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https://github.com/JezuzLizard/t4sp_bot_warfare.git
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13 Commits
main
...
experiment
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@ -1,82 +1,96 @@
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#include common_scripts\utility;
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#include maps\_utility;
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#include scripts\sp\bots\_bot_utility;
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#include maps\so\zm_common\_zm_utility;
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/*
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Initiates the whole bot scripts.
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*/
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init()
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#include scripts\sp\bots\_bot_internal;
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#include scripts\sp\bots\bot_actions_common;
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#include scripts\sp\bots\bot_objective_common;
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#include scripts\sp\bots\bot_difficulty_presets_common;
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#include scripts\sp\bots\bot_personality_presets_common;
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#include scripts\sp\bots\bot_target_common;
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#include scripts\sp\bots\actions\combat;
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#include scripts\sp\bots\actions\movement;
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#include scripts\sp\bots\actions\objective;
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#include scripts\sp\bots\actions\look;
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#include scripts\sp\bots\bot_utility;
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main()
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{
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level.bw_VERSION = "2.1.0";
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//Objective group is for things to go to usually allowing the bot to kill zombies on the way and survive as normal
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//Objectives can be canceled/postponed by combat, movement or by other objectives
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register_bot_action( "objective", "magicbox", ::bot_magicbox_purchase, ::bot_magicbox_process_order, ::bot_should_purchase_magicbox, ::bot_check_complete_magicbox, ::bot_set_complete_magicbox, ::bot_magicbox_purchase_on_completion, ::bot_magicbox_purchase_should_cancel, ::bot_magicbox_purchase_on_cancel, ::bot_magicbox_purchase_should_postpone, ::bot_magicbox_purchase_on_postpone, ::bot_magicbox_purchase_priority );
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register_bot_action( "objective", "wallbuy", ::bot_wallbuy_purchase, ::bot_wallbuy_process_order, ::bot_should_purchase_wallbuy, ::bot_check_complete_wallbuy, ::bot_set_complete_wallbuy, ::bot_wallbuy_purchase_on_completion, ::bot_wallbuy_purchase_should_cancel, ::bot_wallbuy_purchase_on_cancel, ::bot_wallbuy_purchase_should_postpone, ::bot_wallbuy_purchase_on_postpone, ::bot_wallbuy_purchase_priority );
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register_bot_action( "objective", "wallbuyammo", ::bot_wallbuy_ammo_purchase, ::bot_wallbuyammo_process_order, ::bot_should_purchase_wallbuy_ammo, ::bot_check_complete_wallbuy_ammo, ::bot_set_complete_wallbuy_ammo, ::bot_wallbuy_ammo_purchase_on_completion, ::bot_wallbuy_ammo_purchase_should_cancel, ::bot_wallbuy_ammo_purchase_on_cancel, ::bot_wallbuy_ammo_purchase_should_postpone, ::bot_wallbuy_ammo_purchase_on_postpone, ::bot_wallbuy_ammo_purchase_priority );
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register_bot_action( "objective", "perk", ::bot_perk_purchase, ::bot_perk_process_order, ::bot_should_purchase_perk, ::bot_check_complete_perk_purchase, ::bot_set_complete_perk_purchase, ::bot_perk_purchase_on_completion, ::bot_perk_purchase_should_cancel, ::bot_perk_purchase_on_cancel, ::bot_perk_purchase_should_postpone, ::bot_perk_purchase_on_postpone, ::bot_perk_purchase_priority );
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register_bot_action( "objective", "door", ::bot_door_purchase, ::bot_door_process_order, ::bot_should_purchase_door, ::bot_check_complete_door_purchase, ::bot_set_complete_door_purchase, ::bot_door_purchase_on_completion, ::bot_door_purchase_should_cancel, ::bot_door_purchase_on_cancel, ::bot_door_purchase_should_postpone, ::bot_door_purchase_on_postpone, ::bot_door_purchase_priority );
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register_bot_action( "objective", "debris", ::bot_debris_purchase, ::bot_debris_process_order, ::bot_should_purchase_debris, ::bot_check_complete_debris_purchase, ::bot_set_complete_debris_purchase, ::bot_debris_purchase_on_completion, ::bot_debris_purchase_should_cancel, ::bot_debris_purchase_on_cancel, ::bot_debris_purchase_should_postpone, ::bot_debris_purchase_on_postpone, ::bot_debris_purchase_priority );
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register_bot_action( "objective", "trap", ::bot_trap_purchase, ::bot_trap_process_order, ::bot_should_purchase_trap, ::bot_check_complete_trap_purchase, ::bot_set_complete_trap_purchase, ::bot_trap_purchase_on_completion, ::bot_trap_purchase_should_cancel, ::bot_trap_purchase_on_cancel, ::bot_trap_purchase_should_postpone, ::bot_trap_purchase_on_postpone, ::bot_trap_purchase_priority );
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register_bot_action( "objective", "packapunch", ::bot_packapunch_purchase, ::bot_packapunch_process_order, ::bot_should_purchase_packapunch, ::bot_check_complete_packapunch_purchase, ::bot_set_complete_packapunch_purchase, ::bot_packapunch_purchase_on_completion, ::bot_packapunch_purchase_should_cancel, ::bot_packapunch_purchase_on_cancel, ::bot_packapunch_purchase_should_postpone, ::bot_packapunch_purchase_on_postpone, ::bot_packapunch_purchase_priority );
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register_bot_action( "objective", "revive", ::bot_revive_player, ::bot_revive_process_order, ::bot_should_revive_player, ::bot_check_complete_revive_player, ::bot_set_complete_revive_player, ::bot_revive_player_on_completion, ::bot_revive_player_should_cancel, ::bot_revive_player_on_cancel, ::bot_revive_player_should_postpone, ::bot_revive_player_on_postpone, ::bot_revive_player_priority );
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//register_bot_action( "objective", "grabbuildable", ::bot_grab_buildable, ::bot_grab_buildable_process_order, ::bot_should_grab_buildable, ::bot_check_complete_grab_buildable, ::bot_set_complete_grab_buildable, ::bot_grab_buildable_on_completion, ::bot_grab_buildable_should_cancel, ::bot_grabbuild_buildable_on_cancel, ::bot_grab_buildable_should_postpone, ::bot_grab_buildable_on_postpone, ::bot_grab_buildable_priority );
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//register_bot_action( "objective", "buildbuildable", ::bot_build_buildable, ::bot_build_buildable_process_order, ::bot_should_build_buildable, ::bot_check_complete_build_buildable, ::bot_set_complete_build_buildable, ::bot_build_buildable_on_completion, ::bot_build_buildable_should_cancel, ::bot_build_buildable_on_cancel, ::bot_build_buildable_should_postpone, ::bot_build_buildable_on_postpone, ::bot_build_buildable_priority );
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//register_bot_action( "objective", "part", ::bot_grab_part, ::bot_part_process_order, ::bot_should_grab_part, ::bot_check_complete_grab_part, ::bot_set_complete_grab_part, ::bot_part_on_completion, ::bot_part_should_cancel, ::bot_part_on_cancel, ::bot_part_should_postpone, ::bot_part_on_postpone, ::bot_part_priority );
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register_bot_action( "objective", "powerup", ::bot_grab_powerup, ::bot_powerup_process_order, ::bot_should_grab_powerup, ::bot_check_complete_grab_powerup, ::bot_set_complete_grab_powerup, ::bot_powerup_on_completion, ::bot_powerup_should_cancel, ::bot_powerup_on_cancel, ::bot_powerup_should_postpone, ::bot_powerup_on_postpone, ::bot_powerup_priority );
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if ( getDvar( "bots_main" ) == "" )
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setDvar( "bots_main", true );
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//Combat actions
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//These all need definitions
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register_bot_action( "combat", "shoot", ::bot_shoot, ::bot_shoot_process_order, ::bot_should_shoot, ::bot_check_complete_shoot, ::bot_set_complete_shoot, ::bot_shoot_on_completion, ::bot_shoot_should_cancel, ::bot_shoot_on_cancel, ::bot_shoot_should_postpone, ::bot_shoot_on_postpone, ::bot_shoot_priority );
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register_bot_action( "combat", "reload", ::bot_reload, ::bot_reload_process_order, ::bot_should_reload, ::bot_check_complete_reload, ::bot_set_complete_reload, ::bot_reload_on_completion, ::bot_reload_should_cancel, ::bot_reload_on_cancel, ::bot_reload_should_postpone, ::bot_reload_on_postpone, ::bot_reload_priority );
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register_bot_action( "combat", "frag", ::bot_frag, ::bot_frag_process_order, ::bot_should_frag, ::bot_check_complete_frag, ::bot_set_complete_frag, ::bot_frag_on_completion, ::bot_frag_should_cancel, ::bot_frag_on_cancel, ::bot_frag_should_postpone, ::bot_frag_on_postpone, ::bot_frag_priority );
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register_bot_action( "combat", "tactical", ::bot_tactical, ::bot_tactical_process_order, ::bot_should_tactical, ::bot_check_complete_tactical, ::bot_set_complete_tactical, ::bot_tactical_on_completion, ::bot_tactical_should_cancel, ::bot_tactical_on_cancel, ::bot_tactical_should_postpone, ::bot_tactical_on_postpone, ::bot_tactical_priority );
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//register_bot_action( "combat", "combatoverride", ::bot_combatoverride, ::bot_combatoverride_process_order ::bot_should_combatoverride, ::bot_check_complete_combatoverride, ::bot_set_complete_combatoverride, ::bot_combatoverride_on_completion, ::bot_combatoverride_should_cancel, ::bot_combatoverride_on_cancel, ::bot_combatoverride_should_postpone, ::bot_combatoverride_on_postpone, ::bot_combatoverride_priority );
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if ( !getDvarInt( "bots_main" ) )
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return;
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//Movement actions
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//These all need definitions
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register_bot_action( "movement", "movetoobjective", ::bot_movetoobjective, ::bot_movetoobjective_process_order, ::bot_should_movetoobjective, ::bot_check_complete_movetoobjective, ::bot_set_complete_movetoobjective, ::bot_movetoobjective_on_completion, ::bot_movetoobjective_should_cancel, ::bot_movetoobjective_on_cancel, ::bot_movetoobjective_should_postpone, ::bot_movetoobjective_on_postpone, ::bot_movetoobjective_priority );
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//register_bot_action( "movement", "moveoverride", ::bot_moveoverride, ::bot_moveoverride_process_order, ::bot_should_moveoverride, ::bot_check_complete_moveoverride, ::bot_set_complete_moveoverride, ::bot_moveoverride_on_completion, ::bot_moveoverride_should_cancel, ::bot_moveoverride_on_cancel, ::bot_moveoverride_should_postpone, ::bot_moveoverride_on_postpone, ::bot_moveoverride_priority );
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register_bot_action( "movement", "train", ::bot_train, ::bot_train_process_order, ::bot_should_train, ::bot_check_complete_train, ::bot_set_complete_train, ::bot_train_on_completion, ::bot_train_should_cancel, ::bot_train_on_cancel, ::bot_train_should_postpone, ::bot_train_on_postpone, ::bot_train_priority );
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register_bot_action( "movement", "camp", ::bot_camp, ::bot_camp_process_order, ::bot_should_camp, ::bot_check_complete_camp, ::bot_set_complete_camp, ::bot_camp_on_completion, ::bot_camp_should_cancel, ::bot_camp_on_cancel, ::bot_camp_should_postpone, ::bot_camp_on_postpone, ::bot_camp_priority );
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register_bot_action( "movement", "flee", ::bot_flee, ::bot_flee_process_order, ::bot_should_flee, ::bot_check_complete_flee, ::bot_set_complete_flee, ::bot_flee_on_completion, ::bot_flee_should_cancel, ::bot_flee_on_cancel, ::bot_flee_should_postpone, ::bot_flee_on_postpone, ::bot_flee_priority );
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//register_bot_action( "follow" )
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//thread load_waypoints(); //Don't call for now
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thread hook_callbacks();
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register_bot_action( "look", "lookatobjective", ::bot_lookatobjective, ::bot_lookatobjective_process_order, ::bot_should_lookatobjective, ::bot_check_complete_lookatobjective, ::bot_set_complete_lookatobjective, ::bot_lookatobjective_on_completion, ::bot_lookatobjective_should_cancel, ::bot_lookatobjective_on_cancel, ::bot_lookatobjective_should_postpone, ::bot_lookatobjective_on_postpone, ::bot_lookatobjective_priority );
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register_bot_action( "look", "lookattarget", ::bot_lookattarget, ::bot_lookattarget_process_order, ::bot_should_lookattarget, ::bot_check_complete_lookattarget, ::bot_set_complete_lookattarget, ::bot_lookattarget_on_completion, ::bot_lookattarget_should_cancel, ::bot_lookattarget_on_cancel, ::bot_lookattarget_should_postpone, ::bot_lookattarget_on_postpone, ::bot_lookattarget_priority );
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register_bot_action( "look", "lookatgoal", ::bot_lookatgoal, ::bot_lookatgoal_process_order, ::bot_should_lookatgoal, ::bot_check_complete_lookatgoal, ::bot_set_complete_lookatgoal, ::bot_lookatgoal_on_completion, ::bot_lookatgoal_should_cancel, ::bot_lookatgoal_on_cancel, ::bot_lookatgoal_should_postpone, ::bot_lookatgoal_on_postpone, ::bot_lookatgoal_priority );
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//register_bot_action( "look", "ads", ::bot_ads, ::bot_ads_process_order, ::bot_should_ads, ::bot_check_complete_ads, ::bot_set_complete_ads, ::bot_ads_on_completion, ::bot_ads_should_cancel, ::bot_ads_on_cancel, ::bot_ads_should_postpone, ::bot_ads_on_postpone, ::bot_ads_priority );
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//register_bot_action( "look", "lookahead", ::bot_lookahead, ::bot_lookahead_process_order, ::bot_should_lookahead, ::bot_check_complete_lookahead, ::bot_set_complete_lookahead, ::bot_lookahead_on_completion, ::bot_lookahead_should_cancel, ::bot_lookahead_on_cancel, ::bot_lookahead_should_postpone, ::bot_lookahead_on_postpone, ::bot_lookahead_priority );
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if ( getDvar( "bots_main_GUIDs" ) == "" )
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setDvar( "bots_main_GUIDs", "" ); //guids of players who will be given host powers, comma seperated
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register_bot_personality_type( "aggressive" );
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register_bot_personality_type( "passive" );
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register_bot_personality_type( "supportive" );
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register_bot_personality_type( "mixed" );
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register_bot_personality_type( "default" );
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if ( getDvar( "bots_main_firstIsHost" ) == "" )
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setDvar( "bots_main_firstIsHost", true ); //first player to connect is a host
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register_bot_difficulty( "bone" );
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register_bot_difficulty( "crossbones" );
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register_bot_difficulty( "skull" );
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register_bot_difficulty( "knife" );
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register_bot_difficulty( "shotguns" );
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if ( getDvar( "bots_main_waitForHostTime" ) == "" )
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setDvar( "bots_main_waitForHostTime", 10.0 ); //how long to wait to wait for the host player
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register_bot_objective( "magicbox" );
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register_bot_objective( "wallbuy" );
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register_bot_objective( "wallbuyammo" );
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register_bot_objective( "perk" );
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register_bot_objective( "door" );
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register_bot_objective( "debris" );
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register_bot_objective( "trap" );
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register_bot_objective( "packapunch" );
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register_bot_objective( "revive" );
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//register_bot_objective( "grabbuildable" );
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//register_bot_objective( "buildbuildable" );
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//register_bot_objective( "part" );
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register_bot_objective( "powerup" );
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if ( getDvar( "bots_main_kickBotsAtEnd" ) == "" )
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setDvar( "bots_main_kickBotsAtEnd", false ); //kicks the bots at game end
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register_bot_target_type( "zombie" );
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register_bot_target_type( "zombie_dog" );
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if ( getDvar( "bots_manage_add" ) == "" )
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setDvar( "bots_manage_add", 0 ); //amount of bots to add to the game
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if ( getDvar( "bots_manage_fill" ) == "" )
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setDvar( "bots_manage_fill", 0 ); //amount of bots to maintain
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if ( getDvar( "bots_manage_fill_mode" ) == "" )
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setDvar( "bots_manage_fill_mode", 0 ); //fill mode, 0 adds everyone, 1 just bots, 2 maintains at maps, 3 is 2 with 1
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if ( getDvar( "bots_manage_fill_kick" ) == "" )
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setDvar( "bots_manage_fill_kick", false ); //kick bots if too many
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if ( getDvar( "bots_skill" ) == "" )
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setDvar( "bots_skill", 0 ); //0 is random, 1 is easy 7 is hard, 8 is custom, 9 is completely random
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if ( getDvar( "bots_skill_hard" ) == "" )
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setDvar( "bots_skill_hard", 0 ); //amount of hard bots on axis team
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if ( getDvar( "bots_skill_med" ) == "" )
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setDvar( "bots_skill_med", 0 );
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if ( getDvar( "bots_loadout_rank" ) == "" ) // what rank the bots should be around, -1 is around the players, 0 is all random
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setDvar( "bots_loadout_rank", -1 );
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if ( getDvar( "bots_loadout_prestige" ) == "" ) // what pretige the bots will be, -1 is the players, -2 is random
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setDvar( "bots_loadout_prestige", -1 );
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if ( getDvar( "bots_play_move" ) == "" ) //bots move
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setDvar( "bots_play_move", true );
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if ( getDvar( "bots_play_knife" ) == "" ) //bots knife
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setDvar( "bots_play_knife", true );
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if ( getDvar( "bots_play_fire" ) == "" ) //bots fire
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setDvar( "bots_play_fire", true );
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if ( getDvar( "bots_play_nade" ) == "" ) //bots grenade
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setDvar( "bots_play_nade", true );
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if ( getDvar( "bots_play_ads" ) == "" ) //bot ads
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setDvar( "bots_play_ads", true );
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if ( getDvar( "bots_play_aim" ) == "" )
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setDvar( "bots_play_aim", true );
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if ( !isDefined( game["botWarfare"] ) )
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game["botWarfare"] = true;
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level.bot_weapon_quality_poor = 0;
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level.bot_weapon_quality_fair = 1;
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level.bot_weapon_quality_good = 2;
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level.bot_weapon_quality_excellent = 3;
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level.bot_weapon_quality_best = 4;
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level.bots_minSprintDistance = 315;
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level.bots_minSprintDistance *= level.bots_minSprintDistance;
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@ -92,332 +106,549 @@ init()
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level.bots_noADSDistance *= level.bots_noADSDistance;
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level.bots_maxShotgunDistance = 500;
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level.bots_maxShotgunDistance *= level.bots_maxShotgunDistance;
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level.bots_listenDist = 100;
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level.players = [];
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level.bots = [];
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/*
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level.bot_powerup_priority_none = 0;
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level.bot_powerup_priority_low = 1;
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level.bot_powerup_priority_medium = 2;
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level.bot_powerup_priority_high = 3;
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level.bot_powerup_priority_urgent = 4;
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register_bot_powerup_priority( "nuke", level.bot_powerup_priority_high, level.bot_powerup_priority_urgent );
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register_bot_powerup_priority( "insta_kill", level.bot_powerup_priority_high, level.bot_powerup_priority_urgent );
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register_bot_powerup_priority( "full_ammo", level.bot_powerup_priority_medium, level.bot_powerup_priority_low );
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register_bot_powerup_priority( "double_points", level.bot_powerup_priority_low, level.bot_powerup_priority_none );
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register_bot_powerup_priority( "carpenter", level.bot_powerup_priority_low, level.bot_powerup_priority_none );
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register_bot_powerup_priority( "fire_sale", level.bot_powerup_priority_low, level.bot_powerup_priority_none );
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register_bot_powerup_priority( "free_perk", level.bot_powerup_priority_medium, level.bot_powerup_priority_low );
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register_bot_powerup_priority( "zombie_blood", level.bot_powerup_priority_high, level.bot_powerup_priority_urgent);
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*/
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level.bots_fullautoguns = [];
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level.bots_fullautoguns["thompson"] = true;
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level.bots_fullautoguns["mp40"] = true;
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level.bots_fullautoguns["type100smg"] = true;
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level.bots_fullautoguns["ppsh"] = true;
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level.bots_fullautoguns["stg44"] = true;
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level.bots_fullautoguns["30cal"] = true;
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level.bots_fullautoguns["mg42"] = true;
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level.bots_fullautoguns["dp28"] = true;
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level.bots_fullautoguns["bar"] = true;
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level.bots_fullautoguns["fg42"] = true;
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level.bots_fullautoguns["type99lmg"] = true;
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level thread spawn_bots_for_host();
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level thread onPlayerConnect();
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level thread handleBots();
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level thread on_player_connect();
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level.waypoints = getAllNodes();
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level.waypoints_inside_playable_area = get_nodes_in_playable_area();
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level.waypointCount = level.waypoints.size;
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level.waypoint_count_inside_playable_area = level.waypoints_inside_playable_area.size;
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}
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/*
|
||||
Starts the threads for bots.
|
||||
We clear all of the script variables and other stuff for the bots.
|
||||
*/
|
||||
handleBots()
|
||||
resetBotVars()
|
||||
{
|
||||
level thread diffBots();
|
||||
level addBots();
|
||||
self.bot = spawnStruct();
|
||||
self.bot.script_target = undefined;
|
||||
self.bot.script_target_offset = undefined;
|
||||
self.bot.target = undefined;
|
||||
self.bot.targets = [];
|
||||
self.bot.target_this_frame = undefined;
|
||||
self.bot.after_target = undefined;
|
||||
self.bot.after_target_pos = undefined;
|
||||
self.bot.moveTo = self.origin;
|
||||
|
||||
while ( !level.intermission )
|
||||
self.bot.script_aimpos = undefined;
|
||||
|
||||
self.bot.script_goal = undefined;
|
||||
self.bot.script_goal_dist = 0.0;
|
||||
|
||||
self.bot.next_wp = -1;
|
||||
self.bot.second_next_wp = -1;
|
||||
self.bot.towards_goal = undefined;
|
||||
self.bot.astar = [];
|
||||
self.bot.stop_move = false;
|
||||
self.bot.greedy_path = false;
|
||||
self.bot.climbing = false;
|
||||
self.bot.wantsprint = false;
|
||||
self.bot.last_next_wp = -1;
|
||||
self.bot.last_second_next_wp = -1;
|
||||
|
||||
self.bot.isfrozen = false;
|
||||
self.bot.sprintendtime = -1;
|
||||
self.bot.isreloading = false;
|
||||
self.bot.issprinting = false;
|
||||
self.bot.isfragging = false;
|
||||
self.bot.issmoking = false;
|
||||
self.bot.isfraggingafter = false;
|
||||
self.bot.issmokingafter = false;
|
||||
self.bot.isknifing = false;
|
||||
self.bot.isknifingafter = false;
|
||||
|
||||
self.bot.semi_time = false;
|
||||
self.bot.jump_time = undefined;
|
||||
self.bot.last_fire_time = -1;
|
||||
|
||||
self.bot.is_cur_full_auto = false;
|
||||
self.bot.cur_weap_dist_multi = 1;
|
||||
self.bot.is_cur_sniper = false;
|
||||
|
||||
self.bot.rand = randomInt( 100 );
|
||||
|
||||
self botStop();
|
||||
}
|
||||
|
||||
get_nodes_in_playable_area()
|
||||
{
|
||||
total_nodes = getAllNodes();
|
||||
filtered_nodes = [];
|
||||
for ( i = 0; i < total_nodes.size; i++ )
|
||||
{
|
||||
if ( !is_point_in_playable_area( total_nodes[ i ].origin ) )
|
||||
{
|
||||
continue;
|
||||
}
|
||||
filtered_nodes[ filtered_nodes.size ] = total_nodes[ i ];
|
||||
if ( ( i % 10 ) == 0 )
|
||||
{
|
||||
wait 0.05;
|
||||
}
|
||||
}
|
||||
return filtered_nodes;
|
||||
}
|
||||
|
||||
setDvar( "bots_manage_add", getBotArray().size );
|
||||
is_point_in_playable_area( point )
|
||||
{
|
||||
playable_area = getentarray( "playable_area", "targetname" );
|
||||
|
||||
if ( !getDvarInt( "bots_main_kickBotsAtEnd" ) )
|
||||
in_playable_area = false;
|
||||
|
||||
if ( !isDefined( playable_area ) || playable_area.size < 1 )
|
||||
{
|
||||
in_playable_area = true;
|
||||
}
|
||||
|
||||
temp_ent = spawn( "script_origin", point );
|
||||
|
||||
if ( !in_playable_area )
|
||||
{
|
||||
for ( p = 0; p < playable_area.size; p++ )
|
||||
{
|
||||
if ( temp_ent isTouching( playable_area[ p ] ) )
|
||||
{
|
||||
in_playable_area = true;
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
temp_ent delete();
|
||||
|
||||
return in_playable_area;
|
||||
}
|
||||
|
||||
on_player_connect()
|
||||
{
|
||||
i = 0;
|
||||
while ( true )
|
||||
{
|
||||
level waittill( "connected", player );
|
||||
player thread on_player_spawned();
|
||||
player.client_id = i;
|
||||
if ( player isBot() )
|
||||
{
|
||||
player resetBotVars();
|
||||
player.successfully_grabbed_powerup = false;
|
||||
player.successfully_revived_player = false;
|
||||
player.successfully_moved_to_objective = false;
|
||||
player.can_do_objective_now = false;
|
||||
player.on_powerup_grab_func = ::bot_on_powerup_grab;
|
||||
player thread zbot_spawn();
|
||||
}
|
||||
else
|
||||
{
|
||||
player thread bot_control();
|
||||
}
|
||||
i++;
|
||||
}
|
||||
}
|
||||
|
||||
bot_control()
|
||||
{
|
||||
self endon( "disconnect" );
|
||||
self notifyOnPlayerCommand( "+smoke", "new_script_goal" );
|
||||
while ( true )
|
||||
{
|
||||
self waittill( "new_script_goal" );
|
||||
players = getPlayers();
|
||||
for ( i = 0; i < players.size; i++ )
|
||||
{
|
||||
if ( players[ i ] isBot() )
|
||||
{
|
||||
players[ i ] scripts\sp\bots\_bot_utility::SetScriptGoal( self.origin );
|
||||
players[ i ] thread clear_script_on_event();
|
||||
}
|
||||
}
|
||||
self iPrintLn( "Set new goal for bots" );
|
||||
}
|
||||
}
|
||||
|
||||
clear_script_on_event()
|
||||
{
|
||||
self endon( "disconnect" );
|
||||
result = self waittill_any_return( "new_goal", "goal", "bad_path" );
|
||||
if ( result != "new_goal" )
|
||||
{
|
||||
self scripts\sp\bots\_bot_utility::ClearScriptGoal();
|
||||
}
|
||||
}
|
||||
|
||||
on_player_spawned()
|
||||
{
|
||||
self waittill( "spawned_player" );
|
||||
self.score = 100000;
|
||||
}
|
||||
|
||||
zbot_spawn()
|
||||
{
|
||||
level endon( "end_game" );
|
||||
self endon( "disconnect" );
|
||||
|
||||
while ( true )
|
||||
{
|
||||
self waittill( "spawned_player" );
|
||||
self thread doBotMovement();
|
||||
//self thread grenade_danger();
|
||||
//self thread check_reload();
|
||||
//self thread stance();
|
||||
self thread walk();
|
||||
//self thread target();
|
||||
//self thread updateBones();
|
||||
//self thread aim();
|
||||
//self thread watchHoldBreath();
|
||||
//self thread onNewEnemy();
|
||||
//self thread watchGrenadeFire();
|
||||
//self thread watchPickupGun();
|
||||
}
|
||||
}
|
||||
|
||||
//TODO: Make postponing save the settings for the action so when the action is being executed again the bot tries to do/get the same thing
|
||||
//TODO: Make global canceling and postponing functionality
|
||||
//TODO: Make shared global objective and normal objective globs work
|
||||
//TODO: Allow bots to multitask objectives on the way by using the postpone system
|
||||
//TODO: Cancel most objectives if the bot is invalid
|
||||
//TODO: Add reset complete functions to reset successfully completed actions variables
|
||||
//TODO: Ignore objectives if bot is not able fulfill them at the moment, bot can start doing objectives when they are in a good position to do so
|
||||
//TODO: Add the ability to check if a bot is at an objective to start the action think
|
||||
//TODO: Add atobjective movement handler to let objectives control movement temporarily
|
||||
//TODO: Allow bots to still do actions while down if possible
|
||||
//TODO: Track zombies targetting players
|
||||
|
||||
init()
|
||||
{
|
||||
if ( isDefined( level.chests ) && level.chests.size > 0 )
|
||||
{
|
||||
for ( i = 0; i < level.chests.size; i++ )
|
||||
{
|
||||
level.chests[ i ].id = i;
|
||||
}
|
||||
//level thread watch_magicbox_objectives();
|
||||
}
|
||||
|
||||
weapon_spawns = GetEntArray( "weapon_upgrade", "targetname" );
|
||||
|
||||
if ( isDefined( weapon_spawns ) && weapon_spawns.size > 0 )
|
||||
{
|
||||
for( i = 0; i < weapon_spawns.size; i++ )
|
||||
{
|
||||
weapon_spawns[ i ].id = i;
|
||||
add_possible_bot_objective( "wallbuy", i, false, weapon_spawns[ i ] );
|
||||
add_possible_bot_objective( "wallbuyammo", i, false, weapon_spawns[ i ] );
|
||||
}
|
||||
}
|
||||
|
||||
vending_triggers = GetEntArray( "zombie_vending", "targetname" );
|
||||
|
||||
if ( isDefined( vending_triggers ) && vending_triggers.size > 0 )
|
||||
{
|
||||
for ( i = 0; i < vending_triggers.size; i++ )
|
||||
{
|
||||
vending_triggers[ i ].id = i;
|
||||
add_possible_bot_objective( "perk", i, false, vending_triggers[ i ] );
|
||||
}
|
||||
}
|
||||
|
||||
//TODO: See if its possible to automatically detect if a door is blocking an objective
|
||||
zombie_doors = GetEntArray( "zombie_door", "targetname" );
|
||||
|
||||
if ( isDefined( zombie_doors ) && zombie_doors.size > 0 )
|
||||
{
|
||||
for ( i = 0; i < zombie_doors.size; i++ )
|
||||
{
|
||||
zombie_doors[ i ].id = i;
|
||||
add_possible_bot_objective( "door", i, true, zombie_doors[ i ] );
|
||||
}
|
||||
level thread watch_door_objectives( zombie_doors );
|
||||
}
|
||||
|
||||
zombie_debris = GetEntArray( "zombie_debris", "targetname" );
|
||||
|
||||
if ( isDefined( zombie_debris ) && zombie_debris.size > 0 )
|
||||
{
|
||||
for ( i = 0; i < zombie_debris.size; i++ )
|
||||
{
|
||||
zombie_debris[ i ].id = i;
|
||||
add_possible_bot_objective( "debris", i, true, zombie_debris[ i ] );
|
||||
}
|
||||
level thread watch_debris_objectives( zombie_debris );
|
||||
}
|
||||
|
||||
vending_upgrade_trigger = GetEntArray("zombie_vending_upgrade", "targetname");
|
||||
|
||||
if ( isDefined( vending_upgrade_trigger ) && vending_upgrade_trigger.size > 0 )
|
||||
{
|
||||
for ( i = 0; i < vending_upgrade_trigger.size; i++ )
|
||||
{
|
||||
vending_upgrade_trigger[ i ].id = i;
|
||||
add_possible_bot_objective( "packapunch", i, false, vending_upgrade_trigger[ i ] );
|
||||
}
|
||||
}
|
||||
|
||||
level.callbackActorSpawned = ::zbots_actor_spawned;
|
||||
level.callbackActorKilled = ::zbots_actor_killed;
|
||||
level.callbackActorDamage = ::zbots_actor_damage;
|
||||
|
||||
level thread watch_for_downed_players();
|
||||
|
||||
level thread store_powerups_dropped();
|
||||
|
||||
parse_bot_weapon_stats_from_table();
|
||||
}
|
||||
|
||||
zbots_actor_spawned()
|
||||
{
|
||||
self.is_actor = true;
|
||||
self thread add_actor_to_target_glob();
|
||||
}
|
||||
|
||||
add_actor_to_target_glob()
|
||||
{
|
||||
wait 1; //Wait long enough for the actor to be initialized in script
|
||||
assert( isDefined( self.targetname ), "Actor doesn't have a targetname set" );
|
||||
if ( !isDefined( self.targetname ) )
|
||||
{
|
||||
return;
|
||||
|
||||
bots = getBotArray();
|
||||
|
||||
for ( i = 0; i < bots.size; i++ )
|
||||
{
|
||||
bots[i] RemoveTestClient();
|
||||
}
|
||||
add_possible_bot_target( self.targetname, level.zbot_target_glob_ids[ self.targetname ], self );
|
||||
self.target_id = level.zbot_target_glob_ids[ self.targetname ];
|
||||
level.zbot_target_glob_ids[ self.targetname ]++;
|
||||
}
|
||||
|
||||
/*
|
||||
The hook callback for when any player becomes damaged.
|
||||
*/
|
||||
onPlayerDamage( eInflictor, eAttacker, iDamage, iDFlags, sMeansOfDeath, sWeapon, vPoint, vDir, sHitLoc, iModelIndex, timeOffset )
|
||||
zbots_actor_killed( eInflictor, eAttacker, iDamage, sMeansOfDeath, sWeapon, vDir, sHitLoc, iTimeOffset )
|
||||
{
|
||||
if ( self is_bot() )
|
||||
{
|
||||
//self scripts\sp\bots\_bot_internal::onDamage( eInflictor, eAttacker, iDamage, iDFlags, sMeansOfDeath, sWeapon, vPoint, vDir, sHitLoc, iModelIndex, timeOffset );
|
||||
self scripts\sp\bots\_bot_script::onDamage( eInflictor, eAttacker, iDamage, iDFlags, sMeansOfDeath, sWeapon, vPoint, vDir, sHitLoc, iModelIndex, timeOffset );
|
||||
free_bot_target( self.targetname, self.target_id );
|
||||
}
|
||||
|
||||
self [[level.prevCallbackPlayerDamage]]( eInflictor, eAttacker, iDamage, iDFlags, sMeansOfDeath, sWeapon, vPoint, vDir, sHitLoc, iModelIndex, timeOffset );
|
||||
zbots_actor_damage( eInflictor, eAttacker, iDamage, iDFlags, sMeansOfDeath, sWeapon, vPoint, vDir, sHitLoc, iModelIndex, iTimeOffset )
|
||||
{
|
||||
if ( isPlayer( eAttacker ) && iDamage > 0 )
|
||||
{
|
||||
eAttacker set_target_damaged_by( self.targetname, self.target_id );
|
||||
eAttacker thread remove_target_damaged_by_after_time( self, self.target_id );
|
||||
}
|
||||
|
||||
/*
|
||||
Starts the callbacks.
|
||||
*/
|
||||
hook_callbacks()
|
||||
{
|
||||
wait 0.05;
|
||||
level.prevCallbackPlayerDamage = level.callbackPlayerDamage;
|
||||
level.callbackPlayerDamage = ::onPlayerDamage;
|
||||
self FinishActorDamage( eInflictor, eAttacker, iDamage, iDFlags, sMeansOfDeath, sWeapon, vPoint, vDir, sHitLoc, iModelIndex, iTimeOffset );
|
||||
}
|
||||
|
||||
/*
|
||||
Thread when any player connects. Starts the threads needed.
|
||||
*/
|
||||
onPlayerConnect()
|
||||
remove_target_damaged_by_after_time( target_ent, id )
|
||||
{
|
||||
for ( ;; )
|
||||
player_entnum = self getEntityNumber();
|
||||
self endon( "disconnect" );
|
||||
target_ent notify( "damaged_by_player_" + player_entnum );
|
||||
target_ent endon( "damaged_by_player_" + player_entnum );
|
||||
target_ent endon( "death" );
|
||||
|
||||
wait 6;
|
||||
|
||||
self clear_target_damaged_by( target_ent.targetname, id );
|
||||
}
|
||||
|
||||
spawn_bots_for_host()
|
||||
{
|
||||
level waittill( "connected", player );
|
||||
|
||||
player thread connected();
|
||||
}
|
||||
spawn_bots();
|
||||
}
|
||||
|
||||
/*
|
||||
When a bot disconnects.
|
||||
*/
|
||||
onDisconnectAll()
|
||||
spawn_bots()
|
||||
{
|
||||
self waittill( "disconnect" );
|
||||
|
||||
level.players = array_remove( level.players, self );
|
||||
}
|
||||
|
||||
/*
|
||||
When a bot disconnects.
|
||||
*/
|
||||
onDisconnect()
|
||||
required_bots = 3;
|
||||
bot_count = 0;
|
||||
while ( bot_count < required_bots )
|
||||
{
|
||||
self waittill( "disconnect" );
|
||||
|
||||
level.bots = array_remove( level.bots, self );
|
||||
}
|
||||
|
||||
/*
|
||||
Called when a player connects.
|
||||
*/
|
||||
connected()
|
||||
bot = undefined;
|
||||
while ( !isDefined( bot ) && getPlayers().size < getDvarInt( "sv_maxclients" ) )
|
||||
{
|
||||
bot = addTestClient();
|
||||
}
|
||||
if ( !isDefined( bot ) )
|
||||
{
|
||||
self endon( "disconnect" );
|
||||
|
||||
if ( !isDefined( self.pers["bot_host"] ) )
|
||||
self thread doHostCheck();
|
||||
|
||||
level.players[level.players.size] = self;
|
||||
self thread onDisconnectAll();
|
||||
|
||||
if ( !self is_bot() )
|
||||
return;
|
||||
|
||||
if ( !isDefined( self.pers["isBot"] ) )
|
||||
{
|
||||
// fast restart...
|
||||
self.pers["isBot"] = true;
|
||||
}
|
||||
|
||||
if ( !isDefined( self.pers["isBotWarfare"] ) )
|
||||
{
|
||||
self.pers["isBotWarfare"] = true;
|
||||
self thread added();
|
||||
}
|
||||
|
||||
self thread scripts\sp\bots\_bot_internal::connected();
|
||||
self thread scripts\sp\bots\_bot_script::connected();
|
||||
|
||||
level.bots[level.bots.size] = self;
|
||||
self thread onDisconnect();
|
||||
|
||||
level notify( "bot_connected", self );
|
||||
|
||||
self thread watchBotDebugEvent();
|
||||
}
|
||||
|
||||
/*
|
||||
DEBUG
|
||||
*/
|
||||
watchBotDebugEvent()
|
||||
{
|
||||
self endon( "disconnect" );
|
||||
|
||||
for ( ;; )
|
||||
{
|
||||
self waittill( "bot_event", msg, str, b, c, d, e, f, g );
|
||||
|
||||
if ( msg == "debug" && GetDvarInt( "bots_main_debug" ) )
|
||||
{
|
||||
PrintConsole( "Bot Warfare debug: " + self.name + ": " + str + "\n" );
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/*
|
||||
When a bot gets added into the game.
|
||||
*/
|
||||
added()
|
||||
{
|
||||
self endon( "disconnect" );
|
||||
|
||||
self thread scripts\sp\bots\_bot_internal::added();
|
||||
//self thread scripts\sp\bots\_bot_script::added();
|
||||
}
|
||||
|
||||
/*
|
||||
Adds a bot to the game.
|
||||
*/
|
||||
add_bot()
|
||||
{
|
||||
bot = addtestclient();
|
||||
|
||||
if ( isdefined( bot ) )
|
||||
{
|
||||
bot.pers[ "isBot" ] = true;
|
||||
bot.pers["isBotWarfare"] = true;
|
||||
bot thread added();
|
||||
bot.action_queue = [];
|
||||
bot.action_queue[ "objective" ] = [];
|
||||
bot.action_queue[ "combat" ] = [];
|
||||
bot.action_queue[ "movement" ] = [];
|
||||
bot.action_queue[ "look" ] = [];
|
||||
bot register_action_queue_actions();
|
||||
bot thread bot_think();
|
||||
bot_count++;
|
||||
}
|
||||
}
|
||||
|
||||
/*
|
||||
A server thread for monitoring all bot's difficulty levels for custom server settings.
|
||||
*/
|
||||
diffBots_loop()
|
||||
bot_think()
|
||||
{
|
||||
var_hard = getDVarInt( "bots_skill_hard" );
|
||||
var_med = getDVarInt( "bots_skill_med" );
|
||||
var_skill = getDvarInt( "bots_skill" );
|
||||
level endon( "end_game" );
|
||||
self endon( "disconnect" );
|
||||
|
||||
hard = 0;
|
||||
med = 0;
|
||||
self waittill( "spawned_player" );
|
||||
|
||||
if ( var_skill == 8 )
|
||||
while ( true )
|
||||
{
|
||||
playercount = level.players.size;
|
||||
|
||||
for ( i = 0; i < playercount; i++ )
|
||||
{
|
||||
player = level.players[i];
|
||||
|
||||
if ( !isDefined( player.pers["team"] ) )
|
||||
continue;
|
||||
|
||||
if ( !player is_bot() )
|
||||
continue;
|
||||
|
||||
if ( hard < var_hard )
|
||||
{
|
||||
hard++;
|
||||
player.pers["bots"]["skill"]["base"] = 7;
|
||||
}
|
||||
else if ( med < var_med )
|
||||
{
|
||||
med++;
|
||||
player.pers["bots"]["skill"]["base"] = 4;
|
||||
}
|
||||
else
|
||||
player.pers["bots"]["skill"]["base"] = 1;
|
||||
}
|
||||
}
|
||||
else if ( var_skill != 0 && var_skill != 9 )
|
||||
{
|
||||
playercount = level.players.size;
|
||||
|
||||
for ( i = 0; i < playercount; i++ )
|
||||
{
|
||||
player = level.players[i];
|
||||
|
||||
if ( !player is_bot() )
|
||||
continue;
|
||||
|
||||
player.pers["bots"]["skill"]["base"] = var_skill;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/*
|
||||
A server thread for monitoring all bot's difficulty levels for custom server settings.
|
||||
*/
|
||||
diffBots()
|
||||
{
|
||||
for ( ;; )
|
||||
{
|
||||
wait 1.5;
|
||||
|
||||
diffBots_loop();
|
||||
}
|
||||
}
|
||||
|
||||
/*
|
||||
A server thread for monitoring all bot's in game. Will add and kick bots according to server settings.
|
||||
*/
|
||||
addBots_loop()
|
||||
{
|
||||
botsToAdd = GetDvarInt( "bots_manage_add" );
|
||||
|
||||
if ( botsToAdd > 0 )
|
||||
{
|
||||
SetDvar( "bots_manage_add", 0 );
|
||||
|
||||
if ( botsToAdd > 4 )
|
||||
botsToAdd = 4;
|
||||
|
||||
for ( ; botsToAdd > 0; botsToAdd-- )
|
||||
{
|
||||
level add_bot();
|
||||
wait 0.25;
|
||||
}
|
||||
}
|
||||
|
||||
fillMode = getDVarInt( "bots_manage_fill_mode" );
|
||||
|
||||
if ( fillMode == 2 || fillMode == 3 )
|
||||
setDvar( "bots_manage_fill", getGoodMapAmount() );
|
||||
|
||||
fillAmount = getDvarInt( "bots_manage_fill" );
|
||||
|
||||
players = 0;
|
||||
bots = 0;
|
||||
|
||||
playercount = level.players.size;
|
||||
|
||||
for ( i = 0; i < playercount; i++ )
|
||||
if ( !scripts\sp\bots\bot_utility::bot_valid( self ) )
|
||||
{
|
||||
player = level.players[i];
|
||||
|
||||
if ( player is_bot() )
|
||||
bots++;
|
||||
else
|
||||
players++;
|
||||
}
|
||||
|
||||
amount = bots;
|
||||
|
||||
if ( fillMode == 0 || fillMode == 2 )
|
||||
amount += players;
|
||||
|
||||
if ( amount < fillAmount )
|
||||
setDvar( "bots_manage_add", 1 );
|
||||
else if ( amount > fillAmount && getDvarInt( "bots_manage_fill_kick" ) )
|
||||
self notify( "stop_action_think" );
|
||||
self bot_clear_actions_queue();
|
||||
while ( !scripts\sp\bots\bot_utility::bot_valid( self ) )
|
||||
{
|
||||
tempBot = PickRandom( getBotArray() );
|
||||
|
||||
if ( isDefined( tempBot ) )
|
||||
tempBot RemoveTestClient();
|
||||
wait 1;
|
||||
}
|
||||
}
|
||||
|
||||
/*
|
||||
A server thread for monitoring all bot's in game. Will add and kick bots according to server settings.
|
||||
*/
|
||||
addBots()
|
||||
//group_name = "movement";
|
||||
|
||||
//self bot_action_think( group_name );
|
||||
|
||||
//group_name = "look";
|
||||
|
||||
//self bot_action_think( group_name );
|
||||
|
||||
//group_name = "combat";
|
||||
|
||||
//self scripts\sp\bots\bot_target_common::bot_pick_target();
|
||||
|
||||
//self bot_action_think( group_name );
|
||||
|
||||
group_name = "objective";
|
||||
|
||||
self bot_action_think( group_name );
|
||||
}
|
||||
}
|
||||
|
||||
watch_door_objectives( zombie_doors )
|
||||
{
|
||||
level endon( "game_ended" );
|
||||
level endon( "end_game" );
|
||||
|
||||
bot_wait_for_host();
|
||||
|
||||
for ( ;; )
|
||||
for ( doors_opened_count = 0; doors_opened_count < zombie_doors.size; doors_opened_count++ )
|
||||
{
|
||||
wait 1.5;
|
||||
level waittill( "door_opened", door, player );
|
||||
free_bot_objective( "door", door.id );
|
||||
}
|
||||
}
|
||||
|
||||
addBots_loop();
|
||||
watch_debris_objectives( zombie_debris )
|
||||
{
|
||||
level endon( "end_game" );
|
||||
|
||||
for ( debris_opened_count = 0; debris_opened_count < zombie_debris.size; debris_opened_count++ )
|
||||
{
|
||||
level waittill( "debris_opened", debris, player );
|
||||
free_bot_objective( "door", debris.id );
|
||||
}
|
||||
}
|
||||
|
||||
watch_magicbox_objectives()
|
||||
{
|
||||
level endon( "end_game" );
|
||||
|
||||
level waittill( "connected", player );
|
||||
|
||||
prev_magicbox = maps\so\zm_common\_zm_magicbox::get_active_magicbox();
|
||||
while ( true )
|
||||
{
|
||||
cur_magicbox = maps\so\zm_common\_zm_magicbox::get_active_magicbox();
|
||||
if ( prev_magicbox != cur_magicbox )
|
||||
{
|
||||
add_possible_bot_objective( "magicbox", cur_magicbox.id, false, cur_magicbox );
|
||||
free_bot_objective( "magicbox", prev_magicbox.id );
|
||||
prev_magicbox = cur_magicbox;
|
||||
}
|
||||
wait 1;
|
||||
}
|
||||
}
|
||||
|
||||
store_powerups_dropped()
|
||||
{
|
||||
level endon( "end_game" );
|
||||
|
||||
level thread free_powerups_dropped();
|
||||
|
||||
level.zbots_powerups = [];
|
||||
level.zbots_powerups_targeted_for_grab = [];
|
||||
id = 0;
|
||||
while ( true )
|
||||
{
|
||||
level waittill( "powerup_dropped", powerup );
|
||||
if ( !isDefined( powerup ) )
|
||||
{
|
||||
continue;
|
||||
}
|
||||
powerup.id = id;
|
||||
add_possible_bot_objective( "powerup", id, true, powerup );
|
||||
level thread objective_think( "powerup", id );
|
||||
scripts\sp\bots\bot_utility::assign_priority_to_powerup( powerup );
|
||||
level.zbots_powerups = scripts\sp\bots\bot_utility::sort_array_by_priority_field( level.zbots_powerups, powerup );
|
||||
id++;
|
||||
}
|
||||
}
|
||||
|
||||
free_powerups_dropped()
|
||||
{
|
||||
level endon( "end_game" );
|
||||
|
||||
while ( true )
|
||||
{
|
||||
level waittill( "powerup_freed", powerup );
|
||||
free_bot_objective( "powerup", powerup.id );
|
||||
}
|
||||
}
|
||||
|
||||
watch_for_downed_players()
|
||||
{
|
||||
level endon( "end_game" );
|
||||
|
||||
while ( true )
|
||||
{
|
||||
level waittill( "player_entered_laststand", player );
|
||||
if ( !isDefined( player ) )
|
||||
{
|
||||
continue;
|
||||
}
|
||||
add_possible_bot_objective( "revive", player.client_id, true, player );
|
||||
player thread free_revive_objective_when_needed();
|
||||
}
|
||||
}
|
||||
|
||||
free_revive_objective_when_needed()
|
||||
{
|
||||
level endon( "end_game" );
|
||||
|
||||
id = self.id;
|
||||
while ( isDefined( self ) && isDefined( self.revivetrigger ) )
|
||||
{
|
||||
wait 0.05;
|
||||
}
|
||||
|
||||
free_bot_objective( "revive", id );
|
||||
}
|
||||
|
||||
bot_on_powerup_grab( powerup )
|
||||
{
|
||||
self.successfully_grabbed_powerup = true;
|
||||
}
|
File diff suppressed because it is too large
Load Diff
File diff suppressed because it is too large
Load Diff
219
scripts/sp/bots/actions/combat.gsc
Normal file
219
scripts/sp/bots/actions/combat.gsc
Normal file
@ -0,0 +1,219 @@
|
||||
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;
|
||||
}
|
224
scripts/sp/bots/actions/look.gsc
Normal file
224
scripts/sp/bots/actions/look.gsc
Normal file
@ -0,0 +1,224 @@
|
||||
#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;
|
||||
}
|
||||
}
|
240
scripts/sp/bots/actions/movement.gsc
Normal file
240
scripts/sp/bots/actions/movement.gsc
Normal file
@ -0,0 +1,240 @@
|
||||
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;
|
||||
}
|
867
scripts/sp/bots/actions/objective.gsc
Normal file
867
scripts/sp/bots/actions/objective.gsc
Normal file
@ -0,0 +1,867 @@
|
||||
#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;
|
||||
}
|
279
scripts/sp/bots/bot_actions_common.gsc
Normal file
279
scripts/sp/bots/bot_actions_common.gsc
Normal file
@ -0,0 +1,279 @@
|
||||
/*
|
||||
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;
|
||||
}
|
9
scripts/sp/bots/bot_difficulty_presets_common.gsc
Normal file
9
scripts/sp/bots/bot_difficulty_presets_common.gsc
Normal file
@ -0,0 +1,9 @@
|
||||
register_bot_difficulty( difficulty )
|
||||
{
|
||||
if ( !isDefined( level.zbot_difficulties ) )
|
||||
{
|
||||
level.zbot_difficulties = [];
|
||||
}
|
||||
|
||||
level.zbot_difficulties[ difficulty ] = true;
|
||||
}
|
207
scripts/sp/bots/bot_objective_common.gsc
Normal file
207
scripts/sp/bots/bot_objective_common.gsc
Normal file
@ -0,0 +1,207 @@
|
||||
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;
|
||||
}
|
||||
}
|
10
scripts/sp/bots/bot_personality_presets_common.gsc
Normal file
10
scripts/sp/bots/bot_personality_presets_common.gsc
Normal file
@ -0,0 +1,10 @@
|
||||
|
||||
register_bot_personality_type( personality )
|
||||
{
|
||||
if ( !isDefined( level.zbot_personalities ) )
|
||||
{
|
||||
level.zbot_personalities = [];
|
||||
}
|
||||
|
||||
level.zbot_personalities[ personality ] = true;
|
||||
}
|
194
scripts/sp/bots/bot_target_common.gsc
Normal file
194
scripts/sp/bots/bot_target_common.gsc
Normal file
@ -0,0 +1,194 @@
|
||||
#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;
|
||||
}
|
625
scripts/sp/bots/bot_utility.gsc
Normal file
625
scripts/sp/bots/bot_utility.gsc
Normal file
@ -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> );
|
||||
*/
|
Reference in New Issue
Block a user