reaction/code/game/ai_team.c

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//-----------------------------------------------------------------------------
//
// $Id$
//
//-----------------------------------------------------------------------------
//
2001-12-31 16:28:42 +00:00
// $Log$
2002-07-02 20:22:35 +00:00
// Revision 1.11 2002/07/02 20:22:35 jbravo
// Changed the files to use the right ui.
//
// Revision 1.10 2002/06/22 00:19:57 jbravo
// Cleanups for colors and stopped bots looking for team leaders in TP
//
// Revision 1.9 2002/06/16 20:06:13 jbravo
// Reindented all the source files with "indent -kr -ut -i8 -l120 -lc120 -sob -bad -bap"
//
// Revision 1.8 2002/06/16 17:37:59 jbravo
// Removed the MISSIONPACK ifdefs and missionpack only code.
//
2002-05-03 19:08:51 +00:00
// Revision 1.7 2002/05/03 19:08:51 makro
// Bot stuff
//
// Revision 1.6 2002/03/18 12:25:10 jbravo
// Live players dont get fraglines, except their own. Cleanups and some
// hacks to get bots to stop using knives only.
//
// Revision 1.5 2002/01/11 19:48:29 jbravo
// Formatted the source in non DOS format.
//
2001-12-31 16:28:42 +00:00
// Revision 1.4 2001/12/31 16:28:42 jbravo
// I made a Booboo with the Log tag.
//
//
//-----------------------------------------------------------------------------
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// Copyright (C) 1999-2000 Id Software, Inc.
//
/*****************************************************************************
* name: ai_team.c
*
* desc: Quake3 bot AI
*
* $Archive: /MissionPack/code/game/ai_team.c $
* $Author$
* $Revision$
* $Modtime: 11/16/00 11:35a $
* $Date$
*
*****************************************************************************/
#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"
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//
#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
//Blaze: was there a extra ../ here?
2009-06-28 05:31:14 +00:00
#include "../ui/menudef.h"
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//ctf task preferences for a client
typedef struct bot_ctftaskpreference_s {
char name[36];
int preference;
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} 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;
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return qtrue;
}
/*
==================
BotNumTeamMates
==================
*/
int BotNumTeamMates(bot_state_t * bs)
{
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int i, numplayers;
char buf[MAX_INFO_STRING];
static int maxclients;
if (!maxclients)
maxclients = trap_Cvar_VariableIntegerValue("sv_maxclients");
numplayers = 0;
for (i = 0; i < maxclients && i < MAX_CLIENTS; i++) {
trap_GetConfigstring(CS_PLAYERS + i, buf, sizeof(buf));
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//if no config string or no name
if (!strlen(buf) || !strlen(Info_ValueForKey(buf, "n")))
continue;
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//skip spectators
if (atoi(Info_ValueForKey(buf, "t")) == TEAM_SPECTATOR)
continue;
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//
if (BotSameTeam(bs, i)) {
numplayers++;
}
}
return numplayers;
}
/*
==================
BotClientTravelTimeToGoal
==================
*/
int BotClientTravelTimeToGoal(int client, bot_goal_t * goal)
{
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playerState_t ps;
int areanum;
BotAI_GetClientState(client, &ps);
areanum = BotPointAreaNum(ps.origin);
if (!areanum)
return 1;
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return trap_AAS_AreaTravelTimeToGoalArea(areanum, ps.origin, goal->areanum, TFL_DEFAULT);
}
/*
==================
BotSortTeamMatesByBaseTravelTime
==================
*/
int BotSortTeamMatesByBaseTravelTime(bot_state_t * bs, int *teammates, int maxteammates)
{
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int i, j, k, numteammates, traveltime;
char buf[MAX_INFO_STRING];
static int maxclients;
int traveltimes[MAX_CLIENTS];
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bot_goal_t *goal = NULL;
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if (gametype == GT_CTF || gametype == GT_1FCTF) {
if (BotTeam(bs) == TEAM_RED)
goal = &ctf_redflag;
else
goal = &ctf_blueflag;
}
if (!maxclients)
maxclients = trap_Cvar_VariableIntegerValue("sv_maxclients");
numteammates = 0;
for (i = 0; i < maxclients && i < MAX_CLIENTS; i++) {
trap_GetConfigstring(CS_PLAYERS + i, buf, sizeof(buf));
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//if no config string or no name
if (!strlen(buf) || !strlen(Info_ValueForKey(buf, "n")))
continue;
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//skip spectators
if (atoi(Info_ValueForKey(buf, "t")) == TEAM_SPECTATOR)
continue;
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//
if (BotSameTeam(bs, i)) {
//
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];
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}
break;
}
}
traveltimes[j] = traveltime;
teammates[j] = i;
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numteammates++;
if (numteammates >= maxteammates)
break;
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}
}
return numteammates;
}
/*
==================
BotSetTeamMateTaskPreference
==================
*/
void BotSetTeamMateTaskPreference(bot_state_t * bs, int teammate, int preference)
{
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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)
{
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char teammatename[MAX_NETNAME];
if (!ctftaskpreferences[teammate].preference)
return 0;
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ClientName(teammate, teammatename, sizeof(teammatename));
if (Q_stricmp(teammatename, ctftaskpreferences[teammate].name))
return 0;
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return ctftaskpreferences[teammate].preference;
}
/*
==================
BotSortTeamMatesByTaskPreference
==================
*/
int BotSortTeamMatesByTaskPreference(bot_state_t * bs, int *teammates, int numteammates)
{
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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) {
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attackers[numattackers++] = teammates[i];
} else {
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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)
{
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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);
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trap_BotQueueConsoleMessage(bs->cs, CMS_CHAT, teamchat);
} else {
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trap_BotEnterChat(bs->cs, toclient, CHAT_TELL);
}
}
/*
==================
BotSayTeamOrders
==================
*/
void BotSayTeamOrder(bot_state_t * bs, int toclient)
{
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BotSayTeamOrderAlways(bs, toclient);
}
/*
==================
BotVoiceChat
==================
*/
void BotVoiceChat(bot_state_t * bs, int toclient, char *voicechat)
{
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}
/*
==================
BotVoiceChatOnly
==================
*/
void BotVoiceChatOnly(bot_state_t * bs, int toclient, char *voicechat)
{
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}
/*
==================
BotSayVoiceTeamOrder
==================
*/
void BotSayVoiceTeamOrder(bot_state_t * bs, int toclient, char *voicechat)
{
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}
/*
==================
BotCTFOrders
==================
*/
void BotCTFOrders_BothFlagsNotAtBase(bot_state_t * bs)
{
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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 (bs->numteammates) {
case 1:
break;
case 2:
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{
//tell the one not carrying the flag to attack the enemy base
if (teammates[0] != bs->flagcarrier)
other = teammates[0];
else
other = teammates[1];
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ClientName(other, name, sizeof(name));
BotAI_BotInitialChat(bs, "cmd_getflag", name, NULL);
BotSayTeamOrder(bs, other);
BotSayVoiceTeamOrder(bs, other, VOICECHAT_GETFLAG);
break;
}
case 3:
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{
//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];
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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);
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BotSayVoiceTeamOrder(bs, other, VOICECHAT_FOLLOWME);
} else {
BotAI_BotInitialChat(bs, "cmd_accompany", name, carriername, NULL);
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BotSayVoiceTeamOrder(bs, other, VOICECHAT_FOLLOWFLAGCARRIER);
}
} else {
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//
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];
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ClientName(other, name, sizeof(name));
BotAI_BotInitialChat(bs, "cmd_getflag", name, NULL);
BotSayTeamOrder(bs, other);
BotSayVoiceTeamOrder(bs, other, VOICECHAT_RETURNFLAG);
break;
}
default:
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{
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;
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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);
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BotSayVoiceTeamOrder(bs, teammates[i], VOICECHAT_FOLLOWME);
} else {
BotAI_BotInitialChat(bs, "cmd_accompany", name, carriername, NULL);
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BotSayVoiceTeamOrder(bs, teammates[i], VOICECHAT_FOLLOWFLAGCARRIER);
}
BotSayTeamOrder(bs, teammates[i]);
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}
} else {
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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)
{
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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:
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{
//both will go for the enemy flag
ClientName(teammates[0], name, sizeof(name));
BotAI_BotInitialChat(bs, "cmd_defendbase", 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:
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{
//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:
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{
//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;
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attackers = (int) (float) numteammates *0.6 + 0.5;
if (attackers > 6)
attackers = 6;
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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 {
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//different orders based on the number of team mates
switch (bs->numteammates) {
case 1:
break;
case 2:
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{
//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:
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{
//everyone go for the flag
ClientName(teammates[0], name, sizeof(name));
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BotAI_BotInitialChat(bs, "cmd_getflag", name, NULL);
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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:
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{
//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;
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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)
{
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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:
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{
//tell the one not carrying the flag to defend the base
if (teammates[0] == bs->flagcarrier)
other = teammates[1];
else
other = teammates[0];
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ClientName(other, name, sizeof(name));
BotAI_BotInitialChat(bs, "cmd_defendbase", name, NULL);
BotSayTeamOrder(bs, other);
BotSayVoiceTeamOrder(bs, other, VOICECHAT_DEFEND);
break;
}
case 3:
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{
//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];
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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];
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ClientName(other, name, sizeof(name));
BotAI_BotInitialChat(bs, "cmd_defendbase", name, NULL);
BotSayTeamOrder(bs, other);
BotSayVoiceTeamOrder(bs, other, VOICECHAT_DEFEND);
break;
}
default:
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{
//60% will defend the base
defenders = (int) (float) numteammates *0.6 + 0.5;
if (defenders > 6)
defenders = 6;
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//30% accompanies the flag carrier
attackers = (int) (float) numteammates *0.3 + 0.5;
if (attackers > 3)
attackers = 3;
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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));
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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);
}
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BotSayTeamOrder(bs, teammates[numteammates - i - 1]);
}
} else {
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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)
{
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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:
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{
//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:
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{
//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:
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{
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;
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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 {
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//different orders based on the number of team mates
switch (numteammates) {
case 1:
break;
case 2:
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{
//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:
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{
//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;
}
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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++) {
//
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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)
{
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int flagstatus;
//
if (BotTeam(bs) == TEAM_RED)
flagstatus = bs->redflagstatus * 2 + bs->blueflagstatus;
else
flagstatus = bs->blueflagstatus * 2 + bs->redflagstatus;
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//
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;
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}
}
/*
==================
BotCreateGroup
==================
*/
void BotCreateGroup(bot_state_t * bs, int *teammates, int groupsize)
{
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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++) {
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ClientName(teammates[i], name, sizeof(name));
if (teammates[0] == bs->client) {
BotAI_BotInitialChat(bs, "cmd_accompanyme", name, NULL);
} else {
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BotAI_BotInitialChat(bs, "cmd_accompany", name, leadername, NULL);
}
BotSayTeamOrderAlways(bs, teammates[i]);
}
}
/*
==================
BotTeamOrders
FIXME: defend key areas?
==================
*/
void BotTeamOrders(bot_state_t * bs)
{
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int teammates[MAX_CLIENTS];
int numteammates, i;
char buf[MAX_INFO_STRING];
static int maxclients;
if (!maxclients)
maxclients = trap_Cvar_VariableIntegerValue("sv_maxclients");
numteammates = 0;
for (i = 0; i < maxclients && i < MAX_CLIENTS; i++) {
trap_GetConfigstring(CS_PLAYERS + i, buf, sizeof(buf));
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//if no config string or no name
if (!strlen(buf) || !strlen(Info_ValueForKey(buf, "n")))
continue;
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//skip spectators
if (atoi(Info_ValueForKey(buf, "t")) == TEAM_SPECTATOR)
continue;
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//
if (BotSameTeam(bs, i)) {
teammates[numteammates] = i;
numteammates++;
}
}
//
switch (numteammates) {
case 1:
break;
case 2:
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{
//nothing special
break;
}
case 3:
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{
//have one follow another and one free roaming
BotCreateGroup(bs, teammates, 2);
break;
}
case 4:
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{
BotCreateGroup(bs, teammates, 2); //a group of 2
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BotCreateGroup(bs, &teammates[2], 2); //a group of 2
break;
}
case 5:
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{
BotCreateGroup(bs, teammates, 2); //a group of 2
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BotCreateGroup(bs, &teammates[2], 3); //a group of 3
break;
}
default:
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{
if (numteammates <= 10) {
for (i = 0; i < numteammates / 2; i++) {
BotCreateGroup(bs, &teammates[i * 2], 2); //groups of 2
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}
}
break;
}
}
}
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/*
====================================
RQ3_Bot_TPOrders
Added by Makro
(just an edited version of
BotTeamOrders)
====================================
*/
void RQ3_Bot_TPOrders(bot_state_t * bs)
{
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int teammates[MAX_CLIENTS];
int numteammates, i;
char buf[MAX_INFO_STRING];
static int maxclients;
if (!maxclients)
maxclients = trap_Cvar_VariableIntegerValue("sv_maxclients");
numteammates = 0;
for (i = 0; i < maxclients && i < MAX_CLIENTS; i++) {
trap_GetConfigstring(CS_PLAYERS + i, buf, sizeof(buf));
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//if no config string or no name
if (!strlen(buf) || !strlen(Info_ValueForKey(buf, "n")))
continue;
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//skip spectators
if (atoi(Info_ValueForKey(buf, "t")) == TEAM_SPECTATOR)
continue;
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//
if (BotSameTeam(bs, i)) {
teammates[numteammates] = i;
numteammates++;
}
}
//
//TODO: find a human player; make 2 bots follow him
// if no human player on the team. make groups of 2-3 bots
// and send them to spawn points
switch (numteammates) {
case 1:
break;
case 2:
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{
//nothing special
break;
}
case 3:
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{
//have one follow another and one free roaming
BotCreateGroup(bs, teammates, 2);
break;
}
case 4:
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{
BotCreateGroup(bs, teammates, 2); //a group of 2
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BotCreateGroup(bs, &teammates[2], 2); //a group of 2
break;
}
case 5:
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{
BotCreateGroup(bs, teammates, 2); //a group of 2
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BotCreateGroup(bs, &teammates[2], 3); //a group of 3
break;
}
default:
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{
if (numteammates <= 10) {
for (i = 0; i < numteammates / 2; i++) {
BotCreateGroup(bs, &teammates[i * 2], 2); //groups of 2
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}
}
break;
}
}
}
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/*
==================
FindHumanTeamLeader
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==================
*/
int FindHumanTeamLeader(bot_state_t * bs)
{
int i;
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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;
}
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}
}
}
}
return qfalse;
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}
/*
==================
BotTeamAI
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==================
*/
void BotTeamAI(bot_state_t * bs)
{
int numteammates;
char netname[MAX_NETNAME];
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//
if (gametype < GT_TEAM)
return;
//make sure we've got a valid team leader
if (!BotValidTeamLeader(bs)) {
// JBravo: try to stop that teamleader crap in TP
if (!FindHumanTeamLeader(bs) && gametype != GT_TEAMPLAY) {
//
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;
}
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}
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));
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bs->teamleader[sizeof(bs->teamleader)-1] = '\0';
bs->becometeamleader_time = 0;
}
return;
}
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}
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;
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//
numteammates = BotNumTeamMates(bs);
//give orders
switch (gametype) {
case GT_TEAM:
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{
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;
}
// JBravo
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// Makro - separate case now
case GT_TEAMPLAY:
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{
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) {
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RQ3_Bot_TPOrders(bs);
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//give orders again after 120 seconds
bs->teamgiveorders_time = FloatTime() + 120;
}
break;
}
case GT_CTF:
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{
//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;
}
}
}