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📄 ai_team.c

📁 quakeIII源码这个不用我多说吧
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					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);

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