iw3_bot_warfare/maps/mp/bots/_bot_utility.gsc
2023-12-11 16:50:33 -06:00

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Plaintext

#include common_scripts\utility;
#include maps\mp\_utility;
#include maps\mp\gametypes\_hud_util;
/*
Waits for the built-ins to be defined
*/
wait_for_builtins()
{
for ( i = 0; i < 20; i++ )
{
if ( isDefined( level.bot_builtins ) )
return true;
if ( i < 18 )
waittillframeend;
else
wait 0.05;
}
return false;
}
/*
Prints to console without dev script on
*/
BotBuiltinPrintConsole( s )
{
if ( isDefined( level.bot_builtins ) && isDefined( level.bot_builtins["printconsole"] ) )
{
[[ level.bot_builtins["printconsole" ]]]( s );
}
}
/*
Writes to the file, mode can be "append" or "write"
*/
BotBuiltinFileWrite( file, contents, mode )
{
if ( isDefined( level.bot_builtins ) && isDefined( level.bot_builtins["filewrite"] ) )
{
[[ level.bot_builtins["filewrite" ]]]( file, contents, mode );
}
}
/*
Returns the whole file as a string
*/
BotBuiltinFileRead( file )
{
if ( isDefined( level.bot_builtins ) && isDefined( level.bot_builtins["fileread"] ) )
{
return [[ level.bot_builtins["fileread" ]]]( file );
}
return undefined;
}
/*
Test if a file exists
*/
BotBuiltinFileExists( file )
{
if ( isDefined( level.bot_builtins ) && isDefined( level.bot_builtins["fileexists"] ) )
{
return [[ level.bot_builtins["fileexists" ]]]( file );
}
return false;
}
/*
Bot action, does a bot action
<client> botAction(<action string (+ or - then action like frag or smoke)>)
*/
BotBuiltinBotAction( action )
{
if ( isDefined( level.bot_builtins ) && isDefined( level.bot_builtins["botaction"] ) )
{
self [[ level.bot_builtins["botaction" ]]]( action );
}
}
/*
Clears the bot from movement and actions
<client> botStop()
*/
BotBuiltinBotStop()
{
if ( isDefined( level.bot_builtins ) && isDefined( level.bot_builtins["botstop"] ) )
{
self [[ level.bot_builtins["botstop" ]]]();
}
}
/*
Sets the bot's movement
<client> botMovement(<int forward>, <int right>)
*/
BotBuiltinBotMovement( forward, right )
{
if ( isDefined( level.bot_builtins ) && isDefined( level.bot_builtins["botmovement"] ) )
{
self [[ level.bot_builtins["botmovement" ]]]( forward, right );
}
}
/*
Cod4x built-in
*/
BotBuiltinBotMoveTo( where )
{
if ( isDefined( level.bot_builtins ) && isDefined( level.bot_builtins["botmoveto"] ) )
{
self [[ level.bot_builtins["botmoveto" ]]]( where );
}
}
/*
Sets melee params
*/
BotBuiltinBotMeleeParams( yaw, dist )
{
if ( isDefined( level.bot_builtins ) && isDefined( level.bot_builtins["botmeleeparams"] ) )
{
self [[ level.bot_builtins["botmeleeparams" ]]]( yaw, dist );
}
}
/*
Test if is a bot
*/
BotBuiltinIsBot()
{
if ( isDefined( level.bot_builtins ) && isDefined( level.bot_builtins["isbot"] ) )
{
return self [[ level.bot_builtins["isbot" ]]]();
}
return false;
}
/*
Opens the file
*/
BotBuiltinFileOpen( file, mode )
{
if ( isDefined( level.bot_builtins ) && isDefined( level.bot_builtins["fs_fopen"] ) )
{
return [[ level.bot_builtins["fs_fopen" ]]]( file, mode );
}
return 0;
}
/*
Closes the file
*/
BotBuiltinFileClose( fh )
{
if ( isDefined( level.bot_builtins ) && isDefined( level.bot_builtins["fs_fclose"] ) )
{
[[ level.bot_builtins["fs_fclose" ]]]( fh );
}
}
/*
Closes the file
*/
BotBuiltinReadLine( fh )
{
if ( isDefined( level.bot_builtins ) && isDefined( level.bot_builtins["fs_readline"] ) )
{
return [[ level.bot_builtins["fs_readline" ]]]( fh );
}
return undefined;
}
/*
Closes the file
*/
BotBuiltinWriteLine( fh, contents )
{
if ( isDefined( level.bot_builtins ) && isDefined( level.bot_builtins["fs_writeline"] ) )
{
[[ level.bot_builtins["fs_writeline" ]]]( fh, contents );
}
}
/*
Returns if player is the host
*/
is_host()
{
return ( isDefined( self.pers["bot_host"] ) && self.pers["bot_host"] );
}
/*
Setups the host variable on the player
*/
doHostCheck()
{
self.pers["bot_host"] = false;
if ( self is_bot() )
return;
result = false;
if ( getDvar( "bots_main_firstIsHost" ) != "0" )
{
BotBuiltinPrintConsole( "WARNING: bots_main_firstIsHost is enabled" );
if ( getDvar( "bots_main_firstIsHost" ) == "1" )
{
setDvar( "bots_main_firstIsHost", self getguid() );
}
if ( getDvar( "bots_main_firstIsHost" ) == self getguid() + "" )
result = true;
}
DvarGUID = getDvar( "bots_main_GUIDs" );
if ( DvarGUID != "" )
{
guids = strtok( DvarGUID, "," );
for ( i = 0; i < guids.size; i++ )
{
if ( self getguid() + "" == guids[i] )
result = true;
}
}
if ( !result )
return;
self.pers["bot_host"] = true;
}
/*
Returns if the player is a bot.
*/
is_bot()
{
return self BotBuiltinIsBot();
}
/*
Set the bot's stance
*/
BotSetStance( stance )
{
switch ( stance )
{
case "stand":
self maps\mp\bots\_bot_internal::stand();
break;
case "crouch":
self maps\mp\bots\_bot_internal::crouch();
break;
case "prone":
self maps\mp\bots\_bot_internal::prone();
break;
}
}
/*
Bot presses the button for time.
*/
BotPressAttack( time )
{
self maps\mp\bots\_bot_internal::pressFire( time );
}
/*
Bot presses the ads button for time.
*/
BotPressADS( time )
{
self maps\mp\bots\_bot_internal::pressADS( time );
}
/*
Bot presses the use button for time.
*/
BotPressUse( time )
{
self maps\mp\bots\_bot_internal::use( time );
}
/*
Bot presses the frag button for time.
*/
BotPressFrag( time )
{
self maps\mp\bots\_bot_internal::frag( time );
}
/*
Bot presses the smoke button for time.
*/
BotPressSmoke( time )
{
self maps\mp\bots\_bot_internal::smoke( time );
}
/*
Returns the bot's random assigned number.
*/
BotGetRandom()
{
return self.bot.rand;
}
/*
Returns a random number thats different everytime it changes target
*/
BotGetTargetRandom()
{
if ( !isDefined( self.bot.target ) )
return undefined;
return self.bot.target.rand;
}
/*
Returns if the bot is fragging.
*/
IsBotFragging()
{
return self.bot.isfraggingafter;
}
/*
Returns if the bot is pressing smoke button.
*/
IsBotSmoking()
{
return self.bot.issmokingafter;
}
/*
Returns if the bot is sprinting.
*/
IsBotSprinting()
{
return self.bot.issprinting;
}
/*
Returns if the bot is reloading.
*/
IsBotReloading()
{
return self.bot.isreloading;
}
/*
Is bot knifing
*/
IsBotKnifing()
{
return self.bot.isknifingafter;
}
/*
If the model of the player is good
*/
IsPlayerModelOK()
{
return ( isDefined( self.bot_model_fix ) );
}
/*
Freezes the bot's controls.
*/
BotFreezeControls( what )
{
self.bot.isfrozen = what;
if ( what )
self notify( "kill_goal" );
}
/*
Returns if the bot is script frozen.
*/
BotIsFrozen()
{
return self.bot.isfrozen;
}
/*
Bot will stop moving
*/
BotStopMoving( what )
{
self.bot.stop_move = what;
if ( what )
self notify( "kill_goal" );
}
/*
Notify the bot chat message
*/
BotNotifyBotEvent( msg, a, b, c, d, e, f, g )
{
self notify( "bot_event", msg, a, b, c, d, e, f, g );
}
/*
Returns if the bot has a script goal.
(like t5 gsc bot)
*/
HasScriptGoal()
{
return ( isDefined( self GetScriptGoal() ) );
}
/*
Returns the pos of the bot's goal
*/
GetScriptGoal()
{
return self.bot.script_goal;
}
/*
Sets the bot's goal, will acheive it when dist away from it.
*/
SetScriptGoal( goal, dist )
{
if ( !isDefined( dist ) )
dist = 16;
self.bot.script_goal = goal;
self.bot.script_goal_dist = dist;
waittillframeend;
self notify( "new_goal_internal" );
self notify( "new_goal" );
}
/*
Clears the bot's goal.
*/
ClearScriptGoal()
{
self SetScriptGoal( undefined, 0 );
}
/*
Returns whether the bot has a priority objective
*/
HasPriorityObjective()
{
return self.bot.prio_objective;
}
/*
Sets the bot to prioritize the objective over targeting enemies
*/
SetPriorityObjective()
{
self.bot.prio_objective = true;
self notify( "kill_goal" );
}
/*
Clears the bot's priority objective to allow the bot to target enemies automatically again
*/
ClearPriorityObjective()
{
self.bot.prio_objective = false;
self notify( "kill_goal" );
}
/*
Sets the aim position of the bot
*/
SetScriptAimPos( pos )
{
self.bot.script_aimpos = pos;
}
/*
Clears the aim position of the bot
*/
ClearScriptAimPos()
{
self SetScriptAimPos( undefined );
}
/*
Returns the aim position of the bot
*/
GetScriptAimPos()
{
return self.bot.script_aimpos;
}
/*
Returns if the bot has a aim pos
*/
HasScriptAimPos()
{
return isDefined( self GetScriptAimPos() );
}
/*
Sets the bot's target to be this ent.
*/
SetAttacker( att )
{
self.bot.target_this_frame = att;
}
/*
Sets the script enemy for a bot.
*/
SetScriptEnemy( enemy, offset )
{
self.bot.script_target = enemy;
self.bot.script_target_offset = offset;
}
/*
Removes the script enemy of the bot.
*/
ClearScriptEnemy()
{
self SetScriptEnemy( undefined, undefined );
}
/*
Returns the entity of the bot's target.
*/
GetThreat()
{
if ( !isdefined( self.bot.target ) )
return undefined;
return self.bot.target.entity;
}
/*
Returns if the bot has a script enemy.
*/
HasScriptEnemy()
{
return ( isDefined( self.bot.script_target ) );
}
/*
Returns if the bot has a threat.
*/
HasThreat()
{
return ( isDefined( self GetThreat() ) );
}
/*
If the player is defusing
*/
IsDefusing()
{
return ( isDefined( self.isDefusing ) && self.isDefusing );
}
/*
If the play is planting
*/
isPlanting()
{
return ( isDefined( self.isPlanting ) && self.isPlanting );
}
/*
If the player is in laststand
*/
inLastStand()
{
return ( isDefined( self.lastStand ) && self.lastStand );
}
/*
If the player is carrying a bomb
*/
isBombCarrier()
{
return ( isDefined( self.isBombCarrier ) && self.isBombCarrier );
}
/*
If the site is in use
*/
isInUse()
{
return ( isDefined( self.inUse ) && self.inUse );
}
/*
Returns if we are stunned.
*/
IsStunned()
{
return ( isdefined( self.concussionEndTime ) && self.concussionEndTime > gettime() );
}
/*
Returns if we are beingArtilleryShellshocked
*/
isArtShocked()
{
return ( isDefined( self.beingArtilleryShellshocked ) && self.beingArtilleryShellshocked );
}
/*
Returns a valid grenade launcher weapon
*/
getValidTube()
{
weaps = self getweaponslist();
for ( i = 0; i < weaps.size; i++ )
{
weap = weaps[i];
if ( !self getAmmoCount( weap ) )
continue;
if ( isSubStr( weap, "gl_" ) && !isSubStr( weap, "_gl_" ) )
return weap;
}
return undefined;
}
/*
Returns a random grenade in the bot's inventory.
*/
getValidGrenade()
{
grenadeTypes = [];
grenadeTypes[grenadeTypes.size] = "frag_grenade_mp";
grenadeTypes[grenadeTypes.size] = "smoke_grenade_mp";
grenadeTypes[grenadeTypes.size] = "flash_grenade_mp";
grenadeTypes[grenadeTypes.size] = "concussion_grenade_mp";
possibles = [];
for ( i = 0; i < grenadeTypes.size; i++ )
{
if ( !self hasWeapon( grenadeTypes[i] ) )
continue;
if ( !self getAmmoCount( grenadeTypes[i] ) )
continue;
possibles[possibles.size] = grenadeTypes[i];
}
return random( possibles );
}
/*
CoD4 meme
*/
getWinningTeam()
{
if ( maps\mp\gametypes\_globallogic::getGameScore( "allies" ) == maps\mp\gametypes\_globallogic::getGameScore( "axis" ) )
winner = "tie";
else if ( maps\mp\gametypes\_globallogic::getGameScore( "allies" ) > maps\mp\gametypes\_globallogic::getGameScore( "axis" ) )
winner = "allies";
else
winner = "axis";
return winner;
}
/*
Picks a random thing
*/
PickRandom( arr )
{
if ( !arr.size )
return undefined;
return arr[randomInt( arr.size )];
}
/*
CoD4
*/
getBaseWeaponName( weap )
{
return strtok( weap, "_" )[0];
}
/*
Returns if the given weapon is full auto.
*/
WeaponIsFullAuto( weap )
{
weaptoks = strtok( weap, "_" );
return isDefined( weaptoks[0] ) && isString( weaptoks[0] ) && isdefined( level.bots_fullautoguns[weaptoks[0]] );
}
/*
Returns what our eye height is.
*/
GetEyeHeight()
{
stance = self GetStance();
if ( self inLastStand() || stance == "prone" )
{
return 11;
}
if ( stance == "crouch" )
{
return 40;
}
return 60;
}
/*
Returns (iw4) eye pos.
*/
GetEyePos()
{
return self.origin + ( 0, 0, self GetEyeHeight() );
}
/*
helper
*/
waittill_either_return_( str1, str2 )
{
self endon( str1 );
self waittill( str2 );
return true;
}
/*
Returns which string gets notified first
*/
waittill_either_return( str1, str2 )
{
if ( !isDefined( self waittill_either_return_( str1, str2 ) ) )
return str1;
return str2;
}
/*
Waits until either of the nots.
*/
waittill_either( not, not1 )
{
self endon( not );
self waittill( not1 );
}
/*
iw5
*/
allowClassChoice()
{
return true;
}
/*
iw5
*/
allowTeamChoice()
{
return true;
}
/*
Taken from iw4 script
*/
waittill_any_timeout( timeOut, string1, string2, string3, string4, string5 )
{
if ( ( !isdefined( string1 ) || string1 != "death" ) &&
( !isdefined( string2 ) || string2 != "death" ) &&
( !isdefined( string3 ) || string3 != "death" ) &&
( !isdefined( string4 ) || string4 != "death" ) &&
( !isdefined( string5 ) || string5 != "death" ) )
self endon( "death" );
ent = spawnstruct();
if ( isdefined( string1 ) )
self thread waittill_string( string1, ent );
if ( isdefined( string2 ) )
self thread waittill_string( string2, ent );
if ( isdefined( string3 ) )
self thread waittill_string( string3, ent );
if ( isdefined( string4 ) )
self thread waittill_string( string4, ent );
if ( isdefined( string5 ) )
self thread waittill_string( string5, ent );
ent thread _timeout( timeOut );
ent waittill( "returned", msg );
ent notify( "die" );
return msg;
}
/*
Used for waittill_any_timeout
*/
_timeout( delay )
{
self endon( "die" );
wait( delay );
self notify( "returned", "timeout" );
}
/*
Returns if we have the create a class object unlocked.
*/
isItemUnlocked( what, lvl )
{
switch ( what )
{
case "ak47":
return true;
case "ak74u":
return ( lvl >= 28 );
case "barrett":
return ( lvl >= 49 );
case "dragunov":
return ( lvl >= 22 );
case "g3":
return ( lvl >= 25 );
case "g36c":
return ( lvl >= 37 );
case "m1014":
return ( lvl >= 31 );
case "m14":
return ( lvl >= 46 );
case "m16":
return true;
case "m21":
return ( lvl >= 7 );
case "m4":
return ( lvl >= 10 );
case "m40a3":
return true;
case "m60e4":
return ( lvl >= 19 );
case "mp44":
return ( lvl >= 52 );
case "mp5":
return true;
case "p90":
return ( lvl >= 40 );
case "rpd":
return true;
case "saw":
return true;
case "skorpion":
return true;
case "uzi":
return ( lvl >= 13 );
case "winchester1200":
return true;
case "remington700":
return ( lvl >= 34 );
case "beretta":
return true;
case "colt45":
return ( lvl >= 16 );
case "deserteagle":
return ( lvl >= 43 );
case "deserteaglegold":
return ( lvl >= 55 );
case "usp":
return true;
case "specialty_bulletdamage":
return true;
case "specialty_armorvest":
return true;
case "specialty_fastreload":
return ( lvl >= 20 );
case "specialty_rof":
return ( lvl >= 29 );
case "specialty_twoprimaries":
return ( lvl >= 38 );
case "specialty_gpsjammer":
return ( lvl >= 11 );
case "specialty_explosivedamage":
return true;
case "specialty_longersprint":
return true;
case "specialty_bulletaccuracy":
return true;
case "specialty_pistoldeath":
return ( lvl >= 8 );
case "specialty_grenadepulldeath":
return ( lvl >= 17 );
case "specialty_bulletpenetration":
return true;
case "specialty_holdbreath":
return ( lvl >= 26 );
case "specialty_quieter":
return ( lvl >= 44 );
case "specialty_parabolic":
return ( lvl >= 35 );
case "specialty_specialgrenade":
return true;
case "specialty_weapon_rpg":
return true;
case "specialty_weapon_claymore":
return ( lvl >= 23 );
case "specialty_fraggrenade":
return ( lvl >= 41 );
case "specialty_extraammo":
return ( lvl >= 32 );
case "specialty_detectexplosive":
return ( lvl >= 14 );
case "specialty_weapon_c4":
return true;
default:
return true;
}
}
/*
If the weapon is allowed to be dropped
*/
isWeaponDroppable( weap )
{
return ( maps\mp\gametypes\_weapons::mayDropWeapon( weap ) );
}
/*
Selects a random element from the array.
*/
Random( arr )
{
size = arr.size;
if ( !size )
return undefined;
return arr[randomInt( size )];
}
/*
Removes an item from the array.
*/
array_remove( ents, remover )
{
newents = [];
for ( i = 0; i < ents.size; i++ )
{
index = ents[i];
if ( index != remover )
newents[ newents.size ] = index;
}
return newents;
}
/*
Waits until not or tim.
*/
waittill_notify_or_timeout( not, tim )
{
self endon( not );
wait tim;
}
/*
Gets a player who is host
*/
GetHostPlayer()
{
for ( i = 0; i < level.players.size; i++ )
{
player = level.players[i];
if ( !player is_host() )
continue;
return player;
}
return undefined;
}
/*
Waits for a host player
*/
bot_wait_for_host()
{
host = undefined;
while ( !isDefined( level ) || !isDefined( level.players ) )
wait 0.05;
for ( i = getDvarFloat( "bots_main_waitForHostTime" ); i > 0; i -= 0.05 )
{
host = GetHostPlayer();
if ( isDefined( host ) )
break;
wait 0.05;
}
if ( !isDefined( host ) )
return;
for ( i = getDvarFloat( "bots_main_waitForHostTime" ); i > 0; i -= 0.05 )
{
if ( IsDefined( host.pers[ "team" ] ) )
break;
wait 0.05;
}
if ( !IsDefined( host.pers[ "team" ] ) )
return;
for ( i = getDvarFloat( "bots_main_waitForHostTime" ); i > 0; i -= 0.05 )
{
if ( host.pers[ "team" ] == "allies" || host.pers[ "team" ] == "axis" )
break;
wait 0.05;
}
}
/*
Pezbot's line sphere intersection.
http://paulbourke.net/geometry/circlesphere/raysphere.c
*/
RaySphereIntersect( start, end, spherePos, radius )
{
// check if the start or end points are in the sphere
r2 = radius * radius;
if ( DistanceSquared( start, spherePos ) < r2 )
return true;
if ( DistanceSquared( end, spherePos ) < r2 )
return true;
// check if the line made by start and end intersect the sphere
dp = end - start;
a = dp[0] * dp[0] + dp[1] * dp[1] + dp[2] * dp[2];
b = 2 * ( dp[0] * ( start[0] - spherePos[0] ) + dp[1] * ( start[1] - spherePos[1] ) + dp[2] * ( start[2] - spherePos[2] ) );
c = spherePos[0] * spherePos[0] + spherePos[1] * spherePos[1] + spherePos[2] * spherePos[2];
c += start[0] * start[0] + start[1] * start[1] + start[2] * start[2];
c -= 2.0 * ( spherePos[0] * start[0] + spherePos[1] * start[1] + spherePos[2] * start[2] );
c -= radius * radius;
bb4ac = b * b - 4.0 * a * c;
if ( abs( a ) < 0.0001 || bb4ac < 0 )
return false;
mu1 = ( 0 - b + sqrt( bb4ac ) ) / ( 2 * a );
//mu2 = (0-b - sqrt(bb4ac)) / (2 * a);
// intersection points of the sphere
ip1 = start + mu1 * dp;
//ip2 = start + mu2 * dp;
myDist = DistanceSquared( start, end );
// check if both intersection points far
if ( DistanceSquared( start, ip1 ) > myDist/* && DistanceSquared(start, ip2) > myDist*/ )
return false;
dpAngles = VectorToAngles( dp );
// check if the point is behind us
if ( getConeDot( ip1, start, dpAngles ) < 0/* || getConeDot(ip2, start, dpAngles) < 0*/ )
return false;
return true;
}
/*
Returns if a smoke grenade would intersect start to end line.
*/
SmokeTrace( start, end, rad )
{
for ( i = level.bots_smokeList.count - 1; i >= 0; i-- )
{
nade = level.bots_smokeList.data[i];
if ( nade.state != "smoking" )
continue;
if ( !RaySphereIntersect( start, end, nade.origin, rad ) )
continue;
return false;
}
return true;
}
/*
Returns the cone dot (like fov, or distance from the center of our screen). 1.0 = directly looking at, 0.0 = completely right angle, -1.0, completely 180
*/
getConeDot( to, from, dir )
{
dirToTarget = VectorNormalize( to - from );
forward = AnglesToForward( dir );
return vectordot( dirToTarget, forward );
}
/*
Returns the distance squared in a 2d space
*/
DistanceSquared2D( to, from )
{
to = ( to[0], to[1], 0 );
from = ( from[0], from[1], 0 );
return DistanceSquared( to, from );
}
/*
converts a string into a float
*/
float_old( num )
{
setdvar( "temp_dvar_bot_util", num );
return GetDvarFloat( "temp_dvar_bot_util" );
}
/*
Rounds to the nearest whole number.
*/
Round( x )
{
y = int( x );
if ( abs( x ) - abs( y ) > 0.5 )
{
if ( x < 0 )
return y - 1;
else
return y + 1;
}
else
return y;
}
/*
clamps angle between -180 and 180
*/
AngleClamp180( angle )
{
angleFrac = angle / 360.0;
angle = ( angleFrac - floor( angleFrac ) ) * 360.0;
if ( angle > 180.0 )
return angle - 360.0;
return angle;
}
/*
Clamps between value
*/
Clamp( a, minv, maxv )
{
return max( min( a, maxv ), minv );
}
/*
Matches a num to a char
*/
keyCodeToString( a )
{
b = "";
switch ( a )
{
case 0:
b = "a";
break;
case 1:
b = "b";
break;
case 2:
b = "c";
break;
case 3:
b = "d";
break;
case 4:
b = "e";
break;
case 5:
b = "f";
break;
case 6:
b = "g";
break;
case 7:
b = "h";
break;
case 8:
b = "i";
break;
case 9:
b = "j";
break;
case 10:
b = "k";
break;
case 11:
b = "l";
break;
case 12:
b = "m";
break;
case 13:
b = "n";
break;
case 14:
b = "o";
break;
case 15:
b = "p";
break;
case 16:
b = "q";
break;
case 17:
b = "r";
break;
case 18:
b = "s";
break;
case 19:
b = "t";
break;
case 20:
b = "u";
break;
case 21:
b = "v";
break;
case 22:
b = "w";
break;
case 23:
b = "x";
break;
case 24:
b = "y";
break;
case 25:
b = "z";
break;
case 26:
b = ".";
break;
case 27:
b = " ";
break;
}
return b;
}
/*
Creates indexers for the create a class objects.
*/
cac_init_patch()
{
// oldschool mode does not create these, we need those tho.
if ( !isDefined( level.tbl_weaponIDs ) )
{
level.tbl_weaponIDs = [];
for ( i = 0; i < 150; i++ )
{
reference_s = tableLookup( "mp/statsTable.csv", 0, i, 4 );
if ( reference_s != "" )
{
level.tbl_weaponIDs[i]["reference"] = reference_s;
level.tbl_weaponIDs[i]["group"] = tablelookup( "mp/statstable.csv", 0, i, 2 );
level.tbl_weaponIDs[i]["count"] = int( tablelookup( "mp/statstable.csv", 0, i, 5 ) );
level.tbl_weaponIDs[i]["attachment"] = tablelookup( "mp/statstable.csv", 0, i, 8 );
}
else
continue;
}
}
if ( !isDefined( level.tbl_WeaponAttachment ) )
{
level.tbl_WeaponAttachment = [];
for ( i = 0; i < 8; i++ )
{
level.tbl_WeaponAttachment[i]["bitmask"] = int( tableLookup( "mp/attachmentTable.csv", 9, i, 10 ) );
level.tbl_WeaponAttachment[i]["reference"] = tableLookup( "mp/attachmentTable.csv", 9, i, 4 );
}
}
if ( !isDefined( level.tbl_PerkData ) )
{
level.tbl_PerkData = [];
// generating perk data vars collected form statsTable.csv
for ( i = 150; i < 194; i++ )
{
reference_s = tableLookup( "mp/statsTable.csv", 0, i, 4 );
if ( reference_s != "" )
{
level.tbl_PerkData[i]["reference"] = reference_s;
level.tbl_PerkData[i]["reference_full"] = tableLookup( "mp/statsTable.csv", 0, i, 6 );
level.tbl_PerkData[i]["count"] = int( tableLookup( "mp/statsTable.csv", 0, i, 5 ) );
level.tbl_PerkData[i]["group"] = tableLookup( "mp/statsTable.csv", 0, i, 2 );
level.tbl_PerkData[i]["name"] = tableLookupIString( "mp/statsTable.csv", 0, i, 3 );
level.tbl_PerkData[i]["perk_num"] = tableLookup( "mp/statsTable.csv", 0, i, 8 );
}
else
continue;
}
}
level.perkReferenceToIndex = [];
level.weaponReferenceToIndex = [];
level.weaponAttachmentReferenceToIndex = [];
for ( i = 0; i < 150; i++ )
{
if ( !isDefined( level.tbl_weaponIDs[i] ) || !isDefined( level.tbl_weaponIDs[i]["reference"] ) )
continue;
level.weaponReferenceToIndex[level.tbl_weaponIDs[i]["reference"]] = i;
}
for ( i = 0; i < 8; i++ )
{
if ( !isDefined( level.tbl_WeaponAttachment[i] ) || !isDefined( level.tbl_WeaponAttachment[i]["reference"] ) )
continue;
level.weaponAttachmentReferenceToIndex[level.tbl_WeaponAttachment[i]["reference"]] = i;
}
for ( i = 150; i < 194; i++ )
{
if ( !isDefined( level.tbl_PerkData[i] ) || !isDefined( level.tbl_PerkData[i]["reference_full"] ) )
continue;
level.perkReferenceToIndex[ level.tbl_PerkData[i]["reference_full"] ] = i;
}
}
/*
Parse frontlines type waypoints
*/
FrontLinesWaypoints()
{
waypoints = [];
for ( i = 0;; i++ )
{
dvar_answer = getDvar( "flwp_" + i );
if ( dvar_answer == "" || dvar_answer == "eof" )
break;
toks = strtok( dvar_answer, "," );
waypoint = spawnStruct();
wp_num = int( toks[0] );
x = float_old( toks[1] );
y = float_old( toks[2] );
z = float_old( toks[3] );
waypoint.origin = ( x, y, z );
waypoint.type = toks[4];
waypoint.children = [];
num_children = int( toks[5] );
for ( h = 0; h < num_children; h++ )
{
waypoint.children[waypoint.children.size] = int( toks[6 + h] );
}
waypoints[wp_num] = waypoint;
}
return waypoints;
}
/*
Parses tokens into a waypoint obj
*/
parseTokensIntoWaypoint( tokens )
{
waypoint = spawnStruct();
orgStr = tokens[0];
orgToks = strtok( orgStr, " " );
waypoint.origin = ( float_old( orgToks[0] ), float_old( orgToks[1] ), float_old( orgToks[2] ) );
childStr = tokens[1];
childToks = strtok( childStr, " " );
waypoint.children = [];
for ( j = 0; j < childToks.size; j++ )
waypoint.children[j] = int( childToks[j] );
type = tokens[2];
waypoint.type = type;
anglesStr = tokens[3];
if ( isDefined( anglesStr ) && anglesStr != "" )
{
anglesToks = strtok( anglesStr, " " );
if ( anglesToks.size >= 3 )
waypoint.angles = ( float_old( anglesToks[0] ), float_old( anglesToks[1] ), float_old( anglesToks[2] ) );
}
return waypoint;
}
/*
Returns a bot's name to be used. Reads from botnames.txt
*/
getABotName()
{
if ( !isDefined( level.bot_names ) )
{
level.bot_names = [];
if ( getDvar( "temp_dvar_bot_name_cursor" ) == "" )
setDvar( "temp_dvar_bot_name_cursor", 0 );
filename = "botnames.txt";
if ( BotBuiltinFileExists( filename ) )
{
f = BotBuiltinFileOpen( filename, "read" );
if ( f > 0 )
{
for ( line = BotBuiltinReadLine( f ); isDefined( line ); line = BotBuiltinReadLine( f ) )
{
level.bot_names[level.bot_names.size] = line;
}
BotBuiltinFileClose( f );
}
}
}
if ( !level.bot_names.size )
return undefined;
cur = getDvarInt( "temp_dvar_bot_name_cursor" );
name = level.bot_names[cur % level.bot_names.size];
setDvar( "temp_dvar_bot_name_cursor", cur + 1 );
return name;
}
/*
Read from file a csv, and returns an array of waypoints
*/
readWpsFromFile( mapname )
{
waypoints = [];
filename = "waypoints/" + mapname + "_wp.csv";
if ( !BotBuiltinFileExists( filename ) )
return waypoints;
f = BotBuiltinFileOpen( filename, "read" );
if ( f < 1 )
return waypoints;
BotBuiltinPrintConsole( "Attempting to read waypoints from " + filename );
line = BotBuiltinReadLine( f );
if ( isDefined( line ) )
{
waypointCount = int( line );
for ( i = 1; i <= waypointCount; i++ )
{
line = BotBuiltinReadLine( f );
if ( !isDefined( line ) )
break;
tokens = strtok( line, "," );
waypoint = parseTokensIntoWaypoint( tokens );
waypoints[i - 1] = waypoint;
}
}
BotBuiltinFileClose( f );
return waypoints;
}
/*
Loads the waypoints. Populating everything needed for the waypoints.
*/
load_waypoints()
{
mapname = getDvar( "mapname" );
level.waypointCount = 0;
level.waypointUsage = [];
level.waypointUsage["allies"] = [];
level.waypointUsage["axis"] = [];
if ( !isDefined( level.waypoints ) )
level.waypoints = [];
wps = readWpsFromFile( mapname );
if ( wps.size )
{
level.waypoints = wps;
BotBuiltinPrintConsole( "Loaded " + wps.size + " waypoints from file." );
}
else
{
switch ( mapname )
{
default:
maps\mp\bots\waypoints\_custom_map::main( mapname );
break;
}
if ( level.waypoints.size )
BotBuiltinPrintConsole( "Loaded " + level.waypoints.size + " waypoints from script." );
}
if ( !level.waypoints.size )
{
level.waypoints = FrontLinesWaypoints();
if ( level.waypoints.size )
BotBuiltinPrintConsole( "Loaded " + level.waypoints.size + " waypoints from frontlines." );
}
if ( !level.waypoints.size )
{
BotBuiltinPrintConsole( "No waypoints loaded!" );
}
level.waypointCount = level.waypoints.size;
for ( i = 0; i < level.waypointCount; i++ )
{
if ( !isDefined( level.waypoints[i].children ) || !isDefined( level.waypoints[i].children.size ) )
level.waypoints[i].children = [];
if ( !isDefined( level.waypoints[i].origin ) )
level.waypoints[i].origin = ( 0, 0, 0 );
if ( !isDefined( level.waypoints[i].type ) )
level.waypoints[i].type = "crouch";
level.waypoints[i].childCount = undefined;
}
}
/*
Is bot near any of the given waypoints
*/
nearAnyOfWaypoints( dist, waypoints )
{
dist *= dist;
for ( i = 0; i < waypoints.size; i++ )
{
waypoint = level.waypoints[waypoints[i]];
if ( DistanceSquared( waypoint.origin, self.origin ) > dist )
continue;
return true;
}
return false;
}
/*
Returns the waypoints that are near
*/
waypointsNear( waypoints, dist )
{
dist *= dist;
answer = [];
for ( i = 0; i < waypoints.size; i++ )
{
wp = level.waypoints[waypoints[i]];
if ( DistanceSquared( wp.origin, self.origin ) > dist )
continue;
answer[answer.size] = waypoints[i];
}
return answer;
}
/*
Returns nearest waypoint of waypoints
*/
getNearestWaypointOfWaypoints( waypoints )
{
answer = undefined;
closestDist = 2147483647;
for ( i = 0; i < waypoints.size; i++ )
{
waypoint = level.waypoints[waypoints[i]];
thisDist = DistanceSquared( self.origin, waypoint.origin );
if ( isDefined( answer ) && thisDist > closestDist )
continue;
answer = waypoints[i];
closestDist = thisDist;
}
return answer;
}
/*
Returns all waypoints of type
*/
getWaypointsOfType( type )
{
answer = [];
for ( i = 0; i < level.waypointCount; i++ )
{
wp = level.waypoints[i];
if ( type == "camp" )
{
if ( wp.type != "crouch" )
continue;
if ( wp.children.size != 1 )
continue;
}
else if ( type != wp.type )
continue;
answer[answer.size] = i;
}
return answer;
}
/*
Returns the waypoint for index
*/
getWaypointForIndex( i )
{
if ( !isDefined( i ) )
return undefined;
return level.waypoints[i];
}
/*
Returns a good amount of players.
*/
getGoodMapAmount()
{
switch ( getDvar( "mapname" ) )
{
case "mp_crash":
case "mp_crash_snow":
case "mp_countdown":
case "mp_carentan":
case "mp_creek":
case "mp_broadcast":
case "mp_cargoship":
case "mp_pipeline":
case "mp_overgrown":
case "mp_strike":
case "mp_farm":
case "mp_crossfire":
case "mp_backlot":
case "mp_convoy":
case "mp_bloc":
if ( level.teamBased )
return 14;
else
return 9;
case "mp_vacant":
case "mp_showdown":
case "mp_citystreets":
case "mp_bog":
if ( level.teamBased )
return 12;
else
return 8;
case "mp_killhouse":
case "mp_shipment":
if ( level.teamBased )
return 8;
else
return 4;
}
return 2;
}
/*
Returns the friendly user name for a given map's codename
*/
getMapName( map )
{
switch ( map )
{
case "mp_convoy":
return "Ambush";
case "mp_backlot":
return "Backlot";
case "mp_bloc":
return "Bloc";
case "mp_bog":
return "Bog";
case "mp_countdown":
return "Countdown";
case "mp_crash":
return "Crash";
case "mp_crash_snow":
return "Winter Crash";
case "mp_crossfire":
return "Crossfire";
case "mp_citystreets":
return "District";
case "mp_farm":
return "Downpour";
case "mp_overgrown":
return "Overgrown";
case "mp_pipeline":
return "Pipeline";
case "mp_shipment":
return "Shipment";
case "mp_showdown":
return "Showdown";
case "mp_strike":
return "Strike";
case "mp_vacant":
return "Vacant";
case "mp_cargoship":
return "Wetwork";
case "mp_broadcast":
return "Broadcast";
case "mp_creek":
return "Creek";
case "mp_carentan":
return "Chinatown";
case "mp_killhouse":
return "Killhouse";
}
return map;
}
/*
Does the extra check when adding bots
*/
doExtraCheck()
{
maps\mp\bots\_bot_internal::checkTheBots();
}
/*
Returns an array of all the bots in the game.
*/
getBotArray()
{
result = [];
playercount = level.players.size;
for ( i = 0; i < playercount; i++ )
{
player = level.players[i];
if ( !player is_bot() )
continue;
result[result.size] = player;
}
return result;
}
/*
We return a balanced KDTree from the waypoints.
*/
WaypointsToKDTree()
{
kdTree = KDTree();
kdTree _WaypointsToKDTree( level.waypoints, 0 );
return kdTree;
}
/*
Recurive function. We construct a balanced KD tree by sorting the waypoints using heap sort.
*/
_WaypointsToKDTree( waypoints, dem )
{
if ( !waypoints.size )
return;
callbacksort = undefined;
switch ( dem )
{
case 0:
callbacksort = ::HeapSortCoordX;
break;
case 1:
callbacksort = ::HeapSortCoordY;
break;
case 2:
callbacksort = ::HeapSortCoordZ;
break;
}
heap = NewHeap( callbacksort );
for ( i = 0; i < waypoints.size; i++ )
{
heap HeapInsert( waypoints[i] );
}
sorted = [];
while ( heap.data.size )
{
sorted[sorted.size] = heap.data[0];
heap HeapRemove();
}
median = int( sorted.size / 2 ); //use divide and conq
left = [];
right = [];
for ( i = 0; i < sorted.size; i++ )
if ( i < median )
right[right.size] = sorted[i];
else if ( i > median )
left[left.size] = sorted[i];
self KDTreeInsert( sorted[median] );
_WaypointsToKDTree( left, ( dem + 1 ) % 3 );
_WaypointsToKDTree( right, ( dem + 1 ) % 3 );
}
/*
Returns a new list.
*/
List()
{
list = spawnStruct();
list.count = 0;
list.data = [];
return list;
}
/*
Adds a new thing to the list.
*/
ListAdd( thing )
{
self.data[self.count] = thing;
self.count++;
}
/*
Adds to the start of the list.
*/
ListAddFirst( thing )
{
for ( i = self.count - 1; i >= 0; i-- )
{
self.data[i + 1] = self.data[i];
}
self.data[0] = thing;
self.count++;
}
/*
Removes the thing from the list.
*/
ListRemove( thing )
{
for ( i = 0; i < self.count; i++ )
{
if ( self.data[i] == thing )
{
while ( i < self.count - 1 )
{
self.data[i] = self.data[i + 1];
i++;
}
self.data[i] = undefined;
self.count--;
break;
}
}
}
/*
Returns a new KDTree.
*/
KDTree()
{
kdTree = spawnStruct();
kdTree.root = undefined;
kdTree.count = 0;
return kdTree;
}
/*
Called on a KDTree. Will insert the object into the KDTree.
*/
KDTreeInsert( data ) //as long as what you insert has a .origin attru, it will work.
{
self.root = self _KDTreeInsert( self.root, data, 0, -2147483647, -2147483647, -2147483647, 2147483647, 2147483647, 2147483647 );
}
/*
Recurive function that insert the object into the KDTree.
*/
_KDTreeInsert( node, data, dem, x0, y0, z0, x1, y1, z1 )
{
if ( !isDefined( node ) )
{
r = spawnStruct();
r.data = data;
r.left = undefined;
r.right = undefined;
r.x0 = x0;
r.x1 = x1;
r.y0 = y0;
r.y1 = y1;
r.z0 = z0;
r.z1 = z1;
self.count++;
return r;
}
switch ( dem )
{
case 0:
if ( data.origin[0] < node.data.origin[0] )
node.left = self _KDTreeInsert( node.left, data, 1, x0, y0, z0, node.data.origin[0], y1, z1 );
else
node.right = self _KDTreeInsert( node.right, data, 1, node.data.origin[0], y0, z0, x1, y1, z1 );
break;
case 1:
if ( data.origin[1] < node.data.origin[1] )
node.left = self _KDTreeInsert( node.left, data, 2, x0, y0, z0, x1, node.data.origin[1], z1 );
else
node.right = self _KDTreeInsert( node.right, data, 2, x0, node.data.origin[1], z0, x1, y1, z1 );
break;
case 2:
if ( data.origin[2] < node.data.origin[2] )
node.left = self _KDTreeInsert( node.left, data, 0, x0, y0, z0, x1, y1, node.data.origin[2] );
else
node.right = self _KDTreeInsert( node.right, data, 0, x0, y0, node.data.origin[2], x1, y1, z1 );
break;
}
return node;
}
/*
Called on a KDTree, will return the nearest object to the given origin.
*/
KDTreeNearest( origin )
{
if ( !isDefined( self.root ) )
return undefined;
return self _KDTreeNearest( self.root, origin, self.root.data, DistanceSquared( self.root.data.origin, origin ), 0 );
}
/*
Recurive function that will retrieve the closest object to the query.
*/
_KDTreeNearest( node, point, closest, closestdist, dem )
{
if ( !isDefined( node ) )
{
return closest;
}
thisDis = DistanceSquared( node.data.origin, point );
if ( thisDis < closestdist )
{
closestdist = thisDis;
closest = node.data;
}
if ( node RectDistanceSquared( point ) < closestdist )
{
near = node.left;
far = node.right;
if ( point[dem] > node.data.origin[dem] )
{
near = node.right;
far = node.left;
}
closest = self _KDTreeNearest( near, point, closest, closestdist, ( dem + 1 ) % 3 );
closest = self _KDTreeNearest( far, point, closest, DistanceSquared( closest.origin, point ), ( dem + 1 ) % 3 );
}
return closest;
}
/*
Called on a rectangle, returns the distance from origin to the rectangle.
*/
RectDistanceSquared( origin )
{
dx = 0;
dy = 0;
dz = 0;
if ( origin[0] < self.x0 )
dx = origin[0] - self.x0;
else if ( origin[0] > self.x1 )
dx = origin[0] - self.x1;
if ( origin[1] < self.y0 )
dy = origin[1] - self.y0;
else if ( origin[1] > self.y1 )
dy = origin[1] - self.y1;
if ( origin[2] < self.z0 )
dz = origin[2] - self.z0;
else if ( origin[2] > self.z1 )
dz = origin[2] - self.z1;
return dx * dx + dy * dy + dz * dz;
}
/*
A heap invarient comparitor, used for objects, objects with a higher X coord will be first in the heap.
*/
HeapSortCoordX( item, item2 )
{
return item.origin[0] > item2.origin[0];
}
/*
A heap invarient comparitor, used for objects, objects with a higher Y coord will be first in the heap.
*/
HeapSortCoordY( item, item2 )
{
return item.origin[1] > item2.origin[1];
}
/*
A heap invarient comparitor, used for objects, objects with a higher Z coord will be first in the heap.
*/
HeapSortCoordZ( item, item2 )
{
return item.origin[2] > item2.origin[2];
}
/*
A heap invarient comparitor, used for numbers, numbers with the highest number will be first in the heap.
*/
Heap( item, item2 )
{
return item > item2;
}
/*
A heap invarient comparitor, used for numbers, numbers with the lowest number will be first in the heap.
*/
ReverseHeap( item, item2 )
{
return item < item2;
}
/*
A heap invarient comparitor, used for traces. Wanting the trace with the largest length first in the heap.
*/
HeapTraceFraction( item, item2 )
{
return item["fraction"] > item2["fraction"];
}
/*
Returns a new heap.
*/
NewHeap( compare )
{
heap_node = spawnStruct();
heap_node.data = [];
heap_node.compare = compare;
return heap_node;
}
/*
Inserts the item into the heap. Called on a heap.
*/
HeapInsert( item )
{
insert = self.data.size;
self.data[insert] = item;
current = insert + 1;
while ( current > 1 )
{
last = current;
current = int( current / 2 );
if ( ![[self.compare]]( item, self.data[current - 1] ) )
break;
self.data[last - 1] = self.data[current - 1];
self.data[current - 1] = item;
}
}
/*
Helper function to determine what is the next child of the bst.
*/
_HeapNextChild( node, hsize )
{
left = node * 2;
right = left + 1;
if ( left > hsize )
return -1;
if ( right > hsize )
return left;
if ( [[self.compare]]( self.data[left - 1], self.data[right - 1] ) )
return left;
else
return right;
}
/*
Removes an item from the heap. Called on a heap.
*/
HeapRemove()
{
remove = self.data.size;
if ( !remove )
return remove;
move = self.data[remove - 1];
self.data[0] = move;
self.data[remove - 1] = undefined;
remove--;
if ( !remove )
return remove;
last = 1;
next = self _HeapNextChild( 1, remove );
while ( next != -1 )
{
if ( [[self.compare]]( move, self.data[next - 1] ) )
break;
self.data[last - 1] = self.data[next - 1];
self.data[next - 1] = move;
last = next;
next = self _HeapNextChild( next, remove );
}
return remove;
}
/*
A heap invarient comparitor, used for the astar's nodes, wanting the node with the lowest f to be first in the heap.
*/
ReverseHeapAStar( item, item2 )
{
return item.f < item2.f;
}
/*
Removes the waypoint usage
*/
RemoveWaypointUsage( wp, team )
{
if ( !isDefined( level.waypointUsage ) )
return;
if ( !isDefined( level.waypointUsage[team][wp + ""] ) )
return;
level.waypointUsage[team][wp + ""]--;
if ( level.waypointUsage[team][wp + ""] <= 0 )
level.waypointUsage[team][wp + ""] = undefined;
}
/*
Will linearly search for the nearest waypoint to pos that has a direct line of sight.
*/
GetNearestWaypointWithSight( pos )
{
candidate = undefined;
dist = 2147483647;
for ( i = 0; i < level.waypointCount; i++ )
{
if ( !bulletTracePassed( pos + ( 0, 0, 15 ), level.waypoints[i].origin + ( 0, 0, 15 ), false, undefined ) )
continue;
curdis = DistanceSquared( level.waypoints[i].origin, pos );
if ( curdis > dist )
continue;
dist = curdis;
candidate = i;
}
return candidate;
}
/*
Will linearly search for the nearest waypoint
*/
GetNearestWaypoint( pos )
{
candidate = undefined;
dist = 2147483647;
for ( i = 0; i < level.waypointCount; i++ )
{
curdis = DistanceSquared( level.waypoints[i].origin, pos );
if ( curdis > dist )
continue;
dist = curdis;
candidate = i;
}
return candidate;
}
/*
Modified Pezbot astar search.
This makes use of sets for quick look up and a heap for a priority queue instead of simple lists which require to linearly search for elements everytime.
It is also modified to make paths with bots already on more expensive and will try a less congested path first. Thus spliting up the bots onto more paths instead of just one (the smallest).
*/
AStarSearch( start, goal, team, greedy_path )
{
open = NewHeap( ::ReverseHeapAStar ); //heap
openset = [];//set for quick lookup
closed = [];//set for quick lookup
startWp = getNearestWaypoint( start );
if ( !isDefined( startWp ) )
return [];
_startwp = undefined;
if ( !bulletTracePassed( start + ( 0, 0, 15 ), level.waypoints[startWp].origin + ( 0, 0, 15 ), false, undefined ) )
_startwp = GetNearestWaypointWithSight( start );
if ( isDefined( _startwp ) )
startWp = _startwp;
goalWp = getNearestWaypoint( goal );
if ( !isDefined( goalWp ) )
return [];
_goalWp = undefined;
if ( !bulletTracePassed( goal + ( 0, 0, 15 ), level.waypoints[goalWp].origin + ( 0, 0, 15 ), false, undefined ) )
_goalwp = GetNearestWaypointWithSight( goal );
if ( isDefined( _goalwp ) )
goalWp = _goalwp;
node = spawnStruct();
node.g = 0; //path dist so far
node.h = DistanceSquared( level.waypoints[startWp].origin, level.waypoints[goalWp].origin ); //herustic, distance to goal for path finding
node.f = node.h + node.g; // combine path dist and heru, use reverse heap to sort the priority queue by this attru
node.index = startWp;
node.parent = undefined; //we are start, so we have no parent
//push node onto queue
openset[node.index + ""] = node;
open HeapInsert( node );
//while the queue is not empty
while ( open.data.size )
{
//pop bestnode from queue
bestNode = open.data[0];
open HeapRemove();
openset[bestNode.index + ""] = undefined;
wp = level.waypoints[bestNode.index];
//check if we made it to the goal
if ( bestNode.index == goalWp )
{
path = [];
while ( isDefined( bestNode ) )
{
if ( isdefined( team ) && isDefined( level.waypointUsage ) )
{
if ( !isDefined( level.waypointUsage[team][bestNode.index + ""] ) )
level.waypointUsage[team][bestNode.index + ""] = 0;
level.waypointUsage[team][bestNode.index + ""]++;
}
//construct path
path[path.size] = bestNode.index;
bestNode = bestNode.parent;
}
return path;
}
//for each child of bestnode
for ( i = wp.children.size - 1; i >= 0; i-- )
{
child = wp.children[i];
childWp = level.waypoints[child];
penalty = 1;
if ( !greedy_path && isdefined( team ) && isDefined( level.waypointUsage ) )
{
temppen = 1;
if ( isDefined( level.waypointUsage[team][child + ""] ) )
temppen = level.waypointUsage[team][child + ""]; //consider how many bots are taking this path
if ( temppen > 1 )
penalty = temppen;
}
// have certain types of nodes more expensive
if ( childWp.type == "climb" || childWp.type == "prone" )
penalty += 4;
//calc the total path we have took
newg = bestNode.g + DistanceSquared( wp.origin, childWp.origin ) * penalty; //bots on same team's path are more expensive
//check if this child is in open or close with a g value less than newg
inopen = isDefined( openset[child + ""] );
if ( inopen && openset[child + ""].g <= newg )
continue;
inclosed = isDefined( closed[child + ""] );
if ( inclosed && closed[child + ""].g <= newg )
continue;
node = undefined;
if ( inopen )
node = openset[child + ""];
else if ( inclosed )
node = closed[child + ""];
else
node = spawnStruct();
node.parent = bestNode;
node.g = newg;
node.h = DistanceSquared( childWp.origin, level.waypoints[goalWp].origin );
node.f = node.g + node.h;
node.index = child;
//check if in closed, remove it
if ( inclosed )
closed[child + ""] = undefined;
//check if not in open, add it
if ( !inopen )
{
open HeapInsert( node );
openset[child + ""] = node;
}
}
//done with children, push onto closed
closed[bestNode.index + ""] = bestNode;
}
return [];
}
/*
Returns the natural log of x using harmonic series.
*/
Log( x )
{
/* if (!isDefined(level.log_cache))
level.log_cache = [];
key = x + "";
if (isDefined(level.log_cache[key]))
return level.log_cache[key];*/
//thanks Bob__ at stackoverflow
old_sum = 0.0;
xmlxpl = ( x - 1 ) / ( x + 1 );
xmlxpl_2 = xmlxpl * xmlxpl;
denom = 1.0;
frac = xmlxpl;
sum = frac;
while ( sum != old_sum )
{
old_sum = sum;
denom += 2.0;
frac *= xmlxpl_2;
sum += frac / denom;
}
answer = 2.0 * sum;
//level.log_cache[key] = answer;
return answer;
}
/*
Taken from t5 gsc.
*/
array_combine( array1, array2 )
{
if ( !array1.size )
{
return array2;
}
array3 = [];
keys = GetArrayKeys( array1 );
for ( i = 0; i < keys.size; i++ )
{
key = keys[ i ];
array3[ array3.size ] = array1[ key ];
}
keys = GetArrayKeys( array2 );
for ( i = 0; i < keys.size; i++ )
{
key = keys[ i ];
array3[ array3.size ] = array2[ key ];
}
return array3;
}
/*
Taken from t5 gsc.
Returns an array of number's average.
*/
array_average( array )
{
assert( IsArray( array ) );
assert( array.size > 0 );
total = 0;
for ( i = 0; i < array.size; i++ )
{
total += array[i];
}
return ( total / array.size );
}
/*
Taken from t5 gsc.
Returns an array of number's standard deviation.
*/
array_std_deviation( array, mean )
{
assert( IsArray( array ) );
assert( array.size > 0 );
tmp = [];
for ( i = 0; i < array.size; i++ )
{
tmp[i] = ( array[i] - mean ) * ( array[i] - mean );
}
total = 0;
for ( i = 0; i < tmp.size; i++ )
{
total = total + tmp[i];
}
return Sqrt( total / array.size );
}
/*
Taken from t5 gsc.
Will produce a random number between lower_bound and upper_bound but with a bell curve distribution (more likely to be close to the mean).
*/
random_normal_distribution( mean, std_deviation, lower_bound, upper_bound )
{
x1 = 0;
x2 = 0;
w = 1;
y1 = 0;
while ( w >= 1 )
{
x1 = 2 * RandomFloatRange( 0, 1 ) - 1;
x2 = 2 * RandomFloatRange( 0, 1 ) - 1;
w = x1 * x1 + x2 * x2;
}
w = Sqrt( ( -2.0 * Log( w ) ) / w );
y1 = x1 * w;
number = mean + y1 * std_deviation;
if ( IsDefined( lower_bound ) && number < lower_bound )
{
number = lower_bound;
}
if ( IsDefined( upper_bound ) && number > upper_bound )
{
number = upper_bound;
}
return ( number );
}
/*
We patch the bomb planted for sd so we have access to defuseObject.
*/
onUsePlantObjectFix( player )
{
// planted the bomb
if ( !self maps\mp\gametypes\_gameobjects::isFriendlyTeam( player.pers["team"] ) )
{
level thread bombPlantedFix( self, player );
player logString( "bomb planted: " + self.label );
// disable all bomb zones except this one
for ( index = 0; index < level.bombZones.size; index++ )
{
if ( level.bombZones[index] == self )
continue;
level.bombZones[index] maps\mp\gametypes\_gameobjects::disableObject();
}
player playSound( "mp_bomb_plant" );
player notify ( "bomb_planted" );
if ( !level.hardcoreMode )
iPrintLn( &"MP_EXPLOSIVES_PLANTED_BY", player );
maps\mp\gametypes\_globallogic::leaderDialog( "bomb_planted" );
maps\mp\gametypes\_globallogic::givePlayerScore( "plant", player );
player thread [[level.onXPEvent]]( "plant" );
}
}
/*
We patch the bomb planted for sd so we have access to defuseObject.
*/
bombPlantedFix( destroyedObj, player )
{
maps\mp\gametypes\_globallogic::pauseTimer();
level.bombPlanted = true;
destroyedObj.visuals[0] thread maps\mp\gametypes\_globallogic::playTickingSound();
level.tickingObject = destroyedObj.visuals[0];
level.timeLimitOverride = true;
setGameEndTime( int( gettime() + ( level.bombTimer * 1000 ) ) );
setDvar( "ui_bomb_timer", 1 );
if ( !level.multiBomb )
{
level.sdBomb maps\mp\gametypes\_gameobjects::allowCarry( "none" );
level.sdBomb maps\mp\gametypes\_gameobjects::setVisibleTeam( "none" );
level.sdBomb maps\mp\gametypes\_gameobjects::setDropped();
level.sdBombModel = level.sdBomb.visuals[0];
}
else
{
for ( index = 0; index < level.players.size; index++ )
{
if ( isDefined( level.players[index].carryIcon ) )
level.players[index].carryIcon destroyElem();
}
trace = bulletTrace( player.origin + ( 0, 0, 20 ), player.origin - ( 0, 0, 2000 ), false, player );
tempAngle = randomfloat( 360 );
forward = ( cos( tempAngle ), sin( tempAngle ), 0 );
forward = vectornormalize( forward - vector_scale( trace["normal"], vectordot( forward, trace["normal"] ) ) );
dropAngles = vectortoangles( forward );
level.sdBombModel = spawn( "script_model", trace["position"] );
level.sdBombModel.angles = dropAngles;
level.sdBombModel setModel( "prop_suitcase_bomb" );
}
destroyedObj maps\mp\gametypes\_gameobjects::allowUse( "none" );
destroyedObj maps\mp\gametypes\_gameobjects::setVisibleTeam( "none" );
/*
destroyedObj maps\mp\gametypes\_gameobjects::set2DIcon( "friendly", undefined );
destroyedObj maps\mp\gametypes\_gameobjects::set2DIcon( "enemy", undefined );
destroyedObj maps\mp\gametypes\_gameobjects::set3DIcon( "friendly", undefined );
destroyedObj maps\mp\gametypes\_gameobjects::set3DIcon( "enemy", undefined );
*/
label = destroyedObj maps\mp\gametypes\_gameobjects::getLabel();
// create a new object to defuse with.
trigger = destroyedObj.bombDefuseTrig;
trigger.origin = level.sdBombModel.origin;
visuals = [];
defuseObject = maps\mp\gametypes\_gameobjects::createUseObject( game["defenders"], trigger, visuals, ( 0, 0, 32 ) );
defuseObject maps\mp\gametypes\_gameobjects::allowUse( "friendly" );
defuseObject maps\mp\gametypes\_gameobjects::setUseTime( level.defuseTime );
defuseObject maps\mp\gametypes\_gameobjects::setUseText( &"MP_DEFUSING_EXPLOSIVE" );
defuseObject maps\mp\gametypes\_gameobjects::setUseHintText( &"PLATFORM_HOLD_TO_DEFUSE_EXPLOSIVES" );
defuseObject maps\mp\gametypes\_gameobjects::setVisibleTeam( "any" );
defuseObject maps\mp\gametypes\_gameobjects::set2DIcon( "friendly", "compass_waypoint_defuse" + label );
defuseObject maps\mp\gametypes\_gameobjects::set2DIcon( "enemy", "compass_waypoint_defend" + label );
defuseObject maps\mp\gametypes\_gameobjects::set3DIcon( "friendly", "waypoint_defuse" + label );
defuseObject maps\mp\gametypes\_gameobjects::set3DIcon( "enemy", "waypoint_defend" + label );
defuseObject.label = label;
defuseObject.onBeginUse = maps\mp\gametypes\sd::onBeginUse;
defuseObject.onEndUse = maps\mp\gametypes\sd::onEndUse;
defuseObject.onUse = maps\mp\gametypes\sd::onUseDefuseObject;
defuseObject.useWeapon = "briefcase_bomb_defuse_mp";
level.defuseObject = defuseObject;
maps\mp\gametypes\sd::BombTimerWait();
setDvar( "ui_bomb_timer", 0 );
destroyedObj.visuals[0] maps\mp\gametypes\_globallogic::stopTickingSound();
if ( level.gameEnded || level.bombDefused )
return;
level.bombExploded = true;
explosionOrigin = level.sdBombModel.origin;
level.sdBombModel hide();
if ( isdefined( player ) )
destroyedObj.visuals[0] radiusDamage( explosionOrigin, 512, 200, 20, player );
else
destroyedObj.visuals[0] radiusDamage( explosionOrigin, 512, 200, 20 );
rot = randomfloat( 360 );
explosionEffect = spawnFx( level._effect["bombexplosion"], explosionOrigin + ( 0, 0, 50 ), ( 0, 0, 1 ), ( cos( rot ), sin( rot ), 0 ) );
triggerFx( explosionEffect );
thread maps\mp\gametypes\sd::playSoundinSpace( "exp_suitcase_bomb_main", explosionOrigin );
if ( isDefined( destroyedObj.exploderIndex ) )
exploder( destroyedObj.exploderIndex );
for ( index = 0; index < level.bombZones.size; index++ )
level.bombZones[index] maps\mp\gametypes\_gameobjects::disableObject();
defuseObject maps\mp\gametypes\_gameobjects::disableObject();
setGameEndTime( 0 );
wait 3;
maps\mp\gametypes\sd::sd_endGame( game["attackers"], game["strings"]["target_destroyed"] );
}