fix: help commands causing host overflow when translated. crlib: use fnv1a for string hashes. crlib: add hash () method to String & StringRef classes.
241 lines
6.4 KiB
C++
241 lines
6.4 KiB
C++
//
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// YaPB - Counter-Strike Bot based on PODBot by Markus Klinge.
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// Copyright © 2004-2020 YaPB Development Team <team@yapb.ru>.
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//
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU General Public License as published by
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// the Free Software Foundation, either version 3 of the License, or
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// (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License for more details.
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//
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#pragma once
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// botname structure definition
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struct BotName {
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String name = "";
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int usedBy = -1;
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public:
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BotName () = default;
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BotName (StringRef name, int usedBy) : name (name), usedBy (usedBy) { }
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};
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// voice config structure definition
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struct ChatterItem {
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String name;
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float repeat;
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float duration;
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public:
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ChatterItem (StringRef name, float repeat, float duration) : name (name), repeat (repeat), duration (duration) { }
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};
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// mostly config stuff, and some stuff dealing with menus
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class BotConfig final : public Singleton <BotConfig> {
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public:
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struct DifficultyData {
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float reaction[2] {};
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int32 headshotPct {};
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int32 seenThruPct {};
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int32 hearThruPct {};
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};
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private:
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Array <StringArray> m_chat;
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Array <Array <ChatterItem>> m_chatter;
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Array <BotName> m_botNames;
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Array <Keywords> m_replies;
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SmallArray <WeaponInfo> m_weapons;
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SmallArray <WeaponProp> m_weaponProps;
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StringArray m_logos;
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StringArray m_avatars;
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HashMap <uint32, String, Hash <int32>> m_language { 256 };
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HashMap <int32, DifficultyData> m_difficulty;
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// default tables for personality weapon preferences, overridden by weapon.cfg
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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 };
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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 };
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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 };
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SmallArray <int32> m_botBuyEconomyTable = { 1900, 2100, 2100, 4000, 6000, 7000, 16000, 1200, 800, 1000, 3000 };
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SmallArray <int32> m_grenadeBuyPrecent = { 95, 85, 60 };
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public:
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BotConfig ();
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~BotConfig () = default;
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public:
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// load the configuration files
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void loadConfigs ();
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// loads main config file
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void loadMainConfig ();
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// loads bot names
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void loadNamesConfig ();
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// loads weapons config
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void loadWeaponsConfig ();
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// loads chatter config
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void loadChatterConfig ();
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// loads chat config
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void loadChatConfig ();
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// loads language config
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void loadLanguageConfig ();
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// load bots logos config
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void loadLogosConfig ();
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// load bots avatars config
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void loadAvatarsConfig ();
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// load bots difficulty config
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void loadDifficultyConfig ();
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// loads bots map-specific config
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void loadMapSpecificConfig ();
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// sets memfile to use engine functions
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void setupMemoryFiles ();
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// picks random bot name
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BotName *pickBotName ();
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// remove bot name from used list
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void clearUsedName (Bot *bot);
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// initialize weapon info
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void initWeapons ();
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// fix weapon prices (ie for elite)
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void adjustWeaponPrices ();
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// find weapon info by weaponi d
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WeaponInfo &findWeaponById (int id);
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// translates bot message into needed language
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const char *translate (StringRef input);
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private:
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bool isCommentLine (StringRef line) const {
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if (line.empty ()) {
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return true;
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}
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return line.substr (0, 1).findFirstOf ("#/;") != String::InvalidIndex;
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};
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// hash the lang string, only the letters
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uint32 hashLangString (StringRef str);
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public:
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// checks whether chat banks contains messages
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bool hasChatBank (int chatType) const {
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return !m_chat[chatType].empty ();
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}
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// checks whether chatter banks contains messages
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bool hasChatterBank (int chatterType) const {
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return !m_chatter[chatterType].empty ();
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}
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// pick random phrase from chat bank
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StringRef pickRandomFromChatBank (int chatType) {
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return m_chat[chatType].random ();
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}
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// pick random phrase from chatter bank
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const ChatterItem &pickRandomFromChatterBank (int chatterType) {
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return m_chatter[chatterType].random ();
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}
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// gets chatter repeat-interval
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float getChatterMessageRepeatInterval (int chatterType) const {
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return m_chatter[chatterType][0].repeat;
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}
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// get's the replies array
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Array <Keywords> &getReplies () {
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return m_replies;
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}
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// get's the weapon info data
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SmallArray <WeaponInfo> &getWeapons () {
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return m_weapons;
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}
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// get's raw weapon info
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WeaponInfo *getRawWeapons () {
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return m_weapons.begin ();
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}
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// get's the weapons prop
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WeaponProp &getWeaponProp (int id) {
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return m_weaponProps[id];
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}
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// get's weapon preferences for personality
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int32 *getWeaponPrefs (int personality) const {
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switch (personality) {
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case Personality::Normal:
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default:
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return m_normalWeaponPrefs.data ();
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case Personality::Rusher:
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return m_rusherWeaponPrefs.data ();
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case Personality::Careful:
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return m_carefulWeaponPrefs.data ();
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}
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}
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// get's the difficulty level tweaks
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DifficultyData *getDifficultyTweaks (int32 level) {
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if (level < Difficulty::Noob || level > Difficulty::Expert) {
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return &m_difficulty[Difficulty::Expert];
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}
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return &m_difficulty[level];
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}
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// get economics value
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int32 *getEconLimit () {
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return m_botBuyEconomyTable.data ();
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}
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// get's grenade buy percents
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bool chanceToBuyGrenade (int grenadeType) const {
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return rg.chance (m_grenadeBuyPrecent[grenadeType]);
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}
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// get's random avatar for player (if any)
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StringRef getRandomAvatar () const {
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if (!m_avatars.empty ()) {
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return m_avatars.random ();
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}
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return "";
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}
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// get's random logo index
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int32 getRandomLogoIndex () const {
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return static_cast <int32> (m_logos.index (m_logos.random ()));
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}
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// get random name by index
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StringRef getRandomLogoName (int index) {
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return m_logos[index];
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}
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};
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// explose global
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CR_EXPOSE_GLOBAL_SINGLETON (BotConfig, conf);
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