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13 Commits

Author SHA1 Message Date
23a64c5e1c Clean up code, and add prototypes for objectives. 2023-04-29 17:18:24 -07:00
1990b8c79d Fix compile errors. Add bot pathing and movement. 2023-04-28 23:43:40 -07:00
558805de77 Improve target code. 2023-04-27 02:28:35 -07:00
bdf933b907 Add target handling code. 2023-04-26 03:12:45 -07:00
a6ce1e1923 Simplify combat action functions.
Add look action functions.
2023-04-23 02:13:49 -07:00
a230151228 WIP objective code for powerup and revive type objectives. 2023-03-28 04:01:09 -07:00
ae7cfb991a Add missing return values to check_complete functions.
Fix mistakes in scripts. Create bot objective glob and add objectives on map to the glob. Don't create 3 separate threads for bot think.
2023-03-27 21:38:25 -07:00
872630b7e2 Fix some compile errors.
Add base scripts for personality and difficulty presets. Add canceling, and postponing thinks.
2023-03-27 16:44:32 -07:00
c23fd0fd2d Add 2 new functions to handle getting and setting action completion.
Move action code to bot_actions_common.gsc and remake how it works.
2023-03-25 23:34:31 -07:00
f75726147c Split bot actions script into 3 different scripts. 2023-03-25 21:35:57 -07:00
31c885a396 Remove limit on how many actions can be queued.
Add support for affecting the process order of an action aka the order the should do action function is executed for each action. Add bot actions for each bot think thread.
2023-03-25 20:32:14 -07:00
7614efcec3 Import code from another repo(by me). 2023-03-25 19:16:32 -07:00
7d01471760 New base. 2023-03-25 19:10:22 -07:00
13 changed files with 3715 additions and 2927 deletions

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bot_shoot()
{
}
bot_shoot_process_order()
{
return 0;
}
bot_should_shoot()
{
return false;
}
bot_check_complete_shoot()
{
return false;
}
bot_set_complete_shoot()
{
}
bot_shoot_on_completion()
{
}
bot_shoot_should_cancel()
{
return false;
}
bot_shoot_on_cancel()
{
}
bot_shoot_should_postpone()
{
return false;
}
bot_shoot_on_postpone()
{
}
bot_shoot_priority()
{
}
bot_reload()
{
}
bot_reload_process_order()
{
return 0;
}
bot_should_reload()
{
return false;
}
bot_check_complete_reload()
{
return false;
}
bot_set_complete_reload()
{
}
bot_reload_on_completion()
{
}
bot_reload_should_cancel()
{
return false;
}
bot_reload_on_cancel()
{
}
bot_reload_should_postpone()
{
return false;
}
bot_reload_on_postpone()
{
}
bot_reload_priority()
{
return 0;
}
bot_frag()
{
}
bot_frag_process_order()
{
return 0;
}
bot_should_frag()
{
return false;
}
bot_check_complete_frag()
{
return false;
}
bot_set_complete_frag()
{
}
bot_frag_on_completion()
{
}
bot_frag_should_cancel()
{
return false;
}
bot_frag_on_cancel()
{
}
bot_frag_should_postpone()
{
}
bot_frag_on_postpone()
{
}
bot_frag_priority()
{
return 0;
}
bot_tactical()
{
}
bot_tactical_process_order()
{
return 0;
}
bot_should_tactical()
{
return false;
}
bot_check_complete_tactical()
{
return false;
}
bot_set_complete_tactical()
{
}
bot_tactical_on_completion()
{
}
bot_tactical_should_cancel()
{
return false;
}
bot_tactical_on_cancel()
{
}
bot_tactical_should_postpone()
{
return false;
}
bot_tactical_on_postpone()
{
}
bot_tactical_priority()
{
return 0;
}

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#include scripts\sp\bots\bot_target_common;
bot_lookatobjective()
{
}
bot_lookatobjective_process_order()
{
return 0;
}
bot_should_lookatobjective()
{
return false;
}
bot_check_complete_lookatobjective()
{
return false;
}
bot_set_complete_lookatobjective()
{
}
bot_lookatobjective_on_completion()
{
}
bot_lookatobjective_should_cancel()
{
return false;
}
bot_lookatobjective_on_cancel()
{
}
bot_lookatobjective_should_postpone()
{
return false;
}
bot_lookatobjective_on_postpone()
{
}
bot_lookatobjective_priority()
{
return 0;
}
bot_lookattarget()
{
self endon( "disconnect" );
while ( self bot_has_target() && isAlive( self.zbot_current_target.target_ent ) )
{
target = self.zbot_current_target;
target_ent = target.target_ent;
self bot_lookat( target_ent getTagOrigin( "j_head" ) );
wait 0.05;
}
}
bot_lookattarget_process_order()
{
return 0;
}
bot_should_lookattarget()
{
return self bot_has_target();
}
bot_check_complete_lookattarget()
{
return !self bot_has_target();
}
bot_set_complete_lookattarget()
{
}
bot_lookattarget_on_completion()
{
}
bot_lookattarget_should_cancel()
{
return false;
}
bot_lookattarget_on_cancel()
{
}
bot_lookattarget_should_postpone()
{
return false;
}
bot_lookattarget_on_postpone()
{
}
bot_lookattarget_priority()
{
return 0;
}
bot_lookatgoal()
{
}
bot_lookatgoal_process_order()
{
return 0;
}
bot_should_lookatgoal()
{
return false;
}
bot_check_complete_lookatgoal()
{
return false;
}
bot_set_complete_lookatgoal()
{
}
bot_lookatgoal_on_completion()
{
}
bot_lookatgoal_should_cancel()
{
return false;
}
bot_lookatgoal_on_cancel()
{
}
bot_lookatgoal_should_postpone()
{
return false;
}
bot_lookatgoal_on_postpone()
{
}
bot_lookatgoal_priority()
{
return 0;
}
bot_lookat( pos, time, vel, doAimPredict )
{
self notify( "bots_aim_overlap" );
self endon( "bots_aim_overlap" );
self endon( "disconnect" );
self endon( "player_downed" );
level endon( "end_game" );
if ( !isDefined( pos ) )
return;
if ( !isDefined( doAimPredict ) )
doAimPredict = false;
if ( !isDefined( time ) )
time = 0.05;
if ( !isDefined( vel ) )
vel = ( 0, 0, 0 );
steps = int( time * 20 );
if ( steps < 1 )
steps = 1;
myEye = self scripts\sp\bots\_bot_utility::GetEyePos(); // get our eye pos
if ( doAimPredict )
{
myEye += ( self getVelocity() * 0.05 ) * ( steps - 1 ); // account for our velocity
pos += ( vel * 0.05 ) * ( steps - 1 ); // add the velocity vector
}
myAngle = self getPlayerAngles();
angles = VectorToAngles( ( pos - myEye ) - anglesToForward( myAngle ) );
X = AngleClamp180( angles[0] - myAngle[0] );
X = X / steps;
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 );
self setPlayerAngles( myAngle );
wait 0.05;
}
}

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bot_movetoobjective()
{
action_id = self.action_queue[ "objective" ][ 0 ].action_id;
at_obj_distance_sq = 48 * 48;
while ( isDefined( self.action_queue[ "objective" ][ 0 ] ) && action_id == self.action_queue[ "objective" ][ 0 ].action_id )
{
if ( distanceSquared( self.origin, self.target_pos ) < at_obj_distance_sq )
{
self bot_set_complete_movetoobjective();
break;
}
wait 0.2;
}
}
bot_movetoobjective_process_order()
{
return 0;
}
bot_should_movetoobjective()
{
if ( isDefined( self.action_queue[ "objective" ][ 0 ] ) )
{
return true;
}
return false;
}
bot_check_complete_movetoobjective()
{
return self.successfully_moved_to_objective;
}
bot_set_complete_movetoobjective()
{
self.successfully_moved_to_objective = true;
}
bot_movetoobjective_on_completion()
{
self.successfully_moved_to_objective = false;
self.can_do_objective_now = true;
}
bot_movetoobjective_should_cancel()
{
return false;
}
bot_movetoobjective_on_cancel()
{
self.successfully_moved_to_objective = false;
self.can_do_objective_now = false;
}
bot_movetoobjective_should_postpone()
{
if ( self bot_should_flee() )
{
return true;
}
return false;
}
bot_movetoobjective_on_postpone()
{
self.successfully_moved_to_objective = false;
self.can_do_objective_now = false;
}
bot_movetoobjective_priority()
{
return 0;
}
bot_train()
{
}
bot_train_process_order()
{
return 0;
}
bot_should_train()
{
return false;
}
bot_check_complete_train()
{
return false;
}
bot_set_complete_train()
{
}
bot_train_on_completion()
{
}
bot_train_should_cancel()
{
return false;
}
bot_train_on_cancel()
{
}
bot_train_should_postpone()
{
return false;
}
bot_train_on_postpone()
{
}
bot_train_priority()
{
return 0;
}
bot_camp()
{
}
bot_camp_process_order()
{
return 0;
}
bot_should_camp()
{
return false;
}
bot_check_complete_camp()
{
return false;
}
bot_set_complete_camp()
{
}
bot_camp_on_completion()
{
}
bot_camp_should_cancel()
{
return false;
}
bot_camp_on_cancel()
{
}
bot_camp_should_postpone()
{
return false;
}
bot_camp_on_postpone()
{
}
bot_camp_priority()
{
return 0;
}
bot_flee()
{
}
bot_flee_process_order()
{
return 0;
}
bot_should_flee()
{
return false;
}
bot_check_complete_flee()
{
return false;
}
bot_set_complete_flee()
{
}
bot_flee_on_completion()
{
}
bot_flee_should_cancel()
{
return false;
}
bot_flee_on_cancel()
{
}
bot_flee_should_postpone()
{
return false;
}
bot_flee_on_postpone()
{
}
bot_flee_priority()
{
return 0;
}

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#include scripts\sp\bots\bot_objective_common;
bot_magicbox_purchase()
{
self.target_pos = self.available_chests[ 0 ].origin;
}
bot_magicbox_process_order()
{
}
bot_should_purchase_magicbox()
{
if ( !level.enable_magic )
{
return false;
}
if ( level.chests.size <= 0 )
{
return false;
}
self.available_chests = [];
for ( i = 0; i < level.chests.size; i++ )
{
if ( level.chests[ i ].hidden )
{
continue;
}
if ( self.score < level.chests[ i ].zombie_cost )
{
continue;
}
self.available_chests[ self.available_chests.size ] = level.chests[ i ];
}
if ( self.available_chests.size > 0 )
{
for ( i = 0; i < self.available_chests.size; i++ )
{
if ( isDefined( self.available_chests[ i ].chest_user ) )
{
maps\_utility::array_remove_index( self.available_chests, i );
i--;
}
}
}
return self.available_chests.size > 0;
}
bot_check_complete_magicbox()
{
return false;
}
bot_set_complete_magicbox()
{
}
bot_magicbox_purchase_on_completion()
{
}
bot_magicbox_purchase_should_cancel()
{
return false;
}
bot_magicbox_purchase_on_cancel()
{
}
bot_magicbox_purchase_should_postpone()
{
return false;
}
bot_magicbox_purchase_on_postpone()
{
}
bot_magicbox_purchase_priority()
{
priority = 0;
LOW_AMMO_THRESHOLD = 0.3;
weapons = self getWeaponsListPrimaries();
if ( weapons.size < 2 )
{
priority += 1;
}
for ( j = 0; j < weapons.size; j++ )
{
if ( self getWeaponAmmoStock( weapons[ j ] ) <= int( weaponmaxammo( weapons[ j ] ) * LOW_AMMO_THRESHOLD ) )
{
priority += 1;
}
}
return priority;
}
bot_wallbuy_purchase()
{
}
bot_wallbuy_process_order()
{
return 0;
}
bot_should_purchase_wallbuy()
{
return false;
}
bot_check_complete_wallbuy()
{
return false;
}
bot_set_complete_wallbuy()
{
}
bot_wallbuy_purchase_on_completion()
{
}
bot_wallbuy_purchase_should_cancel()
{
return false;
}
bot_wallbuy_purchase_on_cancel()
{
}
bot_wallbuy_purchase_should_postpone()
{
return false;
}
bot_wallbuy_purchase_on_postpone()
{
}
bot_wallbuy_purchase_priority()
{
return 0;
}
bot_wallbuy_ammo_purchase()
{
}
bot_wallbuyammo_process_order()
{
return 0;
}
bot_should_purchase_wallbuy_ammo()
{
return false;
}
bot_check_complete_wallbuy_ammo()
{
return false;
}
bot_set_complete_wallbuy_ammo()
{
}
bot_wallbuy_ammo_purchase_on_completion()
{
}
bot_wallbuy_ammo_purchase_should_cancel()
{
return false;
}
bot_wallbuy_ammo_purchase_on_cancel()
{
}
bot_wallbuy_ammo_purchase_should_postpone()
{
return false;
}
bot_wallbuy_ammo_purchase_on_postpone()
{
}
bot_wallbuy_ammo_purchase_priority()
{
return 0;
}
bot_perk_purchase()
{
}
bot_perk_process_order()
{
return 0;
}
bot_should_purchase_perk()
{
return false;
}
bot_check_complete_perk_purchase()
{
return false;
}
bot_set_complete_perk_purchase()
{
}
bot_perk_purchase_on_completion()
{
}
bot_perk_purchase_should_cancel()
{
return false;
}
bot_perk_purchase_on_cancel()
{
}
bot_perk_purchase_should_postpone()
{
return false;
}
bot_perk_purchase_on_postpone()
{
}
bot_perk_purchase_priority()
{
return 0;
}
bot_door_purchase()
{
}
bot_door_process_order()
{
return 0;
}
bot_should_purchase_door()
{
return false;
}
bot_check_complete_door_purchase()
{
return false;
}
bot_set_complete_door_purchase()
{
}
bot_door_purchase_on_completion()
{
}
bot_door_purchase_should_cancel()
{
return false;
}
bot_door_purchase_on_cancel()
{
}
bot_door_purchase_should_postpone()
{
return false;
}
bot_door_purchase_on_postpone()
{
}
bot_door_purchase_priority()
{
return 0;
}
bot_debris_purchase()
{
}
bot_debris_process_order()
{
return 0;
}
bot_should_purchase_debris()
{
return false;
}
bot_check_complete_debris_purchase()
{
return false;
}
bot_set_complete_debris_purchase()
{
}
bot_debris_purchase_on_completion()
{
}
bot_debris_purchase_should_cancel()
{
return false;
}
bot_debris_purchase_on_cancel()
{
}
bot_debris_purchase_should_postpone()
{
return false;
}
bot_debris_purchase_on_postpone()
{
}
bot_debris_purchase_priority()
{
return 0;
}
bot_trap_purchase()
{
}
bot_trap_process_order()
{
return 0;
}
bot_should_purchase_trap()
{
return false;
}
bot_check_complete_trap_purchase()
{
return false;
}
bot_set_complete_trap_purchase()
{
}
bot_trap_purchase_on_completion()
{
}
bot_trap_purchase_should_cancel()
{
return false;
}
bot_trap_purchase_on_cancel()
{
}
bot_trap_purchase_should_postpone()
{
return false;
}
bot_trap_purchase_on_postpone()
{
}
bot_trap_purchase_priority()
{
return 0;
}
bot_packapunch_purchase()
{
}
bot_packapunch_process_order()
{
return 0;
}
bot_should_purchase_packapunch()
{
return false;
}
bot_check_complete_packapunch_purchase()
{
return false;
}
bot_set_complete_packapunch_purchase()
{
}
bot_packapunch_purchase_on_completion()
{
}
bot_packapunch_purchase_should_cancel()
{
return false;
}
bot_packapunch_purchase_on_cancel()
{
}
bot_packapunch_purchase_should_postpone()
{
return false;
}
bot_packapunch_purchase_on_postpone()
{
}
bot_packapunch_purchase_priority()
{
return 0;
}
bot_revive_player()
{
if ( !isDefined( self.available_revives ) || self.available_revives.size <= 0 )
{
return;
}
self endon( "disconnect" );
level endon( "end_game" );
player_to_revive_obj = self.available_revives[ 0 ];
set_bot_global_shared_objective_owner_by_reference( "revive", player_to_revive_obj, self );
player_to_revive = player_to_revive_obj.target_ent;
action_id = self.action_queue[ "objective" ][ 0 ].action_id;
//If player is no longer valid to revive stop trying to revive
//If bot doesn't have an objective anymore or the objective has changed stop trying to revive
while ( isDefined( player_to_revive ) && isDefined( player_to_revive_obj ) && isDefined( self.action_queue[ "objective" ][ 0 ] ) && action_id == self.action_queue[ "objective" ][ 0 ].action_id )
{
self.target_pos = player_to_revive.origin;
if ( self.can_do_objective_now )
{
//TODO: Add check to see if another player is reviving target player
//TODO: Add code to revive player, possibly add the ability to circle revive?
}
wait 0.2;
}
}
bot_revive_process_order()
{
return 0;
}
bot_should_revive_player()
{
downed_players_objs = get_all_objectives_for_group( "revive" );
if ( downed_players_objs.size <= 0 )
{
return false;
}
self.available_revives = [];
obj_keys = getArrayKeys( downed_players_objs );
for ( i = 0; i < downed_players_objs.size; i++ )
{
if ( isDefined( downed_players_objs[ obj_keys[ i ] ].owner ) )
{
continue;
}
self.available_revives[ self.available_revives.size ] = downed_players_objs[ obj_keys[ i ] ];
}
return self.available_revives.size > 0;
}
bot_check_complete_revive_player()
{
if ( self.successfully_revived_player )
{
return true;
}
return false;
}
bot_set_complete_revive_player()
{
self.successfully_revived_player = true;
}
bot_revive_player_on_completion()
{
self.successfully_revived_player = false;
}
bot_revive_player_should_cancel()
{
return !isDefined( self.available_revives[ 0 ].target_ent.revivetrigger );
}
bot_revive_player_on_cancel()
{
}
bot_revive_player_should_postpone()
{
return false;
}
bot_revive_player_on_postpone()
{
}
bot_revive_player_priority()
{
return 0;
}
bot_grab_buildable()
{
}
bot_grab_buildable_process_order()
{
return 0;
}
bot_should_grab_buildable()
{
return false;
}
bot_check_complete_grab_buildable()
{
return false;
}
bot_set_complete_grab_buildable()
{
}
bot_grab_buildable_on_completion()
{
}
bot_grab_buildable_should_cancel()
{
return false;
}
bot_grabbuild_buildable_on_cancel()
{
}
bot_grab_buildable_should_postpone()
{
return false;
}
bot_grab_buildable_on_postpone()
{
}
bot_grab_buildable_priority()
{
return 0;
}
bot_build_buildable()
{
}
bot_build_buildable_process_order()
{
return 0;
}
bot_should_build_buildable()
{
return false;
}
bot_check_complete_build_buildable()
{
return false;
}
bot_set_complete_build_buildable()
{
}
bot_build_buildable_on_completion()
{
}
bot_build_buildable_should_cancel()
{
return false;
}
bot_build_buildable_on_cancel()
{
}
bot_build_buildable_should_postpone()
{
return false;
}
bot_build_buildable_on_postpone()
{
}
bot_build_buildable_priority()
{
return 0;
}
bot_grab_part()
{
}
bot_part_process_order()
{
return 0;
}
bot_should_grab_part()
{
return false;
}
bot_part_on_completion()
{
}
bot_part_should_cancel()
{
return false;
}
bot_check_complete_grab_part()
{
return false;
}
bot_set_complete_grab_part()
{
}
bot_part_on_cancel()
{
}
bot_part_should_postpone()
{
return false;
}
bot_part_on_postpone()
{
}
bot_part_priority()
{
return 0;
}
bot_grab_powerup()
{
self endon( "powerup_end_think" );
if ( !isDefined( self.available_powerups ) || self.available_powerups.size <= 0 )
{
return;
}
set_bot_global_shared_objective_owner_by_reference( "powerup", self.available_powerups[ 0 ], self );
while ( true )
{
self SetScriptGoal( self.available_powerups[ 0 ].target_ent.origin );
wait 0.05;
}
}
bot_powerup_process_order()
{
return 0;
}
bot_should_grab_powerup()
{
if ( level.zbot_objective_glob[ "powerup" ].active_objectives.size <= 0 )
{
return false;
}
MAX_DISTANCE_SQ = 10000 * 10000;
BOT_SPEED_WHILE_SPRINTING_SQ = 285 * 285;
self.available_powerups = [];
powerup_objectives = level.zbot_objective_glob[ "powerup" ].active_objectives;
obj_keys = getArrayKeys( powerup_objectives );
for ( i = 0; i < powerup_objectives.size; i++ )
{
obj = powerup_objectives[ obj_keys[ i ] ];
powerup = obj.target_ent;
if ( isDefined( obj.owner ) )
{
continue;
}
time_left = powerup.time_left_until_timeout;
distance_required_to_reach_powerup = distanceSquared( powerup.origin, self.origin );
if ( distance_required_to_reach_powerup > BOT_SPEED_WHILE_SPRINTING_SQ * time_left )
{
continue;
}
if ( distanceSquared( powerup.origin, self.origin ) > MAX_DISTANCE_SQ )
{
continue;
}
if ( !isDefined( generatePath( self.origin, powerup.origin, self.team, false ) ) )
{
continue;
}
self.available_powerups[ self.available_powerups.size ] = obj;
}
//TODO: Sort powerups by priority here
return self.available_powerups.size > 0;
}
bot_check_complete_grab_powerup()
{
if ( self.successfully_grabbed_powerup )
{
return true;
}
return false;
}
bot_set_complete_grab_powerup()
{
}
bot_powerup_on_completion()
{
self.successfully_grabbed_powerup = false;
}
bot_powerup_should_cancel()
{
return ( !isDefined( self.available_powerups ) || self.available_powerups.size <= 0 );
}
bot_powerup_on_cancel()
{
}
bot_powerup_should_postpone()
{
return false;
}
bot_powerup_on_postpone()
{
}
bot_powerup_priority()
{
if ( !isDefined( self.available_powerups ) )
{
return 0;
}
return self.available_powerups[ 0 ].target_ent.priority;
}

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/*
Bot actions are in two parts
*/
#include common_scripts\utility;
#include maps\_utility;
#include maps\so\zm_common\_zm_utility;
#include scripts\sp\bots\bot_utility;
register_bot_action( group_name, action_name, action_func, action_process_order_func, should_do_func, check_if_complete_func, set_complete_func, on_completion_func, should_cancel_func, on_cancel_func, should_postpone_func, on_postpone_func, priority_func )
{
if ( !isDefined( level.zbots_actions ) )
{
level.zbots_actions = [];
}
if ( !isDefined( level.zbots_actions[ group_name ] ) )
{
level.zbots_actions[ group_name ] = [];
}
if ( !isDefined( level.zbots_actions[ group_name ][ action_name ] ) )
{
level.zbots_actions[ group_name ][ action_name ] = spawnStruct();
}
level.zbots_actions[ group_name ][ action_name ].action = action_func;
level.zbots_actions[ group_name ][ action_name ].should_do_func = should_do_func;
level.zbots_actions[ group_name ][ action_name ].action_process_order_func = action_process_order_func;
level.zbots_actions[ group_name ][ action_name ].check_if_complete_func = check_if_complete_func;
level.zbots_actions[ group_name ][ action_name ].set_complete_func = set_complete_func;
level.zbots_actions[ group_name ][ action_name ].on_completion_func = on_completion_func;
level.zbots_actions[ group_name ][ action_name ].should_cancel_func = should_cancel_func;
level.zbots_actions[ group_name ][ action_name ].on_cancel_func = on_cancel_func;
level.zbots_actions[ group_name ][ action_name ].should_postpone_func = should_postpone_func;
level.zbots_actions[ group_name ][ action_name ].on_postpone_func = on_postpone_func;
level.zbots_actions[ group_name ][ action_name ].priority_func = priority_func;
}
initialize_bot_actions_queue()
{
group_keys = getArrayKeys( level.zbots_actions );
for ( i = 0; i < group_keys.size; i++ )
{
action_keys = getArrayKeys( level.zbots_actions[ group_keys[ i ] ] );
for ( j = 0; j < action_keys.size; j++ )
{
self register_bot_objective_action_for_queue( group_keys[ i ], action_keys[ j ] );
}
}
}
register_bot_objective_action_for_queue( group_name, action_name )
{
if ( !isDefined( self.zbot_actions_in_queue ) )
{
self.zbot_actions_in_queue = [];
}
if ( !isDefined( self.zbot_actions_in_queue[ group_name ] ) )
{
self.zbot_actions_in_queue[ group_name ] = [];
}
if ( !isDefined( self.zbot_actions_in_queue[ group_name ][ action_name ] ) )
{
self.zbot_actions_in_queue[ group_name ][ action_name ] = spawnStruct();
}
self.zbot_actions_in_queue[ group_name ][ action_name ].postponed = false;
self.zbot_actions_in_queue[ group_name ][ action_name ].canceled = false;
self.zbot_actions_in_queue[ group_name ][ action_name ].queued = false;
self.zbot_actions_in_queue[ group_name ][ action_name ].completed = false;
self.zbot_actions_in_queue[ group_name ][ action_name ].is_current = false;
}
process_next_queued_action( group_name )
{
if ( self.zbot_actions_in_queue[ group_name ][ self.action_queue[ group_name ][ 0 ].action_name ].queued )
{
return;
}
self.action_queue[ group_name ] = self sort_array_by_priority_field( self.action_queue[ group_name ] );
self thread [[ self.action_queue[ group_name ][ 0 ].action ]]();
self.zbot_actions_in_queue[ group_name ][ self.action_queue[ group_name ][ 0 ].action_name ].is_current = true;
self thread wait_for_action_completion( group_name, self.action_queue[ group_name ][ 0 ].action_name );
}
wait_for_action_completion( group_name, action_name )
{
self endon( "disconnect" );
self endon( "stop_action_think" );
level endon( "end_game" );
result = self waittill_any_return( action_name + "_complete", action_name + "_cancel", action_name + "_postpone" );
if ( ( result == action_name + "_complete" ) )
{
self.zbot_actions_in_queue[ group_name ][ action_name ].postponed = false;
self.zbot_actions_in_queue[ group_name ][ action_name ].queued = false;
self.zbot_actions_in_queue[ group_name ][ action_name ].completed = false;
self.action_queue[ group_name ][ 0 ] = undefined;
self thread [[ self.action_queue[ group_name ][ 0 ].on_completion_func ]]();
}
else if ( result == action_name + "_cancel" )
{
self.zbot_actions_in_queue[ group_name ][ action_name ].postponed = false;
self.zbot_actions_in_queue[ group_name ][ action_name ].queued = false;
self.zbot_actions_in_queue[ group_name ][ action_name ].completed = false;
self.action_queue[ group_name ][ 0 ] = undefined;
self thread [[ self.action_queue[ group_name ][ 0 ].on_cancel_func ]]();
}
else if ( result == action_name + "_postpone" )
{
self.zbot_actions_in_queue[ group_name ][ action_name ].postponed = true;
postponed_action = self.action_queue[ group_name ][ 0 ];
self.action_queue[ group_name ][ 0 ] = undefined;
postponed_action.priority = self [[ level.zbots_actions[ group_name ][ action_name ].priority_func ]]();
self.action_queue[ group_name ] = array_insert( self.action_queue[ group_name ], postponed_action, 1 );
self thread [[ self.action_queue[ group_name ][ 0 ].on_postpone_func ]]();
}
self notify( action_name + "_end_think" );
self.zbot_actions_in_queue[ group_name ][ action_name ].is_current = false;
}
copy_default_action_settings_to_queue( group_name, action_name )
{
//self.group = level.zbots_actions[ group_name ][ action_name ].group;
self.action = level.zbots_actions[ group_name ][ action_name ].action;
//self.should_do_func = level.zbots_actions[ group_name ][ action_name ].should_do_func;
self.on_completion_func = level.zbots_actions[ group_name ][ action_name ].on_completion_func;
self.should_cancel_func = level.zbots_actions[ group_name ][ action_name ].should_cancel_func;
self.on_cancel_func = level.zbots_actions[ group_name ][ action_name ].on_cancel_func;
self.should_postpone_func = level.zbots_actions[ group_name ][ action_name ].should_postpone_func;
self.on_postpone_func = level.zbots_actions[ group_name ][ action_name ].on_postpone_func;
self.priority_func = level.zbots_actions[ group_name ][ action_name ].priority_func;
}
pick_actions_to_add_to_queue( group_name )
{
action_keys = getArrayKeys( level.zbots_actions[ group_name ] );
//TODO: Use process order funcs to determine the order of actions being added to the queue
//For now just randomize the order of the keys
/*
for ( i = 0; i < action_keys; i++ )
{
}
*/
if ( !isDefined( self.action_id ) )
{
self.action_id = 0;
}
for ( i = 0; i < action_keys.size; i++ )
{
if ( !self.zbot_actions_in_queue[ group_name ][ action_keys[ i ] ].queued && [[ level.zbots_actions[ group_name ][ action_keys[ i ] ].should_do_func ]]() )
{
self.action_queue[ group_name ][ self.action_queue[ group_name ].size ] = spawnStruct();
self.action_queue[ group_name ][ self.action_queue[ group_name ].size - 1 ].action_name = action_keys[ i ];
self.action_queue[ group_name ][ self.action_queue[ group_name ].size - 1 ].action_id = self.action_id;
self.action_queue[ group_name ][ self.action_queue[ group_name ].size - 1 ].priority = self [[ level.zbots_actions[ group_name ][ action_keys[ i ] ].priority_func ]]();
self.zbot_actions_in_queue[ group_name ][ action_keys[ i ] ].queued = true;
self.action_id++;
}
}
}
bot_clear_actions_queue()
{
group_keys = getArrayKeys( level.zbots_actions );
for ( i = 0; i < group_keys.size; i++ )
{
self.action_queue[ group_keys[ i ] ] = [];
action_keys = getArrayKeys( level.zbots_actions[ group_keys[ i ] ] );
for ( j = 0; j < action_keys.size; j++ )
{
self register_bot_objective_action_for_queue( group_keys[ i ], action_keys[ j ] );
}
}
}
check_if_action_is_completed_in_group( group_name )
{
if ( [[ level.zbots_actions[ group_name ][ self.action_queue[ group_name ][ 0 ].action_name ].check_if_complete_func ]]() )
{
self notify( self.action_queue[ group_name ][ 0 ].action_name + "_complete" );
}
}
check_if_action_should_be_postponed_in_group( group_name )
{
if ( [[ level.zbots_actions[ group_name ][ self.action_queue[ group_name ][ 0 ].action_name ].should_postpone_func ]]() )
{
self notify( self.action_queue[ group_name ][ 0 ].action_name + "_postpone" );
}
}
check_if_action_should_be_canceled_in_group( group_name )
{
if ( [[ level.zbots_actions[ group_name ][ self.action_queue[ group_name ][ 0 ].action_name ].should_cancel_func ]]() )
{
self notify( self.action_queue[ group_name ][ 0 ].action_name + "_cancel" );
}
}
check_if_action_should_be_postponed_globally( group_name )
{
if ( action_should_be_postponed_global( group_name, self.action_queue[ group_name ][ 0 ].action_name ) )
{
self notify( self.action_queue[ group_name ][ 0 ].action_name + "_postpone" );
}
}
check_if_action_should_be_canceled_globally( group_name )
{
if ( action_should_be_canceled_global( group_name, self.action_queue[ group_name ][ 0 ].action_name ) )
{
self notify( self.action_queue[ group_name ][ 0 ].action_name + "_cancel" );
}
}
//TODO: Figure out way of overriding the current action for flee movement action
check_for_forced_action( group_name )
{
action_keys = getArrayKeys( level.zbots_actions[ group_name ] );
action_priorities_array = [];
for ( i = 0; i < action_keys.size; i++ )
{
action_priorities_array[ action_priorities_array.size ] = spawnStruct();
action_priorities_array[ action_priorities_array.size - 1 ].priority = self [[ level.zbots_actions[ group_name ][ action_keys[ i ] ].priority_func ]]();
action_priorities_array[ action_priorities_array.size - 1 ].action_name = action_keys[ i ];
}
action_priorities_array = sort_array_by_priority_field( action_priorities_array );
if ( self.action_queue[ group_name ][ 0 ].priority < action_priorities_array[ 0 ].priority )
{
self notify( self.action_queue[ group_name ][ 0 ].action_name + "_cancel" );
}
}
bot_action_think( group_name )
{
self pick_actions_to_add_to_queue( group_name );
//self check_for_forced_action( group_name );
if ( self.action_queue[ group_name ].size <= 0 )
{
return;
}
self process_next_queued_action( group_name );
self check_if_action_is_completed_in_group( group_name );
self check_if_action_should_be_postponed_in_group( group_name );
self check_if_action_should_be_canceled_in_group( group_name );
self check_if_action_should_be_postponed_globally( group_name );
self check_if_action_should_be_canceled_globally( group_name );
}
action_should_be_postponed_global( primary_group_name, action_name )
{
return false;
}
action_should_be_canceled_global( primary_group_name, action_name )
{
return false;
}
//TODO: Add ability to pause an action so the bot won't be doing it while its paused but when its unpaused they can resume the action with the same settings
//Similar to postpone except instead of selecting a new action the current action is preserved
action_should_be_paused_global( primary_group_name, action_name )
{
return false;
}

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register_bot_difficulty( difficulty )
{
if ( !isDefined( level.zbot_difficulties ) )
{
level.zbot_difficulties = [];
}
level.zbot_difficulties[ difficulty ] = true;
}

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register_bot_objective( objective_group )
{
if ( !isDefined( level.zbot_objective_glob ) )
{
level.zbot_objective_glob = [];
}
if ( !isDefined( level.zbot_objective_glob[ objective_group ] ) )
{
level.zbot_objective_glob[ objective_group ] = spawnStruct();
level.zbot_objective_glob[ objective_group ].active_objectives = [];
}
}
add_possible_bot_objective( objective_group, id, is_global_shared, target_ent )
{
assert( isDefined( level.zbot_objective_glob ), "Trying to add objective before calling register_bot_objective" );
assert( isDefined( level.zbot_objective_glob[ objective_group ] ), "Trying to add objective to group " + objective_group + " before calling register_bot_objective" );
objective_struct = spawnStruct();
objective_struct.group = objective_group;
objective_struct.id = id;
objective_struct.is_global_shared = is_global_shared;
objective_struct.target_ent = target_ent;
objective_struct.owner = undefined;
objective_struct.is_objective = true;
level.zbot_objective_glob[ objective_group ].active_objectives[ "obj_id_" + id ] = objective_struct;
}
get_bot_objective_by_id( objective_group, id )
{
active_objectives = level.zbot_objective_glob[ objective_group ].active_objectives;
objective = active_objectives[ "obj_id_" + id ];
assert( isDefined( objective ), "Objective with " + id + " id does not point to a objective in group " + objective_group );
return objective;
}
get_all_objectives_for_group( objective_group )
{
return level.zbot_objective_glob[ objective_group ].active_objectives;
}
set_objective_for_bot( objective_group, id )
{
possible_objectives = level.zbot_objective_glob[ objective_group ].active_objectives;
objective = possible_objectives[ "obj_id_" + id ];
objective_exists = isDefined( objective );
assert( objective_exists, "Objective with " + id + " id does not point to a objective in group " + objective_group );
if ( !objective_exists )
{
return;
}
self.zbot_current_objective = objective;
}
clear_objective_for_bot()
{
self.zbot_current_objective = undefined;
}
set_bot_objective_blocked_by_objective( primary_objective_group, primary_id, blocked_by_objective_group, blocked_by_id )
{
primary_active_objectives = level.zbot_objective_glob[ primary_objective_group ].active_objectives;
primary_objective = primary_active_objectives[ "obj_id_" + primary_id ];
primary_objective_exists = isDefined( primary_objective );
assert( primary_objective_exists, "Objective with " + primary_id + " id does not point to a objective in group " + primary_objective_group );
if ( !primary_objective_exists )
{
return;
}
if ( primary_objective_group == blocked_by_objective_group )
{
assert( primary_id != blocked_by_id, "Objective with " + primary_id + " id should not be the same as the blocked_by_id if the objectives are in the same group of " + primary_objective_group );
if ( primary_id == blocked_by_id )
{
return;
}
blocking_objective = primary_active_objectives[ "obj_id_" + blocked_by_id ];
blocking_objective_exists = isDefined( blocking_objective );
assert( blocking_objective_exists, "Objective with " + blocked_by_id + " id does not point to a objective in group " + blocked_by_objective_group );
if ( !blocking_objective_exists )
{
return;
}
primary_objective.blocking_objective = blocking_objective;
}
else
{
secondary_active_objectives = level.zbot_objective_glob[ blocked_by_objective_group ].active_objectives;
blocking_objective = secondary_active_objectives[ "obj_id_" + blocked_by_id ];
blocking_objective_exists = isDefined( blocking_objective );
assert( blocking_objective_exists, "Objective with " + blocked_by_id + " id does not point to a objective in group " + blocked_by_objective_group );
if ( !blocking_objective_exists )
{
return;
}
primary_objective.blocking_objective = blocking_objective;
}
}
set_bot_global_shared_objective_owner_by_id( objective_group, id, new_owner )
{
active_objectives = level.zbot_objective_glob[ objective_group ].active_objectives;
objective = active_objectives[ "obj_id_" + id ];
objective_exists = isDefined( objective );
assert( objective_exists, "Objective with " + id + " id number does not point to a objective in group " + objective_group );
if ( !objective_exists )
{
return;
}
assert( objective.is_global_shared, "Objective with " + id + " id number cannot be set to have an owner because is_global_shared field is false in group " + objective_group );
if ( !objective.is_global_shared )
{
return;
}
objective.owner = new_owner;
}
set_bot_global_shared_objective_owner_by_reference( objective_group, objective, new_owner )
{
is_objective = isDefined( objective.is_objective );
assert( is_objective, "Objective arg is not a valid objective object" );
if ( !is_objective )
{
return;
}
assert( objective.is_global_shared, "Objective with " + objective.id + " id number cannot be set to have an owner because is_global_shared field is false in group " + objective_group );
if ( !objective.is_global_shared )
{
return;
}
objective.owner = new_owner;
}
free_bot_objective( objective_group, id )
{
active_objectives = level.zbot_global_shared_objective_glob[ objective_group ].active_objectives;
objective = active_objectives[ "obj_id_" + id ];
objective_exists = isDefined( objective );
assert( objective_exists, "Objective with " + id + " id number does not point to a objective in group " + objective_group );
if ( !objective_exists )
{
return;
}
players = getPlayers();
for ( i = 0; i < players.size; i++ )
{
if ( players[ i ].pers[ "isBot" ] )
{
if ( players[ i ].zbot_current_objective == objective )
{
players[ i ].zbot_current_objective = undefined;
}
}
}
objective = undefined;
}
objective_think( objective_group, id )
{
active_objectives = level.zbot_global_shared_objective_glob[ objective_group ].active_objectives;
objective = active_objectives[ "obj_id_" + id ];
objective_exists = isDefined( objective );
assert( objective_exists, "Objective with " + id + " id number does not point to a objective in group " + objective_group );
if ( !objective_exists )
{
return;
}
level endon( "end_obj_think_" + objective.target_ent getEntityNumber() );
while ( true )
{
if ( )
wait 0.05;
}
}

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register_bot_personality_type( personality )
{
if ( !isDefined( level.zbot_personalities ) )
{
level.zbot_personalities = [];
}
level.zbot_personalities[ personality ] = true;
}

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#include common_scripts\utility;
#include scripts\sp\bots\_bot_utility;
register_bot_target_type( target_group )
{
if ( !isDefined( level.zbot_target_glob ) )
{
level.zbot_target_glob = [];
level.zbot_target_glob_ids = [];
}
if ( !isDefined( level.zbot_target_glob[ target_group ] ) )
{
level.zbot_target_glob_ids[ target_group ] = 0;
level.zbot_target_glob[ target_group ] = spawnStruct();
level.zbot_target_glob[ target_group ].active_targets = [];
}
}
add_possible_bot_target( target_group, id, target_ent )
{
assert( isDefined( level.zbot_target_glob ), "Trying to add target before calling register_bot_target_type" );
assert( isDefined( level.zbot_target_glob[ target_group ] ), "Trying to add target to group " + target_group + " before calling register_bot_target_type" );
target_struct = spawnStruct();
target_struct.group = target_group;
target_struct.target_id = id;
target_struct.damaged_by = [];
target_struct.targeted_by = [];
target_struct.target_ent = target_ent;
target_struct.is_target = true;
level.zbot_target_glob[ target_group ].active_targets[ "targ_id_" + id ] = target_struct;
}
get_bot_target_by_id( target_group, id )
{
active_targets = level.zbot_target_glob[ target_group ].active_targets;
target = active_targets[ "targ_id_" + id ];
assert( isDefined( target ), "Target with " + id + " id does not point to a target in group " + target_group );
return target;
}
get_all_targets_for_group( target_group )
{
return level.zbot_target_glob[ target_group ].active_targets;
}
get_all_groups_for_targets()
{
return getArrayKeys( level.zbot_target_glob );
}
bot_has_target()
{
return isDefined( self.zbot_current_target );
}
set_target_for_bot( target_group, id )
{
possible_targets = level.zbot_target_glob[ target_group ].active_targets;
target = possible_targets[ "targ_id_" + id ];
target_exists = isDefined( target );
assert( target_exists, "Target with " + id + " id does not point to a target in group " + target_group );
if ( !target_exists )
{
return;
}
self.zbot_current_target = target;
for ( i = 0; i < target.targeted_by.size; i++ )
{
if ( target.targeted_by[ i ] == self )
{
return;
}
}
target.targeted_by[ target.targeted_by.size ] = self;
}
clear_target_for_bot( target_group, id )
{
possible_targets = level.zbot_target_glob[ target_group ].active_targets;
target = possible_targets[ "targ_id_" + id ];
target_exists = isDefined( target );
assert( target_exists, "Target with " + id + " id does not point to a target in group " + target_group );
if ( !target_exists )
{
return;
}
for ( i = 0; i < target.targeted_by.size; i++ )
{
if ( target.targeted_by[ i ] == self )
{
target.targeted_by[ i ] = undefined;
return;
}
}
self.zbot_current_target = undefined;
}
set_target_damaged_by( target_group, id )
{
possible_targets = level.zbot_target_glob[ target_group ].active_targets;
target = possible_targets[ "targ_id_" + id ];
target_exists = isDefined( target );
assert( target_exists, "Target with " + id + " id does not point to a target in group " + target_group );
if ( !target_exists )
{
return;
}
for ( i = 0; i < target.damaged_by.size; i++ )
{
if ( target.damaged_by[ i ] == self )
{
return;
}
}
target.damaged_by[ target.damaged_by.size ] = self;
}
clear_target_damaged_by( target_group, id )
{
possible_targets = level.zbot_target_glob[ target_group ].active_targets;
target = possible_targets[ "targ_id_" + id ];
target_exists = isDefined( target );
assert( target_exists, "Target with " + id + " id does not point to a target in group " + target_group );
if ( !target_exists )
{
return;
}
for ( i = 0; i < target.damaged_by.size; i++ )
{
if ( target.damaged_by[ i ] == self )
{
target.damaged_by[ i ] = undefined;
return;
}
}
}
free_bot_target( target_group, id )
{
active_targets = level.zbot_global_shared_target_glob[ target_group ].active_targets;
target = active_targets[ "targ_id_" + id ];
target_exists = isDefined( target );
assert( target_exists, "Target with " + id + " id number does not point to a target in group " + target_group );
if ( !target_exists )
{
return;
}
players = getPlayers();
for ( i = 0; i < players.size; i++ )
{
if ( players[ i ].pers[ "isBot" ] )
{
if ( players[ i ].zbot_current_target == target )
{
players[ i ].zbot_current_target = undefined;
}
}
}
target.damaged_by = undefined;
target.targeted_by = undefined;
target = undefined;
}

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@ -0,0 +1,625 @@
#include common_scripts\utility;
#include maps\_utility;
#include maps\so\zm_common\_zm_utility;
register_stats_for_bot_weapon( weapon, score )
{
if ( !isDefined( level.bot_weapons_stats ) )
{
level.bot_weapons_stats = [];
}
level.bot_weapons_stats[ weapon ] = score;
}
parse_bot_weapon_stats_from_table()
{
WEAPON_COLUMN = 0;
SCORE_COLUMN = 1;
/*
row = 0;
while ( true )
{
weapon = fs_tablelookupcolumnforrow( "tables\bot_weapon_stats.csv", row, WEAPON_COLUMN );
if ( !isDefined( weapon ) || weapon == "" )
{
break;
}
score = fs_tablelookupcolumnforrow( "tables\bot_weapon_stats.csv", row, SCORE_COLUMN );
if ( !isDefined( score ) || score == "" )
{
row++;
continue;
}
if ( isDefined( level.zombie_include_weapons[ weapon + "_zm" ] ) )
{
register_stats_for_bot_weapon( weapon + "_zm", int( score ) );
if ( isDefined( level.zombie_include_weapons[ weapon + "_upgraded_zm" ] ) )
{
register_stats_for_bot_weapon( weapon + "_upgraded_zm", int( score ) + 1 );
}
}
else if ( isDefined( level.zombie_include_weapons[ weapon ] ) )
{
register_stats_for_bot_weapon( weapon, int( score ) );
}
row++;
}
*/
}
array_add2( array, item )
{
array[ array.size ] = item;
}
swap( array, index1, index2 )
{
temp = array[ index1 ];
array[ index1 ] = array[ index2 ];
array[ index2 ] = temp;
return array;
}
merge_sort( current_list, func_sort, param )
{
if ( current_list.size <= 1 )
{
return current_list;
}
left = [];
right = [];
middle = current_list.size / 2;
for ( x = 0; x < middle; x++ )
{
array_add2( left, current_list[ x ] );
}
for ( ; x < current_list.size; x++ )
{
array_add2( right, current_list[ x ] );
}
left = merge_sort( left, func_sort, param );
right = merge_sort( right, func_sort, param );
//result = merge( left, right, func_sort, param );
//return result;
}
quickSort(array, compare_func)
{
return quickSortMid(array, 0, array.size - 1, compare_func);
}
quickSortMid( array, start, end, compare_func )
{
i = start;
k = end;
if(!IsDefined(compare_func))
compare_func = ::quicksort_compare;
if (end - start >= 1)
{
pivot = array[start];
while (k > i)
{
while ( [[ compare_func ]](array[i], pivot) && i <= end && k > i)
i++;
while ( ![[ compare_func ]](array[k], pivot) && k >= start && k >= i)
k--;
if (k > i)
array = swap(array, i, k);
}
array = swap(array, start, k);
array = quickSortMid(array, start, k - 1, compare_func);
array = quickSortMid(array, k + 1, end, compare_func);
}
else
return array;
return array;
}
quicksort_compare(left, right)
{
return left <= right;
}
get_allies()
{
return getPlayers( self.team );
}
get_zombies()
{
return getAiSpeciesArray( level.zombie_team, "all" );
}
find_gaps()
{
}
are_enemies_horded()
{
MINIMUM_PERCENT_TO_BE_HORDE = 0.9;
DISTANCE_SQ = 120 * 120;
zombies = get_zombies();
amount_in_horde = 0;
if ( isDefined( level.speed_change_round ) )
{
max_eligible_zombies = zombies.size - level.speed_change_num;
}
else
{
max_eligible_zombies = zombies.size;
}
expected_amount_in_horde_min = int( max_eligible_zombies * MINIMUM_PERCENT_TO_BE_HORDE );
if ( isDefined( level.speed_change_round ) )
{
for ( i = 0; i < zombies.size; i++ )
{
if ( zombies[ i ].zombie_move_speed == "walk" )
{
continue;
}
if ( !isDefined( zombies[ i + 1 ] ) )
{
return false;
}
if ( zombies[ i + 1 ].zombie_move_speed != "walk" )
{
if ( distanceSquared( zombies[ i + 1 ].origin, zombies[ i ].origin ) <= DISTANCE_SQ )
{
amount_in_horde++;
}
}
if ( amount_in_horde >= expected_amount_in_horde_min )
{
return true;
}
}
}
else
{
for ( i = 0; i < zombies.size; i++ )
{
if ( !isDefined( zombies[ i + 1 ] ) )
{
return false;
}
if ( distanceSquared( zombies[ i + 1 ].origin, zombies[ i ].origin ) <= DISTANCE_SQ )
{
amount_in_horde++;
}
if ( amount_in_horde >= expected_amount_in_horde_min )
{
return true;
}
}
}
return false;
}
any_enemies_in_direction( dir )
{
}
predict_entity_position_frames( frames )
{
current_velocity = self getVelocity();
predicted_origin = self.origin;
for ( i = 0; i < frames; i++ )
{
predicted_origin += ( current_velocity / 20 );
}
return predicted_origin;
}
predict_entity_position_seconds( seconds )
{
current_velocity = self getVelocity();
predicted_origin = self.origin;
for ( i = 0; i < seconds; i++ )
{
predicted_origin += current_velocity;
}
return predicted_origin;
}
any_zombies_targeting_self()
{
ZOMBIE_TARGETING_DIST_SQ = 10 * 10;
zombies = get_zombies();
if ( !array_validate( zombies ) )
{
return false;
}
for ( i = 0; i < zombies.size; i++ )
{
if ( isDefined( zombies[ i ].favoriteenemy ) && zombies[ i ].favoriteenemy == self )
{
return true;
}
if ( isDefined( zombies[ i ].goal_pos ) && distanceSquared( zombies[ i ].goal_pos, self.origin ) < ZOMBIE_TARGETING_DIST_SQ )
{
return true;
}
}
return false;
}
bot_is_in_danger( player )
{
return false;
}
bot_valid( player )
{
if ( !isdefined( player ) )
return false;
if ( !isalive( player ) )
return false;
if ( !isplayer( player ) )
return false;
if ( !is_true( player.pers[ "isBot" ] ) )
return false;
if ( isdefined( player.is_zombie ) && player.is_zombie == 1 )
return false;
if ( player.sessionstate == "spectator" )
return false;
if ( player.sessionstate == "intermission" )
return false;
if ( isdefined( player.intermission ) && player.intermission )
return false;
if ( isdefined( level.is_player_valid_override ) )
return [[ level.is_player_valid_override ]]( player );
return true;
}
assign_priority_to_powerup( powerup )
{
if ( !isDefined( powerup ) )
{
return;
}
priority = 0;
powerup_is_max_ammo = false;
switch ( powerup.powerup_name )
{
case "zombie_blood":
case "insta_kill":
case "nuke":
priority += 2;
break;
case "full_ammo":
powerup_is_max_ammo = true;
priority += 1;
break;
case "double_points":
case "fire_sale":
case "carpenter":
case "free_perk":
priority += 1;
break;
default:
priority += 0;
break;
}
if ( powerup_is_max_ammo )
{
LOW_AMMO_THRESHOLD = 0.3;
for ( i = 0; i < level.players.size; i++ )
{
weapons = level.players[ i ] getWeaponsListPrimaries();
for ( j = 0; j < weapons.size; j++ )
{
if ( self getWeaponAmmoStock( weapons[ j ] ) <= int( weaponmaxammo( weapons[ j ] ) * LOW_AMMO_THRESHOLD ) )
{
priority += 1;
break;
}
}
if ( priority > 3 )
{
break;
}
}
}
if ( maps\_laststand::player_any_player_in_laststand() )
{
switch ( powerup.powerup_name )
{
case "zombie_blood":
case "insta_kill":
case "nuke":
priority += 1;
break;
case "full_ammo":
priority += 0;
break;
case "double_points":
case "fire_sale":
case "carpenter":
case "free_perk":
priority -= 1;
break;
default:
priority += 0;
break;
}
}
if ( powerup.time_left_until_timeout < 10.0 )
{
priority += 1;
}
if ( priority < 0 )
{
priority = 0;
}
powerup.priority = priority;
}
sort_array_by_priority_field( array, item )
{
if ( isDefined( item ) )
{
array[ array.size ] = item;
}
priority_array = [];
for ( i = 0; i < array.size; i++ )
{
priority_array[ i ] = array[ i ].priority;
}
priority_array = quickSort( priority_array );
sorted_array = [];
for ( i = 0; i < priority_array.size; i++ )
{
for ( j = 0; j < array.size; j++ )
{
if ( array[ j ].priority == priority_array[ i ] )
{
sorted_array[ sorted_array.size ] = array[ j ];
}
}
}
return sorted_array;
}
/*
We need to calculate where the bot should go to next and update their movement constantly here
If the calculations predicts death or teammates death based on current course we need recalculate next move
Updating every frame(0.05) should be sufficient
Key to movement code is determining gaps, and safe lines to follow
Bot should try to find the nearest safe line and follow it
Due to many different variables(primarily resulting from other players) we need to constantly verify if the line is safe to follow
If the bot doesn't detect any danger allow them to stand still far enough away from the zombies to not draw aggro but close enough to shoot at them
Questions:
Can bots move and use the use button at the same time? Necessary to be able to support circle revive
How do we know the bot is safe where they are currently or where they will be moving to?
How do we determine gaps in zombies/terrain to slip through?
*/
movement_think()
{
while ( true )
{
}
}
/*
bot methods docs
enum BotGoalPriority
{
GOAL_PRIORITY_UNUSED = 0x0,
GOAL_PRIORITY_LOW = 0x1,
GOAL_PRIORITY_NORMAL = 0x2,
GOAL_PRIORITY_HIGH = 0x3,
GOAL_PRIORITY_URGENT = 0x4,
GOAL_PRIORITY_MAX = 0x5,
};
success = bot addGoal( <origin|pathnode>, float<goalRadius>, BotGoalPriority<priority>, string<notify> );
bot cancelGoal( string<notify> );
bot atGoal( string[notify] );
bot hasGoal( string<notify> );
origin = bot getGoal( string<notify> );
bot pressUseButton( float<time_in_seconds> );
bot pressAttackButton( float<time_in_seconds> );
bot pressDtpButton();
bot pressAds( <bool> );
bot pressMelee();
bot throwGrenade( string<weapon_name>, vector<destination> );
dist = bot getLookaheadDist();
dir = bot getLookAheadDir();
bot lookAt( vector<origin> );
bot clearLookat();
pos = bot predictPosition( entity<ent>, int<num_frames> );
success = bot sightTracePassed( entity<ent>, vector[point] );
enemies = bot getThreats( float<fov> ); //Fov value can be -1 to find all enemies instead of enemies in fov.
bot botSetFailsafeNode( pathnode[node] );
player methods docs
player allowStand( <bool> );
player allowCrouch( <bool> );
player allowProne( <bool> );
player allowAds( <bool> );
player allowSprint( <bool> );
player allowMelee( <bool> );
player setSpawnWeapon( string<weapon_name> );
player isLookingAt( <entity> );
ads_amount = player playerAds();
stance = player getstance();
player setStance( string<stance> );
dot = player playerSightTrace( vector<item_position>, int<unk>, int<hitnum> );
entity methods docs
mins = entity getMins();
maxes = entity getMaxes();
absmins = entity getAdbMins();
absmaxes = entity getAbsMaxes();
eye = entity getEye();
centroid = entity getCentroid()
velocity = entity getVelocity();
vector = entity getpointinbounds( float<x>, float<y>, float<z> );
is_touching = entity isTouching( entity<ent>, vector[extra_boundary] );
is_touching = entity isTouchingVolume( vector<origin>, vector<mins>, vector<maxes> );
dot = entity damageConeTrace( vector<damage_origin>, entity[ent], vector[damage_angles], float[damage_amount] );
dot = entity sightConeTrace( vector<damage_origin>, entity[ent], vector[damage_angles], float[damage_amount] );
common functions docs
nodeStringTable = {
"Path",
"Cover Stand",
"Cover Crouch",
"Cover Crouch Window",
"Cover Prone",
"Cover Right",
"Cover Left",
"Cover Pillar",
"Ambush",
"Exposed",
"Conceal Stand",
"Conceal Crouch",
"Conceal Prone",
"Reacquire",
"Balcony",
"Scripted",
"Begin",
"End",
"Turret",
"Guard"
}
enum team_t
{
TEAM_FREE = 0x0,
TEAM_BAD = 0x0,
TEAM_ALLIES = 0x1,
TEAM_AXIS = 0x2,
TEAM_THREE = 0x3,
TEAM_FOUR = 0x4,
TEAM_FIVE = 0x5,
TEAM_SIX = 0x6,
TEAM_SEVEN = 0x7,
TEAM_EIGHT = 0x8,
TEAM_NUM_PLAYING_TEAMS = 0x9,
TEAM_SPECTATOR = 0x9,
TEAM_NUM_TEAMS = 0xA,
TEAM_LOCALPLAYERS = 0xB,
TEAM_FIRST_PLAYING_TEAM = 0x1,
TEAM_LAST_PLAYING_TEAM = 0x8,
};
nodespawn_t nodespawns[21]
{
'node_pathnode'
'node_guard'
'node_turret'
'node_negotiation_end'
'node_negotiation_begin'
'node_scripted'
'node_balcony'
'node_reacquire'
'node_concealment_prone'
'node_concealment_crouch'
'node_concealment_stand'
'node_exposed'
'node_ambush'
'node_cover_pillar'
'node_cover_left'
'node_cover_right'
'node_cover_prone'
'node_cover_crouch_window'
'node_cover_crouch'
'node_cover_stand'
}
node = getNode( string<name>, entkey<key> );
nodes = getNodeArray( string<name>, entkey<key );
nodes = getNodeArraySorted( string<name>, entkey<key>, vector[origin], float[max_dist] );
nodes = getAnyNodeArray( vector<origin>, float<max_dist> );
nodes = getCoverNodeArray( vector<origin>, float<max_dist> );
nodes = getAllNodes();
nodes = getNodesInRadius( vector<origin>, float<max_radius>, float<min_radius>, float[max_height], nodeStringTable[type], int<max_nodes> );
nodes = getNodesInRadiusSorted( vector<origin>, float<max_radius>, float<min_radius>, float[max_height], nodeStringTable[type], int<max_nodes> );
node = getNearestNode( vector<origin> );
node = getVisibleNode( vector<start>, vector<end>, entity[ent] );
nodes = getVisibleNodes( node_ent<node> );
visible = nodesVisible( node_ent<node>, node_ent<node> );
canpath = nodesCanPath( node_ent<node>, node_ent<node> );
canclaimnode = canClaimNode( node_ent<node>, team_t<team> );
setEnableNode( node_ent<node>, [bool] );
linkNodes( node_ent<node>, node_ent<node> );
unLinkNodes( node_ent<node>, node_ent<node> );
nodesAreLinked( node_ent<node>, node_ent<node> );
dropnodetofloor( node_ent<node> );
node = spawnPathNode( nodespawn_t<classname>, vector<origin>, vector<angles>, key[key1], value[val1], ... );
deletePathNode( node_ent<node> );
occupied = isNodeOccupied( node_ent<node> );
nodeowner = getNodeOwner( node_ent<node> );
foundpath = findPath( vector<start>, vector<end>, entity[ent], bool[allow_negotiation_links], bool[allow_negotiation_hints] );
vector = vectorFromLineToPoint( vector<<start_pos>, vector<end_pos>, vector<point> );
point = pointOnSegmentNearestToPoint( vector<start_pos>, vector<end_pos>, vector<test_origin> );
pos_a_is_closer = closer( vector<ref_pos>, vector<a>, vector<b> );
dot = vectorDot( vector<a>, vector<b> );
cross = vectorCross( vector<a>, vector<b> );
normalized_vector = vectorNormalize( vector<vec> );
lerped_vector = vectorLerp( vector<from>, vector<to>, float<lerp> );
combined_angles = combineAngles( vector<a>, vector<b> );
angles = vectorToAngles( vector<vec> );
angle = absAngleClamp180( float<angle> );
angle = absAngleClamp360( float<angle> );
point = rotatePoint( vector<point>, vector<angles> );
trace
{
"fraction",
"position",
"entity",
"normal",
"surfacetype"
}
trace = bulletTrace( vector<end_pos>, vector<start_pos>, bool<use_content_mask_flag>, entity<ignore_ent>, bool[modify_contents_flags1], bool[modify_contents_flags2] );
passed = bulletTracePassed( vector<start_pos>, vector<end_pos>, bool<use_clipmask>, entity<ignore_ent>, entity[ignore_ent2?], bool[check_fx_visibility] );
trace = groundTrace( vector<end_pos>, vector<start_pos>, bool<use_content_mask_flag>, entity<ignore_ent>, bool[modify_contents_flags1], bool[modify_contents_flags2] );
passed = sightTracePassed( vector<start_pos>, vector<end_pos>, bool<use_clipmask>, entity<ignore_ent> );
player_physics_trace = playerPhysicsTrace( vector<end_pos>, vector<start_pos> );
trace = physicsTrace( vector<end_pos>, vector<smins>, vector[maxes], vector[end_pos], entity[ignore_ent] );
trace = worldTrace( vector<end_pos>, vector<start_pos> );
? customs functions to add
node = bot getNextNodeInPath( vector<start>, vector<end>, entity[ent], bool[allow_negotiation_links], bool[allow_negotiation_hints] );
bot botMovementOverride( byte<forward>, byte<right> );
self botButtonOverride( string<button>, string<value> );
self botClearMovementOverride();
self botClearButtonOverride( string<value> );
*/