#include common_scripts\utility; #include maps\_utility; #include maps\so\zm_common\_zm_utility; #include scripts\sp\bots\bot_actions_common; #include scripts\sp\bots\bot_objective_common; #include scripts\sp\bots\bot_difficulty_presets_common; #include scripts\sp\bots\bot_personality_presets_common; #include scripts\sp\bots\actions\combat; #include scripts\sp\bots\actions\movement; #include scripts\sp\bots\actions\objective; #include scripts\sp\bots\actions\look; main() { //Objective group is for things to go to usually allowing the bot to kill zombies on the way and survive as normal //Objectives can be canceled/postponed by combat, movement or by other objectives 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 ); 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 ); 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 ); 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 ); 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 ); 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 ); 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 ); 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 ); 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 ); //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 ); //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 ); //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 ); 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 ); //Combat actions //These all need definitions 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 ); 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 ); 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 ); 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 ); //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 ); //Movement actions //These all need definitions 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 ); //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 ); 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 ); 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 ); 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 ); //register_bot_action( "follow" ) 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 ); 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 ); 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 ); //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 ); //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 ); register_bot_personality_type( "aggressive" ); register_bot_personality_type( "passive" ); register_bot_personality_type( "supportive" ); register_bot_personality_type( "mixed" ); register_bot_personality_type( "default" ); register_bot_difficulty( "bone" ); register_bot_difficulty( "crossbones" ); register_bot_difficulty( "skull" ); register_bot_difficulty( "knife" ); register_bot_difficulty( "shotguns" ); register_bot_objective( "magicbox" ); register_bot_objective( "wallbuy" ); register_bot_objective( "wallbuyammo" ); register_bot_objective( "perk" ); register_bot_objective( "door" ); register_bot_objective( "debris" ); register_bot_objective( "trap" ); register_bot_objective( "packapunch" ); register_bot_objective( "revive" ); //register_bot_objective( "grabbuildable" ); //register_bot_objective( "buildbuildable" ); //register_bot_objective( "part" ); register_bot_objective( "powerup" ); register_bot_target_type( "zombie" ); register_bot_target_type( "zombie_dog" ); level.bot_weapon_quality_poor = 0; level.bot_weapon_quality_fair = 1; level.bot_weapon_quality_good = 2; level.bot_weapon_quality_excellent = 3; level.bot_weapon_quality_best = 4; /* level.bot_powerup_priority_none = 0; level.bot_powerup_priority_low = 1; level.bot_powerup_priority_medium = 2; level.bot_powerup_priority_high = 3; level.bot_powerup_priority_urgent = 4; register_bot_powerup_priority( "nuke", level.bot_powerup_priority_high, level.bot_powerup_priority_urgent ); register_bot_powerup_priority( "insta_kill", level.bot_powerup_priority_high, level.bot_powerup_priority_urgent ); register_bot_powerup_priority( "full_ammo", level.bot_powerup_priority_medium, level.bot_powerup_priority_low ); register_bot_powerup_priority( "double_points", level.bot_powerup_priority_low, level.bot_powerup_priority_none ); register_bot_powerup_priority( "carpenter", level.bot_powerup_priority_low, level.bot_powerup_priority_none ); register_bot_powerup_priority( "fire_sale", level.bot_powerup_priority_low, level.bot_powerup_priority_none ); register_bot_powerup_priority( "free_perk", level.bot_powerup_priority_medium, level.bot_powerup_priority_low ); register_bot_powerup_priority( "zombie_blood", level.bot_powerup_priority_high, level.bot_powerup_priority_urgent); */ level.zbot_path_nodes = getAllNodes(); level thread spawn_bots(); level thread on_player_connect(); } on_player_connect() { i = 0; while ( true ) { level waittill( "connected", player ); player.id = i; if ( player isBot() ) { 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; } i++; } } //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 thread watch_for_downed_players(); level thread store_powerups_dropped(); parse_bot_weapon_stats_from_table(); } zbots_actor_spawned() { 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; } 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 ]++; } zbots_actor_killed( eInflictor, eAttacker, iDamage, sMeansOfDeath, sWeapon, vDir, sHitLoc, iTimeOffset ) { free_bot_target( self.targetname, self.target_id ); } spawn_bots() { level waittill( "connected", player ); while ( true ) { spawn_bots(); wait 1; } } spawn_bots() { required_bots = 3; bot_count = 0; while ( bot_count < required_bots ) { bot = undefined; while ( !isDefined( bot ) ) { bot = addTestClient(); } bot.pers[ "isBot" ] = true; bot.action_queue = []; bot.action_queue[ "objective" ] = []; bot.action_queue[ "combat" ] = []; bot.action_queue[ "movement" ] = []; bot register_action_queue_actions(); bot thread bot_think(); bot_count++; } } bot_think() { level endon( "end_game" ); self endon( "disconnect" ); self waittill( "spawned_player" ); while ( true ) { wait 0.25; if ( !bot_valid( self ) ) { self notify( "stop_action_think" ); self bot_clear_actions_queue(); while ( !bot_valid( self ) ) { wait 1; } } group_name = "movement"; self bot_action_think( group_name ); group_name = "look"; self bot_action_think( group_name ); group_name = "combat"; self bot_action_think( group_name ); group_name = "objective"; self bot_action_think( group_name ); } } bot_movement_think() { level endon( "end_game" ); self endon( "disconnect" ); /* if ( self any_zombies_targeting_self() ) { } */ self.currently_moving = false; while ( true ) { wait 0.05; if ( isDefined( self.target_pos ) && !self.currently_moving ) { self lookAt( self.target_pos ); self addGoal( self.target_pos, 36, 4, "move_to_target_pos" ); self.currently_moving = true; } if ( self hasGoal( "move_to_target_pos" ) ) { if ( self atGoal( "move_to_target_pos" ) ) { self clearLookat(); self.currently_moving = false; if ( isDefined( self.goal_type ) && isDefined( level.bot_at_goal_callback[ self.goal_type ] ) ) { self [[ level.bot_at_goal_callback[ self.goal_type ] ]](); } } } self doBotMovement_loop(); } } watch_door_objectives( zombie_doors ) { level endon( "end_game" ); for ( doors_opened_count = 0; doors_opened_count < zombie_doors.size; doors_opened_count++ ) { level waittill( "door_opened", door, player ); free_bot_objective( "door", door.id ); } } 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( "door_opened", debris, player ); free_bot_objective( "door", debris.id ); } } watch_magicbox_objectives() { level endon( "end_game" ); 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.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 ); assign_priority_to_powerup( powerup ); level.zbots_powerups = 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.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 ); } doBotMovement_loop() { move_To = self.bot.moveTo; angles = self GetPlayerAngles(); dir = ( 0, 0, 0 ); if ( DistanceSquared( self.origin, move_To ) >= 49 ) { cosa = cos( 0 - angles[1] ); sina = sin( 0 - angles[1] ); // get the direction dir = move_To - self.origin; // rotate our direction according to our angles dir = ( dir[0] * cosa - dir[1] * sina, dir[0] * sina + dir[1] * cosa, 0 ); // make the length 127 dir = VectorNormalize( dir ) * 127; // invert the second component as the engine requires this dir = ( dir[0], 0 - dir[1], 0 ); } // move! if ( self.bot.wantsprint && self.bot.issprinting ) dir = ( 127, dir[1], 0 ); self botMovement( int( dir[0] ), int( dir[1] ) ); } bot_on_powerup_grab( powerup ) { self.successfully_grabbed_powerup = true; }