This commit is contained in:
ineed bots
2023-07-13 14:58:54 -06:00
parent 65ad154eb6
commit 81e65a3adb
15 changed files with 271 additions and 3210 deletions

View File

@ -8,6 +8,7 @@ init()
level.bot_objectives = [];
level.bot_objectives[level.bot_objectives.size] = CreateObjectiveForManger( "revive", maps\bots\objectives\_revive::Finder, maps\bots\objectives\_revive::Executer, 1000 );
level.bot_objectives[level.bot_objectives.size] = CreateObjectiveForManger( "powerup", maps\bots\objectives\_powerup::Finder, maps\bots\objectives\_powerup::Executer, 2500 );
level.bot_objectives[level.bot_objectives.size] = CreateObjectiveForManger( "wallweapon", maps\bots\objectives\_wallweapon::Finder, maps\bots\objectives\_wallweapon::Executer, 7500 );
}
connected()

View File

@ -10,7 +10,7 @@ Finder( eObj )
if ( self inLastStand() )
{
return Answer;
return answer;
}
for ( i = 0; i < ents.size; i++ )
@ -40,7 +40,7 @@ Priority( eObj, eEnt )
{
// TODO: check powerup type
base_priority = 0;
base_priority += ClampLerp( Distance( self.origin, eEnt.origin ), 300, 700, 2, -2 );
base_priority += ClampLerp( get_path_dist( self.origin, eEnt.origin ), 300, 700, 2, -2 );
if ( self HasBotObjective() )
{

View File

@ -56,7 +56,7 @@ Finder( eObj )
Priority( eObj, eEnt )
{
base_priority = 3;
base_priority += ClampLerp( Distance( self.origin, eEnt.origin ), 500, 1200, 2, -2 );
base_priority += ClampLerp( get_path_dist( self.origin, eEnt.origin ), 500, 1200, 2, -2 );
if ( self HasBotObjective() )
{
@ -114,9 +114,9 @@ WatchForCancelRevive( revivee )
break;
}
if ( revivee.revivetrigger.beingrevived && !self maps\_laststand::is_reviving( revivee ) )
if ( revivee.revivetrigger.beingrevived && !self isReviving( revivee ) )
{
self CancelObjective( "revivee.revivetrigger.beingrevived && !self maps\_laststand::is_reviving( revivee )" );
self CancelObjective( "revivee.revivetrigger.beingrevived && !self isReviving( revivee )" );
break;
}
}

View File

@ -84,7 +84,7 @@ ClampLerp( dist, min_dist, max_dist, max_bonus, min_bonus )
{
answer += max_bonus;
}
else if ( dist <= max_dist )
else if ( dist >= max_dist )
{
answer += min_bonus;
}
@ -172,9 +172,23 @@ get_angle_offset_node( forward_size, angle_offset, offset )
angles += angle_offset;
node = self.origin + ( AnglesToForward( angles ) * forward_size ) + offset;
node = clamp_to_ground( node );
self thread debug_offset_line( node );
return node;
}
debug_offset_line( node )
{
self notify( "debug_offset_line" );
self endon( "debug_offset_line" );
for ( ;; )
{
line( self.origin, node );
wait 0.05;
}
}
clamp_to_ground( org )
{
trace = playerPhysicsTrace( org + ( 0, 0, 20 ), org - ( 0, 0, 2000 ) );

View File

@ -0,0 +1,214 @@
#include common_scripts\utility;
#include maps\_utility;
#include maps\bots\_bot_utility;
#include maps\bots\objectives\_utility;
Finder( eObj )
{
answer = [];
if ( self inLastStand() )
{
return answer;
}
weapon_spawns = GetEntArray( "weapon_upgrade", "targetname" );
if ( !isDefined( weapon_spawns ) || weapon_spawns.size <= 0 )
{
return answer;
}
weapons = self GetWeaponsList();
// TODO check if need a new weapon, rate weapons too is better then current etc
for ( i = 0; i < weapon_spawns.size; i++ )
{
player_has_weapon = false;
if ( !isDefined( weapon_spawns[i].zombie_weapon_upgrade ) )
{
continue;
}
for ( h = 0; h < weapons.size; h++ )
{
if ( weapons[h] == weapon_spawns[i].zombie_weapon_upgrade )
{
player_has_weapon = true;
}
}
is_grenade = ( WeaponType( weapon_spawns[i].zombie_weapon_upgrade ) == "grenade" );
if ( !player_has_weapon || is_grenade )
{
func = GetFunction( "maps/_zombiemode_weapons", "get_weapon_cost" );
if ( self.score < [[func]]( weapon_spawns[i].zombie_weapon_upgrade ) )
{
continue;
}
}
else
{
func = GetFunction( "maps/_zombiemode_weapons", "get_ammo_cost" );
if ( self.score < [[func]]( weapon_spawns[i].zombie_weapon_upgrade ) )
{
continue;
}
}
model = getEnt( weapon_spawns[ i ].target, "targetname" );
if ( !isDefined( model ) )
{
continue;
}
org = self getOffset( model );
if ( GetPathIsInaccessible( self.origin, org ) )
{
continue;
}
answer[answer.size] = self CreateFinderObjective( eObj, eObj.sName + "_" + weapon_spawns[i] GetEntityNumber(), weapon_spawns[i], self Priority( eObj, weapon_spawns[i] ) );
}
return answer;
}
getOffset( model )
{
// some weapons have 90 offset... how to handle this??
angle_off = -90;
org = model get_angle_offset_node( 40, ( 0, angle_off, 0 ), ( 0, 0, 1 ) );
return org;
}
Priority( eObj, eEnt )
{
// TODO: check weallweapon type
base_priority = 0;
base_priority += ClampLerp( get_path_dist( self.origin, eEnt.origin ), 0, 800, 2, -2 );
if ( self HasBotObjective() )
{
base_priority -= 1;
}
if ( eEnt.zombie_weapon_upgrade == "zombie_kar98k" )
{
base_priority -= 99;
}
return base_priority;
}
Executer( eObj )
{
self endon( "disconnect" );
self endon( "zombified" );
weapon = eObj.eEnt;
self thread WatchForCancel( weapon );
self GoDoWallweapon( eObj );
self WatchForCancelCleanup();
self ClearScriptAimPos();
self ClearScriptGoal();
self CompletedObjective( eObj.bWasSuccessful, eObj.sReason );
}
WatchForCancelCleanup()
{
self notify( "WatchForCancelWallweapon" );
}
WatchForCancel( weapon )
{
self endon( "disconnect" );
self endon( "zombified" );
self endon( "WatchForCancelWallweapon" );
for ( ;; )
{
wait 0.05;
if ( self inLastStand() )
{
self CancelObjective( "self inLastStand()" );
break;
}
}
}
WatchToGoToWeapon( weapon )
{
self endon( "cancel_bot_objective" );
self endon( "disconnect" );
self endon( "zombified" );
self endon( "goal" );
self endon( "bad_path" );
self endon( "new_goal" );
for ( ;; )
{
wait 0.05;
if ( self IsTouching( weapon ) )
{
self notify( "goal" );
break; // is this needed?
}
}
}
GoDoWallweapon( eObj )
{
self endon( "cancel_bot_objective" );
weapon = eObj.eEnt;
model = getEnt( weapon.target, "targetname" );
org = self getOffset( model );
// go to weapon
self thread WatchToGoToWeapon( weapon );
self SetScriptGoal( org, 32 );
result = self waittill_any_return( "goal", "bad_path", "new_goal" );
if ( result != "goal" )
{
eObj.sReason = "didn't go to weapon";
return;
}
// istouching use triggers doesnt work well
if ( !self IsTouching( weapon ) && false )
{
eObj.sReason = "not touching weapon";
return;
}
// ok we are touching weapon, lets look at it
self SetScriptAimPos( weapon.origin );
// wait to look at it
wait 1;
// press use
self thread BotPressUse( 0.15 );
wait 0.1;
eObj.sReason = "completed";
eObj.bWasSuccessful = true;
}