t4sp_bot_warfare/scripts/sp/T4ZM_zbots_main.gsc
JezuzLizard 872630b7e2 Fix some compile errors.
Add base scripts for personality and difficulty presets. Add canceling, and postponing thinks.
2023-03-27 16:44:32 -07:00

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#include common_scripts\utility;
#include maps\_utility;
#include maps\_zombiemode_utility;
#include scripts\sp\bots\bot_actions_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;
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_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 thread actions
//These all need definitions
register_bot_action( "combat", "aimatsinglenormalzombie", ::bot_aimatsinglenormalzombie, ::bot_aimatsinglenormalzombie_process_order ::bot_should_aimatsinglenormalzombie, ::bot_check_complete_aimatsinglenormalzombie, ::bot_set_complete_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_check_complete_shootsinglenormalzombie, ::bot_set_complete_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_check_complete_aimatmultiplenormalzombies, ::bot_set_complete_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_check_complete_shootmultiplenormalzombies, ::bot_set_complete_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_check_complete_meleesinglenormalzombie, ::bot_set_complete_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_check_complete_shootsingledogzombie, ::bot_set_complete_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_check_complete_shootmultipledogzombies, ::bot_set_complete_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_check_complete_meleesingledogzombie, ::bot_set_complete_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_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", "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_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" );
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 store_powerups_dropped();
level thread spawn_bots();
}
//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
init()
{
parse_bot_weapon_stats_from_table();
}
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_objective_think();
bot thread bot_combat_think();
bot thread bot_movement_think();
bot_count++;
}
}
bot_objective_think()
{
group_name = "objective";
level endon( "end_game" );
self endon( "disconnect" );
self waittill( "spawned_player" );
while ( true )
{
wait 0.25;
if ( !bot_valid( self ) )
{
self.action_queue = [];
wait 1;
continue;
}
self pick_actions_to_add_to_queue( group_name );
self process_next_queued_action();
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 );
}
}
bot_combat_think()
{
group_name = "combat";
level endon( "end_game" );
self endon( "disconnect" );
self waittill( "spawned_player" );
while ( true )
{
wait 0.25;
if ( !bot_valid( self ) )
{
self.action_queue = [];
wait 1;
continue;
}
self pick_actions_to_add_to_queue( group_name );
self process_next_queued_action();
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 );
}
}
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();
}
}
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 );
}
}
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] ) );
}