diff options
Diffstat (limited to 'NorthstarDLL/bots.cpp')
-rw-r--r-- | NorthstarDLL/bots.cpp | 184 |
1 files changed, 184 insertions, 0 deletions
diff --git a/NorthstarDLL/bots.cpp b/NorthstarDLL/bots.cpp new file mode 100644 index 00000000..f8a37d26 --- /dev/null +++ b/NorthstarDLL/bots.cpp @@ -0,0 +1,184 @@ +#include "pch.h"
+#include "bots.h"
+
+#include "concommand.h"
+#include "r2engine.h"
+#include "r2server.h"
+#include "playlist.h"
+#include "maxplayers.h"
+#include "serverauthentication.h"
+
+AUTOHOOK_INIT()
+
+ServerBotManager* g_pBots;
+
+void* pServer;
+R2::CBaseClient* (*__fastcall CBaseServer__CreateFakeClient)(
+ void* self, const char* pName, const char* pUnk, const char* pDesiredPlaylist, int nDesiredTeam);
+
+void* pServerGameClients;
+void (*__fastcall ServerGameClients__ClientFullyConnect)(void* self, uint16_t edict, bool bRestore);
+
+void (*__fastcall CBasePlayer__RunNullCommand)(R2::CBasePlayer* self);
+
+const std::vector<const char*> BOT_NAMES = {
+ // normal titanfall names
+ "Jack",
+ "Cooper",
+ "BT-7274",
+ "FS-1041",
+ "Blisk",
+ "Marv",
+ "Marvin",
+ "Barker",
+ "Gates",
+ "Marder",
+ "Sarah",
+ "Briggs",
+ "Viper",
+ "Ash",
+ "Richter",
+ "Slone",
+ "Tai",
+ "Lastimosa",
+ "Davis",
+ "Droz",
+ "Bear",
+ "MacAllan",
+ "Bish",
+ "Spyglass",
+
+ // tf1 training/campaign npc names
+ "Rakowski",
+ "Alavi",
+ "Riggs",
+ "Bracken",
+ "Hainey",
+ "Vaughan",
+ "Dunnam",
+ "Riggins",
+ "Messerly",
+ "Heppe",
+ "Keating",
+ "Blanton",
+ "Emslie",
+ "Flagg",
+ "Hofner",
+
+ // deepcut references lol
+ "Iron",
+ "Starseeker",
+ "Hollow",
+ "Preacher",
+
+ // contributors/cool people
+ "BobTheBot",
+ "GeckoEidechsBot",
+ "TaskiBot",
+ "RoyalBot",
+ "EmmaB(ot)", // ok this one is shit to be honest but it's a hard name to put bot into
+ "bot0358",
+ // how the fuck do i turn amos into a bot name oh my god
+ "Botmos",
+ "Botscuit",
+ "Botty_RaVen",
+};
+
+// this is the root func from what usercmd running is called from
+AUTOHOOK(SomeRunUsercmdFunc, server.dll + 0x483A50,
+void, __fastcall, (char a1))
+{
+ g_pBots->SimulatePlayers();
+ SomeRunUsercmdFunc(a1);
+}
+
+void ConCommand_bot_add(const CCommand& arg)
+{
+ if (arg.ArgC() == 1)
+ g_pBots->AddBot();
+ else if (arg.ArgC() == 2)
+ g_pBots->AddBot(arg.Arg(1));
+ else if (arg.ArgC() == 2)
+ g_pBots->AddBot(arg.Arg(1), std::stoi(arg.Arg(2)));
+}
+
+ServerBotManager::ServerBotManager()
+{
+ //m_Cvar_bot_teams = new ConVar("")
+}
+
+
+// add a new bot player
+void ServerBotManager::AddBot(const char* pName, int iTeam)
+{
+ if (!*pName)
+ pName = BOT_NAMES[rand() % BOT_NAMES.size()];
+
+ if (iTeam == -1)
+ {
+ // pick team that needs players
+ // oops i cant be bothered just do imc for now
+ iTeam = 2;
+ }
+
+ const R2::CBaseClient* pPlayer = CBaseServer__CreateFakeClient(pServer, pName, "", "", iTeam);
+ ServerGameClients__ClientFullyConnect(pServerGameClients, pPlayer->edict, false); // this is normally done on eSignonState::FULL, but bots don't properly call it
+
+ spdlog::info("Created bot {}", pPlayer->m_Name);
+}
+
+
+// add bots at the start of a game
+void ServerBotManager::StartMatch()
+{
+ int nNumBots = Cvar_bot_quota->GetInt() - g_pServerAuthentication->m_PlayerAuthenticationData.size();
+ for (int i = nNumBots; i > 0; i--)
+ AddBot();
+}
+
+// setup bot after it connects
+void ServerBotManager::SetupPlayer(R2::CBaseClient* pPlayer)
+{
+ strncpy_s(pPlayer->m_ClanTag, Cvar_bot_clantag->GetString(), 15);
+}
+
+// every server frame, run bot usercmds
+void ServerBotManager::SimulatePlayers()
+{
+ for (int i = 0; i < R2::GetMaxPlayers(); i++)
+ {
+ R2::CBaseClient* pClient = &R2::g_pClientArray[i];
+ if (pClient->m_Signon == R2::eSignonState::FULL && pClient->m_bFakePlayer)
+ {
+ // todo: if we ever want actual moving bots, this would be where we'd nav, build usercmd, etc
+ CBasePlayer__RunNullCommand(R2::UTIL_PlayerByIndex(i + 1));
+ }
+ }
+}
+
+ON_DLL_LOAD_RELIESON("engine.dll", Bots, (ConVar, ConCommand), (CModule module))
+{
+ g_pBots = new ServerBotManager;
+ g_pBots->Cvar_bot_quota = new ConVar("bot_quota", "0", FCVAR_GAMEDLL, "Minimum number of players when filling game with bots");
+ g_pBots->Cvar_bot_clantag = new ConVar("bot_clantag", "BOT", FCVAR_GAMEDLL, "Clantag to give bots");
+
+ pServer = module.Offset(0x12A53D40).As<void*>();
+ pServerGameClients = module.Offset(0x13F0AAA8).As<void*>();
+
+ CBaseServer__CreateFakeClient =
+ module.Offset(0x114C60).As<R2::CBaseClient* (*__fastcall)(void*, const char*, const char*, const char*, int)>();
+
+ RegisterConCommand(
+ "bot_add",
+ ConCommand_bot_add,
+ "Add a bot, by default name and team are automatically chosen, they can be specified (bot_add name team)",
+ FCVAR_GAMEDLL);
+}
+
+ON_DLL_LOAD("server.dll", ServerBots, (CModule module))
+{
+ AUTOHOOK_DISPATCH_MODULE(server.dll)
+
+ ServerGameClients__ClientFullyConnect = module.Offset(0x153B70).As<void (*__fastcall)(void*, uint16_t, bool)>();
+ CBasePlayer__RunNullCommand = module.Offset(0x5A9FD0).As<void (*__fastcall)(R2::CBasePlayer*)>();
+}
|