Greatly reduce var usage (prevent exceeded child0/1 vars)

This commit is contained in:
ineedbots 2021-05-27 21:40:28 -06:00
parent a77d5f262c
commit 86dbc6c00a
3 changed files with 4414 additions and 4099 deletions

View File

@ -264,12 +264,10 @@ fixDem()
for (i = 0; i < level.bombZones.size; i++)
{
bombzone = level.bombZones[i];
if (isDefined(bombzone.trigger.trigger_off))
bombzone.bombExploded = true;
if (isDefined(level.bombZones[i].trigger.trigger_off))
level.bombZones[i].bombExploded = true;
else
bombzone.bombExploded = undefined;
level.bombZones[i].bombExploded = undefined;
}
wait 0.05;
@ -307,18 +305,10 @@ fixKoth()
}
/*
Audits all the important models cause iw5 script is kek
Loop
*/
auditModels()
auditModels_loop()
{
level.vest_boxes = [];
for (;;)
{
wait 0.05;
level.vest_boxes = array_removeUndefined(level.vest_boxes);
s_models = getEntArray("script_model", "classname");
for (i = s_models.size - 1; i >= 0; i--)
@ -338,17 +328,29 @@ auditModels()
}
}
}
/*
Audits all the important models cause iw5 script is kek
*/
auditModels()
{
level.vest_boxes = [];
for (;;)
{
wait 0.05;
level.vest_boxes = array_removeUndefined(level.vest_boxes);
auditModels_loop();
}
}
/*
Watches radars
Loop
*/
watchRadar()
watchRadar_loop()
{
for (;;)
{
wait 1;
for ( i = level.players.size - 1; i >= 0; i-- )
{
player = level.players[i];
@ -388,17 +390,25 @@ watchRadar()
}
}
}
}
/*
Watches scrambler
Watches radars
*/
watchScrabler()
watchRadar()
{
for (;;)
{
wait 1;
watchRadar_loop();
}
}
/*
Loop
*/
watchScrabler_loop()
{
for ( i = level.players.size - 1; i >= 0; i-- )
{
player = level.players[i];
@ -435,16 +445,25 @@ watchScrabler()
}
}
}
}
/*
Adds a notify when the airdrop is dropped
Watches scrambler
*/
addNotifyOnAirdrops()
watchScrabler()
{
for (;;)
{
wait 1;
watchScrabler_loop();
}
}
/*
Loop
*/
addNotifyOnAirdrops_loop()
{
dropCrates = getEntArray( "care_package", "targetname" );
for (i = dropCrates.size - 1; i >= 0; i--)
@ -461,6 +480,17 @@ addNotifyOnAirdrops()
airdrop thread doNotifyOnAirdrop();
}
}
/*
Adds a notify when the airdrop is dropped
*/
addNotifyOnAirdrops()
{
for (;;)
{
wait 1;
addNotifyOnAirdrops_loop();
}
}
/*
@ -565,14 +595,10 @@ add_bot()
}
/*
A server thread for monitoring all bot's difficulty levels for custom server settings.
Loop
*/
diffBots()
diffBots_loop()
{
for(;;)
{
wait 1.5;
var_allies_hard = getDVarInt("bots_skill_allies_hard");
var_allies_med = getDVarInt("bots_skill_allies_med");
var_axis_hard = getDVarInt("bots_skill_axis_hard");
@ -643,16 +669,25 @@ diffBots()
}
}
}
}
/*
A server thread for monitoring all bot's teams for custom server settings.
A server thread for monitoring all bot's difficulty levels for custom server settings.
*/
teamBots()
diffBots()
{
for(;;)
{
wait 1.5;
diffBots_loop();
}
}
/*
Loop
*/
teamBots_loop()
{
teamAmount = getDvarInt("bots_team_amount");
toTeam = getDvar("bots_team");
@ -772,21 +807,24 @@ teamBots()
}
}
}
}
/*
A server thread for monitoring all bot's in game. Will add and kick bots according to server settings.
A server thread for monitoring all bot's teams for custom server settings.
*/
addBots()
teamBots()
{
level endon("game_ended");
bot_wait_for_host();
for(;;)
{
wait 1.5;
teamBots_loop();
}
}
/*
Loops
*/
addBots_loop()
{
botsToAdd = GetDvarInt("bots_manage_add");
if(botsToAdd > 0)
@ -887,6 +925,22 @@ addBots()
kick(tempBot getEntityNumber());
}
}
/*
A server thread for monitoring all bot's in game. Will add and kick bots according to server settings.
*/
addBots()
{
level endon("game_ended");
bot_wait_for_host();
for(;;)
{
wait 1.5;
addBots_loop();
}
}
/*

View File

@ -250,13 +250,10 @@ reload_watch()
while(true)
{
ret = self waittill_any_timeout(7.5, "reload");
if (ret == "timeout")
if (self waittill_any_timeout(7.5, "reload") == "timeout")
break;
weap = self GetCurrentWeapon();
if (self GetWeaponAmmoClip(weap) >= WeaponClipSize(weap))
if (self GetWeaponAmmoClip(self GetCurrentWeapon()) >= WeaponClipSize(self GetCurrentWeapon()))
break;
}
self.bot.isreloading = false;
@ -296,21 +293,6 @@ onLastStand()
self notify("kill_goal");
if (!self inFinalStand() && !self IsUsingRemote())
{
pistol = undefined;
weaponsList = self GetWeaponsListPrimaries();
for (i = 0; i < weaponsList.size; i++)
{
weapon = weaponsList[i];
if ( maps\mp\gametypes\_weapons::isSideArm( weapon ) )
pistol = weapon;
}
if (isDefined(pistol))
self changeToWeap(pistol);
}
while (self inLastStand())
wait 0.05;
}
@ -459,6 +441,9 @@ watchGrenadeFire()
{
self waittill( "grenade_fire", nade, weapname );
if (!isDefined(nade))
continue;
if (weapname == "c4_mp")
self thread watchC4Thrown(nade);
}
@ -512,19 +497,8 @@ watchC4Thrown(c4)
/*
Bot moves towards the point
*/
doBotMovement()
doBotMovement_loop(data)
{
self endon("disconnect");
self endon("death");
FORWARDAMOUNT = 25;
wasMantling = false;
for (i = 0;; i+=0.05)
{
wait 0.05;
waittillframeend;
move_To = self.bot.moveTo;
angles = self GetPlayerAngles();
dir = (0, 0, 0);
@ -552,35 +526,35 @@ doBotMovement()
// climb through windows
if (self isMantling())
{
wasMantling = true;
data.wasMantling = true;
self crouch();
}
else if (wasMantling)
else if (data.wasMantling)
{
wasMantling = false;
data.wasMantling = false;
self stand();
}
startPos = self.origin + (0, 0, 50);
startPosForward = startPos + anglesToForward((0, angles[1], 0)) * FORWARDAMOUNT;
startPosForward = startPos + anglesToForward((0, angles[1], 0)) * 25;
bt = bulletTrace(startPos, startPosForward, false, self);
if (bt["fraction"] >= 1)
{
// check if need to jump
bt = bulletTrace(startPosForward, startPosForward - (0, 0, 40), false, self);
if (bt["fraction"] < 1 && bt["normal"][2] > 0.9 && i > 1.5 && !self isOnLadder())
if (bt["fraction"] < 1 && bt["normal"][2] > 0.9 && data.i > 1.5 && !self isOnLadder())
{
i = 0;
data.i = 0;
self thread jump();
}
}
// check if need to knife glass
else if (bt["surfacetype"] == "glass")
{
if (i > 1.5)
if (data.i > 1.5)
{
i = 0;
data.i = 0;
self thread knife();
}
}
@ -594,6 +568,25 @@ doBotMovement()
// move!
self botMovement(int(dir[0]), int(dir[1]));
}
/*
Bot moves towards the point
*/
doBotMovement()
{
self endon("disconnect");
self endon("death");
data = spawnStruct();
data.wasMantling = false;
for (data.i = 0;; data.i+=0.05)
{
wait 0.05;
waittillframeend;
self doBotMovement_loop(data);
}
}
/*
@ -615,6 +608,33 @@ watchHoldBreath()
}
}
/*
Throws back frag grenades
*/
grenade_danager_loop()
{
myEye = self getEye();
for (i = level.bots_fragList.count-1; i >= 0; i--)
{
frag = level.bots_fragList.data[i];
if (level.teamBased && frag.team == self.team)
continue;
if (lengthSquared(frag.velocity) > 10000)
continue;
if(DistanceSquared(self.origin, frag.origin) > 20000)
continue;
if (!bulletTracePassed( myEye, frag.origin, false, frag.grenade ))
continue;
self thread frag();
break;
}
}
/*
Throws back frag grenades
*/
@ -642,46 +662,15 @@ grenade_danager()
if (!getDvarInt("bots_play_nade"))
continue;
myEye = self getEye();
for (i = level.bots_fragList.count-1; i >= 0; i--)
{
frag = level.bots_fragList.data[i];
if (level.teamBased && frag.team == self.team)
continue;
if (lengthSquared(frag.velocity) > 10000)
continue;
if(DistanceSquared(self.origin, frag.origin) > 20000)
continue;
if (!bulletTracePassed( myEye, frag.origin, false, frag.grenade ))
continue;
self thread frag();
break;
}
self grenade_danager_loop();
}
}
/*
Bots will update its needed stance according to the nodes on the level. Will also allow the bot to sprint when it can.
*/
stance()
stance_loop()
{
self endon("disconnect");
self endon("death");
for(;;)
{
self waittill_either("finished_static_waypoints", "new_static_waypoint");
self.bot.climbing = false;
if(self.bot.isfrozen || self IsUsingRemote())
continue;
toStance = "stand";
if(self.bot.next_wp != -1)
toStance = level.waypoints[self.bot.next_wp].type;
@ -719,22 +708,42 @@ stance()
chance *= 2;
if(toStance != "stand" || self.bot.isreloading || self.bot.issprinting || self.bot.isfraggingafter || self.bot.issmokingafter)
continue;
return;
if(randomInt(100) > chance)
continue;
return;
if(isDefined(self.bot.target) && self canFire(curweap) && self isInRange(self.bot.target.dist, curweap))
continue;
return;
if(self.bot.sprintendtime != -1 && time - self.bot.sprintendtime < 2000)
continue;
return;
if(!isDefined(self.bot.towards_goal) || DistanceSquared(self.origin, self.bot.towards_goal) < level.bots_minSprintDistance || getConeDot(self.bot.towards_goal, self.origin, self GetPlayerAngles()) < 0.75)
continue;
return;
self thread sprint();
}
/*
Bots will update its needed stance according to the nodes on the level. Will also allow the bot to sprint when it can.
*/
stance()
{
self endon("disconnect");
self endon("death");
for(;;)
{
self waittill_either("finished_static_waypoints", "new_static_waypoint");
self.bot.climbing = false;
if(self.bot.isfrozen || self IsUsingRemote())
continue;
self stance_loop();
}
}
/*
@ -904,21 +913,8 @@ targetObjUpdateNoTrace(obj)
/*
The main target thread, will update the bot's main target. Will auto target enemy players and handle script targets.
*/
target()
target_loop()
{
self endon("disconnect");
self endon("spawned_player");
for(;;)
{
wait 0.05;
if (!isAlive(self))
return;
if(self maps\mp\_flashgrenades::isFlashbanged())
continue;
myEye = self GetEye();
theTime = getTime();
myAngles = self GetPlayerAngles();
@ -1098,7 +1094,7 @@ target()
}
if(hasTarget && isDefined(bestTargets[self.bot.target.entity getEntityNumber()+""]))
continue;
return;
closest = 2147483647;
toBeTarget = undefined;
@ -1127,6 +1123,27 @@ target()
self notify("new_enemy");
}
}
/*
The main target thread, will update the bot's main target. Will auto target enemy players and handle script targets.
*/
target()
{
self endon("disconnect");
self endon("spawned_player");
for(;;)
{
wait 0.05;
if (!isAlive(self))
return;
if(self maps\mp\_flashgrenades::isFlashbanged())
continue;
self target_loop();
}
}
/*
@ -1185,11 +1202,10 @@ watchToLook()
if(self.bot.target.dist <= level.bots_maxKnifeDistance)
continue;
curweap = self getCurrentWEapon();
if(!self canFire(curweap))
if(!self canFire(self getCurrentWEapon()))
continue;
if(!self isInRange(self.bot.target.dist, curweap))
if(!self isInRange(self.bot.target.dist, self getCurrentWEapon()))
continue;
if (self.bot.is_cur_sniper)
@ -1201,8 +1217,7 @@ watchToLook()
if (!getDvarInt("bots_play_jumpdrop"))
continue;
thetime = getTime();
if(isDefined(self.bot.jump_time) && thetime - self.bot.jump_time <= 5000)
if(isDefined(self.bot.jump_time) && getTime() - self.bot.jump_time <= 5000)
continue;
if(self.bot.target.rand <= self.pers["bots"]["behavior"]["strafe"])
@ -1210,7 +1225,7 @@ watchToLook()
if(self getStance() != "stand")
continue;
self.bot.jump_time = thetime;
self.bot.jump_time = getTime();
self thread jump();
}
else
@ -1218,7 +1233,7 @@ watchToLook()
if(getConeDot(self.bot.target.last_seen_pos, self.origin, self getPlayerAngles()) < 0.8 || self.bot.target.dist <= level.bots_noADSDistance)
continue;
self.bot.jump_time = thetime;
self.bot.jump_time = getTime();
self prone();
self notify("kill_goal");
wait 2.5;
@ -1258,21 +1273,8 @@ clear_bot_after_target()
/*
This is the bot's main aimming thread. The bot will aim at its targets or a node its going towards. Bots will aim, fire, ads, grenade.
*/
aim()
aim_loop()
{
self endon("disconnect");
self endon("spawned_player"); // for remote killstreaks.
for(;;)
{
wait 0.05;
if (!isAlive(self))
return;
if(!gameFlag( "prematch_done" ) || level.gameEnded || self.bot.isfrozen || self maps\mp\_flashgrenades::isFlashbanged())
continue;
aimspeed = self.pers["bots"]["skill"]["aim_time"];
if(self IsStunned() || self isArtShocked())
aimspeed = 1;
@ -1299,7 +1301,7 @@ aim()
if (curweap == "javelin_mp" && getDvarInt("bots_play_fire"))
self botFire(curweap);
continue;
return;
}
if(isDefined(self.bot.target) && isDefined(self.bot.target.entity))
@ -1377,7 +1379,7 @@ aim()
self thread bot_lookat(last_pos + (0, 0, self getEyeHeight() + nadeAimOffset), aimspeed);
else
self thread bot_lookat(last_pos, aimspeed);
continue;
return;
}
if (trace_time)
@ -1416,11 +1418,11 @@ aim()
{
self clear_bot_after_target();
self thread knife();
continue;
return;
}
if(!self canFire(curweap) || !self isInRange(dist, curweap))
continue;
return;
canADS = (self canAds(dist, curweap) && conedot > 0.75);
if (canADS)
@ -1439,7 +1441,7 @@ aim()
}
if(curweap == "iw5_smaw_mp" && entIsVehicle(self.bot.target.entity) && (!IsDefined( self.stingerStage ) || self.stingerStage != 2))
continue;
return;
if (trace_time > reaction_time)
{
@ -1450,7 +1452,7 @@ aim()
self thread start_bot_after_target(target);
}
continue;
return;
}
}
}
@ -1474,7 +1476,7 @@ aim()
self thread bot_lookat(aimpos, aimspeed);
if(!self canFire(curweap) || !self isInRange(dist, curweap))
continue;
return;
canADS = (self canAds(dist, curweap) && conedot > 0.75);
if (canADS)
@ -1495,7 +1497,7 @@ aim()
if((!canADS || adsAmount >= 1.0 || self InLastStand() || self GetStance() == "prone") && (conedot > 0.95 || dist < level.bots_maxKnifeDistance) && getDvarInt("bots_play_fire"))
self botFire(curweap);
continue;
return;
}
if (self.bot.next_wp != -1 && isDefined(level.waypoints[self.bot.next_wp].angles) && false)
@ -1521,6 +1523,27 @@ aim()
self thread bot_lookat(lookat + (0, 0, self getEyeHeight()), aimspeed);
}
}
/*
This is the bot's main aimming thread. The bot will aim at its targets or a node its going towards. Bots will aim, fire, ads, grenade.
*/
aim()
{
self endon("disconnect");
self endon("spawned_player"); // for remote killstreaks.
for(;;)
{
wait 0.05;
if (!isAlive(self))
return;
if(!gameFlag( "prematch_done" ) || level.gameEnded || self.bot.isfrozen || self maps\mp\_flashgrenades::isFlashbanged())
continue;
self aim_loop();
}
}
/*
@ -1648,34 +1671,8 @@ killWalkCauseNoWaypoints()
/*
This is the main walking logic for the bot.
*/
walk()
walk_loop()
{
self endon("disconnect");
self endon("death");
for(;;)
{
wait 0.05;
self botMoveTo(self.origin);
if (!getDVarINt("bots_play_move"))
continue;
if(level.gameEnded || !gameFlag( "prematch_done" ) || self.bot.isfrozen || self.bot.stop_move)
continue;
if (self IsUsingRemote())
continue;
if(self maps\mp\_flashgrenades::isFlashbanged())
{
self.bot.last_next_wp = -1;
self.bot.last_second_next_wp = -1;
self botMoveTo(self.origin + self GetVelocity()*500);
continue;
}
hasTarget = ((isDefined(self.bot.target) && isDefined(self.bot.target.entity)) || isDefined(self.bot.jav_loc));
if(hasTarget)
{
@ -1683,17 +1680,17 @@ walk()
if(isDefined(self.bot.jav_loc) || entIsVehicle(self.bot.target.entity) || self.bot.isfraggingafter || self.bot.issmokingafter)
{
continue;
return;
}
if(self.bot.target.isplay && self.bot.target.trace_time && self canFire(curweap) && self isInRange(self.bot.target.dist, curweap))
{
if (self InLastStand() || self GetStance() == "prone" || (self.bot.is_cur_sniper && self PlayerADS() > 0))
continue;
return;
if(self.bot.target.rand <= self.pers["bots"]["behavior"]["strafe"])
self strafe(self.bot.target.entity);
continue;
return;
}
}
@ -1759,6 +1756,40 @@ walk()
self.bot.next_wp = -1;
self.bot.second_next_wp = -1;
}
/*
This is the main walking logic for the bot.
*/
walk()
{
self endon("disconnect");
self endon("death");
for(;;)
{
wait 0.05;
self botMoveTo(self.origin);
if (!getDVarINt("bots_play_move"))
continue;
if(level.gameEnded || !gameFlag( "prematch_done" ) || self.bot.isfrozen || self.bot.stop_move)
continue;
if (self IsUsingRemote())
continue;
if(self maps\mp\_flashgrenades::isFlashbanged())
{
self.bot.last_next_wp = -1;
self.bot.last_second_next_wp = -1;
self botMoveTo(self.origin + self GetVelocity()*500);
continue;
}
self walk_loop();
}
}
/*
@ -1889,12 +1920,12 @@ doWalk(goal, dist, isScriptGoal)
self endon("kill_goal");
self endon("goal_internal");//so that the watchOnGoal notify can happen same frame, not a frame later
distsq = dist*dist;
dist *= dist;
if (isScriptGoal)
self thread doWalkScriptNotify();
self thread killWalkOnEvents();
self thread watchOnGoal(goal, distsq);
self thread watchOnGoal(goal, dist);
current = self initAStar(goal);
// skip waypoints we already completed to prevent rubber banding
@ -1904,9 +1935,7 @@ doWalk(goal, dist, isScriptGoal)
if (current >= 0)
{
// check if a waypoint is closer than the goal
wpOrg = level.waypoints[self.bot.astar[current]].origin;
ppt = PlayerPhysicsTrace(self.origin + (0,0,32), wpOrg, false, self);
if (DistanceSquared(self.origin, wpOrg) < DistanceSquared(self.origin, goal) || DistanceSquared(wpOrg, ppt) > 1.0)
if (DistanceSquared(self.origin, level.waypoints[self.bot.astar[current]].origin) < DistanceSquared(self.origin, goal) || DistanceSquared(level.waypoints[self.bot.astar[current]].origin, PlayerPhysicsTrace(self.origin + (0,0,32), level.waypoints[self.bot.astar[current]].origin, false, self)) > 1.0)
{
while(current >= 0)
{
@ -1930,7 +1959,7 @@ doWalk(goal, dist, isScriptGoal)
self.bot.second_next_wp = -1;
self notify("finished_static_waypoints");
if(DistanceSquared(self.origin, goal) > distsq)
if(DistanceSquared(self.origin, goal) > dist)
{
self.bot.last_next_wp = -1;
self.bot.last_second_next_wp = -1;
@ -1940,7 +1969,7 @@ doWalk(goal, dist, isScriptGoal)
self notify("finished_goal");
wait 1;
if(DistanceSquared(self.origin, goal) > distsq)
if(DistanceSquared(self.origin, goal) > dist)
self notify("bad_path_internal");
}
@ -1976,6 +2005,7 @@ movetowards(goal)
self botMoveTo(randomDir);
wait stucks;
self stand();
}
lastOri = self.origin;

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