From 9ae9ecb76a8047544896f5b4636ab8d691213be0 Mon Sep 17 00:00:00 2001 From: jeefo Date: Mon, 29 Feb 2016 22:49:19 +0300 Subject: [PATCH] fixes bad buying for heavy weapons & shotguns replaced some magic numbers in code to be readable --- include/core.h | 33 +++++++++++++++++++++++--- source/basecode.cpp | 57 +++++++++++++++++++++++---------------------- source/manager.cpp | 2 +- source/netmsg.cpp | 2 +- 4 files changed, 61 insertions(+), 33 deletions(-) diff --git a/include/core.h b/include/core.h index fa1cc35..ee2e41f 100644 --- a/include/core.h +++ b/include/core.h @@ -63,7 +63,7 @@ enum GameFlags GAME_CZERO = (1 << 2), // Counter-Strike: Condition Zero GAME_LEGACY = (1 << 3), // Counter-Strike 1.3-1.5 with/without Steam GAME_MOBILITY = (1 << 4), // additional flag that bot is running on android (additional flag) - GAME_OFFICIAL_CSBOT = (1 << 5) // additional flag that indicates offficial cs bots are ingame + GAME_OFFICIAL_CSBOT = (1 << 5) // additional flag that indicates official cs bots are in game }; // log levels @@ -74,7 +74,6 @@ enum LogLevel LL_ERROR = 3, // error log message LL_IGNORE = 4, // additional flag LL_FATAL = 5 // fatal error log message (terminate the game!) - }; // chat types id's @@ -284,6 +283,34 @@ enum Weapon #endif }; +// buy counts +enum BuyState +{ + BUYSTATE_PRIMARY_WEAPON = 0, + BUYSTATE_ARMOR_VESTHELM, + BUYSTATE_SECONDARY_WEAPON, + BUYSTATE_GRENADES, + BUYSTATE_DEFUSER, + BUYSTATE_AMMO, + BUYSTATE_FINISHED +}; + +// economics limits +enum EconomyLimit +{ + ECO_PRIMARY_GT = 0, + ECO_SMG_GT_CT, + ECO_SMG_GT_TE, + ECO_SHOTGUN_GT, + ECO_SHOTGUN_LT, + ECO_HEAVY_GT, + ECO_HEAVY_LT, + ECO_PROSTOCK_NORMAL, + ECO_PROSTOCK_RUSHER, + ECO_PROSTOCK_CAREFUL, + ECO_SHIELDGUN_GT +}; + // defines for pickup items enum PickupType { @@ -1153,7 +1180,7 @@ public: void DisplayDebugOverlay (void); void NewRound (void); - void EquipInBuyzone (int buyCount); + void EquipInBuyzone (int buyState); void PushMessageQueue (int message); void PrepareChatMessage (char *text); bool FindWaypoint (void); diff --git a/source/basecode.cpp b/source/basecode.cpp index 3fd24ad..0dd2fe9 100644 --- a/source/basecode.cpp +++ b/source/basecode.cpp @@ -1104,12 +1104,12 @@ void Bot::CheckMessageQueue (void) // if bot buying is off then no need to buy if (!yb_botbuy.GetBool ()) - m_buyState = 6; + m_buyState = BUYSTATE_FINISHED; // if fun-mode no need to buy if (yb_jasonmode.GetBool ()) { - m_buyState = 6; + m_buyState = BUYSTATE_FINISHED; SelectWeaponByName ("weapon_knife"); } @@ -1117,7 +1117,7 @@ void Bot::CheckMessageQueue (void) if (IsPlayerVIP (GetEntity ())) { m_isVIP = true; - m_buyState = 6; + m_buyState = BUYSTATE_FINISHED; m_pathType = 0; } @@ -1128,13 +1128,13 @@ void Bot::CheckMessageQueue (void) // prevent teams from buying on fun maps if (g_mapType & (MAP_KA | MAP_FY)) { - m_buyState = 6; + m_buyState = BUYSTATE_FINISHED; if (g_mapType & MAP_KA) yb_jasonmode.SetInt (1); } - if (m_buyState > 5) + if (m_buyState > BUYSTATE_FINISHED - 1) { m_buyingFinished = true; return; @@ -1410,13 +1410,12 @@ void Bot::PurchaseWeapons (void) bool isPistolMode = g_weaponSelect[25].teamStandard == -1 && g_weaponSelect[3].teamStandard == 2; bool teamEcoValid = bots.EconomicsValid (m_team); - // do this, because xash engine is not capable to run all the features goldsrc, but we have cs 1.6 on it, so buy table must be the same bool isOldGame = (g_gameFlags & GAME_LEGACY) && !(g_gameFlags & GAME_XASH); switch (m_buyState) { - case 0: // if no primary weapon and bot has some money, buy a primary weapon + case BUYSTATE_PRIMARY_WEAPON: // if no primary weapon and bot has some money, buy a primary weapon if ((!HasShield () && !HasPrimaryWeapon () && teamEcoValid) || (teamEcoValid && IsMorePowerfulWeaponCanBeBought ())) { do @@ -1450,21 +1449,22 @@ void Bot::PurchaseWeapons (void) if (IsRestricted (selectedWeapon->id)) continue; - int economicsPrice = 0; + int *limit = g_botBuyEconomyTable; + int prostock = 0; - // filter out weapons with bot economics (thanks for idea to nicebot project) + // filter out weapons with bot economics switch (m_personality) { case PERSONALITY_RUSHER: - economicsPrice = g_botBuyEconomyTable[8]; + prostock = limit[ECO_PROSTOCK_RUSHER]; break; case PERSONALITY_CAREFUL: - economicsPrice = g_botBuyEconomyTable[7]; + prostock = limit[ECO_PROSTOCK_CAREFUL]; break; case PERSONALITY_NORMAL: - economicsPrice = g_botBuyEconomyTable[9]; + prostock = limit[ECO_PROSTOCK_NORMAL]; break; } @@ -1476,12 +1476,12 @@ void Bot::PurchaseWeapons (void) case WEAPON_UMP45: case WEAPON_P90: case WEAPON_MP5: - if (m_moneyAmount > g_botBuyEconomyTable[1] + economicsPrice) + if (m_moneyAmount > limit[ECO_SMG_GT_CT] + prostock) ignoreWeapon = true; break; } - if (selectedWeapon->id == WEAPON_SHIELD && m_moneyAmount > g_botBuyEconomyTable[10]) + if (selectedWeapon->id == WEAPON_SHIELD && m_moneyAmount > limit[ECO_SHIELDGUN_GT]) ignoreWeapon = true; } else if (m_team == TERRORIST) @@ -1493,7 +1493,7 @@ void Bot::PurchaseWeapons (void) case WEAPON_P90: case WEAPON_MP5: case WEAPON_SCOUT: - if (m_moneyAmount > g_botBuyEconomyTable[2] + economicsPrice) + if (m_moneyAmount > limit[ECO_SMG_GT_TE] + prostock) ignoreWeapon = true; break; } @@ -1503,7 +1503,7 @@ void Bot::PurchaseWeapons (void) { case WEAPON_XM1014: case WEAPON_M3: - if (m_moneyAmount < g_botBuyEconomyTable[3] || m_moneyAmount > g_botBuyEconomyTable[4]) + if (m_moneyAmount >= limit[ECO_SHOTGUN_GT] || m_moneyAmount <= limit[ECO_SHOTGUN_LT]) ignoreWeapon = true; break; } @@ -1514,7 +1514,7 @@ void Bot::PurchaseWeapons (void) case WEAPON_G3SG1: case WEAPON_AWP: case WEAPON_M249: - if (m_moneyAmount < g_botBuyEconomyTable[5] || m_moneyAmount > g_botBuyEconomyTable[6]) + if (m_moneyAmount >= limit[ECO_HEAVY_GT] || m_moneyAmount <= limit[ECO_HEAVY_LT]) ignoreWeapon = true; break; } @@ -1522,7 +1522,8 @@ void Bot::PurchaseWeapons (void) if (ignoreWeapon && g_weaponSelect[25].teamStandard == 1 && yb_economics_rounds.GetBool ()) continue; - int moneySave = Random.Long (900, 1100); + // save money for grenade for example? + int moneySave = Random.Long (300, 600); if (bots.GetLastWinner () == m_team) moneySave = 0; @@ -1574,7 +1575,7 @@ void Bot::PurchaseWeapons (void) break; } - case 1: // if armor is damaged and bot has some money, buy some armor + case BUYSTATE_ARMOR_VESTHELM: // if armor is damaged and bot has some money, buy some armor if (pev->armorvalue < Random.Long (50, 80) && (isPistolMode || (teamEcoValid && HasPrimaryWeapon ()))) { // if bot is rich, buy kevlar + helmet, else buy a single kevlar @@ -1585,7 +1586,7 @@ void Bot::PurchaseWeapons (void) } break; - case 2: // if bot has still some money, buy a better secondary weapon + case BUYSTATE_SECONDARY_WEAPON: // if bot has still some money, buy a better secondary weapon if (isPistolMode || (HasPrimaryWeapon () && (pev->weapons & ((1 << WEAPON_USP) | (1 << WEAPON_GLOCK))) && m_moneyAmount > Random.Long (7500, 9000))) { do @@ -1654,7 +1655,7 @@ void Bot::PurchaseWeapons (void) } break; - case 3: // if bot has still some money, choose if bot should buy a grenade or not + case BUYSTATE_GRENADES: // if bot has still some money, choose if bot should buy a grenade or not if (Random.Long (1, 100) < g_grenadeBuyPrecent[0] && m_moneyAmount >= 400 && !IsRestricted (WEAPON_EXPLOSIVE)) { // buy a he grenade @@ -1677,7 +1678,7 @@ void Bot::PurchaseWeapons (void) } break; - case 4: // if bot is CT and we're on a bomb map, randomly buy the defuse kit + case BUYSTATE_DEFUSER: // if bot is CT and we're on a bomb map, randomly buy the defuse kit if ((g_mapType & MAP_DE) && m_team == CT && Random.Long (1, 100) < 80 && m_moneyAmount > 200 && !IsRestricted (WEAPON_DEFUSER)) { if (isOldGame) @@ -1687,7 +1688,7 @@ void Bot::PurchaseWeapons (void) } break; - case 5: // buy enough primary & secondary ammo (do not check for money here) + case BUYSTATE_AMMO: // buy enough primary & secondary ammo (do not check for money here) for (int i = 0; i <= 5; i++) FakeClientCommand (GetEntity (), "buyammo%d", Random.Long (1, 2)); // simulate human @@ -4481,7 +4482,7 @@ void Bot::RunTask_PickupItem () if (HasShield ()) // If we have the shield... FakeClientCommand (GetEntity (), "drop"); // discard both shield and pistol } - EquipInBuyzone (0); + EquipInBuyzone (BUYSTATE_PRIMARY_WEAPON); } else { @@ -4493,7 +4494,7 @@ void Bot::RunTask_PickupItem () SelectWeaponbyNumber (weaponID); FakeClientCommand (GetEntity (), "drop"); } - EquipInBuyzone (0); + EquipInBuyzone (BUYSTATE_PRIMARY_WEAPON); } CheckSilencer (); // check the silencer } @@ -5566,7 +5567,7 @@ void Bot::DiscardWeaponForUser (edict_t *user, bool discardC4) if (m_inBuyZone) { m_buyingFinished = false; - m_buyState = 0; + m_buyState = BUYSTATE_PRIMARY_WEAPON; PushMessageQueue (GSM_BUY_STUFF); m_nextBuyTime = GetWorldTime (); @@ -6023,7 +6024,7 @@ bool Bot::IsShootableBreakable (edict_t *ent) return false; } -void Bot::EquipInBuyzone (int buyCount) +void Bot::EquipInBuyzone (int buyState) { // this function is gets called when bot enters a buyzone, to allow bot to buy some stuff @@ -6036,7 +6037,7 @@ void Bot::EquipInBuyzone (int buyCount) if (m_seeEnemyTime + 5.0f < GetWorldTime () && m_lastEquipTime + 15.0f < GetWorldTime () && m_inBuyZone && checkBuyTime && !g_bombPlanted && m_moneyAmount > g_botBuyEconomyTable[0]) { m_buyingFinished = false; - m_buyState = buyCount; + m_buyState = buyState; // push buy message PushMessageQueue (GSM_BUY_STUFF); diff --git a/source/manager.cpp b/source/manager.cpp index d7654ef..9d48041 100644 --- a/source/manager.cpp +++ b/source/manager.cpp @@ -1190,7 +1190,7 @@ void Bot::NewRound (void) m_sayTextBuffer.entityIndex = -1; m_sayTextBuffer.sayText[0] = 0x0; - m_buyState = 0; + m_buyState = BUYSTATE_PRIMARY_WEAPON; m_lastEquipTime = 0.0f; if (!m_notKilled) // if bot died, clear all weapon stuff and force buying again diff --git a/source/netmsg.cpp b/source/netmsg.cpp index 72ae95f..c0d1b1f 100644 --- a/source/netmsg.cpp +++ b/source/netmsg.cpp @@ -232,7 +232,7 @@ void NetworkMsg::Execute (void *p) m_bot->m_inBuyZone = (enabled != 0); // try to equip in buyzone - m_bot->EquipInBuyzone (0); + m_bot->EquipInBuyzone (BUYSTATE_PRIMARY_WEAPON); } else if (strcmp (PTR_TO_STR (p), "vipsafety") == 0) m_bot->m_inVIPZone = (enabled != 0);