t4sp_bot_warfare/scripts/sp/T4ZM_zbots_main.gsc
2023-04-26 03:12:45 -07:00

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#include common_scripts\utility;
#include maps\_utility;
#include maps\so\zm_common\_zm_utility;
#include scripts\sp\bots\bot_actions_common;
#include scripts\sp\bots\bot_objective_common;
#include scripts\sp\bots\bot_difficulty_presets_common;
#include scripts\sp\bots\bot_personality_presets_common;
#include scripts\sp\bots\actions\combat;
#include scripts\sp\bots\actions\movement;
#include scripts\sp\bots\actions\objective;
#include scripts\sp\bots\actions\look;
main()
{
//Objective group is for things to go to usually allowing the bot to kill zombies on the way and survive as normal
//Objectives can be canceled/postponed by combat, movement or by other objectives
register_bot_action( "objective", "magicbox", ::bot_magicbox_purchase, ::bot_magicbox_process_order, ::bot_should_purchase_magicbox, ::bot_check_complete_magicbox, ::bot_set_complete_magicbox, ::bot_magicbox_purchase_on_completion, ::bot_magicbox_purchase_should_cancel, ::bot_magicbox_purchase_on_cancel, ::bot_magicbox_purchase_should_postpone, ::bot_magicbox_purchase_on_postpone, ::bot_magicbox_purchase_priority );
register_bot_action( "objective", "wallbuy", ::bot_wallbuy_purchase, ::bot_wallbuy_process_order, ::bot_should_purchase_wallbuy, ::bot_check_complete_wallbuy, ::bot_set_complete_wallbuy, ::bot_wallbuy_purchase_on_completion, ::bot_wallbuy_purchase_should_cancel, ::bot_wallbuy_purchase_on_cancel, ::bot_wallbuy_purchase_should_postpone, ::bot_wallbuy_purchase_on_postpone, ::bot_wallbuy_purchase_priority );
register_bot_action( "objective", "wallbuyammo", ::bot_wallbuy_ammo_purchase, ::bot_wallbuyammo_process_order, ::bot_should_purchase_wallbuy_ammo, ::bot_check_complete_wallbuy_ammo, ::bot_set_complete_wallbuy_ammo, ::bot_wallbuy_ammo_purchase_on_completion, ::bot_wallbuy_ammo_purchase_should_cancel, ::bot_wallbuy_ammo_purchase_on_cancel, ::bot_wallbuy_ammo_purchase_should_postpone, ::bot_wallbuy_ammo_purchase_on_postpone, ::bot_wallbuy_ammo_purchase_priority );
register_bot_action( "objective", "perk", ::bot_perk_purchase, ::bot_perk_process_order, ::bot_should_purchase_perk, ::bot_check_complete_perk_purchase, ::bot_set_complete_perk_purchase, ::bot_perk_purchase_on_completion, ::bot_perk_purchase_should_cancel, ::bot_perk_purchase_on_cancel, ::bot_perk_purchase_should_postpone, ::bot_perk_purchase_on_postpone, ::bot_perk_purchase_priority );
register_bot_action( "objective", "door", ::bot_door_purchase, ::bot_door_process_order, ::bot_should_purchase_door, ::bot_check_complete_door_purchase, ::bot_set_complete_door_purchase, ::bot_door_purchase_on_completion, ::bot_door_purchase_should_cancel, ::bot_door_purchase_on_cancel, ::bot_door_purchase_should_postpone, ::bot_door_purchase_on_postpone, ::bot_door_purchase_priority );
register_bot_action( "objective", "debris", ::bot_debris_purchase, ::bot_debris_process_order, ::bot_should_purchase_debris, ::bot_check_complete_debris_purchase, ::bot_set_complete_debris_purchase, ::bot_debris_purchase_on_completion, ::bot_debris_purchase_should_cancel, ::bot_debris_purchase_on_cancel, ::bot_debris_purchase_should_postpone, ::bot_debris_purchase_on_postpone, ::bot_debris_purchase_priority );
register_bot_action( "objective", "trap", ::bot_trap_purchase, ::bot_trap_process_order, ::bot_should_purchase_trap, ::bot_check_complete_trap_purchase, ::bot_set_complete_trap_purchase, ::bot_trap_purchase_on_completion, ::bot_trap_purchase_should_cancel, ::bot_trap_purchase_on_cancel, ::bot_trap_purchase_should_postpone, ::bot_trap_purchase_on_postpone, ::bot_trap_purchase_priority );
register_bot_action( "objective", "packapunch", ::bot_packapunch_purchase, ::bot_packapunch_process_order, ::bot_should_purchase_packapunch, ::bot_check_complete_packapunch_purchase, ::bot_set_complete_packapunch_purchase, ::bot_packapunch_purchase_on_completion, ::bot_packapunch_purchase_should_cancel, ::bot_packapunch_purchase_on_cancel, ::bot_packapunch_purchase_should_postpone, ::bot_packapunch_purchase_on_postpone, ::bot_packapunch_purchase_priority );
register_bot_action( "objective", "revive", ::bot_revive_player, ::bot_revive_process_order, ::bot_should_revive_player, ::bot_check_complete_revive_player, ::bot_set_complete_revive_player, ::bot_revive_player_on_completion, ::bot_revive_player_should_cancel, ::bot_revive_player_on_cancel, ::bot_revive_player_should_postpone, ::bot_revive_player_on_postpone, ::bot_revive_player_priority );
//register_bot_action( "objective", "grabbuildable", ::bot_grab_buildable, ::bot_grab_buildable_process_order, ::bot_should_grab_buildable, ::bot_check_complete_grab_buildable, ::bot_set_complete_grab_buildable, ::bot_grab_buildable_on_completion, ::bot_grab_buildable_should_cancel, ::bot_grabbuild_buildable_on_cancel, ::bot_grab_buildable_should_postpone, ::bot_grab_buildable_on_postpone, ::bot_grab_buildable_priority );
//register_bot_action( "objective", "buildbuildable", ::bot_build_buildable, ::bot_build_buildable_process_order, ::bot_should_build_buildable, ::bot_check_complete_build_buildable, ::bot_set_complete_build_buildable, ::bot_build_buildable_on_completion, ::bot_build_buildable_should_cancel, ::bot_build_buildable_on_cancel, ::bot_build_buildable_should_postpone, ::bot_build_buildable_on_postpone, ::bot_build_buildable_priority );
//register_bot_action( "objective", "part", ::bot_grab_part, ::bot_part_process_order, ::bot_should_grab_part, ::bot_check_complete_grab_part, ::bot_set_complete_grab_part, ::bot_part_on_completion, ::bot_part_should_cancel, ::bot_part_on_cancel, ::bot_part_should_postpone, ::bot_part_on_postpone, ::bot_part_priority );
register_bot_action( "objective", "powerup", ::bot_grab_powerup, ::bot_powerup_process_order, ::bot_should_grab_powerup, ::bot_check_complete_grab_powerup, ::bot_set_complete_grab_powerup, ::bot_powerup_on_completion, ::bot_powerup_should_cancel, ::bot_powerup_on_cancel, ::bot_powerup_should_postpone, ::bot_powerup_on_postpone, ::bot_powerup_priority );
//Combat actions
//These all need definitions
register_bot_action( "combat", "shoot", ::bot_shoot, ::bot_shoot_process_order, ::bot_should_shoot, ::bot_check_complete_shoot, ::bot_set_complete_shoot, ::bot_shoot_on_completion, ::bot_shoot_should_cancel, ::bot_shoot_on_cancel, ::bot_shoot_should_postpone, ::bot_shoot_on_postpone, ::bot_shoot_priority );
register_bot_action( "combat", "reload", ::bot_reload, ::bot_reload_process_order, ::bot_should_reload, ::bot_check_complete_reload, ::bot_set_complete_reload, ::bot_reload_on_completion, ::bot_reload_should_cancel, ::bot_reload_on_cancel, ::bot_reload_should_postpone, ::bot_reload_on_postpone, ::bot_reload_priority );
register_bot_action( "combat", "frag", ::bot_frag, ::bot_frag_process_order, ::bot_should_frag, ::bot_check_complete_frag, ::bot_set_complete_frag, ::bot_frag_on_completion, ::bot_frag_should_cancel, ::bot_frag_on_cancel, ::bot_frag_should_postpone, ::bot_frag_on_postpone, ::bot_frag_priority );
register_bot_action( "combat", "tactical", ::bot_tactical, ::bot_tactical_process_order, ::bot_should_tactical, ::bot_check_complete_tactical, ::bot_set_complete_tactical, ::bot_tactical_on_completion, ::bot_tactical_should_cancel, ::bot_tactical_on_cancel, ::bot_tactical_should_postpone, ::bot_tactical_on_postpone, ::bot_tactical_priority );
//register_bot_action( "combat", "combatoverride", ::bot_combatoverride, ::bot_combatoverride_process_order ::bot_should_combatoverride, ::bot_check_complete_combatoverride, ::bot_set_complete_combatoverride, ::bot_combatoverride_on_completion, ::bot_combatoverride_should_cancel, ::bot_combatoverride_on_cancel, ::bot_combatoverride_should_postpone, ::bot_combatoverride_on_postpone, ::bot_combatoverride_priority );
//Movement actions
//These all need definitions
register_bot_action( "movement", "movetoobjective", ::bot_movetoobjective, ::bot_movetoobjective_process_order ::bot_should_movetoobjective, ::bot_check_complete_movetoobjective, ::bot_set_complete_movetoobjective, ::bot_movetoobjective_on_completion, ::bot_movetoobjective_should_cancel, ::bot_movetoobjective_on_cancel, ::bot_movetoobjective_should_postpone, ::bot_movetoobjective_on_postpone, ::bot_movetoobjective_priority );
//register_bot_action( "movement", "moveoverride", ::bot_moveoverride, ::bot_moveoverride_process_order, ::bot_should_moveoverride, ::bot_check_complete_moveoverride, ::bot_set_complete_moveoverride, ::bot_moveoverride_on_completion, ::bot_moveoverride_should_cancel, ::bot_moveoverride_on_cancel, ::bot_moveoverride_should_postpone, ::bot_moveoverride_on_postpone, ::bot_moveoverride_priority );
register_bot_action( "movement", "train", ::bot_train, ::bot_train_process_order, ::bot_should_train, ::bot_check_complete_train, ::bot_set_complete_train, ::bot_train_on_completion, ::bot_train_should_cancel, ::bot_train_on_cancel, ::bot_train_should_postpone, ::bot_train_on_postpone, ::bot_train_priority );
register_bot_action( "movement", "camp", ::bot_camp, ::bot_camp_process_order, ::bot_should_camp, ::bot_check_complete_camp, ::bot_set_complete_camp, ::bot_camp_on_completion, ::bot_camp_should_cancel, ::bot_camp_on_cancel, ::bot_camp_should_postpone, ::bot_camp_on_postpone, ::bot_camp_priority );
register_bot_action( "movement", "flee", ::bot_flee, ::bot_flee_process_order, ::bot_should_flee, ::bot_check_complete_flee, ::bot_set_complete_flee, ::bot_flee_on_completion, ::bot_flee_should_cancel, ::bot_flee_on_cancel, ::bot_flee_should_postpone, ::bot_flee_on_postpone, ::bot_flee_priority );
//register_bot_action( "follow" )
register_bot_action( "look", "lookatobjective", ::bot_lookatobjective, ::bot_lookatobjective_process_order ::bot_should_lookatobjective, ::bot_check_complete_lookatobjective, ::bot_set_complete_lookatobjective, ::bot_lookatobjective_on_completion, ::bot_lookatobjective_should_cancel, ::bot_lookatobjective_on_cancel, ::bot_lookatobjective_should_postpone, ::bot_lookatobjective_on_postpone, ::bot_lookatobjective_priority );
register_bot_action( "look", "lookattarget", ::bot_lookattarget, ::bot_lookattarget_process_order, ::bot_should_lookattarget, ::bot_check_complete_lookattarget, ::bot_set_complete_lookattarget, ::bot_lookattarget_on_completion, ::bot_lookattarget_should_cancel, ::bot_lookattarget_on_cancel, ::bot_lookattarget_should_postpone, ::bot_lookattarget_on_postpone, ::bot_lookattarget_priority );
register_bot_action( "look", "lookatgoal", ::bot_lookatgoal, ::bot_lookatgoal_process_order, ::bot_should_lookatgoal, ::bot_check_complete_lookatgoal, ::bot_set_complete_lookatgoal, ::bot_lookatgoal_on_completion, ::bot_lookatgoal_should_cancel, ::bot_lookatgoal_on_cancel, ::bot_lookatgoal_should_postpone, ::bot_lookatgoal_on_postpone, ::bot_lookatgoal_priority );
//register_bot_action( "look", "ads", ::bot_ads, ::bot_ads_process_order, ::bot_should_ads, ::bot_check_complete_ads, ::bot_set_complete_ads, ::bot_ads_on_completion, ::bot_ads_should_cancel, ::bot_ads_on_cancel, ::bot_ads_should_postpone, ::bot_ads_on_postpone, ::bot_ads_priority );
//register_bot_action( "look", "lookahead", ::bot_lookahead, ::bot_lookahead_process_order, ::bot_should_lookahead, ::bot_check_complete_lookahead, ::bot_set_complete_lookahead, ::bot_lookahead_on_completion, ::bot_lookahead_should_cancel, ::bot_lookahead_on_cancel, ::bot_lookahead_should_postpone, ::bot_lookahead_on_postpone, ::bot_lookahead_priority );
register_bot_personality_type( "aggressive" );
register_bot_personality_type( "passive" );
register_bot_personality_type( "supportive" );
register_bot_personality_type( "mixed" );
register_bot_personality_type( "default" );
register_bot_difficulty( "bone" );
register_bot_difficulty( "crossbones" );
register_bot_difficulty( "skull" );
register_bot_difficulty( "knife" );
register_bot_difficulty( "shotguns" );
register_bot_objective( "magicbox" );
register_bot_objective( "wallbuy" );
register_bot_objective( "wallbuyammo" );
register_bot_objective( "perk" );
register_bot_objective( "door" );
register_bot_objective( "debris" );
register_bot_objective( "trap" );
register_bot_objective( "packapunch" );
register_bot_objective( "revive" );
//register_bot_objective( "grabbuildable" );
//register_bot_objective( "buildbuildable" );
//register_bot_objective( "part" );
register_bot_objective( "powerup" );
register_bot_target_type( "zombie" );
register_bot_target_type( "zombie_dog" );
level.bot_weapon_quality_poor = 0;
level.bot_weapon_quality_fair = 1;
level.bot_weapon_quality_good = 2;
level.bot_weapon_quality_excellent = 3;
level.bot_weapon_quality_best = 4;
/*
level.bot_powerup_priority_none = 0;
level.bot_powerup_priority_low = 1;
level.bot_powerup_priority_medium = 2;
level.bot_powerup_priority_high = 3;
level.bot_powerup_priority_urgent = 4;
register_bot_powerup_priority( "nuke", level.bot_powerup_priority_high, level.bot_powerup_priority_urgent );
register_bot_powerup_priority( "insta_kill", level.bot_powerup_priority_high, level.bot_powerup_priority_urgent );
register_bot_powerup_priority( "full_ammo", level.bot_powerup_priority_medium, level.bot_powerup_priority_low );
register_bot_powerup_priority( "double_points", level.bot_powerup_priority_low, level.bot_powerup_priority_none );
register_bot_powerup_priority( "carpenter", level.bot_powerup_priority_low, level.bot_powerup_priority_none );
register_bot_powerup_priority( "fire_sale", level.bot_powerup_priority_low, level.bot_powerup_priority_none );
register_bot_powerup_priority( "free_perk", level.bot_powerup_priority_medium, level.bot_powerup_priority_low );
register_bot_powerup_priority( "zombie_blood", level.bot_powerup_priority_high, level.bot_powerup_priority_urgent);
*/
level.zbot_path_nodes = getAllNodes();
level thread spawn_bots();
level thread on_player_connect();
}
on_player_connect()
{
i = 0;
while ( true )
{
level waittill( "connected", player );
player.id = i;
if ( player isBot() )
{
player.successfully_grabbed_powerup = false;
player.successfully_revived_player = false;
player.successfully_moved_to_objective = false;
player.can_do_objective_now = false;
player.on_powerup_grab_func = ::bot_on_powerup_grab;
}
i++;
}
}
//TODO: Make postponing save the settings for the action so when the action is being executed again the bot tries to do/get the same thing
//TODO: Make global canceling and postponing functionality
//TODO: Make shared global objective and normal objective globs work
//TODO: Allow bots to multitask objectives on the way by using the postpone system
//TODO: Cancel most objectives if the bot is invalid
//TODO: Add reset complete functions to reset successfully completed actions variables
//TODO: Ignore objectives if bot is not able fulfill them at the moment, bot can start doing objectives when they are in a good position to do so
//TODO: Add the ability to check if a bot is at an objective to start the action think
//TODO: Add atobjective movement handler to let objectives control movement temporarily
//TODO: Allow bots to still do actions while down if possible
//TODO: Track zombies targetting players
init()
{
if ( isDefined( level.chests ) && level.chests.size > 0 )
{
for ( i = 0; i < level.chests.size; i++ )
{
level.chests[ i ].id = i;
}
level thread watch_magicbox_objectives();
}
weapon_spawns = GetEntArray( "weapon_upgrade", "targetname" );
if ( isDefined( weapon_spawns ) && weapon_spawns.size > 0 )
{
for( i = 0; i < weapon_spawns.size; i++ )
{
weapon_spawns[ i ].id = i;
add_possible_bot_objective( "wallbuy", i, false, weapon_spawns[ i ] );
add_possible_bot_objective( "wallbuyammo", i, false, weapon_spawns[ i ] );
}
}
vending_triggers = GetEntArray( "zombie_vending", "targetname" );
if ( isDefined( vending_triggers ) && vending_triggers.size > 0 )
{
for ( i = 0; i < vending_triggers.size; i++ )
{
vending_triggers[ i ].id = i;
add_possible_bot_objective( "perk", i, false, vending_triggers[ i ] );
}
}
//TODO: See if its possible to automatically detect if a door is blocking an objective
zombie_doors = GetEntArray( "zombie_door", "targetname" );
if ( isDefined( zombie_doors ) && zombie_doors.size > 0 )
{
for ( i = 0; i < zombie_doors.size; i++ )
{
zombie_doors[ i ].id = i;
add_possible_bot_objective( "door", i, true, zombie_doors[ i ] );
}
level thread watch_door_objectives( zombie_doors );
}
zombie_debris = GetEntArray( "zombie_debris", "targetname" );
if ( isDefined( zombie_debris ) && zombie_debris.size > 0 )
{
for ( i = 0; i < zombie_debris.size; i++ )
{
zombie_debris[ i ].id = i;
add_possible_bot_objective( "debris", i, true, zombie_debris[ i ] );
}
level thread watch_debris_objectives( zombie_debris );
}
vending_upgrade_trigger = GetEntArray("zombie_vending_upgrade", "targetname");
if ( isDefined( vending_upgrade_trigger ) && vending_upgrade_trigger.size > 0 )
{
for ( i = 0; i < vending_upgrade_trigger.size; i++ )
{
vending_upgrade_trigger[ i ].id = i;
add_possible_bot_objective( "packapunch", i, false, vending_upgrade_trigger[ i ] );
}
}
level.callbackActorSpawned = ::zbots_actor_spawned;
level.callbackActorKilled = ::zbots_actor_killed;
level thread watch_for_downed_players();
level thread store_powerups_dropped();
parse_bot_weapon_stats_from_table();
}
zbots_actor_spawned()
{
self thread add_actor_to_target_glob();
}
add_actor_to_target_glob()
{
wait 1; //Wait long enough for the actor to be initialized in script
assert( isDefined( self.targetname ), "Actor doesn't have a targetname set" );
if ( !isDefined( self.targetname ) )
{
return;
}
add_possible_bot_target( self.targetname, level.zbot_target_glob_ids[ self.targetname ], self );
self.target_id = level.zbot_target_glob_ids[ self.targetname ];
level.zbot_target_glob_ids[ self.targetname ]++;
}
zbots_actor_killed( eInflictor, eAttacker, iDamage, sMeansOfDeath, sWeapon, vDir, sHitLoc, iTimeOffset )
{
free_bot_target( self.targetname, self.target_id );
}
spawn_bots()
{
level waittill( "connected", player );
while ( true )
{
spawn_bots();
wait 1;
}
}
spawn_bots()
{
required_bots = 3;
bot_count = 0;
while ( bot_count < required_bots )
{
bot = undefined;
while ( !isDefined( bot ) )
{
bot = addTestClient();
}
bot.pers[ "isBot" ] = true;
bot.action_queue = [];
bot.action_queue[ "objective" ] = [];
bot.action_queue[ "combat" ] = [];
bot.action_queue[ "movement" ] = [];
bot register_action_queue_actions();
bot thread bot_think();
bot_count++;
}
}
bot_think()
{
level endon( "end_game" );
self endon( "disconnect" );
self waittill( "spawned_player" );
while ( true )
{
wait 0.25;
if ( !bot_valid( self ) )
{
self notify( "stop_action_think" );
self bot_clear_actions_queue();
while ( !bot_valid( self ) )
{
wait 1;
}
}
group_name = "movement";
self bot_action_think( group_name );
group_name = "look";
self bot_action_think( group_name );
group_name = "combat";
self bot_action_think( group_name );
group_name = "objective";
self bot_action_think( group_name );
}
}
bot_movement_think()
{
level endon( "end_game" );
self endon( "disconnect" );
/*
if ( self any_zombies_targeting_self() )
{
}
*/
self.currently_moving = false;
while ( true )
{
wait 0.05;
if ( isDefined( self.target_pos ) && !self.currently_moving )
{
self lookAt( self.target_pos );
self addGoal( self.target_pos, 36, 4, "move_to_target_pos" );
self.currently_moving = true;
}
if ( self hasGoal( "move_to_target_pos" ) )
{
if ( self atGoal( "move_to_target_pos" ) )
{
self clearLookat();
self.currently_moving = false;
if ( isDefined( self.goal_type ) && isDefined( level.bot_at_goal_callback[ self.goal_type ] ) )
{
self [[ level.bot_at_goal_callback[ self.goal_type ] ]]();
}
}
}
self doBotMovement_loop();
}
}
watch_door_objectives( zombie_doors )
{
level endon( "end_game" );
for ( doors_opened_count = 0; doors_opened_count < zombie_doors.size; doors_opened_count++ )
{
level waittill( "door_opened", door, player );
free_bot_objective( "door", door.id );
}
}
watch_debris_objectives( zombie_debris )
{
level endon( "end_game" );
for ( debris_opened_count = 0; debris_opened_count < zombie_debris.size; debris_opened_count++ )
{
level waittill( "door_opened", debris, player );
free_bot_objective( "door", debris.id );
}
}
watch_magicbox_objectives()
{
level endon( "end_game" );
prev_magicbox = maps\so\zm_common\_zm_magicbox::get_active_magicbox();
while ( true )
{
cur_magicbox = maps\so\zm_common\_zm_magicbox::get_active_magicbox();
if ( prev_magicbox != cur_magicbox )
{
add_possible_bot_objective( "magicbox", cur_magicbox.id, false, cur_magicbox );
free_bot_objective( "magicbox", prev_magicbox.id );
prev_magicbox = cur_magicbox;
}
wait 1;
}
}
store_powerups_dropped()
{
level endon( "end_game" );
level.zbots_powerups = [];
level.zbots_powerups_targeted_for_grab = [];
id = 0;
while ( true )
{
level waittill( "powerup_dropped", powerup );
if ( !isDefined( powerup ) )
{
continue;
}
powerup.id = id;
add_possible_bot_objective( "powerup", id, true, powerup );
assign_priority_to_powerup( powerup );
level.zbots_powerups = sort_array_by_priority_field( level.zbots_powerups, powerup );
id++;
}
}
free_powerups_dropped()
{
level endon( "end_game" );
while ( true )
{
level waittill( "powerup_freed", powerup );
free_bot_objective( "powerup", powerup.id );
}
}
watch_for_downed_players()
{
level endon( "end_game" );
while ( true )
{
level waittill( "player_entered_laststand", player );
if ( !isDefined( player ) )
{
continue;
}
add_possible_bot_objective( "revive", player.id, true, player );
player thread free_revive_objective_when_needed();
}
}
free_revive_objective_when_needed()
{
level endon( "end_game" );
id = self.id;
while ( isDefined( self ) && isDefined( self.revivetrigger ) )
{
wait 0.05;
}
free_bot_objective( "revive", id );
}
doBotMovement_loop()
{
move_To = self.bot.moveTo;
angles = self GetPlayerAngles();
dir = ( 0, 0, 0 );
if ( DistanceSquared( self.origin, move_To ) >= 49 )
{
cosa = cos( 0 - angles[1] );
sina = sin( 0 - angles[1] );
// get the direction
dir = move_To - self.origin;
// rotate our direction according to our angles
dir = ( dir[0] * cosa - dir[1] * sina,
dir[0] * sina + dir[1] * cosa,
0 );
// make the length 127
dir = VectorNormalize( dir ) * 127;
// invert the second component as the engine requires this
dir = ( dir[0], 0 - dir[1], 0 );
}
// move!
if ( self.bot.wantsprint && self.bot.issprinting )
dir = ( 127, dir[1], 0 );
self botMovement( int( dir[0] ), int( dir[1] ) );
}
bot_on_powerup_grab( powerup )
{
self.successfully_grabbed_powerup = true;
}