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diff --git a/code/game/ai_team.c b/code/game/ai_team.c
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+/*
+===========================================================================
+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
+along with Quake III Arena source code; if not, write to the Free Software
+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"
+#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"
+//
+#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;
+
+ if (gametype == GT_CTF || gametype == GT_1FCTF) {
+ 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;
+ //
+ if (BotSameTeam(bs, i)) {
+ //
+ 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;
+ 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(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:
+ {
+ //both will go for the enemy flag
+ ClientName(teammates[0], name, sizeof(name));
+ BotAI_BotInitialChat(bs, "cmd_defendbase", 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:
+ {
+ //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;
+ attackers = (int) (float) numteammates * 0.7 + 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[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));
+ BotAI_BotInitialChat(bs, "cmd_defendbase", 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);
+ //
+ 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;
+ 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:
+ {
+ 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;
+ 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;
+ }
+ }
+ }
+ 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;
+ if (defenders > 8) defenders = 8;
+ //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]);
+ BotSayVoiceTeamOrder(bs, teammates[numteammates - i - 1], VOICECHAT_DEFEND);
+ }
+ //
+ 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;
+ 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 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));
+ 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;
+ //
+ 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
+ }
+}
+