Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
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//========= 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; i<PRIMARY_WEAPON_BUY_COUNT; ++i )
{
if (!stricmp( alias, primaryWeaponBuyInfoCT[i].buyAlias ))
return primaryWeaponBuyInfoCT[i].type;
if (!stricmp( alias, primaryWeaponBuyInfoT[i].buyAlias ))
return primaryWeaponBuyInfoT[i].type;
}
for( i=0; i<SECONDARY_WEAPON_BUY_COUNT; ++i )
{
if (!stricmp( alias, secondaryWeaponBuyInfoCT[i].buyAlias ))
return secondaryWeaponBuyInfoCT[i].type;
if (!stricmp( alias, secondaryWeaponBuyInfoT[i].buyAlias ))
return secondaryWeaponBuyInfoT[i].type;
}
return NUM_WEAPON_TYPES;
}
//--------------------------------------------------------------------------------------------------------------
void BuyState::OnUpdate( CCSBot *me )
{
char cmdBuffer[256];
// wait for a Navigation Mesh
if (!TheNavMesh->IsLoaded())
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<char*, CUtlMemory<char*> > loadout;
Q_SplitString( cheatWeaponString, " ", loadout );
for ( int i=0; i<loadout.Count(); ++i )
{
const char *item = loadout[i];
if ( FStrEq( item, "vest" ) )
{
me->GiveNamedItem( "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; i<PRIMARY_WEAPON_BUY_COUNT; ++i )
{
if ((masterPrimary[i].type == SHOTGUN && TheCSBots()->AllowShotguns()) ||
(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; which<stockPrimaryCount; ++which )
if (stockPrimary[which]->preferred)
++prefCount;
if (prefCount)
{
int whichPref = RandomInt( 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 = 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();
}