fixes bad buying for heavy weapons & shotguns
replaced some magic numbers in code to be readable
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27019f76b6
commit
9ae9ecb76a
4 changed files with 61 additions and 33 deletions
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@ -1104,12 +1104,12 @@ void Bot::CheckMessageQueue (void)
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// if bot buying is off then no need to buy
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if (!yb_botbuy.GetBool ())
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m_buyState = 6;
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m_buyState = BUYSTATE_FINISHED;
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// if fun-mode no need to buy
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if (yb_jasonmode.GetBool ())
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{
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m_buyState = 6;
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m_buyState = BUYSTATE_FINISHED;
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SelectWeaponByName ("weapon_knife");
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}
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@ -1117,7 +1117,7 @@ void Bot::CheckMessageQueue (void)
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if (IsPlayerVIP (GetEntity ()))
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{
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m_isVIP = true;
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m_buyState = 6;
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m_buyState = BUYSTATE_FINISHED;
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m_pathType = 0;
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}
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@ -1128,13 +1128,13 @@ void Bot::CheckMessageQueue (void)
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// prevent teams from buying on fun maps
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if (g_mapType & (MAP_KA | MAP_FY))
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{
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m_buyState = 6;
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m_buyState = BUYSTATE_FINISHED;
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if (g_mapType & MAP_KA)
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yb_jasonmode.SetInt (1);
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}
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if (m_buyState > 5)
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if (m_buyState > BUYSTATE_FINISHED - 1)
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{
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m_buyingFinished = true;
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return;
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@ -1410,13 +1410,12 @@ void Bot::PurchaseWeapons (void)
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bool isPistolMode = g_weaponSelect[25].teamStandard == -1 && g_weaponSelect[3].teamStandard == 2;
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bool teamEcoValid = bots.EconomicsValid (m_team);
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// 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
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bool isOldGame = (g_gameFlags & GAME_LEGACY) && !(g_gameFlags & GAME_XASH);
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switch (m_buyState)
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{
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case 0: // if no primary weapon and bot has some money, buy a primary weapon
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case BUYSTATE_PRIMARY_WEAPON: // if no primary weapon and bot has some money, buy a primary weapon
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if ((!HasShield () && !HasPrimaryWeapon () && teamEcoValid) || (teamEcoValid && IsMorePowerfulWeaponCanBeBought ()))
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{
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do
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@ -1450,21 +1449,22 @@ void Bot::PurchaseWeapons (void)
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if (IsRestricted (selectedWeapon->id))
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continue;
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int economicsPrice = 0;
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int *limit = g_botBuyEconomyTable;
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int prostock = 0;
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// filter out weapons with bot economics (thanks for idea to nicebot project)
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// filter out weapons with bot economics
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switch (m_personality)
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{
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case PERSONALITY_RUSHER:
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economicsPrice = g_botBuyEconomyTable[8];
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prostock = limit[ECO_PROSTOCK_RUSHER];
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break;
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case PERSONALITY_CAREFUL:
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economicsPrice = g_botBuyEconomyTable[7];
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prostock = limit[ECO_PROSTOCK_CAREFUL];
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break;
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case PERSONALITY_NORMAL:
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economicsPrice = g_botBuyEconomyTable[9];
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prostock = limit[ECO_PROSTOCK_NORMAL];
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break;
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}
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@ -1476,12 +1476,12 @@ void Bot::PurchaseWeapons (void)
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case WEAPON_UMP45:
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case WEAPON_P90:
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case WEAPON_MP5:
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if (m_moneyAmount > g_botBuyEconomyTable[1] + economicsPrice)
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if (m_moneyAmount > limit[ECO_SMG_GT_CT] + prostock)
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ignoreWeapon = true;
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break;
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}
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if (selectedWeapon->id == WEAPON_SHIELD && m_moneyAmount > g_botBuyEconomyTable[10])
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if (selectedWeapon->id == WEAPON_SHIELD && m_moneyAmount > limit[ECO_SHIELDGUN_GT])
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ignoreWeapon = true;
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}
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else if (m_team == TERRORIST)
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@ -1493,7 +1493,7 @@ void Bot::PurchaseWeapons (void)
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case WEAPON_P90:
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case WEAPON_MP5:
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case WEAPON_SCOUT:
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if (m_moneyAmount > g_botBuyEconomyTable[2] + economicsPrice)
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if (m_moneyAmount > limit[ECO_SMG_GT_TE] + prostock)
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ignoreWeapon = true;
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break;
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}
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@ -1503,7 +1503,7 @@ void Bot::PurchaseWeapons (void)
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{
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case WEAPON_XM1014:
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case WEAPON_M3:
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if (m_moneyAmount < g_botBuyEconomyTable[3] || m_moneyAmount > g_botBuyEconomyTable[4])
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if (m_moneyAmount >= limit[ECO_SHOTGUN_GT] || m_moneyAmount <= limit[ECO_SHOTGUN_LT])
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ignoreWeapon = true;
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break;
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}
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@ -1514,7 +1514,7 @@ void Bot::PurchaseWeapons (void)
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case WEAPON_G3SG1:
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case WEAPON_AWP:
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case WEAPON_M249:
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if (m_moneyAmount < g_botBuyEconomyTable[5] || m_moneyAmount > g_botBuyEconomyTable[6])
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if (m_moneyAmount >= limit[ECO_HEAVY_GT] || m_moneyAmount <= limit[ECO_HEAVY_LT])
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ignoreWeapon = true;
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break;
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}
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@ -1522,7 +1522,8 @@ void Bot::PurchaseWeapons (void)
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if (ignoreWeapon && g_weaponSelect[25].teamStandard == 1 && yb_economics_rounds.GetBool ())
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continue;
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int moneySave = Random.Long (900, 1100);
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// save money for grenade for example?
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int moneySave = Random.Long (300, 600);
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if (bots.GetLastWinner () == m_team)
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moneySave = 0;
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@ -1574,7 +1575,7 @@ void Bot::PurchaseWeapons (void)
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break;
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}
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case 1: // if armor is damaged and bot has some money, buy some armor
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case BUYSTATE_ARMOR_VESTHELM: // if armor is damaged and bot has some money, buy some armor
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if (pev->armorvalue < Random.Long (50, 80) && (isPistolMode || (teamEcoValid && HasPrimaryWeapon ())))
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{
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// if bot is rich, buy kevlar + helmet, else buy a single kevlar
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@ -1585,7 +1586,7 @@ void Bot::PurchaseWeapons (void)
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}
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break;
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case 2: // if bot has still some money, buy a better secondary weapon
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case BUYSTATE_SECONDARY_WEAPON: // if bot has still some money, buy a better secondary weapon
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if (isPistolMode || (HasPrimaryWeapon () && (pev->weapons & ((1 << WEAPON_USP) | (1 << WEAPON_GLOCK))) && m_moneyAmount > Random.Long (7500, 9000)))
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{
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do
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@ -1654,7 +1655,7 @@ void Bot::PurchaseWeapons (void)
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}
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break;
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case 3: // if bot has still some money, choose if bot should buy a grenade or not
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case BUYSTATE_GRENADES: // if bot has still some money, choose if bot should buy a grenade or not
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if (Random.Long (1, 100) < g_grenadeBuyPrecent[0] && m_moneyAmount >= 400 && !IsRestricted (WEAPON_EXPLOSIVE))
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{
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// buy a he grenade
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@ -1677,7 +1678,7 @@ void Bot::PurchaseWeapons (void)
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}
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break;
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case 4: // if bot is CT and we're on a bomb map, randomly buy the defuse kit
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case BUYSTATE_DEFUSER: // if bot is CT and we're on a bomb map, randomly buy the defuse kit
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if ((g_mapType & MAP_DE) && m_team == CT && Random.Long (1, 100) < 80 && m_moneyAmount > 200 && !IsRestricted (WEAPON_DEFUSER))
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{
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if (isOldGame)
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@ -1687,7 +1688,7 @@ void Bot::PurchaseWeapons (void)
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}
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break;
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case 5: // buy enough primary & secondary ammo (do not check for money here)
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case BUYSTATE_AMMO: // buy enough primary & secondary ammo (do not check for money here)
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for (int i = 0; i <= 5; i++)
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FakeClientCommand (GetEntity (), "buyammo%d", Random.Long (1, 2)); // simulate human
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@ -4481,7 +4482,7 @@ void Bot::RunTask_PickupItem ()
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if (HasShield ()) // If we have the shield...
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FakeClientCommand (GetEntity (), "drop"); // discard both shield and pistol
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}
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EquipInBuyzone (0);
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EquipInBuyzone (BUYSTATE_PRIMARY_WEAPON);
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}
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else
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{
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@ -4493,7 +4494,7 @@ void Bot::RunTask_PickupItem ()
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SelectWeaponbyNumber (weaponID);
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FakeClientCommand (GetEntity (), "drop");
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}
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EquipInBuyzone (0);
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EquipInBuyzone (BUYSTATE_PRIMARY_WEAPON);
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}
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CheckSilencer (); // check the silencer
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}
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@ -5566,7 +5567,7 @@ void Bot::DiscardWeaponForUser (edict_t *user, bool discardC4)
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if (m_inBuyZone)
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{
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m_buyingFinished = false;
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m_buyState = 0;
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m_buyState = BUYSTATE_PRIMARY_WEAPON;
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PushMessageQueue (GSM_BUY_STUFF);
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m_nextBuyTime = GetWorldTime ();
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@ -6023,7 +6024,7 @@ bool Bot::IsShootableBreakable (edict_t *ent)
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return false;
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}
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void Bot::EquipInBuyzone (int buyCount)
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void Bot::EquipInBuyzone (int buyState)
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{
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// this function is gets called when bot enters a buyzone, to allow bot to buy some stuff
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@ -6036,7 +6037,7 @@ void Bot::EquipInBuyzone (int buyCount)
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if (m_seeEnemyTime + 5.0f < GetWorldTime () && m_lastEquipTime + 15.0f < GetWorldTime () && m_inBuyZone && checkBuyTime && !g_bombPlanted && m_moneyAmount > g_botBuyEconomyTable[0])
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{
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m_buyingFinished = false;
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m_buyState = buyCount;
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m_buyState = buyState;
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// push buy message
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PushMessageQueue (GSM_BUY_STUFF);
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