bs, "cmd_defendbase", name, NULL);
BotSayTeamOrder(bs, teammates[1]);
BotSayVoiceTeamOrder(bs, teammates[0], VOICECHAT_DEFEND);
//the other will get the flag
ClientName(teammates[2], name, sizeof(name));
BotAI_BotInitialChat(bs, "cmd_getflag", name, NULL);
BotSayTeamOrder(bs, teammates[2]);
BotSayVoiceTeamOrder(bs, teammates[2], VOICECHAT_GETFLAG);
break;
}
default:
{
//50% defend the base
defenders = (int) (float) numteammates * 0.5 + 0.5;
if (defenders > 5) defenders = 5;
//40% get the flag
attackers = (int) (float) numteammates * 0.4 + 0.5;
if (attackers > 4) attackers = 4;
for (i = 0; i < defenders; i++) {
//
ClientName(teammates[i], name, sizeof(name));
BotAI_BotInitialChat(bs, "cmd_defendbase", name, NULL);
BotSayTeamOrder(bs, teammates[i]);
BotSayVoiceTeamOrder(bs, teammates[i], VOICECHAT_DEFEND);
}
for (i = 0; i < attackers; i++) {
//
ClientName(teammates[numteammates - i - 1], name, sizeof(name));
BotAI_BotInitialChat(bs, "cmd_getflag", name, NULL);
BotSayTeamOrder(bs, teammates[numteammates - i - 1]);
BotSayVoiceTeamOrder(bs, teammates[numteammates - i - 1], VOICECHAT_GETFLAG);
}
//
break;
}
}
}
else { //aggressive
//different orders based on the number of team mates
switch(numteammates) {
case 1: break;
case 2:
{
//the one closest to the base will defend the base
ClientName(teammates[0], name, sizeof(name));
BotAI_BotInitialChat(bs, "cmd_defendbase", name, NULL);
BotSayTeamOrder(bs, teammates[0]);
BotSayVoiceTeamOrder(bs, teammates[0], VOICECHAT_DEFEND);
//the other will get the flag
ClientName(teammates[1], name, sizeof(name));
BotAI_BotInitialChat(bs, "cmd_getflag", name, NULL);
BotSayTeamOrder(bs, teammates[1]);
BotSayVoiceTeamOrder(bs, teammates[1], VOICECHAT_GETFLAG);
break;
}
case 3:
{
//the one closest to the base will defend the base
ClientName(teammates[0], name, sizeof(name));
BotAI_BotInitialChat(bs, "cmd_defendbase", name, NULL);
BotSayTeamOrder(bs, teammates[0]);
BotSayVoiceTeamOrder(bs, teammates[0], VOICECHAT_DEFEND);
//the others should go for the enemy flag
ClientName(teammates[1], name, sizeof(name));
BotAI_BotInitialChat(bs, "cmd_getflag", name, NULL);
BotSayTeamOrder(bs, teammates[1]);
BotSayVoiceTeamOrder(bs, teammates[1], VOICECHAT_GETFLAG);
//
ClientName(teammates[2], name, sizeof(name));
BotAI_BotInitialChat(bs, "cmd_getflag", name, NULL);
BotSayTeamOrder(bs, teammates[2]);
BotSayVoiceTeamOrder(bs, teammates[2], VOICECHAT_GETFLAG);
break;
}
default:
{
//30% defend the base
defenders = (int) (float) numteammates * 0.3 + 0.5;
if (defenders > 3) defenders = 3;
//60% get the flag
attackers = (int) (float) numteammates * 0.6 + 0.5;
if (attackers > 6) attackers = 6;
for (i = 0; i < defenders; i++) {
//
ClientName(teammates[i], name, sizeof(name));
BotAI_BotInitialChat(bs, "cmd_defendbase", name, NULL);
BotSayTeamOrder(bs, teammates[i]);
BotSayVoiceTeamOrder(bs, teammates[i], VOICECHAT_DEFEND);
}
for (i = 0; i < attackers; i++) {
//
ClientName(teammates[numteammates - i - 1], name, sizeof(name));
BotAI_BotInitialChat(bs, "cmd_getflag", name, NULL);
BotSayTeamOrder(bs, teammates[numteammates - i - 1]);
BotSayVoiceTeamOrder(bs, teammates[numteammates - i - 1], VOICECHAT_GETFLAG);
}
//
break;
}
}
}
}
/*
==================
Bot1FCTFOrders_TeamHasFlag
X% towards neutral flag, Y% go towards enemy base and accompany flag carrier if visible
==================
*/
void Bot1FCTFOrders_TeamHasFlag(bot_state_t *bs) {
int numteammates, defenders, attackers, i, other;
int teammates[MAX_CLIENTS];
char name[MAX_NETNAME], carriername[MAX_NETNAME];
//sort team mates by travel time to base
numteammates = BotSortTeamMatesByBaseTravelTime(bs, teammates, sizeof(teammates));
//sort team mates by CTF preference
BotSortTeamMatesByTaskPreference(bs, teammates, numteammates);
//passive strategy
if (!(bs->ctfstrategy & CTFS_AGRESSIVE)) {
//different orders based on the number of team mates
switch(numteammates) {
case 1: break;
case 2:
{
//tell the one not carrying the flag to attack the enemy base
if (teammates[0] == bs->flagcarrier) other = teammates[1];
else other = teammates[0];
ClientName(other, name, sizeof(name));
BotAI_BotInitialChat(bs, "cmd_attackenemybase", name, NULL);
BotSayTeamOrder(bs, other);
BotSayVoiceTeamOrder(bs, other, VOICECHAT_OFFENSE);
break;
}
case 3:
{
//tell the one closest to the base not carrying the flag to defend the base
if (teammates[0] != bs->flagcarrier) other = teammates[0];
else other = teammates[1];
ClientName(other, name, sizeof(name));
BotAI_BotInitialChat(bs, "cmd_defendbase", name, NULL);
BotSayTeamOrder(bs, other);
BotSayVoiceTeamOrder(bs, other, VOICECHAT_DEFEND);
//tell the one furthest from the base not carrying the flag to accompany the flag carrier
if (teammates[2] != bs->flagcarrier) other = teammates[2];
else other = teammates[1];
ClientName(other, name, sizeof(name));
if ( bs->flagcarrier != -1 ) {
ClientName(bs->flagcarrier, carriername, sizeof(carriername));
if (bs->flagcarrier == bs->client) {
BotAI_BotInitialChat(bs, "cmd_accompanyme", name, NULL);
BotSayVoiceTeamOrder(bs, other, VOICECHAT_FOLLOWME);
}
else {
BotAI_BotInitialChat(bs, "cmd_accompany", name, carriername, NULL);
BotSayVoiceTeamOrder(bs, other, VOICECHAT_FOLLOWFLAGCARRIER);
}
}
else {
//
BotAI_BotInitialChat(bs, "cmd_getflag", name, NULL);
BotSayVoiceTeamOrder(bs, other, VOICECHAT_GETFLAG);
}
BotSayTeamOrder(bs, other);
break;
}
default:
{
//30% will defend the base
defenders = (int) (float) numteammates * 0.3 + 0.5;
if (defenders > 3) defenders = 3;
//70% accompanies the flag carrier
attackers = (int) (float) numteammates * 0.7 + 0.5;
if (attackers > 7) attackers = 7;
for (i = 0; i < defenders; i++) {
//
if (teammates[i] == bs->flagcarrier) {
continue;
}
ClientName(teammates[i], name, sizeof(name));
BotAI_BotInitialChat(bs, "cmd_defendbase", name, NULL);
BotSayTeamOrder(bs, teammates[i]);
BotSayVoiceTeamOrder(bs, teammates[i], VOICECHAT_DEFEND);
}
if (bs->flagcarrier != -1) {
ClientName(bs->flagcarrier, carriername, sizeof(carriername));
for (i = 0; i < attackers; i++) {
//
if (teammates[numteammates - i - 1] == bs->flagcarrier) {
continue;
}
//
ClientName(teammates[numteammates - i - 1], name, sizeof(name));
if (bs->flagcarrier == bs->client) {
BotAI_BotInitialChat(bs, "cmd_accompanyme", name, NULL);
BotSayVoiceTeamOrder(bs, teammates[numteammates - i - 1], VOICECHAT_FOLLOWME);
}
else {
BotAI_BotInitialChat(bs, "cmd_accompany", name, carriername, NULL);
BotSayVoiceTeamOrder(bs, teammates[numteammates - i - 1], VOICECHAT_FOLLOWFLAGCARRIER);
}
BotSayTeamOrder(bs, teammates[numteammates - i - 1]);
}
}
else {
for (i = 0; i < attackers; i++) {
//
if (teammates[numteammates - i - 1] == bs->flagcarrier) {
continue;
}
//
ClientName(teammates[numteammates - i - 1], name, sizeof(name));
BotAI_BotInitialChat(bs, "cmd_getflag", name, NULL);
BotSayTeamOrder(bs, teammates[numteammates - i - 1]);
BotSayVoiceTeamOrder(bs, teammates[numteammates - i - 1], VOICECHAT_GETFLAG);
}
}
//
break;
}
}
}
else { //aggressive
//different orders based on the number of team mates
switch(numteammates) {
case 1: break;
case 2:
{
//tell the one not carrying the flag to defend the base
if (teammates[0] == bs->flagcarrier) other = teammates[1];
else other = teammates[0];
ClientName(other, name, sizeof(name));
BotAI_BotInitialChat(bs, "cmd_defendbase", name, NULL);
BotSayTeamOrder(bs, other);
BotSayVoiceTeamOrder(bs, other, VOICECHAT_DEFEND);
break;
}
case 3:
{
//tell the one closest to the base not carrying the flag to defend the base
if (teammates[0] != bs->flagcarrier) other = teammates[0];
else other = teammates[1];
ClientName(other, name, sizeof(name));
BotAI_BotInitialChat(bs, "cmd_defendbase", name, NULL);
BotSayTeamOrder(bs, other);
BotSayVoiceTeamOrder(bs, other, VOICECHAT_DEFEND);
//tell the one furthest from the base not carrying the flag to accompany the flag carrier
if (teammates[2] != bs->flagcarrier) other = teammates[2];
else other = teammates[1];
ClientName(other, name, sizeof(name));
ClientName(bs->flagcarrier, carriername, sizeof(carriername));
if (bs->flagcarrier == bs->client) {
BotAI_BotInitialChat(bs, "cmd_accompanyme", name, NULL);
BotSayVoiceTeamOrder(bs, other, VOICECHAT_FOLLOWME);
}
else {
BotAI_BotInitialChat(bs, "cmd_accompany", name, carriername, NULL);
BotSayVoiceTeamOrder(bs, other, VOICECHAT_FOLLOWFLAGCARRIER);
}
BotSayTeamOrder(bs, other);
break;
}
default:
{
//20% will defend the base
defenders = (int) (float) numteammates * 0.2 + 0.5;
if (defenders > 2) defenders = 2;
//80% accompanies the flag carrier
attackers = (int) (float) numteammates * 0.8 + 0.5;
if (attackers > 8) attackers = 8;
for (i = 0; i < defenders; i++) {
//
if (teammates[i] == bs->flagcarrier) {
continue;
}
ClientName(teammates[i], name, sizeof(name));
BotAI_BotInitialChat(bs, "cmd_defendbase", name, NULL);
BotSayTeamOrder(bs, teammates[i]);
BotSayVoiceTeamOrder(bs, teammates[i], VOICECHAT_DEFEND);
}
ClientName(bs->flagcarrier, carriername, sizeof(carriername));
for (i = 0; i < attackers; i++) {
//
if (teammates[numteammates - i - 1] == bs->flagcarrier) {
continue;
}
//
ClientName(teammates[numteammates - i - 1], name, sizeof(name));
if (bs->flagcarrier == bs->client) {
BotAI_BotInitialChat(bs, "cmd_accompanyme", name, NULL);
BotSayVoiceTeamOrder(bs, teammates[numteammates - i - 1], VOICECHAT_FOLLOWME);
}
else {
BotAI_BotInitialChat(bs, "cmd_accompany", name, carriername, NULL);
BotSayVoiceTeamOrder(bs, teammates[numteammates - i - 1], VOICECHAT_FOLLOWFLAGCARRIER);
}
BotSayTeamOrder(bs, teammates[numteammates - i - 1]);
}
//
break;
}
}
}
}
/*
==================
Bot1FCTFOrders_EnemyHasFlag
X% defend the base, Y% towards neutral flag
==================
*/
void Bot1FCTFOrders_EnemyHasFlag(bot_state_t *bs) {
int numteammates, defenders, attackers, i;
int teammates[MAX_CLIENTS];
char name[MAX_NETNAME];
//sort team mates by travel time to base
numteammates = BotSortTeamMatesByBaseTravelTime(bs, teammates, sizeof(teammates));
//sort team mates by CTF preference
BotSortTeamMatesByTaskPreference(bs, teammates, numteammates);
//passive strategy
if (!(bs->ctfstrategy & CTFS_AGRESSIVE)) {
//different orders based on the number of team mates
switch(numteammates) {
case 1: break;
case 2:
{
//both defend the base
ClientName(teammates[0], name, sizeof(name));
BotAI_BotInitialChat(bs, "cmd_defendbase", name, NULL);
BotSayTeamOrder(bs, teammates[0]);
BotSayVoiceTeamOrder(bs, teammates[0], VOICECHAT_DEFEND);
//
ClientName(teammates[1], name, sizeof(name));
BotAI_BotInitialChat(bs, "cmd_defendbase", name, NULL);
BotSayTeamOrder(bs, teammates[1]);
BotSayVoiceTeamOrder(bs, teammates[1], VOICECHAT_DEFEND);
break;
}
case 3:
{
//the one closest to the base will defend the base
ClientName(teammates[0], name, sizeof(name));
BotAI_BotInitialChat(bs, "cmd_defendbase", name, NULL);
BotSayTeamOrder(bs, teammates[0]);
BotSayVoiceTeamOrder(bs, teammates[0], VOICECHAT_DEFEND);
//the second one closest to the base will defend the base
ClientName(teammates[1], name, sizeof(name));
BotAI_BotInitialChat(bs, "cmd_defendbase", name, NULL);
BotSayTeamOrder(bs, teammates[1]);
BotSayVoiceTeamOrder(bs, teammates[1], VOICECHAT_DEFEND);
//the other will also defend the base
ClientName(teammates[2], name, sizeof(name));
BotAI_BotInitialChat(bs, "cmd_defendbase", name, NULL);
BotSayTeamOrder(bs, teammates[2]);
BotSayVoiceTeamOrder(bs, teammates[2], VOICECHAT_DEFEND);
break;
}
default:
{
//80% will defend the base
defenders = (int) (float) numteammates * 0.8 + 0.5;
if (defenders > 8) defenders = 8;
//10% will try to return the flag
attackers = (int) (float) numteammates * 0.1 + 0.5;
if (attackers > 1) attackers = 1;
for (i = 0; i < defenders; i++) {
//
ClientName(teammates[i], name, sizeof(name));
BotAI_BotInitialChat(bs, "cmd_defendbase", name, NULL);
BotSayTeamOrder(bs, teammates[i]);
BotSayVoiceTeamOrder(bs, teammates[i], VOICECHAT_DEFEND);
}
for (i = 0; i < attackers; i++) {
//
ClientName(teammates[numteammates - i - 1], name, sizeof(name));
BotAI_BotInitialChat(bs, "cmd_returnflag", name, NULL);
BotSayTeamOrder(bs, teammates[numteammates - i - 1]);
BotSayVoiceTeamOrder(bs, teammates[numteammates - i - 1], VOICECHAT_GETFLAG);
}
//
break;
}
}
}
else { //aggressive
//different orders based on the number of team mates
switch(numteammates) {
case 1: break;
case 2:
{
//the one closest to the base will defend the base
ClientName(teammates[0], name, sizeof(name));
BotAI_BotInitialChat(bs, "cmd_defendbase", name, NULL);
BotSayTeamOrder(bs, teammates[0]);
BotSayVoiceTeamOrder(bs, teammates[0], VOICECHAT_DEFEND);
//the other will get the flag
ClientName(teammates[1], name, sizeof(name));
BotAI_BotInitialChat(bs, "cmd_defendbase", name, NULL);
BotSayTeamOrder(bs, teammates[1]);
BotSayVoiceTeamOrder(bs, teammates[1], VOICECHAT_DEFEND);
break;
}
case 3:
{
//the one closest to the base will defend the base
ClientName(teammates[0], name, sizeof(name));
BotAI_BotInitialChat(bs, "cmd_defendbase", name, NULL);
BotSayTeamOrder(bs, teammates[0]);
BotSayVoiceTeamOrder(bs, teammates[0], VOICECHAT_DEFEND);
//the others should go for the enemy flag
ClientName(teammates[1], name, sizeof(name));
BotAI_BotInitialChat(bs, "cmd_defendbase", name, NULL);
BotSayTeamOrder(bs, teammates[1]);
BotSayVoiceTeamOrder(bs, teammates[1], VOICECHAT_DEFEND);
//
ClientName(teammates[2], name, sizeof(name));
BotAI_BotInitialChat(bs, "cmd_returnflag", name, NULL);
BotSayTeamOrder(bs, teammates[2]);
BotSayVoiceTeamOrder(bs, teammates[2], VOICECHAT_GETFLAG);
break;
}
default:
{
//70% defend the base
defenders = (int) (float) numteammates * 0.7 + 0.5;
if (defenders > 7) defenders = 7;
//20% try to return the flag
attackers = (int) (float) numteammates * 0.2 + 0.5;
if (attackers > 2) attackers = 2;
for (i = 0; i < defenders; i++) {
//
ClientName(teammates[i], name, sizeof(name));
BotAI_BotInitialChat(bs, "cmd_defendbase", name, NULL);
BotSayTeamOrder(bs, teammates[i]);
BotSayVoiceTeamOrder(bs, teammates[i], VOICECHAT_DEFEND);
}
for (i = 0; i < attackers; i++) {
//
ClientName(teammates[numteammates - i - 1], name, sizeof(name));
BotAI_BotInitialChat(bs, "cmd_returnflag", name, NULL);
BotSayTeamOrder(bs, teammates[numteammates - i - 1]);
BotSayVoiceTeamOrder(bs, teammates[numteammates - i - 1], VOICECHAT_GETFLAG);
}
//
break;
}
}
}
}
/*
==================
Bot1FCTFOrders_EnemyDroppedFlag
X% defend the base, Y% get the flag
==================
*/
void Bot1FCTFOrders_EnemyDroppedFlag(bot_state_t *bs) {
int numteammates, defenders, attackers, i;
int teammates[MAX_CLIENTS];
char name[MAX_NETNAME];
//sort team mates by travel time to base
numteammates = BotSortTeamMatesByBaseTravelTime(bs, teammates, sizeof(teammates));
//sort team mates by CTF preference
BotSortTeamMatesByTaskPreference(bs, teammates, numteammates);
//passive strategy
if (!(bs->ctfstrategy & CTFS_AGRESSIVE)) {
//different orders based on the number of team mates
switch(numteammates) {
case 1: break;
case 2:
{
//the one closest to the base will defend the base
ClientName(teammates[0], name, sizeof(name));
BotAI_BotInitialChat(bs, "cmd_defendbase", name, NULL);
BotSayTeamOrder(bs, teammates[0]);
BotSayVoiceTeamOrder(bs, teammates[0], VOICECHAT_DEFEND);
//the other will get the flag
ClientName(teammates[1], name, sizeof(name));
BotAI_BotInitialChat(bs, "cmd_getflag", name, NULL);
BotSayTeamOrder(bs, teammates[1]);
BotSayVoiceTeamOrder(bs, teammates[1], VOICECHAT_GETFLAG);
break;
}
case 3:
{
//the one closest to the base will defend the base
ClientName(teammates[0], name, sizeof(name));
BotAI_BotInitialChat(bs, "cmd_defendbase", name, NULL);
BotSayTeamOrder(bs, teammates[0]);
BotSayVoiceTeamOrder(bs, teammates[0], VOICECHAT_DEFEND);
//the second one closest to the base will defend the base
ClientName(teammates[1], name, sizeof(name));
BotAI_BotInitialChat(bs, "cmd_defendbase", name, NULL);
BotSayTeamOrder(bs, teammates[1]);
BotSayVoiceTeamOrder(bs, teammates[1], VOICECHAT_DEFEND);
//the other will get the flag
ClientName(teammates[2], name, sizeof(name));
BotAI_BotInitialChat(bs, "cmd_getflag", name, NULL);
BotSayTeamOrder(bs, teammates[2]);
BotSayVoiceTeamOrder(bs, teammates[2], VOICECHAT_GETFLAG);
break;
}
default:
{
//50% defend the base
defenders = (int) (float) numteammates * 0.5 + 0.5;
if (defenders > 5) defenders = 5;
//40% get the flag
attackers = (int) (float) numteammates * 0.4 + 0.5;
if (attackers > 4) attackers = 4;
for (i = 0; i < defenders; i++) {
//
ClientName(teammates[i], name, sizeof(name));
BotAI_BotInitialChat(bs, "cmd_defendbase", name, NULL);
BotSayTeamOrder(bs, teammates[i]);
BotSayVoiceTeamOrder(bs, teammates[i], VOICECHAT_DEFEND);
}
for (i = 0; i < attackers; i++) {
//
ClientName(teammates[numteammates - i - 1], name, sizeof(name));
BotAI_BotInitialChat(bs, "cmd_getflag", name, NULL);
BotSayTeamOrder(bs, teammates[numteammates - i - 1]);
BotSayVoiceTeamOrder(bs, teammates[numteammates - i - 1], VOICECHAT_GETFLAG);
}
//
break;
}
}
}
else { //aggressive
//different orders based on the number of team mates
switch(numteammates) {
case 1: break;
case 2:
{
//the one closest to the base will defend the base
ClientName(teammates[0], name, sizeof(name));
BotAI_BotInitialChat(bs, "cmd_defendbase", name, NULL);
BotSayTeamOrder(bs, teammates[0]);
BotSayVoiceTeamOrder(bs, teammates[0], VOICECHAT_DEFEND);
//the other will get the flag
ClientName(teammates[1], name, sizeof(name));
BotAI_BotInitialChat(bs, "cmd_getflag", name, NULL);
BotSayTeamOrder(bs, teammates[1]);
BotSayVoiceTeamOrder(bs, teammates[1], VOICECHAT_GETFLAG);
break;
}
case 3:
{
//the one closest to the base will defend the base
ClientName(teammates[0], name, sizeof(name));
BotAI_BotInitialChat(bs, "cmd_defendbase", name, NULL);
BotSayTeamOrder(bs, teammates[0]);
BotSayVoiceTeamOrder(bs, teammates[0], VOICECHAT_DEFEND);
//the others should go for the enemy flag
ClientName(teammates[1], name, sizeof(name));
BotAI_BotInitialChat(bs, "cmd_getflag", name, NULL);
BotSayTeamOrder(bs, teammates[1]);
BotSayVoiceTeamOrder(bs, teammates[1], VOICECHAT_GETFLAG);
//
ClientName(teammates[2], name, sizeof(name));
BotAI_BotInitialChat(bs, "cmd_getflag", name, NULL);
BotSayTeamOrder(bs, teammates[2]);
BotSayVoiceTeamOrder(bs, teammates[2], VOICECHAT_GETFLAG);
break;
}
default:
{
//30% defend the base
defenders = (int) (float) numteammates * 0.3 + 0.5;
if (defenders > 3) defenders = 3;
//60% get the flag
attackers = (int) (float) numteammates * 0.6 + 0.5;
if (attackers > 6) attackers = 6;
for (i = 0; i < defenders; i++) {
//
ClientName(teammates[i], name, sizeof(name));
BotAI_BotInitialChat(bs, "cmd_defendbase", name, NULL);
BotSayTeamOrder(bs, teammates[i]);
BotSayVoiceTeamOrder(bs, teammates[i], VOICECHAT_DEFEND);
}
for (i = 0; i < attackers; i++) {
//
ClientName(teammates[numteammates - i - 1], name, sizeof(name));
BotAI_BotInitialChat(bs, "cmd_getflag", name, NULL);
BotSayTeamOrder(bs, teammates[numteammates - i - 1]);
BotSayVoiceTeamOrder(bs, teammates[numteammates - i - 1], VOICECHAT_GETFLAG);
}
//
break;
}
}
}
}
/*
==================
Bot1FCTFOrders
==================
*/
void Bot1FCTFOrders(bot_state_t *bs) {
switch(bs->neutralflagstatus) {
case 0: Bot1FCTFOrders_FlagAtCenter(bs); break;
case 1: Bot1FCTFOrders_TeamHasFlag(bs); break;
case 2: Bot1FCTFOrders_EnemyHasFlag(bs); break;
case 3: Bot1FCTFOrders_EnemyDroppedFlag(bs); break;
}
}
/*
==================
BotObeliskOrders
X% in defence Y% in offence
==================
*/
void BotObeliskOrders(bot_state_t *bs) {
int numteammates, defenders, attackers, i;
int teammates[MAX_CLIENTS];
char name[MAX_NETNAME];
//sort team mates by travel time to base
numteammates = BotSortTeamMatesByBaseTravelTime(bs, teammates, sizeof(teammates));
//sort team mates by CTF preference
BotSortTeamMatesByTaskPreference(bs, teammates, numteammates);
//passive strategy
if (!(bs->ctfstrategy & CTFS_AGRESSIVE)) {
//different orders based on the number of team mates
switch(numteammates) {
case 1: break;
case 2:
{
//the one closest to the base will defend the base
ClientName(teammates[0], name, sizeof(name));
BotAI_BotInitialChat(bs, "cmd_defendbase", name, NULL);
BotSayTeamOrder(bs, teammates[0]);
BotSayVoiceTeamOrder(bs, teammates[0], VOICECHAT_DEFEND);
//the other will attack the enemy base
ClientName(teammates[1], name, sizeof(name));
BotAI_BotInitialChat(bs, "cmd_attackenemybase", name, NULL);
BotSayTeamOrder(bs, teammates[1]);
BotSayVoiceTeamOrder(bs, teammates[1], VOICECHAT_OFFENSE);
break;
}
case 3:
{
//the one closest to the base will defend the base
ClientName(teammates[0], name, sizeof(name));
BotAI_BotInitialChat(bs, "cmd_defendbase", name, NULL);
BotSayTeamOrder(bs, teammates[0]);
BotSayVoiceTeamOrder(bs, teammates[0], VOICECHAT_DEFEND);
//the one second closest to the base also defends the base
ClientName(teammates[1], name, sizeof(name));
BotAI_BotInitialChat(bs, "cmd_defendbase", name, NULL);
BotSayTeamOrder(bs, teammates[1]);
BotSayVoiceTeamOrder(bs, teammates[1], VOICECHAT_DEFEND);
//the other one attacks the enemy base
ClientName(teammates[2], name, sizeof(name));
BotAI_BotInitialChat(bs, "cmd_attackenemybase", name, NULL);
BotSayTeamOrder(bs, teammates[2]);
BotSayVoiceTeamOrder(bs, teammates[2], VOICECHAT_OFFENSE);
break;
}
default:
{
//50% defend the base
defenders = (int) (float) numteammates * 0.5 + 0.5;
if (defenders > 5) defenders = 5;
//40% attack the enemy base
attackers = (int) (float) numteammates * 0.4 + 0.5;
if (attackers > 4) attackers = 4;
for (i = 0; i < defenders; i++) {
//
ClientName(teammates[i], name, sizeof(name));
BotAI_BotInitialChat(bs, "cmd_defendbase", name, NULL);
BotSayTeamOrder(bs, teammates[i]);
BotSayVoiceTeamOrder(bs, teammates[i], VOICECHAT_DEFEND);
}
for (i = 0; i < attackers; i++) {
//
ClientName(teammates[numteammates - i - 1], name, sizeof(name));
BotAI_BotInitialChat(bs, "cmd_attackenemybase", name, NULL);
BotSayTeamOrder(bs, teammates[numteammates - i - 1]);
BotSayVoiceTeamOrder(bs, teammates[numteammates - i - 1], VOICECHAT_OFFENSE);
}
//
break;
}
}
}
else {
//different orders based on the number of team mates
switch(numteammates) {
case 1: break;
case 2:
{
//the one closest to the base will defend the base
ClientName(teammates[0], name, sizeof(name));
BotAI_BotInitialChat(bs, "cmd_defendbase", name, NULL);
BotSayTeamOrder(bs, teammates[0]);
BotSayVoiceTeamOrder(bs, teammates[0], VOICECHAT_DEFEND);
//the other will attack the enemy base
ClientName(teammates[1], name, sizeof(name));
BotAI_BotInitialChat(bs, "cmd_attackenemybase", name, NULL);
BotSayTeamOrder(bs, teammates[1]);
BotSayVoiceTeamOrder(bs, teammates[1], VOICECHAT_OFFENSE);
break;
}
case 3:
{
//the one closest to the base will defend the base
ClientName(teammates[0], name, sizeof(name));
BotAI_BotInitialChat(bs, "cmd_defendbase", name, NULL);
BotSayTeamOrder(bs, teammates[0]);
BotSayVoiceTeamOrder(bs, teammates[0], VOICECHAT_DEFEND);
//the others attack the enemy base
ClientName(teammates[1], name, sizeof(name));
BotAI_BotInitialChat(bs, "cmd_attackenemybase", name, NULL);
BotSayTeamOrder(bs, teammates[1]);
BotSayVoiceTeamOrder(bs, teammates[1], VOICECHAT_OFFENSE);
//
ClientName(teammates[2], name, sizeof(name));
BotAI_BotInitialChat(bs, "cmd_attackenemybase", name, NULL);
BotSayTeamOrder(bs, teammates[2]);
BotSayVoiceTeamOrder(bs, teammates[2], VOICECHAT_OFFENSE);
break;
}
default:
{
//30% defend the base
defenders = (int) (float) numteammates * 0.3 + 0.5;
if (defenders > 3) defenders = 3;
//70% attack the enemy base
attackers = (int) (float) numteammates * 0.7 + 0.5;
if (attackers > 7) attackers = 7;
for (i = 0; i < defenders; i++) {
//
ClientName(teammates[i], name, sizeof(name));
BotAI_BotInitialChat(bs, "cmd_defendbase", name, NULL);
BotSayTeamOrder(bs, teammates[i]);
BotSayVoiceTeamOrder(bs, teammates[i], VOICECHAT_DEFEND);
}
for (i = 0; i < attackers; i++) {
//
ClientName(teammates[numteammates - i - 1], name, sizeof(name));
BotAI_BotInitialChat(bs, "cmd_attackenemybase", name, NULL);
BotSayTeamOrder(bs, teammates[numteammates - i - 1]);
BotSayVoiceTeamOrder(bs, teammates[numteammates - i - 1], VOICECHAT_OFFENSE);
}
//
break;
}
}
}
}
/*
==================
BotHarvesterOrders
X% defend the base, Y% harvest
==================
*/
void BotHarvesterOrders(bot_state_t *bs) {
int numteammates, defenders, attackers, i;
int teammates[MAX_CLIENTS] = {0};
char name[MAX_NETNAME];
//sort team mates by travel time to base
numteammates = BotSortTeamMatesByBaseTravelTime(bs, teammates, sizeof(teammates));
//sort team mates by CTF preference
BotSortTeamMatesByTaskPreference(bs, teammates, numteammates);
//passive strategy
if (!(bs->ctfstrategy & CTFS_AGRESSIVE)) {
//different orders based on the number of team mates
switch(numteammates) {
case 1: break;
case 2:
{
//the one closest to the base will defend the base
ClientName(teammates[0], name, sizeof(name));
BotAI_BotInitialChat(bs, "cmd_defendbase", name, NULL);
BotSayTeamOrder(bs, teammates[0]);
BotSayVoiceTeamOrder(bs, teammates[0], VOICECHAT_DEFEND);
//the other will harvest
ClientName(teammates[1], name, sizeof(name));
BotAI_BotInitialChat(bs, "cmd_harvest", name, NULL);
BotSayTeamOrder(bs, teammates[1]);
BotSayVoiceTeamOrder(bs, teammates[1], VOICECHAT_OFFENSE);
break;
}
case 3:
{
//the one closest to the base will defend the base
ClientName(teammates[0], name, sizeof(name));
BotAI_BotInitialChat(bs, "cmd_defendbase", name, NULL);
BotSayTeamOrder(bs, teammates[0]);
BotSayVoiceTeamOrder(bs, teammates[0], VOICECHAT_DEFEND);
//the one second closest to the base also defends the base
ClientName(teammates[1], name, sizeof(name));
BotAI_BotInitialChat(bs, "cmd_defendbase", name, NULL);
BotSayTeamOrder(bs, teammates[1]);
BotSayVoiceTeamOrder(bs, teammates[1], VOICECHAT_DEFEND);
//the other one goes harvesting
ClientName(teammates[2], name, sizeof(name));
BotAI_BotInitialChat(bs, "cmd_harvest", name, NULL);
BotSayTeamOrder(bs, teammates[2]);
BotSayVoiceTeamOrder(bs, teammates[2], VOICECHAT_OFFENSE);
break;
}
default:
{
//50% defend the base
defenders = (int) (float) numteammates * 0.5 + 0.5;
if (defenders > 5) defenders = 5;
//40% goes harvesting
attackers = (int) (float) numteammates * 0.4 + 0.5;
if (attackers > 4) attackers = 4;
for (i = 0; i < defenders; i++) {
//
ClientName(teammates[i], name, sizeof(name));
BotAI_BotInitialChat(bs, "cmd_defendbase", name, NULL);
BotSayTeamOrder(bs, teammates[i]);
BotSayVoiceTeamOrder(bs, teammates[i], VOICECHAT_DEFEND);
}
for (i = 0; i < attackers; i++) {
//
ClientName(teammates[numteammates - i - 1], name, sizeof(name));
BotAI_BotInitialChat(bs, "cmd_harvest", name, NULL);
BotSayTeamOrder(bs, teammates[numteammates - i - 1]);
BotSayVoiceTeamOrder(bs, teammates[numteammates - i - 1], VOICECHAT_OFFENSE);
}
//
break;
}
}
}
else {
//different orders based on the number of team mates
switch(numteammates) {
case 1: break;
case 2:
{
//the one closest to the base will defend the base
ClientName(teammates[0], name, sizeof(name));
BotAI_BotInitialChat(bs, "cmd_defendbase", name, NULL);
BotSayTeamOrder(bs, teammates[0]);
BotSayVoiceTeamOrder(bs, teammates[0], VOICECHAT_DEFEND);
//the other will harvest
ClientName(teammates[1], name, sizeof(name));
BotAI_BotInitialChat(bs, "cmd_harvest", name, NULL);
BotSayTeamOrder(bs, teammates[1]);
BotSayVoiceTeamOrder(bs, teammates[1], VOICECHAT_OFFENSE);
break;
}
case 3:
{
//the one closest to the base will defend the base
ClientName(teammates[0], name, sizeof(name));
BotAI_BotInitialChat(bs, "cmd_defendbase", name, NULL);
BotSayTeamOrder(bs, teammates[0]);
BotSayVoiceTeamOrder(bs, teammates[0], VOICECHAT_DEFEND);
//the others go harvesting
ClientName(teammates[1], name, sizeof(name));
BotAI_BotInitialChat(bs, "cmd_harvest", name, NULL);
BotSayTeamOrder(bs, teammates[1]);
BotSayVoiceTeamOrder(bs, teammates[1], VOICECHAT_OFFENSE);
//
ClientName(teammates[2], name, sizeof(name));
BotAI_BotInitialChat(bs, "cmd_harvest", name, NULL);
BotSayTeamOrder(bs, teammates[2]);
BotSayVoiceTeamOrder(bs, teammates[2], VOICECHAT_OFFENSE);
break;
}
default:
{
//30% defend the base
defenders = (int) (float) numteammates * 0.3 + 0.5;
if (defenders > 3) defenders = 3;
//70% go harvesting
attackers = (int) (float) numteammates * 0.7 + 0.5;
if (attackers > 7) attackers = 7;
for (i = 0; i < defenders; i++) {
//
ClientName(teammates[i], name, sizeof(name));
BotAI_BotInitialChat(bs, "cmd_defendbase", name, NULL);
BotSayTeamOrder(bs, teammates[i]);
BotSayVoiceTeamOrder(bs, teammates[i], VOICECHAT_DEFEND);
}
for (i = 0; i < attackers; i++) {
//
ClientName(teammates[numteammates - i - 1], name, sizeof(name));
BotAI_BotInitialChat(bs, "cmd_harvest", name, NULL);
BotSayTeamOrder(bs, teammates[numteammates - i - 1]);
BotSayVoiceTeamOrder(bs, teammates[numteammates - i - 1], VOICECHAT_OFFENSE);
}
//
break;
}
}
}
}
#endif
/*
==================
FindHumanTeamLeader
==================
*/
int FindHumanTeamLeader(bot_state_t *bs) {
int i;
for (i = 0; i < MAX_CLIENTS; i++) {
if ( g_entities[i].inuse ) {
// if this player is not a bot
if ( !(g_entities[i].r.svFlags & SVF_BOT) ) {
// if this player is ok with being the leader
if (!notleader[i]) {
// if this player is on the same team
if ( BotSameTeam(bs, i) ) {
ClientName(i, bs->teamleader, sizeof(bs->teamleader));
// if not yet ordered to do anything
if ( !BotSetLastOrderedTask(bs) ) {
// go on defense by default
BotVoiceChat_Defend(bs, i, SAY_TELL);
}
return qtrue;
}
}
}
}
}
return qfalse;
}
/*
==================
BotTeamAI
==================
*/
void BotTeamAI(bot_state_t *bs) {
int numteammates;
char netname[MAX_NETNAME];
//
if ( gametype < GT_TEAM )
return;
// make sure we've got a valid team leader
if (!BotValidTeamLeader(bs)) {
//
if (!FindHumanTeamLeader(bs)) {
//
if (!bs->askteamleader_time && !bs->becometeamleader_time) {
if (bs->entergame_time + 10 > FloatTime()) {
bs->askteamleader_time = FloatTime() + 5 + random() * 10;
}
else {
bs->becometeamleader_time = FloatTime() + 5 + random() * 10;
}
}
if (bs->askteamleader_time && bs->askteamleader_time < FloatTime()) {
// if asked for a team leader and no response
BotAI_BotInitialChat(bs, "whoisteamleader", NULL);
trap_BotEnterChat(bs->cs, 0, CHAT_TEAM);
bs->askteamleader_time = 0;
bs->becometeamleader_time = FloatTime() + 8 + random() * 10;
}
if (bs->becometeamleader_time && bs->becometeamleader_time < FloatTime()) {
BotAI_BotInitialChat(bs, "iamteamleader", NULL);
trap_BotEnterChat(bs->cs, 0, CHAT_TEAM);
BotSayVoiceTeamOrder(bs, -1, VOICECHAT_STARTLEADER);
ClientName(bs->client, netname, sizeof(netname));
strncpy(bs->teamleader, netname, sizeof(bs->teamleader));
bs->teamleader[sizeof(bs->teamleader)-1] = '\0';
bs->becometeamleader_time = 0;
}
return;
}
}
bs->askteamleader_time = 0;
bs->becometeamleader_time = 0;
//return if this bot is NOT the team leader
ClientName(bs->client, netname, sizeof(netname));
if (Q_stricmp(netname, bs->teamleader) != 0) return;
//
numteammates = BotNumTeamMates(bs);
//give orders
switch(gametype) {
case GT_TEAM:
{
if (bs->numteammates != numteammates || bs->forceorders) {
bs->teamgiveorders_time = FloatTime();
bs->numteammates = numteammates;
bs->forceorders = qfalse;
}
//if it's time to give orders
if (bs->teamgiveorders_time && bs->teamgiveorders_time < FloatTime() - 5) {
BotTeamOrders(bs);
//give orders again after 120 seconds
bs->teamgiveorders_time = FloatTime() + 120;
}
break;
}
case GT_CTF:
{
//if the number of team mates changed or the flag status changed
//or someone wants to know what to do
if (bs->numteammates != numteammates || bs->flagstatuschanged || bs->forceorders) {
bs->teamgiveorders_time = FloatTime();
bs->numteammates = numteammates;
bs->flagstatuschanged = qfalse;
bs->forceorders = qfalse;
}
//if there were no flag captures the last 3 minutes
if (bs->lastflagcapture_time < FloatTime() - 240) {
bs->lastflagcapture_time = FloatTime();
//randomly change the CTF strategy
if (random() < 0.4) {
bs->ctfstrategy ^= CTFS_AGRESSIVE;
bs->teamgiveorders_time = FloatTime();
}
}
//if it's time to give orders
if (bs->teamgiveorders_time && bs->teamgiveorders_time < FloatTime() - 3) {
BotCTFOrders(bs);
//
bs->teamgiveorders_time = 0;
}
break;
}
#ifdef MISSIONPACK
case GT_1FCTF:
{
if (bs->numteammates != numteammates || bs->flagstatuschanged || bs->forceorders) {
bs->teamgiveorders_time = FloatTime();
bs->numteammates = numteammates;
bs->flagstatuschanged = qfalse;
bs->forceorders = qfalse;
}
//if there were no flag captures the last 4 minutes
if (bs->lastflagcapture_time < FloatTime() - 240) {
bs->lastflagcapture_time = FloatTime();
//randomly change the CTF strategy
if (random() < 0.4) {
bs->ctfstrategy ^= CTFS_AGRESSIVE;
bs->teamgiveorders_time = FloatTime();
}
}
//if it's time to give orders
if (bs->teamgiveorders_time && bs->teamgiveorders_time < FloatTime() - 2) {
Bot1FCTFOrders(bs);
//
bs->teamgiveorders_time = 0;
}
break;
}
case GT_OBELISK:
{
if (bs->numteammates != numteammates || bs->forceorders) {
bs->teamgiveorders_time = FloatTime();
bs->numteammates = numteammates;
bs->forceorders = qfalse;
}
//if it's time to give orders
if (bs->teamgiveorders_time && bs->teamgiveorders_time < FloatTime() - 5) {
BotObeliskOrders(bs);
//give orders again after 30 seconds
bs->teamgiveorders_time = FloatTime() + 30;
}
break;
}
case GT_HARVESTER:
{
if (bs->numteammates != numteammates || bs->forceorders) {
bs->teamgiveorders_time = FloatTime();
bs->numteammates = numteammates;
bs->forceorders = qfalse;
}
//if it's time to give orders
if (bs->teamgiveorders_time && bs->teamgiveorders_time < FloatTime() - 5) {
BotHarvesterOrders(bs);
//give orders again after 30 seconds
bs->teamgiveorders_time = FloatTime() + 30;
}
break;
}
#endif
}
}