2020-04-22 10:31:28 +00:00
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/*
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2022-03-11 19:40:43 +00:00
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* Copyright (c) 2016-2022 Marco Cawthorne <marco@icculus.org>
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2020-04-22 10:31:28 +00:00
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*
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* Permission to use, copy, modify, and distribute this software for any
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* purpose with or without fee is hereby granted, provided that the above
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* copyright notice and this permission notice appear in all copies.
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*
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* THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES
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* WITH REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF
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* MERCHANTABILITY AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR
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* ANY SPECIAL, DIRECT, INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES
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* WHATSOEVER RESULTING FROM LOSS OF MIND, USE, DATA OR PROFITS, WHETHER
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* IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION, ARISING
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* OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
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*/
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2020-12-23 06:53:43 +00:00
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#define COST_INFINITE 99999
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2022-03-11 19:40:43 +00:00
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#define BOTROUTE_DESTINATION -1
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#define BOTROUTE_END -2
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2020-12-23 06:53:43 +00:00
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2022-03-11 19:40:43 +00:00
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typedef enum
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{
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BOT_PERSONALITY_NORMAL, /* this bot will be dynamic */
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BOT_PERSONALITY_AGRESSIVE, /* this bot will always prefer to be attacking */
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BOT_PERSONALITY_DEFENSIVE /* this bot will always prefer to stay behind */
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} botpersonality_t;
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typedef enum
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{
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BOT_STATE_IDLE, /* this should rarely happen */
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BOT_STATE_PATROLLING, /* this is basically most deathmatch cases */
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BOT_STATE_DEFENDING, /* this is for when bots stay put and stay around spawn, or their teams goalitem */
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BOT_STATE_ATTACKING, /* this is for when bots go to the enemy spawn, or to the enemy team's goalitem */
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BOT_STATE_FLEEING /* this is for when the AI should just get as far away as possible */
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} botstate_t;
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2020-04-22 10:31:28 +00:00
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class bot:player
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{
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2020-12-23 06:53:43 +00:00
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/* routing */
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int m_iNodes;
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int m_iCurNode;
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nodeslist_t *m_pRoute;
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float m_flNodeGiveup;
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float m_flLastDist;
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entity m_eDestination;
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vector m_vecLastNode;
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/* combat */
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entity m_eTarget;
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2020-12-26 06:27:34 +00:00
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int m_iAttackMode;
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float m_flAttackTime;
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/* items */
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int m_iOldItems;
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/* visual */
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float m_flSeeTime;
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/* personality and state */
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botstate_t m_bsState;
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botpersonality_t m_bpPersonality;
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2022-03-09 05:50:30 +00:00
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/* cache, these are just here so we won't have to calc them often */
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float m_flEnemyDist;
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weapontype_t m_wtWeaponType;
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2020-04-22 10:31:28 +00:00
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void(void) bot;
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2020-12-23 06:53:43 +00:00
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virtual void(botstate_t) SetState;
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virtual botstate_t(void) GetState;
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virtual botpersonality_t(void) GetPersonality;
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2021-05-12 13:42:20 +00:00
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virtual void(string) ChatSay;
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virtual void(string) ChatSayTeam;
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2020-12-26 06:27:34 +00:00
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virtual void(void) Pain;
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virtual void(void) RouteClear;
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virtual void(void) WeaponThink;
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virtual void(void) WeaponAttack;
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virtual void(void) SeeThink;
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virtual void(int, int) BrainThink;
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virtual void(void) RunAI;
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virtual void(void) CreateObjective;
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virtual void(void) CheckRoute;
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virtual void(void) PreFrame;
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virtual void(void) PostFrame;
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2021-03-27 06:48:46 +00:00
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virtual void(void) UseButton;
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2022-03-09 05:50:30 +00:00
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virtual void(entity) SetEnemy;
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virtual float(void) GetRunSpeed;
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virtual float(void) GetWalkSpeed;
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2020-04-22 10:31:28 +00:00
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};
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2020-07-09 08:42:34 +00:00
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entity Bot_AddQuick(void);
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