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- /**
- * [TF2] AFK TFBot
- *
- * Performs some dirty hacks so clients have an underlying TFBot AI that can be toggled.
- */
- #pragma semicolon 1
- #include <sourcemod>
- #include <sdkhooks>
- #include <sdktools>
- #include <dhooks>
- #pragma newdecls required
- #include <stocksoup/color_literals>
- #define PLUGIN_VERSION "1.0.0"
- public Plugin myinfo = {
- name = "[TF2] TFAFKBot",
- author = "nosoop",
- description = "TFBots conjoined to human players.",
- version = PLUGIN_VERSION,
- url = "localhost"
- }
- Handle g_AllocatePlayerBotEntity;
- Handle g_SDKCallPEntityOfEntIndex, g_SDKCallNextBotFakeClient;
- Handle g_DHookProcessUsercmd, g_DHookPlayerIsBot, g_DHookNextBotFakeClient;
- static bool g_bInBotPhysicsSimulate[MAXPLAYERS + 1];
- static bool g_bIsIdleBot[MAXPLAYERS + 1];
- public void OnPluginStart() {
- Handle hGameConf = LoadGameConfigFile("tf2.afkbot");
- if (!hGameConf) {
- SetFailState("Failed to load gamedata (tf2.afkbot).");
- }
-
- StartPrepSDKCall(SDKCall_Static);
- PrepSDKCall_SetFromConf(hGameConf, SDKConf_Signature, "CTFBot::AllocatePlayerEntity()");
- PrepSDKCall_AddParameter(SDKType_PlainOldData, SDKPass_Plain);
- PrepSDKCall_AddParameter(SDKType_String, SDKPass_Pointer);
- g_AllocatePlayerBotEntity = EndPrepSDKCall();
-
- if (!g_AllocatePlayerBotEntity) {
- SetFailState("Failed to create SDKCall for function CTFBot::AllocatePlayerEntity()");
- }
-
- StartPrepSDKCall(SDKCall_Static);
- PrepSDKCall_SetFromConf(hGameConf, SDKConf_Signature, "EDICT_NUM()");
- PrepSDKCall_AddParameter(SDKType_PlainOldData, SDKPass_Plain);
- PrepSDKCall_SetReturnInfo(SDKType_PlainOldData, SDKPass_Plain);
- g_SDKCallPEntityOfEntIndex = EndPrepSDKCall();
-
- Handle dt_ClientPutInServer = DHookCreateFromConf(hGameConf, "ClientPutInServer()");
- DHookEnableDetour(dt_ClientPutInServer, false, OnClientPutInServerPre);
-
- Handle dt_BotUpdate = DHookCreateFromConf(hGameConf, "NextBotPlayer<CTFPlayer>::Update()");
- DHookEnableDetour(dt_BotUpdate, false, OnBotUpdate);
-
- Handle dt_BotEntPhysicsSimulate = DHookCreateFromConf(hGameConf, "CTFBot::PhysicsSimulate()");
- DHookEnableDetour(dt_BotEntPhysicsSimulate, false, OnBotEntPhysicsSimulate);
- DHookEnableDetour(dt_BotEntPhysicsSimulate, true, OnBotEntPhysicsSimulatePost);
-
- g_DHookProcessUsercmd = DHookCreateFromConf(hGameConf, "CBasePlayer::ProcessUsercmds()");
-
- g_DHookPlayerIsBot = DHookCreateFromConf(hGameConf, "CBasePlayer::IsBot()");
- g_DHookNextBotFakeClient = DHookCreateFromConf(hGameConf, "NextBotPlayer<CTFPlayer>::IsFakeClient()");
-
- StartPrepSDKCall(SDKCall_Player);
- PrepSDKCall_SetFromConf(hGameConf, SDKConf_Virtual, "NextBotPlayer<CTFPlayer>::IsFakeClient()");
- PrepSDKCall_SetReturnInfo(SDKType_Bool, SDKPass_Plain);
- g_SDKCallNextBotFakeClient = EndPrepSDKCall();
-
- delete hGameConf;
-
- RegConsoleCmd("sm_afkbot", ToggleAFKBot);
- }
- public void OnPluginEnd() {
- // re-enable client prediction
- for (int i = 1; i <= MaxClients; i++) {
- if (IsClientInGame(i) && !IsFakeClient(i)) {
- SetClientPrediction(i, true);
- }
- }
- }
- public Action ToggleAFKBot(int client, int argc) {
- if (!IsPlayerNextBot(client)) {
- ReplyToCommand(client, "No underlying bot logic available. Reconnecting...");
- ClientCommand(client, "retry");
- return Plugin_Handled;
- }
-
- g_bIsIdleBot[client] = !g_bIsIdleBot[client];
-
- SetClientPrediction(client, !g_bIsIdleBot[client]);
-
- PrintColoredChatEx(client, CHAT_SOURCE_SELF, COLOR_TEAM ... "Beep boop (%d).",
- g_bIsIdleBot[client]);
-
- return Plugin_Handled;
- }
- public void OnMapStart() {
- for (int i = 1; i <= MaxClients; i++) {
- if (IsClientInGame(i)) {
- OnClientPutInServer(i);
- }
- }
- }
- /**
- * Intercepts the default player entity allocation step and uses the TFBot allocator instead.
- */
- public MRESReturn OnClientPutInServerPre(Handle hParams) {
- int client = DHookGetParam(hParams, 1);
-
- char name[MAX_NAME_LENGTH];
- DHookGetParamString(hParams, 2, name, sizeof(name));
-
- AllocatePlayerBotEntity(client, name);
-
- // equivalent to CBasePlayer::SetPlayerName()
- SetEntPropString(client, Prop_Data, "m_szNetname", name);
-
- SetEntityFlags(client, GetEntityFlags(client) & ~FL_FAKECLIENT);
-
- PrintToServer("[afkbot] ocpis");
-
- return MRES_Supercede;
- }
- public void OnClientPutInServer(int client) {
- if (!IsFakeClient(client)) {
- DHookEntity(g_DHookProcessUsercmd, false, client, .callback = OnPlayerProcessUsercmds);
-
- DHookEntity(g_DHookPlayerIsBot, false, client, .callback = OnPlayerIsBot);
- DHookEntity(g_DHookNextBotFakeClient, false, client, .callback = OnPlayerIsFakeClient);
-
- g_bIsIdleBot[client] = false;
- }
- }
- /**
- * Disables NextBot updates on human players that aren't configured to be AFK.
- */
- public MRESReturn OnBotUpdate(int client) {
- if (!IsFakeClient(client) && !g_bIsIdleBot[client]) {
- return MRES_Supercede;
- }
- return MRES_Ignored;
- }
- /**
- * Scoped check to determine if CBasePlayer::ProcessUsercmds() is called from within the context
- * of a bot or if it is not.
- *
- * Because of the filthy, filthy hacks we're doing to make this work, both bot and player
- * usercmds are called, and without this check, the player gets updated twice as quickly
- * (having interesting side effects in that the player moves much faster).
- */
- public MRESReturn OnBotEntPhysicsSimulate(int client) {
- g_bInBotPhysicsSimulate[client] = true;
- return MRES_Ignored;
- }
- public MRESReturn OnBotEntPhysicsSimulatePost(int client) {
- g_bInBotPhysicsSimulate[client] = false;
- return MRES_Ignored;
- }
- /**
- * Only perform the usercommand processing for bots or not bots, depending on if the player is
- * being controlled by a bot or not.
- *
- * Dead players always have their usercommands processed so freezecams and respawns work.
- *
- * Precondition: OnClientPutInServer() only hooks this on human players.
- */
- public MRESReturn OnPlayerProcessUsercmds(int client, Handle hParams) {
- /**
- * drop inputs that occur inside / outside of CTFBot::PhysicsSimulate()
- * dependent on whether the player is idle or not
- */
- return (g_bInBotPhysicsSimulate[client] == g_bIsIdleBot[client]) || !IsPlayerAlive(client)?
- MRES_Ignored : MRES_Supercede;
- }
- static bool s_bGetTrueFakeClientResult;
- stock bool IsPlayerNextBot(int client) {
- s_bGetTrueFakeClientResult = true;
- bool result = SDKCall(g_SDKCallNextBotFakeClient, client);
- s_bGetTrueFakeClientResult = false;
- return result;
- }
- /**
- * Overrides the result of NextBotPlayer<CTFPlayer>::IsFakeClient(). This controls the result
- * of `tf_bot_count` and seemingly deals with loadouts.
- *
- * NextBot logic will only run when this returns `true`.
- * Loadout caching (?) will only occur when this returns `false`, though we can set it to true
- * afterwards without any known consequences.
- *
- * Precondition: OnClientPutInServer() only hooks this on human players.
- */
- public MRESReturn OnPlayerIsFakeClient(int client, Handle hReturn) {
- if (s_bGetTrueFakeClientResult) {
- return MRES_Ignored;
- }
-
- DHookSetReturn(hReturn, g_bIsIdleBot[client]);
- return MRES_Supercede;
- }
- /**
- * Overrides the result of CBasePlayer::IsBot().
- * This is checked when updating m_iPing during `CPlayerResource::UpdatePlayerData`.
- */
- public MRESReturn OnPlayerIsBot(int client, Handle hReturn) {
- DHookSetReturn(hReturn, false);
- return MRES_Supercede;
- }
- /**
- * Allocates a bot to the player entity.
- *
- * Uses a semi-filthy hack to get the edict_t* from an entity index, as sdktools/vdecoder.cpp
- * won't let us act on a freed edict (so we pass the edict_t pointer as POD instead).
- * A proper version would actually SDKCall on `server->PEntityOfEntIndex()` or reverse-engineer
- * the function, but ain't nobody got time for that.
- */
- void AllocatePlayerBotEntity(int client, const char[] name) {
- Address pEdict = SDKCall(g_SDKCallPEntityOfEntIndex, client);
- SDKCall(g_AllocatePlayerBotEntity, pEdict, name);
- }
- /**
- * Sets client-side prediction on a client.
- */
- void SetClientPrediction(int client, bool bPrediction) {
- // https://github.com/Pelipoika/TF2_Idlebot/blob/master/idlebot.sp
- FindConVar("sv_client_predict").ReplicateToClient(client, bPrediction? "-1" : "0");
- SetEntProp(client, Prop_Data, "m_bLagCompensation", bPrediction);
- SetEntProp(client, Prop_Data, "m_bPredictWeapons", bPrediction);
- }
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