fixes bad buying for heavy weapons & shotguns

replaced some magic numbers in code to be readable
This commit is contained in:
jeefo 2016-02-29 22:49:19 +03:00
commit 9ae9ecb76a
4 changed files with 61 additions and 33 deletions

View file

@ -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);

View file

@ -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);

View file

@ -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

View file

@ -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);