2005-08-26 17:39:27 +00:00
|
|
|
/*
|
|
|
|
===========================================================================
|
|
|
|
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
|
2005-10-29 01:53:09 +00:00
|
|
|
along with Quake III Arena source code; if not, write to the Free Software
|
2005-08-26 17:39:27 +00:00
|
|
|
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"
|
2005-10-26 19:45:21 +00:00
|
|
|
#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"
|
2005-08-26 17:39:27 +00:00
|
|
|
//
|
|
|
|
#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];
|
|
|
|
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));
|
|
|
|
//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;
|
|
|
|
|
|
|
|
BotAI_GetClientState(client, &ps);
|
|
|
|
areanum = BotPointAreaNum(ps.origin);
|
|
|
|
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];
|
|
|
|
static int maxclients;
|
|
|
|
int traveltimes[MAX_CLIENTS];
|
|
|
|
bot_goal_t *goal = NULL;
|
|
|
|
|
2012-08-17 06:18:37 +00:00
|
|
|
#ifdef MISSIONPACK
|
|
|
|
if (gametype == GT_CTF || gametype == GT_1FCTF)
|
|
|
|
#else
|
|
|
|
if (gametype == GT_CTF)
|
|
|
|
#endif
|
|
|
|
{
|
2005-08-26 17:39:27 +00:00
|
|
|
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
|
|
|
|
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));
|
|
|
|
//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;
|
|
|
|
//
|
2014-09-01 10:09:11 +00:00
|
|
|
if (BotSameTeam(bs, i) && goal) {
|
2005-08-26 17:39:27 +00:00
|
|
|
//
|
|
|
|
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;
|
2014-09-01 10:09:11 +00:00
|
|
|
int teammates[MAX_CLIENTS] = {0};
|
2005-08-26 17:39:27 +00:00
|
|
|
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:
|
|
|
|
{
|
Batch of bug fixes for gamecode. Patch compiled and log message written by Tobias Kuehnhammer (#5144)
################################################################################
This Patch fixes:
################################################################################
- The "fraglimit warning" was not played at all, if on the blue team.
- The "where" console command was broken.
- Obelisk explosion wasn't drawn if no Rocketlauncher was loaded.
- Impact marks sometimes didn't draw at all.
- IMPORTANT BUGFIX: No killing for cheaters with Lightning gun and Gauntlet.
- If two doors are close to each other a spectator couldn't fly through them.
- More robust, efficient and logical respawning routine.
NOTE: The game.qvm will get notable smaller and will use LESS MEMORY!
- Drowning sounds are fixed. Now they are played as intended. (as the id
comment
in the source code shows).
- Some AI bugs (OVERFLOW!) in the bot movement code.
- Several "Team Arena" Overload and Harvester bugs.
- Stops bots from attacking a team mate (player) who only changed teams.
- Some voice chats and CTF commands fixed.
- "Team_ReturnFlag" was called twice, which did wired things sometimes.
NOTE: (G_RunItem checks CONTENTS_NODROP already!)
- A bugfix for Gauntlet animation.
- Incorrect CTF scoring.
- A bunch of corrected comments and print lines ("\n").
- Some regularity of expression and some small trivial bugs.
################################################################################
Details:
################################################################################
********************************************************************************
BUG: in gamemode GT_TEAM the fraglimit warning will not be played if joining
the
blue team!
--------------------------------------------------------------------------------
Solution: In "CG_CheckLocalSounds": if cgs.scores2 > highScore, highScore
should
be cgs.scores2.
********************************************************************************
BUG: the "where" console command doesn't work as expected (it's always 0 0 0)
but not in id Quake 3 Arena. It seems that now Ioquake3 is affected!
--------------------------------------------------------------------------------
Solution: In Function "Cmd_Where_f" ent->s.origin should be
ent->r.currentOrigin.
********************************************************************************
BUG: in gamemode GT_OBELISK obelisk explosion won't be drawn if there is no
Rocketlauncher loaded. (The "maps without Rocketlauncher" bug)
--------------------------------------------------------------------------------
Solution: in "cg_main.c": cgs.media.rocketExplosionShader should be registered
if gamemode is GT_OBELISK.
********************************************************************************
BUG: Impact marks sometimes doesn't draw at all. Not easy to reproduce if you
don't play (io)Quake3 every day and know the places where it happens! ;)
But anyway...
Test: start q3dm12 go to "Long Jump Canyon" (where the small platform
teleporter for the BFG is) place yourself at the point where the railgun
spawns, look in the direction where the red suspended armor is. Now shoot
at the sloped wall on the out/leftside of the door you see. (the sloped
wall should be nearly in the center of your screen now). If you choose the
correct brush face and shoot up and down at this brush face, the impact
marks sometimes aren't visible.
There are hundreds of custom maps where this can happen!
--------------------------------------------------------------------------------
Solution: I replaced the function "SnapVectorTowards" with the one from
"Wolfenstein - Enemy Territory (GPL Source Code)"
********************************************************************************
BUG: Normally "NOCLIP" cheaters are logically not allowed to fire a gun.
Unfortunatly the Gauntlet (and Lightning gun) was forgotten and not
restricted to that. All weapons except those two were handled correct.
--------------------------------------------------------------------------------
Solution: Make Gauntlet and Lightning gun not firing for someone who cheats
with "NOCLIP" (like all other weapons).
********************************************************************************
NOTE: A few bugfixes are not mine and are reported here:
http://www.quake3world.com/forum/viewtopic.php?f=16&t=9179.
Thanks to Quake3world, for all those years and the good guys there!
********************************************************************************
BUG: During making a mod I found a very strange bug, which mainly occurs if
someone tries to implement a lot of singleplayer monsters which should
walk
slowly (like the "Crash" bot). So if someone wants to make slow down bots
or monsters when they are walking towards a goal and alter the function
"BotMoveInGoalArea" then the bots/monsters do stupid things. Otherwise and
this is the default (also buggy) behavior they start running although they
shouldn't (as seen with the "Crash" bot and will not be fixed here).
--------------------------------------------------------------------------------
Solution: Fix overflow in bot user command. BUGFIX from "Hunt" mod by J.
Hoffman.
********************************************************************************
BUG: in function "BotMoveToGoal" the special elevator case doesn't make sense.
--------------------------------------------------------------------------------
Solution: in "be_ai_move.c": ((result->flags & MOVERESULT_ONTOPOF_FUNCBOB) ||
(result->flags & MOVERESULT_ONTOPOF_FUNCBOB))
should be ((result->flags & MOVERESULT_ONTOPOF_ELEVATOR) ||
(result->flags & MOVERESULT_ONTOPOF_FUNCBOB)).
********************************************************************************
BUG: in function "BotWantsToRetreat" and "BotWantsToChase" this is wrong:
"(bs->enemy != redobelisk.entitynum || bs->enemy !=
blueobelisk.entitynum)"
--------------------------------------------------------------------------------
Solution: "... redobelisk.entitynum) && (bs->enemy != blueobelisk.." is
correct.
********************************************************************************
BUG: in gamemode GT_OBELISK there are too many node switches for bots
(test: mpq3tourney6 with many bots). If that happens, game becomes
unplayable. I don't know if this is the best solution but here it is:
--------------------------------------------------------------------------------
Solution: In function "AINode_Battle_Fight" right after:
if (!BotEntityVisible(bs->entitynum, bs->eye, bs->viewangles, 360, bs->enemy))
{
I added this:
#ifdef MISSIONPACK
if (bs->enemy == redobelisk.entitynum || bs->enemy ==
blueobelisk.entitynum)
{
AIEnter_Battle_Chase(bs, "battle fight: obelisk out of sight");
return qfalse;
}
#endif
********************************************************************************
BUG: in gamemode >= GT_TEAM, after team change, bots will (sometimes) not stop
shooting at you, although you are on their team now. It seems that the
configstrings are f***** up or not reliable in this case!
--------------------------------------------------------------------------------
Solution: In function "BotTeam" and "BotSameTeam" get the real team values.
********************************************************************************
BUG: Some of the bots voice commands are wrong. They are commanded to attack
the
enemy base but they say "Okay, I will defend!"
--------------------------------------------------------------------------------
Solution: Corrected some voice commands in "BotCTFOrders_FlagNotAtBase" and
"Bot1FCTFOrders_EnemyDroppedFlag"
********************************************************************************
BUG: Spectators couldn't fly through doors if they are very close to each
other.
You can test it with some regular id maps (q3dm14, q3dm12) but there are
also many custom maps where this can happen! This is annoying because in
the worst case you can't move at all and are caught inside a door.
--------------------------------------------------------------------------------
Solution: There is a solution in a mod called "Hunt" by J. Hoffman.
Bugfix is included in this patch!
********************************************************************************
BUG: During making a mod I found it very hard to implement some of my ideas
(something like "Limbo" or "Meeting") because of the way the player spawn
effect, intermission and spawning on victory pads is handled. I reworked
it
a bit and simplified it so that the effect is handled when a client
respawns
(as the name says) and not when a client begins. I think this will help
more
mod makers everytime they want to make changes to spawning of players,
bots
on victory pads or monsters... and want to avoid spectators with
Machineguns
which can kill and score... :()
NOTE: I also renamed the poorly named function "respawn"
to "ClientRespawn". If someone searches the code base for "respawn"
it was really hard to find the correct place for what was
meant. "respawn" is used so often, that you really get headache ...
now with "ClientRespawn" it's easier!
IMPORTANT: The whole respawning, moving to intermission point and
everything related to that is now done in a more reliable way
without changing the default behavior. (How critical the whole
spwaning mess was did you see by yourself (ioquake3 rev. 2076).
With this patch it's safer.
Trust me, I spent hours of fixing silly problems...
--------------------------------------------------------------------------------
Solution: Simplified "ClientBegin" and moved the teleport event
to "ClientSpawn".
********************************************************************************
BUG: If a player is dying or hurted under water the hurt/dying sounds AND the
drowning sounds are played together. This is silly. Moreover it's no good
idea to let the server play client sounds! There was a solution in a mod
called "Q3A++" by Dan 'Neurobasher' Gomes which fixes the problem.
--------------------------------------------------------------------------------
Solution: Created a "CG_WaterLevel" function to play the appropriate sounds.
********************************************************************************
################################################################################
2011-08-01 11:39:33 +00:00
|
|
|
// keep one near the base for when the flag is returned
|
2005-08-26 17:39:27 +00:00
|
|
|
ClientName(teammates[0], name, sizeof(name));
|
|
|
|
BotAI_BotInitialChat(bs, "cmd_defendbase", name, NULL);
|
|
|
|
BotSayTeamOrder(bs, teammates[0]);
|
Batch of bug fixes for gamecode. Patch compiled and log message written by Tobias Kuehnhammer (#5144)
################################################################################
This Patch fixes:
################################################################################
- The "fraglimit warning" was not played at all, if on the blue team.
- The "where" console command was broken.
- Obelisk explosion wasn't drawn if no Rocketlauncher was loaded.
- Impact marks sometimes didn't draw at all.
- IMPORTANT BUGFIX: No killing for cheaters with Lightning gun and Gauntlet.
- If two doors are close to each other a spectator couldn't fly through them.
- More robust, efficient and logical respawning routine.
NOTE: The game.qvm will get notable smaller and will use LESS MEMORY!
- Drowning sounds are fixed. Now they are played as intended. (as the id
comment
in the source code shows).
- Some AI bugs (OVERFLOW!) in the bot movement code.
- Several "Team Arena" Overload and Harvester bugs.
- Stops bots from attacking a team mate (player) who only changed teams.
- Some voice chats and CTF commands fixed.
- "Team_ReturnFlag" was called twice, which did wired things sometimes.
NOTE: (G_RunItem checks CONTENTS_NODROP already!)
- A bugfix for Gauntlet animation.
- Incorrect CTF scoring.
- A bunch of corrected comments and print lines ("\n").
- Some regularity of expression and some small trivial bugs.
################################################################################
Details:
################################################################################
********************************************************************************
BUG: in gamemode GT_TEAM the fraglimit warning will not be played if joining
the
blue team!
--------------------------------------------------------------------------------
Solution: In "CG_CheckLocalSounds": if cgs.scores2 > highScore, highScore
should
be cgs.scores2.
********************************************************************************
BUG: the "where" console command doesn't work as expected (it's always 0 0 0)
but not in id Quake 3 Arena. It seems that now Ioquake3 is affected!
--------------------------------------------------------------------------------
Solution: In Function "Cmd_Where_f" ent->s.origin should be
ent->r.currentOrigin.
********************************************************************************
BUG: in gamemode GT_OBELISK obelisk explosion won't be drawn if there is no
Rocketlauncher loaded. (The "maps without Rocketlauncher" bug)
--------------------------------------------------------------------------------
Solution: in "cg_main.c": cgs.media.rocketExplosionShader should be registered
if gamemode is GT_OBELISK.
********************************************************************************
BUG: Impact marks sometimes doesn't draw at all. Not easy to reproduce if you
don't play (io)Quake3 every day and know the places where it happens! ;)
But anyway...
Test: start q3dm12 go to "Long Jump Canyon" (where the small platform
teleporter for the BFG is) place yourself at the point where the railgun
spawns, look in the direction where the red suspended armor is. Now shoot
at the sloped wall on the out/leftside of the door you see. (the sloped
wall should be nearly in the center of your screen now). If you choose the
correct brush face and shoot up and down at this brush face, the impact
marks sometimes aren't visible.
There are hundreds of custom maps where this can happen!
--------------------------------------------------------------------------------
Solution: I replaced the function "SnapVectorTowards" with the one from
"Wolfenstein - Enemy Territory (GPL Source Code)"
********************************************************************************
BUG: Normally "NOCLIP" cheaters are logically not allowed to fire a gun.
Unfortunatly the Gauntlet (and Lightning gun) was forgotten and not
restricted to that. All weapons except those two were handled correct.
--------------------------------------------------------------------------------
Solution: Make Gauntlet and Lightning gun not firing for someone who cheats
with "NOCLIP" (like all other weapons).
********************************************************************************
NOTE: A few bugfixes are not mine and are reported here:
http://www.quake3world.com/forum/viewtopic.php?f=16&t=9179.
Thanks to Quake3world, for all those years and the good guys there!
********************************************************************************
BUG: During making a mod I found a very strange bug, which mainly occurs if
someone tries to implement a lot of singleplayer monsters which should
walk
slowly (like the "Crash" bot). So if someone wants to make slow down bots
or monsters when they are walking towards a goal and alter the function
"BotMoveInGoalArea" then the bots/monsters do stupid things. Otherwise and
this is the default (also buggy) behavior they start running although they
shouldn't (as seen with the "Crash" bot and will not be fixed here).
--------------------------------------------------------------------------------
Solution: Fix overflow in bot user command. BUGFIX from "Hunt" mod by J.
Hoffman.
********************************************************************************
BUG: in function "BotMoveToGoal" the special elevator case doesn't make sense.
--------------------------------------------------------------------------------
Solution: in "be_ai_move.c": ((result->flags & MOVERESULT_ONTOPOF_FUNCBOB) ||
(result->flags & MOVERESULT_ONTOPOF_FUNCBOB))
should be ((result->flags & MOVERESULT_ONTOPOF_ELEVATOR) ||
(result->flags & MOVERESULT_ONTOPOF_FUNCBOB)).
********************************************************************************
BUG: in function "BotWantsToRetreat" and "BotWantsToChase" this is wrong:
"(bs->enemy != redobelisk.entitynum || bs->enemy !=
blueobelisk.entitynum)"
--------------------------------------------------------------------------------
Solution: "... redobelisk.entitynum) && (bs->enemy != blueobelisk.." is
correct.
********************************************************************************
BUG: in gamemode GT_OBELISK there are too many node switches for bots
(test: mpq3tourney6 with many bots). If that happens, game becomes
unplayable. I don't know if this is the best solution but here it is:
--------------------------------------------------------------------------------
Solution: In function "AINode_Battle_Fight" right after:
if (!BotEntityVisible(bs->entitynum, bs->eye, bs->viewangles, 360, bs->enemy))
{
I added this:
#ifdef MISSIONPACK
if (bs->enemy == redobelisk.entitynum || bs->enemy ==
blueobelisk.entitynum)
{
AIEnter_Battle_Chase(bs, "battle fight: obelisk out of sight");
return qfalse;
}
#endif
********************************************************************************
BUG: in gamemode >= GT_TEAM, after team change, bots will (sometimes) not stop
shooting at you, although you are on their team now. It seems that the
configstrings are f***** up or not reliable in this case!
--------------------------------------------------------------------------------
Solution: In function "BotTeam" and "BotSameTeam" get the real team values.
********************************************************************************
BUG: Some of the bots voice commands are wrong. They are commanded to attack
the
enemy base but they say "Okay, I will defend!"
--------------------------------------------------------------------------------
Solution: Corrected some voice commands in "BotCTFOrders_FlagNotAtBase" and
"Bot1FCTFOrders_EnemyDroppedFlag"
********************************************************************************
BUG: Spectators couldn't fly through doors if they are very close to each
other.
You can test it with some regular id maps (q3dm14, q3dm12) but there are
also many custom maps where this can happen! This is annoying because in
the worst case you can't move at all and are caught inside a door.
--------------------------------------------------------------------------------
Solution: There is a solution in a mod called "Hunt" by J. Hoffman.
Bugfix is included in this patch!
********************************************************************************
BUG: During making a mod I found it very hard to implement some of my ideas
(something like "Limbo" or "Meeting") because of the way the player spawn
effect, intermission and spawning on victory pads is handled. I reworked
it
a bit and simplified it so that the effect is handled when a client
respawns
(as the name says) and not when a client begins. I think this will help
more
mod makers everytime they want to make changes to spawning of players,
bots
on victory pads or monsters... and want to avoid spectators with
Machineguns
which can kill and score... :()
NOTE: I also renamed the poorly named function "respawn"
to "ClientRespawn". If someone searches the code base for "respawn"
it was really hard to find the correct place for what was
meant. "respawn" is used so often, that you really get headache ...
now with "ClientRespawn" it's easier!
IMPORTANT: The whole respawning, moving to intermission point and
everything related to that is now done in a more reliable way
without changing the default behavior. (How critical the whole
spwaning mess was did you see by yourself (ioquake3 rev. 2076).
With this patch it's safer.
Trust me, I spent hours of fixing silly problems...
--------------------------------------------------------------------------------
Solution: Simplified "ClientBegin" and moved the teleport event
to "ClientSpawn".
********************************************************************************
BUG: If a player is dying or hurted under water the hurt/dying sounds AND the
drowning sounds are played together. This is silly. Moreover it's no good
idea to let the server play client sounds! There was a solution in a mod
called "Q3A++" by Dan 'Neurobasher' Gomes which fixes the problem.
--------------------------------------------------------------------------------
Solution: Created a "CG_WaterLevel" function to play the appropriate sounds.
********************************************************************************
################################################################################
2011-08-01 11:39:33 +00:00
|
|
|
BotSayVoiceTeamOrder(bs, teammates[0], VOICECHAT_DEFEND);
|
2005-08-26 17:39:27 +00:00
|
|
|
//
|
|
|
|
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;
|
Batch of bug fixes for gamecode. Patch compiled and log message written by Tobias Kuehnhammer (#5144)
################################################################################
This Patch fixes:
################################################################################
- The "fraglimit warning" was not played at all, if on the blue team.
- The "where" console command was broken.
- Obelisk explosion wasn't drawn if no Rocketlauncher was loaded.
- Impact marks sometimes didn't draw at all.
- IMPORTANT BUGFIX: No killing for cheaters with Lightning gun and Gauntlet.
- If two doors are close to each other a spectator couldn't fly through them.
- More robust, efficient and logical respawning routine.
NOTE: The game.qvm will get notable smaller and will use LESS MEMORY!
- Drowning sounds are fixed. Now they are played as intended. (as the id
comment
in the source code shows).
- Some AI bugs (OVERFLOW!) in the bot movement code.
- Several "Team Arena" Overload and Harvester bugs.
- Stops bots from attacking a team mate (player) who only changed teams.
- Some voice chats and CTF commands fixed.
- "Team_ReturnFlag" was called twice, which did wired things sometimes.
NOTE: (G_RunItem checks CONTENTS_NODROP already!)
- A bugfix for Gauntlet animation.
- Incorrect CTF scoring.
- A bunch of corrected comments and print lines ("\n").
- Some regularity of expression and some small trivial bugs.
################################################################################
Details:
################################################################################
********************************************************************************
BUG: in gamemode GT_TEAM the fraglimit warning will not be played if joining
the
blue team!
--------------------------------------------------------------------------------
Solution: In "CG_CheckLocalSounds": if cgs.scores2 > highScore, highScore
should
be cgs.scores2.
********************************************************************************
BUG: the "where" console command doesn't work as expected (it's always 0 0 0)
but not in id Quake 3 Arena. It seems that now Ioquake3 is affected!
--------------------------------------------------------------------------------
Solution: In Function "Cmd_Where_f" ent->s.origin should be
ent->r.currentOrigin.
********************************************************************************
BUG: in gamemode GT_OBELISK obelisk explosion won't be drawn if there is no
Rocketlauncher loaded. (The "maps without Rocketlauncher" bug)
--------------------------------------------------------------------------------
Solution: in "cg_main.c": cgs.media.rocketExplosionShader should be registered
if gamemode is GT_OBELISK.
********************************************************************************
BUG: Impact marks sometimes doesn't draw at all. Not easy to reproduce if you
don't play (io)Quake3 every day and know the places where it happens! ;)
But anyway...
Test: start q3dm12 go to "Long Jump Canyon" (where the small platform
teleporter for the BFG is) place yourself at the point where the railgun
spawns, look in the direction where the red suspended armor is. Now shoot
at the sloped wall on the out/leftside of the door you see. (the sloped
wall should be nearly in the center of your screen now). If you choose the
correct brush face and shoot up and down at this brush face, the impact
marks sometimes aren't visible.
There are hundreds of custom maps where this can happen!
--------------------------------------------------------------------------------
Solution: I replaced the function "SnapVectorTowards" with the one from
"Wolfenstein - Enemy Territory (GPL Source Code)"
********************************************************************************
BUG: Normally "NOCLIP" cheaters are logically not allowed to fire a gun.
Unfortunatly the Gauntlet (and Lightning gun) was forgotten and not
restricted to that. All weapons except those two were handled correct.
--------------------------------------------------------------------------------
Solution: Make Gauntlet and Lightning gun not firing for someone who cheats
with "NOCLIP" (like all other weapons).
********************************************************************************
NOTE: A few bugfixes are not mine and are reported here:
http://www.quake3world.com/forum/viewtopic.php?f=16&t=9179.
Thanks to Quake3world, for all those years and the good guys there!
********************************************************************************
BUG: During making a mod I found a very strange bug, which mainly occurs if
someone tries to implement a lot of singleplayer monsters which should
walk
slowly (like the "Crash" bot). So if someone wants to make slow down bots
or monsters when they are walking towards a goal and alter the function
"BotMoveInGoalArea" then the bots/monsters do stupid things. Otherwise and
this is the default (also buggy) behavior they start running although they
shouldn't (as seen with the "Crash" bot and will not be fixed here).
--------------------------------------------------------------------------------
Solution: Fix overflow in bot user command. BUGFIX from "Hunt" mod by J.
Hoffman.
********************************************************************************
BUG: in function "BotMoveToGoal" the special elevator case doesn't make sense.
--------------------------------------------------------------------------------
Solution: in "be_ai_move.c": ((result->flags & MOVERESULT_ONTOPOF_FUNCBOB) ||
(result->flags & MOVERESULT_ONTOPOF_FUNCBOB))
should be ((result->flags & MOVERESULT_ONTOPOF_ELEVATOR) ||
(result->flags & MOVERESULT_ONTOPOF_FUNCBOB)).
********************************************************************************
BUG: in function "BotWantsToRetreat" and "BotWantsToChase" this is wrong:
"(bs->enemy != redobelisk.entitynum || bs->enemy !=
blueobelisk.entitynum)"
--------------------------------------------------------------------------------
Solution: "... redobelisk.entitynum) && (bs->enemy != blueobelisk.." is
correct.
********************************************************************************
BUG: in gamemode GT_OBELISK there are too many node switches for bots
(test: mpq3tourney6 with many bots). If that happens, game becomes
unplayable. I don't know if this is the best solution but here it is:
--------------------------------------------------------------------------------
Solution: In function "AINode_Battle_Fight" right after:
if (!BotEntityVisible(bs->entitynum, bs->eye, bs->viewangles, 360, bs->enemy))
{
I added this:
#ifdef MISSIONPACK
if (bs->enemy == redobelisk.entitynum || bs->enemy ==
blueobelisk.entitynum)
{
AIEnter_Battle_Chase(bs, "battle fight: obelisk out of sight");
return qfalse;
}
#endif
********************************************************************************
BUG: in gamemode >= GT_TEAM, after team change, bots will (sometimes) not stop
shooting at you, although you are on their team now. It seems that the
configstrings are f***** up or not reliable in this case!
--------------------------------------------------------------------------------
Solution: In function "BotTeam" and "BotSameTeam" get the real team values.
********************************************************************************
BUG: Some of the bots voice commands are wrong. They are commanded to attack
the
enemy base but they say "Okay, I will defend!"
--------------------------------------------------------------------------------
Solution: Corrected some voice commands in "BotCTFOrders_FlagNotAtBase" and
"Bot1FCTFOrders_EnemyDroppedFlag"
********************************************************************************
BUG: Spectators couldn't fly through doors if they are very close to each
other.
You can test it with some regular id maps (q3dm14, q3dm12) but there are
also many custom maps where this can happen! This is annoying because in
the worst case you can't move at all and are caught inside a door.
--------------------------------------------------------------------------------
Solution: There is a solution in a mod called "Hunt" by J. Hoffman.
Bugfix is included in this patch!
********************************************************************************
BUG: During making a mod I found it very hard to implement some of my ideas
(something like "Limbo" or "Meeting") because of the way the player spawn
effect, intermission and spawning on victory pads is handled. I reworked
it
a bit and simplified it so that the effect is handled when a client
respawns
(as the name says) and not when a client begins. I think this will help
more
mod makers everytime they want to make changes to spawning of players,
bots
on victory pads or monsters... and want to avoid spectators with
Machineguns
which can kill and score... :()
NOTE: I also renamed the poorly named function "respawn"
to "ClientRespawn". If someone searches the code base for "respawn"
it was really hard to find the correct place for what was
meant. "respawn" is used so often, that you really get headache ...
now with "ClientRespawn" it's easier!
IMPORTANT: The whole respawning, moving to intermission point and
everything related to that is now done in a more reliable way
without changing the default behavior. (How critical the whole
spwaning mess was did you see by yourself (ioquake3 rev. 2076).
With this patch it's safer.
Trust me, I spent hours of fixing silly problems...
--------------------------------------------------------------------------------
Solution: Simplified "ClientBegin" and moved the teleport event
to "ClientSpawn".
********************************************************************************
BUG: If a player is dying or hurted under water the hurt/dying sounds AND the
drowning sounds are played together. This is silly. Moreover it's no good
idea to let the server play client sounds! There was a solution in a mod
called "Q3A++" by Dan 'Neurobasher' Gomes which fixes the problem.
--------------------------------------------------------------------------------
Solution: Created a "CG_WaterLevel" function to play the appropriate sounds.
********************************************************************************
################################################################################
2011-08-01 11:39:33 +00:00
|
|
|
attackers = (int) (float) numteammates * 0.6 + 0.5;
|
2005-08-26 17:39:27 +00:00
|
|
|
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));
|
Batch of bug fixes for gamecode. Patch compiled and log message written by Tobias Kuehnhammer (#5144)
################################################################################
This Patch fixes:
################################################################################
- The "fraglimit warning" was not played at all, if on the blue team.
- The "where" console command was broken.
- Obelisk explosion wasn't drawn if no Rocketlauncher was loaded.
- Impact marks sometimes didn't draw at all.
- IMPORTANT BUGFIX: No killing for cheaters with Lightning gun and Gauntlet.
- If two doors are close to each other a spectator couldn't fly through them.
- More robust, efficient and logical respawning routine.
NOTE: The game.qvm will get notable smaller and will use LESS MEMORY!
- Drowning sounds are fixed. Now they are played as intended. (as the id
comment
in the source code shows).
- Some AI bugs (OVERFLOW!) in the bot movement code.
- Several "Team Arena" Overload and Harvester bugs.
- Stops bots from attacking a team mate (player) who only changed teams.
- Some voice chats and CTF commands fixed.
- "Team_ReturnFlag" was called twice, which did wired things sometimes.
NOTE: (G_RunItem checks CONTENTS_NODROP already!)
- A bugfix for Gauntlet animation.
- Incorrect CTF scoring.
- A bunch of corrected comments and print lines ("\n").
- Some regularity of expression and some small trivial bugs.
################################################################################
Details:
################################################################################
********************************************************************************
BUG: in gamemode GT_TEAM the fraglimit warning will not be played if joining
the
blue team!
--------------------------------------------------------------------------------
Solution: In "CG_CheckLocalSounds": if cgs.scores2 > highScore, highScore
should
be cgs.scores2.
********************************************************************************
BUG: the "where" console command doesn't work as expected (it's always 0 0 0)
but not in id Quake 3 Arena. It seems that now Ioquake3 is affected!
--------------------------------------------------------------------------------
Solution: In Function "Cmd_Where_f" ent->s.origin should be
ent->r.currentOrigin.
********************************************************************************
BUG: in gamemode GT_OBELISK obelisk explosion won't be drawn if there is no
Rocketlauncher loaded. (The "maps without Rocketlauncher" bug)
--------------------------------------------------------------------------------
Solution: in "cg_main.c": cgs.media.rocketExplosionShader should be registered
if gamemode is GT_OBELISK.
********************************************************************************
BUG: Impact marks sometimes doesn't draw at all. Not easy to reproduce if you
don't play (io)Quake3 every day and know the places where it happens! ;)
But anyway...
Test: start q3dm12 go to "Long Jump Canyon" (where the small platform
teleporter for the BFG is) place yourself at the point where the railgun
spawns, look in the direction where the red suspended armor is. Now shoot
at the sloped wall on the out/leftside of the door you see. (the sloped
wall should be nearly in the center of your screen now). If you choose the
correct brush face and shoot up and down at this brush face, the impact
marks sometimes aren't visible.
There are hundreds of custom maps where this can happen!
--------------------------------------------------------------------------------
Solution: I replaced the function "SnapVectorTowards" with the one from
"Wolfenstein - Enemy Territory (GPL Source Code)"
********************************************************************************
BUG: Normally "NOCLIP" cheaters are logically not allowed to fire a gun.
Unfortunatly the Gauntlet (and Lightning gun) was forgotten and not
restricted to that. All weapons except those two were handled correct.
--------------------------------------------------------------------------------
Solution: Make Gauntlet and Lightning gun not firing for someone who cheats
with "NOCLIP" (like all other weapons).
********************************************************************************
NOTE: A few bugfixes are not mine and are reported here:
http://www.quake3world.com/forum/viewtopic.php?f=16&t=9179.
Thanks to Quake3world, for all those years and the good guys there!
********************************************************************************
BUG: During making a mod I found a very strange bug, which mainly occurs if
someone tries to implement a lot of singleplayer monsters which should
walk
slowly (like the "Crash" bot). So if someone wants to make slow down bots
or monsters when they are walking towards a goal and alter the function
"BotMoveInGoalArea" then the bots/monsters do stupid things. Otherwise and
this is the default (also buggy) behavior they start running although they
shouldn't (as seen with the "Crash" bot and will not be fixed here).
--------------------------------------------------------------------------------
Solution: Fix overflow in bot user command. BUGFIX from "Hunt" mod by J.
Hoffman.
********************************************************************************
BUG: in function "BotMoveToGoal" the special elevator case doesn't make sense.
--------------------------------------------------------------------------------
Solution: in "be_ai_move.c": ((result->flags & MOVERESULT_ONTOPOF_FUNCBOB) ||
(result->flags & MOVERESULT_ONTOPOF_FUNCBOB))
should be ((result->flags & MOVERESULT_ONTOPOF_ELEVATOR) ||
(result->flags & MOVERESULT_ONTOPOF_FUNCBOB)).
********************************************************************************
BUG: in function "BotWantsToRetreat" and "BotWantsToChase" this is wrong:
"(bs->enemy != redobelisk.entitynum || bs->enemy !=
blueobelisk.entitynum)"
--------------------------------------------------------------------------------
Solution: "... redobelisk.entitynum) && (bs->enemy != blueobelisk.." is
correct.
********************************************************************************
BUG: in gamemode GT_OBELISK there are too many node switches for bots
(test: mpq3tourney6 with many bots). If that happens, game becomes
unplayable. I don't know if this is the best solution but here it is:
--------------------------------------------------------------------------------
Solution: In function "AINode_Battle_Fight" right after:
if (!BotEntityVisible(bs->entitynum, bs->eye, bs->viewangles, 360, bs->enemy))
{
I added this:
#ifdef MISSIONPACK
if (bs->enemy == redobelisk.entitynum || bs->enemy ==
blueobelisk.entitynum)
{
AIEnter_Battle_Chase(bs, "battle fight: obelisk out of sight");
return qfalse;
}
#endif
********************************************************************************
BUG: in gamemode >= GT_TEAM, after team change, bots will (sometimes) not stop
shooting at you, although you are on their team now. It seems that the
configstrings are f***** up or not reliable in this case!
--------------------------------------------------------------------------------
Solution: In function "BotTeam" and "BotSameTeam" get the real team values.
********************************************************************************
BUG: Some of the bots voice commands are wrong. They are commanded to attack
the
enemy base but they say "Okay, I will defend!"
--------------------------------------------------------------------------------
Solution: Corrected some voice commands in "BotCTFOrders_FlagNotAtBase" and
"Bot1FCTFOrders_EnemyDroppedFlag"
********************************************************************************
BUG: Spectators couldn't fly through doors if they are very close to each
other.
You can test it with some regular id maps (q3dm14, q3dm12) but there are
also many custom maps where this can happen! This is annoying because in
the worst case you can't move at all and are caught inside a door.
--------------------------------------------------------------------------------
Solution: There is a solution in a mod called "Hunt" by J. Hoffman.
Bugfix is included in this patch!
********************************************************************************
BUG: During making a mod I found it very hard to implement some of my ideas
(something like "Limbo" or "Meeting") because of the way the player spawn
effect, intermission and spawning on victory pads is handled. I reworked
it
a bit and simplified it so that the effect is handled when a client
respawns
(as the name says) and not when a client begins. I think this will help
more
mod makers everytime they want to make changes to spawning of players,
bots
on victory pads or monsters... and want to avoid spectators with
Machineguns
which can kill and score... :()
NOTE: I also renamed the poorly named function "respawn"
to "ClientRespawn". If someone searches the code base for "respawn"
it was really hard to find the correct place for what was
meant. "respawn" is used so often, that you really get headache ...
now with "ClientRespawn" it's easier!
IMPORTANT: The whole respawning, moving to intermission point and
everything related to that is now done in a more reliable way
without changing the default behavior. (How critical the whole
spwaning mess was did you see by yourself (ioquake3 rev. 2076).
With this patch it's safer.
Trust me, I spent hours of fixing silly problems...
--------------------------------------------------------------------------------
Solution: Simplified "ClientBegin" and moved the teleport event
to "ClientSpawn".
********************************************************************************
BUG: If a player is dying or hurted under water the hurt/dying sounds AND the
drowning sounds are played together. This is silly. Moreover it's no good
idea to let the server play client sounds! There was a solution in a mod
called "Q3A++" by Dan 'Neurobasher' Gomes which fixes the problem.
--------------------------------------------------------------------------------
Solution: Created a "CG_WaterLevel" function to play the appropriate sounds.
********************************************************************************
################################################################################
2011-08-01 11:39:33 +00:00
|
|
|
BotAI_BotInitialChat(bs, "cmd_getflag", name, NULL);
|
2005-08-26 17:39:27 +00:00
|
|
|
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;
|
2014-09-01 10:09:11 +00:00
|
|
|
int teammates[MAX_CLIENTS] = {0};
|
2005-08-26 17:39:27 +00:00
|
|
|
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];
|
|
|
|
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));
|
|
|
|
//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 { //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 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 { //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 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;
|
Batch of bug fixes for gamecode. Patch compiled and log message written by Tobias Kuehnhammer (#5144)
################################################################################
This Patch fixes:
################################################################################
- The "fraglimit warning" was not played at all, if on the blue team.
- The "where" console command was broken.
- Obelisk explosion wasn't drawn if no Rocketlauncher was loaded.
- Impact marks sometimes didn't draw at all.
- IMPORTANT BUGFIX: No killing for cheaters with Lightning gun and Gauntlet.
- If two doors are close to each other a spectator couldn't fly through them.
- More robust, efficient and logical respawning routine.
NOTE: The game.qvm will get notable smaller and will use LESS MEMORY!
- Drowning sounds are fixed. Now they are played as intended. (as the id
comment
in the source code shows).
- Some AI bugs (OVERFLOW!) in the bot movement code.
- Several "Team Arena" Overload and Harvester bugs.
- Stops bots from attacking a team mate (player) who only changed teams.
- Some voice chats and CTF commands fixed.
- "Team_ReturnFlag" was called twice, which did wired things sometimes.
NOTE: (G_RunItem checks CONTENTS_NODROP already!)
- A bugfix for Gauntlet animation.
- Incorrect CTF scoring.
- A bunch of corrected comments and print lines ("\n").
- Some regularity of expression and some small trivial bugs.
################################################################################
Details:
################################################################################
********************************************************************************
BUG: in gamemode GT_TEAM the fraglimit warning will not be played if joining
the
blue team!
--------------------------------------------------------------------------------
Solution: In "CG_CheckLocalSounds": if cgs.scores2 > highScore, highScore
should
be cgs.scores2.
********************************************************************************
BUG: the "where" console command doesn't work as expected (it's always 0 0 0)
but not in id Quake 3 Arena. It seems that now Ioquake3 is affected!
--------------------------------------------------------------------------------
Solution: In Function "Cmd_Where_f" ent->s.origin should be
ent->r.currentOrigin.
********************************************************************************
BUG: in gamemode GT_OBELISK obelisk explosion won't be drawn if there is no
Rocketlauncher loaded. (The "maps without Rocketlauncher" bug)
--------------------------------------------------------------------------------
Solution: in "cg_main.c": cgs.media.rocketExplosionShader should be registered
if gamemode is GT_OBELISK.
********************************************************************************
BUG: Impact marks sometimes doesn't draw at all. Not easy to reproduce if you
don't play (io)Quake3 every day and know the places where it happens! ;)
But anyway...
Test: start q3dm12 go to "Long Jump Canyon" (where the small platform
teleporter for the BFG is) place yourself at the point where the railgun
spawns, look in the direction where the red suspended armor is. Now shoot
at the sloped wall on the out/leftside of the door you see. (the sloped
wall should be nearly in the center of your screen now). If you choose the
correct brush face and shoot up and down at this brush face, the impact
marks sometimes aren't visible.
There are hundreds of custom maps where this can happen!
--------------------------------------------------------------------------------
Solution: I replaced the function "SnapVectorTowards" with the one from
"Wolfenstein - Enemy Territory (GPL Source Code)"
********************************************************************************
BUG: Normally "NOCLIP" cheaters are logically not allowed to fire a gun.
Unfortunatly the Gauntlet (and Lightning gun) was forgotten and not
restricted to that. All weapons except those two were handled correct.
--------------------------------------------------------------------------------
Solution: Make Gauntlet and Lightning gun not firing for someone who cheats
with "NOCLIP" (like all other weapons).
********************************************************************************
NOTE: A few bugfixes are not mine and are reported here:
http://www.quake3world.com/forum/viewtopic.php?f=16&t=9179.
Thanks to Quake3world, for all those years and the good guys there!
********************************************************************************
BUG: During making a mod I found a very strange bug, which mainly occurs if
someone tries to implement a lot of singleplayer monsters which should
walk
slowly (like the "Crash" bot). So if someone wants to make slow down bots
or monsters when they are walking towards a goal and alter the function
"BotMoveInGoalArea" then the bots/monsters do stupid things. Otherwise and
this is the default (also buggy) behavior they start running although they
shouldn't (as seen with the "Crash" bot and will not be fixed here).
--------------------------------------------------------------------------------
Solution: Fix overflow in bot user command. BUGFIX from "Hunt" mod by J.
Hoffman.
********************************************************************************
BUG: in function "BotMoveToGoal" the special elevator case doesn't make sense.
--------------------------------------------------------------------------------
Solution: in "be_ai_move.c": ((result->flags & MOVERESULT_ONTOPOF_FUNCBOB) ||
(result->flags & MOVERESULT_ONTOPOF_FUNCBOB))
should be ((result->flags & MOVERESULT_ONTOPOF_ELEVATOR) ||
(result->flags & MOVERESULT_ONTOPOF_FUNCBOB)).
********************************************************************************
BUG: in function "BotWantsToRetreat" and "BotWantsToChase" this is wrong:
"(bs->enemy != redobelisk.entitynum || bs->enemy !=
blueobelisk.entitynum)"
--------------------------------------------------------------------------------
Solution: "... redobelisk.entitynum) && (bs->enemy != blueobelisk.." is
correct.
********************************************************************************
BUG: in gamemode GT_OBELISK there are too many node switches for bots
(test: mpq3tourney6 with many bots). If that happens, game becomes
unplayable. I don't know if this is the best solution but here it is:
--------------------------------------------------------------------------------
Solution: In function "AINode_Battle_Fight" right after:
if (!BotEntityVisible(bs->entitynum, bs->eye, bs->viewangles, 360, bs->enemy))
{
I added this:
#ifdef MISSIONPACK
if (bs->enemy == redobelisk.entitynum || bs->enemy ==
blueobelisk.entitynum)
{
AIEnter_Battle_Chase(bs, "battle fight: obelisk out of sight");
return qfalse;
}
#endif
********************************************************************************
BUG: in gamemode >= GT_TEAM, after team change, bots will (sometimes) not stop
shooting at you, although you are on their team now. It seems that the
configstrings are f***** up or not reliable in this case!
--------------------------------------------------------------------------------
Solution: In function "BotTeam" and "BotSameTeam" get the real team values.
********************************************************************************
BUG: Some of the bots voice commands are wrong. They are commanded to attack
the
enemy base but they say "Okay, I will defend!"
--------------------------------------------------------------------------------
Solution: Corrected some voice commands in "BotCTFOrders_FlagNotAtBase" and
"Bot1FCTFOrders_EnemyDroppedFlag"
********************************************************************************
BUG: Spectators couldn't fly through doors if they are very close to each
other.
You can test it with some regular id maps (q3dm14, q3dm12) but there are
also many custom maps where this can happen! This is annoying because in
the worst case you can't move at all and are caught inside a door.
--------------------------------------------------------------------------------
Solution: There is a solution in a mod called "Hunt" by J. Hoffman.
Bugfix is included in this patch!
********************************************************************************
BUG: During making a mod I found it very hard to implement some of my ideas
(something like "Limbo" or "Meeting") because of the way the player spawn
effect, intermission and spawning on victory pads is handled. I reworked
it
a bit and simplified it so that the effect is handled when a client
respawns
(as the name says) and not when a client begins. I think this will help
more
mod makers everytime they want to make changes to spawning of players,
bots
on victory pads or monsters... and want to avoid spectators with
Machineguns
which can kill and score... :()
NOTE: I also renamed the poorly named function "respawn"
to "ClientRespawn". If someone searches the code base for "respawn"
it was really hard to find the correct place for what was
meant. "respawn" is used so often, that you really get headache ...
now with "ClientRespawn" it's easier!
IMPORTANT: The whole respawning, moving to intermission point and
everything related to that is now done in a more reliable way
without changing the default behavior. (How critical the whole
spwaning mess was did you see by yourself (ioquake3 rev. 2076).
With this patch it's safer.
Trust me, I spent hours of fixing silly problems...
--------------------------------------------------------------------------------
Solution: Simplified "ClientBegin" and moved the teleport event
to "ClientSpawn".
********************************************************************************
BUG: If a player is dying or hurted under water the hurt/dying sounds AND the
drowning sounds are played together. This is silly. Moreover it's no good
idea to let the server play client sounds! There was a solution in a mod
called "Q3A++" by Dan 'Neurobasher' Gomes which fixes the problem.
--------------------------------------------------------------------------------
Solution: Created a "CG_WaterLevel" function to play the appropriate sounds.
********************************************************************************
################################################################################
2011-08-01 11:39:33 +00:00
|
|
|
if (attackers > 1) attackers = 1;
|
2005-08-26 17:39:27 +00:00
|
|
|
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 { //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_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;
|
Batch of bug fixes for gamecode. Patch compiled and log message written by Tobias Kuehnhammer (#5144)
################################################################################
This Patch fixes:
################################################################################
- The "fraglimit warning" was not played at all, if on the blue team.
- The "where" console command was broken.
- Obelisk explosion wasn't drawn if no Rocketlauncher was loaded.
- Impact marks sometimes didn't draw at all.
- IMPORTANT BUGFIX: No killing for cheaters with Lightning gun and Gauntlet.
- If two doors are close to each other a spectator couldn't fly through them.
- More robust, efficient and logical respawning routine.
NOTE: The game.qvm will get notable smaller and will use LESS MEMORY!
- Drowning sounds are fixed. Now they are played as intended. (as the id
comment
in the source code shows).
- Some AI bugs (OVERFLOW!) in the bot movement code.
- Several "Team Arena" Overload and Harvester bugs.
- Stops bots from attacking a team mate (player) who only changed teams.
- Some voice chats and CTF commands fixed.
- "Team_ReturnFlag" was called twice, which did wired things sometimes.
NOTE: (G_RunItem checks CONTENTS_NODROP already!)
- A bugfix for Gauntlet animation.
- Incorrect CTF scoring.
- A bunch of corrected comments and print lines ("\n").
- Some regularity of expression and some small trivial bugs.
################################################################################
Details:
################################################################################
********************************************************************************
BUG: in gamemode GT_TEAM the fraglimit warning will not be played if joining
the
blue team!
--------------------------------------------------------------------------------
Solution: In "CG_CheckLocalSounds": if cgs.scores2 > highScore, highScore
should
be cgs.scores2.
********************************************************************************
BUG: the "where" console command doesn't work as expected (it's always 0 0 0)
but not in id Quake 3 Arena. It seems that now Ioquake3 is affected!
--------------------------------------------------------------------------------
Solution: In Function "Cmd_Where_f" ent->s.origin should be
ent->r.currentOrigin.
********************************************************************************
BUG: in gamemode GT_OBELISK obelisk explosion won't be drawn if there is no
Rocketlauncher loaded. (The "maps without Rocketlauncher" bug)
--------------------------------------------------------------------------------
Solution: in "cg_main.c": cgs.media.rocketExplosionShader should be registered
if gamemode is GT_OBELISK.
********************************************************************************
BUG: Impact marks sometimes doesn't draw at all. Not easy to reproduce if you
don't play (io)Quake3 every day and know the places where it happens! ;)
But anyway...
Test: start q3dm12 go to "Long Jump Canyon" (where the small platform
teleporter for the BFG is) place yourself at the point where the railgun
spawns, look in the direction where the red suspended armor is. Now shoot
at the sloped wall on the out/leftside of the door you see. (the sloped
wall should be nearly in the center of your screen now). If you choose the
correct brush face and shoot up and down at this brush face, the impact
marks sometimes aren't visible.
There are hundreds of custom maps where this can happen!
--------------------------------------------------------------------------------
Solution: I replaced the function "SnapVectorTowards" with the one from
"Wolfenstein - Enemy Territory (GPL Source Code)"
********************************************************************************
BUG: Normally "NOCLIP" cheaters are logically not allowed to fire a gun.
Unfortunatly the Gauntlet (and Lightning gun) was forgotten and not
restricted to that. All weapons except those two were handled correct.
--------------------------------------------------------------------------------
Solution: Make Gauntlet and Lightning gun not firing for someone who cheats
with "NOCLIP" (like all other weapons).
********************************************************************************
NOTE: A few bugfixes are not mine and are reported here:
http://www.quake3world.com/forum/viewtopic.php?f=16&t=9179.
Thanks to Quake3world, for all those years and the good guys there!
********************************************************************************
BUG: During making a mod I found a very strange bug, which mainly occurs if
someone tries to implement a lot of singleplayer monsters which should
walk
slowly (like the "Crash" bot). So if someone wants to make slow down bots
or monsters when they are walking towards a goal and alter the function
"BotMoveInGoalArea" then the bots/monsters do stupid things. Otherwise and
this is the default (also buggy) behavior they start running although they
shouldn't (as seen with the "Crash" bot and will not be fixed here).
--------------------------------------------------------------------------------
Solution: Fix overflow in bot user command. BUGFIX from "Hunt" mod by J.
Hoffman.
********************************************************************************
BUG: in function "BotMoveToGoal" the special elevator case doesn't make sense.
--------------------------------------------------------------------------------
Solution: in "be_ai_move.c": ((result->flags & MOVERESULT_ONTOPOF_FUNCBOB) ||
(result->flags & MOVERESULT_ONTOPOF_FUNCBOB))
should be ((result->flags & MOVERESULT_ONTOPOF_ELEVATOR) ||
(result->flags & MOVERESULT_ONTOPOF_FUNCBOB)).
********************************************************************************
BUG: in function "BotWantsToRetreat" and "BotWantsToChase" this is wrong:
"(bs->enemy != redobelisk.entitynum || bs->enemy !=
blueobelisk.entitynum)"
--------------------------------------------------------------------------------
Solution: "... redobelisk.entitynum) && (bs->enemy != blueobelisk.." is
correct.
********************************************************************************
BUG: in gamemode GT_OBELISK there are too many node switches for bots
(test: mpq3tourney6 with many bots). If that happens, game becomes
unplayable. I don't know if this is the best solution but here it is:
--------------------------------------------------------------------------------
Solution: In function "AINode_Battle_Fight" right after:
if (!BotEntityVisible(bs->entitynum, bs->eye, bs->viewangles, 360, bs->enemy))
{
I added this:
#ifdef MISSIONPACK
if (bs->enemy == redobelisk.entitynum || bs->enemy ==
blueobelisk.entitynum)
{
AIEnter_Battle_Chase(bs, "battle fight: obelisk out of sight");
return qfalse;
}
#endif
********************************************************************************
BUG: in gamemode >= GT_TEAM, after team change, bots will (sometimes) not stop
shooting at you, although you are on their team now. It seems that the
configstrings are f***** up or not reliable in this case!
--------------------------------------------------------------------------------
Solution: In function "BotTeam" and "BotSameTeam" get the real team values.
********************************************************************************
BUG: Some of the bots voice commands are wrong. They are commanded to attack
the
enemy base but they say "Okay, I will defend!"
--------------------------------------------------------------------------------
Solution: Corrected some voice commands in "BotCTFOrders_FlagNotAtBase" and
"Bot1FCTFOrders_EnemyDroppedFlag"
********************************************************************************
BUG: Spectators couldn't fly through doors if they are very close to each
other.
You can test it with some regular id maps (q3dm14, q3dm12) but there are
also many custom maps where this can happen! This is annoying because in
the worst case you can't move at all and are caught inside a door.
--------------------------------------------------------------------------------
Solution: There is a solution in a mod called "Hunt" by J. Hoffman.
Bugfix is included in this patch!
********************************************************************************
BUG: During making a mod I found it very hard to implement some of my ideas
(something like "Limbo" or "Meeting") because of the way the player spawn
effect, intermission and spawning on victory pads is handled. I reworked
it
a bit and simplified it so that the effect is handled when a client
respawns
(as the name says) and not when a client begins. I think this will help
more
mod makers everytime they want to make changes to spawning of players,
bots
on victory pads or monsters... and want to avoid spectators with
Machineguns
which can kill and score... :()
NOTE: I also renamed the poorly named function "respawn"
to "ClientRespawn". If someone searches the code base for "respawn"
it was really hard to find the correct place for what was
meant. "respawn" is used so often, that you really get headache ...
now with "ClientRespawn" it's easier!
IMPORTANT: The whole respawning, moving to intermission point and
everything related to that is now done in a more reliable way
without changing the default behavior. (How critical the whole
spwaning mess was did you see by yourself (ioquake3 rev. 2076).
With this patch it's safer.
Trust me, I spent hours of fixing silly problems...
--------------------------------------------------------------------------------
Solution: Simplified "ClientBegin" and moved the teleport event
to "ClientSpawn".
********************************************************************************
BUG: If a player is dying or hurted under water the hurt/dying sounds AND the
drowning sounds are played together. This is silly. Moreover it's no good
idea to let the server play client sounds! There was a solution in a mod
called "Q3A++" by Dan 'Neurobasher' Gomes which fixes the problem.
--------------------------------------------------------------------------------
Solution: Created a "CG_WaterLevel" function to play the appropriate sounds.
********************************************************************************
################################################################################
2011-08-01 11:39:33 +00:00
|
|
|
if (defenders > 7) defenders = 7;
|
2005-08-26 17:39:27 +00:00
|
|
|
//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 { //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 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]);
|
Batch of bug fixes for gamecode. Patch compiled and log message written by Tobias Kuehnhammer (#5144)
################################################################################
This Patch fixes:
################################################################################
- The "fraglimit warning" was not played at all, if on the blue team.
- The "where" console command was broken.
- Obelisk explosion wasn't drawn if no Rocketlauncher was loaded.
- Impact marks sometimes didn't draw at all.
- IMPORTANT BUGFIX: No killing for cheaters with Lightning gun and Gauntlet.
- If two doors are close to each other a spectator couldn't fly through them.
- More robust, efficient and logical respawning routine.
NOTE: The game.qvm will get notable smaller and will use LESS MEMORY!
- Drowning sounds are fixed. Now they are played as intended. (as the id
comment
in the source code shows).
- Some AI bugs (OVERFLOW!) in the bot movement code.
- Several "Team Arena" Overload and Harvester bugs.
- Stops bots from attacking a team mate (player) who only changed teams.
- Some voice chats and CTF commands fixed.
- "Team_ReturnFlag" was called twice, which did wired things sometimes.
NOTE: (G_RunItem checks CONTENTS_NODROP already!)
- A bugfix for Gauntlet animation.
- Incorrect CTF scoring.
- A bunch of corrected comments and print lines ("\n").
- Some regularity of expression and some small trivial bugs.
################################################################################
Details:
################################################################################
********************************************************************************
BUG: in gamemode GT_TEAM the fraglimit warning will not be played if joining
the
blue team!
--------------------------------------------------------------------------------
Solution: In "CG_CheckLocalSounds": if cgs.scores2 > highScore, highScore
should
be cgs.scores2.
********************************************************************************
BUG: the "where" console command doesn't work as expected (it's always 0 0 0)
but not in id Quake 3 Arena. It seems that now Ioquake3 is affected!
--------------------------------------------------------------------------------
Solution: In Function "Cmd_Where_f" ent->s.origin should be
ent->r.currentOrigin.
********************************************************************************
BUG: in gamemode GT_OBELISK obelisk explosion won't be drawn if there is no
Rocketlauncher loaded. (The "maps without Rocketlauncher" bug)
--------------------------------------------------------------------------------
Solution: in "cg_main.c": cgs.media.rocketExplosionShader should be registered
if gamemode is GT_OBELISK.
********************************************************************************
BUG: Impact marks sometimes doesn't draw at all. Not easy to reproduce if you
don't play (io)Quake3 every day and know the places where it happens! ;)
But anyway...
Test: start q3dm12 go to "Long Jump Canyon" (where the small platform
teleporter for the BFG is) place yourself at the point where the railgun
spawns, look in the direction where the red suspended armor is. Now shoot
at the sloped wall on the out/leftside of the door you see. (the sloped
wall should be nearly in the center of your screen now). If you choose the
correct brush face and shoot up and down at this brush face, the impact
marks sometimes aren't visible.
There are hundreds of custom maps where this can happen!
--------------------------------------------------------------------------------
Solution: I replaced the function "SnapVectorTowards" with the one from
"Wolfenstein - Enemy Territory (GPL Source Code)"
********************************************************************************
BUG: Normally "NOCLIP" cheaters are logically not allowed to fire a gun.
Unfortunatly the Gauntlet (and Lightning gun) was forgotten and not
restricted to that. All weapons except those two were handled correct.
--------------------------------------------------------------------------------
Solution: Make Gauntlet and Lightning gun not firing for someone who cheats
with "NOCLIP" (like all other weapons).
********************************************************************************
NOTE: A few bugfixes are not mine and are reported here:
http://www.quake3world.com/forum/viewtopic.php?f=16&t=9179.
Thanks to Quake3world, for all those years and the good guys there!
********************************************************************************
BUG: During making a mod I found a very strange bug, which mainly occurs if
someone tries to implement a lot of singleplayer monsters which should
walk
slowly (like the "Crash" bot). So if someone wants to make slow down bots
or monsters when they are walking towards a goal and alter the function
"BotMoveInGoalArea" then the bots/monsters do stupid things. Otherwise and
this is the default (also buggy) behavior they start running although they
shouldn't (as seen with the "Crash" bot and will not be fixed here).
--------------------------------------------------------------------------------
Solution: Fix overflow in bot user command. BUGFIX from "Hunt" mod by J.
Hoffman.
********************************************************************************
BUG: in function "BotMoveToGoal" the special elevator case doesn't make sense.
--------------------------------------------------------------------------------
Solution: in "be_ai_move.c": ((result->flags & MOVERESULT_ONTOPOF_FUNCBOB) ||
(result->flags & MOVERESULT_ONTOPOF_FUNCBOB))
should be ((result->flags & MOVERESULT_ONTOPOF_ELEVATOR) ||
(result->flags & MOVERESULT_ONTOPOF_FUNCBOB)).
********************************************************************************
BUG: in function "BotWantsToRetreat" and "BotWantsToChase" this is wrong:
"(bs->enemy != redobelisk.entitynum || bs->enemy !=
blueobelisk.entitynum)"
--------------------------------------------------------------------------------
Solution: "... redobelisk.entitynum) && (bs->enemy != blueobelisk.." is
correct.
********************************************************************************
BUG: in gamemode GT_OBELISK there are too many node switches for bots
(test: mpq3tourney6 with many bots). If that happens, game becomes
unplayable. I don't know if this is the best solution but here it is:
--------------------------------------------------------------------------------
Solution: In function "AINode_Battle_Fight" right after:
if (!BotEntityVisible(bs->entitynum, bs->eye, bs->viewangles, 360, bs->enemy))
{
I added this:
#ifdef MISSIONPACK
if (bs->enemy == redobelisk.entitynum || bs->enemy ==
blueobelisk.entitynum)
{
AIEnter_Battle_Chase(bs, "battle fight: obelisk out of sight");
return qfalse;
}
#endif
********************************************************************************
BUG: in gamemode >= GT_TEAM, after team change, bots will (sometimes) not stop
shooting at you, although you are on their team now. It seems that the
configstrings are f***** up or not reliable in this case!
--------------------------------------------------------------------------------
Solution: In function "BotTeam" and "BotSameTeam" get the real team values.
********************************************************************************
BUG: Some of the bots voice commands are wrong. They are commanded to attack
the
enemy base but they say "Okay, I will defend!"
--------------------------------------------------------------------------------
Solution: Corrected some voice commands in "BotCTFOrders_FlagNotAtBase" and
"Bot1FCTFOrders_EnemyDroppedFlag"
********************************************************************************
BUG: Spectators couldn't fly through doors if they are very close to each
other.
You can test it with some regular id maps (q3dm14, q3dm12) but there are
also many custom maps where this can happen! This is annoying because in
the worst case you can't move at all and are caught inside a door.
--------------------------------------------------------------------------------
Solution: There is a solution in a mod called "Hunt" by J. Hoffman.
Bugfix is included in this patch!
********************************************************************************
BUG: During making a mod I found it very hard to implement some of my ideas
(something like "Limbo" or "Meeting") because of the way the player spawn
effect, intermission and spawning on victory pads is handled. I reworked
it
a bit and simplified it so that the effect is handled when a client
respawns
(as the name says) and not when a client begins. I think this will help
more
mod makers everytime they want to make changes to spawning of players,
bots
on victory pads or monsters... and want to avoid spectators with
Machineguns
which can kill and score... :()
NOTE: I also renamed the poorly named function "respawn"
to "ClientRespawn". If someone searches the code base for "respawn"
it was really hard to find the correct place for what was
meant. "respawn" is used so often, that you really get headache ...
now with "ClientRespawn" it's easier!
IMPORTANT: The whole respawning, moving to intermission point and
everything related to that is now done in a more reliable way
without changing the default behavior. (How critical the whole
spwaning mess was did you see by yourself (ioquake3 rev. 2076).
With this patch it's safer.
Trust me, I spent hours of fixing silly problems...
--------------------------------------------------------------------------------
Solution: Simplified "ClientBegin" and moved the teleport event
to "ClientSpawn".
********************************************************************************
BUG: If a player is dying or hurted under water the hurt/dying sounds AND the
drowning sounds are played together. This is silly. Moreover it's no good
idea to let the server play client sounds! There was a solution in a mod
called "Q3A++" by Dan 'Neurobasher' Gomes which fixes the problem.
--------------------------------------------------------------------------------
Solution: Created a "CG_WaterLevel" function to play the appropriate sounds.
********************************************************************************
################################################################################
2011-08-01 11:39:33 +00:00
|
|
|
BotSayVoiceTeamOrder(bs, teammates[numteammates - i - 1], VOICECHAT_GETFLAG);
|
2005-08-26 17:39:27 +00:00
|
|
|
}
|
|
|
|
//
|
|
|
|
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;
|
2014-08-30 16:29:09 +00:00
|
|
|
int teammates[MAX_CLIENTS] = {0};
|
2005-08-26 17:39:27 +00:00
|
|
|
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));
|
2007-08-19 12:11:39 +00:00
|
|
|
bs->teamleader[sizeof(bs->teamleader)-1] = '\0';
|
2005-08-26 17:39:27 +00:00
|
|
|
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
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|