2020-12-20 22:05:13 -06:00

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#include common_scripts\utility;
#include maps\mp\_utility;
#include maps\mp\gametypes\_hud_util;
#include maps\mp\bots\_bot_utility;
/*
Initiates the whole bot scripts.
*/
init()
{
level.bw_VERSION = "2.0.0";
if(getDvar("bots_main") == "")
setDvar("bots_main", true);
if (!getDvarInt("bots_main"))
return;
thread load_waypoints();
cac_init_patch();
thread hook_callbacks();
if(getDvar("bots_main_GUIDs") == "")
setDvar("bots_main_GUIDs", "");//guids of players who will be given host powers, comma seperated
if(getDvar("bots_main_firstIsHost") == "")
setDvar("bots_main_firstIsHost", false);//first player to connect is a host
if(getDvar("bots_manage_add") == "")
setDvar("bots_manage_add", 0);//amount of bots to add to the game
if(getDvar("bots_manage_fill") == "")
setDvar("bots_manage_fill", 0);//amount of bots to maintain
if(getDvar("bots_manage_fill_spec") == "")
setDvar("bots_manage_fill_spec", true);//to count for fill if player is on spec team
if(getDvar("bots_manage_fill_mode") == "")
setDvar("bots_manage_fill_mode", 0);//fill mode, 0 adds everyone, 1 just bots, 2 maintains at maps, 3 is 2 with 1
if(getDvar("bots_manage_fill_kick") == "")
setDvar("bots_manage_fill_kick", false);//kick bots if too many
if(getDvar("bots_team") == "")
setDvar("bots_team", "autoassign");//which team for bots to join
if(getDvar("bots_team_amount") == "")
setDvar("bots_team_amount", 0);//amount of bots on axis team
if(getDvar("bots_team_force") == "")
setDvar("bots_team_force", false);//force bots on team
if(getDvar("bots_team_mode") == "")
setDvar("bots_team_mode", 0);//counts just bots when 1
if(getDvar("bots_skill") == "")
setDvar("bots_skill", 0);//0 is random, 1 is easy 7 is hard, 8 is custom, 9 is completely random
if(getDvar("bots_skill_axis_hard") == "")
setDvar("bots_skill_axis_hard", 0);//amount of hard bots on axis team
if(getDvar("bots_skill_axis_med") == "")
setDvar("bots_skill_axis_med", 0);
if(getDvar("bots_skill_allies_hard") == "")
setDvar("bots_skill_allies_hard", 0);
if(getDvar("bots_skill_allies_med") == "")
setDvar("bots_skill_allies_med", 0);
if(getDvar("bots_loadout_reasonable") == "")//filter out the bad 'guns' and perks
setDvar("bots_loadout_reasonable", false);
if(getDvar("bots_loadout_allow_op") == "")//allows jug, marty and laststand
setDvar("bots_loadout_allow_op", true);
if(getDvar("bots_loadout_rank") == "")// what rank the bots should be around, -1 is around the players, 0 is all random
setDvar("bots_loadout_rank", -1);
if(getDvar("bots_loadout_prestige") == "")// what pretige the bots will be, -1 is the players, -2 is random
setDvar("bots_loadout_prestige", -1);
if(getDvar("bots_play_move") == "")//bots move
setDvar("bots_play_move", true);
if(getDvar("bots_play_knife") == "")//bots knife
setDvar("bots_play_knife", true);
if(getDvar("bots_play_fire") == "")//bots fire
setDvar("bots_play_fire", true);
if(getDvar("bots_play_nade") == "")//bots grenade
setDvar("bots_play_nade", true);
if(getDvar("bots_play_obj") == "")//bots play the obj
setDvar("bots_play_obj", true);
if(getDvar("bots_play_camp") == "")//bots camp and follow
setDvar("bots_play_camp", true);
if(getDvar("bots_play_jumpdrop") == "")//bots jump and dropshot
setDvar("bots_play_jumpdrop", true);
if(getDvar("bots_play_target_other") == "")//bot target non play ents (vehicles)
setDvar("bots_play_target_other", true);
if(getDvar("bots_play_killstreak") == "")//bot use killstreaks
setDvar("bots_play_killstreak", true);
if(getDvar("bots_play_ads") == "")//bot ads
setDvar("bots_play_ads", true);
if(!isDefined(game["botWarfare"]))
game["botWarfare"] = true;
level.defuseObject = undefined;
level.bots_smokeList = List();
level.tbl_PerkData[0]["reference_full"] = true;
for(h = 1; h < 6; h++)
for(i = 0; i < 3; i++)
level.default_perk["CLASS_CUSTOM"+h][i] = "specialty_null";
level.bots_minSprintDistance = 315;
level.bots_minSprintDistance *= level.bots_minSprintDistance;
level.bots_minGrenadeDistance = 256;
level.bots_minGrenadeDistance *= level.bots_minGrenadeDistance;
level.bots_maxGrenadeDistance = 1024;
level.bots_maxGrenadeDistance *= level.bots_maxGrenadeDistance;
level.bots_maxKnifeDistance = 80;
level.bots_maxKnifeDistance *= level.bots_maxKnifeDistance;
level.bots_goalDistance = 27.5;
level.bots_goalDistance *= level.bots_goalDistance;
level.bots_noADSDistance = 200;
level.bots_noADSDistance *= level.bots_noADSDistance;
level.bots_maxShotgunDistance = 500;
level.bots_maxShotgunDistance *= level.bots_maxShotgunDistance;
level.bots_listenDist = 100;
level.bots_listenDist *= level.bots_listenDist;
level.smokeRadius = 255;
level.bots = [];
level.bots_fullautoguns = [];
level.bots_fullautoguns["thompson"] = true;
level.bots_fullautoguns["mp40"] = true;
level.bots_fullautoguns["type100smg"] = true;
level.bots_fullautoguns["ppsh"] = true;
level.bots_fullautoguns["stg44"] = true;
level.bots_fullautoguns["30cal"] = true;
level.bots_fullautoguns["mg42"] = true;
level.bots_fullautoguns["dp28"] = true;
level.bots_fullautoguns["bar"] = true;
level.bots_fullautoguns["fg42"] = true;
level.bots_fullautoguns["type99lmg"] = true;
level thread fixGamemodes();
level thread onUAVAlliesUpdate();
level thread onUAVAxisUpdate();
level thread onPlayerConnect();
level thread handleBots();
level thread maps\mp\bots\_bot_http::doVersionCheck();
}
/*
Starts the threads for bots.
*/
handleBots()
{
level thread teamBots();
level thread diffBots();
level addBots();
while(!level.intermission)
wait 0.05;
setDvar("bots_manage_add", getBotArray().size);
}
/*
The hook callback for when any player becomes damaged.
*/
onPlayerDamage(eInflictor, eAttacker, iDamage, iDFlags, sMeansOfDeath, sWeapon, vPoint, vDir, sHitLoc, timeOffset)
{
if(self is_bot())
{
self maps\mp\bots\_bot_internal::onDamage(eInflictor, eAttacker, iDamage, iDFlags, sMeansOfDeath, sWeapon, vPoint, vDir, sHitLoc, timeOffset);
self maps\mp\bots\_bot_script::onDamage(eInflictor, eAttacker, iDamage, iDFlags, sMeansOfDeath, sWeapon, vPoint, vDir, sHitLoc, timeOffset);
}
self [[level.prevCallbackPlayerDamage]](eInflictor, eAttacker, iDamage, iDFlags, sMeansOfDeath, sWeapon, vPoint, vDir, sHitLoc, timeOffset);
}
/*
The hook callback when any player gets killed.
*/
onPlayerKilled(eInflictor, eAttacker, iDamage, sMeansOfDeath, sWeapon, vDir, sHitLoc, timeOffset, deathAnimDuration)
{
if(self is_bot())
{
self maps\mp\bots\_bot_internal::onKilled(eInflictor, eAttacker, iDamage, sMeansOfDeath, sWeapon, vDir, sHitLoc, timeOffset, deathAnimDuration);
self maps\mp\bots\_bot_script::onKilled(eInflictor, eAttacker, iDamage, sMeansOfDeath, sWeapon, vDir, sHitLoc, timeOffset, deathAnimDuration);
}
self [[level.prevCallbackPlayerKilled]](eInflictor, eAttacker, iDamage, sMeansOfDeath, sWeapon, vDir, sHitLoc, timeOffset, deathAnimDuration);
}
/*
Starts the callbacks.
*/
hook_callbacks()
{
wait 0.05;
level.prevCallbackPlayerDamage = level.callbackPlayerDamage;
level.callbackPlayerDamage = ::onPlayerDamage;
level.prevCallbackPlayerKilled = level.callbackPlayerKilled;
level.callbackPlayerKilled = ::onPlayerKilled;
}
/*
Adds the level.radio object for koth. Cause the iw3 script doesn't have it.
*/
fixKoth()
{
level.radio = undefined;
for(;;)
{
wait 0.05;
if(!isDefined(level.radioObject))
{
continue;
}
for(i = level.radios.size - 1; i >= 0; i--)
{
if(level.radioObject != level.radios[i].gameobject)
continue;
level.radio = level.radios[i];
break;
}
while(isDefined(level.radioObject) && level.radio.gameobject == level.radioObject)
wait 0.05;
}
}
/*
Fixes gamemodes when level starts.
*/
fixGamemodes()
{
for(i=0;i<19;i++)
{
if(isDefined(level.bombZones) && level.gametype == "sd")
{
for(i = 0; i < level.bombZones.size; i++)
level.bombZones[i].onUse = ::onUsePlantObjectFix;
break;
}
if(isDefined(level.radios) && level.gametype == "koth")
{
level thread fixKoth();
break;
}
wait 0.05;
}
}
/*
Thread when any player connects. Starts the threads needed.
*/
onPlayerConnect()
{
for(;;)
{
level waittill("connected", player);
player thread onGrenadeFire();
player thread onWeaponFired();
player thread doPlayerModelFix();
player thread onPlayerSpawned();
player thread connected();
}
}
/*
Fixes bots perks showing up in killcams and prevents bots from being kicked from old iw3 gsc script.
*/
fixPerksAndScriptKick()
{
self endon("disconnect");
self waittill("spawned");
self.pers["isBot"] = undefined;
if(!level.gameEnded)
level waittill ( "game_ended" );
self.pers["isBot"] = true;
}
/*
When a bot disconnects.
*/
onDisconnect()
{
self waittill("disconnect");
level.bots = array_remove(level.bots, self);
}
/*
Called when a player connects.
*/
connected()
{
self endon("disconnect");
if (!isDefined(self.pers["bot_host"]))
self thread doHostCheck();
if(!self is_bot())
return;
if (!isDefined(self.pers["isBot"]))
{
// fast restart...
self.pers["isBot"] = true;
}
if (!isDefined(self.pers["isBotWarfare"]))
{
self.pers["isBotWarfare"] = true;
self thread added();
}
self thread fixPerksAndScriptKick();
self thread maps\mp\bots\_bot_internal::connected();
self thread maps\mp\bots\_bot_script::connected();
level.bots[level.bots.size] = self;
self thread onDisconnect();
level notify("bot_connected", self);
}
/*
When a bot gets added into the game.
*/
added()
{
self endon("disconnect");
self thread maps\mp\bots\_bot_internal::added();
self thread maps\mp\bots\_bot_script::added();
}
/*
Adds a bot to the game.
*/
add_bot()
{
bot = addtestclient();
if (isdefined(bot))
{
bot.pers["isBot"] = true;
bot.pers["isBotWarfare"] = true;
bot thread added();
}
}
/*
A server thread for monitoring all bot's difficulty levels for custom server settings.
*/
diffBots()
{
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");
var_axis_med = getDVarInt("bots_skill_axis_med");
var_skill = getDvarInt("bots_skill");
allies_hard = 0;
allies_med = 0;
axis_hard = 0;
axis_med = 0;
if(var_skill == 8)
{
playercount = level.players.size;
for(i = 0; i < playercount; i++)
{
player = level.players[i];
if(!isDefined(player.pers["team"]))
continue;
if(!player is_bot())
continue;
if(player.pers["team"] == "axis")
{
if(axis_hard < var_axis_hard)
{
axis_hard++;
player.pers["bots"]["skill"]["base"] = 7;
}
else if(axis_med < var_axis_med)
{
axis_med++;
player.pers["bots"]["skill"]["base"] = 4;
}
else
player.pers["bots"]["skill"]["base"] = 1;
}
else if(player.pers["team"] == "allies")
{
if(allies_hard < var_allies_hard)
{
allies_hard++;
player.pers["bots"]["skill"]["base"] = 7;
}
else if(allies_med < var_allies_med)
{
allies_med++;
player.pers["bots"]["skill"]["base"] = 4;
}
else
player.pers["bots"]["skill"]["base"] = 1;
}
}
}
else if (var_skill != 0 && var_skill != 9)
{
playercount = level.players.size;
for(i = 0; i < playercount; i++)
{
player = level.players[i];
if(!player is_bot())
continue;
player.pers["bots"]["skill"]["base"] = var_skill;
}
}
}
}
/*
A server thread for monitoring all bot's teams for custom server settings.
*/
teamBots()
{
for(;;)
{
wait 1.5;
teamAmount = getDvarInt("bots_team_amount");
toTeam = getDvar("bots_team");
alliesbots = 0;
alliesplayers = 0;
axisbots = 0;
axisplayers = 0;
playercount = level.players.size;
for(i = 0; i < playercount; i++)
{
player = level.players[i];
if(!isDefined(player.pers["team"]))
continue;
if(player is_bot())
{
if(player.pers["team"] == "allies")
alliesbots++;
else if(player.pers["team"] == "axis")
axisbots++;
}
else
{
if(player.pers["team"] == "allies")
alliesplayers++;
else if(player.pers["team"] == "axis")
axisplayers++;
}
}
allies = alliesbots;
axis = axisbots;
if(!getDvarInt("bots_team_mode"))
{
allies += alliesplayers;
axis += axisplayers;
}
if(toTeam != "custom")
{
if(getDvarInt("bots_team_force"))
{
if(toTeam == "autoassign")
{
if(abs(axis - allies) > 1)
{
toTeam = "axis";
if(axis > allies)
toTeam = "allies";
}
}
if(toTeam != "autoassign")
{
playercount = level.players.size;
for(i = 0; i < playercount; i++)
{
player = level.players[i];
if(!isDefined(player.pers["team"]))
continue;
if(!player is_bot())
continue;
if(player.pers["team"] == toTeam)
continue;
if (toTeam == "allies")
player thread [[level.allies]]();
else if (toTeam == "axis")
player thread [[level.axis]]();
else
player thread [[level.spectator]]();
break;
}
}
}
}
else
{
playercount = level.players.size;
for(i = 0; i < playercount; i++)
{
player = level.players[i];
if(!isDefined(player.pers["team"]))
continue;
if(!player is_bot())
continue;
if(player.pers["team"] == "axis")
{
if(axis > teamAmount)
{
player thread [[level.allies]]();
break;
}
}
else
{
if(axis < teamAmount)
{
player thread [[level.axis]]();
break;
}
else if(player.pers["team"] != "allies")
{
player thread [[level.allies]]();
break;
}
}
}
}
}
}
/*
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;
botsToAdd = GetDvarInt("bots_manage_add");
if(botsToAdd > 0)
{
SetDvar("bots_manage_add", 0);
if(botsToAdd > 64)
botsToAdd = 64;
for(; botsToAdd > 0; botsToAdd--)
{
level add_bot();
wait 0.25;
}
}
fillMode = getDVarInt("bots_manage_fill_mode");
if(fillMode == 2 || fillMode == 3)
setDvar("bots_manage_fill", getGoodMapAmount());
fillAmount = getDvarInt("bots_manage_fill");
players = 0;
bots = 0;
spec = 0;
playercount = level.players.size;
for(i = 0; i < playercount; i++)
{
player = level.players[i];
if(player is_bot())
bots++;
else if(!isDefined(player.pers["team"]) || (player.pers["team"] != "axis" && player.pers["team"] != "allies"))
spec++;
else
players++;
}
if(fillMode == 4)
{
axisplayers = 0;
alliesplayers = 0;
playercount = level.players.size;
for(i = 0; i < playercount; i++)
{
player = level.players[i];
if(player is_bot())
continue;
if(!isDefined(player.pers["team"]))
continue;
if(player.pers["team"] == "axis")
axisplayers++;
else if(player.pers["team"] == "allies")
alliesplayers++;
}
result = fillAmount - abs(axisplayers - alliesplayers) + bots;
if (players == 0)
{
if(bots < fillAmount)
result = fillAmount-1;
else if (bots > fillAmount)
result = fillAmount+1;
else
result = fillAmount;
}
bots = result;
}
amount = bots;
if(fillMode == 0 || fillMode == 2)
amount += players;
if(getDVarInt("bots_manage_fill_spec"))
amount += spec;
if(amount < fillAmount)
setDvar("bots_manage_add", 1);
else if(amount > fillAmount && getDvarInt("bots_manage_fill_kick"))
{
tempBot = PickRandom(getBotArray());
if (isDefined(tempBot))
tempBot RemoveTestClient();
}
}
}
/*
When any player spawns
*/
onPlayerSpawned()
{
self endon("disconnect");
for(;;)
{
self waittill ( "spawned_player" );
self.gib_ref = undefined;
}
}
/*
A thread for ALL players, will monitor and grenades thrown.
*/
onGrenadeFire()
{
self endon("disconnect");
for(;;)
{
self waittill ( "grenade_fire", grenade, weaponName );
grenade.name = weaponName;
if(weaponName == "m8_white_smoke_mp")
grenade thread AddToSmokeList();
}
}
/*
Adds a smoke grenade to the list of smokes in the game. Used to prevent bots from seeing through smoke.
*/
AddToSmokeList()
{
grenade = spawnstruct();
grenade.origin = self getOrigin();
grenade.state = "moving";
grenade.grenade = self;
grenade thread thinkSmoke();
level.bots_smokeList ListAdd(grenade);
}
/*
The smoke grenade logic.
*/
thinkSmoke()
{
while(isDefined(self.grenade))
{
self.origin = self.grenade getOrigin();
self.state = "moving";
wait 0.05;
}
self.state = "smoking";
wait 11.5;
level.bots_smokeList ListRemove(self);
}
/*
Waits when the axis uav is called in.
*/
onUAVAxisUpdate()
{
for(;;)
{
level waittill( "radar_timer_kill_axis" );
level thread doUAVUpdate("axis");
}
}
/*
Waits when the allies uav is called in.
*/
onUAVAlliesUpdate()
{
for(;;)
{
level waittill( "radar_timer_kill_allies" );
level thread doUAVUpdate("allies");
}
}
/*
Updates the player's radar so bots can know when they have a uav up, because iw3 script is old.
*/
doUAVUpdate(team)
{
level endon("radar_timer_kill_" + team);
playercount = level.players.size;
for(i = 0; i < playercount; i++)
{
player = level.players[i];
if(!isDefined(player.team))
continue;
if(player.team == team)
{
player.bot_radar = true;
}
}
wait level.radarViewTime;
playercount = level.players.size;
for(i = 0; i < playercount; i++)
{
player = level.players[i];
if(!isDefined(player.team))
continue;
if(player.team == team)
{
player.bot_radar = false;
}
}
}
/*
Fixes a weird iw3 bug when for a frame the player doesn't have any bones when they first spawn in.
*/
doPlayerModelFix()
{
self endon("disconnect");
self waittill("spawned_player");
wait 0.05;
self.bot_model_fix = true;
}
/*
A thread for ALL players when they fire.
*/
onWeaponFired()
{
self endon("disconnect");
self.bots_firing = false;
for(;;)
{
self waittill( "weapon_fired" );
self thread doFiringThread();
}
}
/*
Lets bot's know that the player is firing.
*/
doFiringThread()
{
self endon("disconnect");
self endon("weapon_fired");
self.bots_firing = true;
wait 1;
self.bots_firing = false;
}