yapb-noob-edition/inc/config.h
ds 8acd84fdc8 fix: terrorist behaviour on ES maps with buyzone. (fixes #155).
fix: help commands causing host overflow when translated.
crlib: use fnv1a for string hashes.
crlib: add hash () method  to String & StringRef classes.
2020-09-11 16:01:33 +03:00

241 lines
6.4 KiB
C++

//
// YaPB - Counter-Strike Bot based on PODBot by Markus Klinge.
// Copyright © 2004-2020 YaPB Development Team <team@yapb.ru>.
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation, either version 3 of the License, or
// (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License for more details.
//
#pragma once
// botname structure definition
struct BotName {
String name = "";
int usedBy = -1;
public:
BotName () = default;
BotName (StringRef name, int usedBy) : name (name), usedBy (usedBy) { }
};
// voice config structure definition
struct ChatterItem {
String name;
float repeat;
float duration;
public:
ChatterItem (StringRef name, float repeat, float duration) : name (name), repeat (repeat), duration (duration) { }
};
// mostly config stuff, and some stuff dealing with menus
class BotConfig final : public Singleton <BotConfig> {
public:
struct DifficultyData {
float reaction[2] {};
int32 headshotPct {};
int32 seenThruPct {};
int32 hearThruPct {};
};
private:
Array <StringArray> m_chat;
Array <Array <ChatterItem>> m_chatter;
Array <BotName> m_botNames;
Array <Keywords> m_replies;
SmallArray <WeaponInfo> m_weapons;
SmallArray <WeaponProp> m_weaponProps;
StringArray m_logos;
StringArray m_avatars;
HashMap <uint32, String, Hash <int32>> m_language { 256 };
HashMap <int32, DifficultyData> m_difficulty;
// default tables for personality weapon preferences, overridden by weapon.cfg
SmallArray <int32> m_normalWeaponPrefs = { 0, 2, 1, 4, 5, 6, 3, 12, 10, 24, 25, 13, 11, 8, 7, 22, 23, 18, 21, 17, 19, 15, 17, 9, 14, 16 };
SmallArray <int32> m_rusherWeaponPrefs = { 0, 2, 1, 4, 5, 6, 3, 24, 19, 22, 23, 20, 21, 10, 12, 13, 7, 8, 11, 9, 18, 17, 19, 25, 15, 16 };
SmallArray <int32> m_carefulWeaponPrefs = { 0, 2, 1, 4, 25, 6, 3, 7, 8, 12, 10, 13, 11, 9, 24, 18, 14, 17, 16, 15, 19, 20, 21, 22, 23, 5 };
SmallArray <int32> m_botBuyEconomyTable = { 1900, 2100, 2100, 4000, 6000, 7000, 16000, 1200, 800, 1000, 3000 };
SmallArray <int32> m_grenadeBuyPrecent = { 95, 85, 60 };
public:
BotConfig ();
~BotConfig () = default;
public:
// load the configuration files
void loadConfigs ();
// loads main config file
void loadMainConfig ();
// loads bot names
void loadNamesConfig ();
// loads weapons config
void loadWeaponsConfig ();
// loads chatter config
void loadChatterConfig ();
// loads chat config
void loadChatConfig ();
// loads language config
void loadLanguageConfig ();
// load bots logos config
void loadLogosConfig ();
// load bots avatars config
void loadAvatarsConfig ();
// load bots difficulty config
void loadDifficultyConfig ();
// loads bots map-specific config
void loadMapSpecificConfig ();
// sets memfile to use engine functions
void setupMemoryFiles ();
// picks random bot name
BotName *pickBotName ();
// remove bot name from used list
void clearUsedName (Bot *bot);
// initialize weapon info
void initWeapons ();
// fix weapon prices (ie for elite)
void adjustWeaponPrices ();
// find weapon info by weaponi d
WeaponInfo &findWeaponById (int id);
// translates bot message into needed language
const char *translate (StringRef input);
private:
bool isCommentLine (StringRef line) const {
if (line.empty ()) {
return true;
}
return line.substr (0, 1).findFirstOf ("#/;") != String::InvalidIndex;
};
// hash the lang string, only the letters
uint32 hashLangString (StringRef str);
public:
// checks whether chat banks contains messages
bool hasChatBank (int chatType) const {
return !m_chat[chatType].empty ();
}
// checks whether chatter banks contains messages
bool hasChatterBank (int chatterType) const {
return !m_chatter[chatterType].empty ();
}
// pick random phrase from chat bank
StringRef pickRandomFromChatBank (int chatType) {
return m_chat[chatType].random ();
}
// pick random phrase from chatter bank
const ChatterItem &pickRandomFromChatterBank (int chatterType) {
return m_chatter[chatterType].random ();
}
// gets chatter repeat-interval
float getChatterMessageRepeatInterval (int chatterType) const {
return m_chatter[chatterType][0].repeat;
}
// get's the replies array
Array <Keywords> &getReplies () {
return m_replies;
}
// get's the weapon info data
SmallArray <WeaponInfo> &getWeapons () {
return m_weapons;
}
// get's raw weapon info
WeaponInfo *getRawWeapons () {
return m_weapons.begin ();
}
// get's the weapons prop
WeaponProp &getWeaponProp (int id) {
return m_weaponProps[id];
}
// get's weapon preferences for personality
int32 *getWeaponPrefs (int personality) const {
switch (personality) {
case Personality::Normal:
default:
return m_normalWeaponPrefs.data ();
case Personality::Rusher:
return m_rusherWeaponPrefs.data ();
case Personality::Careful:
return m_carefulWeaponPrefs.data ();
}
}
// get's the difficulty level tweaks
DifficultyData *getDifficultyTweaks (int32 level) {
if (level < Difficulty::Noob || level > Difficulty::Expert) {
return &m_difficulty[Difficulty::Expert];
}
return &m_difficulty[level];
}
// get economics value
int32 *getEconLimit () {
return m_botBuyEconomyTable.data ();
}
// get's grenade buy percents
bool chanceToBuyGrenade (int grenadeType) const {
return rg.chance (m_grenadeBuyPrecent[grenadeType]);
}
// get's random avatar for player (if any)
StringRef getRandomAvatar () const {
if (!m_avatars.empty ()) {
return m_avatars.random ();
}
return "";
}
// get's random logo index
int32 getRandomLogoIndex () const {
return static_cast <int32> (m_logos.index (m_logos.random ()));
}
// get random name by index
StringRef getRandomLogoName (int index) {
return m_logos[index];
}
};
// explose global
CR_EXPOSE_GLOBAL_SINGLETON (BotConfig, conf);