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			493 lines
		
	
	
		
			22 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
| #include common_scripts\utility;
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| #include maps\_utility;
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| #include maps\so\zm_common\_zm_utility;
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| 
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| #include scripts\sp\bots\bot_actions_common;
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| #include scripts\sp\bots\bot_objective_common;
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| #include scripts\sp\bots\bot_difficulty_presets_common;
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| #include scripts\sp\bots\bot_personality_presets_common;
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| #include scripts\sp\bots\actions\combat;
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| #include scripts\sp\bots\actions\movement;
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| #include scripts\sp\bots\actions\objective;
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| #include scripts\sp\bots\actions\look;
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| 
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| main()
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| {
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| 	//Objective group is for things to go to usually allowing the bot to kill zombies on the way and survive as normal
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| 	//Objectives can be canceled/postponed by combat, movement or by other objectives
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| 	register_bot_action( "objective", "magicbox", ::bot_magicbox_purchase, ::bot_magicbox_process_order, ::bot_should_purchase_magicbox, ::bot_check_complete_magicbox, ::bot_set_complete_magicbox, ::bot_magicbox_purchase_on_completion, ::bot_magicbox_purchase_should_cancel, ::bot_magicbox_purchase_on_cancel, ::bot_magicbox_purchase_should_postpone, ::bot_magicbox_purchase_on_postpone, ::bot_magicbox_purchase_priority );
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| 	register_bot_action( "objective", "wallbuy", ::bot_wallbuy_purchase, ::bot_wallbuy_process_order, ::bot_should_purchase_wallbuy, ::bot_check_complete_wallbuy, ::bot_set_complete_wallbuy, ::bot_wallbuy_purchase_on_completion, ::bot_wallbuy_purchase_should_cancel, ::bot_wallbuy_purchase_on_cancel, ::bot_wallbuy_purchase_should_postpone, ::bot_wallbuy_purchase_on_postpone, ::bot_wallbuy_purchase_priority );
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| 	register_bot_action( "objective", "wallbuyammo", ::bot_wallbuy_ammo_purchase, ::bot_wallbuyammo_process_order, ::bot_should_purchase_wallbuy_ammo, ::bot_check_complete_wallbuy_ammo, ::bot_set_complete_wallbuy_ammo, ::bot_wallbuy_ammo_purchase_on_completion, ::bot_wallbuy_ammo_purchase_should_cancel, ::bot_wallbuy_ammo_purchase_on_cancel, ::bot_wallbuy_ammo_purchase_should_postpone, ::bot_wallbuy_ammo_purchase_on_postpone, ::bot_wallbuy_ammo_purchase_priority );
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| 	register_bot_action( "objective", "perk", ::bot_perk_purchase, ::bot_perk_process_order, ::bot_should_purchase_perk, ::bot_check_complete_perk_purchase, ::bot_set_complete_perk_purchase, ::bot_perk_purchase_on_completion, ::bot_perk_purchase_should_cancel, ::bot_perk_purchase_on_cancel, ::bot_perk_purchase_should_postpone, ::bot_perk_purchase_on_postpone, ::bot_perk_purchase_priority );
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| 	register_bot_action( "objective", "door", ::bot_door_purchase, ::bot_door_process_order, ::bot_should_purchase_door, ::bot_check_complete_door_purchase, ::bot_set_complete_door_purchase, ::bot_door_purchase_on_completion, ::bot_door_purchase_should_cancel, ::bot_door_purchase_on_cancel, ::bot_door_purchase_should_postpone, ::bot_door_purchase_on_postpone, ::bot_door_purchase_priority );
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| 	register_bot_action( "objective", "debris", ::bot_debris_purchase, ::bot_debris_process_order, ::bot_should_purchase_debris, ::bot_check_complete_debris_purchase, ::bot_set_complete_debris_purchase, ::bot_debris_purchase_on_completion, ::bot_debris_purchase_should_cancel, ::bot_debris_purchase_on_cancel, ::bot_debris_purchase_should_postpone, ::bot_debris_purchase_on_postpone, ::bot_debris_purchase_priority );
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| 	register_bot_action( "objective", "trap", ::bot_trap_purchase, ::bot_trap_process_order, ::bot_should_purchase_trap, ::bot_check_complete_trap_purchase, ::bot_set_complete_trap_purchase, ::bot_trap_purchase_on_completion, ::bot_trap_purchase_should_cancel, ::bot_trap_purchase_on_cancel, ::bot_trap_purchase_should_postpone, ::bot_trap_purchase_on_postpone, ::bot_trap_purchase_priority );
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| 	register_bot_action( "objective", "packapunch", ::bot_packapunch_purchase, ::bot_packapunch_process_order, ::bot_should_purchase_packapunch, ::bot_check_complete_packapunch_purchase, ::bot_set_complete_packapunch_purchase, ::bot_packapunch_purchase_on_completion, ::bot_packapunch_purchase_should_cancel, ::bot_packapunch_purchase_on_cancel, ::bot_packapunch_purchase_should_postpone, ::bot_packapunch_purchase_on_postpone, ::bot_packapunch_purchase_priority );
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| 	register_bot_action( "objective", "revive", ::bot_revive_player, ::bot_revive_process_order, ::bot_should_revive_player, ::bot_check_complete_revive_player, ::bot_set_complete_revive_player, ::bot_revive_player_on_completion, ::bot_revive_player_should_cancel, ::bot_revive_player_on_cancel, ::bot_revive_player_should_postpone, ::bot_revive_player_on_postpone, ::bot_revive_player_priority );
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| 	//register_bot_action( "objective", "grabbuildable", ::bot_grab_buildable, ::bot_grab_buildable_process_order, ::bot_should_grab_buildable, ::bot_check_complete_grab_buildable, ::bot_set_complete_grab_buildable, ::bot_grab_buildable_on_completion, ::bot_grab_buildable_should_cancel, ::bot_grabbuild_buildable_on_cancel, ::bot_grab_buildable_should_postpone, ::bot_grab_buildable_on_postpone, ::bot_grab_buildable_priority  );
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| 	//register_bot_action( "objective", "buildbuildable", ::bot_build_buildable, ::bot_build_buildable_process_order, ::bot_should_build_buildable, ::bot_check_complete_build_buildable, ::bot_set_complete_build_buildable, ::bot_build_buildable_on_completion, ::bot_build_buildable_should_cancel, ::bot_build_buildable_on_cancel, ::bot_build_buildable_should_postpone, ::bot_build_buildable_on_postpone, ::bot_build_buildable_priority );
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| 	//register_bot_action( "objective", "part", ::bot_grab_part, ::bot_part_process_order, ::bot_should_grab_part, ::bot_check_complete_grab_part, ::bot_set_complete_grab_part, ::bot_part_on_completion, ::bot_part_should_cancel, ::bot_part_on_cancel, ::bot_part_should_postpone, ::bot_part_on_postpone, ::bot_part_priority );
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| 	register_bot_action( "objective", "powerup", ::bot_grab_powerup, ::bot_powerup_process_order, ::bot_should_grab_powerup, ::bot_check_complete_grab_powerup, ::bot_set_complete_grab_powerup, ::bot_powerup_on_completion, ::bot_powerup_should_cancel, ::bot_powerup_on_cancel, ::bot_powerup_should_postpone, ::bot_powerup_on_postpone, ::bot_powerup_priority );
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| 
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| 	//Combat actions
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| 	//These all need definitions
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| 	register_bot_action( "combat", "shoot", ::bot_shoot, ::bot_shoot_process_order, ::bot_should_shoot, ::bot_check_complete_shoot, ::bot_set_complete_shoot, ::bot_shoot_on_completion, ::bot_shoot_should_cancel, ::bot_shoot_on_cancel, ::bot_shoot_should_postpone, ::bot_shoot_on_postpone, ::bot_shoot_priority );
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| 	register_bot_action( "combat", "reload", ::bot_reload, ::bot_reload_process_order, ::bot_should_reload, ::bot_check_complete_reload, ::bot_set_complete_reload, ::bot_reload_on_completion, ::bot_reload_should_cancel, ::bot_reload_on_cancel, ::bot_reload_should_postpone, ::bot_reload_on_postpone, ::bot_reload_priority );
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| 	register_bot_action( "combat", "frag", ::bot_frag, ::bot_frag_process_order, ::bot_should_frag, ::bot_check_complete_frag, ::bot_set_complete_frag, ::bot_frag_on_completion, ::bot_frag_should_cancel, ::bot_frag_on_cancel, ::bot_frag_should_postpone, ::bot_frag_on_postpone, ::bot_frag_priority );
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| 	register_bot_action( "combat", "tactical", ::bot_tactical, ::bot_tactical_process_order, ::bot_should_tactical, ::bot_check_complete_tactical, ::bot_set_complete_tactical, ::bot_tactical_on_completion, ::bot_tactical_should_cancel, ::bot_tactical_on_cancel, ::bot_tactical_should_postpone, ::bot_tactical_on_postpone, ::bot_tactical_priority );
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| 	//register_bot_action( "combat", "combatoverride", ::bot_combatoverride, ::bot_combatoverride_process_order ::bot_should_combatoverride, ::bot_check_complete_combatoverride, ::bot_set_complete_combatoverride, ::bot_combatoverride_on_completion, ::bot_combatoverride_should_cancel, ::bot_combatoverride_on_cancel, ::bot_combatoverride_should_postpone, ::bot_combatoverride_on_postpone, ::bot_combatoverride_priority );
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| 
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| 	//Movement actions
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| 	//These all need definitions
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| 	register_bot_action( "movement", "movetoobjective", ::bot_movetoobjective, ::bot_movetoobjective_process_order ::bot_should_movetoobjective, ::bot_check_complete_movetoobjective, ::bot_set_complete_movetoobjective, ::bot_movetoobjective_on_completion, ::bot_movetoobjective_should_cancel, ::bot_movetoobjective_on_cancel, ::bot_movetoobjective_should_postpone, ::bot_movetoobjective_on_postpone, ::bot_movetoobjective_priority );
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| 	//register_bot_action( "movement", "moveoverride", ::bot_moveoverride, ::bot_moveoverride_process_order, ::bot_should_moveoverride, ::bot_check_complete_moveoverride, ::bot_set_complete_moveoverride, ::bot_moveoverride_on_completion, ::bot_moveoverride_should_cancel, ::bot_moveoverride_on_cancel, ::bot_moveoverride_should_postpone, ::bot_moveoverride_on_postpone, ::bot_moveoverride_priority );
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| 	register_bot_action( "movement", "train", ::bot_train, ::bot_train_process_order, ::bot_should_train, ::bot_check_complete_train, ::bot_set_complete_train, ::bot_train_on_completion, ::bot_train_should_cancel, ::bot_train_on_cancel, ::bot_train_should_postpone, ::bot_train_on_postpone, ::bot_train_priority );
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| 	register_bot_action( "movement", "camp", ::bot_camp, ::bot_camp_process_order, ::bot_should_camp, ::bot_check_complete_camp, ::bot_set_complete_camp, ::bot_camp_on_completion, ::bot_camp_should_cancel, ::bot_camp_on_cancel, ::bot_camp_should_postpone, ::bot_camp_on_postpone, ::bot_camp_priority );
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| 	register_bot_action( "movement", "flee", ::bot_flee, ::bot_flee_process_order, ::bot_should_flee, ::bot_check_complete_flee, ::bot_set_complete_flee, ::bot_flee_on_completion, ::bot_flee_should_cancel, ::bot_flee_on_cancel, ::bot_flee_should_postpone, ::bot_flee_on_postpone, ::bot_flee_priority );
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| 	//register_bot_action( "follow" )
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| 
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| 	register_bot_action( "look", "lookatobjective", ::bot_lookatobjective, ::bot_lookatobjective_process_order ::bot_should_lookatobjective, ::bot_check_complete_lookatobjective, ::bot_set_complete_lookatobjective, ::bot_lookatobjective_on_completion, ::bot_lookatobjective_should_cancel, ::bot_lookatobjective_on_cancel, ::bot_lookatobjective_should_postpone, ::bot_lookatobjective_on_postpone, ::bot_lookatobjective_priority );
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| 	register_bot_action( "look", "lookattarget", ::bot_lookattarget, ::bot_lookattarget_process_order, ::bot_should_lookattarget, ::bot_check_complete_lookattarget, ::bot_set_complete_lookattarget, ::bot_lookattarget_on_completion, ::bot_lookattarget_should_cancel, ::bot_lookattarget_on_cancel, ::bot_lookattarget_should_postpone, ::bot_lookattarget_on_postpone, ::bot_lookattarget_priority );
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| 	register_bot_action( "look", "lookatgoal", ::bot_lookatgoal, ::bot_lookatgoal_process_order, ::bot_should_lookatgoal, ::bot_check_complete_lookatgoal, ::bot_set_complete_lookatgoal, ::bot_lookatgoal_on_completion, ::bot_lookatgoal_should_cancel, ::bot_lookatgoal_on_cancel, ::bot_lookatgoal_should_postpone, ::bot_lookatgoal_on_postpone, ::bot_lookatgoal_priority );
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| 	//register_bot_action( "look", "ads", ::bot_ads, ::bot_ads_process_order, ::bot_should_ads, ::bot_check_complete_ads, ::bot_set_complete_ads, ::bot_ads_on_completion, ::bot_ads_should_cancel, ::bot_ads_on_cancel, ::bot_ads_should_postpone, ::bot_ads_on_postpone, ::bot_ads_priority );
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| 	//register_bot_action( "look", "lookahead", ::bot_lookahead, ::bot_lookahead_process_order, ::bot_should_lookahead, ::bot_check_complete_lookahead, ::bot_set_complete_lookahead, ::bot_lookahead_on_completion, ::bot_lookahead_should_cancel, ::bot_lookahead_on_cancel, ::bot_lookahead_should_postpone, ::bot_lookahead_on_postpone, ::bot_lookahead_priority );
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| 
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| 	register_bot_personality_type( "aggressive" );
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| 	register_bot_personality_type( "passive" );
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| 	register_bot_personality_type( "supportive" );
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| 	register_bot_personality_type( "mixed" );
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| 	register_bot_personality_type( "default" );
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| 
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| 	register_bot_difficulty( "bone" );
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| 	register_bot_difficulty( "crossbones" );
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| 	register_bot_difficulty( "skull" );
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| 	register_bot_difficulty( "knife" );
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| 	register_bot_difficulty( "shotguns" );
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| 
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| 	register_bot_objective( "magicbox" );
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| 	register_bot_objective( "wallbuy" );
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| 	register_bot_objective( "wallbuyammo" );
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| 	register_bot_objective( "perk" );
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| 	register_bot_objective( "door" );
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| 	register_bot_objective( "debris" );
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| 	register_bot_objective( "trap" );
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| 	register_bot_objective( "packapunch" );
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| 	register_bot_objective( "revive" );
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| 	//register_bot_objective( "grabbuildable" );
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| 	//register_bot_objective( "buildbuildable" );
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| 	//register_bot_objective( "part" );
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| 	register_bot_objective( "powerup" );
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| 
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| 	register_bot_target_type( "zombie" );
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| 	register_bot_target_type( "zombie_dog" );
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| 
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| 	level.bot_weapon_quality_poor = 0;
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| 	level.bot_weapon_quality_fair = 1;
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| 	level.bot_weapon_quality_good = 2;
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| 	level.bot_weapon_quality_excellent = 3;
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| 	level.bot_weapon_quality_best = 4;
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| 
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| 	/*
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| 	level.bot_powerup_priority_none = 0;
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| 	level.bot_powerup_priority_low = 1;
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| 	level.bot_powerup_priority_medium = 2;
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| 	level.bot_powerup_priority_high = 3;
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| 	level.bot_powerup_priority_urgent = 4;
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| 	register_bot_powerup_priority( "nuke", level.bot_powerup_priority_high, level.bot_powerup_priority_urgent );
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| 	register_bot_powerup_priority( "insta_kill", level.bot_powerup_priority_high, level.bot_powerup_priority_urgent );
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| 	register_bot_powerup_priority( "full_ammo", level.bot_powerup_priority_medium, level.bot_powerup_priority_low );
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| 	register_bot_powerup_priority( "double_points", level.bot_powerup_priority_low, level.bot_powerup_priority_none );
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| 	register_bot_powerup_priority( "carpenter", level.bot_powerup_priority_low, level.bot_powerup_priority_none );
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| 	register_bot_powerup_priority( "fire_sale", level.bot_powerup_priority_low, level.bot_powerup_priority_none );
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| 	register_bot_powerup_priority( "free_perk", level.bot_powerup_priority_medium, level.bot_powerup_priority_low );
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| 	register_bot_powerup_priority( "zombie_blood", level.bot_powerup_priority_high, level.bot_powerup_priority_urgent);
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| 	*/
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| 
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| 	level.zbot_path_nodes = getAllNodes();
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| 
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| 	level thread spawn_bots();
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| 
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| 	level thread on_player_connect();
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| }
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| 
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| on_player_connect()
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| {
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| 	i = 0;
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| 	while ( true )
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| 	{
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| 		level waittill( "connected", player );
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| 		player.id = i;
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| 		if ( player isBot() )
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| 		{
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| 			player.successfully_grabbed_powerup = false;
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| 			player.successfully_revived_player = false;
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| 			player.successfully_moved_to_objective = false;
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| 			player.can_do_objective_now = false;
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| 			player.on_powerup_grab_func = ::bot_on_powerup_grab;
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| 		}
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| 		i++;
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| 	}
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| }
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| 
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| //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
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| //TODO: Make global canceling and postponing functionality
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| //TODO: Make shared global objective and normal objective globs work
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| //TODO: Allow bots to multitask objectives on the way by using the postpone system
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| //TODO: Cancel most objectives if the bot is invalid
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| //TODO: Add reset complete functions to reset successfully completed actions variables
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| //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
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| //TODO: Add the ability to check if a bot is at an objective to start the action think
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| //TODO: Add atobjective movement handler to let objectives control movement temporarily
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| //TODO: Allow bots to still do actions while down if possible
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| //TODO: Track zombies targetting players
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| 
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| init()
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| {
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| 	if ( isDefined( level.chests ) && level.chests.size > 0 )
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| 	{
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| 		for ( i = 0; i < level.chests.size; i++ )
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| 		{
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| 			level.chests[ i ].id = i;
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| 		}
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| 		level thread watch_magicbox_objectives();
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| 	}
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| 
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| 	weapon_spawns = GetEntArray( "weapon_upgrade", "targetname" ); 
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| 
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| 	if ( isDefined( weapon_spawns ) && weapon_spawns.size > 0 )
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| 	{
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| 		for( i = 0; i < weapon_spawns.size; i++ )
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| 		{
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| 			weapon_spawns[ i ].id = i;
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| 			add_possible_bot_objective( "wallbuy", i, false, weapon_spawns[ i ] );
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| 			add_possible_bot_objective( "wallbuyammo", i, false, weapon_spawns[ i ] );
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| 		}
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| 	}
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| 
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| 	vending_triggers = GetEntArray( "zombie_vending", "targetname" );
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| 
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| 	if ( isDefined( vending_triggers ) && vending_triggers.size > 0 )
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| 	{
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| 		for ( i = 0; i < vending_triggers.size; i++ )
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| 		{
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| 			vending_triggers[ i ].id = i;
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| 			add_possible_bot_objective( "perk", i, false, vending_triggers[ i ] );
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| 		}
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| 	}
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| 
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| 	//TODO: See if its possible to automatically detect if a door is blocking an objective
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| 	zombie_doors = GetEntArray( "zombie_door", "targetname" ); 
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| 	
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| 	if ( isDefined( zombie_doors ) && zombie_doors.size > 0 )
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| 	{
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| 		for ( i = 0; i < zombie_doors.size; i++ )
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| 		{
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| 			zombie_doors[ i ].id = i;
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| 			add_possible_bot_objective( "door", i, true, zombie_doors[ i ] );
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| 		}
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| 		level thread watch_door_objectives( zombie_doors );
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| 	}
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| 
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| 	zombie_debris = GetEntArray( "zombie_debris", "targetname" ); 
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| 
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| 	if ( isDefined( zombie_debris ) && zombie_debris.size > 0 )
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| 	{
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| 		for ( i = 0; i < zombie_debris.size; i++ )
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| 		{
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| 			zombie_debris[ i ].id = i;
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| 			add_possible_bot_objective( "debris", i, true, zombie_debris[ i ] );
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| 		}
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| 		level thread watch_debris_objectives( zombie_debris );
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| 	}
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| 
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| 	vending_upgrade_trigger = GetEntArray("zombie_vending_upgrade", "targetname");
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| 
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| 	if ( isDefined( vending_upgrade_trigger ) && vending_upgrade_trigger.size > 0 )
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| 	{
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| 		for ( i = 0; i < vending_upgrade_trigger.size; i++ )
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| 		{
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| 			vending_upgrade_trigger[ i ].id = i;
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| 			add_possible_bot_objective( "packapunch", i, false, vending_upgrade_trigger[ i ] );
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| 		}
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| 	}
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| 
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| 	level.callbackActorSpawned = ::zbots_actor_spawned;
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| 	level.callbackActorKilled = ::zbots_actor_killed;
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| 
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| 	level thread watch_for_downed_players();
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| 
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| 	level thread store_powerups_dropped();
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| 
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| 	parse_bot_weapon_stats_from_table();
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| }
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| 
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| zbots_actor_spawned()
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| {
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| 	self thread add_actor_to_target_glob();
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| }
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| 
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| add_actor_to_target_glob()
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| {
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| 	wait 1; //Wait long enough for the actor to be initialized in script
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| 	assert( isDefined( self.targetname ), "Actor doesn't have a targetname set" );
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| 	if ( !isDefined( self.targetname ) )
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| 	{
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| 		return;
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| 	}
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| 	add_possible_bot_target( self.targetname, level.zbot_target_glob_ids[ self.targetname ], self );
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| 	self.target_id = level.zbot_target_glob_ids[ self.targetname ];
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| 	level.zbot_target_glob_ids[ self.targetname ]++;
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| }
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| 
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| zbots_actor_killed( eInflictor, eAttacker, iDamage, sMeansOfDeath, sWeapon, vDir, sHitLoc, iTimeOffset )
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| {
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| 	free_bot_target( self.targetname, self.target_id );
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| }
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| 
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| 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;
 | |
| } |