t4_bot_warfare/maps/mp/bots/_bot_utility.gsc
2023-12-21 20:26:04 -06:00

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#include common_scripts\utility;
#include maps\mp\_utility;
#include maps\mp\gametypes\_hud_util;
/*
Waits for the built-ins to be defined
*/
wait_for_builtins()
{
for ( i = 0; i < 20; i++ )
{
if ( isdefined( level.bot_builtins ) )
{
return true;
}
if ( i < 18 )
{
waittillframeend;
}
else
{
wait 0.05;
}
}
return false;
}
/*
Prints to console without dev script on
*/
BotBuiltinPrintConsole( s )
{
if ( isdefined( level.bot_builtins ) && isdefined( level.bot_builtins[ "printconsole" ] ) )
{
[[ level.bot_builtins[ "printconsole" ] ]]( s );
}
}
/*
Writes to the file, mode can be "append" or "write"
*/
BotBuiltinFileWrite( file, contents, mode )
{
if ( isdefined( level.bot_builtins ) && isdefined( level.bot_builtins[ "filewrite" ] ) )
{
[[ level.bot_builtins[ "filewrite" ] ]]( file, contents, mode );
}
}
/*
Returns the whole file as a string
*/
BotBuiltinFileRead( file )
{
if ( isdefined( level.bot_builtins ) && isdefined( level.bot_builtins[ "fileread" ] ) )
{
return [[ level.bot_builtins[ "fileread" ] ]]( file );
}
return undefined;
}
/*
Test if a file exists
*/
BotBuiltinFileExists( file )
{
if ( isdefined( level.bot_builtins ) && isdefined( level.bot_builtins[ "fileexists" ] ) )
{
return [[ level.bot_builtins[ "fileexists" ] ]]( file );
}
return false;
}
/*
Bot action, does a bot action
<client> botaction(<action string (+ or - then action like frag or smoke)>)
*/
BotBuiltinBotAction( action )
{
if ( isdefined( level.bot_builtins ) && isdefined( level.bot_builtins[ "botaction" ] ) )
{
self [[ level.bot_builtins[ "botaction" ] ]]( action );
}
}
/*
Clears the bot from movement and actions
<client> botstop()
*/
BotBuiltinBotStop()
{
if ( isdefined( level.bot_builtins ) && isdefined( level.bot_builtins[ "botstop" ] ) )
{
self [[ level.bot_builtins[ "botstop" ] ]]();
}
}
/*
Sets the bot's movement
<client> botmovement(<int forward>, <int right>)
*/
BotBuiltinBotMovement( forward, right )
{
if ( isdefined( level.bot_builtins ) && isdefined( level.bot_builtins[ "botmovement" ] ) )
{
self [[ level.bot_builtins[ "botmovement" ] ]]( forward, right );
}
}
/*
Test if is a bot
*/
BotBuiltinIsBot()
{
if ( isdefined( level.bot_builtins ) && isdefined( level.bot_builtins[ "isbot" ] ) )
{
return self [[ level.bot_builtins[ "isbot" ] ]]();
}
return false;
}
/*
Sets melee params
*/
BotBuiltinBotMeleeParams( yaw, dist )
{
if ( isdefined( level.bot_builtins ) && isdefined( level.bot_builtins[ "botmeleeparams" ] ) )
{
self [[ level.bot_builtins[ "botmeleeparams" ] ]]( yaw, dist );
}
}
/*
Returns if player is the host
*/
is_host()
{
return ( isdefined( self.pers[ "bot_host" ] ) && self.pers[ "bot_host" ] );
}
/*
Setups the host variable on the player
*/
doHostCheck()
{
self.pers[ "bot_host" ] = false;
if ( self is_bot() )
{
return;
}
result = false;
if ( getdvar( "bots_main_firstIsHost" ) != "0" )
{
BotBuiltinPrintConsole( "WARNING: bots_main_firstIsHost is enabled" );
if ( getdvar( "bots_main_firstIsHost" ) == "1" )
{
setdvar( "bots_main_firstIsHost", self getguid() );
}
if ( getdvar( "bots_main_firstIsHost" ) == self getguid() + "" )
{
result = true;
}
}
DvarGUID = getdvar( "bots_main_GUIDs" );
if ( DvarGUID != "" )
{
guids = strtok( DvarGUID, "," );
for ( i = 0; i < guids.size; i++ )
{
if ( self getguid() + "" == guids[ i ] )
{
result = true;
}
}
}
if ( !result )
{
return;
}
self.pers[ "bot_host" ] = true;
}
/*
Returns if the player is a bot.
*/
is_bot()
{
return self BotBuiltinIsBot();
}
/*
Set the bot's stance
*/
BotSetStance( stance )
{
switch ( stance )
{
case "stand":
self maps\mp\bots\_bot_internal::stand();
break;
case "crouch":
self maps\mp\bots\_bot_internal::crouch();
break;
case "prone":
self maps\mp\bots\_bot_internal::prone();
break;
}
}
/*
Bot presses the button for time.
*/
BotPressAttack( time )
{
self maps\mp\bots\_bot_internal::pressFire( time );
}
/*
Bot presses the ads button for time.
*/
BotPressADS( time )
{
self maps\mp\bots\_bot_internal::pressADS( time );
}
/*
Bot presses the use button for time.
*/
BotPressUse( time )
{
self maps\mp\bots\_bot_internal::use( time );
}
/*
Bot presses the frag button for time.
*/
BotPressFrag( time )
{
self maps\mp\bots\_bot_internal::frag( time );
}
/*
Bot presses the smoke button for time.
*/
BotPressSmoke( time )
{
self maps\mp\bots\_bot_internal::smoke( time );
}
/*
Returns the bot's random assigned number.
*/
BotGetRandom()
{
return self.bot.rand;
}
/*
Returns a random number thats different everytime it changes target
*/
BotGetTargetRandom()
{
if ( !isdefined( self.bot.target ) )
{
return undefined;
}
return self.bot.target.rand;
}
/*
Returns if the bot is fragging.
*/
IsBotFragging()
{
return self.bot.isfraggingafter;
}
/*
Returns if the bot is pressing smoke button.
*/
IsBotSmoking()
{
return self.bot.issmokingafter;
}
/*
Returns if the bot is sprinting.
*/
IsBotSprinting()
{
return self.bot.issprinting;
}
/*
Returns if the bot is reloading.
*/
IsBotReloading()
{
return self.bot.isreloading;
}
/*
Is bot knifing
*/
IsBotKnifing()
{
return self.bot.isknifingafter;
}
/*
If the model of the player is good
*/
IsPlayerModelOK()
{
return ( isdefined( self.bot_model_fix ) && !isdefined( self.gib_ref ) );
}
/*
Freezes the bot's controls.
*/
BotFreezeControls( what )
{
self.bot.isfrozen = what;
if ( what )
{
self notify( "kill_goal" );
}
}
/*
Returns if the bot is script frozen.
*/
BotIsFrozen()
{
return self.bot.isfrozen;
}
/*
Bot will stop moving
*/
BotStopMoving( what )
{
self.bot.stop_move = what;
if ( what )
{
self notify( "kill_goal" );
}
}
/*
Notify the bot chat message
*/
BotNotifyBotEvent( msg, a, b, c, d, e, f, g )
{
self notify( "bot_event", msg, a, b, c, d, e, f, g );
}
/*
Returns if the bot has a script goal.
(like t5 gsc bot)
*/
HasScriptGoal()
{
return ( isdefined( self GetScriptGoal() ) );
}
/*
Returns the pos of the bot's goal
*/
GetScriptGoal()
{
return self.bot.script_goal;
}
/*
Sets the bot's goal, will acheive it when dist away from it.
*/
SetScriptGoal( goal, dist )
{
if ( !isdefined( dist ) )
{
dist = 16;
}
self.bot.script_goal = goal;
self.bot.script_goal_dist = dist;
waittillframeend;
self notify( "new_goal_internal" );
self notify( "new_goal" );
}
/*
Clears the bot's goal.
*/
ClearScriptGoal()
{
self SetScriptGoal( undefined, 0 );
}
/*
Sets the aim position of the bot
*/
SetScriptAimPos( pos )
{
self.bot.script_aimpos = pos;
}
/*
Clears the aim position of the bot
*/
ClearScriptAimPos()
{
self SetScriptAimPos( undefined );
}
/*
Returns the aim position of the bot
*/
GetScriptAimPos()
{
return self.bot.script_aimpos;
}
/*
Returns if the bot has a aim pos
*/
HasScriptAimPos()
{
return isdefined( self GetScriptAimPos() );
}
/*
Sets the bot's target to be this ent.
*/
setAttacker( att )
{
self.bot.target_this_frame = att;
}
/*
Sets the script enemy for a bot.
*/
SetScriptEnemy( enemy, offset )
{
self.bot.script_target = enemy;
self.bot.script_target_offset = offset;
}
/*
Removes the script enemy of the bot.
*/
ClearScriptEnemy()
{
self SetScriptEnemy( undefined, undefined );
}
/*
Returns the entity of the bot's target.
*/
getThreat()
{
if ( !isdefined( self.bot.target ) )
{
return undefined;
}
return self.bot.target.entity;
}
/*
Returns if the bot has a script enemy.
*/
HasScriptEnemy()
{
return ( isdefined( self.bot.script_target ) );
}
/*
Returns if the bot has a threat.
*/
hasThreat()
{
return ( isdefined( self getThreat() ) );
}
/*
Returns whether the bot has a priority objective
*/
HasPriorityObjective()
{
return self.bot.prio_objective;
}
/*
Sets the bot to prioritize the objective over targeting enemies
*/
SetPriorityObjective()
{
self.bot.prio_objective = true;
self notify( "kill_goal" );
}
/*
Clears the bot's priority objective to allow the bot to target enemies automatically again
*/
ClearPriorityObjective()
{
self.bot.prio_objective = false;
self notify( "kill_goal" );
}
/*
If the player is defusing
*/
isDefusing()
{
return ( isdefined( self.isdefusing ) && self.isdefusing );
}
/*
If the play is planting
*/
isPlanting()
{
return ( isdefined( self.isplanting ) && self.isplanting );
}
/*
If the player is in laststand
*/
inLastStand()
{
return ( isdefined( self.laststand ) && self.laststand );
}
/*
Returns if we are beingArtilleryShellshocked
*/
isArtShocked()
{
return ( isdefined( self.beingartilleryshellshocked ) && self.beingartilleryshellshocked );
}
/*
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 );
}
/*
is flared
*/
isFlared()
{
return ( isdefined( self.inflarevisionarea ) && self.inflarevisionarea && !self hasperk( "specialty_shades" ) );
}
/*
Is gased
*/
isGased()
{
return ( isdefined( self.inpoisonarea ) && self.inpoisonarea && !self hasperk( "specialty_gas_mask" ) );
}
/*
If the player is the flag carrier
*/
isFlagCarrier()
{
return ( isdefined( self.isflagcarrier ) && self.isflagcarrier );
}
/*
Returns a valid grenade launcher weapon
*/
getValidTube()
{
weaps = self getweaponslist();
for ( i = 0; i < weaps.size; i++ )
{
weap = weaps[ i ];
if ( !self getammocount( weap ) )
{
continue;
}
if ( issubstr( weap, "gl_" ) && !issubstr( weap, "_gl_" ) )
{
return weap;
}
}
return undefined;
}
/*
Returns a random grenade in the bot's inventory.
*/
getValidGrenade()
{
grenadeTypes = [];
grenadeTypes[ grenadeTypes.size ] = "frag_grenade_mp";
grenadeTypes[ grenadeTypes.size ] = "molotov_mp";
grenadeTypes[ grenadeTypes.size ] = "m8_white_smoke_mp";
grenadeTypes[ grenadeTypes.size ] = "tabun_gas_mp";
grenadeTypes[ grenadeTypes.size ] = "sticky_grenade_mp";
grenadeTypes[ grenadeTypes.size ] = "signal_flare_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 PickRandom( possibles );
}
/*
Picks a random thing
*/
PickRandom( arr )
{
if ( !arr.size )
{
return undefined;
}
return arr[ randomint( arr.size ) ];
}
/*
If weap is a secondary gnade
*/
isSecondaryGrenade( gnade )
{
return ( gnade == "tabun_gas_mp" || gnade == "m8_white_smoke_mp" || gnade == "signal_flare_mp" );
}
/*
CoD4
*/
getBaseWeaponName( weap )
{
return strtok( weap, "_" )[ 0 ];
}
/*
Returns if the given weapon is full auto.
*/
WeaponIsFullAuto( weap )
{
weaptoks = strtok( weap, "_" );
return isdefined( weaptoks[ 0 ] ) && isstring( weaptoks[ 0 ] ) && isdefined( level.bots_fullautoguns[ weaptoks[ 0 ] ] );
}
/*
Returns what our eye height is.
*/
getEyeHeight()
{
stance = self getstance();
if ( self inLastStand() || stance == "prone" )
{
return 11;
}
if ( stance == "crouch" )
{
return 40;
}
return 60;
}
/*
Returns (iw4) eye pos.
*/
getEyePos()
{
return self.origin + ( 0, 0, self getEyeHeight() );
}
/*
helper
*/
waittill_either_return_( str1, str2 )
{
self endon( str1 );
self waittill( str2 );
return true;
}
/*
Returns which string gets notified first
*/
waittill_either_return( str1, str2 )
{
if ( !isdefined( self waittill_either_return_( str1, str2 ) ) )
{
return str1;
}
return str2;
}
/*
iw5
*/
allowClassChoice()
{
return true;
}
/*
iw5
*/
allowTeamChoice()
{
return true;
}
/*
Taken from iw4 script
*/
waittill_any_timeout( timeOut, string1, string2, string3, string4, string5 )
{
if ( ( !isdefined( string1 ) || string1 != "death" ) &&
( !isdefined( string2 ) || string2 != "death" ) &&
( !isdefined( string3 ) || string3 != "death" ) &&
( !isdefined( string4 ) || string4 != "death" ) &&
( !isdefined( string5 ) || string5 != "death" ) )
{
self endon( "death" );
}
ent = spawnstruct();
if ( isdefined( string1 ) )
{
self thread waittill_string( string1, ent );
}
if ( isdefined( string2 ) )
{
self thread waittill_string( string2, ent );
}
if ( isdefined( string3 ) )
{
self thread waittill_string( string3, ent );
}
if ( isdefined( string4 ) )
{
self thread waittill_string( string4, ent );
}
if ( isdefined( string5 ) )
{
self thread waittill_string( string5, ent );
}
ent thread _timeout( timeOut );
ent waittill( "returned", msg );
ent notify( "die" );
return msg;
}
/*
Used for waittill_any_timeout
*/
_timeout( delay )
{
self endon( "die" );
wait( delay );
self notify( "returned", "timeout" );
}
/*
Returns if we have the create a class object unlocked.
*/
isItemUnlocked( what, lvl )
{
switch ( what )
{
case "m1carbine":
return ( lvl >= 65 );
case "m1garand":
return ( lvl >= 17 );
case "mg42":
return ( lvl >= 33 );
case "mosinrifle":
return ( lvl >= 21 );
case "mp40":
return ( lvl >= 10 );
case "ppsh":
return ( lvl >= 53 );
case "ptrs41":
return ( lvl >= 57 );
case "shotgun":
return true;
case "springfield":
return true;
case "stg44":
return ( lvl >= 37 );
case "svt40":
return true;
case "thompson":
return true;
case "type99rifle":
return true;
case "type100smg":
return ( lvl >= 25 );
case "type99lmg":
return true;
case "kar98k":
return ( lvl >= 41 );
case "gewehr43":
return ( lvl >= 7 );
case "fg42":
return ( lvl >= 45 );
case "doublebarreledshotgun":
return ( lvl >= 29 );
case "bar":
return true;
case "30cal":
return ( lvl >= 61 );
case "dp28":
return ( lvl >= 13 );
case "walther":
return true;
case "357magnum":
return ( lvl >= 49 );
case "colt":
return true;
case "nambu":
return true;
case "tokarev":
return ( lvl >= 21 );
case "frag_grenade_mp":
return true;
case "molotov_mp":
return ( lvl >= 10 );
case "sticky_grenade_mp":
return true;
case "specialty_water_cooled":
return true;
case "specialty_greased_barrings":
return true;
case "specialty_ordinance":
return ( lvl >= 12 );
case "specialty_boost":
return ( lvl >= 28 );
case "specialty_leadfoot":
return ( lvl >= 40 );
case "specialty_bulletdamage":
return true;
case "specialty_armorvest":
return true;
case "specialty_fastreload":
return ( lvl >= 28 );
case "specialty_rof":
return ( lvl >= 36 );
case "specialty_twoprimaries":
return ( lvl >= 56 );
case "specialty_gpsjammer":
return ( lvl >= 12 );
case "specialty_explosivedamage":
return true;
case "specialty_flakjacket":
return true;
case "specialty_shades":
return ( lvl >= 32 );
case "specialty_gas_mask":
return true;
case "specialty_longersprint":
return true;
case "specialty_bulletaccuracy":
return true;
case "specialty_pistoldeath":
return ( lvl >= 9 );
case "specialty_grenadepulldeath":
return ( lvl >= 20 );
case "specialty_bulletpenetration":
return true;
case "specialty_holdbreath":
return ( lvl >= 60 );
case "specialty_quieter":
return ( lvl >= 52 );
case "specialty_fireproof":
return ( lvl >= 48 );
case "specialty_reconnaissance":
return ( lvl >= 64 );
case "specialty_pin_back":
return ( lvl >= 6 );
case "specialty_specialgrenade":
return true;
case "specialty_weapon_bouncing_betty":
return ( lvl >= 24 );
case "specialty_weapon_flamethrower":
return ( lvl >= 65 );
case "specialty_fraggrenade":
return ( lvl >= 44 );
case "specialty_extraammo":
return ( lvl >= 40 );
case "specialty_detectexplosive":
return ( lvl >= 16 );
case "specialty_weapon_bazooka":
return true;
case "specialty_weapon_satchel_charge":
return true;
default:
return true;
}
}
/*
If the weapon is allowed to be dropped
*/
isWeaponDroppable( weap )
{
return ( maps\mp\gametypes\_weapons::maydropweapon( weap ) );
}
/*
Waits until not or tim.
*/
waittill_notify_or_timeout( not, tim )
{
self endon( not );
wait tim;
}
/*
Gets a player who is host
*/
GetHostPlayer()
{
for ( i = 0; i < level.players.size; i++ )
{
player = level.players[ i ];
if ( !player is_host() )
{
continue;
}
return player;
}
return undefined;
}
/*
Waits for a host player
*/
bot_wait_for_host()
{
host = undefined;
while ( !isdefined( level ) || !isdefined( level.players ) )
{
wait 0.05;
}
for ( i = getdvarfloat( "bots_main_waitForHostTime" ); i > 0; i -= 0.05 )
{
host = GetHostPlayer();
if ( isdefined( host ) )
{
break;
}
wait 0.05;
}
if ( !isdefined( host ) )
{
return;
}
for ( i = getdvarfloat( "bots_main_waitForHostTime" ); i > 0; i -= 0.05 )
{
if ( isdefined( host.pers[ "team" ] ) )
{
break;
}
wait 0.05;
}
if ( !isdefined( host.pers[ "team" ] ) )
{
return;
}
for ( i = getdvarfloat( "bots_main_waitForHostTime" ); i > 0; i -= 0.05 )
{
if ( host.pers[ "team" ] == "allies" || host.pers[ "team" ] == "axis" )
{
break;
}
wait 0.05;
}
}
/*
Pezbot's line sphere intersection.
http: // paulbourke.net/geometry/circlesphere/raysphere.c
*/
RaySphereIntersect( start, end, spherePos, radius )
{
// check if the start or end points are in the sphere
r2 = radius * radius;
if ( distancesquared( start, spherePos ) < r2 )
{
return true;
}
if ( distancesquared( end, spherePos ) < r2 )
{
return true;
}
// check if the line made by start and end intersect the sphere
dp = end - start;
a = dp[ 0 ] * dp[ 0 ] + dp[ 1 ] * dp[ 1 ] + dp[ 2 ] * dp[ 2 ];
b = 2 * ( dp[ 0 ] * ( start[ 0 ] - spherePos[ 0 ] ) + dp[ 1 ] * ( start[ 1 ] - spherePos[ 1 ] ) + dp[ 2 ] * ( start[ 2 ] - spherePos[ 2 ] ) );
c = spherePos[ 0 ] * spherePos[ 0 ] + spherePos[ 1 ] * spherePos[ 1 ] + spherePos[ 2 ] * spherePos[ 2 ];
c += start[ 0 ] * start[ 0 ] + start[ 1 ] * start[ 1 ] + start[ 2 ] * start[ 2 ];
c -= 2.0 * ( spherePos[ 0 ] * start[ 0 ] + spherePos[ 1 ] * start[ 1 ] + spherePos[ 2 ] * start[ 2 ] );
c -= radius * radius;
bb4ac = b * b - 4.0 * a * c;
if ( abs( a ) < 0.0001 || bb4ac < 0 )
{
return false;
}
mu1 = ( 0 - b + sqrt( bb4ac ) ) / ( 2 * a );
// mu2 = (0-b - sqrt(bb4ac)) / (2 * a);
// intersection points of the sphere
ip1 = start + mu1 * dp;
// ip2 = start + mu2 * dp;
myDist = distancesquared( start, end );
// check if both intersection points far
if ( distancesquared( start, ip1 ) > myDist/* && distancesquared(start, ip2) > myDist*/ )
{
return false;
}
dpAngles = vectortoangles( dp );
// check if the point is behind us
if ( getConeDot( ip1, start, dpAngles ) < 0/* || getConeDot(ip2, start, dpAngles) < 0*/ )
{
return false;
}
return true;
}
/*
Returns if a smoke grenade would intersect start to end line.
*/
SmokeTrace( start, end, rad )
{
for ( i = level.bots_smokelist.count - 1; i >= 0; i-- )
{
nade = level.bots_smokelist.data[ i ];
if ( nade.state != "smoking" )
{
continue;
}
if ( !RaySphereIntersect( start, end, nade.origin, rad ) )
{
continue;
}
return false;
}
return true;
}
/*
Returns the cone dot (like fov, or distance from the center of our screen). 1.0 = directly looking at, 0.0 = completely right angle, -1.0, completely 180
*/
getConeDot( to, from, dir )
{
dirToTarget = vectornormalize( to - from );
forward = anglestoforward( dir );
return vectordot( dirToTarget, forward );
}
/*
Returns the distance squared in a 2d space
*/
distancesquared2D( to, from )
{
to = ( to[ 0 ], to[ 1 ], 0 );
from = ( from[ 0 ], from[ 1 ], 0 );
return distancesquared( to, from );
}
/*
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;
}
}
/*
Rounds up the given value.
*/
RoundUp( floatVal )
{
i = int( floatVal );
if ( i != floatVal )
{
return i + 1;
}
else
{
return i;
}
}
/*
Creates indexers for the create a class objects.
*/
cac_init_patch()
{
// oldschool mode does not create these, we need those tho.
if ( !isdefined( level.tbl_weaponids ) )
{
level.tbl_weaponids = [];
for ( i = 0; i < 150; i++ )
{
reference_s = tablelookup( "mp/statsTable.csv", 0, i, 4 );
if ( reference_s != "" )
{
level.tbl_weaponids[ i ][ "reference" ] = reference_s;
level.tbl_weaponids[ i ][ "group" ] = tablelookup( "mp/statstable.csv", 0, i, 2 );
level.tbl_weaponids[ i ][ "count" ] = int( tablelookup( "mp/statstable.csv", 0, i, 5 ) );
level.tbl_weaponids[ i ][ "attachment" ] = tablelookup( "mp/statstable.csv", 0, i, 8 );
}
else
{
continue;
}
}
}
if ( !isdefined( level.tbl_weaponattachment ) )
{
level.tbl_weaponattachment = [];
for ( i = 0; i < 13; i++ )
{
level.tbl_weaponattachment[ i ][ "bitmask" ] = int( tablelookup( "mp/attachmentTable.csv", 9, i, 10 ) );
level.tbl_weaponattachment[ i ][ "reference" ] = tablelookup( "mp/attachmentTable.csv", 9, i, 4 );
}
}
if ( !isdefined( level.tbl_perkdata ) )
{
level.tbl_perkdata = [];
// generating perk data vars collected form statsTable.csv
for ( i = 150; i < 194; i++ )
{
reference_s = tablelookup( "mp/statsTable.csv", 0, i, 4 );
if ( reference_s != "" )
{
level.tbl_perkdata[ i ][ "reference" ] = reference_s;
level.tbl_perkdata[ i ][ "reference_full" ] = tablelookup( "mp/statsTable.csv", 0, i, 6 );
level.tbl_perkdata[ i ][ "count" ] = int( tablelookup( "mp/statsTable.csv", 0, i, 5 ) );
level.tbl_perkdata[ i ][ "group" ] = tablelookup( "mp/statsTable.csv", 0, i, 2 );
level.tbl_perkdata[ i ][ "name" ] = tablelookupistring( "mp/statsTable.csv", 0, i, 3 );
level.tbl_perkdata[ i ][ "perk_num" ] = tablelookup( "mp/statsTable.csv", 0, i, 8 );
}
else
{
continue;
}
}
}
level.perkreferencetoindex = [];
level.weaponreferencetoindex = [];
level.weaponattachmentreferencetoindex = [];
for ( i = 0; i < 150; i++ )
{
if ( !isdefined( level.tbl_weaponids[ i ] ) || !isdefined( level.tbl_weaponids[ i ][ "reference" ] ) )
{
continue;
}
level.weaponreferencetoindex[ level.tbl_weaponids[ i ][ "reference" ] ] = i;
}
for ( i = 0; i < 13; i++ )
{
if ( !isdefined( level.tbl_weaponattachment[ i ] ) || !isdefined( level.tbl_weaponattachment[ i ][ "reference" ] ) )
{
continue;
}
level.weaponattachmentreferencetoindex[ level.tbl_weaponattachment[ i ][ "reference" ] ] = i;
}
for ( i = 150; i < 194; i++ )
{
if ( !isdefined( level.tbl_perkdata[ i ] ) || !isdefined( level.tbl_perkdata[ i ][ "reference_full" ] ) )
{
continue;
}
level.perkreferencetoindex[ level.tbl_perkdata[ i ][ "reference_full" ] ] = i;
}
}
/*
Clamps between value
*/
clamp( a, minv, maxv )
{
return max( min( a, maxv ), minv );
}
/*
converts a string into a float
*/
float_old( num )
{
setdvar( "temp_dvar_bot_util", num );
return getdvarfloat( "temp_dvar_bot_util" );
}
/*
Parses tokens into a waypoint obj
*/
parseTokensIntoWaypoint( tokens )
{
waypoint = spawnstruct();
orgStr = tokens[ 0 ];
orgToks = strtok( orgStr, " " );
waypoint.origin = ( float_old( orgToks[ 0 ] ), float_old( orgToks[ 1 ] ), float_old( orgToks[ 2 ] ) );
childStr = tokens[ 1 ];
childToks = strtok( childStr, " " );
waypoint.children = [];
for ( j = 0; j < childToks.size; j++ )
{
waypoint.children[ j ] = int( childToks[ j ] );
}
type = tokens[ 2 ];
waypoint.type = type;
anglesStr = tokens[ 3 ];
if ( isdefined( anglesStr ) && anglesStr != "" )
{
anglesToks = strtok( anglesStr, " " );
if ( anglesToks.size >= 3 )
{
waypoint.angles = ( float_old( anglesToks[ 0 ] ), float_old( anglesToks[ 1 ] ), float_old( anglesToks[ 2 ] ) );
}
}
return waypoint;
}
/*
Function to extract lines from a file specified by 'filename' and store them in a result structure.
*/
getWaypointLinesFromFile( filename )
{
// Create a structure to store the result, including an array to hold individual lines.
result = spawnstruct();
result.lines = [];
// Read the entire content of the file into the 'waypointStr' variable.
// Note: max string length in GSC is 65535.
waypointStr = BotBuiltinFileRead( filename );
// If the file is empty or not defined, return the empty result structure.
if ( !isdefined( waypointStr ) )
{
return result;
}
// Variables to track the current line's character count and starting position.
linecount = 0;
linestart = 0;
// Iterate through each character in the 'waypointStr'.
for ( i = 0; i < waypointStr.size; i++ )
{
// Check for newline characters '\n' or '\r'.
if ( waypointStr[ i ] == "\n" || waypointStr[ i ] == "\r" )
{
// Extract the current line using 'getsubstr' and store it in the result array.
result.lines[ result.lines.size ] = getsubstr( waypointStr, linestart, linestart + linecount );
// If the newline is '\r\n', skip the next character.
if ( waypointStr[ i ] == "\r" && i < waypointStr.size - 1 && waypointStr[ i + 1 ] == "\n" )
{
i++;
}
// Reset linecount and update linestart for the next line.
linecount = 0;
linestart = i + 1;
continue;
}
// Increment linecount for the current line.
linecount++;
}
// Store the last line (or the only line if there are no newline characters) in the result array.
result.lines[ result.lines.size ] = getsubstr( waypointStr, linestart, linestart + linecount );
// Return the result structure containing the array of extracted lines.
return result;
}
/*
Read from file a csv, and returns an array of waypoints
*/
readWpsFromFile( mapname )
{
waypoints = [];
filename = "waypoints/" + mapname + "_wp.csv";
if ( !BotBuiltinFileExists( filename ) )
{
return waypoints;
}
res = getWaypointLinesFromFile( filename );
if ( !res.lines.size )
{
return waypoints;
}
BotBuiltinPrintConsole( "Attempting to read waypoints from " + filename );
waypointCount = int( res.lines[ 0 ] );
for ( i = 1; i <= waypointCount; i++ )
{
tokens = strtok( res.lines[ i ], "," );
waypoint = parseTokensIntoWaypoint( tokens );
waypoints[ i - 1 ] = waypoint;
}
return waypoints;
}
/*
Loads the waypoints. Populating everything needed for the waypoints.
*/
load_waypoints()
{
mapname = getdvar( "mapname" );
level.waypointcount = 0;
level.waypointusage = [];
level.waypointusage[ "allies" ] = [];
level.waypointusage[ "axis" ] = [];
if ( !isdefined( level.waypoints ) )
{
level.waypoints = [];
}
wps = readWpsFromFile( mapname );
if ( wps.size )
{
level.waypoints = wps;
BotBuiltinPrintConsole( "Loaded " + wps.size + " waypoints from file" );
}
else
{
switch ( mapname )
{
default:
maps\mp\bots\waypoints\_custom_map::main( mapname );
break;
}
if ( level.waypoints.size )
{
BotBuiltinPrintConsole( "Loaded " + level.waypoints.size + " waypoints from script" );
}
}
if ( !level.waypoints.size )
{
BotBuiltinPrintConsole( "No waypoints loaded!" );
}
level.waypointcount = level.waypoints.size;
for ( i = 0; i < level.waypointcount; i++ )
{
if ( !isdefined( level.waypoints[ i ].children ) || !isdefined( level.waypoints[ i ].children.size ) )
{
level.waypoints[ i ].children = [];
}
if ( !isdefined( level.waypoints[ i ].origin ) )
{
level.waypoints[ i ].origin = ( 0, 0, 0 );
}
if ( !isdefined( level.waypoints[ i ].type ) )
{
level.waypoints[ i ].type = "crouch";
}
level.waypoints[ i ].childcount = undefined;
}
}
/*
Is bot near any of the given waypoints
*/
nearAnyOfWaypoints( dist, waypoints )
{
dist *= dist;
for ( i = 0; i < waypoints.size; i++ )
{
waypoint = level.waypoints[ waypoints[ i ] ];
if ( distancesquared( waypoint.origin, self.origin ) > dist )
{
continue;
}
return true;
}
return false;
}
/*
Returns the waypoints that are near
*/
waypointsNear( waypoints, dist )
{
dist *= dist;
answer = [];
for ( i = 0; i < waypoints.size; i++ )
{
wp = level.waypoints[ waypoints[ i ] ];
if ( distancesquared( wp.origin, self.origin ) > dist )
{
continue;
}
answer[ answer.size ] = waypoints[ i ];
}
return answer;
}
/*
Returns nearest waypoint of waypoints
*/
getNearestWaypointOfWaypoints( waypoints )
{
answer = undefined;
closestDist = 2147483647;
for ( i = 0; i < waypoints.size; i++ )
{
waypoint = level.waypoints[ waypoints[ i ] ];
thisDist = distancesquared( self.origin, waypoint.origin );
if ( isdefined( answer ) && thisDist > closestDist )
{
continue;
}
answer = waypoints[ i ];
closestDist = thisDist;
}
return answer;
}
/*
Returns all waypoints of type
*/
getWaypointsOfType( type )
{
answer = [];
for ( i = 0; i < level.waypointcount; i++ )
{
wp = level.waypoints[ i ];
if ( type == "camp" )
{
if ( wp.type != "crouch" )
{
continue;
}
if ( wp.children.size != 1 )
{
continue;
}
}
else if ( type != wp.type )
{
continue;
}
answer[ answer.size ] = i;
}
return answer;
}
/*
Returns the waypoint for index
*/
getWaypointForIndex( i )
{
if ( !isdefined( i ) )
{
return undefined;
}
return level.waypoints[ i ];
}
/*
Returns a good amount of players.
*/
getGoodMapAmount()
{
switch ( getdvar( "mapname" ) )
{
case "mp_kneedeep":
case "mp_seelow":
case "mp_outskirts":
case "mp_downfall":
case "mp_roundhouse":
if ( level.teambased )
{
return 14;
}
else
{
return 9;
}
case "mp_suburban":
case "mp_docks":
case "mp_subway":
case "mp_vodka":
case "mp_nachtfeuer":
case "mp_makin_day":
case "mp_makin":
case "mp_hangar":
case "mp_courtyard":
case "mp_stalingrad":
case "mp_shrine":
case "mp_kwai":
case "mp_castle":
case "mp_asylum":
case "mp_airfield":
case "mp_bgate":
if ( level.teambased )
{
return 12;
}
else
{
return 8;
}
case "mp_dome":
case "mp_drum":
if ( level.teambased )
{
return 8;
}
else
{
return 4;
}
}
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 the friendly user name for a given map's codename
*/
getMapName( map )
{
switch ( map )
{
case "mp_airfield":
return "Airfield";
case "mp_asylum":
return "Asylum";
case "mp_kwai":
return "Banzai";
case "mp_drum":
return "Battery";
case "mp_castle":
return "Castle";
case "mp_shrine":
return "Cliffside";
case "mp_stalingrad":
return "Corrosion";
case "mp_courtyard":
return "Courtyard";
case "mp_dome":
return "Dome";
case "mp_downfall":
return "Downfall";
case "mp_hangar":
return "Hangar";
case "mp_kneedeep":
return "Knee Deep";
case "mp_makin":
return "Makin";
case "mp_makin_day":
return "Makin Day";
case "mp_nachtfeuer":
return "Nightfire";
case "mp_outskirts":
return "Outskirts";
case "mp_vodka":
return "Revolution";
case "mp_roundhouse":
return "Roundhouse";
case "mp_seelow":
return "Seelow";
case "mp_subway":
return "Station";
case "mp_docks":
return "Sub Pens";
case "mp_suburban":
return "Upheaval";
case "mp_bgate":
return "Breach";
}
return map;
}
/*
Does the extra check when adding bots
*/
doExtraCheck()
{
maps\mp\bots\_bot_internal::checkTheBots();
}
/*
Returns a bot to be kicked
*/
getBotToKick()
{
bots = getBotArray();
if ( !isdefined( bots ) || !isdefined( bots.size ) || bots.size <= 0 || !isdefined( bots[ 0 ] ) )
{
return undefined;
}
tokick = undefined;
axis = 0;
allies = 0;
team = getdvar( "bots_team" );
// count teams
for ( i = 0; i < bots.size; i++ )
{
bot = bots[ i ];
if ( !isdefined( bot ) || !isdefined( bot.team ) )
{
continue;
}
if ( bot.team == "allies" )
{
allies++;
}
else if ( bot.team == "axis" )
{
axis++;
}
else // choose bots that are not on a team first
{
return bot;
}
}
// search for a bot on the other team
if ( team == "custom" || team == "axis" )
{
team = "allies";
}
else if ( team == "autoassign" )
{
// get the team with the most bots
team = "allies";
if ( axis > allies )
{
team = "axis";
}
}
else
{
team = "axis";
}
// get the bot on this team with lowest skill
for ( i = 0; i < bots.size; i++ )
{
bot = bots[ i ];
if ( !isdefined( bot ) || !isdefined( bot.team ) )
{
continue;
}
if ( bot.team != team )
{
continue;
}
if ( !isdefined( bot.pers ) || !isdefined( bot.pers[ "bots" ] ) || !isdefined( bot.pers[ "bots" ][ "skill" ] ) || !isdefined( bot.pers[ "bots" ][ "skill" ][ "base" ] ) )
{
continue;
}
if ( isdefined( tokick ) && bot.pers[ "bots" ][ "skill" ][ "base" ] > tokick.pers[ "bots" ][ "skill" ][ "base" ] )
{
continue;
}
tokick = bot;
}
if ( isdefined( tokick ) )
{
return tokick;
}
// just kick lowest skill
for ( i = 0; i < bots.size; i++ )
{
bot = bots[ i ];
if ( !isdefined( bot ) || !isdefined( bot.team ) )
{
continue;
}
if ( !isdefined( bot.pers ) || !isdefined( bot.pers[ "bots" ] ) || !isdefined( bot.pers[ "bots" ][ "skill" ] ) || !isdefined( bot.pers[ "bots" ][ "skill" ][ "base" ] ) )
{
continue;
}
if ( isdefined( tokick ) && bot.pers[ "bots" ][ "skill" ][ "base" ] > tokick.pers[ "bots" ][ "skill" ][ "base" ] )
{
continue;
}
tokick = bot;
}
return tokick;
}
/*
Returns an array of all the bots in the game.
*/
getBotArray()
{
result = [];
playercount = level.players.size;
for ( i = 0; i < playercount; i++ )
{
player = level.players[ i ];
if ( !player is_bot() )
{
continue;
}
result[ result.size ] = player;
}
return result;
}
/*
We return a balanced KDTree from the waypoints.
*/
WaypointsToKDTree()
{
kdTree = KDTree();
kdTree _WaypointsToKDTree( level.waypoints, 0 );
return kdTree;
}
/*
Recurive function. We construct a balanced KD tree by sorting the waypoints using heap sort.
*/
_WaypointsToKDTree( waypoints, dem )
{
if ( !waypoints.size )
{
return;
}
callbacksort = undefined;
switch ( dem )
{
case 0:
callbacksort = ::HeapSortCoordX;
break;
case 1:
callbacksort = ::HeapSortCoordY;
break;
case 2:
callbacksort = ::HeapSortCoordZ;
break;
}
heap = NewHeap( callbacksort );
for ( i = 0; i < waypoints.size; i++ )
{
heap HeapInsert( waypoints[ i ] );
}
sorted = [];
while ( heap.data.size )
{
sorted[ sorted.size ] = heap.data[ 0 ];
heap HeapRemove();
}
median = int( sorted.size / 2 ); // use divide and conq
left = [];
right = [];
for ( i = 0; i < sorted.size; i++ )
{
if ( i < median )
{
right[ right.size ] = sorted[ i ];
}
else if ( i > median )
{
left[ left.size ] = sorted[ i ];
}
}
self KDTreeInsert( sorted[ median ] );
_WaypointsToKDTree( left, ( dem + 1 ) % 3 );
_WaypointsToKDTree( right, ( dem + 1 ) % 3 );
}
/*
Returns a new list.
*/
List()
{
list = spawnstruct();
list.count = 0;
list.data = [];
return list;
}
/*
Adds a new thing to the list.
*/
ListAdd( thing )
{
self.data[ self.count ] = thing;
self.count++;
}
/*
Adds to the start of the list.
*/
ListAddFirst( thing )
{
for ( i = self.count - 1; i >= 0; i-- )
{
self.data[ i + 1 ] = self.data[ i ];
}
self.data[ 0 ] = thing;
self.count++;
}
/*
Removes the thing from the list.
*/
ListRemove( thing )
{
for ( i = 0; i < self.count; i++ )
{
if ( self.data[ i ] == thing )
{
while ( i < self.count - 1 )
{
self.data[ i ] = self.data[ i + 1 ];
i++;
}
self.data[ i ] = undefined;
self.count--;
break;
}
}
}
/*
Returns a new KDTree.
*/
KDTree()
{
kdTree = spawnstruct();
kdTree.root = undefined;
kdTree.count = 0;
return kdTree;
}
/*
Called on a KDTree. Will insert the object into the KDTree.
*/
KDTreeInsert( data ) // as long as what you insert has a .origin attru, it will work.
{
self.root = self _KDTreeInsert( self.root, data, 0, -2147483647, -2147483647, -2147483647, 2147483647, 2147483647, 2147483647 );
}
/*
Recurive function that insert the object into the KDTree.
*/
_KDTreeInsert( node, data, dem, x0, y0, z0, x1, y1, z1 )
{
if ( !isdefined( node ) )
{
r = spawnstruct();
r.data = data;
r.left = undefined;
r.right = undefined;
r.x0 = x0;
r.x1 = x1;
r.y0 = y0;
r.y1 = y1;
r.z0 = z0;
r.z1 = z1;
self.count++;
return r;
}
switch ( dem )
{
case 0:
if ( data.origin[ 0 ] < node.data.origin[ 0 ] )
{
node.left = self _KDTreeInsert( node.left, data, 1, x0, y0, z0, node.data.origin[ 0 ], y1, z1 );
}
else
{
node.right = self _KDTreeInsert( node.right, data, 1, node.data.origin[ 0 ], y0, z0, x1, y1, z1 );
}
break;
case 1:
if ( data.origin[ 1 ] < node.data.origin[ 1 ] )
{
node.left = self _KDTreeInsert( node.left, data, 2, x0, y0, z0, x1, node.data.origin[ 1 ], z1 );
}
else
{
node.right = self _KDTreeInsert( node.right, data, 2, x0, node.data.origin[ 1 ], z0, x1, y1, z1 );
}
break;
case 2:
if ( data.origin[ 2 ] < node.data.origin[ 2 ] )
{
node.left = self _KDTreeInsert( node.left, data, 0, x0, y0, z0, x1, y1, node.data.origin[ 2 ] );
}
else
{
node.right = self _KDTreeInsert( node.right, data, 0, x0, y0, node.data.origin[ 2 ], x1, y1, z1 );
}
break;
}
return node;
}
/*
Called on a KDTree, will return the nearest object to the given origin.
*/
KDTreeNearest( origin )
{
if ( !isdefined( self.root ) )
{
return undefined;
}
return self _KDTreeNearest( self.root, origin, self.root.data, distancesquared( self.root.data.origin, origin ), 0 );
}
/*
Recurive function that will retrieve the closest object to the query.
*/
_KDTreeNearest( node, point, closest, closestdist, dem )
{
if ( !isdefined( node ) )
{
return closest;
}
thisDis = distancesquared( node.data.origin, point );
if ( thisDis < closestdist )
{
closestdist = thisDis;
closest = node.data;
}
if ( node Rectdistancesquared( point ) < closestdist )
{
near = node.left;
far = node.right;
if ( point[ dem ] > node.data.origin[ dem ] )
{
near = node.right;
far = node.left;
}
closest = self _KDTreeNearest( near, point, closest, closestdist, ( dem + 1 ) % 3 );
closest = self _KDTreeNearest( far, point, closest, distancesquared( closest.origin, point ), ( dem + 1 ) % 3 );
}
return closest;
}
/*
Called on a rectangle, returns the distance from origin to the rectangle.
*/
Rectdistancesquared( origin )
{
dx = 0;
dy = 0;
dz = 0;
if ( origin[ 0 ] < self.x0 )
{
dx = origin[ 0 ] - self.x0;
}
else if ( origin[ 0 ] > self.x1 )
{
dx = origin[ 0 ] - self.x1;
}
if ( origin[ 1 ] < self.y0 )
{
dy = origin[ 1 ] - self.y0;
}
else if ( origin[ 1 ] > self.y1 )
{
dy = origin[ 1 ] - self.y1;
}
if ( origin[ 2 ] < self.z0 )
{
dz = origin[ 2 ] - self.z0;
}
else if ( origin[ 2 ] > self.z1 )
{
dz = origin[ 2 ] - self.z1;
}
return dx * dx + dy * dy + dz * dz;
}
/*
A heap invarient comparitor, used for objects, objects with a higher X coord will be first in the heap.
*/
HeapSortCoordX( item, item2 )
{
return item.origin[ 0 ] > item2.origin[ 0 ];
}
/*
A heap invarient comparitor, used for objects, objects with a higher Y coord will be first in the heap.
*/
HeapSortCoordY( item, item2 )
{
return item.origin[ 1 ] > item2.origin[ 1 ];
}
/*
A heap invarient comparitor, used for objects, objects with a higher Z coord will be first in the heap.
*/
HeapSortCoordZ( item, item2 )
{
return item.origin[ 2 ] > item2.origin[ 2 ];
}
/*
A heap invarient comparitor, used for numbers, numbers with the highest number will be first in the heap.
*/
Heap( item, item2 )
{
return item > item2;
}
/*
A heap invarient comparitor, used for numbers, numbers with the lowest number will be first in the heap.
*/
ReverseHeap( item, item2 )
{
return item < item2;
}
/*
A heap invarient comparitor, used for traces. Wanting the trace with the largest length first in the heap.
*/
HeapTraceFraction( item, item2 )
{
return item[ "fraction" ] > item2[ "fraction" ];
}
/*
Returns a new heap.
*/
NewHeap( compare )
{
heap_node = spawnstruct();
heap_node.data = [];
heap_node.compare = compare;
return heap_node;
}
/*
Inserts the item into the heap. Called on a heap.
*/
HeapInsert( item )
{
insert = self.data.size;
self.data[ insert ] = item;
current = insert + 1;
while ( current > 1 )
{
last = current;
current = int( current / 2 );
if ( ![[ self.compare ]]( item, self.data[ current - 1 ] ) )
{
break;
}
self.data[ last - 1 ] = self.data[ current - 1 ];
self.data[ current - 1 ] = item;
}
}
/*
Helper function to determine what is the next child of the bst.
*/
_HeapNextChild( node, hsize )
{
left = node * 2;
right = left + 1;
if ( left > hsize )
{
return -1;
}
if ( right > hsize )
{
return left;
}
if ( [[ self.compare ]]( self.data[ left - 1 ], self.data[ right - 1 ] ) )
{
return left;
}
else
{
return right;
}
}
/*
Removes an item from the heap. Called on a heap.
*/
HeapRemove()
{
remove = self.data.size;
if ( !remove )
{
return remove;
}
move = self.data[ remove - 1 ];
self.data[ 0 ] = move;
self.data[ remove - 1 ] = undefined;
remove--;
if ( !remove )
{
return remove;
}
last = 1;
next = self _HeapNextChild( 1, remove );
while ( next != -1 )
{
if ( [[ self.compare ]]( move, self.data[ next - 1 ] ) )
{
break;
}
self.data[ last - 1 ] = self.data[ next - 1 ];
self.data[ next - 1 ] = move;
last = next;
next = self _HeapNextChild( next, remove );
}
return remove;
}
/*
A heap invarient comparitor, used for the astar's nodes, wanting the node with the lowest f to be first in the heap.
*/
ReverseHeapAStar( item, item2 )
{
return item.f < item2.f;
}
/*
Removes the waypoint usage
*/
RemoveWaypointUsage( wp, team )
{
if ( !isdefined( level.waypointusage ) )
{
return;
}
if ( !isdefined( level.waypointusage[ team ][ wp + "" ] ) )
{
return;
}
level.waypointusage[ team ][ wp + "" ]--;
if ( level.waypointusage[ team ][ wp + "" ] <= 0 )
{
level.waypointusage[ team ][ wp + "" ] = undefined;
}
}
/*
Will linearly search for the nearest waypoint to pos that has a direct line of sight.
*/
GetNearestWaypointWithSight( pos )
{
candidate = undefined;
dist = 2147483647;
for ( i = 0; i < level.waypointcount; i++ )
{
if ( !bullettracepassed( pos + ( 0, 0, 15 ), level.waypoints[ i ].origin + ( 0, 0, 15 ), false, undefined ) )
{
continue;
}
curdis = distancesquared( level.waypoints[ i ].origin, pos );
if ( curdis > dist )
{
continue;
}
dist = curdis;
candidate = i;
}
return candidate;
}
/*
Will linearly search for the nearest waypoint
*/
getNearestWaypoint( pos )
{
candidate = undefined;
dist = 2147483647;
for ( i = 0; i < level.waypointcount; i++ )
{
curdis = distancesquared( level.waypoints[ i ].origin, pos );
if ( curdis > dist )
{
continue;
}
dist = curdis;
candidate = i;
}
return candidate;
}
/*
Modified Pezbot astar search.
This makes use of sets for quick look up and a heap for a priority queue instead of simple lists which require to linearly search for elements everytime.
It is also modified to make paths with bots already on more expensive and will try a less congested path first. Thus spliting up the bots onto more paths instead of just one (the smallest).
*/
AStarSearch( start, goal, team, greedy_path )
{
open = NewHeap( ::ReverseHeapAStar ); // heap
openset = []; // set for quick lookup
closed = []; // set for quick lookup
startWp = getNearestWaypoint( start );
if ( !isdefined( startWp ) )
{
return [];
}
_startwp = undefined;
if ( !bullettracepassed( start + ( 0, 0, 15 ), level.waypoints[ startWp ].origin + ( 0, 0, 15 ), false, undefined ) )
{
_startwp = GetNearestWaypointWithSight( start );
}
if ( isdefined( _startwp ) )
{
startWp = _startwp;
}
goalWp = getNearestWaypoint( goal );
if ( !isdefined( goalWp ) )
{
return [];
}
_goalwp = undefined;
if ( !bullettracepassed( goal + ( 0, 0, 15 ), level.waypoints[ goalWp ].origin + ( 0, 0, 15 ), false, undefined ) )
{
_goalwp = GetNearestWaypointWithSight( goal );
}
if ( isdefined( _goalwp ) )
{
goalWp = _goalwp;
}
node = spawnstruct();
node.g = 0; // path dist so far
node.h = distancesquared( level.waypoints[ startWp ].origin, level.waypoints[ goalWp ].origin ); // herustic, distance to goal for path finding
node.f = node.h + node.g; // combine path dist and heru, use reverse heap to sort the priority queue by this attru
node.index = startWp;
node.parent = undefined; // we are start, so we have no parent
// push node onto queue
openset[ node.index + "" ] = node;
open HeapInsert( node );
// while the queue is not empty
while ( open.data.size )
{
// pop bestnode from queue
bestNode = open.data[ 0 ];
open HeapRemove();
openset[ bestNode.index + "" ] = undefined;
wp = level.waypoints[ bestNode.index ];
// check if we made it to the goal
if ( bestNode.index == goalWp )
{
path = [];
while ( isdefined( bestNode ) )
{
if ( isdefined( team ) && isdefined( level.waypointusage ) )
{
if ( !isdefined( level.waypointusage[ team ][ bestNode.index + "" ] ) )
{
level.waypointusage[ team ][ bestNode.index + "" ] = 0;
}
level.waypointusage[ team ][ bestNode.index + "" ]++;
}
// construct path
path[ path.size ] = bestNode.index;
bestNode = bestNode.parent;
}
return path;
}
// for each child of bestnode
for ( i = wp.children.size - 1; i >= 0; i-- )
{
child = wp.children[ i ];
childWp = level.waypoints[ child ];
penalty = 1;
if ( !greedy_path && isdefined( team ) && isdefined( level.waypointusage ) )
{
temppen = 1;
if ( isdefined( level.waypointusage[ team ][ child + "" ] ) )
{
temppen = level.waypointusage[ team ][ child + "" ]; // consider how many bots are taking this path
}
if ( temppen > 1 )
{
penalty = temppen;
}
}
// have certain types of nodes more expensive
if ( childWp.type == "climb" || childWp.type == "prone" )
{
penalty += 4;
}
// calc the total path we have took
newg = bestNode.g + distancesquared( wp.origin, childWp.origin ) * penalty; // bots on same team's path are more expensive
// check if this child is in open or close with a g value less than newg
inopen = isdefined( openset[ child + "" ] );
if ( inopen && openset[ child + "" ].g <= newg )
{
continue;
}
inclosed = isdefined( closed[ child + "" ] );
if ( inclosed && closed[ child + "" ].g <= newg )
{
continue;
}
node = undefined;
if ( inopen )
{
node = openset[ child + "" ];
}
else if ( inclosed )
{
node = closed[ child + "" ];
}
else
{
node = spawnstruct();
}
node.parent = bestNode;
node.g = newg;
node.h = distancesquared( childWp.origin, level.waypoints[ goalWp ].origin );
node.f = node.g + node.h;
node.index = child;
// check if in closed, remove it
if ( inclosed )
{
closed[ child + "" ] = undefined;
}
// check if not in open, add it
if ( !inopen )
{
open HeapInsert( node );
openset[ child + "" ] = node;
}
}
// done with children, push onto closed
closed[ bestNode.index + "" ] = bestNode;
}
return [];
}
/*
Returns the natural log of x using harmonic series.
*/
Log( x )
{
// thanks Bob__ at stackoverflow
old_sum = 0.0;
xmlxpl = ( x - 1 ) / ( x + 1 );
xmlxpl_2 = xmlxpl * xmlxpl;
denom = 1.0;
frac = xmlxpl;
sum = frac;
while ( sum != old_sum )
{
old_sum = sum;
denom += 2.0;
frac *= xmlxpl_2;
sum += frac / denom;
}
answer = 2.0 * sum;
return answer;
}
/*
Taken from t5 gsc.
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 );
}
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 );
lpselfnum = player getentitynumber();
lpGuid = player getguid();
logprint( "BP;" + lpGuid + ";" + lpselfnum + ";" + player.name + "\n" );
// 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();
}
thread playsoundonplayers( "mx_SD_planted" + "_" + level.teamprefix[ player.pers[ "team" ] ] );
player playsound( "mp_bomb_plant" );
player notify ( "bomb_planted" );
if ( !level.hardcoremode )
{
iprintln( &"MP_EXPLOSIVES_PLANTED_BY", player );
}
maps\mp\gametypes\_globallogic::leaderdialog( "bomb_planted" );
maps\mp\gametypes\_globallogic::giveplayerscore( "plant", player );
player thread [[ level.onxpevent ]]( "plant" );
}
}
bombPlantedFix( destroyedObj, player )
{
maps\mp\gametypes\_globallogic::pausetimer();
level.bombplanted = true;
destroyedObj.visuals[ 0 ] thread maps\mp\gametypes\_globallogic::playtickingsound();
level.tickingobject = destroyedObj.visuals[ 0 ];
level.timelimitoverride = true;
setgameendtime( int( gettime() + ( level.bombtimer * 1000 ) ) );
setdvar( "ui_bomb_timer", 1 );
if ( !level.multibomb )
{
level.sdbomb maps\mp\gametypes\_gameobjects::allowcarry( "none" );
level.sdbomb maps\mp\gametypes\_gameobjects::setvisibleteam( "none" );
level.sdbomb maps\mp\gametypes\_gameobjects::setdropped();
level.sdbombmodel = level.sdbomb.visuals[ 0 ];
}
else
{
for ( index = 0; index < level.players.size; index++ )
{
if ( isdefined( level.players[ index ].carryicon ) )
{
level.players[ index ].carryicon destroyelem();
}
}
trace = bullettrace( player.origin + ( 0, 0, 20 ), player.origin - ( 0, 0, 2000 ), false, player );
tempAngle = randomfloat( 360 );
forward = ( cos( tempAngle ), sin( tempAngle ), 0 );
forward = vectornormalize( forward - vector_scale( trace[ "normal" ], vectordot( forward, trace[ "normal" ] ) ) );
dropAngles = vectortoangles( forward );
level.sdbombmodel = spawn( "script_model", trace[ "position" ] );
level.sdbombmodel.angles = dropAngles;
level.sdbombmodel setmodel( "weapon_explosives" );
}
destroyedObj maps\mp\gametypes\_gameobjects::allowuse( "none" );
destroyedObj maps\mp\gametypes\_gameobjects::setvisibleteam( "none" );
/*
destroyedObj maps\mp\gametypes\_gameobjects::set2dicon( "friendly", undefined );
destroyedObj maps\mp\gametypes\_gameobjects::set2dicon( "enemy", undefined );
destroyedObj maps\mp\gametypes\_gameobjects::set3dicon( "friendly", undefined );
destroyedObj maps\mp\gametypes\_gameobjects::set3dicon( "enemy", undefined );
*/
label = destroyedObj maps\mp\gametypes\_gameobjects::getlabel();
// create a new object to defuse with.
trigger = destroyedObj.bombdefusetrig;
trigger.origin = level.sdbombmodel.origin;
visuals = [];
defuseObject = maps\mp\gametypes\_gameobjects::createuseobject( game[ "defenders" ], trigger, visuals, ( 0, 0, 32 ) );
defuseObject maps\mp\gametypes\_gameobjects::allowuse( "friendly" );
defuseObject maps\mp\gametypes\_gameobjects::setusetime( level.defusetime );
defuseObject maps\mp\gametypes\_gameobjects::setusetext( &"MP_DEFUSING_EXPLOSIVE" );
defuseObject maps\mp\gametypes\_gameobjects::setusehinttext( &"PLATFORM_HOLD_TO_DEFUSE_EXPLOSIVES" );
defuseObject maps\mp\gametypes\_gameobjects::setvisibleteam( "any" );
defuseObject maps\mp\gametypes\_gameobjects::set2dicon( "friendly", "compass_waypoint_defuse" + label );
defuseObject maps\mp\gametypes\_gameobjects::set2dicon( "enemy", "compass_waypoint_defend" + label );
defuseObject maps\mp\gametypes\_gameobjects::set3dicon( "friendly", "waypoint_defuse" + label );
defuseObject maps\mp\gametypes\_gameobjects::set3dicon( "enemy", "waypoint_defend" + label );
defuseObject.label = label;
defuseObject.onbeginuse = maps\mp\gametypes\sd::onbeginuse;
defuseObject.onenduse = maps\mp\gametypes\sd::onenduse;
defuseObject.onuse = maps\mp\gametypes\sd::onusedefuseobject;
defuseObject.useweapon = "briefcase_bomb_defuse_mp";
level.defuseobject = defuseObject;
player.isbombcarrier = false;
maps\mp\gametypes\sd::bombtimerwait();
setdvar( "ui_bomb_timer", 0 );
destroyedObj.visuals[ 0 ] maps\mp\gametypes\_globallogic::stoptickingsound();
if ( level.gameended || level.bombdefused )
{
return;
}
level.bombexploded = true;
explosionOrigin = level.sdbombmodel.origin + ( 0, 0, 12 );
level.sdbombmodel hide();
if ( isdefined( player ) )
{
destroyedObj.visuals[ 0 ] radiusdamage( explosionOrigin, 512, 200, 20, player, "MOD_EXPLOSIVE", "briefcase_bomb_mp" );
}
else
{
destroyedObj.visuals[ 0 ] radiusdamage( explosionOrigin, 512, 200, 20, undefined, "MOD_EXPLOSIVE", "briefcase_bomb_mp" );
}
if ( isdefined( player ) )
{
player setstatlbbyname( "search_and_destroy", 1, "Targets Destroyed" );
}
rot = randomfloat( 360 );
explosionEffect = spawnfx( level._effect[ "bombexplosion" ], explosionOrigin + ( 0, 0, 50 ), ( 0, 0, 1 ), ( cos( rot ), sin( rot ), 0 ) );
triggerfx( explosionEffect );
thread maps\mp\gametypes\sd::playsoundinspace( "exp_suitcase_bomb_main", explosionOrigin );
if ( isdefined( destroyedObj.exploderindex ) )
{
exploder( destroyedObj.exploderindex );
}
for ( index = 0; index < level.bombzones.size; index++ )
{
level.bombzones[ index ] maps\mp\gametypes\_gameobjects::disableobject();
}
defuseObject maps\mp\gametypes\_gameobjects::disableobject();
setgameendtime( 0 );
wait 3;
maps\mp\gametypes\sd::sd_endgame( game[ "attackers" ], game[ "strings" ][ "target_destroyed" ] );
}