#include "bot_common.h" bool HasDefaultPistol(CCSBot *me) { CBasePlayerWeapon *pistol = static_cast(me->m_rgpPlayerItems[ PISTOL_SLOT ]); if (pistol == NULL) return false; if (me->m_iTeam == TERRORIST && pistol->m_iId == WEAPON_GLOCK18) return true; if (me->m_iTeam == CT && pistol->m_iId == WEAPON_USP) return true; return false; } // Buy weapons, armor, etc. void BuyState::OnEnter(CCSBot *me) { CCSBotManager *ctrl = TheCSBots(); m_retries = 0; m_prefRetries = 0; m_prefIndex = 0; m_doneBuying = false; m_isInitialDelay = true; // this will force us to stop holding live grenade me->EquipBestWeapon(); m_buyDefuseKit = false; m_buyShield = false; if (me->m_iTeam == CT) { if (ctrl->GetScenario() == CCSBotManager::SCENARIO_DEFUSE_BOMB) { // CT's sometimes buy defuse kits in the bomb scenario (except in career mode, where the player should defuse) if (g_pGameRules->IsCareer() == false) { const float buyDefuseKitChance = 50.0f; // 100.0f * (me->GetProfile()->GetSkill() + 0.2f); if (RANDOM_FLOAT(0.0f, 100.0f) < buyDefuseKitChance) { m_buyDefuseKit = true; } } } // determine if we want a tactical shield if (!me->m_bHasPrimary && ctrl->AllowTacticalShield()) { if (me->m_iAccount > 2500) { if (me->m_iAccount < 4000) m_buyShield = (RANDOM_FLOAT(0, 100.0f) < 33.3f) ? true : false; else m_buyShield = (RANDOM_FLOAT(0, 100.0f) < 10.0f) ? true : false; } } } if (ctrl->AllowGrenades()) { m_buyGrenade = (RANDOM_FLOAT(0.0f, 100.0f) < 33.3f) ? true : false; } else { m_buyGrenade = false; } m_buyPistol = false; if (ctrl->AllowPistols()) { CBasePlayerWeapon *pistol = static_cast(me->m_rgpPlayerItems[ PISTOL_SLOT ]); // check if we have a pistol if (pistol != NULL) { // if we have our default pistol, think about buying a different one if (HasDefaultPistol(me)) { // if everything other than pistols is disallowed, buy a pistol if (ctrl->AllowShotguns() == false && ctrl->AllowSubMachineGuns() == false && ctrl->AllowRifles() == false && ctrl->AllowMachineGuns() == false && ctrl->AllowTacticalShield() == false && ctrl->AllowSnipers() == false) { m_buyPistol = (RANDOM_FLOAT(0, 100) < 75.0f); } else if (me->m_iAccount < 1000) { // if we're low on cash, buy a pistol m_buyPistol = (RANDOM_FLOAT(0, 100) < 75.0f); } else { m_buyPistol = (RANDOM_FLOAT(0, 100) < 33.3f); } } } else { // we dont have a pistol - buy one m_buyPistol = true; } } } enum WeaponType { PISTOL, SHOTGUN, SUB_MACHINE_GUN, RIFLE, MACHINE_GUN, SNIPER_RIFLE, GRENADE, NUM_WEAPON_TYPES, }; struct BuyInfo { WeaponType type; bool preferred; // more challenging bots prefer these weapons char *buyAlias; // the buy alias for this equipment }; // These tables MUST be kept in sync with the CT and T buy aliases static BuyInfo primaryWeaponBuyInfoCT[ PRIMARY_WEAPON_BUY_COUNT ] = { { SHOTGUN, false, "m3" }, // WEAPON_M3 { SHOTGUN, false, "xm1014" }, // WEAPON_XM1014 { SUB_MACHINE_GUN, false, "tmp" }, // WEAPON_TMP { SUB_MACHINE_GUN, false, "mp5" }, // WEAPON_MP5N { SUB_MACHINE_GUN, false, "ump45" }, // WEAPON_UMP45 { SUB_MACHINE_GUN, false, "p90" }, // WEAPON_P90 { RIFLE, true, "famas" }, // WEAPON_FAMAS { SNIPER_RIFLE, false, "scout" }, // WEAPON_SCOUT { RIFLE, true, "m4a1" }, // WEAPON_M4A1 { RIFLE, false, "aug" }, // WEAPON_AUG { SNIPER_RIFLE, true, "sg550" }, // WEAPON_SG550 { SNIPER_RIFLE, true, "awp" }, // WEAPON_AWP { MACHINE_GUN, false, "m249" } // WEAPON_M249 }; static BuyInfo secondaryWeaponBuyInfoCT[ SECONDARY_WEAPON_BUY_COUNT ] = { // { PISTOL, false, "glock" }, // { PISTOL, false, "usp" }, { PISTOL, true, "p228" }, { PISTOL, true, "deagle" }, { PISTOL, true, "fn57" } }; static BuyInfo primaryWeaponBuyInfoT[ PRIMARY_WEAPON_BUY_COUNT ] = { { SHOTGUN, false, "m3" }, // WEAPON_M3 { SHOTGUN, false, "xm1014" }, // WEAPON_XM1014 { SUB_MACHINE_GUN, false, "mac10" }, // WEAPON_MAC10 { SUB_MACHINE_GUN, false, "mp5" }, // WEAPON_MP5N { SUB_MACHINE_GUN, false, "ump45" }, // WEAPON_UMP45 { SUB_MACHINE_GUN, false, "p90" }, // WEAPON_P90 { RIFLE, true, "galil" }, // WEAPON_GALIL { RIFLE, true, "ak47" }, // WEAPON_AK47 { SNIPER_RIFLE, false, "scout" }, // WEAPON_SCOUT { RIFLE, true, "sg552" }, // WEAPON_SG552 { SNIPER_RIFLE, true, "awp" }, // WEAPON_AWP { SNIPER_RIFLE, true, "g3sg1" }, // WEAPON_G3SG1 { MACHINE_GUN, false, "m249" } // WEAPON_M249 }; static BuyInfo secondaryWeaponBuyInfoT[ SECONDARY_WEAPON_BUY_COUNT ] = { // { PISTOL, false, "glock" }, // { PISTOL, false, "usp" }, { PISTOL, true, "p228" }, { PISTOL, true, "deagle" }, { PISTOL, true, "elites" } }; // Given a weapon alias, return the kind of weapon it is inline WeaponType GetWeaponType(const char *alias) { int i; for (i = 0; i < PRIMARY_WEAPON_BUY_COUNT; ++i) { if (!Q_stricmp(alias, primaryWeaponBuyInfoCT[i].buyAlias)) return primaryWeaponBuyInfoCT[i].type; if (!Q_stricmp(alias, primaryWeaponBuyInfoT[i].buyAlias)) return primaryWeaponBuyInfoT[i].type; } for (i = 0; i < SECONDARY_WEAPON_BUY_COUNT; ++i) { if (!Q_stricmp(alias, secondaryWeaponBuyInfoCT[i].buyAlias)) return secondaryWeaponBuyInfoCT[i].type; if (!Q_stricmp(alias, secondaryWeaponBuyInfoT[i].buyAlias)) return secondaryWeaponBuyInfoT[i].type; } return NUM_WEAPON_TYPES; } void BuyState::OnUpdate(CCSBot *me) { // wait for a Navigation Mesh if (!TheNavAreaList.Count()) return; // apparently we cant buy things in the first few seconds, so wait a bit if (m_isInitialDelay) { const float waitToBuyTime = 2.0f; // 0.25f; if (gpGlobals->time - me->GetStateTimestamp() < waitToBuyTime) return; m_isInitialDelay = false; } // if we're done buying and still in the freeze period, wait if (m_doneBuying) { if (g_pGameRules->IsMultiplayer () && g_pGameRules->IsFreezePeriod ()) { // make sure we're locked and loaded me->EquipBestWeapon (MUST_EQUIP); me->Reload (); me->ResetStuckMonitor (); return; } me->Idle(); return; } // is the bot spawned outside of a buy zone? if (!(me->m_signals.GetState() & SIGNAL_BUY)) { m_doneBuying = true; UTIL_DPrintf("%s bot spawned outside of a buy zone (%d, %d, %d)\n", (me->m_iTeam == CT) ? "CT" : "Terrorist", me->pev->origin.x, me->pev->origin.y, me->pev->origin.z); return; } CCSBotManager *ctrl = TheCSBots(); // try to buy some weapons const float buyInterval = 0.2f; // 0.02f if (gpGlobals->time - me->GetStateTimestamp() > buyInterval) { me->m_stateTimestamp = gpGlobals->time; bool isPreferredAllDisallowed = true; // try to buy our preferred weapons first if (m_prefIndex < me->GetProfile()->GetWeaponPreferenceCount()) { // need to retry because sometimes first buy fails?? const int maxPrefRetries = 2; if (m_prefRetries >= maxPrefRetries) { // try to buy next preferred weapon ++m_prefIndex; m_prefRetries = 0; return; } int weaponPreference = me->GetProfile()->GetWeaponPreference(m_prefIndex); // don't buy it again if we still have one from last round CBasePlayerWeapon *weapon = me->GetActiveWeapon(); if (weapon != NULL && weapon->m_iId == weaponPreference) { // done with buying preferred weapon m_prefIndex = 9999; return; } if (me->HasShield() && weaponPreference == WEAPON_SHIELDGUN) { // done with buying preferred weapon m_prefIndex = 9999; return; } const char *buyAlias = NULL; if (weaponPreference == WEAPON_SHIELDGUN) { if (ctrl->AllowTacticalShield()) buyAlias = "shield"; } else { buyAlias = WeaponIDToAlias(weaponPreference); WeaponType type = GetWeaponType(buyAlias); switch (type) { case PISTOL: if (!ctrl->AllowPistols()) buyAlias = NULL; break; case SHOTGUN: if (!ctrl->AllowShotguns()) buyAlias = NULL; break; case SUB_MACHINE_GUN: if (!ctrl->AllowSubMachineGuns()) buyAlias = NULL; break; case RIFLE: if (!ctrl->AllowRifles()) buyAlias = NULL; break; case MACHINE_GUN: if (!ctrl->AllowMachineGuns()) buyAlias = NULL; break; case SNIPER_RIFLE: if (!ctrl->AllowSnipers()) buyAlias = NULL; break; } } if (buyAlias) { me->ClientCommand(buyAlias); me->PrintIfWatched("Tried to buy preferred weapon %s.\n", buyAlias); isPreferredAllDisallowed = false; } ++m_prefRetries; // bail out so we dont waste money on other equipment // unless everything we prefer has been disallowed, then buy at random if (isPreferredAllDisallowed == false) return; } // if we have no preferred primary weapon (or everything we want is disallowed), buy at random if (!me->m_bHasPrimary && (isPreferredAllDisallowed || !me->GetProfile()->HasPrimaryPreference())) { if (m_buyShield) { // buy a shield me->ClientCommand("shield"); me->PrintIfWatched("Tried to buy a shield.\n"); } else { // build list of allowable weapons to buy BuyInfo *masterPrimary = (me->m_iTeam == TERRORIST) ? primaryWeaponBuyInfoT : primaryWeaponBuyInfoCT; BuyInfo *stockPrimary[ PRIMARY_WEAPON_BUY_COUNT ]; int stockPrimaryCount = 0; // dont choose sniper rifles as often const float sniperRifleChance = 50.0f; bool wantSniper = (RANDOM_FLOAT(0, 100) < sniperRifleChance) ? true : false; for (int i = 0; i < PRIMARY_WEAPON_BUY_COUNT; ++i) { if ((masterPrimary[i].type == SHOTGUN && ctrl->AllowShotguns()) || (masterPrimary[i].type == SUB_MACHINE_GUN && ctrl->AllowSubMachineGuns()) || (masterPrimary[i].type == RIFLE && ctrl->AllowRifles()) || (masterPrimary[i].type == SNIPER_RIFLE && ctrl->AllowSnipers() && wantSniper) || (masterPrimary[i].type == MACHINE_GUN && ctrl->AllowMachineGuns())) { stockPrimary[ stockPrimaryCount++ ] = &masterPrimary[i]; } } if (stockPrimaryCount) { // buy primary weapon if we don't have one int which; // on hard difficulty levels, bots try to buy preferred weapons on the first pass if (m_retries == 0 && ctrl->GetDifficultyLevel() >= BOT_HARD) { // count up available preferred weapons int prefCount = 0; for (which = 0; which < stockPrimaryCount; ++which) { if (stockPrimary[which]->preferred) ++prefCount; } if (prefCount) { int whichPref = RANDOM_LONG(0, prefCount - 1); for (which = 0; which < stockPrimaryCount; ++which) { if (stockPrimary[which]->preferred && whichPref-- == 0) break; } } else { // no preferred weapons available, just pick randomly which = RANDOM_LONG(0, stockPrimaryCount - 1); } } else { which = RANDOM_LONG(0, stockPrimaryCount - 1); } me->ClientCommand(stockPrimary[ which ]->buyAlias); me->PrintIfWatched("Tried to buy %s.\n", stockPrimary[ which ]->buyAlias); } } } // If we now have a weapon, or have tried for too long, we're done if (me->m_bHasPrimary || m_retries++ > 5) { // primary ammo if (me->m_bHasPrimary) { me->ClientCommand("primammo"); } // buy armor last, to make sure we bought a weapon first me->ClientCommand("vesthelm"); me->ClientCommand("vest"); // pistols - if we have no preferred pistol, buy at random if (ctrl->AllowPistols() && !me->GetProfile()->HasPistolPreference()) { if (m_buyPistol) { int which = RANDOM_LONG(0, SECONDARY_WEAPON_BUY_COUNT - 1); if (me->m_iTeam == TERRORIST) me->ClientCommand(secondaryWeaponBuyInfoT[ which ].buyAlias); else me->ClientCommand(secondaryWeaponBuyInfoCT[ which ].buyAlias); // only buy one pistol m_buyPistol = false; } me->ClientCommand("secammo"); } // buy a grenade if we wish, and we don't already have one if (m_buyGrenade && !me->HasGrenade()) { if (UTIL_IsTeamAllBots(me->m_iTeam)) { // only allow Flashbangs if everyone on the team is a bot (dont want to blind our friendly humans) float rnd = RANDOM_FLOAT(0, 100); if (rnd < 10.0f) { // smoke grenade me->ClientCommand("sgren"); } else if (rnd < 35.0f) { // flashbang me->ClientCommand("flash"); } else { // he grenade me->ClientCommand("hegren"); } } else { if (RANDOM_FLOAT(0, 100) < 10.0f) { // smoke grenade me->ClientCommand("sgren"); } else { // he grenade me->ClientCommand("hegren"); } } } if (m_buyDefuseKit) { me->ClientCommand("defuser"); } m_doneBuying = true; } } } void BuyState::OnExit(CCSBot *me) { me->ResetStuckMonitor(); me->EquipBestWeapon(); }