This commit is contained in:
ineed bots
2023-12-19 16:58:31 -06:00
parent 271ea76c3e
commit 9e2025e86a
13 changed files with 640 additions and 640 deletions

View File

@@ -10,42 +10,42 @@ added()
{
self endon( "disconnect" );
self.pers["bots"] = [];
self.pers[ "bots" ] = [];
self.pers["bots"]["skill"] = [];
self.pers["bots"]["skill"]["base"] = 7; // a base knownledge of the bot
self.pers["bots"]["skill"]["aim_time"] = 0.05; // how long it takes for a bot to aim to a location
self.pers["bots"]["skill"]["init_react_time"] = 0; // the reaction time of the bot for inital targets
self.pers["bots"]["skill"]["reaction_time"] = 0; // reaction time for the bots of reoccuring targets
self.pers["bots"]["skill"]["no_trace_ads_time"] = 2500; // how long a bot ads's when they cant see the target
self.pers["bots"]["skill"]["no_trace_look_time"] = 10000; // how long a bot will look at a target's last position
self.pers["bots"]["skill"]["remember_time"] = 25000; // how long a bot will remember a target before forgetting about it when they cant see the target
self.pers["bots"]["skill"]["fov"] = -1; // the fov of the bot, -1 being 360, 1 being 0
self.pers["bots"]["skill"]["dist_max"] = 100000 * 2; // the longest distance a bot will target
self.pers["bots"]["skill"]["dist_start"] = 100000; // the start distance before bot's target abilitys diminish
self.pers["bots"]["skill"]["spawn_time"] = 0; // how long a bot waits after spawning before targeting, etc
self.pers["bots"]["skill"]["help_dist"] = 10000; // how far a bot has awareness
self.pers["bots"]["skill"]["semi_time"] = 0.05; // how fast a bot shoots semiauto
self.pers["bots"]["skill"]["shoot_after_time"] = 1; // how long a bot shoots after target dies/cant be seen
self.pers["bots"]["skill"]["aim_offset_time"] = 1; // how long a bot correct's their aim after targeting
self.pers["bots"]["skill"]["aim_offset_amount"] = 1; // how far a bot's incorrect aim is
self.pers["bots"]["skill"]["bone_update_interval"] = 0.05; // how often a bot changes their bone target
self.pers["bots"]["skill"]["bones"] = "j_head"; // a list of comma seperated bones the bot will aim at
self.pers["bots"]["skill"]["ads_fov_multi"] = 0.5; // a factor of how much ads to reduce when adsing
self.pers["bots"]["skill"]["ads_aimspeed_multi"] = 0.5; // a factor of how much more aimspeed delay to add
self.pers[ "bots" ][ "skill" ] = [];
self.pers[ "bots" ][ "skill" ][ "base" ] = 7; // a base knownledge of the bot
self.pers[ "bots" ][ "skill" ][ "aim_time" ] = 0.05; // how long it takes for a bot to aim to a location
self.pers[ "bots" ][ "skill" ][ "init_react_time" ] = 0; // the reaction time of the bot for inital targets
self.pers[ "bots" ][ "skill" ][ "reaction_time" ] = 0; // reaction time for the bots of reoccuring targets
self.pers[ "bots" ][ "skill" ][ "no_trace_ads_time" ] = 2500; // how long a bot ads's when they cant see the target
self.pers[ "bots" ][ "skill" ][ "no_trace_look_time" ] = 10000; // how long a bot will look at a target's last position
self.pers[ "bots" ][ "skill" ][ "remember_time" ] = 25000; // how long a bot will remember a target before forgetting about it when they cant see the target
self.pers[ "bots" ][ "skill" ][ "fov" ] = -1; // the fov of the bot, -1 being 360, 1 being 0
self.pers[ "bots" ][ "skill" ][ "dist_max" ] = 100000 * 2; // the longest distance a bot will target
self.pers[ "bots" ][ "skill" ][ "dist_start" ] = 100000; // the start distance before bot's target abilitys diminish
self.pers[ "bots" ][ "skill" ][ "spawn_time" ] = 0; // how long a bot waits after spawning before targeting, etc
self.pers[ "bots" ][ "skill" ][ "help_dist" ] = 10000; // how far a bot has awareness
self.pers[ "bots" ][ "skill" ][ "semi_time" ] = 0.05; // how fast a bot shoots semiauto
self.pers[ "bots" ][ "skill" ][ "shoot_after_time" ] = 1; // how long a bot shoots after target dies/cant be seen
self.pers[ "bots" ][ "skill" ][ "aim_offset_time" ] = 1; // how long a bot correct's their aim after targeting
self.pers[ "bots" ][ "skill" ][ "aim_offset_amount" ] = 1; // how far a bot's incorrect aim is
self.pers[ "bots" ][ "skill" ][ "bone_update_interval" ] = 0.05; // how often a bot changes their bone target
self.pers[ "bots" ][ "skill" ][ "bones" ] = "j_head"; // a list of comma seperated bones the bot will aim at
self.pers[ "bots" ][ "skill" ][ "ads_fov_multi" ] = 0.5; // a factor of how much ads to reduce when adsing
self.pers[ "bots" ][ "skill" ][ "ads_aimspeed_multi" ] = 0.5; // a factor of how much more aimspeed delay to add
self.pers["bots"]["behavior"] = [];
self.pers["bots"]["behavior"]["strafe"] = 50; // percentage of how often the bot strafes a target
self.pers["bots"]["behavior"]["nade"] = 50; // percentage of how often the bot will grenade
self.pers["bots"]["behavior"]["sprint"] = 50; // percentage of how often the bot will sprint
self.pers["bots"]["behavior"]["camp"] = 50; // percentage of how often the bot will camp
self.pers["bots"]["behavior"]["follow"] = 50; // percentage of how often the bot will follow
self.pers["bots"]["behavior"]["crouch"] = 10; // percentage of how often the bot will crouch
self.pers["bots"]["behavior"]["switch"] = 1; // percentage of how often the bot will switch weapons
self.pers["bots"]["behavior"]["jump"] = 100; // percentage of how often the bot will jumpshot and dropshot
self.pers[ "bots" ][ "behavior" ] = [];
self.pers[ "bots" ][ "behavior" ][ "strafe" ] = 50; // percentage of how often the bot strafes a target
self.pers[ "bots" ][ "behavior" ][ "nade" ] = 50; // percentage of how often the bot will grenade
self.pers[ "bots" ][ "behavior" ][ "sprint" ] = 50; // percentage of how often the bot will sprint
self.pers[ "bots" ][ "behavior" ][ "camp" ] = 50; // percentage of how often the bot will camp
self.pers[ "bots" ][ "behavior" ][ "follow" ] = 50; // percentage of how often the bot will follow
self.pers[ "bots" ][ "behavior" ][ "crouch" ] = 10; // percentage of how often the bot will crouch
self.pers[ "bots" ][ "behavior" ][ "switch" ] = 1; // percentage of how often the bot will switch weapons
self.pers[ "bots" ][ "behavior" ][ "jump" ] = 100; // percentage of how often the bot will jumpshot and dropshot
self.pers["bots"]["behavior"]["quickscope"] = false; // is a quickscoper
self.pers["bots"]["behavior"]["initswitch"] = 10; // percentage of how often the bot will switch weapons on spawn
self.pers[ "bots" ][ "behavior" ][ "quickscope" ] = false; // is a quickscoper
self.pers[ "bots" ][ "behavior" ][ "initswitch" ] = 10; // percentage of how often the bot will switch weapons on spawn
}
/*
@@ -280,7 +280,7 @@ spawned()
self endon( "disconnect" );
self endon( "zombified" );
wait self.pers["bots"]["skill"]["spawn_time"];
wait self.pers[ "bots" ][ "skill" ][ "spawn_time" ];
self thread doBotMovement();
self thread walk();
@@ -361,7 +361,7 @@ watchToLook()
if ( self.bot.is_cur_sniper )
continue;
if ( randomint( 100 ) > self.pers["bots"]["behavior"]["jump"] )
if ( randomint( 100 ) > self.pers[ "bots" ][ "behavior" ][ "jump" ] )
continue;
if ( !getdvarint( "bots_play_jumpdrop" ) )
@@ -370,7 +370,7 @@ watchToLook()
if ( isdefined( self.bot.jump_time ) && gettime() - self.bot.jump_time <= 5000 )
continue;
if ( self.bot.target.rand <= self.pers["bots"]["behavior"]["strafe"] )
if ( self.bot.target.rand <= self.pers[ "bots" ][ "behavior" ][ "strafe" ] )
{
if ( self getstance() != "stand" )
continue;
@@ -405,12 +405,12 @@ stance_loop()
toStance = "stand";
if ( self.bot.next_wp != -1 )
toStance = level.waypoints[self.bot.next_wp].type;
toStance = level.waypoints[ self.bot.next_wp ].type;
if ( !isdefined( toStance ) )
toStance = "stand";
if ( toStance == "stand" && randomint( 100 ) <= self.pers["bots"]["behavior"]["crouch"] )
if ( toStance == "stand" && randomint( 100 ) <= self.pers[ "bots" ][ "behavior" ][ "crouch" ] )
toStance = "crouch";
if ( toStance == "climb" )
@@ -433,7 +433,7 @@ stance_loop()
curweap = self getcurrentweapon();
time = gettime();
chance = self.pers["bots"]["behavior"]["sprint"];
chance = self.pers[ "bots" ][ "behavior" ][ "sprint" ];
if ( time - self.lastspawntime < 5000 )
chance *= 2;
@@ -611,41 +611,41 @@ doBotMovement_loop( data )
if ( distancesquared( self.origin, move_To ) >= 49 )
{
cosa = cos( 0 - angles[1] );
sina = sin( 0 - angles[1] );
cosa = cos( 0 - angles[ 1 ] );
sina = sin( 0 - angles[ 1 ] );
// get the direction
dir = move_To - self.origin;
// rotate our direction according to our angles
dir = ( dir[0] * cosa - dir[1] * sina,
dir[0] * sina + dir[1] * cosa,
dir = ( dir[ 0 ] * cosa - dir[ 1 ] * sina,
dir[ 0 ] * sina + dir[ 1 ] * cosa,
0 );
// make the length 127
dir = vectornormalize( dir ) * 127;
// invert the second component as the engine requires this
dir = ( dir[0], 0 - dir[1], 0 );
dir = ( dir[ 0 ], 0 - dir[ 1 ], 0 );
}
startPos = self.origin + ( 0, 0, 50 );
startPosForward = startPos + anglestoforward( ( 0, angles[1], 0 ) ) * 25;
startPosForward = startPos + anglestoforward( ( 0, angles[ 1 ], 0 ) ) * 25;
bt = bullettrace( startPos, startPosForward, false, self );
if ( bt["fraction"] >= 1 )
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 && data.i > 1.5 )
if ( bt[ "fraction" ] < 1 && bt[ "normal" ][ 2 ] > 0.9 && data.i > 1.5 )
{
data.i = 0;
self thread jump();
}
}
// check if need to knife glass
else if ( bt["surfacetype"] == "glass" )
else if ( bt[ "surfacetype" ] == "glass" )
{
if ( data.i > 1.5 )
{
@@ -662,9 +662,9 @@ doBotMovement_loop( data )
// move!
if ( ( self.bot.wantsprint && self.bot.issprinting ) || isdefined( self.bot.knifing_target ) )
dir = ( 127, dir[1], 0 );
dir = ( 127, dir[ 1 ], 0 );
self BotBuiltinBotMovement( int( dir[0] ), int( dir[1] ) );
self BotBuiltinBotMovement( int( dir[ 0 ] ), int( dir[ 1 ] ) );
}
/*
@@ -711,15 +711,15 @@ bot_lookat( pos, time, vel, doAimPredict )
myAngle = self getplayerangles();
angles = vectortoangles( ( pos - myEye ) - anglestoforward( myAngle ) );
X = angleclamp180( angles[0] - myAngle[0] );
X = angleclamp180( angles[ 0 ] - myAngle[ 0 ] );
X = X / steps;
Y = angleclamp180( angles[1] - myAngle[1] );
Y = angleclamp180( angles[ 1 ] - myAngle[ 1 ] );
Y = Y / steps;
for ( i = 0; i < steps; i++ )
{
myAngle = ( angleclamp180( myAngle[0] + X ), angleclamp180( myAngle[1] + Y ), 0 );
myAngle = ( angleclamp180( myAngle[ 0 ] + X ), angleclamp180( myAngle[ 1 ] + Y ), 0 );
self setplayerangles( myAngle );
wait 0.05;
}
@@ -790,14 +790,14 @@ target_loop()
myEye = self geteye();
theTime = gettime();
myAngles = self getplayerangles();
myFov = self.pers["bots"]["skill"]["fov"];
myFov = self.pers[ "bots" ][ "skill" ][ "fov" ];
bestTargets = [];
bestTime = 2147483647;
rememberTime = self.pers["bots"]["skill"]["remember_time"];
initReactTime = self.pers["bots"]["skill"]["init_react_time"];
rememberTime = self.pers[ "bots" ][ "skill" ][ "remember_time" ];
initReactTime = self.pers[ "bots" ][ "skill" ][ "init_react_time" ];
hasTarget = isdefined( self.bot.target );
adsAmount = self playerads();
adsFovFact = self.pers["bots"]["skill"]["ads_fov_multi"];
adsFovFact = self.pers[ "bots" ][ "skill" ][ "ads_fov_multi" ];
if ( hasTarget && !isdefined( self.bot.target.entity ) )
{
@@ -827,7 +827,7 @@ target_loop()
ent = self.bot.script_target;
key = ent getentitynumber() + "";
daDist = distancesquared( self.origin, ent.origin );
obj = self.bot.targets[key];
obj = self.bot.targets[ key ];
isObjDef = isdefined( obj );
entOrigin = ent.origin;
@@ -841,7 +841,7 @@ target_loop()
obj = self createTargetObj( ent, theTime );
obj.offset = self.bot.script_target_offset;
self.bot.targets[key] = obj;
self.bot.targets[ key ] = obj;
}
self targetObjUpdateTraced( obj, daDist, ent, theTime, true );
@@ -855,17 +855,17 @@ target_loop()
if ( obj.no_trace_time > rememberTime )
{
self.bot.targets[key] = undefined;
self.bot.targets[ key ] = undefined;
continue;
}
}
}
else
{
enemy = enemies[i];
enemy = enemies[ i ];
key = enemy getentitynumber() + "";
obj = self.bot.targets[key];
obj = self.bot.targets[ key ];
daDist = distancesquared( self.origin, enemy.origin );
isObjDef = isdefined( obj );
@@ -900,9 +900,9 @@ target_loop()
sighttracepassed( myEye, targetAnkleLeft, false, enemy ) ||
sighttracepassed( myEye, targetAnkleRight, false, enemy ) )
&& ( ( traceHead["fraction"] >= 1.0 || traceHead["surfacetype"] == "glass" ) ||
( traceAnkleLeft["fraction"] >= 1.0 || traceAnkleLeft["surfacetype"] == "glass" ) ||
( traceAnkleRight["fraction"] >= 1.0 || traceAnkleRight["surfacetype"] == "glass" ) )
&& ( ( traceHead[ "fraction" ] >= 1.0 || traceHead[ "surfacetype" ] == "glass" ) ||
( traceAnkleLeft[ "fraction" ] >= 1.0 || traceAnkleLeft[ "surfacetype" ] == "glass" ) ||
( traceAnkleRight[ "fraction" ] >= 1.0 || traceAnkleRight[ "surfacetype" ] == "glass" ) )
&& ( getConeDot( enemy.origin, self.origin, myAngles ) >= myFov ||
( isObjDef && obj.trace_time ) )
@@ -922,7 +922,7 @@ target_loop()
{
obj = self createTargetObj( enemy, theTime );
self.bot.targets[key] = obj;
self.bot.targets[ key ] = obj;
}
self targetObjUpdateTraced( obj, daDist, enemy, theTime, false );
@@ -936,7 +936,7 @@ target_loop()
if ( obj.no_trace_time > rememberTime )
{
self.bot.targets[key] = undefined;
self.bot.targets[ key ] = undefined;
continue;
}
}
@@ -957,10 +957,10 @@ target_loop()
}
if ( timeDiff == bestTime )
bestTargets[key] = obj;
bestTargets[ key ] = obj;
}
if ( hasTarget && isdefined( bestTargets[self.bot.target.entity getentitynumber() + ""] ) )
if ( hasTarget && isdefined( bestTargets[ self.bot.target.entity getentitynumber() + "" ] ) )
return;
closest = 2147483647;
@@ -970,13 +970,13 @@ target_loop()
for ( i = bestKeys.size - 1; i >= 0; i-- )
{
theDist = bestTargets[bestKeys[i]].dist;
theDist = bestTargets[ bestKeys[ i ] ].dist;
if ( theDist > closest )
continue;
closest = theDist;
toBeTarget = bestTargets[bestKeys[i]];
toBeTarget = bestTargets[ bestKeys[ i ] ];
}
beforeTargetID = -1;
@@ -1039,8 +1039,8 @@ updateBones()
self endon( "disconnect" );
self endon( "zombified" );
bones = strtok( self.pers["bots"]["skill"]["bones"], "," );
waittime = self.pers["bots"]["skill"]["bone_update_interval"];
bones = strtok( self.pers[ "bots" ][ "skill" ][ "bones" ], "," );
waittime = self.pers[ "bots" ][ "skill" ][ "bone_update_interval" ];
for ( ;; )
{
@@ -1083,7 +1083,7 @@ updateAimOffset( obj )
{
if ( !isdefined( obj.aim_offset_base ) )
{
diffAimAmount = self.pers["bots"]["skill"]["aim_offset_amount"];
diffAimAmount = self.pers[ "bots" ][ "skill" ][ "aim_offset_amount" ];
if ( diffAimAmount > 0 )
obj.aim_offset_base = ( randomfloatrange( 0 - diffAimAmount, diffAimAmount ),
@@ -1093,7 +1093,7 @@ updateAimOffset( obj )
obj.aim_offset_base = ( 0, 0, 0 );
}
aimDiffTime = self.pers["bots"]["skill"]["aim_offset_time"] * 1000;
aimDiffTime = self.pers[ "bots" ][ "skill" ][ "aim_offset_time" ] * 1000;
objCreatedFor = obj.trace_time;
if ( objCreatedFor >= aimDiffTime )
@@ -1109,11 +1109,11 @@ updateAimOffset( obj )
*/
targetObjUpdateTraced( obj, daDist, ent, theTime, isScriptObj )
{
distClose = self.pers["bots"]["skill"]["dist_start"];
distClose = self.pers[ "bots" ][ "skill" ][ "dist_start" ];
distClose *= self.bot.cur_weap_dist_multi;
distClose *= distClose;
distMax = self.pers["bots"]["skill"]["dist_max"];
distMax = self.pers[ "bots" ][ "skill" ][ "dist_max" ];
distMax *= self.bot.cur_weap_dist_multi;
distMax *= distMax;
@@ -1160,7 +1160,7 @@ start_bot_after_target( who )
self notify( "kill_after_target" );
self endon( "kill_after_target" );
wait self.pers["bots"]["skill"]["shoot_after_time"];
wait self.pers[ "bots" ][ "skill" ][ "shoot_after_time" ];
self.bot.after_target = undefined;
}
@@ -1179,13 +1179,13 @@ clear_bot_after_target()
*/
aim_loop()
{
aimspeed = self.pers["bots"]["skill"]["aim_time"];
aimspeed = self.pers[ "bots" ][ "skill" ][ "aim_time" ];
eyePos = self geteye();
curweap = self getcurrentweapon();
angles = self getplayerangles();
adsAmount = self playerads();
adsAimSpeedFact = self.pers["bots"]["skill"]["ads_aimspeed_multi"];
adsAimSpeedFact = self.pers[ "bots" ][ "skill" ][ "ads_aimspeed_multi" ];
// reduce aimspeed if ads'ing
if ( adsAmount > 0 )
@@ -1196,7 +1196,7 @@ aim_loop()
if ( isdefined( self.bot.target ) && isdefined( self.bot.target.entity ) && !( self.bot.prio_objective && isdefined( self.bot.script_aimpos ) ) )
{
no_trace_time = self.bot.target.no_trace_time;
no_trace_look_time = self.pers["bots"]["skill"]["no_trace_look_time"];
no_trace_look_time = self.pers[ "bots" ][ "skill" ][ "no_trace_look_time" ];
if ( no_trace_time <= no_trace_look_time )
{
@@ -1218,8 +1218,8 @@ aim_loop()
dist = self.bot.target.dist;
rand = self.bot.target.rand;
no_trace_ads_time = self.pers["bots"]["skill"]["no_trace_ads_time"];
reaction_time = self.pers["bots"]["skill"]["reaction_time"];
no_trace_ads_time = self.pers[ "bots" ][ "skill" ][ "no_trace_ads_time" ];
reaction_time = self.pers[ "bots" ][ "skill" ][ "reaction_time" ];
nadeAimOffset = 0;
bone = self.bot.target.bone;
@@ -1248,7 +1248,7 @@ aim_loop()
{
nade = self getValidGrenade();
if ( isdefined( nade ) && rand <= self.pers["bots"]["behavior"]["nade"] && bullettracepassed( eyePos, eyePos + ( 0, 0, 75 ), false, self ) && bullettracepassed( last_pos, last_pos + ( 0, 0, 100 ), false, target ) && dist > level.bots_mingrenadedistance && dist < level.bots_maxgrenadedistance && getdvarint( "bots_play_nade" ) )
if ( isdefined( nade ) && rand <= self.pers[ "bots" ][ "behavior" ][ "nade" ] && bullettracepassed( eyePos, eyePos + ( 0, 0, 75 ), false, self ) && bullettracepassed( last_pos, last_pos + ( 0, 0, 100 ), false, target ) && dist > level.bots_mingrenadedistance && dist < level.bots_maxgrenadedistance && getdvarint( "bots_play_nade" ) )
{
time = 0.5;
@@ -1269,7 +1269,7 @@ aim_loop()
{
if ( self canFire( curweap ) && self isInRange( dist, curweap ) && self canAds( dist, curweap ) )
{
if ( !self.bot.is_cur_sniper || !self.pers["bots"]["behavior"]["quickscope"] )
if ( !self.bot.is_cur_sniper || !self.pers[ "bots" ][ "behavior" ][ "quickscope" ] )
self thread pressADS();
}
}
@@ -1333,7 +1333,7 @@ aim_loop()
if ( self.bot.is_cur_sniper )
{
if ( self.pers["bots"]["behavior"]["quickscope"] && self.bot.last_fire_time != -1 && gettime() - self.bot.last_fire_time < 1000 )
if ( self.pers[ "bots" ][ "behavior" ][ "quickscope" ] && self.bot.last_fire_time != -1 && gettime() - self.bot.last_fire_time < 1000 )
stopAdsOverride = true;
else
self notify( "kill_goal" );
@@ -1389,7 +1389,7 @@ aim_loop()
if ( self.bot.is_cur_sniper )
{
if ( self.pers["bots"]["behavior"]["quickscope"] && self.bot.last_fire_time != -1 && gettime() - self.bot.last_fire_time < 1000 )
if ( self.pers[ "bots" ][ "behavior" ][ "quickscope" ] && self.bot.last_fire_time != -1 && gettime() - self.bot.last_fire_time < 1000 )
stopAdsOverride = true;
else
self notify( "kill_goal" );
@@ -1405,9 +1405,9 @@ aim_loop()
return;
}
if ( self.bot.next_wp != -1 && isdefined( level.waypoints[self.bot.next_wp].angles ) && false )
if ( self.bot.next_wp != -1 && isdefined( level.waypoints[ self.bot.next_wp ].angles ) && false )
{
forwardPos = anglestoforward( level.waypoints[self.bot.next_wp].angles ) * 1024;
forwardPos = anglestoforward( level.waypoints[ self.bot.next_wp ].angles ) * 1024;
self thread bot_lookat( eyePos + forwardPos, aimspeed );
}
@@ -1420,7 +1420,7 @@ aim_loop()
lookat = undefined;
if ( self.bot.second_next_wp != -1 && !self.bot.issprinting && !self.bot.climbing )
lookat = level.waypoints[self.bot.second_next_wp].origin;
lookat = level.waypoints[ self.bot.second_next_wp ].origin;
else if ( isdefined( self.bot.towards_goal ) )
lookat = self.bot.towards_goal;
@@ -1493,7 +1493,7 @@ walk_loop()
if ( self inLastStand() || self getstance() == "prone" || ( self.bot.is_cur_sniper && self playerads() > 0 ) )
return;
if ( self.bot.target.rand <= self.pers["bots"]["behavior"]["strafe"] )
if ( self.bot.target.rand <= self.pers[ "bots" ][ "behavior" ][ "strafe" ] )
self strafe( self.bot.target.entity );
return;
@@ -1555,25 +1555,25 @@ doWalk( goal, dist, isScriptGoal )
}
// skip waypoints we already completed to prevent rubber banding
if ( current > 0 && self.bot.astar[current] == self.bot.last_next_wp && self.bot.astar[current - 1] == self.bot.last_second_next_wp )
if ( current > 0 && self.bot.astar[ current ] == self.bot.last_next_wp && self.bot.astar[ current - 1 ] == self.bot.last_second_next_wp )
current = self removeAStar();
if ( current >= 0 )
{
// check if a waypoint is closer than the goal
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 ) ) > 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 ) ) > 1.0 )
{
while ( current >= 0 )
{
self.bot.next_wp = self.bot.astar[current];
self.bot.next_wp = self.bot.astar[ current ];
self.bot.second_next_wp = -1;
if ( current > 0 )
self.bot.second_next_wp = self.bot.astar[current - 1];
self.bot.second_next_wp = self.bot.astar[ current - 1 ];
self notify( "new_static_waypoint" );
self movetowards( level.waypoints[self.bot.next_wp].origin );
self movetowards( level.waypoints[ self.bot.next_wp ].origin );
self.bot.last_next_wp = self.bot.next_wp;
self.bot.last_second_next_wp = self.bot.second_next_wp;
@@ -1670,7 +1670,7 @@ movetowards( goal )
if ( distancesquared( self.origin, lastOri ) < 32 * 32 )
{
// check if directly above or below
if ( abs( goal[2] - self.origin[2] ) > 64 && getConeDot( goal + ( 1, 1, 0 ), self.origin + ( -1, -1, 0 ), vectortoangles( ( goal[0], goal[1], self.origin[2] ) - self.origin ) ) < 0.64 && distancesquared2D( self.origin, goal ) < 32 * 32 )
if ( abs( goal[ 2 ] - self.origin[ 2 ] ) > 64 && getConeDot( goal + ( 1, 1, 0 ), self.origin + ( -1, -1, 0 ), vectortoangles( ( goal[ 0 ], goal[ 1 ], self.origin[ 2 ] ) - self.origin ) ) < 0.64 && distancesquared2D( self.origin, goal ) < 32 * 32 )
{
stucks = 2;
}
@@ -1707,8 +1707,8 @@ strafe( target )
self thread killWalkOnEvents();
angles = vectortoangles( vectornormalize( target.origin - self.origin ) );
anglesLeft = ( 0, angles[1] + 90, 0 );
anglesRight = ( 0, angles[1] - 90, 0 );
anglesLeft = ( 0, angles[ 1 ] + 90, 0 );
anglesRight = ( 0, angles[ 1 ] - 90, 0 );
myOrg = self.origin + ( 0, 0, 16 );
left = myOrg + anglestoforward( anglesLeft ) * 500;
@@ -1717,10 +1717,10 @@ strafe( target )
traceLeft = bullettrace( myOrg, left, false, self );
traceRight = bullettrace( myOrg, right, false, self );
strafe = traceLeft["position"];
strafe = traceLeft[ "position" ];
if ( traceRight["fraction"] > traceLeft["fraction"] )
strafe = traceRight["position"];
if ( traceRight[ "fraction" ] > traceLeft[ "fraction" ] )
strafe = traceRight[ "position" ];
self.bot.last_next_wp = -1;
self.bot.last_second_next_wp = -1;
@@ -1749,17 +1749,17 @@ getRandomLargestStafe( dist )
toptraces = [];
top = traces.data[0];
toptraces[toptraces.size] = top;
top = traces.data[ 0 ];
toptraces[ toptraces.size ] = top;
traces HeapRemove();
while ( traces.data.size && top["fraction"] - traces.data[0]["fraction"] < 0.1 )
while ( traces.data.size && top[ "fraction" ] - traces.data[ 0 ][ "fraction" ] < 0.1 )
{
toptraces[toptraces.size] = traces.data[0];
toptraces[ toptraces.size ] = traces.data[ 0 ];
traces HeapRemove();
}
return toptraces[randomint( toptraces.size )]["position"];
return toptraces[ randomint( toptraces.size ) ][ "position" ];
}
/*
@@ -1800,7 +1800,7 @@ removeAStar()
{
remove = self.bot.astar.size - 1;
self.bot.astar[remove] = undefined;
self.bot.astar[ remove ] = undefined;
return self.bot.astar.size - 1;
}
@@ -1956,7 +1956,7 @@ doSemiTime()
self endon( "bot_semi_time" );
self.bot.semi_time = true;
wait self.pers["bots"]["skill"]["semi_time"];
wait self.pers[ "bots" ][ "skill" ][ "semi_time" ];
self.bot.semi_time = false;
}
@@ -2067,7 +2067,7 @@ do_knife_target( target )
self.bot.knifing_target = target;
angles = vectortoangles( target.origin - self.origin );
self BotBuiltinBotMeleeParams( angles[1], dist );
self BotBuiltinBotMeleeParams( angles[ 1 ], dist );
wait 1;