mirror of
https://github.com/ineedbots/iw3_bot_warfare.git
synced 2025-04-22 10:15:44 +00:00
3253 lines
60 KiB
Plaintext
3253 lines
60 KiB
Plaintext
#include common_scripts\utility;
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#include maps\mp\_utility;
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#include maps\mp\gametypes\_hud_util;
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/*
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Waits for the built-ins to be defined
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*/
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wait_for_builtins()
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{
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for ( i = 0; i < 20; i++ )
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{
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if ( isdefined( level.bot_builtins ) )
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{
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return true;
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}
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if ( i < 18 )
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{
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waittillframeend;
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}
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else
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{
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wait 0.05;
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}
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}
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return false;
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}
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/*
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Prints to console without dev script on
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*/
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BotBuiltinPrintConsole( s )
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{
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if ( isdefined( level.bot_builtins ) && isdefined( level.bot_builtins[ "printconsole" ] ) )
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{
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[[ level.bot_builtins[ "printconsole" ] ]]( s );
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}
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}
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/*
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Writes to the file, mode can be "append" or "write"
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*/
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BotBuiltinFileWrite( file, contents, mode )
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{
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if ( isdefined( level.bot_builtins ) && isdefined( level.bot_builtins[ "filewrite" ] ) )
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{
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[[ level.bot_builtins[ "filewrite" ] ]]( file, contents, mode );
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}
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}
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/*
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Returns the whole file as a string
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*/
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BotBuiltinFileRead( file )
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{
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if ( isdefined( level.bot_builtins ) && isdefined( level.bot_builtins[ "fileread" ] ) )
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{
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return [[ level.bot_builtins[ "fileread" ] ]]( file );
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}
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return undefined;
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}
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/*
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Test if a file exists
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*/
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BotBuiltinFileExists( file )
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{
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if ( isdefined( level.bot_builtins ) && isdefined( level.bot_builtins[ "fileexists" ] ) )
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{
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return [[ level.bot_builtins[ "fileexists" ] ]]( file );
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}
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return false;
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}
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/*
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Bot action, does a bot action
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<client> botaction(<action string (+ or - then action like frag or smoke)>)
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*/
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BotBuiltinBotAction( action )
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{
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if ( isdefined( level.bot_builtins ) && isdefined( level.bot_builtins[ "botaction" ] ) )
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{
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self [[ level.bot_builtins[ "botaction" ] ]]( action );
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}
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}
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/*
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Clears the bot from movement and actions
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<client> botstop()
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*/
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BotBuiltinBotStop()
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{
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if ( isdefined( level.bot_builtins ) && isdefined( level.bot_builtins[ "botstop" ] ) )
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{
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self [[ level.bot_builtins[ "botstop" ] ]]();
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}
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}
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/*
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Sets the bot's movement
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<client> botmovement(<int forward>, <int right>)
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*/
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BotBuiltinBotMovement( forward, right )
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{
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if ( isdefined( level.bot_builtins ) && isdefined( level.bot_builtins[ "botmovement" ] ) )
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{
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self [[ level.bot_builtins[ "botmovement" ] ]]( forward, right );
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}
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}
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/*
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Cod4x built-in
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*/
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BotBuiltinBotMoveTo( where )
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{
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if ( isdefined( level.bot_builtins ) && isdefined( level.bot_builtins[ "botmoveto" ] ) )
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{
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self [[ level.bot_builtins[ "botmoveto" ] ]]( where );
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}
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}
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/*
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Sets melee params
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*/
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BotBuiltinBotMeleeParams( yaw, dist )
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{
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if ( isdefined( level.bot_builtins ) && isdefined( level.bot_builtins[ "botmeleeparams" ] ) )
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{
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self [[ level.bot_builtins[ "botmeleeparams" ] ]]( yaw, dist );
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}
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}
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/*
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Test if is a bot
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*/
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BotBuiltinIsBot()
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{
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if ( isdefined( level.bot_builtins ) && isdefined( level.bot_builtins[ "isbot" ] ) )
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{
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return self [[ level.bot_builtins[ "isbot" ] ]]();
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}
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return false;
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}
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/*
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Opens the file
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*/
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BotBuiltinFileOpen( file, mode )
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{
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if ( isdefined( level.bot_builtins ) && isdefined( level.bot_builtins[ "fs_fopen" ] ) )
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{
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return [[ level.bot_builtins[ "fs_fopen" ] ]]( file, mode );
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}
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return 0;
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}
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/*
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Closes the file
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*/
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BotBuiltinFileClose( fh )
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{
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if ( isdefined( level.bot_builtins ) && isdefined( level.bot_builtins[ "fs_fclose" ] ) )
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{
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[[ level.bot_builtins[ "fs_fclose" ] ]]( fh );
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}
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}
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/*
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Closes the file
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*/
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BotBuiltinReadLine( fh )
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{
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if ( isdefined( level.bot_builtins ) && isdefined( level.bot_builtins[ "fs_readline" ] ) )
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{
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return [[ level.bot_builtins[ "fs_readline" ] ]]( fh );
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}
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return undefined;
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}
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/*
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Closes the file
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*/
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BotBuiltinWriteLine( fh, contents )
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{
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if ( isdefined( level.bot_builtins ) && isdefined( level.bot_builtins[ "fs_writeline" ] ) )
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{
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[[ level.bot_builtins[ "fs_writeline" ] ]]( fh, contents );
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}
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}
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/*
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Returns if player is the host
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*/
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is_host()
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{
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return ( isdefined( self.pers[ "bot_host" ] ) && self.pers[ "bot_host" ] );
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}
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/*
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Setups the host variable on the player
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*/
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doHostCheck()
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{
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self.pers[ "bot_host" ] = false;
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if ( self is_bot() )
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{
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return;
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}
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result = false;
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if ( getdvar( "bots_main_firstIsHost" ) != "0" )
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{
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BotBuiltinPrintConsole( "WARNING: bots_main_firstIsHost is enabled" );
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if ( getdvar( "bots_main_firstIsHost" ) == "1" )
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{
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setdvar( "bots_main_firstIsHost", self getguid() );
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}
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if ( getdvar( "bots_main_firstIsHost" ) == self getguid() + "" )
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{
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result = true;
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}
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}
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DvarGUID = getdvar( "bots_main_GUIDs" );
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if ( DvarGUID != "" )
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{
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guids = strtok( DvarGUID, "," );
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for ( i = 0; i < guids.size; i++ )
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{
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if ( self getguid() + "" == guids[ i ] )
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{
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result = true;
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}
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}
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}
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if ( !result )
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{
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return;
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}
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self.pers[ "bot_host" ] = true;
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}
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/*
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Returns if the player is a bot.
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*/
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is_bot()
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{
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return self BotBuiltinIsBot();
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}
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/*
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Set the bot's stance
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*/
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BotSetStance( stance )
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{
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switch ( stance )
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{
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case "stand":
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self maps\mp\bots\_bot_internal::stand();
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break;
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case "crouch":
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self maps\mp\bots\_bot_internal::crouch();
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break;
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case "prone":
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self maps\mp\bots\_bot_internal::prone();
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break;
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}
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}
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/*
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Bot presses the button for time.
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*/
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BotPressAttack( time )
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{
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self maps\mp\bots\_bot_internal::pressFire( time );
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}
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/*
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Bot presses the ads button for time.
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*/
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BotPressADS( time )
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{
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self maps\mp\bots\_bot_internal::pressADS( time );
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}
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/*
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Bot presses the use button for time.
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*/
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BotPressUse( time )
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{
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self maps\mp\bots\_bot_internal::use( time );
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}
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/*
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Bot presses the frag button for time.
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*/
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BotPressFrag( time )
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{
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self maps\mp\bots\_bot_internal::frag( time );
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}
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/*
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Bot presses the smoke button for time.
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*/
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BotPressSmoke( time )
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{
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self maps\mp\bots\_bot_internal::smoke( time );
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}
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/*
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Returns the bot's random assigned number.
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*/
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BotGetRandom()
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{
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return self.bot.rand;
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}
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/*
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Returns a random number thats different everytime it changes target
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*/
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BotGetTargetRandom()
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{
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if ( !isdefined( self.bot.target ) )
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{
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return undefined;
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}
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return self.bot.target.rand;
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}
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/*
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Returns if the bot is fragging.
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*/
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IsBotFragging()
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{
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return self.bot.isfraggingafter;
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}
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/*
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Returns if the bot is pressing smoke button.
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*/
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IsBotSmoking()
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{
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return self.bot.issmokingafter;
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}
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/*
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Returns if the bot is sprinting.
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*/
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IsBotSprinting()
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{
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return self.bot.issprinting;
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}
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/*
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Returns if the bot is reloading.
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*/
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IsBotReloading()
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{
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return self.bot.isreloading;
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}
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/*
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Is bot knifing
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*/
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IsBotKnifing()
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{
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return self.bot.isknifingafter;
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}
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/*
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If the model of the player is good
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*/
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IsPlayerModelOK()
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{
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return ( isdefined( self.bot_model_fix ) );
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}
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/*
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Freezes the bot's controls.
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*/
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BotFreezeControls( what )
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{
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self.bot.isfrozen = what;
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if ( what )
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{
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self notify( "kill_goal" );
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}
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}
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/*
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Returns if the bot is script frozen.
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*/
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BotIsFrozen()
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{
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return self.bot.isfrozen;
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}
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/*
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Bot will stop moving
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*/
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BotStopMoving( what )
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{
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self.bot.stop_move = what;
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if ( what )
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{
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self notify( "kill_goal" );
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}
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}
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/*
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Waits till frame end so that if two notifies happen in the same frame, the other will not be missed.
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*/
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BotNotifyBotEvent_( msg, a, b, c, d, e, f, g )
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{
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self endon( "disconnect" );
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waittillframeend; // wait for the waittills to setup again
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self notify( "bot_event", msg, a, b, c, d, e, f, g );
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}
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/*
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Notify the bot chat message
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*/
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BotNotifyBotEvent( msg, a, b, c, d, e, f, g )
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{
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self thread BotNotifyBotEvent_( msg, a, b, c, d, e, f, g );
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}
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/*
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Returns if the bot has a script goal.
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(like t5 gsc bot)
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*/
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HasScriptGoal()
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{
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return ( isdefined( self GetScriptGoal() ) );
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}
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/*
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Returns the pos of the bot's goal
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*/
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GetScriptGoal()
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{
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return self.bot.script_goal;
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}
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/*
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Sets the bot's goal, will acheive it when dist away from it.
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*/
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SetScriptGoal( goal, dist )
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{
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if ( !isdefined( dist ) )
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{
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dist = 16;
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}
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self.bot.script_goal = goal;
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self.bot.script_goal_dist = dist;
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waittillframeend;
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self notify( "new_goal_internal" );
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self notify( "new_goal" );
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}
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/*
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Clears the bot's goal.
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*/
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ClearScriptGoal()
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{
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self SetScriptGoal( undefined, 0 );
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}
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/*
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Returns whether the bot has a priority objective
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*/
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HasPriorityObjective()
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{
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return self.bot.prio_objective;
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}
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/*
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Sets the bot to prioritize the objective over targeting enemies
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*/
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SetPriorityObjective()
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{
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self.bot.prio_objective = true;
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self notify( "kill_goal" );
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}
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/*
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Clears the bot's priority objective to allow the bot to target enemies automatically again
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*/
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ClearPriorityObjective()
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{
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self.bot.prio_objective = false;
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self notify( "kill_goal" );
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}
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/*
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Sets the aim position of the bot
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*/
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SetScriptAimPos( pos )
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{
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self.bot.script_aimpos = pos;
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}
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/*
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Clears the aim position of the bot
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*/
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ClearScriptAimPos()
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{
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self SetScriptAimPos( undefined );
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}
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/*
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Returns the aim position of the bot
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*/
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GetScriptAimPos()
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{
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return self.bot.script_aimpos;
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}
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/*
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Returns if the bot has a aim pos
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*/
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HasScriptAimPos()
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{
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return isdefined( self GetScriptAimPos() );
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}
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/*
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Sets the bot's target to be this ent.
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*/
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SetAttacker( att )
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{
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self.bot.target_this_frame = att;
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}
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/*
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Sets the script enemy for a bot.
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*/
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SetScriptEnemy( enemy, offset )
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{
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self.bot.script_target = enemy;
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self.bot.script_target_offset = offset;
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}
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/*
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Removes the script enemy of the bot.
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*/
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ClearScriptEnemy()
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{
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self SetScriptEnemy( undefined, undefined );
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}
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/*
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Returns the entity of the bot's target.
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*/
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getThreat()
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{
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if ( !isdefined( self.bot.target ) )
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{
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return undefined;
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}
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return self.bot.target.entity;
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}
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/*
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Returns if the bot has a script enemy.
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*/
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HasScriptEnemy()
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{
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return ( isdefined( self.bot.script_target ) );
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}
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/*
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Returns if the bot has a threat.
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*/
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HasThreat()
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{
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return ( isdefined( self getThreat() ) );
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}
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/*
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If the player is defusing
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*/
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isDefusing()
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{
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return ( isdefined( self.isdefusing ) && self.isdefusing );
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}
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/*
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If the play is planting
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*/
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isPlanting()
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{
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return ( isdefined( self.isplanting ) && self.isplanting );
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}
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/*
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If the player is in laststand
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*/
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inLastStand()
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{
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return ( isdefined( self.laststand ) && self.laststand );
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}
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/*
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If the player is carrying a bomb
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*/
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isBombCarrier()
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{
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return ( isdefined( self.isbombcarrier ) && self.isbombcarrier );
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}
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/*
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If the site is in use
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*/
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isInUse()
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{
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return ( isdefined( self.inuse ) && self.inuse );
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}
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/*
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Returns if we are stunned.
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*/
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IsStunned()
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{
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return ( isdefined( self.concussionendtime ) && self.concussionendtime > gettime() );
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}
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/*
|
|
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;
|
|
}
|
|
|
|
/*
|
|
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;
|
|
}
|
|
}
|
|
|
|
/*
|
|
ModWarfare removes this func from _missions
|
|
*/
|
|
getweaponclass( weapon )
|
|
{
|
|
tokens = strtok( weapon, "_" );
|
|
weaponClass = tablelookup( "mp/statstable.csv", 4, tokens[ 0 ], 2 );
|
|
|
|
if ( ismg( weapon ) )
|
|
{
|
|
weaponClass = "weapon_mg";
|
|
}
|
|
|
|
return weaponClass;
|
|
}
|
|
|
|
/*
|
|
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 a bot to be kicked
|
|
*/
|
|
getBotToKick()
|
|
{
|
|
bots = getBotArray();
|
|
|
|
if ( !isdefined( bots ) || !isdefined( bots.size ) || bots.size <= 0 || !isdefined( bots[ 0 ] ) )
|
|
{
|
|
return undefined;
|
|
}
|
|
|
|
tokick = undefined;
|
|
axis = 0;
|
|
allies = 0;
|
|
team = getdvar( "bots_team" );
|
|
|
|
// count teams
|
|
for ( i = 0; i < bots.size; i++ )
|
|
{
|
|
bot = bots[ i ];
|
|
|
|
if ( !isdefined( bot ) || !isdefined( bot.team ) )
|
|
{
|
|
continue;
|
|
}
|
|
|
|
if ( bot.team == "allies" )
|
|
{
|
|
allies++;
|
|
}
|
|
else if ( bot.team == "axis" )
|
|
{
|
|
axis++;
|
|
}
|
|
else // choose bots that are not on a team first
|
|
{
|
|
return bot;
|
|
}
|
|
}
|
|
|
|
// search for a bot on the other team
|
|
if ( team == "custom" || team == "axis" )
|
|
{
|
|
team = "allies";
|
|
}
|
|
else if ( team == "autoassign" )
|
|
{
|
|
// get the team with the most bots
|
|
team = "allies";
|
|
|
|
if ( axis > allies )
|
|
{
|
|
team = "axis";
|
|
}
|
|
}
|
|
else
|
|
{
|
|
team = "axis";
|
|
}
|
|
|
|
// get the bot on this team with lowest skill
|
|
for ( i = 0; i < bots.size; i++ )
|
|
{
|
|
bot = bots[ i ];
|
|
|
|
if ( !isdefined( bot ) || !isdefined( bot.team ) )
|
|
{
|
|
continue;
|
|
}
|
|
|
|
if ( bot.team != team )
|
|
{
|
|
continue;
|
|
}
|
|
|
|
if ( !isdefined( bot.pers ) || !isdefined( bot.pers[ "bots" ] ) || !isdefined( bot.pers[ "bots" ][ "skill" ] ) || !isdefined( bot.pers[ "bots" ][ "skill" ][ "base" ] ) )
|
|
{
|
|
continue;
|
|
}
|
|
|
|
if ( isdefined( tokick ) && bot.pers[ "bots" ][ "skill" ][ "base" ] > tokick.pers[ "bots" ][ "skill" ][ "base" ] )
|
|
{
|
|
continue;
|
|
}
|
|
|
|
tokick = bot;
|
|
}
|
|
|
|
if ( isdefined( tokick ) )
|
|
{
|
|
return tokick;
|
|
}
|
|
|
|
// just kick lowest skill
|
|
for ( i = 0; i < bots.size; i++ )
|
|
{
|
|
bot = bots[ i ];
|
|
|
|
if ( !isdefined( bot ) || !isdefined( bot.team ) )
|
|
{
|
|
continue;
|
|
}
|
|
|
|
if ( !isdefined( bot.pers ) || !isdefined( bot.pers[ "bots" ] ) || !isdefined( bot.pers[ "bots" ][ "skill" ] ) || !isdefined( bot.pers[ "bots" ][ "skill" ][ "base" ] ) )
|
|
{
|
|
continue;
|
|
}
|
|
|
|
if ( isdefined( tokick ) && bot.pers[ "bots" ][ "skill" ][ "base" ] > tokick.pers[ "bots" ][ "skill" ][ "base" ] )
|
|
{
|
|
continue;
|
|
}
|
|
|
|
tokick = bot;
|
|
}
|
|
|
|
return tokick;
|
|
}
|
|
|
|
/*
|
|
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 )
|
|
{
|
|
// 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;
|
|
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( 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( 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 );
|
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destroyedObj maps\mp\gametypes\_gameobjects::set3dicon( "friendly", undefined );
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destroyedObj maps\mp\gametypes\_gameobjects::set3dicon( "enemy", undefined );
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*/
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label = destroyedObj maps\mp\gametypes\_gameobjects::getlabel();
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// create a new object to defuse with.
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trigger = destroyedObj.bombdefusetrig;
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trigger.origin = level.sdbombmodel.origin;
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visuals = [];
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defuseObject = maps\mp\gametypes\_gameobjects::createuseobject( game[ "defenders" ], trigger, visuals, ( 0, 0, 32 ) );
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defuseObject maps\mp\gametypes\_gameobjects::allowuse( "friendly" );
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defuseObject maps\mp\gametypes\_gameobjects::setusetime( level.defusetime );
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defuseObject maps\mp\gametypes\_gameobjects::setusetext( &"MP_DEFUSING_EXPLOSIVE" );
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defuseObject maps\mp\gametypes\_gameobjects::setusehinttext( &"PLATFORM_HOLD_TO_DEFUSE_EXPLOSIVES" );
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defuseObject maps\mp\gametypes\_gameobjects::setvisibleteam( "any" );
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defuseObject maps\mp\gametypes\_gameobjects::set2dicon( "friendly", "compass_waypoint_defuse" + label );
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defuseObject maps\mp\gametypes\_gameobjects::set2dicon( "enemy", "compass_waypoint_defend" + label );
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defuseObject maps\mp\gametypes\_gameobjects::set3dicon( "friendly", "waypoint_defuse" + label );
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defuseObject maps\mp\gametypes\_gameobjects::set3dicon( "enemy", "waypoint_defend" + label );
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defuseObject.label = label;
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defuseObject.onbeginuse = maps\mp\gametypes\sd::onbeginuse;
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defuseObject.onenduse = maps\mp\gametypes\sd::onenduse;
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defuseObject.onuse = maps\mp\gametypes\sd::onusedefuseobject;
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defuseObject.useweapon = "briefcase_bomb_defuse_mp";
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|
|
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level.defuseobject = defuseObject;
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|
|
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maps\mp\gametypes\sd::bombtimerwait();
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setdvar( "ui_bomb_timer", 0 );
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|
|
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destroyedObj.visuals[ 0 ] maps\mp\gametypes\_globallogic::stoptickingsound();
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|
|
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if ( level.gameended || level.bombdefused )
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|
{
|
|
return;
|
|
}
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|
|
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level.bombexploded = true;
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|
|
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explosionOrigin = level.sdbombmodel.origin;
|
|
level.sdbombmodel hide();
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|
|
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if ( isdefined( player ) )
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{
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|
destroyedObj.visuals[ 0 ] radiusdamage( explosionOrigin, 512, 200, 20, player );
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}
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else
|
|
{
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destroyedObj.visuals[ 0 ] radiusdamage( explosionOrigin, 512, 200, 20 );
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|
}
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|
|
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rot = randomfloat( 360 );
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|
explosionEffect = spawnfx( level._effect[ "bombexplosion" ], explosionOrigin + ( 0, 0, 50 ), ( 0, 0, 1 ), ( cos( rot ), sin( rot ), 0 ) );
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triggerfx( explosionEffect );
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|
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thread maps\mp\gametypes\sd::playsoundinspace( "exp_suitcase_bomb_main", explosionOrigin );
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|
|
|
if ( isdefined( destroyedObj.exploderindex ) )
|
|
{
|
|
exploder( destroyedObj.exploderindex );
|
|
}
|
|
|
|
for ( index = 0; index < level.bombzones.size; index++ )
|
|
{
|
|
level.bombzones[ index ] maps\mp\gametypes\_gameobjects::disableobject();
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|
}
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|
|
|
defuseObject maps\mp\gametypes\_gameobjects::disableobject();
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|
|
setgameendtime( 0 );
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|
|
|
wait 3;
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|
|
maps\mp\gametypes\sd::sd_endgame( game[ "attackers" ], game[ "strings" ][ "target_destroyed" ] );
|
|
}
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