yapb-noob-edition/source/manager.cpp
jeefo 68f2f010fd Major refactoring (#86)
Major code refactoring.
2019-09-22 00:08:37 +03:00

2283 lines
72 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", VT_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_latency_display ("yb_latency_display", "2");
ConVar yb_avatar_display ("yb_avatar_display", "1");
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, VT_NOREGISTER);
ConVar mp_autoteambalance ("mp_autoteambalance", nullptr, VT_NOREGISTER);
ConVar mp_roundtime ("mp_roundtime", nullptr, VT_NOREGISTER);
ConVar mp_timelimit ("mp_timelimit", nullptr, VT_NOREGISTER);
ConVar mp_freezetime ("mp_freezetime", nullptr, VT_NOREGISTER, true, "0");
BotManager::BotManager (void) {
// this is a bot manager class constructor
m_lastDifficulty = 0;
m_lastWinner = -1;
m_deathMsgSent = false;
for (int i = 0; i < MAX_TEAM_COUNT; i++) {
m_leaderChoosen[i] = false;
m_economicsGood[i] = true;
}
memset (m_bots, 0, sizeof (m_bots));
reset ();
m_creationTab.clear ();
m_killerEntity = nullptr;
m_activeGrenades.reserve (16);
m_intrestingEntities.reserve (128);
m_filters.reserve (TASK_MAX);
initFilters ();
}
BotManager::~BotManager (void) {
// this is a bot manager class destructor, do not use game.MaxClients () here !!
destroy ();
}
void BotManager::createKillerEntity (void) {
// 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 (void) {
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 *> (util.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 (GAME_METAMOD)) {
CALL_GAME_ENTITY (PLID, "player", vars);
return;
}
player (vars);
}
BotCreationResult 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 waypoints
if (!waypoints.length ()) {
ctrl.msg ("Map is not waypointed. Cannot create bot");
return BOT_RESULT_NAV_ERROR;
}
// don't allow creating bots with changed waypoints (distance tables are messed up)
else if (waypoints.hasChanged ()) {
ctrl.msg ("Waypoints have been changed. Load waypoints again...");
return BOT_RESULT_NAV_ERROR;
}
else if (team != -1 && isTeamStacked (team - 1)) {
ctrl.msg ("Desired team is stacked. Unable to proceed with bot creation");
return BOT_RESULT_TEAM_STACKED;
}
if (difficulty < 0 || difficulty > 4) {
difficulty = yb_difficulty.integer ();
if (difficulty < 0 || difficulty > 4) {
difficulty = rng.getInt (3, 4);
yb_difficulty.set (difficulty);
}
}
if (personality < PERSONALITY_NORMAL || personality > PERSONALITY_CAREFUL) {
if (rng.chance (5)) {
personality = PERSONALITY_NORMAL;
}
else {
if (rng.chance (50)) {
personality = PERSONALITY_RUSHER;
}
else {
personality = PERSONALITY_CAREFUL;
}
}
}
String steamId = "";
BotName *botName = nullptr;
// setup name
if (name.empty ()) {
botName = conf.pickBotName ();
if (botName) {
resultName = botName->name;
steamId = botName->steamId;
}
else {
resultName.assign ("yapb_%d.%d", rng.getInt (0, 10), rng.getInt (0, 10)); // just pick ugly random name
}
}
else {
resultName = name;
}
if (!util.isEmptyStr (yb_name_prefix.str ())) {
String prefixed; // temp buffer for storing modified name
prefixed.assign ("%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 BOT_RESULT_MAX_PLAYERS_REACHED;
}
int index = game.indexOfEntity (bot) - 1;
// ensure it free
destroy (index);
assert (index >= 0 && index <= MAX_ENGINE_PLAYERS); // check index
assert (m_bots[index] == nullptr); // check bot slot
m_bots[index] = new Bot (bot, difficulty, personality, team, member, steamId);
// assign owner of bot name
if (botName != nullptr) {
botName->usedBy = m_bots[index]->index ();
}
ctrl.msg ("Connecting Bot...");
return BOT_RESULT_CREATED;
}
int BotManager::index (edict_t *ent) {
// this function returns index of bot (using own bot array)
if (game.isNullEntity (ent)) {
return -1;
}
int index = game.indexOfEntity (ent) - 1;
if (index < 0 || index >= MAX_ENGINE_PLAYERS) {
return -1;
}
if (m_bots[index] != nullptr) {
return index;
}
return -1; // if no edict, return -1;
}
Bot *BotManager::getBot (int index) {
// this function finds a bot specified by index, and then returns pointer to it (using own bot array)
if (index < 0 || index >= MAX_ENGINE_PLAYERS) {
return nullptr;
}
if (m_bots[index] != nullptr) {
return m_bots[index];
}
return nullptr; // no bot
}
Bot *BotManager::getBot (edict_t *ent) {
// same as above, but using bot entity
return getBot (index (ent));
}
Bot *BotManager::getAliveBot (void) {
// this function finds one bot, alive bot :)
IntArray result;
for (int i = 0; i < game.maxClients (); i++) {
if (result.length () > 4) {
break;
}
if (m_bots[i] != nullptr && util.isAlive (m_bots[i]->ent ())) {
result.push (i);
}
}
if (!result.empty ()) {
return m_bots[result.random ()];
}
return nullptr;
}
void BotManager::slowFrame (void) {
// this function calls think () function for all available at call moment bots
for (int i = 0; i < game.maxClients (); i++) {
auto bot = m_bots[i];
if (bot != nullptr) {
bot->slowFrame ();
}
}
}
void BotManager::frame (void) {
// this function calls periodic SecondThink () function for all available at call moment bots
for (int i = 0; i < game.maxClients (); i++) {
auto bot = m_bots[i];
if (bot != nullptr) {
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 < MAX_TEAM_COUNT; 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.toInt32 ();
create.team = (team.empty () || team == any) ? -1 : team.toInt32 ();
create.member = (member.empty () || member == any) ? -1 : member.toInt32 ();
create.personality = (personality.empty () || personality == any) ? -1 : personality.toInt32 ();
create.manual = manual;
m_creationTab.push (cr::move (create));
}
void BotManager::maintainQuota (void) {
// this function keeps number of bots up to date, and don't allow to maintain bot creation
// while creation process in process.
if (waypoints.length () < 1 || waypoints.hasChanged ()) {
if (yb_quota.integer () > 0) {
ctrl.msg ("Map is not waypointed. 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 BotCreationResult callResult = create (last.name, last.difficulty, last.personality, last.team, last.member);
if (last.manual) {
yb_quota.set (yb_quota.integer () + 1);
}
// check the result of creation
if (callResult == BOT_RESULT_NAV_ERROR) {
m_creationTab.clear (); // something wrong with waypoints, reset tab of creation
yb_quota.set (0); // reset quota
}
else if (callResult == BOT_RESULT_MAX_PLAYERS_REACHED) {
m_creationTab.clear (); // maximum players reached, so set quota to maximum players
yb_quota.set (getBotCount ());
}
else if (callResult == BOT_RESULT_TEAM_STACKED) {
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;
}
// not a best place for this, but whatever
updateBotDifficulties ();
yb_quota.set (cr::clamp <int> (yb_quota.integer (), 0, game.maxClients ()));
int totalHumansInGame = getHumansCount ();
int humanPlayersInGame = getHumansCount (true);
if (!game.isDedicated () && !totalHumansInGame) {
return;
}
int desiredBotCount = yb_quota.integer ();
int botsInGame = getBotCount ();
if (stricmp (yb_quota_mode.str (), "fill") == 0) {
botsInGame += humanPlayersInGame;
}
else if (stricmp (yb_quota_mode.str (), "match") == 0) {
int detectQuotaMatch = yb_quota_match.integer () == 0 ? yb_quota.integer () : yb_quota_match.integer ();
desiredBotCount = cr::max <int> (0, detectQuotaMatch * humanPlayersInGame);
}
if (yb_join_after_player.boolean () && humanPlayersInGame == 0) {
desiredBotCount = 0;
}
int maxClients = game.maxClients ();
if (yb_autovacate.boolean ()) {
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_COUNTER);
// sent message only to console from here
ctrl.setFromConsole (true);
// add bots if necessary
if (desiredBotCount > botsInGame && botsInGame < maxSpawnCount) {
createRandom ();
}
else if (desiredBotCount < botsInGame) {
int ts = 0, cts = 0;
countTeamPlayers (ts, cts);
bool isKicked = false;
if (ts > cts) {
isKicked = kickRandom (false, TEAM_TERRORIST);
}
else if (ts < cts) {
isKicked = kickRandom (false, TEAM_COUNTER);
}
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 (void) {
m_maintainTime = 0.0f;
m_quotaMaintainTime = 0.0f;
m_grenadeUpdateTime = 0.0f;
m_entityUpdateTime = 0.0f;
m_intrestingEntities.clear ();
m_activeGrenades.clear ();
}
void BotManager::initFilters (void) {
// table with all available actions for the bots (filtered in & out in bot::setconditions) some of them have subactions included
m_filters.push ({ TASK_NORMAL, 0, INVALID_WAYPOINT_INDEX, 0.0f, true });
m_filters.push ({ TASK_PAUSE, 0, INVALID_WAYPOINT_INDEX, 0.0f, false });
m_filters.push ({ TASK_MOVETOPOSITION, 0, INVALID_WAYPOINT_INDEX, 0.0f, true });
m_filters.push ({ TASK_FOLLOWUSER, 0, INVALID_WAYPOINT_INDEX, 0.0f, true });
m_filters.push ({ TASK_PICKUPITEM, 0, INVALID_WAYPOINT_INDEX, 0.0f, true });
m_filters.push ({ TASK_CAMP, 0, INVALID_WAYPOINT_INDEX, 0.0f, true });
m_filters.push ({ TASK_PLANTBOMB, 0, INVALID_WAYPOINT_INDEX, 0.0f, false });
m_filters.push ({ TASK_DEFUSEBOMB, 0, INVALID_WAYPOINT_INDEX, 0.0f, false });
m_filters.push ({ TASK_ATTACK, 0, INVALID_WAYPOINT_INDEX, 0.0f, false });
m_filters.push ({ TASK_HUNTENEMY, 0, INVALID_WAYPOINT_INDEX, 0.0f, false });
m_filters.push ({ TASK_SEEKCOVER, 0, INVALID_WAYPOINT_INDEX, 0.0f, false });
m_filters.push ({ TASK_THROWHEGRENADE, 0, INVALID_WAYPOINT_INDEX, 0.0f, false });
m_filters.push ({ TASK_THROWFLASHBANG, 0, INVALID_WAYPOINT_INDEX, 0.0f, false });
m_filters.push ({ TASK_THROWSMOKE, 0, INVALID_WAYPOINT_INDEX, 0.0f, false });
m_filters.push ({ TASK_DOUBLEJUMP, 0, INVALID_WAYPOINT_INDEX, 0.0f, false });
m_filters.push ({ TASK_ESCAPEFROMBOMB, 0, INVALID_WAYPOINT_INDEX, 0.0f, false });
m_filters.push ({ TASK_SHOOTBREAKABLE, 0, INVALID_WAYPOINT_INDEX, 0.0f, false });
m_filters.push ({ TASK_HIDE, 0, INVALID_WAYPOINT_INDEX, 0.0f, false });
m_filters.push ({ TASK_BLINDED, 0, INVALID_WAYPOINT_INDEX, 0.0f, false });
m_filters.push ({ TASK_SPRAY, 0, INVALID_WAYPOINT_INDEX, 0.0f, false });
}
void BotManager::resetFilters (void) {
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.integer () - by, 0, yb_quota.integer ()));
return;
}
yb_quota.set (0);
}
void BotManager::initQuota (void) {
m_maintainTime = game.timebase () + yb_join_delay.flt ();
m_quotaMaintainTime = game.timebase () + yb_join_delay.flt ();
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.boolean () ? 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
ctrl.msg ("Bots are removed from server.");
if (zeroQuota) {
decrementQuota (0);
}
if (instant) {
for (int i = 0; i < game.maxClients (); i++) {
auto bot = m_bots[i];
if (bot != nullptr) {
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 (int i = 0; i < game.maxClients (); i++) {
auto bot = m_bots[i];
if (bot != nullptr && 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 (int i = 0; i < game.maxClients (); i++) {
if (m_bots[i] != nullptr) {
if (team != -1 && team != m_bots[i]->m_team) {
continue;
}
m_bots[i]->kill ();
}
}
ctrl.msg ("All Bots died !");
}
void BotManager::kickBot (int index) {
auto bot = getBot (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 = [&] (void) {
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 (int i = 0; i < game.maxClients (); i++) {
auto bot = m_bots[i];
if (bot && !bot->m_notKilled && belongsTeam (bot)) // 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
int index = 0;
float score = 9999.0f;
// search bots in this team
for (int i = 0; i < game.maxClients (); i++) {
auto bot = m_bots [i];
if (bot && bot->pev->frags < score && belongsTeam (bot)) {
index = i;
score = bot->pev->frags;
}
}
// if found some bots
if (index != 0) {
updateQuota ();
m_bots[index]->kick ();
return true;
}
// worst case, just kick some random bot
for (int i = 0; i < game.maxClients (); i++) {
auto bot = m_bots[i];
if (bot && belongsTeam (bot)) // 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][NUM_WEAPONS] = {
{-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][NUM_WEAPONS] = {
{-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 < NUM_WEAPONS; 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 (void) {
// this function list's bots currently playing on the server
ctrl.msg ("%-3.5s %-9.13s %-17.18s %-3.4s %-3.4s %-3.4s", "index", "name", "personality", "team", "difficulty", "frags");
for (int i = 0; i < game.maxClients (); i++) {
Bot *bot = getBot (i);
// is this player slot valid
if (bot != nullptr) {
ctrl.msg ("[%-3.1d] %-9.13s %-17.18s %-3.4s %-3.1d %-3.1d", i, STRING (bot->pev->netname), bot->m_personality == PERSONALITY_RUSHER ? "rusher" : bot->m_personality == PERSONALITY_NORMAL ? "normal" : "careful", bot->m_team == TEAM_COUNTER ? "CT" : "T", bot->m_difficulty, static_cast <int> (bot->pev->frags));
}
}
}
int BotManager::getBotCount (void) {
// this function returns number of yapb's playing on the server
int count = 0;
for (int i = 0; i < game.maxClients (); i++) {
if (m_bots[i] != nullptr) {
count++;
}
}
return count;
}
void BotManager::countTeamPlayers (int &ts, int &cts) {
for (const auto &client : util.getClients ()) {
if (client.flags & CF_USED) {
if (client.team2 == TEAM_TERRORIST) {
ts++;
}
else if (client.team2 == TEAM_COUNTER) {
cts++;
}
}
}
}
Bot *BotManager::getHighfragBot (int team) {
int bestIndex = 0;
float bestScore = -1;
// search bots in this team
for (int i = 0; i < game.maxClients (); i++) {
auto bot = bots.getBot (i);
if (bot != nullptr && bot->m_notKilled && bot->m_team == team) {
if (bot->pev->frags > bestScore) {
bestIndex = i;
bestScore = bot->pev->frags;
}
}
}
return getBot (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.boolean ()) {
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 (int i = 0; i < game.maxClients (); i++) {
auto bot = m_bots[i];
if (bot != nullptr && bot->m_team == team) {
if (bot->m_moneyAmount <= econLimit[ECO_PRIMARY_GT]) {
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 (void) {
int difficulty = yb_difficulty.integer ();
if (difficulty != m_lastDifficulty) {
// sets new difficulty for all bots
for (int i = 0; i < game.maxClients (); i++) {
auto bot = m_bots[i];
if (bot != nullptr) {
bot->m_difficulty = difficulty;
}
}
m_lastDifficulty = difficulty;
}
}
void BotManager::destroy (void) {
// this function free all bots slots (used on server shutdown)
for (int i = 0; i < MAX_ENGINE_PLAYERS; i++) {
destroy (i);
}
}
void BotManager::destroy (int index) {
// this function frees one bot selected by index (used on bot disconnect)
delete m_bots[index];
m_bots[index] = nullptr;
}
Bot::Bot (edict_t *bot, int difficulty, int personality, int team, int member, const String &steamId) {
// 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
char *buffer = engfuncs.pfnGetInfoKeyBuffer (bot);
engfuncs.pfnSetClientKeyValue (clientIndex, buffer, "_vgui_menus", "0");
if (!(game.is (GAME_LEGACY)) && yb_latency_display.integer () == 1) {
engfuncs.pfnSetClientKeyValue (clientIndex, buffer, "*bot", "1");
}
char reject[256] = {0, };
MDLL_ClientConnect (bot, STRING (bot->v.netname), util.format ("127.0.0.%d", game.indexOfEntity (bot) + 100), reject);
if (!util.isEmptyStr (reject)) {
util.logEntry (true, LL_WARNING, "Server refused '%s' connection (%s)", STRING (bot->v.netname), reject);
game.execCmd ("kick \"%s\"", STRING (bot->v.netname)); // kick the bot player if the server refused it
bot->v.flags |= FL_KILLME;
return;
}
// should be set after client connect
if (yb_avatar_display.boolean () && !steamId.empty ()) {
engfuncs.pfnSetClientKeyValue (clientIndex, buffer, "*sid", steamId.chars ());
}
memset (&m_pingOffset, 0, sizeof (m_pingOffset));
memset (&m_ping, 0, sizeof (m_ping));
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_startAction = GAME_MSG_NONE;
m_retryJoin = 0;
m_moneyAmount = 0;
m_logotypeIndex = rng.getInt (0, 9);
m_tasks.reserve (TASK_MAX);
// assign how talkative this bot will be
m_sayTextBuffer.chatDelay = rng.getFloat (3.8f, 10.0f);
m_sayTextBuffer.chatProbability = rng.getInt (1, 100);
m_notKilled = false;
m_weaponBurstMode = BURST_OFF;
m_difficulty = difficulty;
if (difficulty < 0 || difficulty > 4) {
difficulty = rng.getInt (3, 4);
yb_difficulty.set (difficulty);
}
m_lastCommandTime = game.timebase () - 0.1f;
m_frameInterval = game.timebase ();
m_slowFrameTimestamp = 0.0f;
switch (personality) {
case 1:
m_personality = PERSONALITY_RUSHER;
m_baseAgressionLevel = rng.getFloat (0.7f, 1.0f);
m_baseFearLevel = rng.getFloat (0.0f, 0.4f);
break;
case 2:
m_personality = PERSONALITY_CAREFUL;
m_baseAgressionLevel = rng.getFloat (0.2f, 0.5f);
m_baseFearLevel = rng.getFloat (0.7f, 1.0f);
break;
default:
m_personality = PERSONALITY_NORMAL;
m_baseAgressionLevel = rng.getFloat (0.4f, 0.7f);
m_baseFearLevel = rng.getFloat (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 = rng.getInt (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 (void) {
return cr::fzero (m_thinkInterval) ? m_frameInterval : m_thinkInterval;
}
Bot::~Bot (void) {
// this is bot destructor
clearSearchNodes ();
clearRoute ();
clearTasks ();
conf.clearUsedName (this);
}
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 & CF_USED) && getBot (client.ent) == nullptr && !(client.ent->v.flags & FL_FAKECLIENT)) {
if (ignoreSpectators && client.team2 != TEAM_TERRORIST && client.team2 != TEAM_COUNTER) {
continue;
}
count++;
}
}
return count;
}
int BotManager::getAliveHumansCount (void) {
// this function returns number of humans playing on the server
int count = 0;
for (const auto &client : util.getClients ()) {
if ((client.flags & (CF_USED | CF_ALIVE)) && getBot (client.ent) == nullptr && !(client.ent->v.flags & FL_FAKECLIENT)) {
count++;
}
}
return count;
}
bool BotManager::isTeamStacked (int team) {
if (team != TEAM_COUNTER && team != TEAM_TERRORIST) {
return false;
}
int limitTeams = mp_limitteams.integer ();
if (!limitTeams) {
return false;
}
int teamCount[MAX_TEAM_COUNT] = { 0, };
for (const auto &client : util.getClients ()) {
if ((client.flags & CF_USED) && client.team2 != TEAM_UNASSIGNED && client.team2 != TEAM_SPECTATOR) {
teamCount[client.team2]++;
}
}
return teamCount[team] + 1 > teamCount[team == TEAM_COUNTER ? TEAM_TERRORIST : TEAM_COUNTER] + limitTeams;
}
void Bot::newRound (void) {
// this function initializes a bot after creation & at the start of each round
int i = 0;
// delete all allocated path nodes
clearSearchNodes ();
clearRoute ();
m_waypointOrigin.nullify ();
m_destOrigin.nullify ();
m_currentPath = nullptr;
m_currentTravelFlags = 0;
m_desiredVelocity.nullify ();
m_currentWaypointIndex = INVALID_WAYPOINT_INDEX;
m_prevGoalIndex = INVALID_WAYPOINT_INDEX;
m_chosenGoalIndex = INVALID_WAYPOINT_INDEX;
m_loosedBombWptIndex = INVALID_WAYPOINT_INDEX;
m_plantedBombWptIndex = INVALID_WAYPOINT_INDEX;
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_prevWptIndex[i] = INVALID_WAYPOINT_INDEX;
}
m_navTimeset = game.timebase ();
m_team = game.getTeam (ent ());
m_isVIP = false;
switch (m_personality) {
case PERSONALITY_NORMAL:
m_pathType = rng.chance (50) ? SEARCH_PATH_SAFEST_FASTER : SEARCH_PATH_SAFEST;
break;
case PERSONALITY_RUSHER:
m_pathType = SEARCH_PATH_FASTEST;
break;
case PERSONALITY_CAREFUL:
m_pathType = SEARCH_PATH_SAFEST;
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_timeRepotingInDelay = rng.getFloat (40.0f, 240.0f);
m_askCheckTime = 0.0f;
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.nullify ();
m_timeDoorOpen = 0.0f;
resetCollision ();
resetDoubleJump ();
m_enemy = nullptr;
m_lastVictim = nullptr;
m_lastEnemy = nullptr;
m_lastEnemyOrigin.nullify ();
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.nullify ();
m_position.nullify ();
m_liftTravelPos.nullify ();
setIdealReactionTimers (true);
m_targetEntity = nullptr;
m_tasks.reserve (TASK_MAX);
m_followWaitTime = 0.0f;
m_hostages.clear ();
for (i = 0; i < CHATTER_MAX; i++) {
m_chatterTimes[i] = -1.0f;
}
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_PRIMARY_WEAPON;
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 () + rng.getFloat (1.3f, 2.6f);
m_nextBuyTime = game.timebase () + rng.getFloat (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 = STRAFE_DIR_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 () + rng.getFloat (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] = GAME_MSG_NONE;
}
m_actMessageIndex = 0;
m_pushMessageIndex = 0;
// and put buying into its message queue
pushMsgQueue (GAME_MSG_PURCHASE);
startTask (TASK_NORMAL, TASKPRI_NORMAL, INVALID_WAYPOINT_INDEX, 0.0f, true);
if (rng.chance (50)) {
pushChatterMessage (CHATTER_NEW_ROUND);
}
m_thinkInterval = game.is (GAME_LEGACY | GAME_XASH_ENGINE) ? 0.0f : (1.0f / cr::clamp (yb_think_fps.flt (), 30.0f, 90.0f)) * rng.getFloat (0.95f, 1.05f);
}
void Bot::kill (void) {
// 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 (void) {
// 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.execCmd ("kick \"%s\"", username);
ctrl.msg ("Bot '%s' kicked", username);
}
void Bot::updateTeamJoin (void) {
// this function handles the selection of teams & class
// cs prior beta 7.0 uses hud-based motd, so press fire once
if (game.is (GAME_LEGACY)) {
pev->button |= IN_ATTACK;
}
// check if something has assigned team to us
else if (m_team == TEAM_TERRORIST || m_team == TEAM_COUNTER) {
m_notStarted = false;
}
else if (m_team == TEAM_UNASSIGNED && m_retryJoin > 2) {
m_startAction = GAME_MSG_TEAM_SELECT;
}
// if bot was unable to join team, and no menus popups, check for stacked team
if (m_startAction == GAME_MSG_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 == GAME_MSG_TEAM_SELECT) {
m_startAction = GAME_MSG_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.execBotCmd (ent (), "menuselect %d", m_wantedTeam);
}
else if (m_startAction == GAME_MSG_CLASS_SELECT) {
m_startAction = GAME_MSG_NONE; // switch back to idle
// czero has additional models
int maxChoice = game.is (GAME_CZERO) ? 5 : 4;
if (m_wantedClass < 1 || m_wantedClass > maxChoice) {
m_wantedClass = rng.getInt (1, maxChoice); // use random if invalid
}
// select the class the bot wishes to use...
game.execBotCmd (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 (rng.chance (20)) {
pushChatMessage (CHAT_WELCOME);
}
}
}
void BotManager::calculatePingOffsets (void) {
if (!game.is (GAME_SUPPORT_SVC_PINGS) || yb_latency_display.integer () != 2) {
return;
}
int averagePing = 0;
int numHumans = 0;
for (int i = 0; i < game.maxClients (); i++) {
edict_t *ent = game.entityOfIndex (i + 1);
if (!util.isPlayer (ent)) {
continue;
}
numHumans++;
int ping, loss;
engfuncs.pfnGetPlayerStats (ent, &ping, &loss);
if (ping < 0 || ping > 100) {
ping = rng.getInt (3, 15);
}
averagePing += ping;
}
if (numHumans > 0) {
averagePing /= numHumans;
}
else {
averagePing = rng.getInt (30, 40);
}
for (int i = 0; i < game.maxClients (); i++) {
auto bot = getBot (i);
if (bot == nullptr) {
continue;
}
int part = static_cast <int> (averagePing * 0.2f);
int botPing = rng.getInt (averagePing - part, averagePing + part) + rng.getInt (bot->m_difficulty + 3, bot->m_difficulty + 6) + 10;
if (botPing <= 5) {
botPing = rng.getInt (10, 23);
}
else if (botPing > 100) {
botPing = rng.getInt (30, 40);
}
for (bot->m_pingOffset[0] = 0; bot->m_pingOffset[0] < 4; bot->m_pingOffset[0]++) {
if ((botPing - bot->m_pingOffset[0]) % 4 == 0) {
bot->m_ping[0] = (botPing - bot->m_pingOffset[0]) / 4;
break;
}
}
for (bot->m_pingOffset[1] = 0; bot->m_pingOffset[1] < 2; bot->m_pingOffset[1]++) {
if ((botPing - bot->m_pingOffset[1]) % 2 == 0) {
bot->m_ping[1] = (botPing - bot->m_pingOffset[1]) / 2;
break;
}
}
bot->m_ping[2] = botPing;
}
}
void BotManager::sendPingOffsets (edict_t *to) {
if (!game.is (GAME_SUPPORT_SVC_PINGS) || yb_latency_display.integer () != 2 || game.isNullEntity (to) || (to->v.flags & FL_FAKECLIENT)) {
return;
}
if (!(to->v.flags & FL_CLIENT) || !(((to->v.button & IN_SCORE) || (to->v.oldbuttons & IN_SCORE)))) {
return;
}
MessageWriter msg;
// missing from sdk
constexpr int SVC_PINGS = 17;
for (int i = 0; i < game.maxClients (); i++) {
auto bot = m_bots[i];
if (bot == nullptr) {
continue;
}
msg.start (MSG_ONE_UNRELIABLE, SVC_PINGS, Vector::null (), to)
.writeByte (bot->m_pingOffset[0] * 64 + (1 + 2 * i))
.writeShort (bot->m_ping[0])
.writeByte (bot->m_pingOffset[1] * 128 + (2 + 4 * i))
.writeShort (bot->m_ping[1])
.writeByte (4 + 8 * i)
.writeShort (bot->m_ping[2])
.writeByte (0)
.end ();
}
}
void BotManager::sendDeathMsgFix (void) {
if (yb_latency_display.integer () == 2 && m_deathMsgSent) {
m_deathMsgSent = false;
for (const auto &client : util.getClients ()) {
sendPingOffsets (client.ent);
}
}
}
void BotManager::captureChatRadio (const char *cmd, const char *arg, edict_t *ent) {
if (game.isBotCmd ()) {
return;
}
if (stricmp (cmd, "say") == 0 || stricmp (cmd, "say_team") == 0) {
Bot *bot = nullptr;
if (strcmp (arg, "dropme") == 0 || strcmp (arg, "dropc4") == 0) {
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 & CF_USED) || (team != -1 && team != client.team) || alive != util.isAlive (client.ent)) {
continue;
}
auto target = bots.getBot (client.ent);
if (target != nullptr) {
target->m_sayTextBuffer.entityIndex = game.indexOfEntity (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 &radioTarget = util.getClient (game.indexOfEntity (ent) - 1);
// check if this player alive, and issue something
if ((radioTarget.flags & CF_ALIVE) && radioTarget.radio != 0 && strncmp (cmd, "menuselect", 10) == 0) {
int radioCommand = atoi (arg);
if (radioCommand != 0) {
radioCommand += 10 * (radioTarget.radio - 1);
if (radioCommand != RADIO_AFFIRMATIVE && radioCommand != RADIO_NEGATIVE && radioCommand != RADIO_REPORTING_IN) {
for (int i = 0; i < game.maxClients (); i++) {
auto bot = bots.getBot (i);
// validate bot
if (bot != nullptr && bot->m_team == radioTarget.team && ent != bot->ent () && bot->m_radioOrder == 0) {
bot->m_radioOrder = radioCommand;
bot->m_radioEntity = ent;
}
}
}
bots.setLastRadioTimestamp (radioTarget.team, game.timebase ());
}
radioTarget.radio = 0;
}
else if (strncmp (cmd, "radio", 5) == 0) {
radioTarget.radio = atoi (&cmd[5]);
}
}
void BotManager::notifyBombDefuse (void) {
// notify all terrorists that CT is starting bomb defusing
for (int i = 0; i < game.maxClients (); i++) {
auto bot = bots.getBot (i);
if (bot && bot->m_team == TEAM_TERRORIST && bot->m_notKilled && bot->taskId () != TASK_MOVETOPOSITION) {
bot->clearSearchNodes ();
bot->m_position = waypoints.getBombPos ();
bot->startTask (TASK_MOVETOPOSITION, TASKPRI_MOVETOPOSITION, INVALID_WAYPOINT_INDEX, 0.0f, true);
}
}
}
void BotManager::updateActiveGrenade (void) {
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 (void) {
if (m_entityUpdateTime > game.timebase ()) {
return;
}
// clear previously stored entities
m_intrestingEntities.clear ();
// search the map for entities
for (int i = MAX_ENGINE_PLAYERS - 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 (MAP_CS) && strncmp ("hostage", classname, 7) == 0) {
m_intrestingEntities.push (ent);
}
// pickup some csdm stuff if we're running csdm
if (game.is (GAME_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 (MAP_AS)) {
if (team == TEAM_COUNTER && !m_leaderChoosen[TEAM_COUNTER]) {
for (int i = 0; i < game.maxClients (); i++) {
auto bot = m_bots[i];
if (bot != nullptr && bot->m_isVIP) {
// vip bot is the leader
bot->m_isLeader = true;
if (rng.chance (50)) {
bot->pushRadioMessage (RADIO_FOLLOW_ME);
bot->m_campButtons = 0;
}
}
}
m_leaderChoosen[TEAM_COUNTER] = true;
}
else if (team == TEAM_TERRORIST && !m_leaderChoosen[TEAM_TERRORIST]) {
auto bot = bots.getHighfragBot (team);
if (bot != nullptr && bot->m_notKilled) {
bot->m_isLeader = true;
if (rng.chance (45)) {
bot->pushRadioMessage (RADIO_FOLLOW_ME);
}
}
m_leaderChoosen[TEAM_TERRORIST] = true;
}
}
else if (game.mapIs (MAP_DE)) {
if (team == TEAM_TERRORIST && !m_leaderChoosen[TEAM_TERRORIST]) {
for (int i = 0; i < game.maxClients (); i++) {
auto bot = m_bots[i];
if (bot != nullptr && bot->m_hasC4) {
// bot carrying the bomb is the leader
bot->m_isLeader = true;
// terrorist carrying a bomb needs to have some company
if (rng.chance (75)) {
if (yb_communication_type.integer () == 2) {
bot->pushChatterMessage (CHATTER_GOING_TO_PLANT_BOMB);
}
else {
bot->pushChatterMessage (RADIO_FOLLOW_ME);
}
bot->m_campButtons = 0;
}
}
}
m_leaderChoosen[TEAM_TERRORIST] = true;
}
else if (!m_leaderChoosen[TEAM_COUNTER]) {
if (auto bot = bots.getHighfragBot (team)) {
bot->m_isLeader = true;
if (rng.chance (30)) {
bot->pushRadioMessage (RADIO_FOLLOW_ME);
}
}
m_leaderChoosen[TEAM_COUNTER] = true;
}
}
else if (game.mapIs (MAP_ES | MAP_KA | MAP_FY)) {
auto bot = bots.getHighfragBot (team);
if (!m_leaderChoosen[team] && bot) {
bot->m_isLeader = true;
if (rng.chance (30)) {
bot->pushRadioMessage (RADIO_FOLLOW_ME);
}
m_leaderChoosen[team] = true;
}
}
else {
auto bot = bots.getHighfragBot (team);
if (!m_leaderChoosen[team] && bot) {
bot->m_isLeader = true;
if (rng.chance (team == TEAM_TERRORIST ? 30 : 40)) {
bot->pushRadioMessage (RADIO_FOLLOW_ME);
}
m_leaderChoosen[team] = true;
}
}
}
void BotManager::initRound (void) {
// this is called at the start of each round
m_roundEnded = false;
// check team economics
for (int team = 0; team < MAX_TEAM_COUNT; team++) {
updateTeamEconomics (team);
selectLeaders (team, true);
m_lastRadioTime[team] = 0.0f;
}
reset ();
for (int i = 0; i < game.maxClients (); i++) {
auto bot = getBot (i);
if (bot != nullptr) {
bot->newRound ();
}
util.getClient (i).radio = 0;
}
waypoints.setBombPos (true);
waypoints.clearVisited ();
m_bombSayStatus = 0;
m_timeBombPlanted = 0.0f;
m_plantSearchUpdateTime = 0.0f;
m_botsCanPause = false;
resetFilters ();
waypoints.updateGlobalExperience (); // update experience data on round start
// calculate the round mid/end in world time
m_timeRoundStart = game.timebase () + mp_freezetime.flt ();
m_timeRoundMid = m_timeRoundStart + mp_roundtime.flt () * 60.0f * 0.5f;
m_timeRoundEnd = m_timeRoundStart + mp_roundtime.flt () * 60.0f;
}
void BotManager::setBombPlanted (bool isPlanted) {
if (isPlanted) {
m_timeBombPlanted = game.timebase ();
}
m_bombPlanted = isPlanted;
}
void Config::load (bool onlyMain) {
static bool setMemoryPointers = true;
if (setMemoryPointers) {
MemoryLoader::ref ().setup (engfuncs.pfnLoadFileForMe, engfuncs.pfnFreeFile);
setMemoryPointers = true;
}
auto isCommentLine = [] (const String &line) {
char ch = line.at (0);
return ch == '#' || ch == '/' || ch == '\r' || ch == ';' || ch == 0 || ch == ' ';
};
MemFile fp;
String lineBuffer;
lineBuffer.reserve (512);
// this is does the same as exec of engine, but not overwriting values of cvars spcified in yb_ignore_cvars_on_changelevel
if (onlyMain) {
static bool firstLoad = true;
auto needsToIgnoreVar = [] (StringArray &list, const char *needle) {
for (auto &var : list) {
if (var == needle) {
return true;
}
}
return false;
};
if (util.openConfig ("yapb.cfg", "YaPB main config file is not found.", &fp, false)) {
while (fp.getLine (lineBuffer)) {
if (isCommentLine (lineBuffer)) {
continue;
}
if (firstLoad) {
game.execCmd (lineBuffer.chars ());
continue;
}
auto keyval = lineBuffer.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) && !!stricmp (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.execCmd (lineBuffer.chars ());
}
}
}
fp.close ();
}
firstLoad = false;
return;
}
// reserve some space for chat
m_chat.reserve (CHAT_TOTAL);
m_chatter.reserve (CHATTER_MAX);
m_botNames.reserve (CHATTER_MAX);
// naming initialization
if (util.openConfig ("names.cfg", "Name configuration file not found.", &fp, true)) {
m_botNames.clear ();
while (fp.getLine (lineBuffer)) {
lineBuffer.trim ();
if (isCommentLine (lineBuffer)) {
continue;
}
auto steamIdPair = lineBuffer.split ("\t\t");
if (steamIdPair.length () > 1) {
lineBuffer = steamIdPair[0].trim ();
}
// max botname is 32 characters
if (lineBuffer.length () > 32) {
lineBuffer[32] = '\0';
}
BotName item;
item.name = cr::move (lineBuffer);
item.usedBy = 0;
if (steamIdPair.length () > 1) {
item.steamId = steamIdPair[1].trim ();
}
m_botNames.push (cr::move (item));
}
fp.close ();
}
// chat config initialization
if (util.openConfig ("chat.cfg", "Chat file not found.", &fp, true)) {
StringArray *chat = nullptr;
Keywords replies;
// clear all the stuff before loading new one
for (auto &item : m_chat) {
item.clear ();
}
m_replies.clear ();
while (fp.getLine (lineBuffer)) {
lineBuffer.trim ();
if (isCommentLine (lineBuffer)) {
continue;
}
if (game.is (GAME_LEGACY)) {
lineBuffer[79] = '\0';
}
else {
lineBuffer[255] = '\0';
}
if (lineBuffer == "[KILLED]") {
chat = &m_chat[CHAT_KILLING];
continue;
}
else if (lineBuffer == "[BOMBPLANT]") {
chat = &m_chat[CHAT_KILLING];
continue;
}
else if (lineBuffer == "[DEADCHAT]") {
chat = &m_chat[CHAT_DEAD];
continue;
}
else if (lineBuffer == "[REPLIES]") {
chat = nullptr;
continue;
}
else if (lineBuffer == "[UNKNOWN]") {
chat = &m_chat[CHAT_NOKW];
continue;
}
else if (lineBuffer == "[TEAMATTACK]") {
chat = &m_chat[CHAT_TEAMATTACK];
continue;
}
else if (lineBuffer == "[WELCOME]") {
chat = &m_chat[CHAT_WELCOME];
continue;
}
else if (lineBuffer == "[TEAMKILL]") {
chat = &m_chat[CHAT_TEAMKILL];
continue;
}
if (chat != nullptr) {
chat->push (lineBuffer);
}
else {
if (lineBuffer.contains ("@KEY")) {
if (!replies.keywords.empty () && !replies.replies.empty ()) {
m_replies.push (cr::forward <Keywords> (replies));
replies.replies.clear ();
}
replies.keywords.clear ();
replies.keywords = lineBuffer.substr (4).split (",");
for (auto &keyword : replies.keywords) {
keyword.trim ().trim ("\"");
}
}
else if (!replies.keywords.empty () && !lineBuffer.empty ()) {
replies.replies.push (lineBuffer);
}
}
}
// shuffle chat a bit
for (auto &item : m_chat) {
item.shuffle ();
item.shuffle ();
}
fp.close ();
}
else {
yb_chat.set (0);
}
// weapon data initialization
if (util.openConfig ("general.cfg", "General configuration file not found. Loading defaults", &fp)) {
auto addWeaponEntries = [] (Array <WeaponInfo> &weapons, size_t max, bool as, const String &name, const StringArray &data) {
if (data.length () != max) {
util.logEntry (true, LL_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].toInt32 ();
}
else {
weapons[i].teamStandard = data[i].toInt32 ();
}
}
};
auto addIntEntries = [] (int *to, size_t max, const String &name, const StringArray &data) {
if (data.length () != max) {
util.logEntry (true, LL_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].toInt32 ();
}
};
while (fp.getLine (lineBuffer)) {
lineBuffer.trim ();
if (isCommentLine (lineBuffer)) {
continue;
}
auto pair = lineBuffer.split ("=");
if (pair.length () != 2) {
continue;
}
for (auto &trim : pair) {
trim.trim ();
}
auto splitted = pair[1].split (",");
if (pair[0] == "MapStandard") {
addWeaponEntries (m_weapons, NUM_WEAPONS, false, pair[0], splitted);
}
else if (pair[0] == "MapAS") {
addWeaponEntries (m_weapons, NUM_WEAPONS, true, pair[0], splitted);
}
else if (pair[0] == "GrenadePercent") {
addIntEntries (m_grenadeBuyPrecent, 3, pair[0], splitted);
}
else if (pair[0] == "Economics") {
addIntEntries (m_botBuyEconomyTable, 11, pair[0], splitted);
}
else if (pair[0] == "PersonalityNormal") {
addIntEntries (m_normalWeaponPrefs, NUM_WEAPONS, pair[0], splitted);
}
else if (pair[0] == "PersonalityRusher") {
addIntEntries (m_rusherWeaponPrefs, NUM_WEAPONS, pair[0], splitted);
}
else if (pair[0] == "PersonalityCareful") {
addIntEntries (m_carefulWeaponPrefs, NUM_WEAPONS, pair[0], splitted);
}
}
fp.close ();
}
// chatter initialization
if (game.is (GAME_SUPPORT_BOT_VOICE) && yb_communication_type.integer () == 2 && util.openConfig ("chatter.cfg", "Couldn't open chatter system configuration", &fp)) {
struct EventMap {
String str;
int code;
float repeat;
} chatterEventMap[] = {
{ "Radio_CoverMe", RADIO_COVER_ME, MAX_CHATTER_REPEAT },
{ "Radio_YouTakePoint", RADIO_YOU_TAKE_THE_POINT, MAX_CHATTER_REPEAT },
{ "Radio_HoldPosition", RADIO_HOLD_THIS_POSITION, 10.0f },
{ "Radio_RegroupTeam", RADIO_REGROUP_TEAM, 10.0f },
{ "Radio_FollowMe", RADIO_FOLLOW_ME, 15.0f },
{ "Radio_TakingFire", RADIO_TAKING_FIRE, 5.0f },
{ "Radio_GoGoGo", RADIO_GO_GO_GO, MAX_CHATTER_REPEAT },
{ "Radio_Fallback", RADIO_TEAM_FALLBACK, MAX_CHATTER_REPEAT },
{ "Radio_StickTogether", RADIO_STICK_TOGETHER_TEAM, MAX_CHATTER_REPEAT },
{ "Radio_GetInPosition", RADIO_GET_IN_POSITION, MAX_CHATTER_REPEAT },
{ "Radio_StormTheFront", RADIO_STORM_THE_FRONT, MAX_CHATTER_REPEAT },
{ "Radio_ReportTeam", RADIO_REPORT_TEAM, MAX_CHATTER_REPEAT },
{ "Radio_Affirmative", RADIO_AFFIRMATIVE, MAX_CHATTER_REPEAT },
{ "Radio_EnemySpotted", RADIO_ENEMY_SPOTTED, 4.0f },
{ "Radio_NeedBackup", RADIO_NEED_BACKUP, MAX_CHATTER_REPEAT },
{ "Radio_SectorClear", RADIO_SECTOR_CLEAR, 10.0f },
{ "Radio_InPosition", RADIO_IN_POSITION, 10.0f },
{ "Radio_ReportingIn", RADIO_REPORTING_IN, MAX_CHATTER_REPEAT },
{ "Radio_ShesGonnaBlow", RADIO_SHES_GONNA_BLOW, MAX_CHATTER_REPEAT },
{ "Radio_Negative", RADIO_NEGATIVE, MAX_CHATTER_REPEAT },
{ "Radio_EnemyDown", RADIO_ENEMY_DOWN, 10.0f },
{ "Chatter_DiePain", CHATTER_PAIN_DIED, MAX_CHATTER_REPEAT },
{ "Chatter_GoingToPlantBomb", CHATTER_GOING_TO_PLANT_BOMB, 5.0f },
{ "Chatter_GoingToGuardVIPSafety", CHATTER_GOING_TO_GUARD_VIP_SAFETY, MAX_CHATTER_REPEAT },
{ "Chatter_RescuingHostages", CHATTER_RESCUING_HOSTAGES, MAX_CHATTER_REPEAT },
{ "Chatter_TeamKill", CHATTER_TEAM_ATTACK, MAX_CHATTER_REPEAT },
{ "Chatter_GuardingVipSafety", CHATTER_GUARDING_VIP_SAFETY, MAX_CHATTER_REPEAT },
{ "Chatter_PlantingC4", CHATTER_PLANTING_BOMB, 10.0f },
{ "Chatter_InCombat", CHATTER_IN_COMBAT, MAX_CHATTER_REPEAT },
{ "Chatter_SeeksEnemy", CHATTER_SEEK_ENEMY, MAX_CHATTER_REPEAT },
{ "Chatter_Nothing", CHATTER_NOTHING, MAX_CHATTER_REPEAT },
{ "Chatter_EnemyDown", CHATTER_ENEMY_DOWN, 10.0f },
{ "Chatter_UseHostage", CHATTER_USING_HOSTAGES, MAX_CHATTER_REPEAT },
{ "Chatter_WonTheRound", CHATTER_WON_THE_ROUND, MAX_CHATTER_REPEAT },
{ "Chatter_QuicklyWonTheRound", CHATTER_QUICK_WON_ROUND, MAX_CHATTER_REPEAT },
{ "Chatter_NoEnemiesLeft", CHATTER_NO_ENEMIES_LEFT, MAX_CHATTER_REPEAT },
{ "Chatter_FoundBombPlace", CHATTER_FOUND_BOMB_PLACE, 15.0f },
{ "Chatter_WhereIsTheBomb", CHATTER_WHERE_IS_THE_BOMB, MAX_CHATTER_REPEAT },
{ "Chatter_DefendingBombSite", CHATTER_DEFENDING_BOMBSITE, MAX_CHATTER_REPEAT },
{ "Chatter_BarelyDefused", CHATTER_BARELY_DEFUSED, MAX_CHATTER_REPEAT },
{ "Chatter_NiceshotCommander", CHATTER_NICESHOT_COMMANDER, MAX_CHATTER_REPEAT },
{ "Chatter_ReportingIn", CHATTER_REPORTING_IN, 10.0f },
{ "Chatter_SpotTheBomber", CHATTER_SPOT_THE_BOMBER, 4.3f },
{ "Chatter_VIPSpotted", CHATTER_VIP_SPOTTED, 5.3f },
{ "Chatter_FriendlyFire", CHATTER_FRIENDLY_FIRE, 2.1f },
{ "Chatter_GotBlinded", CHATTER_BLINDED, 5.0f },
{ "Chatter_GuardDroppedC4", CHATTER_GUARDING_DROPPED_BOMB, 3.0f },
{ "Chatter_DefusingC4", CHATTER_DEFUSING_BOMB, 3.0f },
{ "Chatter_FoundC4", CHATTER_FOUND_BOMB, 5.5f },
{ "Chatter_ScaredEmotion", CHATTER_SCARED_EMOTE, 6.1f },
{ "Chatter_HeardEnemy", CHATTER_SCARED_EMOTE, 12.8f },
{ "Chatter_SniperWarning", CHATTER_SNIPER_WARNING, 14.3f },
{ "Chatter_SniperKilled", CHATTER_SNIPER_KILLED, 12.1f },
{ "Chatter_OneEnemyLeft", CHATTER_ONE_ENEMY_LEFT, 12.5f },
{ "Chatter_TwoEnemiesLeft", CHATTER_TWO_ENEMIES_LEFT, 12.5f },
{ "Chatter_ThreeEnemiesLeft", CHATTER_THREE_ENEMIES_LEFT, 12.5f },
{ "Chatter_NiceshotPall", CHATTER_NICESHOT_PALL, 2.0f },
{ "Chatter_GoingToGuardHostages", CHATTER_GOING_TO_GUARD_HOSTAGES, 3.0f },
{ "Chatter_GoingToGuardDoppedBomb", CHATTER_GOING_TO_GUARD_DROPPED_BOMB, 6.0f },
{ "Chatter_OnMyWay", CHATTER_ON_MY_WAY, 1.5f },
{ "Chatter_LeadOnSir", CHATTER_LEAD_ON_SIR, 5.0f },
{ "Chatter_Pinned_Down", CHATTER_PINNED_DOWN, 5.0f },
{ "Chatter_GottaFindTheBomb", CHATTER_GOTTA_FIND_BOMB, 3.0f },
{ "Chatter_You_Heard_The_Man", CHATTER_YOU_HEARD_THE_MAN, 3.0f },
{ "Chatter_Lost_The_Commander", CHATTER_LOST_COMMANDER, 4.5f },
{ "Chatter_NewRound", CHATTER_NEW_ROUND, 3.5f },
{ "Chatter_CoverMe", CHATTER_COVER_ME, 3.5f },
{ "Chatter_BehindSmoke", CHATTER_BEHIND_SMOKE, 3.5f },
{ "Chatter_BombSiteSecured", CHATTER_BOMB_SITE_SECURED, 3.5f },
{ "Chatter_GoingToCamp", CHATTER_GOING_TO_CAMP, 25.0f },
{ "Chatter_Camp", CHATTER_CAMP, 25.0f },
};
while (fp.getLine (lineBuffer)) {
lineBuffer.trim ();
if (isCommentLine (lineBuffer)) {
continue;
}
extern ConVar yb_chatter_path;
if (lineBuffer.substr (0, 11) == "RewritePath") {
yb_chatter_path.set (lineBuffer.substr (11).trim ().chars ());
}
else if (lineBuffer.substr (0, 5) == "Event") {
auto items = lineBuffer.substr (5).split ("=");
if (items.length () != 2) {
util.logEntry (true, LL_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].push ({ sound, event.repeat, duration });
}
}
sounds.clear ();
}
}
}
}
fp.close ();
}
else {
yb_communication_type.set (1);
util.logEntry (true, LL_DEFAULT, "Chatter Communication disabled.");
}
// localizer inititalization
if (!(game.is (GAME_LEGACY)) && util.openConfig ("lang.cfg", "Specified language not found", &fp, true)) {
if (game.isDedicated ()) {
return; // dedicated server will use only english translation
}
enum Lang { LANG_ORIGINAL, LANG_TRANSLATED, LANG_UNDEFINED } langState = static_cast <Lang> (LANG_UNDEFINED);
String temp;
Pair <String, String> lang;
while (fp.getLine (lineBuffer)) {
lineBuffer.trim ();
if (isCommentLine (lineBuffer)) {
continue;
}
if (lineBuffer == "[ORIGINAL]") {
langState = LANG_ORIGINAL;
if (!temp.empty ()) {
lang.second = cr::move (temp);
lang.second.trim ();
}
if (!lang.second.empty () && !lang.first.empty ()) {
game.addTranslation (lang.first, lang.second);
}
}
else if (lineBuffer == "[TRANSLATED]") {
lang.first = cr::move (temp);
lang.first.trim ();
langState = LANG_TRANSLATED;
}
else {
switch (langState) {
case LANG_ORIGINAL:
temp += lineBuffer;
break;
case LANG_TRANSLATED:
temp += lineBuffer;
break;
case LANG_UNDEFINED:
break;
}
}
}
fp.close ();
}
else if (game.is (GAME_LEGACY)) {
util.logEntry (true, LL_DEFAULT, "Multilingual system disabled, due to your Counter-Strike Version!");
}
else if (strcmp (yb_language.str (), "en") != 0) {
util.logEntry (true, LL_ERROR, "Couldn't load language configuration");
}
// 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);
}
BotName *Config::pickBotName (void) {
if (m_botNames.empty ()) {
return nullptr;
}
for (int i = 0; i < MAX_ENGINE_PLAYERS * 4; i++) {
auto botName = &m_botNames.random ();
if (botName->name.length () < 3 || botName->usedBy != 0) {
continue;
}
return botName;
}
return nullptr;
}
void Config::clearUsedName (Bot *bot) {
for (auto &name : m_botNames) {
if (name.usedBy == bot->index ()) {
name.usedBy = 0;
break;
}
}
}
void Config::initWeapons (void) {
m_weapons.reserve (NUM_WEAPONS + 1);
// fill array with available weapons
m_weapons.push ({ WEAPON_KNIFE, "weapon_knife", "knife.mdl", 0, 0, -1, -1, 0, 0, 0, 0, 0, 0, true });
m_weapons.push ({ WEAPON_USP, "weapon_usp", "usp.mdl", 500, 1, -1, -1, 1, 1, 2, 2, 0, 12, false });
m_weapons.push ({ WEAPON_GLOCK, "weapon_glock18", "glock18.mdl", 400, 1, -1, -1, 1, 2, 1, 1, 0, 20, false });
m_weapons.push ({ WEAPON_DEAGLE, "weapon_deagle", "deagle.mdl", 650, 1, 2, 2, 1, 3, 4, 4, 2, 7, false });
m_weapons.push ({ WEAPON_P228, "weapon_p228", "p228.mdl", 600, 1, 2, 2, 1, 4, 3, 3, 0, 13, false });
m_weapons.push ({ WEAPON_ELITE, "weapon_elite", "elite.mdl", 800, 1, 0, 0, 1, 5, 5, 5, 0, 30, false });
m_weapons.push ({ WEAPON_FIVESEVEN, "weapon_fiveseven", "fiveseven.mdl", 750, 1, 1, 1, 1, 6, 5, 5, 0, 20, false });
m_weapons.push ({ WEAPON_M3, "weapon_m3", "m3.mdl", 1700, 1, 2, -1, 2, 1, 1, 1, 0, 8, false });
m_weapons.push ({ WEAPON_XM1014, "weapon_xm1014", "xm1014.mdl", 3000, 1, 2, -1, 2, 2, 2, 2, 0, 7, false });
m_weapons.push ({ WEAPON_MP5, "weapon_mp5navy", "mp5.mdl", 1500, 1, 2, 1, 3, 1, 2, 2, 0, 30, true });
m_weapons.push ({ WEAPON_TMP, "weapon_tmp", "tmp.mdl", 1250, 1, 1, 1, 3, 2, 1, 1, 0, 30, true });
m_weapons.push ({ WEAPON_P90, "weapon_p90", "p90.mdl", 2350, 1, 2, 1, 3, 3, 4, 4, 0, 50, true });
m_weapons.push ({ WEAPON_MAC10, "weapon_mac10", "mac10.mdl", 1400, 1, 0, 0, 3, 4, 1, 1, 0, 30, true });
m_weapons.push ({ WEAPON_UMP45, "weapon_ump45", "ump45.mdl", 1700, 1, 2, 2, 3, 5, 3, 3, 0, 25, true });
m_weapons.push ({ WEAPON_AK47, "weapon_ak47", "ak47.mdl", 2500, 1, 0, 0, 4, 1, 2, 2, 2, 30, true });
m_weapons.push ({ WEAPON_SG552, "weapon_sg552", "sg552.mdl", 3500, 1, 0, -1, 4, 2, 4, 4, 2, 30, true });
m_weapons.push ({ WEAPON_M4A1, "weapon_m4a1", "m4a1.mdl", 3100, 1, 1, 1, 4, 3, 3, 3, 2, 30, true });
m_weapons.push ({ WEAPON_GALIL, "weapon_galil", "galil.mdl", 2000, 1, 0, 0, 4, -1, 1, 1, 2, 35, true });
m_weapons.push ({ WEAPON_FAMAS, "weapon_famas", "famas.mdl", 2250, 1, 1, 1, 4, -1, 1, 1, 2, 25, true });
m_weapons.push ({ WEAPON_AUG, "weapon_aug", "aug.mdl", 3500, 1, 1, 1, 4, 4, 4, 4, 2, 30, true });
m_weapons.push ({ WEAPON_SCOUT, "weapon_scout", "scout.mdl", 2750, 1, 2, 0, 4, 5, 3, 2, 3, 10, false });
m_weapons.push ({ WEAPON_AWP, "weapon_awp", "awp.mdl", 4750, 1, 2, 0, 4, 6, 5, 6, 3, 10, false });
m_weapons.push ({ WEAPON_G3SG1, "weapon_g3sg1", "g3sg1.mdl", 5000, 1, 0, 2, 4, 7, 6, 6, 3, 20, false });
m_weapons.push ({ WEAPON_SG550, "weapon_sg550", "sg550.mdl", 4200, 1, 1, 1, 4, 8, 5, 5, 3, 30, false });
m_weapons.push ({ WEAPON_M249, "weapon_m249", "m249.mdl", 5750, 1, 2, 1, 5, 1, 1, 1, 2, 100, true });
m_weapons.push ({ 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.push ({ 0, "", "", 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, false });
}
void Config::adjustWeaponPrices (void) {
// elite price is 1000$ on older versions of cs...
if (!(game.is (GAME_LEGACY))) {
return;
}
for (auto &weapon : m_weapons) {
if (weapon.id == WEAPON_ELITE) {
weapon.price = 1000;
break;
}
}
}
WeaponInfo &Config::findWeaponById (const int id) {
for (auto &weapon : m_weapons) {
if (weapon.id == id) {
return weapon;
}
}
return m_weapons.at (0);
}