yapb-noob-edition/source/manager.cpp
2019-09-22 00:08:37 +03:00

2165 lines
69 KiB
C++

//
// Yet Another POD-Bot, based on PODBot by Markus Klinge ("CountFloyd").
// Copyright (c) YaPB Development Team.
//
// This software is licensed under the BSD-style license.
// Additional exceptions apply. For full license details, see LICENSE.txt or visit:
// https://yapb.ru/license
//
#include <yapb.h>
ConVar yb_autovacate ("yb_autovacate", "1");
ConVar yb_quota ("yb_quota", "0", Var::Normal);
ConVar yb_quota_mode ("yb_quota_mode", "normal");
ConVar yb_quota_match ("yb_quota_match", "0");
ConVar yb_think_fps ("yb_think_fps", "30.0");
ConVar yb_join_after_player ("yb_join_after_player", "0");
ConVar yb_join_team ("yb_join_team", "any");
ConVar yb_join_delay ("yb_join_delay", "5.0");
ConVar yb_name_prefix ("yb_name_prefix", "");
ConVar yb_difficulty ("yb_difficulty", "4");
ConVar yb_show_avatars ("yb_show_avatars", "1");
ConVar yb_show_latency ("yb_show_latency", "2");
ConVar yb_language ("yb_language", "en");
ConVar yb_ignore_cvars_on_changelevel ("yb_ignore_cvars_on_changelevel", "yb_quota,yb_autovacate");
ConVar mp_limitteams ("mp_limitteams", nullptr, Var::NoRegister);
ConVar mp_autoteambalance ("mp_autoteambalance", nullptr, Var::NoRegister);
ConVar mp_roundtime ("mp_roundtime", nullptr, Var::NoRegister);
ConVar mp_timelimit ("mp_timelimit", nullptr, Var::NoRegister);
ConVar mp_freezetime ("mp_freezetime", nullptr, Var::NoRegister, true, "0");
BotManager::BotManager () {
// this is a bot manager class constructor
m_lastDifficulty = 0;
m_lastWinner = -1;
m_timeRoundStart = 0.0f;
m_timeRoundMid = 0.0f;
m_timeRoundEnd = 0.0f;
m_bombPlanted = false;
m_botsCanPause = false;
m_bombSayStatus = BombPlantedSay::ChatSay | BombPlantedSay::Chatter;
for (int i = 0; i < kGameTeamNum; ++i) {
m_leaderChoosen[i] = false;
m_economicsGood[i] = true;
}
reset ();
m_creationTab.clear ();
m_killerEntity = nullptr;
initFilters ();
}
void BotManager::createKillerEntity () {
// this function creates single trigger_hurt for using in Bot::Kill, to reduce lags, when killing all the bots
m_killerEntity = engfuncs.pfnCreateNamedEntity (MAKE_STRING ("trigger_hurt"));
m_killerEntity->v.dmg = 9999.0f;
m_killerEntity->v.dmg_take = 1.0f;
m_killerEntity->v.dmgtime = 2.0f;
m_killerEntity->v.effects |= EF_NODRAW;
engfuncs.pfnSetOrigin (m_killerEntity, Vector (-99999.0f, -99999.0f, -99999.0f));
MDLL_Spawn (m_killerEntity);
}
void BotManager::destroyKillerEntity () {
if (!game.isNullEntity (m_killerEntity)) {
engfuncs.pfnRemoveEntity (m_killerEntity);
}
}
void BotManager::touchKillerEntity (Bot *bot) {
// bot is already dead.
if (!bot->m_notKilled) {
return;
}
if (game.isNullEntity (m_killerEntity)) {
createKillerEntity ();
if (game.isNullEntity (m_killerEntity)) {
MDLL_ClientKill (bot->ent ());
return;
}
}
const auto &prop = conf.getWeaponProp (bot->m_currentWeapon);
m_killerEntity->v.classname = MAKE_STRING (prop.classname);
m_killerEntity->v.dmg_inflictor = bot->ent ();
KeyValueData kv;
kv.szClassName = const_cast <char *> (prop.classname);
kv.szKeyName = "damagetype";
kv.szValue = const_cast <char *> (strings.format ("%d", cr::bit (4)));
kv.fHandled = FALSE;
MDLL_KeyValue (m_killerEntity, &kv);
MDLL_Touch (m_killerEntity, bot->ent ());
}
// it's already defined in interface.cpp
extern "C" void player (entvars_t *pev);
void BotManager::execGameEntity (entvars_t *vars) {
// this function calls gamedll player() function, in case to create player entity in game
if (game.is (GameFlags::Metamod)) {
CALL_GAME_ENTITY (PLID, "player", vars);
return;
}
player (vars);
}
void BotManager::forEach (ForEachBot handler) {
for (const auto &bot : m_bots) {
if (handler (bot.get ())) {
return;
}
}
}
BotCreateResult BotManager::create (const String &name, int difficulty, int personality, int team, int member) {
// this function completely prepares bot entity (edict) for creation, creates team, difficulty, sets named etc, and
// then sends result to bot constructor
edict_t *bot = nullptr;
String resultName;
// do not allow create bots when there is no graph
if (!graph.length ()) {
ctrl.msg ("There is not graph found. Cannot create bot.");
return BotCreateResult::GraphError;
}
// don't allow creating bots with changed graph (distance tables are messed up)
else if (graph.hasChanged ()) {
ctrl.msg ("Graph has been changed. Load graph again...");
return BotCreateResult::GraphError;
}
else if (team != -1 && isTeamStacked (team - 1)) {
ctrl.msg ("Desired team is stacked. Unable to proceed with bot creation.");
return BotCreateResult::TeamStacked;
}
if (difficulty < 0 || difficulty > 4) {
difficulty = yb_difficulty.int_ ();
if (difficulty < 0 || difficulty > 4) {
difficulty = rg.int_ (3, 4);
yb_difficulty.set (difficulty);
}
}
if (personality < Personality::Normal || personality > Personality::Careful) {
if (rg.chance (50)) {
personality = Personality::Normal;
}
else {
if (rg.chance (50)) {
personality = Personality::Rusher;
}
else {
personality = Personality::Careful;
}
}
}
BotName *botName = nullptr;
// setup name
if (name.empty ()) {
botName = conf.pickBotName ();
if (botName) {
resultName = botName->name;
}
else {
resultName.assignf ("yapb_%d.%d", rg.int_ (100, 10000), rg.int_ (100, 10000)); // just pick ugly random name
}
}
else {
resultName = name;
}
if (!util.isEmptyStr (yb_name_prefix.str ())) {
String prefixed; // temp buffer for storing modified name
prefixed.assignf ("%s %s", yb_name_prefix.str (), resultName.chars ());
// buffer has been modified, copy to real name
resultName = cr::move (prefixed);
}
bot = engfuncs.pfnCreateFakeClient (resultName.chars ());
if (game.isNullEntity (bot)) {
ctrl.msg ("Maximum players reached (%d/%d). Unable to create Bot.", game.maxClients (), game.maxClients ());
return BotCreateResult::MaxPlayersReached;
}
auto object = cr::createUnique <Bot> (bot, difficulty, personality, team, member);
auto index = object->index ();
// assign owner of bot name
if (botName != nullptr) {
botName->usedBy = index; // save by who name is used
}
m_bots.push (cr::move (object));
ctrl.msg ("Connecting Bot...");
return BotCreateResult::Success;
}
Bot *BotManager::findBotByIndex (int index) {
// this function finds a bot specified by index, and then returns pointer to it (using own bot array)
if (index < 0 || index >= kGameMaxPlayers) {
return nullptr;
}
for (const auto &bot : m_bots) {
if (bot->m_index == index) {
return bot.get ();
}
}
return nullptr; // no bot
}
Bot *BotManager::findBotByEntity (edict_t *ent) {
// same as above, but using bot entity
return findBotByIndex (game.indexOfPlayer (ent));
}
Bot *BotManager::findAliveBot () {
// this function finds one bot, alive bot :)
for (const auto &bot : m_bots) {
if (bot->m_notKilled) {
return bot.get ();
}
}
return nullptr;
}
void BotManager::slowFrame () {
// this function calls showframe function for all available at call moment bots
for (const auto &bot : m_bots) {
bot->slowFrame ();
}
}
void BotManager::frame () {
// this function calls periodic frame function for all available at call moment bots
for (const auto &bot : m_bots) {
bot->frame ();
}
// select leader each team somewhere in round start
if (m_timeRoundStart + 5.0f > game.timebase () && m_timeRoundStart + 10.0f < game.timebase ()) {
for (int team = 0; team < kGameTeamNum; ++team) {
selectLeaders (team, false);
}
}
}
void BotManager::addbot (const String &name, int difficulty, int personality, int team, int member, bool manual) {
// this function putting bot creation process to queue to prevent engine crashes
CreateQueue create;
// fill the holder
create.name = name;
create.difficulty = difficulty;
create.personality = personality;
create.team = team;
create.member = member;
create.manual = manual;
// put to queue
m_creationTab.push (cr::move (create));
}
void BotManager::addbot (const String &name, const String &difficulty, const String &personality, const String &team, const String &member, bool manual) {
// this function is same as the function above, but accept as parameters string instead of integers
CreateQueue create;
const String &any = "*";
create.name = (name.empty () || name == any) ? String ("\0") : name;
create.difficulty = (difficulty.empty () || difficulty == any) ? -1 : difficulty.int_ ();
create.team = (team.empty () || team == any) ? -1 : team.int_ ();
create.member = (member.empty () || member == any) ? -1 : member.int_ ();
create.personality = (personality.empty () || personality == any) ? -1 : personality.int_ ();
create.manual = manual;
m_creationTab.push (cr::move (create));
}
void BotManager::maintainQuota () {
// this function keeps number of bots up to date, and don't allow to maintain bot creation
// while creation process in process.
if (graph.length () < 1 || graph.hasChanged ()) {
if (yb_quota.int_ () > 0) {
ctrl.msg ("There is no graph found. Cannot create bot.");
}
yb_quota.set (0);
return;
}
// bot's creation update
if (!m_creationTab.empty () && m_maintainTime < game.timebase ()) {
const CreateQueue &last = m_creationTab.pop ();
const BotCreateResult callResult = create (last.name, last.difficulty, last.personality, last.team, last.member);
if (last.manual) {
yb_quota.set (yb_quota.int_ () + 1);
}
// check the result of creation
if (callResult == BotCreateResult::GraphError) {
m_creationTab.clear (); // something wrong with graph, reset tab of creation
yb_quota.set (0); // reset quota
}
else if (callResult == BotCreateResult::MaxPlayersReached) {
m_creationTab.clear (); // maximum players reached, so set quota to maximum players
yb_quota.set (getBotCount ());
}
else if (callResult == BotCreateResult::TeamStacked) {
ctrl.msg ("Could not add bot to the game: Team is stacked (to disable this check, set mp_limitteams and mp_autoteambalance to zero and restart the round)");
m_creationTab.clear ();
yb_quota.set (getBotCount ());
}
m_maintainTime = game.timebase () + 0.10f;
}
// now keep bot number up to date
if (m_quotaMaintainTime > game.timebase ()) {
return;
}
yb_quota.set (cr::clamp <int> (yb_quota.int_ (), 0, game.maxClients ()));
int totalHumansInGame = getHumansCount ();
int humanPlayersInGame = getHumansCount (true);
if (!game.isDedicated () && !totalHumansInGame) {
return;
}
int desiredBotCount = yb_quota.int_ ();
int botsInGame = getBotCount ();
if (plat.caseStrMatch (yb_quota_mode.str (), "fill")) {
botsInGame += humanPlayersInGame;
}
else if (plat.caseStrMatch (yb_quota_mode.str (), "match")) {
int detectQuotaMatch = yb_quota_match.int_ () == 0 ? yb_quota.int_ () : yb_quota_match.int_ ();
desiredBotCount = cr::max <int> (0, detectQuotaMatch * humanPlayersInGame);
}
if (yb_join_after_player.bool_ () && humanPlayersInGame == 0) {
desiredBotCount = 0;
}
int maxClients = game.maxClients ();
if (yb_autovacate.bool_ ()) {
desiredBotCount = cr::min <int> (desiredBotCount, maxClients - (humanPlayersInGame + 1));
}
else {
desiredBotCount = cr::min <int> (desiredBotCount, maxClients - humanPlayersInGame);
}
int maxSpawnCount = game.getSpawnCount (Team::Terrorist) + game.getSpawnCount (Team::CT) - humanPlayersInGame;
// sent message only to console from here
ctrl.setFromConsole (true);
// add bots if necessary
if (desiredBotCount > botsInGame && botsInGame < maxSpawnCount) {
createRandom ();
}
else if (desiredBotCount < botsInGame) {
auto tp = countTeamPlayers ();
bool isKicked = false;
if (tp.first > tp.second) {
isKicked = kickRandom (false, Team::Terrorist);
}
else if (tp.first < tp.second) {
isKicked = kickRandom (false, Team::CT);
}
else {
isKicked = kickRandom (false, Team::Unassigned);
}
// if we can't kick player from correct team, just kick any random to keep quota control work
if (!isKicked) {
kickRandom (false, Team::Unassigned);
}
}
m_quotaMaintainTime = game.timebase () + 0.40f;
}
void BotManager::reset () {
m_maintainTime = 0.0f;
m_quotaMaintainTime = 0.0f;
m_grenadeUpdateTime = 0.0f;
m_entityUpdateTime = 0.0f;
m_plantSearchUpdateTime = 0.0f;
m_lastChatTime = 0.0f;
m_timeBombPlanted = 0.0f;
m_bombSayStatus = BombPlantedSay::ChatSay | BombPlantedSay::Chatter;
m_intrestingEntities.clear ();
m_activeGrenades.clear ();
}
void BotManager::initFilters () {
// table with all available actions for the bots (filtered in & out in bot::setconditions) some of them have subactions included
m_filters.emplace (Task::Normal, 0.0f, kInvalidNodeIndex, 0.0f, true);
m_filters.emplace (Task::Pause, 0.0f, kInvalidNodeIndex, 0.0f, false);
m_filters.emplace (Task::MoveToPosition, 0.0f, kInvalidNodeIndex, 0.0f, true);
m_filters.emplace (Task::FollowUser, 0.0f, kInvalidNodeIndex, 0.0f, true);
m_filters.emplace (Task::PickupItem, 0.0f, kInvalidNodeIndex, 0.0f, true);
m_filters.emplace (Task::Camp, 0.0f, kInvalidNodeIndex, 0.0f, true);
m_filters.emplace (Task::PlantBomb, 0.0f, kInvalidNodeIndex, 0.0f, false);
m_filters.emplace (Task::DefuseBomb, 0.0f, kInvalidNodeIndex, 0.0f, false);
m_filters.emplace (Task::Attack, 0.0f, kInvalidNodeIndex, 0.0f, false);
m_filters.emplace (Task::Hunt, 0.0f, kInvalidNodeIndex, 0.0f, false);
m_filters.emplace (Task::SeekCover, 0.0f, kInvalidNodeIndex, 0.0f, false);
m_filters.emplace (Task::ThrowExplosive, 0.0f, kInvalidNodeIndex, 0.0f, false);
m_filters.emplace (Task::ThrowFlashbang, 0.0f, kInvalidNodeIndex, 0.0f, false);
m_filters.emplace (Task::ThrowSmoke, 0.0f, kInvalidNodeIndex, 0.0f, false);
m_filters.emplace (Task::DoubleJump, 0.0f, kInvalidNodeIndex, 0.0f, false);
m_filters.emplace (Task::EscapeFromBomb, 0.0f, kInvalidNodeIndex, 0.0f, false);
m_filters.emplace (Task::ShootBreakable, 0.0f, kInvalidNodeIndex, 0.0f, false);
m_filters.emplace (Task::Hide, 0.0f, kInvalidNodeIndex, 0.0f, false);
m_filters.emplace (Task::Blind, 0.0f, kInvalidNodeIndex, 0.0f, false);
m_filters.emplace (Task::Spraypaint, 0.0f, kInvalidNodeIndex, 0.0f, false);
}
void BotManager::resetFilters () {
for (auto &task : m_filters) {
task.time = 0.0f;
}
}
void BotManager::decrementQuota (int by) {
if (by != 0) {
yb_quota.set (cr::clamp <int> (yb_quota.int_ () - by, 0, yb_quota.int_ ()));
return;
}
yb_quota.set (0);
}
void BotManager::initQuota () {
m_maintainTime = game.timebase () + yb_join_delay.float_ ();
m_quotaMaintainTime = game.timebase () + yb_join_delay.float_ ();
m_creationTab.clear ();
}
void BotManager::serverFill (int selection, int personality, int difficulty, int numToAdd) {
// this function fill server with bots, with specified team & personality
// always keep one slot
int maxClients = yb_autovacate.bool_ () ? game.maxClients () - 1 - (game.isDedicated () ? 0 : getHumansCount ()) : game.maxClients ();
if (getBotCount () >= maxClients - getHumansCount ()) {
return;
}
if (selection == 1 || selection == 2) {
mp_limitteams.set (0);
mp_autoteambalance.set (0);
}
else {
selection = 5;
}
char teams[6][12] = {"", {"Terrorists"}, {"CTs"}, "", "", {"Random"}, };
int toAdd = numToAdd == -1 ? maxClients - (getHumansCount () + getBotCount ()) : numToAdd;
for (int i = 0; i <= toAdd; ++i) {
addbot ("", difficulty, personality, selection, -1, true);
}
ctrl.msg ("Fill Server with %s bots...", &teams[selection][0]);
}
void BotManager::kickEveryone (bool instant, bool zeroQuota) {
// this function drops all bot clients from server (this function removes only yapb's)`q
if (!hasBotsOnline () || !yb_quota.bool_ ()) {
return;
}
ctrl.msg ("Bots are removed from server.");
if (zeroQuota) {
decrementQuota (0);
}
if (instant) {
for (const auto &bot : m_bots) {
bot->kick ();
}
}
m_creationTab.clear ();
}
void BotManager::kickFromTeam (Team team, bool removeAll) {
// this function remove random bot from specified team (if removeAll value = 1 then removes all players from team)
for (const auto &bot : m_bots) {
if (team == bot->m_team) {
decrementQuota ();
bot->kick ();
if (!removeAll) {
break;
}
}
}
}
void BotManager::killAllBots (int team) {
// this function kills all bots on server (only this dll controlled bots)
for (const auto &bot : m_bots) {
if (team != -1 && team != bot->m_team) {
continue;
}
bot->kill ();
}
ctrl.msg ("All Bots died !");
}
void BotManager::kickBot (int index) {
auto bot = findBotByIndex (index);
if (bot) {
decrementQuota ();
bot->kick ();
}
}
bool BotManager::kickRandom (bool decQuota, Team fromTeam) {
// this function removes random bot from server (only yapb's)
// if forTeam is unassigned, that means random team
bool deadBotFound = false;
auto updateQuota = [&] () {
if (decQuota) {
decrementQuota ();
}
};
auto belongsTeam = [&] (Bot *bot) {
if (fromTeam == Team::Unassigned) {
return true;
}
return bot->m_team == fromTeam;
};
// first try to kick the bot that is currently dead
for (const auto &bot : m_bots) {
if (!bot->m_notKilled && belongsTeam (bot.get ())) // is this slot used?
{
updateQuota ();
bot->kick ();
deadBotFound = true;
break;
}
}
if (deadBotFound) {
return true;
}
// if no dead bots found try to find one with lowest amount of frags
Bot *selected = nullptr;
float score = 9999.0f;
// search bots in this team
for (const auto &bot : m_bots) {
if (bot->pev->frags < score && belongsTeam (bot.get ())) {
selected = bot.get ();
score = bot->pev->frags;
}
}
// if found some bots
if (selected != nullptr) {
updateQuota ();
selected->kick ();
return true;
}
// worst case, just kick some random bot
for (const auto &bot : m_bots) {
if (belongsTeam (bot.get ())) // is this slot used?
{
updateQuota ();
bot->kick ();
return true;
}
}
return false;
}
void BotManager::setWeaponMode (int selection) {
// this function sets bots weapon mode
selection--;
constexpr int std[7][kNumWeapons] = {
{-1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1}, // Knife only
{-1, -1, -1, 2, 2, 0, 1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1}, // Pistols only
{-1, -1, -1, -1, -1, -1, -1, 2, 2, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1}, // Shotgun only
{-1, -1, -1, -1, -1, -1, -1, -1, -1, 2, 1, 2, 0, 2, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, 2, -1}, // Machine Guns only
{-1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, 0, 0, 1, 0, 1, 1, -1, -1, -1, -1, -1, -1}, // Rifles only
{-1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, 2, 2, 0, 1, -1, -1}, // Snipers only
{-1, -1, -1, 2, 2, 0, 1, 2, 2, 2, 1, 2, 0, 2, 0, 0, 1, 0, 1, 1, 2, 2, 0, 1, 2, 1} // Standard
};
constexpr int as[7][kNumWeapons] = {
{-1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1}, // Knife only
{-1, -1, -1, 2, 2, 0, 1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1}, // Pistols only
{-1, -1, -1, -1, -1, -1, -1, 1, 1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1}, // Shotgun only
{-1, -1, -1, -1, -1, -1, -1, -1, -1, 1, 1, 1, 0, 2, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, 1, -1}, // Machine Guns only
{-1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, 0, -1, 1, 0, 1, 1, -1, -1, -1, -1, -1, -1}, // Rifles only
{-1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, 0, 0, -1, 1, -1, -1}, // Snipers only
{-1, -1, -1, 2, 2, 0, 1, 1, 1, 1, 1, 1, 0, 2, 0, -1, 1, 0, 1, 1, 0, 0, -1, 1, 1, 1} // Standard
};
constexpr char modes[7][12] = {{"Knife"}, {"Pistol"}, {"Shotgun"}, {"Machine Gun"}, {"Rifle"}, {"Sniper"}, {"Standard"}};
// get the raw weapons array
auto tab = conf.getRawWeapons ();
// set the correct weapon mode
for (int i = 0; i < kNumWeapons; ++i) {
tab[i].teamStandard = std[selection][i];
tab[i].teamAS = as[selection][i];
}
yb_jasonmode.set (selection == 0 ? 1 : 0);
ctrl.msg ("%s weapon mode selected", &modes[selection][0]);
}
void BotManager::listBots () {
// this function list's bots currently playing on the server
ctrl.msg ("%-3.5s\t%-19.16s\t%-10.12s\t%-3.4s\t%-3.4s\t%-3.4s", "index", "name", "personality", "team", "difficulty", "frags");
for (const auto &bot : bots) {;
ctrl.msg ("[%-3.1d]\t%-19.16s\t%-10.12s\t%-3.4s\t%-3.1d\t%-3.1d", bot->index (), STRING (bot->pev->netname), bot->m_personality == Personality::Rusher ? "rusher" : bot->m_personality == Personality::Normal ? "normal" : "careful", bot->m_team == Team::CT ? "CT" : "T", bot->m_difficulty, static_cast <int> (bot->pev->frags));
}
ctrl.msg ("%d bots", m_bots.length ());
}
int BotManager::getBotCount () {
// this function returns number of yapb's playing on the server
return m_bots.length ();
}
Twin <int, int> BotManager::countTeamPlayers () {
int ts = 0, cts = 0;
for (const auto &client : util.getClients ()) {
if (client.flags & ClientFlags::Used) {
if (client.team2 == Team::Terrorist) {
ts++;
}
else if (client.team2 == Team::CT) {
cts++;
}
}
}
return { ts, cts };
}
Bot *BotManager::findHighestFragBot (int team) {
int bestIndex = 0;
float bestScore = -1;
// search bots in this team
for (const auto &bot : bots) {
if (bot->m_notKilled && bot->m_team == team) {
if (bot->pev->frags > bestScore) {
bestIndex = bot->index ();
bestScore = bot->pev->frags;
}
}
}
return findBotByIndex (bestIndex);
}
void BotManager::updateTeamEconomics (int team, bool setTrue) {
// this function decides is players on specified team is able to buy primary weapons by calculating players
// that have not enough money to buy primary (with economics), and if this result higher 80%, player is can't
// buy primary weapons.
extern ConVar yb_economics_rounds;
if (setTrue || !yb_economics_rounds.bool_ ()) {
m_economicsGood[team] = true;
return; // don't check economics while economics disable
}
const int *econLimit = conf.getEconLimit ();
int numPoorPlayers = 0;
int numTeamPlayers = 0;
// start calculating
for (const auto &bot : m_bots) {
if (bot->m_team == team) {
if (bot->m_moneyAmount <= econLimit[EcoLimit::PrimaryGreater]) {
numPoorPlayers++;
}
numTeamPlayers++; // update count of team
}
}
m_economicsGood[team] = true;
if (numTeamPlayers <= 1) {
return;
}
// if 80 percent of team have no enough money to purchase primary weapon
if ((numTeamPlayers * 80) / 100 <= numPoorPlayers) {
m_economicsGood[team] = false;
}
// winner must buy something!
if (m_lastWinner == team) {
m_economicsGood[team] = true;
}
}
void BotManager::updateBotDifficulties () {
int difficulty = yb_difficulty.int_ ();
if (difficulty != m_lastDifficulty) {
// sets new difficulty for all bots
for (const auto &bot : m_bots) {
bot->m_difficulty = difficulty;
}
m_lastDifficulty = difficulty;
}
}
void BotManager::destroy () {
// this function free all bots slots (used on server shutdown)
m_bots.clear ();
}
Bot::Bot (edict_t *bot, int difficulty, int personality, int team, int member) {
// this function does core operation of creating bot, it's called by CreateBot (),
// when bot setup completed, (this is a bot class constructor)
int clientIndex = game.indexOfEntity (bot);
memset (reinterpret_cast <void *> (this), 0, sizeof (*this));
pev = &bot->v;
if (bot->pvPrivateData != nullptr) {
engfuncs.pfnFreeEntPrivateData (bot);
}
bot->pvPrivateData = nullptr;
bot->v.frags = 0;
// create the player entity by calling MOD's player function
bots.execGameEntity (&bot->v);
// set all info buffer keys for this bot
auto buffer = engfuncs.pfnGetInfoKeyBuffer (bot);
engfuncs.pfnSetClientKeyValue (clientIndex, buffer, "_vgui_menus", "0");
if (!game.is (GameFlags::Legacy)) {
if (yb_show_latency.int_ () == 1) {
engfuncs.pfnSetClientKeyValue (clientIndex, buffer, "*bot", "1");
}
auto avatar = conf.getRandomAvatar ();
if (yb_show_avatars.bool_ () && !avatar.empty ()) {
engfuncs.pfnSetClientKeyValue (clientIndex, buffer, "*sid", avatar.chars ());
}
}
char reject[256] = {0, };
MDLL_ClientConnect (bot, STRING (bot->v.netname), strings.format ("127.0.0.%d", clientIndex + 100), reject);
if (!util.isEmptyStr (reject)) {
logger.error ("Server refused '%s' connection (%s)", STRING (bot->v.netname), reject);
game.serverCommand ("kick \"%s\"", STRING (bot->v.netname)); // kick the bot player if the server refused it
bot->v.flags |= FL_KILLME;
return;
}
MDLL_ClientPutInServer (bot);
bot->v.flags |= FL_FAKECLIENT; // set this player as fakeclient
// initialize all the variables for this bot...
m_notStarted = true; // hasn't joined game yet
m_forceRadio = false;
m_index = clientIndex - 1;
m_startAction = BotMsg::None;
m_retryJoin = 0;
m_moneyAmount = 0;
m_logotypeIndex = conf.getRandomLogoIndex ();
// assign how talkative this bot will be
m_sayTextBuffer.chatDelay = rg.float_ (3.8f, 10.0f);
m_sayTextBuffer.chatProbability = rg.int_ (10, 100);
m_notKilled = false;
m_weaponBurstMode = BurstMode::Off;
m_difficulty = cr::clamp (difficulty, 0, 4);
m_basePing = rg.int_ (7, 14);
m_lastCommandTime = game.timebase () - 0.1f;
m_frameInterval = game.timebase ();
m_slowFrameTimestamp = 0.0f;
switch (personality) {
case 1:
m_personality = Personality::Rusher;
m_baseAgressionLevel = rg.float_ (0.7f, 1.0f);
m_baseFearLevel = rg.float_ (0.0f, 0.4f);
break;
case 2:
m_personality = Personality::Careful;
m_baseAgressionLevel = rg.float_ (0.2f, 0.5f);
m_baseFearLevel = rg.float_ (0.7f, 1.0f);
break;
default:
m_personality = Personality::Normal;
m_baseAgressionLevel = rg.float_ (0.4f, 0.7f);
m_baseFearLevel = rg.float_ (0.4f, 0.7f);
break;
}
memset (&m_ammoInClip, 0, sizeof (m_ammoInClip));
memset (&m_ammo, 0, sizeof (m_ammo));
m_currentWeapon = 0; // current weapon is not assigned at start
m_voicePitch = rg.int_ (80, 115); // assign voice pitch
// copy them over to the temp level variables
m_agressionLevel = m_baseAgressionLevel;
m_fearLevel = m_baseFearLevel;
m_nextEmotionUpdate = game.timebase () + 0.5f;
// just to be sure
m_actMessageIndex = 0;
m_pushMessageIndex = 0;
// assign team and class
m_wantedTeam = team;
m_wantedClass = member;
newRound ();
}
float Bot::getFrameInterval () {
return cr::fzero (m_thinkInterval) ? m_frameInterval : m_thinkInterval;
}
int BotManager::getHumansCount (bool ignoreSpectators) {
// this function returns number of humans playing on the server
int count = 0;
for (const auto &client : util.getClients ()) {
if ((client.flags & ClientFlags::Used) && !bots[client.ent] && !(client.ent->v.flags & FL_FAKECLIENT)) {
if (ignoreSpectators && client.team2 != Team::Terrorist && client.team2 != Team::CT) {
continue;
}
count++;
}
}
return count;
}
int BotManager::getAliveHumansCount () {
// this function returns number of humans playing on the server
int count = 0;
for (const auto &client : util.getClients ()) {
if ((client.flags & (ClientFlags::Used | ClientFlags::Alive)) && bots[client.ent] == nullptr && !(client.ent->v.flags & FL_FAKECLIENT)) {
count++;
}
}
return count;
}
bool BotManager::isTeamStacked (int team) {
if (team != Team::CT && team != Team::Terrorist) {
return false;
}
int limitTeams = mp_limitteams.int_ ();
if (!limitTeams) {
return false;
}
int teamCount[kGameTeamNum] = { 0, };
for (const auto &client : util.getClients ()) {
if ((client.flags & ClientFlags::Used) && client.team2 != Team::Unassigned && client.team2 != Team::Spectator) {
teamCount[client.team2]++;
}
}
return teamCount[team] + 1 > teamCount[team == Team::CT ? Team::Terrorist : Team::CT] + limitTeams;
}
void BotManager::erase (Bot *bot) {
for (const auto &e : m_bots) {
if (e.get () == bot) {
m_bots.remove (e); // remove from bots array
break;
}
}
}
void Bot::newRound () {
// this function initializes a bot after creation & at the start of each round
int i = 0;
// delete all allocated path nodes
clearSearchNodes ();
clearRoute ();
m_pathOrigin= nullvec;
m_destOrigin= nullvec;
m_path = nullptr;
m_currentTravelFlags = 0;
m_desiredVelocity= nullvec;
m_currentNodeIndex = kInvalidNodeIndex;
m_prevGoalIndex = kInvalidNodeIndex;
m_chosenGoalIndex = kInvalidNodeIndex;
m_loosedBombNodeIndex = kInvalidNodeIndex;
m_plantedBombNodeIndex = kInvalidNodeIndex;
m_grenadeRequested = false;
m_moveToC4 = false;
m_duckDefuse = false;
m_duckDefuseCheckTime = 0.0f;
m_numFriendsLeft = 0;
m_numEnemiesLeft = 0;
m_oldButtons = pev->button;
m_rechoiceGoalCount = 0;
m_avoid = nullptr;
m_avoidTime = 0.0f;
for (i = 0; i < 5; ++i) {
m_previousNodes[i] = kInvalidNodeIndex;
}
m_navTimeset = game.timebase ();
m_team = game.getTeam (ent ());
m_isVIP = false;
switch (m_personality) {
default:
case Personality::Normal:
m_pathType = rg.chance (50) ? FindPath::Optimal : FindPath::Safe;
break;
case Personality::Rusher:
m_pathType = FindPath::Fast;
break;
case Personality::Careful:
m_pathType = FindPath::Safe;
break;
}
// clear all states & tasks
m_states = 0;
clearTasks ();
m_isVIP = false;
m_isLeader = false;
m_hasProgressBar = false;
m_canChooseAimDirection = true;
m_preventFlashing = 0.0f;
m_timeTeamOrder = 0.0f;
m_askCheckTime = rg.float_ (30.0f, 90.0f);
m_minSpeed = 260.0f;
m_prevSpeed = 0.0f;
m_prevOrigin = Vector (9999.0f, 9999.0f, 9999.0f);
m_prevTime = game.timebase ();
m_lookUpdateTime = game.timebase ();
m_aimErrorTime = game.timebase ();
m_viewDistance = 4096.0f;
m_maxViewDistance = 4096.0f;
m_liftEntity = nullptr;
m_pickupItem = nullptr;
m_itemIgnore = nullptr;
m_itemCheckTime = 0.0f;
m_breakableEntity = nullptr;
m_breakableOrigin= nullvec;
m_timeDoorOpen = 0.0f;
resetCollision ();
resetDoubleJump ();
m_enemy = nullptr;
m_lastVictim = nullptr;
m_lastEnemy = nullptr;
m_lastEnemyOrigin= nullvec;
m_trackingEdict = nullptr;
m_timeNextTracking = 0.0f;
m_buttonPushTime = 0.0f;
m_enemyUpdateTime = 0.0f;
m_enemyIgnoreTimer = 0.0f;
m_retreatTime = 0.0f;
m_seeEnemyTime = 0.0f;
m_shootAtDeadTime = 0.0f;
m_oldCombatDesire = 0.0f;
m_liftUsageTime = 0.0f;
m_avoidGrenade = nullptr;
m_needAvoidGrenade = 0;
m_lastDamageType = -1;
m_voteKickIndex = 0;
m_lastVoteKick = 0;
m_voteMap = 0;
m_tryOpenDoor = 0;
m_aimFlags = 0;
m_liftState = 0;
m_aimLastError= nullvec;
m_position= nullvec;
m_liftTravelPos= nullvec;
setIdealReactionTimers (true);
m_targetEntity = nullptr;
m_followWaitTime = 0.0f;
m_hostages.clear ();
for (i = 0; i < Chatter::Count; ++i) {
m_chatterTimes[i] = kMaxChatterRepeatInteval;
}
m_isReloading = false;
m_reloadState = Reload::None;
m_reloadCheckTime = 0.0f;
m_shootTime = game.timebase ();
m_playerTargetTime = game.timebase ();
m_firePause = 0.0f;
m_timeLastFired = 0.0f;
m_sniperStopTime = 0.0f;
m_grenadeCheckTime = 0.0f;
m_isUsingGrenade = false;
m_bombSearchOverridden = false;
m_blindButton = 0;
m_blindTime = 0.0f;
m_jumpTime = 0.0f;
m_jumpStateTimer = 0.0f;
m_jumpFinished = false;
m_isStuck = false;
m_sayTextBuffer.timeNextChat = game.timebase ();
m_sayTextBuffer.entityIndex = -1;
m_sayTextBuffer.sayText.clear ();
m_buyState = BuyState::PrimaryWeapon;
m_lastEquipTime = 0.0f;
// if bot died, clear all weapon stuff and force buying again
if (!m_notKilled) {
memset (&m_ammoInClip, 0, sizeof (m_ammoInClip));
memset (&m_ammo, 0, sizeof (m_ammo));
m_currentWeapon = 0;
}
m_flashLevel = 100.0f;
m_checkDarkTime = game.timebase ();
m_knifeAttackTime = game.timebase () + rg.float_ (1.3f, 2.6f);
m_nextBuyTime = game.timebase () + rg.float_ (0.6f, 2.0f);
m_buyPending = false;
m_inBombZone = false;
m_ignoreBuyDelay = false;
m_hasC4 = false;
m_fallDownTime = 0.0f;
m_shieldCheckTime = 0.0f;
m_zoomCheckTime = 0.0f;
m_strafeSetTime = 0.0f;
m_combatStrafeDir = Dodge::None;
m_fightStyle = Fight::None;
m_lastFightStyleCheck = 0.0f;
m_checkWeaponSwitch = true;
m_checkKnifeSwitch = true;
m_buyingFinished = false;
m_radioEntity = nullptr;
m_radioOrder = 0;
m_defendedBomb = false;
m_defendHostage = false;
m_headedTime = 0.0f;
m_timeLogoSpray = game.timebase () + rg.float_ (5.0f, 30.0f);
m_spawnTime = game.timebase ();
m_lastChatTime = game.timebase ();
m_timeCamping = 0.0f;
m_campDirection = 0;
m_nextCampDirTime = 0;
m_campButtons = 0;
m_soundUpdateTime = 0.0f;
m_heardSoundTime = game.timebase ();
// clear its message queue
for (i = 0; i < 32; ++i) {
m_messageQueue[i] = BotMsg::None;
}
m_actMessageIndex = 0;
m_pushMessageIndex = 0;
// and put buying into its message queue
pushMsgQueue (BotMsg::Buy);
startTask (Task::Normal, TaskPri::Normal, kInvalidNodeIndex, 0.0f, true);
if (rg.chance (50)) {
pushChatterMessage (Chatter::NewRound);
}
m_thinkInterval = game.is (GameFlags::Legacy | GameFlags::Xash3D) ? 0.0f : (1.0f / cr::clamp (yb_think_fps.float_ (), 30.0f, 90.0f)) * rg.float_ (0.95f, 1.05f);
}
void Bot::kill () {
// this function kills a bot (not just using ClientKill, but like the CSBot does)
// base code courtesy of Lazy (from bots-united forums!)
bots.touchKillerEntity (this);
}
void Bot::kick () {
// this function kick off one bot from the server.
auto username = STRING (pev->netname);
if (!(pev->flags & FL_FAKECLIENT) || util.isEmptyStr (username)) {
return;
}
// clear fakeclient bit
pev->flags &= ~FL_FAKECLIENT;
game.serverCommand ("kick \"%s\"", username);
ctrl.msg ("Bot '%s' kicked", username);
}
void Bot::updateTeamJoin () {
// this function handles the selection of teams & class
// cs prior beta 7.0 uses hud-based motd, so press fire once
if (game.is (GameFlags::Legacy)) {
pev->button |= IN_ATTACK;
}
// check if something has assigned team to us
else if (m_team == Team::Terrorist || m_team == Team::CT) {
m_notStarted = false;
}
else if (m_team == Team::Unassigned && m_retryJoin > 2) {
m_startAction = BotMsg::TeamSelect;
}
// if bot was unable to join team, and no menus popups, check for stacked team
if (m_startAction == BotMsg::None && ++m_retryJoin > 3) {
if (bots.isTeamStacked (m_wantedTeam - 1)) {
m_retryJoin = 0;
ctrl.msg ("Could not add bot to the game: Team is stacked (to disable this check, set mp_limitteams and mp_autoteambalance to zero and restart the round).");
kick ();
return;
}
}
// handle counter-strike stuff here...
if (m_startAction == BotMsg::TeamSelect) {
m_startAction = BotMsg::None; // switch back to idle
char teamJoin = yb_join_team.str ()[0];
if (teamJoin == 'C' || teamJoin == 'c') {
m_wantedTeam = 2;
}
else if (teamJoin == 'T' || teamJoin == 't') {
m_wantedTeam = 1;
}
if (m_wantedTeam != 1 && m_wantedTeam != 2) {
m_wantedTeam = 5;
}
// select the team the bot wishes to join...
game.botCommand (ent (), "menuselect %d", m_wantedTeam);
}
else if (m_startAction == BotMsg::ClassSelect) {
m_startAction = BotMsg::None; // switch back to idle
// czero has additional models
int maxChoice = game.is (GameFlags::ConditionZero) ? 5 : 4;
if (m_wantedClass < 1 || m_wantedClass > maxChoice) {
m_wantedClass = rg.int_ (1, maxChoice); // use random if invalid
}
// select the class the bot wishes to use...
game.botCommand (ent (), "menuselect %d", m_wantedClass);
// bot has now joined the game (doesn't need to be started)
m_notStarted = false;
// check for greeting other players, since we connected
if (rg.chance (20)) {
pushChatMessage (Chat::Hello);
}
}
}
void BotManager::captureChatRadio (const char *cmd, const char *arg, edict_t *ent) {
if (game.isBotCmd ()) {
return;
}
if (plat.caseStrMatch (cmd, "say") || plat.caseStrMatch (cmd, "say_team")) {
if (strcmp (arg, "dropme") == 0 || strcmp (arg, "dropc4") == 0) {
Bot *bot = nullptr;
if (util.findNearestPlayer (reinterpret_cast <void **> (&bot), ent, 300.0f, true, true, true)) {
bot->dropWeaponForUser (ent, util.isEmptyStr (strstr (arg, "c4")) ? false : true);
}
return;
}
bool alive = util.isAlive (ent);
int team = -1;
if (strcmp (cmd, "say_team") == 0) {
team = game.getTeam (ent);
}
for (const auto &client : util.getClients ()) {
if (!(client.flags & ClientFlags::Used) || (team != -1 && team != client.team2) || alive != util.isAlive (client.ent)) {
continue;
}
auto target = bots[client.ent];
if (target != nullptr) {
target->m_sayTextBuffer.entityIndex = game.indexOfPlayer (ent);
if (util.isEmptyStr (engfuncs.pfnCmd_Args ())) {
continue;
}
target->m_sayTextBuffer.sayText = engfuncs.pfnCmd_Args ();
target->m_sayTextBuffer.timeNextChat = game.timebase () + target->m_sayTextBuffer.chatDelay;
}
}
}
Client &target = util.getClient (game.indexOfPlayer (ent));
// check if this player alive, and issue something
if ((target.flags & ClientFlags::Alive) && target.radio != 0 && strncmp (cmd, "menuselect", 10) == 0) {
int radioCommand = atoi (arg);
if (radioCommand != 0) {
radioCommand += 10 * (target.radio - 1);
if (radioCommand != Radio::RogerThat && radioCommand != Radio::Negative && radioCommand != Radio::ReportingIn) {
for (const auto &bot : bots) {
// validate bot
if (bot->m_team == target.team && ent != bot->ent () && bot->m_radioOrder == 0) {
bot->m_radioOrder = radioCommand;
bot->m_radioEntity = ent;
}
}
}
bots.setLastRadioTimestamp (target.team, game.timebase ());
}
target.radio = 0;
}
else if (strncmp (cmd, "radio", 5) == 0) {
target.radio = atoi (&cmd[5]);
}
}
void BotManager::notifyBombDefuse () {
// notify all terrorists that CT is starting bomb defusing
for (const auto &bot : bots) {
if (bot->m_team == Team::Terrorist && bot->m_notKilled && bot->getCurrentTaskId () != Task::MoveToPosition) {
bot->clearSearchNodes ();
bot->m_position = graph.getBombPos ();
bot->startTask (Task::MoveToPosition, TaskPri::MoveToPosition, kInvalidNodeIndex, 0.0f, true);
}
}
}
void BotManager::updateActiveGrenade () {
if (m_grenadeUpdateTime > game.timebase ()) {
return;
}
edict_t *grenade = nullptr;
// clear previously stored grenades
m_activeGrenades.clear ();
// search the map for any type of grenade
while (!game.isNullEntity (grenade = engfuncs.pfnFindEntityByString (grenade, "classname", "grenade"))) {
// do not count c4 as a grenade
if (strcmp (STRING (grenade->v.model) + 9, "c4.mdl") == 0) {
continue;
}
m_activeGrenades.push (grenade);
}
m_grenadeUpdateTime = game.timebase () + 0.213f;
}
void BotManager::updateIntrestingEntities () {
if (m_entityUpdateTime > game.timebase ()) {
return;
}
// clear previously stored entities
m_intrestingEntities.clear ();
// search the map for entities
for (int i = kGameMaxPlayers - 1; i < globals->maxEntities; ++i) {
auto ent = game.entityOfIndex (i);
// only valid drawn entities
if (game.isNullEntity (ent) || ent->free || ent->v.classname == 0 || (ent->v.effects & EF_NODRAW)) {
continue;
}
auto classname = STRING (ent->v.classname);
// search for grenades, weaponboxes, weapons, items and armoury entities
if (strncmp ("weapon", classname, 6) == 0 || strncmp ("grenade", classname, 7) == 0 || strncmp ("item", classname, 4) == 0 || strncmp ("armoury", classname, 7) == 0) {
m_intrestingEntities.push (ent);
}
// pickup some csdm stuff if we're running csdm
if (game.mapIs (MapFlags::HostageRescue) && strncmp ("hostage", classname, 7) == 0) {
m_intrestingEntities.push (ent);
}
// pickup some csdm stuff if we're running csdm
if (game.is (GameFlags::CSDM) && strncmp ("csdm", classname, 4) == 0) {
m_intrestingEntities.push (ent);
}
}
m_entityUpdateTime = game.timebase () + 0.5f;
}
void BotManager::selectLeaders (int team, bool reset) {
if (reset) {
m_leaderChoosen[team] = false;
return;
}
if (m_leaderChoosen[team]) {
return;
}
if (game.mapIs (MapFlags::Assassination)) {
if (team == Team::CT && !m_leaderChoosen[Team::CT]) {
for (const auto &bot : m_bots) {
if (bot->m_isVIP) {
// vip bot is the leader
bot->m_isLeader = true;
if (rg.chance (50)) {
bot->pushRadioMessage (Radio::FollowMe);
bot->m_campButtons = 0;
}
}
}
m_leaderChoosen[Team::CT] = true;
}
else if (team == Team::Terrorist && !m_leaderChoosen[Team::Terrorist]) {
auto bot = bots.findHighestFragBot (team);
if (bot != nullptr && bot->m_notKilled) {
bot->m_isLeader = true;
if (rg.chance (45)) {
bot->pushRadioMessage (Radio::FollowMe);
}
}
m_leaderChoosen[Team::Terrorist] = true;
}
}
else if (game.mapIs (MapFlags::Demolition)) {
if (team == Team::Terrorist && !m_leaderChoosen[Team::Terrorist]) {
for (const auto &bot : m_bots) {
if (bot->m_hasC4) {
// bot carrying the bomb is the leader
bot->m_isLeader = true;
// terrorist carrying a bomb needs to have some company
if (rg.chance (75)) {
if (yb_radio_mode.int_ () == 2) {
bot->pushChatterMessage (Chatter::GoingToPlantBomb);
}
else {
bot->pushChatterMessage (Radio::FollowMe);
}
bot->m_campButtons = 0;
}
}
}
m_leaderChoosen[Team::Terrorist] = true;
}
else if (!m_leaderChoosen[Team::CT]) {
if (auto bot = bots.findHighestFragBot (team)) {
bot->m_isLeader = true;
if (rg.chance (30)) {
bot->pushRadioMessage (Radio::FollowMe);
}
}
m_leaderChoosen[Team::CT] = true;
}
}
else if (game.mapIs (MapFlags::Escape | MapFlags::KnifeArena | MapFlags::Fun)) {
auto bot = bots.findHighestFragBot (team);
if (!m_leaderChoosen[team] && bot) {
bot->m_isLeader = true;
if (rg.chance (30)) {
bot->pushRadioMessage (Radio::FollowMe);
}
m_leaderChoosen[team] = true;
}
}
else {
auto bot = bots.findHighestFragBot (team);
if (!m_leaderChoosen[team] && bot) {
bot->m_isLeader = true;
if (rg.chance (team == Team::Terrorist ? 30 : 40)) {
bot->pushRadioMessage (Radio::FollowMe);
}
m_leaderChoosen[team] = true;
}
}
}
void BotManager::initRound () {
// this is called at the start of each round
m_roundEnded = false;
// check team economics
for (int team = 0; team < kGameTeamNum; ++team) {
updateTeamEconomics (team);
selectLeaders (team, true);
m_lastRadioTime[team] = 0.0f;
}
reset ();
// notify all bots about new round arrived
for (const auto &bot : bots) {
bot->newRound ();
}
// reset current radio message for all client
for (auto &client : util.getClients ()) {
client.radio = 0;
}
graph.setBombPos (true);
graph.clearVisited ();
m_bombSayStatus = BombPlantedSay::ChatSay | BombPlantedSay::Chatter;
m_timeBombPlanted = 0.0f;
m_plantSearchUpdateTime = 0.0f;
m_botsCanPause = false;
resetFilters ();
graph.updateGlobalPractice (); // update experience data on round start
// calculate the round mid/end in world time
m_timeRoundStart = game.timebase () + mp_freezetime.float_ ();
m_timeRoundMid = m_timeRoundStart + mp_roundtime.float_ () * 60.0f * 0.5f;
m_timeRoundEnd = m_timeRoundStart + mp_roundtime.float_ () * 60.0f;
}
void BotManager::setBombPlanted (bool isPlanted) {
if (isPlanted) {
m_timeBombPlanted = game.timebase ();
}
m_bombPlanted = isPlanted;
}
BotConfig::BotConfig () {
m_chat.ensure (Chat::Count);
m_chatter.ensure (Chatter::Count);
m_weaponProps.ensure (kMaxWeapons);
}
void BotConfig::loadConfigs () {
setupMemoryFiles ();
loadNamesConfig ();
loadChatConfig ();
loadChatterConfig ();
loadWeaponsConfig ();
loadLanguageConfig ();
loadLogosConfig ();
loadAvatarsConfig ();
}
void BotConfig::loadMainConfig () {
if (game.is (GameFlags::Legacy) && !game.is (GameFlags::Xash3D)) {
util.setNeedForWelcome (true);
}
setupMemoryFiles ();
static bool firstLoad = true;
auto needsToIgnoreVar = [] (StringArray &list, const char *needle) {
for (const auto &var : list) {
if (var == needle) {
return true;
}
}
return false;
};
String line;
MemFile file;
// this is does the same as exec of engine, but not overwriting values of cvars spcified in yb_ignore_cvars_on_changelevel
if (util.openConfig ("yapb.cfg", "YaPB main config file is not found.", &file, false)) {
while (file.getLine (line)) {
line.trim ();
if (isCommentLine (line)) {
continue;
}
if (firstLoad) {
game.serverCommand (line.chars ());
continue;
}
auto keyval = line.split (" ");
if (keyval.length () > 1) {
auto ignore = String (yb_ignore_cvars_on_changelevel.str ()).split (",");
auto key = keyval[0].trim ().chars ();
auto cvar = engfuncs.pfnCVarGetPointer (key);
if (cvar != nullptr) {
auto value = const_cast <char *> (keyval[1].trim ().trim ("\"").trim ().chars ());
if (needsToIgnoreVar (ignore, key) && !plat.caseStrMatch (value, cvar->string)) {
game.print ("Bot CVAR '%s' differs from the stored in the config (%s/%s). Ignoring.", cvar->name, cvar->string, value);
// ensure cvar will have old value
engfuncs.pfnCvar_DirectSet (cvar, cvar->string);
}
else {
engfuncs.pfnCvar_DirectSet (cvar, value);
}
}
else {
game.serverCommand (line.chars ());
}
}
}
file.close ();
}
firstLoad = false;
// android is abit hard to play, lower the difficulty by default
if (plat.isAndroid && yb_difficulty.int_ () > 2) {
yb_difficulty.set (2);
}
return;
}
void BotConfig::loadNamesConfig () {
setupMemoryFiles ();
String line;
MemFile file;
// naming initialization
if (util.openConfig ("names.cfg", "Name configuration file not found.", &file, true)) {
m_botNames.clear ();
while (file.getLine (line)) {
line.trim ();
if (isCommentLine (line)) {
continue;
}
// max botname is 32 characters
if (line.length () > 32) {
line[32] = '\0';
}
m_botNames.emplace (line, -1);
}
file.close ();
}
}
void BotConfig::loadWeaponsConfig () {
setupMemoryFiles ();
auto addWeaponEntries = [] (Array <WeaponInfo> &weapons, size_t max, bool as, const String &name, const StringArray &data) {
if (data.length () != max) {
logger.error ("%s entry in weapons config is not valid or malformed.", name.chars ());
return;
}
for (size_t i = 0; i < max; ++i) {
if (as) {
weapons[i].teamAS = data[i].int_ ();
}
else {
weapons[i].teamStandard = data[i].int_ ();
}
}
};
auto addIntEntries = [] (int *to, size_t max, const String &name, const StringArray &data) {
if (data.length () != max) {
logger.error ("%s entry in weapons config is not valid or malformed.", name.chars ());
return;
}
for (size_t i = 0; i < max; ++i) {
to[i] = data[i].int_ ();
}
};
String line;
MemFile file;
// weapon data initialization
if (util.openConfig ("general.cfg", "General configuration file not found. Loading defaults", &file)) {
while (file.getLine (line)) {
line.trim ();
if (isCommentLine (line)) {
continue;
}
auto pair = line.split ("=");
if (pair.length () != 2) {
continue;
}
for (auto &trim : pair) {
trim.trim ();
}
auto splitted = pair[1].split (",");
if (pair[0].startsWith ("MapStandard")) {
addWeaponEntries (m_weapons, kNumWeapons, false, pair[0], splitted);
}
else if (pair[0].startsWith ("MapAS")) {
addWeaponEntries (m_weapons, kNumWeapons, true, pair[0], splitted);
}
else if (pair[0].startsWith ("GrenadePercent")) {
addIntEntries (m_grenadeBuyPrecent, 3, pair[0], splitted);
}
else if (pair[0].startsWith ("Economics")) {
addIntEntries (m_botBuyEconomyTable, 11, pair[0], splitted);
}
else if (pair[0].startsWith ("PersonalityNormal")) {
addIntEntries (m_normalWeaponPrefs, kNumWeapons, pair[0], splitted);
}
else if (pair[0].startsWith ("PersonalityRusher")) {
addIntEntries (m_rusherWeaponPrefs, kNumWeapons, pair[0], splitted);
}
else if (pair[0].startsWith ("PersonalityCareful")) {
addIntEntries (m_carefulWeaponPrefs, kNumWeapons, pair[0], splitted);
}
}
file.close ();
}
// set personality weapon pointers here
m_weaponPrefs[Personality::Normal] = reinterpret_cast <int *> (&m_normalWeaponPrefs);
m_weaponPrefs[Personality::Rusher] = reinterpret_cast <int *> (&m_rusherWeaponPrefs);
m_weaponPrefs[Personality::Careful] = reinterpret_cast <int *> (&m_carefulWeaponPrefs);
}
void BotConfig::loadChatterConfig () {
setupMemoryFiles ();
String line;
MemFile file;
// chatter initialization
if (game.is (GameFlags::HasBotVoice) && yb_radio_mode.int_ () == 2 && util.openConfig ("chatter.cfg", "Couldn't open chatter system configuration", &file)) {
struct EventMap {
String str;
int code;
float repeat;
} chatterEventMap[] = {
{ "Radio_CoverMe", Radio::CoverMe, kMaxChatterRepeatInteval },
{ "Radio_YouTakePoint", Radio::YouTakeThePoint, kMaxChatterRepeatInteval },
{ "Radio_HoldPosition", Radio::HoldThisPosition, 10.0f },
{ "Radio_RegroupTeam", Radio::RegroupTeam, 10.0f },
{ "Radio_FollowMe", Radio::FollowMe, 15.0f },
{ "Radio_TakingFire", Radio::TakingFireNeedAssistance, 5.0f },
{ "Radio_GoGoGo", Radio::GoGoGo, kMaxChatterRepeatInteval },
{ "Radio_Fallback", Radio::TeamFallback, kMaxChatterRepeatInteval },
{ "Radio_StickTogether", Radio::StickTogetherTeam, kMaxChatterRepeatInteval },
{ "Radio_GetInPosition", Radio::GetInPositionAndWaitForGo, kMaxChatterRepeatInteval },
{ "Radio_StormTheFront", Radio::StormTheFront, kMaxChatterRepeatInteval },
{ "Radio_ReportTeam", Radio::ReportInTeam, kMaxChatterRepeatInteval },
{ "Radio_Affirmative", Radio::RogerThat, kMaxChatterRepeatInteval },
{ "Radio_EnemySpotted", Radio::EnemySpotted, 4.0f },
{ "Radio_NeedBackup", Radio::NeedBackup, kMaxChatterRepeatInteval },
{ "Radio_SectorClear", Radio::SectorClear, 10.0f },
{ "Radio_InPosition", Radio::ImInPosition, 10.0f },
{ "Radio_ReportingIn", Radio::ReportingIn, kMaxChatterRepeatInteval },
{ "Radio_ShesGonnaBlow", Radio::ShesGonnaBlow, kMaxChatterRepeatInteval },
{ "Radio_Negative", Radio::Negative, kMaxChatterRepeatInteval },
{ "Radio_EnemyDown", Radio::EnemyDown, 10.0f },
{ "Chatter_DiePain", Chatter::DiePain, kMaxChatterRepeatInteval },
{ "Chatter_GoingToPlantBomb", Chatter::GoingToPlantBomb, 5.0f },
{ "Chatter_GoingToGuardVIPSafety", Chatter::GoingToGuardVIPSafety, kMaxChatterRepeatInteval },
{ "Chatter_RescuingHostages", Chatter::RescuingHostages, kMaxChatterRepeatInteval },
{ "Chatter_TeamKill", Chatter::FriendlyFire, kMaxChatterRepeatInteval },
{ "Chatter_GuardingVipSafety", Chatter::GuardingVIPSafety, kMaxChatterRepeatInteval },
{ "Chatter_PlantingC4", Chatter::PlantingBomb, 10.0f },
{ "Chatter_InCombat", Chatter::InCombat, kMaxChatterRepeatInteval },
{ "Chatter_SeeksEnemy", Chatter::SeekingEnemies, kMaxChatterRepeatInteval },
{ "Chatter_Nothing", Chatter::Nothing, kMaxChatterRepeatInteval },
{ "Chatter_EnemyDown", Chatter::EnemyDown, 10.0f },
{ "Chatter_UseHostage", Chatter::UsingHostages, kMaxChatterRepeatInteval },
{ "Chatter_WonTheRound", Chatter::WonTheRound, kMaxChatterRepeatInteval },
{ "Chatter_QuicklyWonTheRound", Chatter::QuickWonRound, kMaxChatterRepeatInteval },
{ "Chatter_NoEnemiesLeft", Chatter::NoEnemiesLeft, kMaxChatterRepeatInteval },
{ "Chatter_FoundBombPlace", Chatter::FoundC4Plant, 15.0f },
{ "Chatter_WhereIsTheBomb", Chatter::WhereIsTheC4, kMaxChatterRepeatInteval },
{ "Chatter_DefendingBombSite", Chatter::DefendingBombsite, kMaxChatterRepeatInteval },
{ "Chatter_BarelyDefused", Chatter::BarelyDefused, kMaxChatterRepeatInteval },
{ "Chatter_NiceshotCommander", Chatter::NiceShotCommander, kMaxChatterRepeatInteval },
{ "Chatter_ReportingIn", Chatter::ReportingIn, 10.0f },
{ "Chatter_SpotTheBomber", Chatter::SpotTheBomber, 4.3f },
{ "Chatter_VIPSpotted", Chatter::VIPSpotted, 5.3f },
{ "Chatter_FriendlyFire", Chatter::FriendlyFire, 2.1f },
{ "Chatter_GotBlinded", Chatter::Blind, 12.0f },
{ "Chatter_GuardDroppedC4", Chatter::GuardingDroppedC4, 3.0f },
{ "Chatter_DefusingC4", Chatter::DefusingBomb, 3.0f },
{ "Chatter_FoundC4", Chatter::FoundC4, 5.5f },
{ "Chatter_ScaredEmotion", Chatter::ScaredEmotion, 6.1f },
{ "Chatter_HeardEnemy", Chatter::ScaredEmotion, 12.8f },
{ "Chatter_SniperWarning", Chatter::SniperWarning, 14.3f },
{ "Chatter_SniperKilled", Chatter::SniperKilled, 12.1f },
{ "Chatter_OneEnemyLeft", Chatter::OneEnemyLeft, 12.5f },
{ "Chatter_TwoEnemiesLeft", Chatter::TwoEnemiesLeft, 12.5f },
{ "Chatter_ThreeEnemiesLeft", Chatter::ThreeEnemiesLeft, 12.5f },
{ "Chatter_NiceshotPall", Chatter::NiceShotPall, 2.0f },
{ "Chatter_GoingToGuardHostages", Chatter::GoingToGuardHostages, 3.0f },
{ "Chatter_GoingToGuardDoppedBomb", Chatter::GoingToGuardDroppedC4, 6.0f },
{ "Chatter_OnMyWay", Chatter::OnMyWay, 1.5f },
{ "Chatter_LeadOnSir", Chatter::LeadOnSir, 5.0f },
{ "Chatter_Pinned_Down", Chatter::PinnedDown, 5.0f },
{ "Chatter_GottaFindTheBomb", Chatter::GottaFindC4, 3.0f },
{ "Chatter_You_Heard_The_Man", Chatter::YouHeardTheMan, 3.0f },
{ "Chatter_Lost_The_Commander", Chatter::LostCommander, 4.5f },
{ "Chatter_NewRound", Chatter::NewRound, 3.5f },
{ "Chatter_CoverMe", Chatter::CoverMe, 3.5f },
{ "Chatter_BehindSmoke", Chatter::BehindSmoke, 3.5f },
{ "Chatter_BombSiteSecured", Chatter::BombsiteSecured, 3.5f },
{ "Chatter_GoingToCamp", Chatter::GoingToCamp, 30.0f },
{ "Chatter_Camp", Chatter::Camping, 10.0f },
};
while (file.getLine (line)) {
line.trim ();
if (isCommentLine (line)) {
continue;
}
extern ConVar yb_chatter_path;
if (line.startsWith ("RewritePath")) {
yb_chatter_path.set (line.substr (11).trim ().chars ());
}
else if (line.startsWith ("Event")) {
auto items = line.substr (5).split ("=");
if (items.length () != 2) {
logger.error ("Error in chatter config file syntax... Please correct all errors.");
continue;
}
for (auto &item : items) {
item.trim ();
}
items[1].trim ("(;)");
for (const auto &event : chatterEventMap) {
if (event.str == items[0]) {
// this does common work of parsing comma-separated chatter line
auto sounds = items[1].split (",");
for (auto &sound : sounds) {
sound.trim ().trim ("\"");
float duration = game.getWaveLen (sound.chars ());
if (duration > 0.0f) {
m_chatter[event.code].emplace (cr::move (sound), event.repeat, duration);
}
}
sounds.clear ();
}
}
}
}
file.close ();
}
else {
yb_radio_mode.set (1);
logger.message ("Bots chatter communication disabled.");
}
}
void BotConfig::loadChatConfig () {
setupMemoryFiles ();
String line;
MemFile file;
// chat config initialization
if (util.openConfig ("chat.cfg", "Chat file not found.", &file, true)) {
StringArray *chat = nullptr;
StringArray keywords {};
StringArray replies {};
// clear all the stuff before loading new one
for (auto &item : m_chat) {
item.clear ();
}
m_replies.clear ();
while (file.getLine (line)) {
line.trim ();
if (isCommentLine (line)) {
continue;
}
if (line.startsWith ("[KILLED]")) {
chat = &m_chat[Chat::Kill];
continue;
}
else if (line.startsWith ("[BOMBPLANT]")) {
chat = &m_chat[Chat::Kill];
continue;
}
else if (line.startsWith ("[DEADCHAT]")) {
chat = &m_chat[Chat::Dead];
continue;
}
else if (line.startsWith ("[REPLIES]")) {
chat = nullptr;
continue;
}
else if (line.startsWith ("[UNKNOWN]")) {
chat = &m_chat[Chat::NoKeyword];
continue;
}
else if (line.startsWith ("[TEAMATTACK]")) {
chat = &m_chat[Chat::TeamAttack];
continue;
}
else if (line.startsWith ("[WELCOME]")) {
chat = &m_chat[Chat::Hello];
continue;
}
else if (line.startsWith ("[TEAMKILL]")) {
chat = &m_chat[Chat::TeamKill];
continue;
}
if (chat != nullptr) {
chat->push (line);
}
else {
if (line.startsWith ("@KEY")) {
if (!keywords.empty () && !replies.empty ()) {
m_replies.emplace (keywords, replies);
keywords.clear ();
replies.clear ();
}
keywords.clear ();
keywords = cr::move (line.substr (4).split (","));
for (auto &keyword : keywords) {
keyword.trim ().trim ("\"");
}
}
else if (!keywords.empty () && !line.empty ()) {
replies.push (line);
}
}
}
// shuffle chat a bit
for (auto &item : m_chat) {
item.shuffle ();
item.shuffle ();
}
file.close ();
}
else {
yb_chat.set (0);
}
}
void BotConfig::loadLanguageConfig () {
setupMemoryFiles ();
if (game.isDedicated () || game.is (GameFlags::Legacy)) {
if (game.is (GameFlags::Legacy)) {
logger.message ("Bots multilingual system disabled, due to your Counter-Strike Version!");
}
return; // dedicated server will use only english translation
}
String line;
MemFile file;
// localizer inititalization
if (util.openConfig ("lang.cfg", "Specified language not found.", &file, true)) {
String temp;
Twin <String, String> lang;
// clear all the translations before new load
game.clearTranslation ();
while (file.getLine (line)) {
if (isCommentLine (line)) {
continue;
}
if (line.startsWith ("[ORIGINAL]")) {
if (!temp.empty ()) {
lang.second = cr::move (temp);
}
if (!lang.second.empty () && !lang.first.empty ()) {
game.addTranslation (lang.first.trim (), lang.second.trim ());
}
}
else if (line.startsWith ("[TRANSLATED]") && !temp.empty ()) {
lang.first = cr::move (temp);
}
else {
temp += line;
}
}
file.close ();
}
else if (strcmp (yb_language.str (), "en") != 0) {
logger.error ("Couldn't load language configuration");
}
}
void BotConfig::loadAvatarsConfig () {
setupMemoryFiles ();
if (game.is (GameFlags::Legacy)) {
return;
}
String line;
MemFile file;
// avatars inititalization
if (util.openConfig ("avatars.cfg", "Avatars config file not found. Avatars will not display.", &file)) {
m_avatars.clear ();
while (file.getLine (line)) {
if (isCommentLine (line)) {
continue;
}
m_avatars.push (cr::move (line.trim ()));
}
}
}
void BotConfig::loadLogosConfig () {
setupMemoryFiles ();
String line;
MemFile file;
// logos inititalization
if (util.openConfig ("logos.cfg", "Logos config file not found. Loading defaults.", &file)) {
m_logos.clear ();
while (file.getLine (line)) {
if (isCommentLine (line)) {
continue;
}
m_logos.push (cr::move (line.trim ()));
}
}
else {
m_logos = cr::move (String ("{biohaz;{graf003;{graf004;{graf005;{lambda06;{target;{hand1;{spit2;{bloodhand6;{foot_l;{foot_r").split (";"));
}
}
void BotConfig::setupMemoryFiles () {
static bool setMemoryPointers = true;
auto wrapLoadFile= [] (const char *filename, int *length) {
return engfuncs.pfnLoadFileForMe (filename, length);
};
auto wrapFreeFile = [] (void *buffer) {
return engfuncs.pfnFreeFile (buffer);
};
if (setMemoryPointers) {
MemFileStorage::get ().initizalize (wrapLoadFile, wrapFreeFile);
setMemoryPointers = true;
}
}
BotName *BotConfig::pickBotName () {
if (m_botNames.empty ()) {
return nullptr;
}
for (size_t i = 0; i < m_botNames.length () * 2; ++i) {
auto botName = &m_botNames.random ();
if (botName->name.length () < 3 || botName->usedBy != -1) {
continue;
}
return botName;
}
return nullptr;
}
void BotConfig::clearUsedName (Bot *bot) {
for (auto &name : m_botNames) {
if (name.usedBy == bot->index ()) {
name.usedBy = -1;
break;
}
}
}
void BotConfig::initWeapons () {
// fill array with available weapons
m_weapons.emplace (Weapon::Knife, "weapon_knife", "knife.mdl", 0, 0, -1, -1, 0, 0, 0, 0, 0, 0, true );
m_weapons.emplace (Weapon::USP, "weapon_usp", "usp.mdl", 500, 1, -1, -1, 1, 1, 2, 2, 0, 12, false );
m_weapons.emplace (Weapon::Glock18, "weapon_glock18", "glock18.mdl", 400, 1, -1, -1, 1, 2, 1, 1, 0, 20, false );
m_weapons.emplace (Weapon::Deagle, "weapon_deagle", "deagle.mdl", 650, 1, 2, 2, 1, 3, 4, 4, 2, 7, false );
m_weapons.emplace (Weapon::P228, "weapon_p228", "p228.mdl", 600, 1, 2, 2, 1, 4, 3, 3, 0, 13, false );
m_weapons.emplace (Weapon::Elite, "weapon_elite", "elite.mdl", 800, 1, 0, 0, 1, 5, 5, 5, 0, 30, false );
m_weapons.emplace (Weapon::FiveSeven, "weapon_fiveseven", "fiveseven.mdl", 750, 1, 1, 1, 1, 6, 5, 5, 0, 20, false );
m_weapons.emplace (Weapon::M3, "weapon_m3", "m3.mdl", 1700, 1, 2, -1, 2, 1, 1, 1, 0, 8, false );
m_weapons.emplace (Weapon::XM1014, "weapon_xm1014", "xm1014.mdl", 3000, 1, 2, -1, 2, 2, 2, 2, 0, 7, false );
m_weapons.emplace (Weapon::MP5, "weapon_mp5navy", "mp5.mdl", 1500, 1, 2, 1, 3, 1, 2, 2, 0, 30, true );
m_weapons.emplace (Weapon::TMP, "weapon_tmp", "tmp.mdl", 1250, 1, 1, 1, 3, 2, 1, 1, 0, 30, true );
m_weapons.emplace (Weapon::P90, "weapon_p90", "p90.mdl", 2350, 1, 2, 1, 3, 3, 4, 4, 0, 50, true );
m_weapons.emplace (Weapon::MAC10, "weapon_mac10", "mac10.mdl", 1400, 1, 0, 0, 3, 4, 1, 1, 0, 30, true );
m_weapons.emplace (Weapon::UMP45, "weapon_ump45", "ump45.mdl", 1700, 1, 2, 2, 3, 5, 3, 3, 0, 25, true );
m_weapons.emplace (Weapon::AK47, "weapon_ak47", "ak47.mdl", 2500, 1, 0, 0, 4, 1, 2, 2, 2, 30, true );
m_weapons.emplace (Weapon::SG552, "weapon_sg552", "sg552.mdl", 3500, 1, 0, -1, 4, 2, 4, 4, 2, 30, true );
m_weapons.emplace (Weapon::M4A1, "weapon_m4a1", "m4a1.mdl", 3100, 1, 1, 1, 4, 3, 3, 3, 2, 30, true );
m_weapons.emplace (Weapon::Galil, "weapon_galil", "galil.mdl", 2000, 1, 0, 0, 4, -1, 1, 1, 2, 35, true );
m_weapons.emplace (Weapon::Famas, "weapon_famas", "famas.mdl", 2250, 1, 1, 1, 4, -1, 1, 1, 2, 25, true );
m_weapons.emplace (Weapon::AUG, "weapon_aug", "aug.mdl", 3500, 1, 1, 1, 4, 4, 4, 4, 2, 30, true );
m_weapons.emplace (Weapon::Scout, "weapon_scout", "scout.mdl", 2750, 1, 2, 0, 4, 5, 3, 2, 3, 10, false );
m_weapons.emplace (Weapon::AWP, "weapon_awp", "awp.mdl", 4750, 1, 2, 0, 4, 6, 5, 6, 3, 10, false );
m_weapons.emplace (Weapon::G3SG1, "weapon_g3sg1", "g3sg1.mdl", 5000, 1, 0, 2, 4, 7, 6, 6, 3, 20, false );
m_weapons.emplace (Weapon::SG550, "weapon_sg550", "sg550.mdl", 4200, 1, 1, 1, 4, 8, 5, 5, 3, 30, false );
m_weapons.emplace (Weapon::M249, "weapon_m249", "m249.mdl", 5750, 1, 2, 1, 5, 1, 1, 1, 2, 100, true );
m_weapons.emplace (Weapon::Shield, "weapon_shield", "shield.mdl", 2200, 0, 1, 1, 8, -1, 8, 8, 0, 0, false );
// not needed actually, but cause too much refactoring for now. todo
m_weapons.emplace (0, "", "", 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, false );
}
void BotConfig::adjustWeaponPrices () {
// elite price is 1000$ on older versions of cs...
if (!(game.is (GameFlags::Legacy))) {
return;
}
for (auto &weapon : m_weapons) {
if (weapon.id == Weapon::Elite) {
weapon.price = 1000;
break;
}
}
}
WeaponInfo &BotConfig::findWeaponById (const int id) {
for (auto &weapon : m_weapons) {
if (weapon.id == id) {
return weapon;
}
}
return m_weapons.at (0);
}