iw4_bot_warfare/userraw/maps/mp/bots/_bot_utility.gsc
2022-04-17 12:27:12 -06:00

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/*
_bot_utility
Author: INeedGames
Date: 09/26/2020
The shared functions for bots
*/
#include common_scripts\utility;
#include maps\mp\_utility;
#include maps\mp\gametypes\_hud_util;
/*
Returns if player is the host
*/
is_host()
{
return ( isDefined( self.pers["bot_host"] ) && self.pers["bot_host"] );
}
/*
Setups the host variable on the player
*/
doHostCheck()
{
self.pers["bot_host"] = false;
if ( self is_bot() )
return;
result = false;
if ( getDvar( "bots_main_firstIsHost" ) != "0" )
{
PrintConsole( "WARNING: bots_main_firstIsHost is enabled\n" );
if ( getDvar( "bots_main_firstIsHost" ) == "1" )
{
setDvar( "bots_main_firstIsHost", self getguid() );
}
if ( getDvar( "bots_main_firstIsHost" ) == self getguid() + "" )
result = true;
}
DvarGUID = getDvar( "bots_main_GUIDs" );
if ( DvarGUID != "" )
{
guids = strtok( DvarGUID, "," );
for ( i = 0; i < guids.size; i++ )
{
if ( self getguid() + "" == guids[i] )
result = true;
}
}
if ( !self isHost() && !result )
return;
self.pers["bot_host"] = true;
}
/*
Returns if the player is a bot.
*/
is_bot()
{
assert( isDefined( self ) );
assert( isPlayer( self ) );
return ( ( isDefined( self.pers["isBot"] ) && self.pers["isBot"] ) || ( isDefined( self.pers["isBotWarfare"] ) && self.pers["isBotWarfare"] ) || isSubStr( self getguid() + "", "bot" ) );
}
/*
Set the bot's stance
*/
BotSetStance( stance )
{
switch ( stance )
{
case "stand":
self maps\mp\bots\_bot_internal::stand();
break;
case "crouch":
self maps\mp\bots\_bot_internal::crouch();
break;
case "prone":
self maps\mp\bots\_bot_internal::prone();
break;
}
}
/*
Bot changes to the weap
*/
BotChangeToWeapon( weap )
{
self maps\mp\bots\_bot_internal::changeToWeap( weap );
}
/*
Bot presses the frag button for time.
*/
BotPressFrag( time )
{
self maps\mp\bots\_bot_internal::frag( time );
}
/*
Bot presses the smoke button for time.
*/
BotPressSmoke( time )
{
self maps\mp\bots\_bot_internal::smoke( time );
}
/*
Bot will press the ads button for the time
*/
BotPressADS( time )
{
self maps\mp\bots\_bot_internal::pressAds( time );
}
/*
Bot presses the use button for time.
*/
BotPressUse( time )
{
self maps\mp\bots\_bot_internal::use( time );
}
/*
Bots will press the attack button for a time
*/
BotPressAttack( time )
{
self maps\mp\bots\_bot_internal::pressFire( time );
}
/*
Returns a random number thats different everytime it changes target
*/
BotGetTargetRandom()
{
if ( !isDefined( self.bot.target ) )
return undefined;
return self.bot.target.rand;
}
/*
Returns the bot's random assigned number.
*/
BotGetRandom()
{
return self.bot.rand;
}
/*
Returns if the bot is pressing frag button.
*/
IsBotFragging()
{
return self.bot.isfraggingafter;
}
/*
Returns if the bot is pressing smoke button.
*/
IsBotSmoking()
{
return self.bot.issmokingafter;
}
/*
Returns if the bot is sprinting.
*/
IsBotSprinting()
{
return self.bot.issprinting;
}
/*
Returns if the bot is reloading.
*/
IsBotReloading()
{
return self.bot.isreloading;
}
/*
Is bot knifing
*/
IsBotKnifing()
{
return self.bot.isknifingafter;
}
/*
Freezes the bot's controls.
*/
BotFreezeControls( what )
{
self.bot.isfrozen = what;
if ( what )
self notify( "kill_goal" );
}
/*
Returns if the bot is script frozen.
*/
BotIsFrozen()
{
return self.bot.isfrozen;
}
/*
Bot will stop moving
*/
BotStopMoving( what )
{
self.bot.stop_move = what;
if ( what )
self notify( "kill_goal" );
}
/*
Notify the bot chat message
*/
BotNotifyBotChat( msg, a, b, c, d, e, f, g )
{
self notify( "bot_chat_" + msg, a, b, c, d, e, f, g );
}
/*
Returns if the bot has a script goal.
(like t5 gsc bot)
*/
HasScriptGoal()
{
return ( isDefined( self GetScriptGoal() ) );
}
/*
Sets the bot's goal, will acheive it when dist away from it.
*/
SetScriptGoal( goal, dist )
{
if ( !isDefined( dist ) )
dist = 16;
self.bot.script_goal = goal;
self.bot.script_goal_dist = dist;
waittillframeend;
self notify( "new_goal_internal" );
self notify( "new_goal" );
}
/*
Returns the pos of the bot's goal
*/
GetScriptGoal()
{
return self.bot.script_goal;
}
/*
Clears the bot's goal.
*/
ClearScriptGoal()
{
self SetScriptGoal( undefined, 0 );
}
/*
Returns the location of the bot's javelin target
*/
HasBotJavelinLocation()
{
return isDefined( self.bot.jav_loc );
}
/*
Sets the aim position of the bot
*/
SetScriptAimPos( pos )
{
self.bot.script_aimpos = pos;
}
/*
Clears the aim position of the bot
*/
ClearScriptAimPos()
{
self SetScriptAimPos( undefined );
}
/*
Returns the aim position of the bot
*/
GetScriptAimPos()
{
return self.bot.script_aimpos;
}
/*
Returns if the bot has a aim pos
*/
HasScriptAimPos()
{
return isDefined( self GetScriptAimPos() );
}
/*
Sets the bot's javelin target location
*/
SetBotJavelinLocation( loc )
{
self.bot.jav_loc = loc;
self notify( "new_enemy" );
}
/*
Clears the bot's javelin location
*/
ClearBotJavelinLocation()
{
self SetBotJavelinLocation( undefined );
}
/*
Sets the bot's target to be this ent.
*/
SetAttacker( att )
{
self.bot.target_this_frame = att;
}
/*
Sets the script enemy for a bot.
*/
SetScriptEnemy( enemy, offset )
{
self.bot.script_target = enemy;
self.bot.script_target_offset = offset;
}
/*
Removes the script enemy of the bot.
*/
ClearScriptEnemy()
{
self SetScriptEnemy( undefined, undefined );
}
/*
Returns the entity of the bot's target.
*/
GetThreat()
{
if ( !isdefined( self.bot.target ) )
return undefined;
return self.bot.target.entity;
}
/*
Returns if the bot has a script enemy.
*/
HasScriptEnemy()
{
return ( isDefined( self.bot.script_target ) );
}
/*
Returns if the bot has a threat.
*/
HasThreat()
{
return ( isDefined( self GetThreat() ) );
}
/*
If the player is defusing
*/
IsDefusing()
{
return ( isDefined( self.isDefusing ) && self.isDefusing );
}
/*
If the play is planting
*/
isPlanting()
{
return ( isDefined( self.isPlanting ) && self.isPlanting );
}
/*
If the player is carrying a bomb
*/
isBombCarrier()
{
return ( isDefined( self.isBombCarrier ) && self.isBombCarrier );
}
/*
If the site is in use
*/
isInUse()
{
return ( isDefined( self.inUse ) && self.inUse );
}
/*
If the player is in laststand
*/
inLastStand()
{
return ( isDefined( self.lastStand ) && self.lastStand );
}
/*
Is being revived
*/
isBeingRevived()
{
return ( isDefined( self.beingRevived ) && self.beingRevived );
}
/*
If the player is in final stand
*/
inFinalStand()
{
return ( isDefined( self.inFinalStand ) && self.inFinalStand );
}
/*
If the player is the flag carrier
*/
isFlagCarrier()
{
return ( isDefined( self.carryFlag ) && self.carryFlag );
}
/*
Returns if we are stunned.
*/
IsStunned()
{
return ( isdefined( self.concussionEndTime ) && self.concussionEndTime > gettime() );
}
/*
Returns if we are beingArtilleryShellshocked
*/
isArtShocked()
{
return ( isDefined( self.beingArtilleryShellshocked ) && self.beingArtilleryShellshocked );
}
/*
Returns a valid grenade launcher weapon
*/
getValidTube()
{
weaps = self getweaponslistall();
for ( i = 0; i < weaps.size; i++ )
{
weap = weaps[i];
if ( !self getAmmoCount( weap ) )
continue;
if ( ( isSubStr( weap, "gl_" ) && !isSubStr( weap, "_gl_" ) ) || weap == "m79_mp" )
return weap;
}
return undefined;
}
/*
iw5
*/
allowClassChoice()
{
return true;
}
/*
iw5
*/
allowTeamChoice()
{
return true;
}
/*
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;
}
/*
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";
grenadeTypes[grenadeTypes.size] = "semtex_mp";
grenadeTypes[grenadeTypes.size] = "throwingknife_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 );
}
/*
If the weapon is not a script weapon (bomb, killstreak, etc, grenades)
*/
isWeaponPrimary( weap )
{
return ( maps\mp\gametypes\_weapons::isPrimaryWeapon( weap ) || maps\mp\gametypes\_weapons::isAltModeWeapon( weap ) );
}
/*
If the ent is a vehicle
*/
entIsVehicle( ent )
{
return ( ent.classname == "script_vehicle" || ent.model == "vehicle_uav_static_mp" || ent.model == "vehicle_ac130_coop" );
}
/*
Returns if the given weapon is full auto.
*/
WeaponIsFullAuto( weap )
{
weaptoks = strtok( weap, "_" );
assert( isDefined( weaptoks[0] ) );
assert( isString( weaptoks[0] ) );
return isDefined( level.bots_fullautoguns[weaptoks[0]] );
}
/*
If weap is a secondary gnade
*/
isSecondaryGrenade( gnade )
{
return ( gnade == "concussion_grenade_mp" || gnade == "flash_grenade_mp" || gnade == "smoke_grenade_mp" );
}
/*
If the weapon is allowed to be dropped
*/
isWeaponDroppable( weap )
{
return ( maps\mp\gametypes\_weapons::mayDropWeapon( weap ) );
}
/*
Returns the height the viewpos is above the origin
*/
getEyeHeight()
{
myEye = self getEye();
return myEye[2] - self.origin[2];
}
/*
Does a notify after a delay
*/
notifyAfterDelay( delay, not )
{
wait delay;
self notify( not );
}
/*
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).
*/
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 );
}
/*
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;
}
/*
converts a string into a float
*/
float( num )
{
setdvar( "temp_dvar_bot_util", num );
return GetDvarFloat( "temp_dvar_bot_util" );
}
/*
Tokenizes a string (strtok has limits...) (only one char tok)
*/
tokenizeLine( line, tok )
{
tokens = [];
token = "";
for ( i = 0; i < line.size; i++ )
{
c = line[i];
if ( c == tok )
{
tokens[tokens.size] = token;
token = "";
continue;
}
token += c;
}
tokens[tokens.size] = token;
return tokens;
}
/*
If the string starts with
*/
isStrStart( string1, subStr )
{
return ( getSubStr( string1, 0, subStr.size ) == subStr );
}
/*
Parses tokens into a waypoint obj
*/
parseTokensIntoWaypoint( tokens )
{
waypoint = spawnStruct();
orgStr = tokens[0];
orgToks = strtok( orgStr, " " );
waypoint.origin = ( float( orgToks[0] ), float( orgToks[1] ), float( 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, " " );
waypoint.angles = ( float( anglesToks[0] ), float( anglesToks[1] ), float( anglesToks[2] ) );
}
javStr = tokens[4];
if ( isDefined( javStr ) && javStr != "" )
{
javToks = strtok( javStr, " " );
waypoint.jav_point = ( float( javToks[0] ), float( javToks[1] ), float( javToks[2] ) );
}
return waypoint;
}
/*
Returns an array of each line
*/
getWaypointLinesFromFile( filename )
{
result = spawnStruct();
result.lines = [];
waypointStr = fileRead( filename );
if ( !isDefined( waypointStr ) )
return result;
line = "";
for ( i = 0; i < waypointStr.size; i++ )
{
c = waypointStr[i];
if ( c == "\n" )
{
result.lines[result.lines.size] = line;
line = "";
continue;
}
line += c;
}
result.lines[result.lines.size] = line;
return result;
}
/*
Loads waypoints from file
*/
readWpsFromFile( mapname )
{
waypoints = [];
filename = "waypoints/" + mapname + "_wp.csv";
if ( !fileExists( filename ) )
return waypoints;
res = getWaypointLinesFromFile( filename );
if ( !res.lines.size )
return waypoints;
PrintConsole( "Attempting to read waypoints from " + filename + "\n" );
waypointCount = int( res.lines[0] );
for ( i = 1; i <= waypointCount; i++ )
{
tokens = tokenizeLine( res.lines[i], "," );
waypoint = parseTokensIntoWaypoint( tokens );
waypoints[i - 1] = waypoint;
}
return waypoints;
}
/*
Loads the waypoints. Populating everything needed for the waypoints.
*/
load_waypoints()
{
level.waypointCount = 0;
level.waypoints = [];
level.waypointUsage = [];
level.waypointUsage["allies"] = [];
level.waypointUsage["axis"] = [];
mapname = getDvar( "mapname" );
wps = readWpsFromFile( mapname );
if ( wps.size )
{
level.waypoints = wps;
PrintConsole( "Loaded " + wps.size + " waypoints from csv.\n" );
}
else
{
switch ( mapname )
{
case "mp_afghan":
level.waypoints = maps\mp\bots\waypoints\afghan::Afghan();
break;
case "mp_derail":
level.waypoints = maps\mp\bots\waypoints\derail::Derail();
break;
case "mp_estate":
case "mp_estate_trop":
case "mp_estate_tropical":
level.waypoints = maps\mp\bots\waypoints\estate::Estate();
break;
case "mp_favela":
case "mp_fav_tropical":
level.waypoints = maps\mp\bots\waypoints\favela::Favela();
break;
case "mp_highrise":
level.waypoints = maps\mp\bots\waypoints\highrise::Highrise();
break;
case "mp_invasion":
level.waypoints = maps\mp\bots\waypoints\invasion::Invasion();
break;
case "mp_checkpoint":
level.waypoints = maps\mp\bots\waypoints\karachi::Karachi();
break;
case "mp_quarry":
level.waypoints = maps\mp\bots\waypoints\quarry::Quarry();
break;
case "mp_rundown":
level.waypoints = maps\mp\bots\waypoints\rundown::Rundown();
break;
case "mp_rust":
level.waypoints = maps\mp\bots\waypoints\rust::Rust();
break;
case "mp_boneyard":
level.waypoints = maps\mp\bots\waypoints\scrapyard::Scrapyard();
break;
case "mp_nightshift":
level.waypoints = maps\mp\bots\waypoints\skidrow::Skidrow();
break;
case "mp_subbase":
level.waypoints = maps\mp\bots\waypoints\subbase::Subbase();
break;
case "mp_terminal":
level.waypoints = maps\mp\bots\waypoints\terminal::Terminal();
break;
case "mp_underpass":
level.waypoints = maps\mp\bots\waypoints\underpass::Underpass();
break;
case "mp_brecourt":
level.waypoints = maps\mp\bots\waypoints\wasteland::Wasteland();
break;
case "mp_complex":
level.waypoints = maps\mp\bots\waypoints\bailout::Bailout();
break;
case "mp_crash":
case "mp_crash_trop":
case "mp_crash_tropical":
level.waypoints = maps\mp\bots\waypoints\crash::Crash();
break;
case "mp_overgrown":
level.waypoints = maps\mp\bots\waypoints\overgrown::Overgrown();
break;
case "mp_compact":
level.waypoints = maps\mp\bots\waypoints\salvage::Salvage();
break;
case "mp_storm":
case "mp_storm_spring":
level.waypoints = maps\mp\bots\waypoints\storm::Storm();
break;
case "mp_abandon":
level.waypoints = maps\mp\bots\waypoints\carnival::Carnival();
break;
case "mp_fuel2":
level.waypoints = maps\mp\bots\waypoints\fuel::Fuel();
break;
case "mp_strike":
level.waypoints = maps\mp\bots\waypoints\strike::Strike();
break;
case "mp_trailerpark":
level.waypoints = maps\mp\bots\waypoints\trailerPark::TrailerPark();
break;
case "mp_vacant":
level.waypoints = maps\mp\bots\waypoints\vacant::Vacant();
break;
case "mp_nuked":
level.waypoints = maps\mp\bots\waypoints\nuketown::Nuketown();
break;
case "mp_cross_fire":
level.waypoints = maps\mp\bots\waypoints\crossfire::Crossfire();
break;
case "mp_bloc":
case "mp_bloc_sh":
level.waypoints = maps\mp\bots\waypoints\bloc::Bloc();
break;
case "mp_cargoship":
case "mp_cargoship_sh":
level.waypoints = maps\mp\bots\waypoints\wetwork::Wetwork();
break;
case "mp_killhouse":
level.waypoints = maps\mp\bots\waypoints\killhouse::Killhouse();
break;
case "mp_bog_sh":
level.waypoints = maps\mp\bots\waypoints\bog::Bog();
break;
case "mp_firingrange":
level.waypoints = maps\mp\bots\waypoints\firingrange::Firingrange();
break;
case "mp_shipment":
level.waypoints = maps\mp\bots\waypoints\shipment::Shipment();
break;
case "mp_shipment_long":
level.waypoints = maps\mp\bots\waypoints\shipmentlong::ShipmentLong();
break;
case "mp_rust_long":
level.waypoints = maps\mp\bots\waypoints\rustlong::Rustlong();
break;
case "invasion":
level.waypoints = maps\mp\bots\waypoints\burgertown::Burgertown();
break;
case "iw4_credits":
level.waypoints = maps\mp\bots\waypoints\testmap::Testmap();
break;
case "oilrig":
level.waypoints = maps\mp\bots\waypoints\oilrig::Oilrig();
break;
case "co_hunted":
level.waypoints = maps\mp\bots\waypoints\hunted::Hunted();
break;
case "contingency":
level.waypoints = maps\mp\bots\waypoints\contingency::Contingency();
break;
case "gulag":
level.waypoints = maps\mp\bots\waypoints\gulag::Gulag();
break;
case "so_ghillies":
level.waypoints = maps\mp\bots\waypoints\pripyat::Pripyat();
break;
case "airport":
level.waypoints = maps\mp\bots\waypoints\airport::Airport();
break;
case "ending":
level.waypoints = maps\mp\bots\waypoints\museum::Museum();
break;
case "af_chase":
level.waypoints = maps\mp\bots\waypoints\afghanchase::AfghanChase();
break;
case "trainer":
level.waypoints = maps\mp\bots\waypoints\trainer::Trainer();
break;
case "roadkill":
level.waypoints = maps\mp\bots\waypoints\roadkill::Roadkill();
break;
case "dcemp":
level.waypoints = maps\mp\bots\waypoints\dcemp::DCEMP();
break;
case "dcburning":
level.waypoints = maps\mp\bots\waypoints\dcburning::DCBurning();
break;
case "af_caves":
level.waypoints = maps\mp\bots\waypoints\afghancaves::AfghanCaves();
break;
case "arcadia":
level.waypoints = maps\mp\bots\waypoints\arcadia::Arcadia();
break;
case "boneyard":
level.waypoints = maps\mp\bots\waypoints\boneyard::Boneyard();
break;
case "cliffhanger":
level.waypoints = maps\mp\bots\waypoints\cliffhanger::Cliffhanger();
break;
case "downtown":
level.waypoints = maps\mp\bots\waypoints\downtown::Downtown();
break;
case "estate":
level.waypoints = maps\mp\bots\waypoints\estatesp::EstateSP();
break;
case "favela":
level.waypoints = maps\mp\bots\waypoints\favelasp::FavelaSP();
break;
case "favela_escape":
level.waypoints = maps\mp\bots\waypoints\favelaescape::FavelaEscape();
break;
case "so_bridge":
level.waypoints = maps\mp\bots\waypoints\bridge::Bridge();
break;
case "dc_whitehouse":
level.waypoints = maps\mp\bots\waypoints\whitehouse::Whitehouse();
break;
default:
maps\mp\bots\waypoints\_custom_map::main( mapname );
break;
}
if ( level.waypoints.size )
PrintConsole( "Loaded " + level.waypoints.size + " waypoints from script.\n" );
}
if ( !level.waypoints.size )
{
maps\mp\bots\_bot_http::getRemoteWaypoints( mapname );
}
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 the friendly user name for a given map's codename
*/
getMapName( mapname )
{
switch ( mapname )
{
case "mp_abandon":
return "Carnival";
case "mp_rundown":
return "Rundown";
case "mp_afghan":
return "Afghan";
case "mp_boneyard":
return "Scrapyard";
case "mp_brecourt":
return "Wasteland";
case "mp_cargoship":
return "Wetwork";
case "mp_checkpoint":
return "Karachi";
case "mp_compact":
return "Salvage";
case "mp_complex":
return "Bailout";
case "mp_crash":
return "Crash";
case "mp_cross_fire":
return "Crossfire";
case "mp_derail":
return "Derail";
case "mp_estate":
return "Estate";
case "mp_favela":
return "Favela";
case "mp_fuel2":
return "Fuel";
case "mp_highrise":
return "Highrise";
case "mp_invasion":
return "Invasion";
case "mp_killhouse":
return "Killhouse";
case "mp_nightshift":
return "Skidrow";
case "mp_nuked":
return "Nuketown";
case "oilrig":
return "Oilrig";
case "mp_quarry":
return "Quarry";
case "mp_rust":
return "Rust";
case "mp_storm":
return "Storm";
case "mp_strike":
return "Strike";
case "mp_subbase":
return "Subbase";
case "mp_terminal":
return "Terminal";
case "mp_trailerpark":
return "Trailer Park";
case "mp_overgrown":
return "Overgrown";
case "mp_underpass":
return "Underpass";
case "mp_vacant":
return "Vacant";
case "iw4_credits":
return "IW4 Test Map";
case "airport":
return "Airport";
case "co_hunted":
return "Hunted";
case "invasion":
return "Burgertown";
case "mp_bloc":
return "Bloc";
case "mp_bog_sh":
return "Bog";
case "contingency":
return "Contingency";
case "gulag":
return "Gulag";
case "so_ghillies":
return "Pripyat";
case "ending":
return "Museum";
case "af_chase":
return "Afghan Chase";
case "af_caves":
return "Afghan Caves";
case "arcadia":
return "Arcadia";
case "boneyard":
return "Boneyard";
case "cliffhanger":
return "Cliffhanger";
case "dcburning":
return "DCBurning";
case "dcemp":
return "DCEMP";
case "downtown":
return "Downtown";
case "estate":
return "EstateSP";
case "favela":
return "FavelaSP";
case "favela_escape":
return "Favela Escape";
case "roadkill":
return "Roadkill";
case "trainer":
return "TH3 PIT";
case "so_bridge":
return "Bridge";
case "dc_whitehouse":
return "Whitehouse";
case "mp_shipment_long":
return "ShipmentLong";
case "mp_shipment":
return "Shipment";
case "mp_firingrange":
return "Firing Range";
case "mp_rust_long":
return "RustLong";
case "mp_cargoship_sh":
return "Freighter";
case "mp_storm_spring":
return "Chemical Plant";
case "mp_crash_trop":
case "mp_crash_tropical":
return "Crash Tropical";
case "mp_fav_tropical":
return "Favela Tropical";
case "mp_estate_trop":
case "mp_estate_tropical":
return "Estate Tropical";
case "mp_bloc_sh":
return "Forgotten City";
default:
return mapname;
}
}
/*
Returns a good amount of players.
*/
getGoodMapAmount()
{
switch ( getdvar( "mapname" ) )
{
case "mp_rust":
case "iw4_credits":
case "mp_nuked":
case "oilrig":
case "mp_killhouse":
case "invasion":
case "mp_bog_sh":
case "co_hunted":
case "contingency":
case "gulag":
case "so_ghillies":
case "ending":
case "af_chase":
case "af_caves":
case "arcadia":
case "boneyard":
case "cliffhanger":
case "dcburning":
case "dcemp":
case "downtown":
case "estate":
case "favela":
case "favela_escape":
case "roadkill":
case "so_bridge":
case "trainer":
case "dc_whitehouse":
case "mp_shipment":
if ( level.teambased )
return 8;
else
return 4;
case "mp_vacant":
case "mp_terminal":
case "mp_nightshift":
case "mp_favela":
case "mp_highrise":
case "mp_boneyard":
case "mp_subbase":
case "mp_firingrange":
case "mp_fav_tropical":
case "mp_shipment_long":
case "mp_rust_long":
if ( level.teambased )
return 12;
else
return 8;
case "mp_afghan":
case "mp_crash":
case "mp_brecourt":
case "mp_cross_fire":
case "mp_overgrown":
case "mp_trailerpark":
case "mp_underpass":
case "mp_checkpoint":
case "mp_quarry":
case "mp_rundown":
case "mp_cargoship":
case "mp_estate":
case "mp_bloc":
case "mp_storm":
case "mp_strike":
case "mp_abandon":
case "mp_complex":
case "airport":
case "mp_storm_spring":
case "mp_crash_trop":
case "mp_cargoship_sh":
case "mp_estate_trop":
case "mp_compact":
case "mp_crash_tropical":
case "mp_estate_tropical":
case "mp_bloc_sh":
if ( level.teambased )
return 14;
else
return 9;
case "mp_fuel2":
case "mp_invasion":
case "mp_derail":
if ( level.teambased )
return 16;
else
return 10;
default:
return 2;
}
}
/*
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;
}
/*
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;
}
/*
Does the extra check when adding bots
*/
doExtraCheck()
{
maps\mp\bots\_bot_internal::checkTheBots();
}
/*
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 [];
}
/*
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 );
}
/*
Patches the plant sites so it exposes the 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 );
leaderDialog( "bomb_planted" );
level thread teamPlayerCardSplash( "callout_bombplanted", player );
level.bombOwner = player;
player thread maps\mp\gametypes\_hud_message::SplashNotify( "plant", maps\mp\gametypes\_rank::getScoreInfoValue( "plant" ) );
player thread maps\mp\gametypes\_rank::giveRankXP( "plant" );
player.bombPlantedTime = getTime();
maps\mp\gametypes\_gamescore::givePlayerScore( "plant", player );
player incPlayerStat( "bombsplanted", 1 );
player thread maps\mp\_matchdata::logGameEvent( "plant", player.origin );
}
}
/*
Patches the plant sites so it exposes the defuseObject
*/
bombPlantedFix( destroyedObj, player )
{
maps\mp\gametypes\_gamelogic::pauseTimer();
level.bombPlanted = true;
destroyedObj.visuals[0] thread maps\mp\gametypes\_gamelogic::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 - common_scripts\utility::vector_multiply( trace["normal"], vectordot( forward, trace["normal"] ) ) );
dropAngles = vectortoangles( forward );
level.sdBombModel = spawn( "script_model", trace["position"] );
level.sdBombModel.angles = dropAngles;
level.sdBombModel setModel( "prop_suitcase_bomb" );
}
destroyedObj maps\mp\gametypes\_gameobjects::allowUse( "none" );
destroyedObj maps\mp\gametypes\_gameobjects::setVisibleTeam( "none" );
/*
destroyedObj maps\mp\gametypes\_gameobjects::set2DIcon( "friendly", undefined );
destroyedObj maps\mp\gametypes\_gameobjects::set2DIcon( "enemy", undefined );
destroyedObj maps\mp\gametypes\_gameobjects::set3DIcon( "friendly", undefined );
destroyedObj maps\mp\gametypes\_gameobjects::set3DIcon( "enemy", undefined );
*/
label = destroyedObj maps\mp\gametypes\_gameobjects::getLabel();
// create a new object to defuse with.
trigger = destroyedObj.bombDefuseTrig;
trigger.origin = level.sdBombModel.origin;
visuals = [];
defuseObject = maps\mp\gametypes\_gameobjects::createUseObject( game["defenders"], trigger, visuals, ( 0, 0, 32 ) );
defuseObject maps\mp\gametypes\_gameobjects::allowUse( "friendly" );
defuseObject maps\mp\gametypes\_gameobjects::setUseTime( level.defuseTime );
defuseObject maps\mp\gametypes\_gameobjects::setUseText( &"MP_DEFUSING_EXPLOSIVE" );
defuseObject maps\mp\gametypes\_gameobjects::setUseHintText( &"PLATFORM_HOLD_TO_DEFUSE_EXPLOSIVES" );
defuseObject maps\mp\gametypes\_gameobjects::setVisibleTeam( "any" );
defuseObject maps\mp\gametypes\_gameobjects::set2DIcon( "friendly", "waypoint_defuse" + label );
defuseObject maps\mp\gametypes\_gameobjects::set2DIcon( "enemy", "waypoint_defend" + label );
defuseObject maps\mp\gametypes\_gameobjects::set3DIcon( "friendly", "waypoint_defuse" + label );
defuseObject maps\mp\gametypes\_gameobjects::set3DIcon( "enemy", "waypoint_defend" + label );
defuseObject.label = label;
defuseObject.onBeginUse = maps\mp\gametypes\sd::onBeginUse;
defuseObject.onEndUse = maps\mp\gametypes\sd::onEndUse;
defuseObject.onUse = maps\mp\gametypes\sd::onUseDefuseObject;
defuseObject.useWeapon = "briefcase_bomb_defuse_mp";
level.defuseObject = defuseObject;
maps\mp\gametypes\sd::BombTimerWait();
setDvar( "ui_bomb_timer", 0 );
destroyedObj.visuals[0] maps\mp\gametypes\_gamelogic::stopTickingSound();
if ( level.gameEnded || level.bombDefused )
return;
level.bombExploded = true;
explosionOrigin = level.sdBombModel.origin;
level.sdBombModel hide();
if ( isdefined( player ) )
{
destroyedObj.visuals[0] radiusDamage( explosionOrigin, 512, 200, 20, player );
player incPlayerStat( "targetsdestroyed", 1 );
}
else
destroyedObj.visuals[0] radiusDamage( explosionOrigin, 512, 200, 20 );
rot = randomfloat( 360 );
explosionEffect = spawnFx( level._effect["bombexplosion"], explosionOrigin + ( 0, 0, 50 ), ( 0, 0, 1 ), ( cos( rot ), sin( rot ), 0 ) );
triggerFx( explosionEffect );
PlayRumbleOnPosition( "grenade_rumble", explosionOrigin );
earthquake( 0.75, 2.0, explosionOrigin, 2000 );
thread playSoundinSpace( "exp_suitcase_bomb_main", explosionOrigin );
if ( isDefined( destroyedObj.exploderIndex ) )
exploder( destroyedObj.exploderIndex );
for ( index = 0; index < level.bombZones.size; index++ )
level.bombZones[index] maps\mp\gametypes\_gameobjects::disableObject();
defuseObject maps\mp\gametypes\_gameobjects::disableObject();
setGameEndTime( 0 );
wait 3;
maps\mp\gametypes\sd::sd_endGame( game["attackers"], game["strings"]["target_destroyed"] );
}
/*
Patches giveLoadout so that it doesn't use IsItemUnlocked
*/
botGiveLoadout( team, class, allowCopycat )
{
self endon( "death" );
self takeAllWeapons();
primaryIndex = 0;
// initialize specialty array
self.specialty = [];
if ( !isDefined( allowCopycat ) )
allowCopycat = true;
primaryWeapon = undefined;
if ( isDefined( self.pers["copyCatLoadout"] ) && self.pers["copyCatLoadout"]["inUse"] && allowCopycat )
{
self maps\mp\gametypes\_class::setClass( "copycat" );
self.class_num = maps\mp\gametypes\_class::getClassIndex( "copycat" );
clonedLoadout = self.pers["copyCatLoadout"];
loadoutPrimary = clonedLoadout["loadoutPrimary"];
loadoutPrimaryAttachment = clonedLoadout["loadoutPrimaryAttachment"];
loadoutPrimaryAttachment2 = clonedLoadout["loadoutPrimaryAttachment2"] ;
loadoutPrimaryCamo = clonedLoadout["loadoutPrimaryCamo"];
loadoutSecondary = clonedLoadout["loadoutSecondary"];
loadoutSecondaryAttachment = clonedLoadout["loadoutSecondaryAttachment"];
loadoutSecondaryAttachment2 = clonedLoadout["loadoutSecondaryAttachment2"];
loadoutSecondaryCamo = clonedLoadout["loadoutSecondaryCamo"];
loadoutEquipment = clonedLoadout["loadoutEquipment"];
loadoutPerk1 = clonedLoadout["loadoutPerk1"];
loadoutPerk2 = clonedLoadout["loadoutPerk2"];
loadoutPerk3 = clonedLoadout["loadoutPerk3"];
loadoutOffhand = clonedLoadout["loadoutOffhand"];
loadoutDeathStreak = "specialty_copycat";
}
else if ( isSubstr( class, "custom" ) )
{
class_num = maps\mp\gametypes\_class::getClassIndex( class );
self.class_num = class_num;
loadoutPrimary = maps\mp\gametypes\_class::cac_getWeapon( class_num, 0 );
loadoutPrimaryAttachment = maps\mp\gametypes\_class::cac_getWeaponAttachment( class_num, 0 );
loadoutPrimaryAttachment2 = maps\mp\gametypes\_class::cac_getWeaponAttachmentTwo( class_num, 0 );
loadoutPrimaryCamo = maps\mp\gametypes\_class::cac_getWeaponCamo( class_num, 0 );
loadoutSecondaryCamo = maps\mp\gametypes\_class::cac_getWeaponCamo( class_num, 1 );
loadoutSecondary = maps\mp\gametypes\_class::cac_getWeapon( class_num, 1 );
loadoutSecondaryAttachment = maps\mp\gametypes\_class::cac_getWeaponAttachment( class_num, 1 );
loadoutSecondaryAttachment2 = maps\mp\gametypes\_class::cac_getWeaponAttachmentTwo( class_num, 1 );
loadoutSecondaryCamo = maps\mp\gametypes\_class::cac_getWeaponCamo( class_num, 1 );
loadoutEquipment = maps\mp\gametypes\_class::cac_getPerk( class_num, 0 );
loadoutPerk1 = maps\mp\gametypes\_class::cac_getPerk( class_num, 1 );
loadoutPerk2 = maps\mp\gametypes\_class::cac_getPerk( class_num, 2 );
loadoutPerk3 = maps\mp\gametypes\_class::cac_getPerk( class_num, 3 );
loadoutOffhand = maps\mp\gametypes\_class::cac_getOffhand( class_num );
loadoutDeathStreak = maps\mp\gametypes\_class::cac_getDeathstreak( class_num );
}
else
{
class_num = maps\mp\gametypes\_class::getClassIndex( class );
self.class_num = class_num;
loadoutPrimary = maps\mp\gametypes\_class::table_getWeapon( level.classTableName, class_num, 0 );
loadoutPrimaryAttachment = maps\mp\gametypes\_class::table_getWeaponAttachment( level.classTableName, class_num, 0, 0 );
loadoutPrimaryAttachment2 = maps\mp\gametypes\_class::table_getWeaponAttachment( level.classTableName, class_num, 0, 1 );
loadoutPrimaryCamo = maps\mp\gametypes\_class::table_getWeaponCamo( level.classTableName, class_num, 0 );
loadoutSecondaryCamo = maps\mp\gametypes\_class::table_getWeaponCamo( level.classTableName, class_num, 1 );
loadoutSecondary = maps\mp\gametypes\_class::table_getWeapon( level.classTableName, class_num, 1 );
loadoutSecondaryAttachment = maps\mp\gametypes\_class::table_getWeaponAttachment( level.classTableName, class_num, 1, 0 );
loadoutSecondaryAttachment2 = maps\mp\gametypes\_class::table_getWeaponAttachment( level.classTableName, class_num, 1, 1 );;
loadoutSecondaryCamo = maps\mp\gametypes\_class::table_getWeaponCamo( level.classTableName, class_num, 1 );
loadoutEquipment = maps\mp\gametypes\_class::table_getEquipment( level.classTableName, class_num, 0 );
loadoutPerk1 = maps\mp\gametypes\_class::table_getPerk( level.classTableName, class_num, 1 );
loadoutPerk2 = maps\mp\gametypes\_class::table_getPerk( level.classTableName, class_num, 2 );
loadoutPerk3 = maps\mp\gametypes\_class::table_getPerk( level.classTableName, class_num, 3 );
loadoutOffhand = maps\mp\gametypes\_class::table_getOffhand( level.classTableName, class_num );
loadoutDeathstreak = maps\mp\gametypes\_class::table_getDeathstreak( level.classTableName, class_num );
}
if ( loadoutPerk1 != "specialty_bling" )
{
loadoutPrimaryAttachment2 = "none";
loadoutSecondaryAttachment2 = "none";
}
if ( loadoutPerk1 != "specialty_onemanarmy" && loadoutSecondary == "onemanarmy" )
loadoutSecondary = maps\mp\gametypes\_class::table_getWeapon( level.classTableName, 10, 1 );
//loadoutSecondaryCamo = "none";
// stop default class op'ness
allowOp = ( getDvarInt( "bots_loadout_allow_op" ) >= 1 );
if ( !allowOp )
{
loadoutDeathstreak = "specialty_none";
if ( loadoutPrimary == "riotshield" )
loadoutPrimary = "m4";
if ( loadoutSecondary == "at4" )
loadoutSecondary = "usp";
if ( loadoutPrimaryAttachment == "gl" )
loadoutPrimaryAttachment = "none";
if ( loadoutPerk2 == "specialty_coldblooded" )
loadoutPerk2 = "specialty_none";
if ( loadoutPerk3 == "specialty_localjammer" )
loadoutPerk3 = "specialty_none";
}
if ( level.killstreakRewards )
{
if ( getDvarInt( "scr_classic" ) == 1 )
{
loadoutKillstreak1 = "uav";
loadoutKillstreak2 = "precision_airstrike";
loadoutKillstreak3 = "helicopter";
}
else
{
loadoutKillstreak1 = self getPlayerData( "killstreaks", 0 );
loadoutKillstreak2 = self getPlayerData( "killstreaks", 1 );
loadoutKillstreak3 = self getPlayerData( "killstreaks", 2 );
}
}
else
{
loadoutKillstreak1 = "none";
loadoutKillstreak2 = "none";
loadoutKillstreak3 = "none";
}
secondaryName = maps\mp\gametypes\_class::buildWeaponName( loadoutSecondary, loadoutSecondaryAttachment, loadoutSecondaryAttachment2 );
self _giveWeapon( secondaryName, int( tableLookup( "mp/camoTable.csv", 1, loadoutSecondaryCamo, 0 ) ) );
self.loadoutPrimaryCamo = int( tableLookup( "mp/camoTable.csv", 1, loadoutPrimaryCamo, 0 ) );
self.loadoutPrimary = loadoutPrimary;
self.loadoutSecondary = loadoutSecondary;
self.loadoutSecondaryCamo = int( tableLookup( "mp/camoTable.csv", 1, loadoutSecondaryCamo, 0 ) );
self SetOffhandPrimaryClass( "other" );
// Action Slots
//self _SetActionSlot( 1, "" );
self _SetActionSlot( 1, "nightvision" );
self _SetActionSlot( 3, "altMode" );
self _SetActionSlot( 4, "" );
// Perks
self _clearPerks();
self maps\mp\gametypes\_class::_detachAll();
// these special case giving pistol death have to come before
// perk loadout to ensure player perk icons arent overwritten
if ( level.dieHardMode )
self maps\mp\perks\_perks::givePerk( "specialty_pistoldeath" );
// only give the deathstreak for the initial spawn for this life.
if ( loadoutDeathStreak != "specialty_null" && ( getTime() - self.spawnTime ) < 0.1 )
{
deathVal = int( tableLookup( "mp/perkTable.csv", 1, loadoutDeathStreak, 6 ) );
if ( self botGetPerkUpgrade( loadoutPerk1 ) == "specialty_rollover" || self botGetPerkUpgrade( loadoutPerk2 ) == "specialty_rollover" || self botGetPerkUpgrade( loadoutPerk3 ) == "specialty_rollover" )
deathVal -= 1;
if ( self.pers["cur_death_streak"] == deathVal )
{
self thread maps\mp\perks\_perks::givePerk( loadoutDeathStreak );
self thread maps\mp\gametypes\_hud_message::splashNotify( loadoutDeathStreak );
}
else if ( self.pers["cur_death_streak"] > deathVal )
{
self thread maps\mp\perks\_perks::givePerk( loadoutDeathStreak );
}
}
self botLoadoutAllPerks( loadoutEquipment, loadoutPerk1, loadoutPerk2, loadoutPerk3 );
self maps\mp\gametypes\_class::setKillstreaks( loadoutKillstreak1, loadoutKillstreak2, loadoutKillstreak3 );
if ( self hasPerk( "specialty_extraammo", true ) && getWeaponClass( secondaryName ) != "weapon_projectile" )
self giveMaxAmmo( secondaryName );
// Primary Weapon
primaryName = maps\mp\gametypes\_class::buildWeaponName( loadoutPrimary, loadoutPrimaryAttachment, loadoutPrimaryAttachment2 );
self _giveWeapon( primaryName, self.loadoutPrimaryCamo );
// fix changing from a riotshield class to a riotshield class during grace period not giving a shield
if ( primaryName == "riotshield_mp" && level.inGracePeriod )
self notify ( "weapon_change", "riotshield_mp" );
if ( self hasPerk( "specialty_extraammo", true ) )
self giveMaxAmmo( primaryName );
self setSpawnWeapon( primaryName );
primaryTokens = strtok( primaryName, "_" );
self.pers["primaryWeapon"] = primaryTokens[0];
// Primary Offhand was given by givePerk (it's your perk1)
// Secondary Offhand
offhandSecondaryWeapon = loadoutOffhand + "_mp";
if ( loadoutOffhand == "flash_grenade" )
self SetOffhandSecondaryClass( "flash" );
else
self SetOffhandSecondaryClass( "smoke" );
self giveWeapon( offhandSecondaryWeapon );
if ( loadOutOffhand == "smoke_grenade" )
self setWeaponAmmoClip( offhandSecondaryWeapon, 1 );
else if ( loadOutOffhand == "flash_grenade" )
self setWeaponAmmoClip( offhandSecondaryWeapon, 2 );
else if ( loadOutOffhand == "concussion_grenade" )
self setWeaponAmmoClip( offhandSecondaryWeapon, 2 );
else
self setWeaponAmmoClip( offhandSecondaryWeapon, 1 );
primaryWeapon = primaryName;
self.primaryWeapon = primaryWeapon;
self.secondaryWeapon = secondaryName;
self botPlayerModelForWeapon( self.pers["primaryWeapon"], getBaseWeaponName( secondaryName ) );
self.isSniper = ( weaponClass( self.primaryWeapon ) == "sniper" );
self maps\mp\gametypes\_weapons::updateMoveSpeedScale( "primary" );
// cac specialties that require loop threads
self maps\mp\perks\_perks::cac_selector();
self notify ( "changed_kit" );
self notify( "bot_giveLoadout", allowCopycat );
}
/*
Patches giveLoadout so that it doesn't use IsItemUnlocked
*/
botGetPerkUpgrade( perkName )
{
perkUpgrade = tablelookup( "mp/perktable.csv", 1, perkName, 8 );
if ( perkUpgrade == "" || perkUpgrade == "specialty_null" )
return "specialty_null";
if ( !isDefined( self.pers["bots"]["unlocks"]["upgraded_" + perkName] ) || !self.pers["bots"]["unlocks"]["upgraded_" + perkName] )
return "specialty_null";
return ( perkUpgrade );
}
/*
Patches giveLoadout so that it doesn't use IsItemUnlocked
*/
botLoadoutAllPerks( loadoutEquipment, loadoutPerk1, loadoutPerk2, loadoutPerk3 )
{
loadoutEquipment = maps\mp\perks\_perks::validatePerk( 1, loadoutEquipment );
loadoutPerk1 = maps\mp\perks\_perks::validatePerk( 1, loadoutPerk1 );
loadoutPerk2 = maps\mp\perks\_perks::validatePerk( 2, loadoutPerk2 );
loadoutPerk3 = maps\mp\perks\_perks::validatePerk( 3, loadoutPerk3 );
self maps\mp\perks\_perks::givePerk( loadoutEquipment );
self maps\mp\perks\_perks::givePerk( loadoutPerk1 );
self maps\mp\perks\_perks::givePerk( loadoutPerk2 );
self maps\mp\perks\_perks::givePerk( loadoutPerk3 );
perks[0] = loadoutPerk1;
perks[1] = loadoutPerk2;
perks[2] = loadoutPerk3;
perkUpgrd[0] = tablelookup( "mp/perktable.csv", 1, loadoutPerk1, 8 );
perkUpgrd[1] = tablelookup( "mp/perktable.csv", 1, loadoutPerk2, 8 );
perkUpgrd[2] = tablelookup( "mp/perktable.csv", 1, loadoutPerk3, 8 );
for ( i = 0; i < perkUpgrd.size; i++ )
{
upgrade = perkUpgrd[i];
perk = perks[i];
if ( upgrade == "" || upgrade == "specialty_null" )
continue;
if ( isDefined( self.pers["bots"]["unlocks"]["upgraded_" + perk] ) && self.pers["bots"]["unlocks"]["upgraded_" + perk] )
self maps\mp\perks\_perks::givePerk( upgrade );
}
}
/*
Patches giveLoadout so that it doesn't use IsItemUnlocked
*/
botPlayerModelForWeapon( weapon, secondary )
{
team = self.team;
if ( isDefined( game[team + "_model"][weapon] ) )
{
[[game[team + "_model"][weapon]]]();
return;
}
weaponClass = tablelookup( "mp/statstable.csv", 4, weapon, 2 );
switch ( weaponClass )
{
case "weapon_smg":
[[game[team + "_model"]["SMG"]]]();
break;
case "weapon_assault":
weaponClass = tablelookup( "mp/statstable.csv", 4, secondary, 2 );
if ( weaponClass == "weapon_shotgun" )
[[game[team + "_model"]["SHOTGUN"]]]();
else
[[game[team + "_model"]["ASSAULT"]]]();
break;
case "weapon_sniper":
if ( level.environment != "" && isDefined( self.pers["bots"]["unlocks"]["ghillie"] ) && self.pers["bots"]["unlocks"]["ghillie"] )
[[game[team + "_model"]["GHILLIE"]]]();
else
[[game[team + "_model"]["SNIPER"]]]();
break;
case "weapon_lmg":
[[game[team + "_model"]["LMG"]]]();
break;
case "weapon_riot":
[[game[team + "_model"]["RIOT"]]]();
break;
default:
[[game[team + "_model"]["ASSAULT"]]]();
break;
}
}