mirror of
https://github.com/JezuzLizard/t4sp_bot_warfare.git
synced 2025-04-22 14:35:44 +00:00
1069 lines
17 KiB
Plaintext
1069 lines
17 KiB
Plaintext
#include common_scripts\utility;
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#include maps\_utility;
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/*
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Returns if player is the host
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*/
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is_host()
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{
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return ( isDefined( self.pers["bot_host"] ) && self.pers["bot_host"] );
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}
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/*
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Setups the host variable on the player
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*/
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doHostCheck()
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{
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self.pers["bot_host"] = false;
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if ( self is_bot() )
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return;
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result = false;
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if ( getDvar( "bots_main_firstIsHost" ) != "0" )
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{
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PrintConsole( "WARNING: bots_main_firstIsHost is enabled\n" );
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if ( getDvar( "bots_main_firstIsHost" ) == "1" )
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{
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setDvar( "bots_main_firstIsHost", self getguid() );
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}
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if ( getDvar( "bots_main_firstIsHost" ) == self getguid() + "" )
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result = true;
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}
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DvarGUID = getDvar( "bots_main_GUIDs" );
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if ( DvarGUID != "" )
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{
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guids = strtok( DvarGUID, "," );
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for ( i = 0; i < guids.size; i++ )
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{
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if ( self getguid() + "" == guids[i] )
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result = true;
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}
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}
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if ( !result )
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return;
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self.pers["bot_host"] = true;
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}
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/*
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Returns if the player is a bot.
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*/
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is_bot()
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{
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return self isBot();
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}
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/*
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Set the bot's stance
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*/
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BotSetStance( stance )
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{
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switch ( stance )
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{
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case "stand":
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self maps\bots\_bot_internal::stand();
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break;
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case "crouch":
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self maps\bots\_bot_internal::crouch();
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break;
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case "prone":
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self maps\bots\_bot_internal::prone();
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break;
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}
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}
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/*
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Bot changes to the weap
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*/
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BotChangeToWeapon( weap )
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{
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self botWeapon( weap );
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}
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/*
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Bot presses the button for time.
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*/
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BotPressAttack( time )
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{
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self maps\bots\_bot_internal::pressFire( time );
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}
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/*
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Bot presses the ads button for time.
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*/
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BotPressADS( time )
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{
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self maps\bots\_bot_internal::pressADS( time );
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}
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/*
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Bot presses the use button for time.
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*/
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BotPressUse( time )
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{
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self maps\bots\_bot_internal::use( time );
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}
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/*
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Bot presses the frag button for time.
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*/
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BotPressFrag( time )
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{
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self maps\bots\_bot_internal::frag( time );
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}
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/*
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Bot presses the smoke button for time.
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*/
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BotPressSmoke( time )
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{
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self maps\bots\_bot_internal::smoke( time );
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}
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/*
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Bot jumps
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*/
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BotJump()
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{
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self maps\bots\_bot_internal::jump();
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}
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/*
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Returns the bot's random assigned number.
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*/
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BotGetRandom()
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{
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return self.bot.rand;
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}
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/*
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Returns a random number thats different everytime it changes target
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*/
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BotGetTargetRandom()
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{
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if ( !isDefined( self.bot.target ) )
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return undefined;
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return self.bot.target.rand;
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}
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/*
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Returns if the bot is fragging.
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*/
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IsBotFragging()
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{
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return self.bot.isfraggingafter;
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}
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/*
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Returns if the bot is pressing smoke button.
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*/
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IsBotSmoking()
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{
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return self.bot.issmokingafter;
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}
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/*
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Returns if the bot is sprinting.
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*/
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IsBotSprinting()
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{
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return self.bot.issprinting;
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}
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/*
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Returns if the bot is reloading.
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*/
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IsBotReloading()
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{
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return self.bot.isreloading;
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}
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/*
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Is bot knifing
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*/
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IsBotKnifing()
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{
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return self.bot.isknifingafter;
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}
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/*
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Freezes the bot's controls.
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*/
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BotFreezeControls( what )
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{
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self.bot.isfrozen = what;
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if ( what )
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self notify( "kill_goal" );
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}
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/*
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Returns if the bot is script frozen.
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*/
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BotIsFrozen()
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{
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return self.bot.isfrozen;
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}
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/*
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Bot will stop moving
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*/
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BotStopMoving( what )
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{
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self.bot.stop_move = what;
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if ( what )
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self notify( "kill_goal" );
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}
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/*
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Notify the bot chat message
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*/
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BotNotifyBotEvent( msg, a, b, c, d, e, f, g )
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{
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self notify( "bot_event", msg, a, b, c, d, e, f, g );
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}
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/*
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Returns if the bot has a script goal.
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(like t5 gsc bot)
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*/
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HasScriptGoal()
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{
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return ( isDefined( self GetScriptGoal() ) );
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}
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/*
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Returns the pos of the bot's goal
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*/
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GetScriptGoal()
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{
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return self.bot.script_goal;
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}
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/*
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Sets the bot's goal, will acheive it when dist away from it.
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*/
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SetScriptGoal( goal, dist )
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{
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if ( !isDefined( dist ) )
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dist = 16;
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self.bot.script_goal = goal;
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self.bot.script_goal_dist = dist;
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waittillframeend;
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self notify( "new_goal_internal" );
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self notify( "new_goal" );
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}
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/*
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Clears the bot's goal.
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*/
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ClearScriptGoal()
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{
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self SetScriptGoal( undefined, 0 );
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}
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/*
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Returns whether the bot is at it's goal
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*/
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AtScriptGoal()
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{
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if ( !isDefined( self.bot.script_goal ) )
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{
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return false;
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}
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return distanceSquared( self.origin, self.bot.script_goal ) <= ( self.bot.script_goal_dist * self.bot.script_goal_dist );
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}
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/*
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Returns whether the bot has a priority objective
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*/
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HasPriorityObjective()
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{
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return self.bot.prio_objective;
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}
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/*
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Sets the bot to prioritize the objective over targeting enemies
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*/
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SetPriorityObjective()
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{
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self.bot.prio_objective = true;
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self notify( "kill_goal" );
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}
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/*
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Clears the bot's priority objective to allow the bot to target enemies automatically again
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*/
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ClearPriorityObjective()
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{
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self.bot.prio_objective = false;
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}
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/*
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Sets the aim position of the bot
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*/
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SetScriptAimPos( pos )
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{
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self.bot.script_aimpos = pos;
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}
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/*
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Clears the aim position of the bot
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*/
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ClearScriptAimPos()
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{
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self SetScriptAimPos( undefined );
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}
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/*
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Returns the aim position of the bot
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*/
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GetScriptAimPos()
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{
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return self.bot.script_aimpos;
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}
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/*
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Returns if the bot has a aim pos
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*/
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HasScriptAimPos()
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{
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return isDefined( self GetScriptAimPos() );
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}
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/*
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Sets the bot's target to be this ent.
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*/
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SetAttacker( att )
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{
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self.bot.target_this_frame = att;
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}
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/*
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Sets the script enemy for a bot.
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*/
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SetScriptEnemy( enemy, offset )
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{
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self.bot.script_target = enemy;
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self.bot.script_target_offset = offset;
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}
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/*
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Removes the script enemy of the bot.
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*/
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ClearScriptEnemy()
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{
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self SetScriptEnemy( undefined, undefined );
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}
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/*
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Returns the entity of the bot's target.
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*/
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GetThreat()
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{
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if ( !isdefined( self.bot.target ) )
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return undefined;
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return self.bot.target.entity;
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}
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/*
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Returns if the bot has a script enemy.
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*/
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HasScriptEnemy()
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{
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return ( isDefined( self.bot.script_target ) );
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}
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/*
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Returns if the bot has a threat.
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*/
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HasThreat()
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{
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return ( isDefined( self GetThreat() ) );
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}
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/*
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Returns a valid grenade launcher weapon
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*/
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getValidTube()
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{
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weaps = self getweaponslist();
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for ( i = 0; i < weaps.size; i++ )
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{
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weap = weaps[i];
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if ( !self getAmmoCount( weap ) )
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continue;
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if ( isSubStr( weap, "gl_" ) && !isSubStr( weap, "_gl_" ) )
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return weap;
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}
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return undefined;
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}
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/*
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Returns a random grenade in the bot's inventory.
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*/
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getValidGrenade()
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{
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grenadeTypes = [];
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grenadeTypes[grenadeTypes.size] = "stielhandgranate";
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possibles = [];
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for ( i = 0; i < grenadeTypes.size; i++ )
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{
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if ( !self hasWeapon( grenadeTypes[i] ) )
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continue;
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if ( !self getAmmoCount( grenadeTypes[i] ) )
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continue;
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possibles[possibles.size] = grenadeTypes[i];
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}
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return PickRandom( possibles );
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}
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/*
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Picks a random thing
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*/
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PickRandom( arr )
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{
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if ( !arr.size )
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return undefined;
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return arr[randomInt( arr.size )];
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}
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/*
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If weap is a secondary gnade
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*/
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isSecondaryGrenade( gnade )
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{
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return ( gnade == "zombie_cymbal_monkey" );
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}
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/*
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CoD4
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*/
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getBaseWeaponName( weap )
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{
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return strtok( weap, "_" )[0];
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}
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/*
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Returns if the given weapon is full auto.
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*/
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WeaponIsFullAuto( weap )
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{
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weaptoks = strtok( weap, "_" );
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return isDefined( weaptoks[0] ) && isString( weaptoks[0] ) && isdefined( level.bots_fullautoguns[weaptoks[0]] );
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}
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/*
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Returns what our eye height is.
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*/
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GetEyeHeight()
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{
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myEye = self GetEyePos();
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return myEye[2] - self.origin[2];
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}
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/*
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Returns (iw4) eye pos.
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*/
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GetEyePos()
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{
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return self getTagOrigin( "tag_eye" );
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}
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/*
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helper
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*/
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waittill_either_return_( str1, str2 )
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{
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self endon( str1 );
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self waittill( str2 );
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return true;
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}
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/*
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Returns which string gets notified first
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*/
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waittill_either_return( str1, str2 )
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{
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if ( !isDefined( self waittill_either_return_( str1, str2 ) ) )
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return str1;
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return str2;
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}
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/*
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Taken from iw4 script
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*/
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waittill_any_timeout( timeOut, string1, string2, string3, string4, string5 )
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{
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if ( ( !isdefined( string1 ) || string1 != "death" ) &&
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( !isdefined( string2 ) || string2 != "death" ) &&
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( !isdefined( string3 ) || string3 != "death" ) &&
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( !isdefined( string4 ) || string4 != "death" ) &&
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( !isdefined( string5 ) || string5 != "death" ) )
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self endon( "death" );
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ent = spawnstruct();
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if ( isdefined( string1 ) )
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self thread waittill_string( string1, ent );
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if ( isdefined( string2 ) )
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self thread waittill_string( string2, ent );
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if ( isdefined( string3 ) )
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self thread waittill_string( string3, ent );
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if ( isdefined( string4 ) )
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self thread waittill_string( string4, ent );
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if ( isdefined( string5 ) )
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self thread waittill_string( string5, ent );
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ent thread _timeout( timeOut );
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ent waittill( "returned", msg );
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ent notify( "die" );
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return msg;
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}
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/*
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Used for waittill_any_timeout
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*/
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_timeout( delay )
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{
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self endon( "die" );
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wait( delay );
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self notify( "returned", "timeout" );
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}
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/*
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Gets a player who is host
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*/
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GetHostPlayer()
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{
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for ( i = 0; i < level.players.size; i++ )
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{
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player = level.players[i];
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if ( !player is_host() )
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continue;
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return player;
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}
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return undefined;
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}
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/*
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Waits for a host player
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*/
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bot_wait_for_host()
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{
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host = undefined;
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while ( !isDefined( level ) || !isDefined( level.players ) )
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wait 0.05;
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for ( i = getDvarFloat( "bots_main_waitForHostTime" ); i > 0; i -= 0.05 )
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{
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host = GetHostPlayer();
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if ( isDefined( host ) )
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break;
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wait 0.05;
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}
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if ( !isDefined( host ) )
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return;
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for ( i = getDvarFloat( "bots_main_waitForHostTime" ); i > 0; i -= 0.05 )
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{
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if ( IsDefined( host.pers[ "team" ] ) )
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break;
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wait 0.05;
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}
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if ( !IsDefined( host.pers[ "team" ] ) )
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return;
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for ( i = getDvarFloat( "bots_main_waitForHostTime" ); i > 0; i -= 0.05 )
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{
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if ( host.pers[ "team" ] == "allies" || host.pers[ "team" ] == "axis" )
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break;
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wait 0.05;
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}
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}
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/*
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Returns the cone dot (like fov, or distance from the center of our screen). 1.0 = directly looking at, 0.0 = completely right angle, -1.0, completely 180
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*/
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getConeDot( to, from, dir )
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{
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dirToTarget = VectorNormalize( to - from );
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forward = AnglesToForward( dir );
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return vectordot( dirToTarget, forward );
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}
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/*
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Returns the distance squared in a 2d space
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*/
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DistanceSquared2D( to, from )
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{
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to = ( to[0], to[1], 0 );
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from = ( from[0], from[1], 0 );
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return DistanceSquared( to, from );
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}
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/*
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Rounds to the nearest whole number.
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*/
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Round( x )
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{
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y = int( x );
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if ( abs( x ) - abs( y ) > 0.5 )
|
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{
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if ( x < 0 )
|
|
return y - 1;
|
|
else
|
|
return y + 1;
|
|
}
|
|
else
|
|
return y;
|
|
}
|
|
|
|
/*
|
|
Rounds up the given value.
|
|
*/
|
|
RoundUp( floatVal )
|
|
{
|
|
i = int( floatVal );
|
|
|
|
if ( i != floatVal )
|
|
return i + 1;
|
|
else
|
|
return i;
|
|
}
|
|
|
|
/*
|
|
Clamps between value
|
|
*/
|
|
Clamp( a, minv, maxv )
|
|
{
|
|
return max( min( a, maxv ), minv );
|
|
}
|
|
|
|
/*
|
|
converts a string into a float
|
|
*/
|
|
float( num )
|
|
{
|
|
setdvar( "temp_dvar_bot_util", num );
|
|
|
|
return GetDvarFloat( "temp_dvar_bot_util" );
|
|
}
|
|
|
|
/*
|
|
returns nodes in playable area
|
|
*/
|
|
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;
|
|
}
|
|
|
|
/*
|
|
is the point in playable area?
|
|
*/
|
|
is_point_in_playable_area( point )
|
|
{
|
|
playable_area = getentarray( "playable_area", "targetname" );
|
|
|
|
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;
|
|
}
|
|
|
|
/*
|
|
Loads the waypoints. Populating everything needed for the waypoints.
|
|
*/
|
|
load_waypoints()
|
|
{
|
|
level.waypoints = GetAllNodes();
|
|
level.waypointCount = level.waypoints.size;
|
|
|
|
level.waypointsInPlayableArea = get_nodes_in_playable_area();
|
|
}
|
|
|
|
/*
|
|
Returns a good amount of players.
|
|
*/
|
|
getGoodMapAmount()
|
|
{
|
|
return 2;
|
|
}
|
|
|
|
/*
|
|
Returns the friendly user name for a given map's codename
|
|
*/
|
|
getMapName( map )
|
|
{
|
|
return map;
|
|
}
|
|
|
|
/*
|
|
Returns an array of all the bots in the game.
|
|
*/
|
|
getBotArray()
|
|
{
|
|
result = [];
|
|
playercount = level.players.size;
|
|
|
|
for ( i = 0; i < playercount; i++ )
|
|
{
|
|
player = level.players[i];
|
|
|
|
if ( !player is_bot() )
|
|
continue;
|
|
|
|
result[result.size] = player;
|
|
}
|
|
|
|
return result;
|
|
}
|
|
|
|
/*
|
|
A heap invarient comparitor, used for numbers, numbers with the highest number will be first in the heap.
|
|
*/
|
|
Heap( item, item2 )
|
|
{
|
|
return item > item2;
|
|
}
|
|
|
|
/*
|
|
A heap invarient comparitor, used for numbers, numbers with the lowest number will be first in the heap.
|
|
*/
|
|
ReverseHeap( item, item2 )
|
|
{
|
|
return item < item2;
|
|
}
|
|
|
|
HeapPriority( item, item2 )
|
|
{
|
|
return item.priority > item2.priority;
|
|
}
|
|
|
|
/*
|
|
A heap invarient comparitor, used for traces. Wanting the trace with the largest length first in the heap.
|
|
*/
|
|
HeapTraceFraction( item, item2 )
|
|
{
|
|
return item["fraction"] > item2["fraction"];
|
|
}
|
|
|
|
/*
|
|
Returns a new heap.
|
|
*/
|
|
NewHeap( compare )
|
|
{
|
|
heap_node = spawnStruct();
|
|
heap_node.data = [];
|
|
heap_node.compare = compare;
|
|
|
|
return heap_node;
|
|
}
|
|
|
|
/*
|
|
Inserts the item into the heap. Called on a heap.
|
|
*/
|
|
HeapInsert( item )
|
|
{
|
|
insert = self.data.size;
|
|
self.data[insert] = item;
|
|
|
|
current = insert + 1;
|
|
|
|
while ( current > 1 )
|
|
{
|
|
last = current;
|
|
current = int( current / 2 );
|
|
|
|
if ( ![[self.compare]]( item, self.data[current - 1] ) )
|
|
break;
|
|
|
|
self.data[last - 1] = self.data[current - 1];
|
|
self.data[current - 1] = item;
|
|
}
|
|
}
|
|
|
|
/*
|
|
Helper function to determine what is the next child of the bst.
|
|
*/
|
|
_HeapNextChild( node, hsize )
|
|
{
|
|
left = node * 2;
|
|
right = left + 1;
|
|
|
|
if ( left > hsize )
|
|
return -1;
|
|
|
|
if ( right > hsize )
|
|
return left;
|
|
|
|
if ( [[self.compare]]( self.data[left - 1], self.data[right - 1] ) )
|
|
return left;
|
|
else
|
|
return right;
|
|
}
|
|
|
|
/*
|
|
Removes an item from the heap. Called on a heap.
|
|
*/
|
|
HeapRemove()
|
|
{
|
|
remove = self.data.size;
|
|
|
|
if ( !remove )
|
|
return remove;
|
|
|
|
move = self.data[remove - 1];
|
|
self.data[0] = move;
|
|
self.data[remove - 1] = undefined;
|
|
remove--;
|
|
|
|
if ( !remove )
|
|
return remove;
|
|
|
|
last = 1;
|
|
next = self _HeapNextChild( 1, remove );
|
|
|
|
while ( next != -1 )
|
|
{
|
|
if ( [[self.compare]]( move, self.data[next - 1] ) )
|
|
break;
|
|
|
|
self.data[last - 1] = self.data[next - 1];
|
|
self.data[next - 1] = move;
|
|
|
|
last = next;
|
|
next = self _HeapNextChild( next, remove );
|
|
}
|
|
|
|
return remove;
|
|
}
|
|
|
|
/*
|
|
Returns the natural log of x using harmonic series.
|
|
*/
|
|
Log( x )
|
|
{
|
|
/* if (!isDefined(level.log_cache))
|
|
level.log_cache = [];
|
|
|
|
key = x + "";
|
|
|
|
if (isDefined(level.log_cache[key]))
|
|
return level.log_cache[key];*/
|
|
|
|
//thanks Bob__ at stackoverflow
|
|
old_sum = 0.0;
|
|
xmlxpl = ( x - 1 ) / ( x + 1 );
|
|
xmlxpl_2 = xmlxpl * xmlxpl;
|
|
denom = 1.0;
|
|
frac = xmlxpl;
|
|
sum = frac;
|
|
|
|
while ( sum != old_sum )
|
|
{
|
|
old_sum = sum;
|
|
denom += 2.0;
|
|
frac *= xmlxpl_2;
|
|
sum += frac / denom;
|
|
}
|
|
|
|
answer = 2.0 * sum;
|
|
|
|
//level.log_cache[key] = answer;
|
|
return answer;
|
|
}
|
|
|
|
/*
|
|
Taken from t5 gsc.
|
|
Returns an array of number's average.
|
|
*/
|
|
array_average( array )
|
|
{
|
|
assert( array.size > 0 );
|
|
total = 0;
|
|
|
|
for ( i = 0; i < array.size; i++ )
|
|
{
|
|
total += array[i];
|
|
}
|
|
|
|
return ( total / array.size );
|
|
}
|
|
|
|
/*
|
|
Taken from t5 gsc.
|
|
Returns an array of number's standard deviation.
|
|
*/
|
|
array_std_deviation( array, mean )
|
|
{
|
|
assert( array.size > 0 );
|
|
tmp = [];
|
|
|
|
for ( i = 0; i < array.size; i++ )
|
|
{
|
|
tmp[i] = ( array[i] - mean ) * ( array[i] - mean );
|
|
}
|
|
|
|
total = 0;
|
|
|
|
for ( i = 0; i < tmp.size; i++ )
|
|
{
|
|
total = total + tmp[i];
|
|
}
|
|
|
|
return Sqrt( total / array.size );
|
|
}
|
|
|
|
/*
|
|
Taken from t5 gsc.
|
|
Will produce a random number between lower_bound and upper_bound but with a bell curve distribution (more likely to be close to the mean).
|
|
*/
|
|
random_normal_distribution( mean, std_deviation, lower_bound, upper_bound )
|
|
{
|
|
x1 = 0;
|
|
x2 = 0;
|
|
w = 1;
|
|
y1 = 0;
|
|
|
|
while ( w >= 1 )
|
|
{
|
|
x1 = 2 * RandomFloatRange( 0, 1 ) - 1;
|
|
x2 = 2 * RandomFloatRange( 0, 1 ) - 1;
|
|
w = x1 * x1 + x2 * x2;
|
|
}
|
|
|
|
w = Sqrt( ( -2.0 * Log( w ) ) / w );
|
|
y1 = x1 * w;
|
|
number = mean + y1 * std_deviation;
|
|
|
|
if ( IsDefined( lower_bound ) && number < lower_bound )
|
|
{
|
|
number = lower_bound;
|
|
}
|
|
|
|
if ( IsDefined( upper_bound ) && number > upper_bound )
|
|
{
|
|
number = upper_bound;
|
|
}
|
|
|
|
return ( number );
|
|
}
|
|
|
|
/*
|
|
If the player is in laststand
|
|
*/
|
|
inLastStand()
|
|
{
|
|
return self maps\_laststand::player_is_in_laststand();
|
|
}
|
|
|
|
/*
|
|
getRandomGoal
|
|
*/
|
|
getRandomGoal()
|
|
{
|
|
return PickRandom( level.waypointsInPlayableArea ).origin;
|
|
}
|
|
|
|
/*
|
|
Checks if target is dog
|
|
*/
|
|
targetIsDog()
|
|
{
|
|
return isDefined( self.targetname ) && self.targetname == "zombie_dog";
|
|
}
|
|
|
|
/*
|
|
Checks if target is gibbed
|
|
*/
|
|
targetIsGibbed()
|
|
{
|
|
return isDefined( self.gibbed ) && self.gibbed;
|
|
}
|