//========= Copyright Valve Corporation, All rights reserved. ============// // // Purpose: // // $NoKeywords: $ //=============================================================================// // Author: Michael S. Booth (mike@turtlerockstudios.com), 2003 #include "cbase.h" #include "cs_gamerules.h" #include "cs_bot.h" // memdbgon must be the last include file in a .cpp file!!! #include "tier0/memdbgon.h" //-------------------------------------------------------------------------------------------------------------- ConVar bot_loadout( "bot_loadout", "", FCVAR_CHEAT, "bots are given these items at round start" ); ConVar bot_randombuy( "bot_randombuy", "0", FCVAR_CHEAT, "should bots ignore their prefered weapons and just buy weapons at random?" ); //-------------------------------------------------------------------------------------------------------------- /** * Debug command to give a named weapon */ void CCSBot::GiveWeapon( const char *weaponAlias ) { const char *translatedAlias = GetTranslatedWeaponAlias( weaponAlias ); char wpnName[128]; Q_snprintf( wpnName, sizeof( wpnName ), "weapon_%s", translatedAlias ); WEAPON_FILE_INFO_HANDLE hWpnInfo = LookupWeaponInfoSlot( wpnName ); if ( hWpnInfo == GetInvalidWeaponInfoHandle() ) { return; } CCSWeaponInfo *pWeaponInfo = dynamic_cast< CCSWeaponInfo* >( GetFileWeaponInfoFromHandle( hWpnInfo ) ); if ( !pWeaponInfo ) { return; } if ( !Weapon_OwnsThisType( wpnName ) ) { CBaseCombatWeapon *pWeapon = Weapon_GetSlot( pWeaponInfo->iSlot ); if ( pWeapon ) { if ( pWeaponInfo->iSlot == WEAPON_SLOT_PISTOL ) { DropPistol(); } else if ( pWeaponInfo->iSlot == WEAPON_SLOT_RIFLE ) { DropRifle(); } } } GiveNamedItem( wpnName ); } //-------------------------------------------------------------------------------------------------------------- static bool HasDefaultPistol( CCSBot *me ) { CWeaponCSBase *pistol = (CWeaponCSBase *)me->Weapon_GetSlot( WEAPON_SLOT_PISTOL ); if (pistol == NULL) return false; if (me->GetTeamNumber() == TEAM_TERRORIST && pistol->IsA( WEAPON_GLOCK )) return true; if (me->GetTeamNumber() == TEAM_CT && pistol->IsA( WEAPON_USP )) return true; return false; } //-------------------------------------------------------------------------------------------------------------- /** * Buy weapons, armor, etc. */ void BuyState::OnEnter( CCSBot *me ) { m_retries = 0; m_prefRetries = 0; m_prefIndex = 0; const char *cheatWeaponString = bot_loadout.GetString(); if ( cheatWeaponString && *cheatWeaponString ) { m_doneBuying = false; // we're going to be given weapons - ignore the eco limit } else { // check if we are saving money for the next round if (me->m_iAccount < cv_bot_eco_limit.GetFloat()) { me->PrintIfWatched( "Saving money for next round.\n" ); m_doneBuying = true; } else { m_doneBuying = false; } } m_isInitialDelay = true; // this will force us to stop holding live grenade me->EquipBestWeapon( MUST_EQUIP ); m_buyDefuseKit = false; m_buyShield = false; if (me->GetTeamNumber() == TEAM_CT) { if (TheCSBots()->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 (CSGameRules()->IsCareer() == false) { const float buyDefuseKitChance = 100.0f * (me->GetProfile()->GetSkill() + 0.2f); if (RandomFloat( 0.0f, 100.0f ) < buyDefuseKitChance) { m_buyDefuseKit = true; } } } // determine if we want a tactical shield if (!me->HasPrimaryWeapon() && TheCSBots()->AllowTacticalShield()) { if (me->m_iAccount > 2500) { if (me->m_iAccount < 4000) m_buyShield = (RandomFloat( 0, 100.0f ) < 33.3f) ? true : false; else m_buyShield = (RandomFloat( 0, 100.0f ) < 10.0f) ? true : false; } } } if (TheCSBots()->AllowGrenades()) { m_buyGrenade = (RandomFloat( 0.0f, 100.0f ) < 33.3f) ? true : false; } else { m_buyGrenade = false; } m_buyPistol = false; if (TheCSBots()->AllowPistols()) { // check if we have a pistol if (me->Weapon_GetSlot( WEAPON_SLOT_PISTOL )) { // 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 (TheCSBots()->AllowShotguns() == false && TheCSBots()->AllowSubMachineGuns() == false && TheCSBots()->AllowRifles() == false && TheCSBots()->AllowMachineGuns() == false && TheCSBots()->AllowTacticalShield() == false && TheCSBots()->AllowSnipers() == false) { m_buyPistol = (RandomFloat( 0, 100 ) < 75.0f); } else if (me->m_iAccount < 1000) { // if we're low on cash, buy a pistol m_buyPistol = (RandomFloat( 0, 100 ) < 75.0f); } else { m_buyPistol = (RandomFloat( 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 const char *buyAlias; ///< the buy alias for this equipment }; #define PRIMARY_WEAPON_BUY_COUNT 13 #define SECONDARY_WEAPON_BUY_COUNT 3 /** * 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, "mp5navy" }, // 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, "mp5navy" }, // 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; iIsLoaded()) return; // apparently we cant buy things in the first few seconds, so wait a bit if (m_isInitialDelay) { const float waitToBuyTime = 0.25f; if (gpGlobals->curtime - me->GetStateTimestamp() < waitToBuyTime) return; m_isInitialDelay = false; } // if we're done buying and still in the freeze period, wait if (m_doneBuying) { if (CSGameRules()->IsMultiplayer() && CSGameRules()->IsFreezePeriod()) { // make sure we're locked and loaded me->EquipBestWeapon( MUST_EQUIP ); me->Reload(); me->ResetStuckMonitor(); return; } me->Idle(); return; } // If we're supposed to buy a specific weapon for debugging, do so and then bail const char *cheatWeaponString = bot_loadout.GetString(); if ( cheatWeaponString && *cheatWeaponString ) { CUtlVector > loadout; Q_SplitString( cheatWeaponString, " ", loadout ); for ( int i=0; iGiveNamedItem( "item_kevlar" ); } else if ( FStrEq( item, "vesthelm" ) ) { me->GiveNamedItem( "item_assaultsuit" ); } else if ( FStrEq( item, "defuser" ) ) { if ( me->GetTeamNumber() == TEAM_CT ) { me->GiveDefuser(); } } else if ( FStrEq( item, "nvgs" ) ) { me->m_bHasNightVision = true; } else if ( FStrEq( item, "primammo" ) ) { me->AttemptToBuyAmmo( 0 ); } else if ( FStrEq( item, "secammo" ) ) { me->AttemptToBuyAmmo( 1 ); } else { me->GiveWeapon( item ); } } m_doneBuying = true; return; } if (!me->IsInBuyZone()) { m_doneBuying = true; CONSOLE_ECHO( "%s bot spawned outside of a buy zone (%d, %d, %d)\n", (me->GetTeamNumber() == TEAM_CT) ? "CT" : "Terrorist", (int)me->GetAbsOrigin().x, (int)me->GetAbsOrigin().y, (int)me->GetAbsOrigin().z ); return; } // try to buy some weapons const float buyInterval = 0.02f; if (gpGlobals->curtime - me->GetStateTimestamp() > buyInterval) { me->m_stateTimestamp = gpGlobals->curtime; bool isPreferredAllDisallowed = true; // try to buy our preferred weapons first if (m_prefIndex < me->GetProfile()->GetWeaponPreferenceCount() && bot_randombuy.GetBool() == false ) { // 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 char weaponPreferenceName[32]; Q_snprintf( weaponPreferenceName, sizeof(weaponPreferenceName), "weapon_%s", me->GetProfile()->GetWeaponPreferenceAsString( m_prefIndex ) ); if( me->Weapon_OwnsThisType(weaponPreferenceName) )//Prefs and buyalias use the short version, this uses the long { // 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 (TheCSBots()->AllowTacticalShield()) buyAlias = "shield"; } else { buyAlias = WeaponIDToAlias( weaponPreference ); WeaponType type = GetWeaponType( buyAlias ); switch( type ) { case PISTOL: if (!TheCSBots()->AllowPistols()) buyAlias = NULL; break; case SHOTGUN: if (!TheCSBots()->AllowShotguns()) buyAlias = NULL; break; case SUB_MACHINE_GUN: if (!TheCSBots()->AllowSubMachineGuns()) buyAlias = NULL; break; case RIFLE: if (!TheCSBots()->AllowRifles()) buyAlias = NULL; break; case MACHINE_GUN: if (!TheCSBots()->AllowMachineGuns()) buyAlias = NULL; break; case SNIPER_RIFLE: if (!TheCSBots()->AllowSnipers()) buyAlias = NULL; break; } } if (buyAlias) { Q_snprintf( cmdBuffer, 256, "buy %s\n", buyAlias ); CCommand args; args.Tokenize( cmdBuffer ); me->ClientCommand( args ); 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->HasPrimaryWeapon() && (isPreferredAllDisallowed || !me->GetProfile()->HasPrimaryPreference())) { if (m_buyShield) { // buy a shield CCommand args; args.Tokenize( "buy shield" ); me->ClientCommand( args ); me->PrintIfWatched( "Tried to buy a shield.\n" ); } else { // build list of allowable weapons to buy BuyInfo *masterPrimary = (me->GetTeamNumber() == TEAM_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 = (RandomFloat( 0, 100 ) < sniperRifleChance) ? true : false; if ( bot_randombuy.GetBool() ) { wantSniper = true; } for( int i=0; iAllowShotguns()) || (masterPrimary[i].type == SUB_MACHINE_GUN && TheCSBots()->AllowSubMachineGuns()) || (masterPrimary[i].type == RIFLE && TheCSBots()->AllowRifles()) || (masterPrimary[i].type == SNIPER_RIFLE && TheCSBots()->AllowSnipers() && wantSniper) || (masterPrimary[i].type == MACHINE_GUN && TheCSBots()->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 && TheCSBots()->GetDifficultyLevel() >= BOT_HARD && bot_randombuy.GetBool() == false ) { // count up available preferred weapons int prefCount = 0; for( which=0; whichpreferred) ++prefCount; if (prefCount) { int whichPref = RandomInt( 0, prefCount-1 ); for( which=0; whichpreferred && whichPref-- == 0) break; } else { // no preferred weapons available, just pick randomly which = RandomInt( 0, stockPrimaryCount-1 ); } } else { which = RandomInt( 0, stockPrimaryCount-1 ); } Q_snprintf( cmdBuffer, 256, "buy %s\n", stockPrimary[ which ]->buyAlias ); CCommand args; args.Tokenize( cmdBuffer ); me->ClientCommand( args ); 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->HasPrimaryWeapon() || m_retries++ > 5) { // primary ammo CCommand args; if (me->HasPrimaryWeapon()) { args.Tokenize( "buy primammo" ); me->ClientCommand( args ); } // buy armor last, to make sure we bought a weapon first args.Tokenize( "buy vesthelm" ); me->ClientCommand( args ); args.Tokenize( "buy vest" ); me->ClientCommand( args ); // pistols - if we have no preferred pistol, buy at random if (TheCSBots()->AllowPistols() && !me->GetProfile()->HasPistolPreference()) { if (m_buyPistol) { int which = RandomInt( 0, SECONDARY_WEAPON_BUY_COUNT-1 ); const char *what = NULL; if (me->GetTeamNumber() == TEAM_TERRORIST) what = secondaryWeaponBuyInfoT[ which ].buyAlias; else what = secondaryWeaponBuyInfoCT[ which ].buyAlias; Q_snprintf( cmdBuffer, 256, "buy %s\n", what ); args.Tokenize( cmdBuffer ); me->ClientCommand( args ); // only buy one pistol m_buyPistol = false; } // make sure we have enough pistol ammo args.Tokenize( "buy secammo" ); me->ClientCommand( args ); } // buy a grenade if we wish, and we don't already have one if (m_buyGrenade && !me->HasGrenade()) { if (UTIL_IsTeamAllBots( me->GetTeamNumber() )) { // only allow Flashbangs if everyone on the team is a bot (dont want to blind our friendly humans) float rnd = RandomFloat( 0, 100 ); if (rnd < 10) { args.Tokenize( "buy smokegrenade" ); me->ClientCommand( args ); // smoke grenade } else if (rnd < 35) { args.Tokenize( "buy flashbang" ); me->ClientCommand( args ); // flashbang } else { args.Tokenize( "buy hegrenade" ); me->ClientCommand( args ); // he grenade } } else { if (RandomFloat( 0, 100 ) < 10) { args.Tokenize( "buy smokegrenade" ); // smoke grenade me->ClientCommand( args ); } else { args.Tokenize( "buy hegrenade" ); // he grenade me->ClientCommand( args ); } } } if (m_buyDefuseKit) { args.Tokenize( "buy defuser" ); me->ClientCommand( args ); } m_doneBuying = true; } } } //-------------------------------------------------------------------------------------------------------------- void BuyState::OnExit( CCSBot *me ) { me->ResetStuckMonitor(); me->EquipBestWeapon(); }