mirror of
https://github.com/UberGames/RPG-X2.git
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665 lines
19 KiB
C
665 lines
19 KiB
C
// Copyright (C) 1999-2000 Id Software, Inc.
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//
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/*****************************************************************************
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* name: ai_team.c
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*
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* desc: Quake3 bot AI
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*
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* $Archive: /StarTrek/Code-DM/game/ai_team.c $
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* $Author: Jmonroe $
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* $Revision: 1 $
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* $Modtime: 1/21/00 10:12p $
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* $Date: 1/25/00 6:26p $
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*
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*****************************************************************************/
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#include "g_local.h"
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#include "botlib.h"
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#include "be_aas.h"
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#include "be_ea.h"
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#include "be_ai_char.h"
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#include "be_ai_chat.h"
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#include "be_ai_gen.h"
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#include "be_ai_goal.h"
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#include "be_ai_move.h"
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#include "be_ai_weap.h"
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//
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#include "ai_main.h"
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#include "ai_dmq3.h"
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#include "ai_chat.h"
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#include "ai_cmd.h"
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#include "ai_dmnet.h"
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//ctf task preferences for a client
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typedef struct bot_ctftaskpreference_s
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{
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char name[36];
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int preference;
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} bot_ctftaskpreference_t;
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bot_ctftaskpreference_t ctftaskpreferences[MAX_CLIENTS];
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/*
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==================
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BotValidTeamLeader
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==================
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*/
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int BotValidTeamLeader(bot_state_t *bs) {
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if (!strlen(bs->teamleader)) return qfalse;
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if (ClientFromName(bs->teamleader) == -1) return qfalse;
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return qtrue;
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}
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/*
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==================
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BotNumTeamMates
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==================
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*/
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int BotNumTeamMates(bot_state_t *bs) {
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int i, numplayers;
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char buf[MAX_INFO_STRING];
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static int maxclis;
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if (!maxclis)
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maxclis = trap_Cvar_VariableIntegerValue("sv_maxclients");
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numplayers = 0;
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for (i = 0; i < maxclis && i < MAX_CLIENTS; i++) {
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trap_GetConfigstring(CS_PLAYERS+i, buf, sizeof(buf));
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//if no config string or no name
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if (!strlen(buf) || !strlen(Info_ValueForKey(buf, "n"))) continue;
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//skip spectators
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if (atoi(Info_ValueForKey(buf, "t")) == TEAM_SPECTATOR) continue;
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//
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if (BotSameTeam(bs, i)) {
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numplayers++;
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}
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}
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return numplayers;
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}
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/*
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==================
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BotClientTravelTimeToGoal
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==================
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*/
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int BotClientTravelTimeToGoal(int client, bot_goal_t *goal) {
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playerState_t ps;
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int areanum;
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BotAI_GetClientState(client, &ps);
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areanum = BotPointAreaNum(ps.origin);
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if (!areanum) return 1;
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return trap_AAS_AreaTravelTimeToGoalArea(areanum, ps.origin, goal->areanum, TFL_DEFAULT);
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}
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/*
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==================
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BotSortTeamMatesByBaseTravelTime
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==================
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*/
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int BotSortTeamMatesByBaseTravelTime(bot_state_t *bs, int *teammates, int maxteammates) {
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int i, j, k, numteammates, traveltime;
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char buf[MAX_INFO_STRING];
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static int maxclients;
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int traveltimes[MAX_CLIENTS];
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bot_goal_t *goal;
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if (BotCTFTeam(bs) == CTF_TEAM_RED) goal = &ctf_redflag;
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else goal = &ctf_blueflag;
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if (!maxclients)
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maxclients = trap_Cvar_VariableIntegerValue("sv_maxclients");
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numteammates = 0;
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for (i = 0; i < maxclients && i < MAX_CLIENTS; i++) {
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trap_GetConfigstring(CS_PLAYERS+i, buf, sizeof(buf));
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//if no config string or no name
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if (!strlen(buf) || !strlen(Info_ValueForKey(buf, "n"))) continue;
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//skip spectators
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if (atoi(Info_ValueForKey(buf, "t")) == TEAM_SPECTATOR) continue;
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//
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if (BotSameTeam(bs, i)) {
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//
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traveltime = BotClientTravelTimeToGoal(i, goal);
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//
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for (j = 0; j < numteammates; j++) {
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if (traveltime < traveltimes[j]) {
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for (k = numteammates; k > j; k--) {
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traveltimes[k] = traveltimes[k-1];
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teammates[k] = teammates[k-1];
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}
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traveltimes[j] = traveltime;
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teammates[j] = i;
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break;
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}
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}
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if (j >= numteammates) {
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traveltimes[j] = traveltime;
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teammates[j] = i;
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}
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numteammates++;
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if (numteammates >= maxteammates) break;
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}
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}
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return numteammates;
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}
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/*
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==================
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BotGetTeamMateCTFPreference
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==================
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*/
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void BotSetTeamMateCTFPreference(bot_state_t *bs, int teammate, int preference) {
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char teammatename[MAX_NETNAME];
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ctftaskpreferences[teammate].preference = preference;
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ClientName(teammate, teammatename, sizeof(teammatename));
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strcpy(ctftaskpreferences[teammate].name, teammatename);
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}
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/*
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==================
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BotGetTeamMateCTFPreference
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==================
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*/
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int BotGetTeamMateCTFPreference(bot_state_t *bs, int teammate) {
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char teammatename[MAX_NETNAME];
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if (!ctftaskpreferences[teammate].preference) return 0;
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ClientName(teammate, teammatename, sizeof(teammatename));
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if (Q_stricmp(teammatename, ctftaskpreferences[teammate].name)) return 0;
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return ctftaskpreferences[teammate].preference;
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}
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/*
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==================
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BotSortTeamMatesByCTFPreference
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==================
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*/
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int BotSortTeamMatesByCTFPreference(bot_state_t *bs, int *teammates, int numteammates) {
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int defenders[MAX_CLIENTS], numdefenders;
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int attackers[MAX_CLIENTS], numattackers;
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int roamers[MAX_CLIENTS], numroamers;
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int i, preference;
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numdefenders = numattackers = numroamers = 0;
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for (i = 0; i < numteammates; i++) {
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preference = BotGetTeamMateCTFPreference(bs, teammates[i]);
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if (preference & CTFTP_DEFENDER) {
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defenders[numdefenders++] = teammates[i];
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}
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else if (preference & CTFTP_ATTACKER) {
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attackers[numattackers++] = teammates[i];
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}
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else {
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roamers[numroamers++] = teammates[i];
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}
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}
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numteammates = 0;
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//defenders at the front of the list
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memcpy(&teammates[numteammates], defenders, numdefenders);
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numteammates += numdefenders;
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//roamers in the middle
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memcpy(&teammates[numteammates], roamers, numroamers);
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numteammates += numroamers;
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//attacker in the back of the list
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memcpy(&teammates[numteammates], attackers, numattackers);
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numteammates += numattackers;
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return numteammates;
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}
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/*
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==================
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BotSayTeamOrders
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==================
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*/
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void BotSayTeamOrder(bot_state_t *bs, int toclient) {
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char teamchat[MAX_MESSAGE_SIZE];
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char buf[MAX_MESSAGE_SIZE];
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char name[MAX_NETNAME];
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//if the bot is talking to itself
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if (bs->client == toclient) {
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//don't show the message just put it in the console message queue
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trap_BotGetChatMessage(bs->cs, buf, sizeof(buf));
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ClientName(bs->client, name, sizeof(name));
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Com_sprintf(teamchat, sizeof(teamchat), "(%s): %s", name, buf);
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trap_BotQueueConsoleMessage(bs->cs, CMS_CHAT, teamchat);
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}
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else {
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trap_BotEnterChat(bs->cs, bs->client, CHAT_TEAM);
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}
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}
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/*
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==================
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BotCTFOrders
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==================
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*/
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void BotCTFOrders_BothFlagsNotAtBase(bot_state_t *bs) {
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int numteammates, defenders, attackers, i, other;
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int teammates[MAX_CLIENTS];
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char name[MAX_NETNAME], carriername[MAX_NETNAME];
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numteammates = BotSortTeamMatesByBaseTravelTime(bs, teammates, sizeof(teammates));
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BotSortTeamMatesByCTFPreference(bs, teammates, numteammates);
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//different orders based on the number of team mates
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switch(bs->numteammates) {
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case 1: break;
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case 2:
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{
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//tell the one not carrying the flag to attack the enemy base
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if (teammates[0] != bs->flagcarrier) other = teammates[0];
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else other = teammates[1];
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ClientName(other, name, sizeof(name));
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BotAI_BotInitialChat(bs, "cmd_getflag", name, NULL);
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BotSayTeamOrder(bs, other);
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break;
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}
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case 3:
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{
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//tell the one closest to the base not carrying the flag to accompany the flag carrier
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if (teammates[0] != bs->flagcarrier) other = teammates[0];
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else other = teammates[1];
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ClientName(other, name, sizeof(name));
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ClientName(bs->flagcarrier, carriername, sizeof(carriername));
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if (bs->flagcarrier == bs->client) {
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BotAI_BotInitialChat(bs, "cmd_accompanyme", name, NULL);
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}
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else {
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BotAI_BotInitialChat(bs, "cmd_accompany", name, carriername, NULL);
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}
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BotSayTeamOrder(bs, other);
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//tell the one furthest from the the base not carrying the flag to get the enemy flag
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if (teammates[2] != bs->flagcarrier) other = teammates[2];
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else other = teammates[1];
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ClientName(other, name, sizeof(name));
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BotAI_BotInitialChat(bs, "cmd_getflag", name, NULL);
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BotSayTeamOrder(bs, other);
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break;
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}
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default:
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{
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defenders = (int) (float) numteammates * 0.4 + 0.5;
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if (defenders > 1) defenders = 1;
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attackers = (int) (float) numteammates * 0.5 + 0.5;
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ClientName(bs->flagcarrier, carriername, sizeof(carriername));
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for (i = 0; i < defenders; i++) {
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//
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if (teammates[i] == bs->flagcarrier) {
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continue;
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}
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//
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ClientName(teammates[i], name, sizeof(name));
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if (bs->flagcarrier == bs->client) {
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BotAI_BotInitialChat(bs, "cmd_accompanyme", name, NULL);
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}
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else {
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BotAI_BotInitialChat(bs, "cmd_accompany", name, carriername, NULL);
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}
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BotSayTeamOrder(bs, teammates[i]);
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}
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for (i = 0; i < attackers; i++) {
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//
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if (teammates[numteammates - i - 1] == bs->flagcarrier) {
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continue;
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}
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//
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ClientName(teammates[numteammates - i - 1], name, sizeof(name));
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BotAI_BotInitialChat(bs, "cmd_getflag", name, NULL);
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BotSayTeamOrder(bs, teammates[numteammates - i - 1]);
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}
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//
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break;
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}
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}
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}
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/*
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==================
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BotCTFOrders
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==================
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*/
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void BotCTFOrders_FlagNotAtBase(bot_state_t *bs) {
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int numteammates, defenders, attackers, i;
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int teammates[MAX_CLIENTS];
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char name[MAX_NETNAME];
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numteammates = BotSortTeamMatesByBaseTravelTime(bs, teammates, sizeof(teammates));
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BotSortTeamMatesByCTFPreference(bs, teammates, numteammates);
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//agressive
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//different orders based on the number of team mates
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switch(bs->numteammates)
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{
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case 1: break;
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case 2:
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{
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//both will go for the enemy flag
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ClientName(teammates[0], name, sizeof(name));
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BotAI_BotInitialChat(bs, "cmd_getflag", name, NULL);
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BotSayTeamOrder(bs, teammates[0]);
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//
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ClientName(teammates[1], name, sizeof(name));
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BotAI_BotInitialChat(bs, "cmd_getflag", name, NULL);
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BotSayTeamOrder(bs, teammates[1]);
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break;
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}
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case 3:
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{
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//everyone go for the flag
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ClientName(teammates[0], name, sizeof(name));
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BotAI_BotInitialChat(bs, "cmd_getflag", name, NULL);
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BotSayTeamOrder(bs, teammates[0]);
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//
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ClientName(teammates[1], name, sizeof(name));
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BotAI_BotInitialChat(bs, "cmd_getflag", name, NULL);
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BotSayTeamOrder(bs, teammates[1]);
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//
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ClientName(teammates[2], name, sizeof(name));
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BotAI_BotInitialChat(bs, "cmd_getflag", name, NULL);
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BotSayTeamOrder(bs, teammates[2]);
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break;
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}
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default:
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{
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//keep some people near the base for when the flag is returned
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defenders = (int) (float) numteammates * 0.2 + 0.5;
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if (defenders > 1) defenders = 1;
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attackers = (int) (float) numteammates * 0.7 + 0.5;
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for (i = 0; i < defenders; i++) {
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//
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ClientName(teammates[i], name, sizeof(name));
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BotAI_BotInitialChat(bs, "cmd_defendbase", name, NULL);
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BotSayTeamOrder(bs, teammates[i]);
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}
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for (i = 0; i < attackers; i++) {
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//
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ClientName(teammates[numteammates - i - 1], name, sizeof(name));
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BotAI_BotInitialChat(bs, "cmd_getflag", name, NULL);
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BotSayTeamOrder(bs, teammates[numteammates - i - 1]);
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}
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//
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break;
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}
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}
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}
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/*
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==================
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BotCTFOrders
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==================
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*/
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void BotCTFOrders_EnemyFlagNotAtBase(bot_state_t *bs) {
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int numteammates, defenders, attackers, i, other;
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int teammates[MAX_CLIENTS];
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char name[MAX_NETNAME], carriername[MAX_NETNAME];
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numteammates = BotSortTeamMatesByBaseTravelTime(bs, teammates, sizeof(teammates));
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BotSortTeamMatesByCTFPreference(bs, teammates, numteammates);
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//different orders based on the number of team mates
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switch(numteammates) {
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case 1: break;
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case 2:
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{
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//tell the one not carrying the flag to defend the base
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if (teammates[0] == bs->flagcarrier) other = teammates[1];
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else other = teammates[0];
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ClientName(other, name, sizeof(name));
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BotAI_BotInitialChat(bs, "cmd_defendbase", name, NULL);
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BotSayTeamOrder(bs, other);
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break;
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}
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case 3:
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{
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//tell the one closest to the base not carrying the flag to defend the base
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if (teammates[0] != bs->flagcarrier) other = teammates[0];
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else other = teammates[1];
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ClientName(other, name, sizeof(name));
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BotAI_BotInitialChat(bs, "cmd_defendbase", name, NULL);
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BotSayTeamOrder(bs, other);
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//tell the one furthest from the base not carrying the flag to accompany the flag carrier
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if (teammates[2] != bs->flagcarrier) other = teammates[2];
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else other = teammates[1];
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ClientName(other, name, sizeof(name));
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ClientName(bs->flagcarrier, carriername, sizeof(carriername));
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if (bs->flagcarrier == bs->client) {
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BotAI_BotInitialChat(bs, "cmd_accompanyme", name, NULL);
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}
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else {
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BotAI_BotInitialChat(bs, "cmd_accompany", name, carriername, NULL);
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}
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BotSayTeamOrder(bs, other);
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break;
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}
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default:
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{
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//40% will defend the base
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defenders = (int) (float) numteammates * 0.4 + 0.5;
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if (defenders > 1) defenders = 1;
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//50% accompanies the flag carrier
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attackers = (int) (float) numteammates * 0.5 + 0.5;
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for (i = 0; i < defenders; i++) {
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//
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if (teammates[i] == bs->flagcarrier) {
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continue;
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}
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ClientName(teammates[i], name, sizeof(name));
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BotAI_BotInitialChat(bs, "cmd_defendbase", name, NULL);
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BotSayTeamOrder(bs, teammates[i]);
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}
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ClientName(bs->flagcarrier, carriername, sizeof(carriername));
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for (i = 0; i < attackers; i++) {
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//
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if (teammates[numteammates - i - 1] == bs->flagcarrier) {
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continue;
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}
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//
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ClientName(teammates[numteammates - i - 1], name, sizeof(name));
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if (bs->flagcarrier == bs->client) {
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BotAI_BotInitialChat(bs, "cmd_accompanyme", name, NULL);
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}
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else {
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BotAI_BotInitialChat(bs, "cmd_accompany", name, carriername, NULL);
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}
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BotSayTeamOrder(bs, teammates[numteammates - i - 1]);
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}
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//
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break;
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}
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}
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}
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/*
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==================
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BotCTFOrders
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==================
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*/
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void BotCTFOrders_BothFlagsAtBase(bot_state_t *bs) {
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int numteammates, defenders, attackers, i;
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int teammates[MAX_CLIENTS];
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char name[MAX_NETNAME];
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//sort team mates by travel time to base
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numteammates = BotSortTeamMatesByBaseTravelTime(bs, teammates, sizeof(teammates));
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//sort team mates by CTF preference
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BotSortTeamMatesByCTFPreference(bs, teammates, numteammates);
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//agressive
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//different orders based on the number of team mates
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switch(numteammates)
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{
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case 1: break;
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case 2:
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{
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//the one closest to the base will defend the base
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ClientName(teammates[0], name, sizeof(name));
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BotAI_BotInitialChat(bs, "cmd_defendbase", name, NULL);
|
|
BotSayTeamOrder(bs, teammates[0]);
|
|
//the other will get the flag
|
|
ClientName(teammates[1], name, sizeof(name));
|
|
BotAI_BotInitialChat(bs, "cmd_getflag", name, NULL);
|
|
BotSayTeamOrder(bs, teammates[1]);
|
|
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]);
|
|
//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]);
|
|
//
|
|
ClientName(teammates[2], name, sizeof(name));
|
|
BotAI_BotInitialChat(bs, "cmd_getflag", name, NULL);
|
|
BotSayTeamOrder(bs, teammates[2]);
|
|
break;
|
|
}
|
|
default:
|
|
{
|
|
defenders = (int) (float) numteammates * 0.4 + 0.5;
|
|
if (defenders > 1) defenders = 1;
|
|
attackers = (int) (float) numteammates * 0.5 + 0.5;
|
|
for (i = 0; i < defenders; i++) {
|
|
//
|
|
ClientName(teammates[i], name, sizeof(name));
|
|
BotAI_BotInitialChat(bs, "cmd_defendbase", name, NULL);
|
|
BotSayTeamOrder(bs, teammates[i]);
|
|
}
|
|
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]);
|
|
}
|
|
//
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
/*
|
|
==================
|
|
BotTeamOrders
|
|
==================
|
|
*/
|
|
void BotTeamOrders(bot_state_t *bs) {
|
|
//no teamplay orders at this time
|
|
}
|
|
|
|
|
|
/*
|
|
==================
|
|
BotTeamAI
|
|
==================
|
|
*/
|
|
void BotTeamAI(bot_state_t *bs) {
|
|
int numteammates, flagstatus;
|
|
char netname[MAX_NETNAME];
|
|
|
|
if(!bs) return;
|
|
|
|
//
|
|
if (gametype != GT_TEAM && gametype != GT_CTF) return;
|
|
//make sure we've got a valid team leader
|
|
if (!BotValidTeamLeader(bs)) {
|
|
//
|
|
if (!bs->askteamleader_time && !bs->becometeamleader_time) {
|
|
if (bs->entergame_time + 10 > trap_AAS_Time()) {
|
|
bs->askteamleader_time = trap_AAS_Time() + 5 + random() * 10;
|
|
}
|
|
else {
|
|
bs->becometeamleader_time = trap_AAS_Time() + 5 + random() * 10;
|
|
}
|
|
}
|
|
if (bs->askteamleader_time && bs->askteamleader_time < trap_AAS_Time()) {
|
|
//if asked for a team leader and no repsonse
|
|
BotAI_BotInitialChat(bs, "whoisteamleader", NULL);
|
|
trap_BotEnterChat(bs->cs, bs->client, CHAT_TEAM);
|
|
bs->askteamleader_time = 0;
|
|
bs->becometeamleader_time = trap_AAS_Time() + 15 + random() * 10;
|
|
}
|
|
if (bs->becometeamleader_time && bs->becometeamleader_time < trap_AAS_Time()) {
|
|
BotAI_BotInitialChat(bs, "iamteamleader", NULL);
|
|
trap_BotEnterChat(bs->cs, bs->client, CHAT_TEAM);
|
|
ClientName(bs->client, netname, sizeof(netname));
|
|
strncpy(bs->teamleader, netname, sizeof(bs->teamleader));
|
|
bs->teamleader[sizeof(bs->teamleader)-1] = '\0';
|
|
bs->becometeamleader_time = 0;
|
|
}
|
|
return;
|
|
}
|
|
bs->askteamleader_time = 0;
|
|
bs->becometeamleader_time = 0;
|
|
|
|
//return if this bot is NOT the team leader
|
|
ClientName(bs->client, netname, sizeof(netname));
|
|
if (Q_stricmp(netname, bs->teamleader) != 0) return;
|
|
//
|
|
//if the game starts OR a new player comes onto the team OR a player leaves the team
|
|
//
|
|
numteammates = BotNumTeamMates(bs);
|
|
//give orders
|
|
switch(gametype) {
|
|
case GT_TEAM:
|
|
{
|
|
if (bs->numteammates != numteammates || bs->forceorders) {
|
|
bs->teamgiveorders_time = trap_AAS_Time();
|
|
bs->numteammates = numteammates;
|
|
bs->forceorders = qfalse;
|
|
}
|
|
//if it's time to give orders
|
|
if (bs->teamgiveorders_time < trap_AAS_Time() - 5) {
|
|
BotTeamOrders(bs);
|
|
//
|
|
bs->teamgiveorders_time = 0;
|
|
}
|
|
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 = trap_AAS_Time();
|
|
bs->numteammates = numteammates;
|
|
bs->flagstatuschanged = qfalse;
|
|
bs->forceorders = qfalse;
|
|
}
|
|
//if there were no flag captures the last 3 minutes
|
|
if (bs->lastflagcapture_time < trap_AAS_Time() - 240) {
|
|
bs->lastflagcapture_time = trap_AAS_Time();
|
|
//randomly change the CTF strategy
|
|
if (random() < 0.4) {
|
|
bs->ctfstrategy ^= CTFS_PASSIVE;
|
|
bs->teamgiveorders_time = trap_AAS_Time();
|
|
}
|
|
}
|
|
//if it's time to give orders
|
|
if (bs->teamgiveorders_time && bs->teamgiveorders_time < trap_AAS_Time() - 3) {
|
|
//
|
|
if (BotCTFTeam(bs) == CTF_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;
|
|
}
|
|
//
|
|
bs->teamgiveorders_time = 0;
|
|
}
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|