h1-mod/src/client/component/bots.cpp

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#include <std_include.hpp>
#include "loader/component_loader.hpp"
#include "command.hpp"
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#include "console.hpp"
#include "scheduler.hpp"
#include "network.hpp"
#include "party.hpp"
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#include "scripting.hpp"
#include "game/game.hpp"
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#include "game/scripting/execution.hpp"
#include <utils/hook.hpp>
#include <utils/string.hpp>
#include <utils/cryptography.hpp>
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#include <utils/io.hpp>
namespace bots
{
namespace
{
bool can_add()
{
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return party::get_client_count() < *game::mp::svs_numclients
&& game::SV_Loaded() && !game::VirtualLobby_Loaded();
}
void bot_team_join(const int entity_num)
{
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const game::scr_entref_t entref{static_cast<uint16_t>(entity_num), 0};
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scheduler::once([entref]
{
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scripting::notify(entref, "luinotifyserver", {"team_select", 2});
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scheduler::once([entref]
{
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auto* _class = utils::string::va("class%d", utils::cryptography::random::get_integer() % 5);
scripting::notify(entref, "luinotifyserver", {"class_select", _class});
}, scheduler::pipeline::server, 2s);
}, scheduler::pipeline::server, 2s);
}
void spawn_bot(const int entity_num)
{
game::SV_SpawnTestClient(&game::mp::g_entities[entity_num]);
if (game::Com_GetCurrentCoDPlayMode() == game::CODPLAYMODE_CORE)
{
bot_team_join(entity_num);
}
}
void add_bot()
{
if (!can_add())
{
return;
}
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const auto* const bot_name = game::SV_BotGetRandomName();
const auto* bot_ent = game::SV_AddBot(bot_name);
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if (bot_ent)
{
spawn_bot(bot_ent->s.number);
}
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else
{
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scheduler::once([]
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{
add_bot();
}, scheduler::pipeline::server, 100ms);
}
}
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utils::hook::detour get_bot_name_hook;
std::vector<std::string> bot_names{};
void load_bot_data()
{
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static const char* bots_txt = "h1-mod/bots.txt";
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std::string bots_content;
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if (!utils::io::read_file(bots_txt, &bots_content))
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{
return;
}
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auto names = utils::string::split(bots_content, '\n');
for (auto& name : names)
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{
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name = utils::string::replace(name, "\r", "");
if (!name.empty())
{
bot_names.emplace_back(name);
}
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}
}
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size_t bot_id = 0;
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const char* get_random_bot_name()
{
if (bot_names.empty())
{
load_bot_data();
}
// only use bot names once, no dupes in names
if (!bot_names.empty() && bot_id < bot_names.size())
{
bot_id %= bot_names.size();
const auto& entry = bot_names.at(bot_id++);
return utils::string::va("%.*s", static_cast<int>(entry.size()), entry.data());
}
return get_bot_name_hook.invoke<const char*>();
}
}
class component final : public component_interface
{
public:
void post_unpack() override
{
if (game::environment::is_sp())
{
return;
}
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get_bot_name_hook.create(game::SV_BotGetRandomName, get_random_bot_name);
command::add("spawnBot", [](const command::params& params)
{
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if (!can_add())
{
return;
}
auto num_bots = 1;
if (params.size() == 2)
{
num_bots = atoi(params.get(1));
}
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num_bots = std::min(num_bots, *game::mp::svs_numclients);
for (auto i = 0; i < num_bots; i++)
{
scheduler::once(add_bot, scheduler::pipeline::server, 100ms * i);
}
});
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// Clear bot names and reset ID on game shutdown to allow new names to be added without restarting
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scripting::on_shutdown([](bool /*free_scripts*/, bool post_shutdown)
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{
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if (!post_shutdown)
{
bot_names.clear();
bot_id = 0;
}
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});
}
};
}
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REGISTER_COMPONENT(bots::component)