#include common_scripts\utility; #include maps\_utility; #include maps\_zombiemode_utility; #include scripts\sp\bots\actions\combat; #include scripts\sp\bots\actions\movement; #include scripts\sp\bots\actions\objective; main() { //3 separate bot think threads //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 thread, movement thread or by other objectives register_bot_action( "objective", "magicbox", ::bot_magicbox_purchase, ::bot_magicbox_process_order, ::bot_should_purchase_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_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_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_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_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_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_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_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_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_grabbuildable_process_order, ::bot_should_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_buildbuildable_process_order, ::bot_should_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_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_powerup_on_completion, ::bot_powerup_should_cancel, ::bot_powerup_on_cancel, ::bot_powerup_should_postpone, ::bot_powerup_on_postpone, ::bot_powerup_priority ); //Combat thread actions //These all need definitions register_bot_action( "combat", "aimatsinglenormalzombie", ::bot_aimatsinglenormalzombie, ::bot_aimatsinglenormalzombie_process_order ::bot_should_aimatsinglenormalzombie, ::bot_aimatsinglenormalzombie_on_completion, ::bot_aimatsinglenormalzombie_should_cancel, ::bot_aimatsinglenormalzombie_on_cancel, ::bot_aimatsinglenormalzombie_should_postpone, ::bot_aimatsinglenormalzombie_on_postpone, ::bot_aimatsinglenormalzombie_priority ); register_bot_action( "combat", "shootsinglenormalzombie", ::bot_shootsinglenormalzombie, ::bot_shootsinglenormalzombie_process_order ::bot_should_shootsinglenormalzombie, ::bot_shootsinglenormalzombie_on_completion, ::bot_shootsinglenormalzombie_should_cancel, ::bot_shootsinglenormalzombie_on_cancel, ::bot_shootsinglenormalzombie_should_postpone, ::bot_shootsinglenormalzombie_on_postpone, ::bot_shootsinglenormalzombie_priority ); register_bot_action( "combat", "aimatmultiplenormalzombies", ::bot_aimatmultiplenormalzombies, ::bot_aimatmultiplenormalzombies_process_order ::bot_should_aimatmultiplenormalzombies, ::bot_aimatmultiplenormalzombies_on_completion, ::bot_aimatmultiplenormalzombies_should_cancel, ::bot_aimatmultiplenormalzombies_on_cancel, ::bot_aimatmultiplenormalzombies_should_postpone, ::bot_aimatmultiplenormalzombies_on_postpone, ::bot_aimatmultiplenormalzombies_priority ); register_bot_action( "combat", "shootmultiplenormalzombies", ::bot_shootmultiplenormalzombies, ::bot_shootmultiplenormalzombies_process_order ::bot_should_shootmultiplenormalzombies, ::bot_shootmultiplenormalzombie_on_completion, ::bot_shootmultiplenormalzombie_should_cancel, ::bot_shootmultiplenormalzombie_on_cancel, ::bot_shootmultiplenormalzombie_should_postpone, ::bot_shootmultiplenormalzombie_on_postpone, ::bot_shootmultiplenormalzombie_priority ); register_bot_action( "combat", "meleesinglenormalzombie", ::bot_meleesinglenormalzombie, ::bot_meleesinglenormalzombie_process_order ::bot_should_meleesinglenormalzombie, ::bot_meleesinglenormalzombie_on_completion, ::bot_meleesinglenormalzombie_should_cancel, ::bot_meleesinglenormalzombie_on_cancel, ::bot_meleesinglenormalzombie_should_postpone, ::bot_meleesinglenormalzombie_on_postpone, ::bot_meleesinglenormalzombie_priority ); register_bot_action( "combat", "shootsingledogzombie", ::bot_shootsingledogzombie, ::bot_shootsingledogzombie_process_order ::bot_should_shootsingledogzombie, ::bot_shootsingledogzombie_on_completion, ::bot_shootsingledogzombie_should_cancel, ::bot_shootsingledogzombie_on_cancel, ::bot_shootsingledogzombie_should_postpone, ::bot_shootsingledogzombie_on_postpone, ::bot_shootsingledogzombie_priority ); register_bot_action( "combat", "shootmultipledogzombies", ::bot_shootmultipledogzombies, ::bot_shootmultipledogzombies_process_order ::bot_should_shootmultipledogzombies, ::bot_shootmultipledogzombies_on_completion, ::bot_shootmultipledogzombies_should_cancel, ::bot_shootmultipledogzombies_on_cancel, ::bot_shootmultipledogzombies_should_postpone, ::bot_shootmultipledogzombies_on_postpone, ::bot_shootmultipledogzombies_priority ); register_bot_action( "combat", "meleesingledogzombie", ::bot_meleesingledogzombie, ::bot_meleesingledogzombie_process_order ::bot_should_meleesingledogzombie, ::bot_meleesingledogzombie_on_completion, ::bot_meleesingledogzombie_should_cancel, ::bot_meleesingledogzombie_on_cancel, ::bot_meleesingledogzombie_should_postpone, ::bot_meleesingledogzombie_on_postpone, ::bot_meleesingledogzombie_priority ); //Movement thread actions //These all need definitions register_bot_action( "movement", "movetoobjective", ::bot_movetoobjective, ::bot_movetoobjective_process_order ::bot_should_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", "train", ::bot_train, ::bot_train_process_order ::bot_should_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_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_flee_on_completion, ::bot_flee_should_cancel, ::bot_flee_on_cancel, ::bot_flee_should_postpone, ::bot_flee_on_postpone, ::bot_flee_priority ); 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 thread store_powerups_dropped(); level thread spawn_bots(); } init() { parse_bot_weapon_stats_from_table(); } register_action_queue_actions() { self register_bot_action_queue_action( "magicbox" ); self register_bot_action_queue_action( "wallbuy" ); self register_bot_action_queue_action( "wallbuyammo" ); self register_bot_action_queue_action( "perk" ); self register_bot_action_queue_action( "door" ); self register_bot_action_queue_action( "debris" ); self register_bot_action_queue_action( "trap" ); self register_bot_action_queue_action( "revive" ); self register_bot_action_queue_action( "buildable" ); self register_bot_action_queue_action( "buildbuildable" ); self register_bot_action_queue_action( "part" ); self register_bot_action_queue_action( "powerup" ); } 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 register_action_queue_actions(); bot thread bot_movement_think(); //bot thread bot_combat_think(); bot thread bot_think(); bot_count++; } } copy_default_action_settings_to_queue( action_name ) { //self.group = level.zbots_actions[ action_name ].group; self.action = level.zbots_actions[ action_name ].action; //self.should_do_func = level.zbots_actions[ action_name ].should_do_func; self.on_completion_func = level.zbots_actions[ action_name ].on_completion_func; self.should_cancel_func = level.zbots_actions[ action_name ].should_cancel_func; self.on_cancel_func = level.zbots_actions[ action_name ].on_cancel_func; self.should_postpone_func = level.zbots_actions[ action_name ].should_postpone_func; self.on_postpone_func = level.zbots_actions[ action_name ].on_postpone_func; self.priority_func = level.zbots_actions[ action_name ].priority_func; } process_next_queued_action() { if ( self.action_queue.size <= 0 ) { return; } self thread [[ self.action_queue[ 0 ].on_completion_func ]](); if ( self.action_queue[ 0 ].can_cancel ) { self thread [[ self.action_queue[ 0 ].on_cancel_func ]](); } if ( self.action_queue[ 0 ].can_postpone ) { self thread [[ self.action_queue[ 0 ].on_postpone_func ]](); } self [[ self.action_queue[ 0 ].action ]](); self wait_for_action_completion( self.action_queue[ 0 ].action_name ); } wait_for_action_completion( action_name ) { result = self waittill_any_return( action_name + "_completion", action_name + "_cancel", action_name + "_postpone" ); if ( isDefined( result ) && ( result == action_name + "_completion" || result == action_name + "_cancel" ) ) { self.actions_in_queue[ self.action_queue[ 0 ].action_name ].queued = false; arrayRemoveIndex( self.action_queue, 0 ); } else if ( result == action_name + "_postpone" ) { postponed_action = self.action_queue[ 0 ]; arrayRemoveIndex( self.action_queue, 0 ); postponed_action.priority = 0; self.action_queue[ self.action_queue.size ] = postponed_action; } } bot_think() { level endon( "end_game" ); self endon( "disconnect" ); self waittill( "spawned_player" ); while ( true ) { wait 0.05; if ( !bot_valid( self ) ) { self.action_queue = []; wait 1; continue; } /* action_keys = getArrayKeys( level.zbots_actions ); for ( i = 0; i < action_keys.size; i++ ) { if ( self.actions_in_queue[ action_keys[ i ] ].canceled ) { self.actions_in_queue[ action_keys[ i ] ].canceled = false; } } action_keys = getArrayKeys( level.zbots_actions ); for ( i = 0; i < action_keys.size; i++ ) { if ( self.actions_in_queue[ action_keys[ i ] ].postponed ) { self.actions_in_queue[ action_keys[ i ] ].postponed = false; } } */ action_keys = getArrayKeys( level.zbots_actions ); for ( i = 0; i < action_keys.size; i++ ) { if ( !self.actions_in_queue[ action_keys[ i ] ].queued && [[ level.zbots_actions[ action_keys[ i ] ].should_do_func ]]() ) { self.action_queue[ self.action_queue.size ] = spawnStruct(); self.action_queue[ self.action_queue.size - 1 ] copy_default_action_settings_to_queue( action_keys[ i ] ); self.action_queue[ self.action_queue.size - 1 ].action_name = action_keys[ i ]; self.action_queue[ self.action_queue.size - 1 ].priority = self [[ level.zbots_actions[ action_keys[ i ] ].priority_func ]](); self.actions_in_queue[ action_keys[ i ] ].queued = true; } } self.action_queue = self sort_array_by_priority_field( self.action_queue ); self process_next_queued_action(); } } 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 ] ]](); } } } } } store_powerups_dropped() { level.zbots_powerups = []; level.zbots_powerups_targeted_for_grab = []; id_num = 0; while ( true ) { level waittill( "powerup_dropped", powerup ); if ( !isDefined( powerup ) ) { continue; } assign_priority_to_powerup( powerup ); level.zbots_powerups = sort_array_by_priority_field( level.zbots_powerups, powerup ); powerup thread remove_from_bot_powerups_list_on_death(); } } remove_from_bot_powerups_list_on_death() { self waittill( "death" ); arrayRemoveValue( level.zbots_powerups, self ); arrayRemoveValue( level.zbots_powerups_targeted_for_grab, self ); for ( i = 0; i < level.players.size; i++ ) { if ( is_true( level.players[ i ].pers[ "isBot" ] ) && isDefined( level.players[ i ].available_powerups ) ) { arrayRemoveValue( level.players[ i ].available_powerups, self ); } } }