iw4x-client/src/Components/Modules/Bots.cpp
2022-02-26 22:50:53 +00:00

480 lines
12 KiB
C++

#include "STDInclude.hpp"
#define KEY_MASK_FIRE 1
#define KEY_MASK_SPRINT 2
#define KEY_MASK_MELEE 4
#define KEY_MASK_RELOAD 16
#define KEY_MASK_LEANLEFT 64
#define KEY_MASK_LEANRIGHT 128
#define KEY_MASK_PRONE 256
#define KEY_MASK_CROUCH 512
#define KEY_MASK_JUMP 1024
#define KEY_MASK_ADS_MODE 2048
#define KEY_MASK_TEMP_ACTION 4096
#define KEY_MASK_HOLDBREATH 8192
#define KEY_MASK_FRAG 16384
#define KEY_MASK_SMOKE 32768
#define KEY_MASK_NIGHTVISION 262144
#define KEY_MASK_ADS 524288
#define KEY_MASK_USE 0x28
#define MAX_G_BOTAI_ENTRIES 18
namespace Components
{
std::vector<std::string> Bots::BotNames;
typedef struct BotMovementInfo_t
{
/* Actions */
int buttons;
/* Movement */
int8 forward;
int8 right;
/* Weapon */
unsigned short weapon;
} BotMovementInfo_t;
static BotMovementInfo_t g_botai[MAX_G_BOTAI_ENTRIES];
struct BotAction_t
{
const char* action;
int key;
};
static const BotAction_t BotActions[] =
{
{ "gostand", KEY_MASK_JUMP },
{ "gocrouch", KEY_MASK_CROUCH },
{ "goprone", KEY_MASK_PRONE },
{ "fire", KEY_MASK_FIRE },
{ "melee", KEY_MASK_MELEE },
{ "frag", KEY_MASK_FRAG },
{ "smoke", KEY_MASK_SMOKE },
{ "reload", KEY_MASK_RELOAD },
{ "sprint", KEY_MASK_SPRINT },
{ "leanleft", KEY_MASK_LEANLEFT },
{ "leanright", KEY_MASK_LEANRIGHT },
{ "ads", KEY_MASK_ADS_MODE },
{ "holdbreath", KEY_MASK_HOLDBREATH },
{ "use", KEY_MASK_USE },
{ "0", 8 },
{ "1", 32 },
{ "2", 65536 },
{ "3", 131072 },
{ "4", 1048576 },
{ "5", 2097152 },
{ "6", 4194304 },
{ "7", 8388608 },
{ "8", 16777216 },
{ "9", 33554432 },
};
unsigned int Bots::GetClientNum(Game::client_s* cl)
{
unsigned int num;
num = ((byte*)cl - (byte*)Game::svs_clients) / sizeof(Game::client_s);
return num;
}
bool Bots::IsValidClientNum(unsigned int cNum)
{
return (cNum >= 0) && (cNum < (unsigned int)*Game::svs_numclients);
}
void Bots::BuildConnectString(char* buffer, const char* connectString, int num, int, int protocol, int checksum, int statVer, int statStuff, int port)
{
static int botId = 0;
const char* botName;
if (Bots::BotNames.empty())
{
FileSystem::File bots("bots.txt");
if (bots.exists())
{
std::vector<std::string> names = Utils::String::Split(bots.getBuffer(), '\n');
for (auto name : names)
{
Utils::String::Replace(name, "\r", "");
name = Utils::String::Trim(name);
if (!name.empty())
{
Bots::BotNames.push_back(name);
}
}
}
}
if (!Bots::BotNames.empty())
{
botId %= Bots::BotNames.size();
botName = Bots::BotNames[botId++].data();
}
else
{
botName = Utils::String::VA("bot%d", ++botId);
}
strncpy_s(buffer, 0x400, Utils::String::VA(connectString, num, botName, protocol, checksum, statVer, statStuff, port), 0x400);
}
void Bots::Spawn(unsigned int count)
{
for (unsigned int i = 0; i < count; ++i)
{
Scheduler::OnDelay([]()
{
for (int i = 0; i < 3; ++i)
{
Game::gentity_t* entRef = Game::SV_AddTestClient();
if (entRef)
{
Scheduler::OnDelay([entRef]()
{
Game::Scr_AddString("autoassign");
Game::Scr_AddString("team_marinesopfor");
Game::Scr_Notify(entRef, Game::SL_GetString("menuresponse", 0), 2);
Scheduler::OnDelay([entRef]()
{
Game::Scr_AddString(Utils::String::VA("class%d", Utils::Cryptography::Rand::GenerateInt() % 5));
Game::Scr_AddString("changeclass");
Game::Scr_Notify(entRef, Game::SL_GetString("menuresponse", 0), 2);
}, 1s);
}, 1s);
break;
}
}
}, 500ms * (i + 1));
}
}
void Bots::AddMethods()
{
Script::AddFunction("SetPing", [](Game::scr_entref_t id) // gsc: self SetPing(<int>)
{
if (Game::Scr_GetNumParam() != 1u || Game::Scr_GetType(0) != Game::VAR_INTEGER)
{
Game::Scr_Error("^1SetPing: Needs one integer parameter!\n");
return;
}
auto ping = Game::Scr_GetInt(0);
if (ping < 0 || ping > 999)
{
Game::Scr_Error("^1SetPing: Ping needs to between 0 and 999!\n");
return;
}
Game::gentity_t* gentity = Script::getEntFromEntRef(id);
Game::client_t* client = Script::getClientFromEnt(gentity);
unsigned int clientNum = GetClientNum(client);
if (!Bots::IsValidClientNum(clientNum))
{
Game::Scr_Error("^1SetPing: Need to call on a player entity!\n");
return;
}
if (client->state < 3)
{
Game::Scr_Error("^1SetPing: Need to call on a connected player!\n");
return;
}
if (!client->isBot)
{
Game::Scr_Error("^1SetPing: Can only call on a bot!\n");
return;
}
client->ping = (short)ping;
});
Script::AddFunction("isBot", [](Game::scr_entref_t id) // Usage: <bot> isBot();
{
Game::gentity_t* gentity = Script::getEntFromEntRef(id);
Game::client_t* client = Script::getClientFromEnt(gentity);
unsigned int clientNum = GetClientNum(client);
if (!Bots::IsValidClientNum(clientNum))
{
Game::Scr_Error("^1isBot: Need to call on a player entity!\n");
return;
}
if (client->state < 3)
{
Game::Scr_Error("^1isBot: Needs to be connected.\n");
return;
}
Game::Scr_AddInt(client->isBot);
});
Script::AddFunction("botStop", [](Game::scr_entref_t id) // Usage: <bot> botStop();
{
Game::gentity_t* gentity = Script::getEntFromEntRef(id);
Game::client_t* client = Script::getClientFromEnt(gentity);
unsigned int clientNum = GetClientNum(client);
if (!Bots::IsValidClientNum(clientNum))
{
Game::Scr_Error("^1botStop: Need to call on a player entity!\n");
return;
}
if (client->state < 3)
{
Game::Scr_Error("^1botStop: Needs to be connected.\n");
return;
}
if (!client->isBot)
{
Game::Scr_Error("^1botStop: Can only call on a bot!\n");
return;
}
g_botai[clientNum] = { 0 };
g_botai[clientNum].weapon = 1;
});
Script::AddFunction("botWeapon", [](Game::scr_entref_t id) // Usage: <bot> botWeapon(<str>);
{
if (Game::Scr_GetNumParam() != 1u || Game::Scr_GetType(0) != Game::VAR_STRING)
{
Game::Scr_Error("^1botWeapon: Needs one string parameter!\n");
return;
}
auto weapon = Game::Scr_GetString(0);
Game::gentity_t* gentity = Script::getEntFromEntRef(id);
Game::client_t* client = Script::getClientFromEnt(gentity);
unsigned int clientNum = GetClientNum(client);
if (!Bots::IsValidClientNum(clientNum))
{
Game::Scr_Error("^1botWeapon: Need to call on a player entity!\n");
return;
}
if (client->state < 3)
{
Game::Scr_Error("^1botWeapon: Needs to be connected.\n");
return;
}
if (!client->isBot)
{
Game::Scr_Error("^1botWeapon: Can only call on a bot!\n");
return;
}
if (weapon == ""s)
{
g_botai[clientNum].weapon = 1;
return;
}
int weapId = Game::G_GetWeaponIndexForName(weapon);
g_botai[clientNum].weapon = (unsigned short)weapId;
});
Script::AddFunction("botAction", [](Game::scr_entref_t id) // Usage: <bot> botAction(<str action>);
{
if (Game::Scr_GetNumParam() != 1u || Game::Scr_GetType(0) != Game::VAR_STRING)
{
Game::Scr_Error("^1botAction: Needs one string parameter!\n");
return;
}
auto action = Game::Scr_GetString(0);
Game::gentity_t* gentity = Script::getEntFromEntRef(id);
Game::client_t* client = Script::getClientFromEnt(gentity);
unsigned int clientNum = GetClientNum(client);
if (!Bots::IsValidClientNum(clientNum))
{
Game::Scr_Error("^1botAction: Need to call on a player entity!\n");
return;
}
if (client->state < 3)
{
Game::Scr_Error("^1botAction: Needs to be connected.\n");
return;
}
if (!client->isBot)
{
Game::Scr_Error("^1botAction: Can only call on a bot!\n");
return;
}
if (action[0] != '+' && action[0] != '-')
{
Game::Scr_Error("^1botAction: Sign for action must be '+' or '-'.\n");
return;
}
for (size_t i = 0; i < sizeof(BotActions) / sizeof(BotAction_t); ++i)
{
if (strcmp(&action[1], BotActions[i].action))
continue;
if (action[0] == '+')
g_botai[clientNum].buttons |= BotActions[i].key;
else
g_botai[clientNum].buttons &= ~(BotActions[i].key);
return;
}
Game::Scr_Error("^1botAction: Unknown action.\n");
});
Script::AddFunction("botMovement", [](Game::scr_entref_t id) // Usage: <bot> botMovement(<int>, <int>);
{
if (Game::Scr_GetNumParam() != 2u || Game::Scr_GetType(0) != Game::VAR_INTEGER || Game::Scr_GetType(1) != Game::VAR_INTEGER)
{
Game::Scr_Error("^1botMovement: Needs two integer parameters!\n");
return;
}
auto forwardInt = Game::Scr_GetInt(0);
auto rightInt = Game::Scr_GetInt(1);
Game::gentity_t* gentity = Script::getEntFromEntRef(id);
Game::client_t* client = Script::getClientFromEnt(gentity);
unsigned int clientNum = GetClientNum(client);
if (!Bots::IsValidClientNum(clientNum))
{
Game::Scr_Error("^1botMovement: Need to call on a player entity!\n");
return;
}
if (client->state < 3)
{
Game::Scr_Error("^1botMovement: Needs to be connected.\n");
return;
}
if (!client->isBot)
{
Game::Scr_Error("^1botMovement: Can only call on a bot!\n");
return;
}
if (forwardInt > 127)
forwardInt = 127;
if (forwardInt < -127)
forwardInt = -127;
if (rightInt > 127)
rightInt = 127;
if (rightInt < -127)
rightInt = -127;
g_botai[clientNum].forward = (int8)forwardInt;
g_botai[clientNum].right = (int8)rightInt;
});
}
Bots::Bots()
{
// Replace connect string
Utils::Hook::Set<const char*>(0x48ADA6, "connect bot%d \"\\cg_predictItems\\1\\cl_anonymous\\0\\color\\4\\head\\default\\model\\multi\\snaps\\20\\rate\\5000\\name\\%s\\protocol\\%d\\checksum\\%d\\statver\\%d %u\\qport\\%d\"");
// Intercept sprintf for the connect string
Utils::Hook(0x48ADAB, Bots::BuildConnectString, HOOK_CALL).install()->quick();
// Stop default behavour of bots spinning and shooting
Utils::Hook(0x627021, 0x4BB9B0, HOOK_CALL).install()->quick();
Utils::Hook(0x627241, 0x4BB9B0, HOOK_CALL).install()->quick();
// zero the bot command array
for (int i = 0; i < MAX_G_BOTAI_ENTRIES; i++)
{
g_botai[i] = { 0 };
g_botai[i].weapon = 1; // prevent the bots from defaulting to the 'none' weapon
}
// have the bots perform the command every server frame
Scheduler::OnFrame([]()
{
if (!Game::SV_Loaded())
return;
int time = *Game::svs_time;
int numClients = *Game::svs_numclients;
for (int i = 0; i < numClients; ++i)
{
Game::client_t* client = &Game::svs_clients[i];
if (client->state < 3)
continue;
if (!client->isBot)
continue;
Game::usercmd_s ucmd = { 0 };
ucmd.serverTime = time;
ucmd.buttons = g_botai[i].buttons;
ucmd.forwardmove = g_botai[i].forward;
ucmd.rightmove = g_botai[i].right;
ucmd.weapon = g_botai[i].weapon;
client->deltaMessage = client->netchan.outgoingSequence - 1;
Game::SV_ClientThink(client, &ucmd);
}
});
Command::Add("spawnBot", [](Command::Params* params)
{
unsigned int count = 1;
if (params->length() > 1)
{
if (params->get(1) == "all"s) count = static_cast<unsigned int>(-1);
else count = atoi(params->get(1));
}
count = std::min(18u, count);
// Check if ingame and host
if (!Game::SV_Loaded())
{
Toast::Show("cardicon_headshot", "^1Error", "You need to be host to spawn bots!", 3000);
Logger::Print("You need to be host to spawn bots!\n");
return;
}
Toast::Show("cardicon_headshot", "^2Success", Utils::String::VA("Spawning %d %s...", count, (count == 1 ? "bot" : "bots")), 3000);
Logger::Print("Spawning %d %s...\n", count, (count == 1 ? "bot" : "bots"));
Bots::Spawn(count);
});
Bots::AddMethods();
}
Bots::~Bots()
{
Bots::BotNames.clear();
}
}