Revision Difference
Bots#560472
<cat>Code.Player</cat>⤶
<title>Bots</title>⤶
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# What are bots?⤶
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Bots are fake clients that can be added to a game, and take a normal player slot. Their input and behaviour can be coded like most other things in C#.⤶
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# Default Bot⤶
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By default, the console command `bot_add` will add a bot that mimics another player's input. This command has some additional parameters you can use:⤶
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`bot_add <clientIndex> <yawOffset> <forceCrouch>`⤶
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**clientIndex** *(def: 1)* Which client to mimic. If set to 0, it will not mimic anything and remain idle. ⤶
**yawOffset** *(def: 180)* The bots yaw rotation relative to the target client. ⤶
**forceCrouch** *(def: 0)* Whether or not the bot is forced to crouch.⤶
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<note>Dedicated servers will fail to spawn default bots with this message:⤶
`SV: Cheat command 'bot_add' ignored. Set sv_cheats to 1 enable cheats.` *(sic!)*</note> ⤶
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#Custom Bots⤶
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To create a custom bot you need to first extend the `Bot` class, which has two important methods: `Tick` and `BuildInput`.⤶
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## Example⤶
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It's worth noting that **the methods used below are only called server-side**, unlike ordinary clients whose input is built client-side and sent to the server.⤶
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```csharp⤶
public class MyCustomBot : Bot⤶
{⤶
[ConCmd.Admin( "bot_custom", Help = "Spawn my custom bot." )]⤶
internal static void SpawnCustomBot()⤶
{⤶
Game.AssertServer();⤶
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// Create an instance of your custom bot.⤶
_ = new MyCustomBot();⤶
}⤶
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public override void BuildInput()⤶
{⤶
// Here we can choose / modify the bot's input each tick.⤶
// We'll make them constantly attack by holding down the PrimaryAttack button.⤶
Input.SetButton( InputButton.PrimaryAttack, true );⤶
// And here, we'll make the bot walk forward and turn in a wide circle.⤶
Input.AnalogMove = Vector3.Forward;⤶
Input.AnalogLook = new Angles( 0, 30 * Time.Delta, 0 );⤶
// Finally, we'll call BuildInput on the bot's client's pawn. ⤶
// Note that Entity.BuildInput is NOT automatically called for the pawns of⤶
// simulated clients that are driven by bots, so that's why we call it here.⤶
(Client.Pawn as Entity).BuildInput();⤶
}⤶
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public override void Tick()⤶
{⤶
// Here we can do something with the bot each tick.⤶
// Here we'll print our bot's name every tick.⤶
Log.Info( Client.Name );⤶
}⤶
}⤶
```⤶
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In the above example, we are setting values of `Input` ourselves and then calling `BuildInput` on the pawn. This allows for the same code that handles real user input to also handle simulated inputs. ⤶
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## Pawns⤶
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Each bot has a `Client` property referring to its underlying fake client. Every bot can have its own [Pawn](https://wiki.facepunch.com/sbox/Pawn) and otherwise do anything any other ordinary client could do.