t4sp_bot_warfare/scripts/sp/bots/_bot_utility.gsc
2022-11-22 10:28:33 -08:00

1386 lines
24 KiB
Plaintext

#include common_scripts\utility;
#include maps\_utility;
/*
Returns if player is the host
*/
is_host()
{
return ( isDefined( self.pers["bot_host"] ) && self.pers["bot_host"] );
}
/*
Setups the host variable on the player
*/
doHostCheck()
{
self.pers["bot_host"] = false;
if ( self is_bot() )
return;
result = false;
if ( getDvar( "bots_main_firstIsHost" ) != "0" )
{
PrintConsole( "WARNING: bots_main_firstIsHost is enabled\n" );
if ( getDvar( "bots_main_firstIsHost" ) == "1" )
{
setDvar( "bots_main_firstIsHost", self getguid() );
}
if ( getDvar( "bots_main_firstIsHost" ) == self getguid() + "" )
result = true;
}
DvarGUID = getDvar( "bots_main_GUIDs" );
if ( DvarGUID != "" )
{
guids = strtok( DvarGUID, "," );
for ( i = 0; i < guids.size; i++ )
{
if ( self getguid() + "" == guids[i] )
result = true;
}
}
if ( !result )
return;
self.pers["bot_host"] = true;
}
/*
Returns if the player is a bot.
*/
is_bot()
{
return self isBot();
}
/*
Set the bot's stance
*/
BotSetStance( stance )
{
switch ( stance )
{
case "stand":
//self scripts\sp\bots\_bot_internal::stand();
break;
case "crouch":
//self scripts\sp\bots\_bot_internal::crouch();
break;
case "prone":
//self scripts\sp\bots\_bot_internal::prone();
break;
}
}
/*
Bot changes to the weap
*/
BotChangeToWeapon( weap )
{
self botWeapon( weap );
}
/*
Bot presses the button for time.
*/
BotPressAttack( time )
{
self scripts\sp\bots\_bot_internal::pressFire( time );
}
/*
Bot presses the ads button for time.
*/
BotPressADS( time )
{
self scripts\sp\bots\_bot_internal::pressADS( time );
}
/*
Bot presses the use button for time.
*/
BotPressUse( time )
{
self scripts\sp\bots\_bot_internal::use( time );
}
/*
Bot presses the frag button for time.
*/
BotPressFrag( time )
{
self scripts\sp\bots\_bot_internal::frag( time );
}
/*
Bot presses the smoke button for time.
*/
BotPressSmoke( time )
{
self scripts\sp\bots\_bot_internal::smoke( time );
}
/*
Returns the bot's random assigned number.
*/
BotGetRandom()
{
return self.bot.rand;
}
/*
Returns a random number thats different everytime it changes target
*/
BotGetTargetRandom()
{
if ( !isDefined( self.bot.target ) )
return undefined;
return self.bot.target.rand;
}
/*
Returns if the bot is fragging.
*/
IsBotFragging()
{
return self.bot.isfraggingafter;
}
/*
Returns if the bot is pressing smoke button.
*/
IsBotSmoking()
{
return self.bot.issmokingafter;
}
/*
Returns if the bot is sprinting.
*/
IsBotSprinting()
{
return self.bot.issprinting;
}
/*
Returns if the bot is reloading.
*/
IsBotReloading()
{
return self.bot.isreloading;
}
/*
Is bot knifing
*/
IsBotKnifing()
{
return self.bot.isknifingafter;
}
/*
Freezes the bot's controls.
*/
BotFreezeControls( what )
{
self.bot.isfrozen = what;
if ( what )
self notify( "kill_goal" );
}
/*
Returns if the bot is script frozen.
*/
BotIsFrozen()
{
return self.bot.isfrozen;
}
/*
Bot will stop moving
*/
BotStopMoving( what )
{
self.bot.stop_move = what;
if ( what )
self notify( "kill_goal" );
}
/*
Notify the bot chat message
*/
BotNotifyBotEvent( msg, a, b, c, d, e, f, g )
{
self notify( "bot_event", msg, a, b, c, d, e, f, g );
}
/*
Returns if the bot has a script goal.
(like t5 gsc bot)
*/
HasScriptGoal()
{
return ( isDefined( self GetScriptGoal() ) );
}
/*
Returns the pos of the bot's goal
*/
GetScriptGoal()
{
return self.bot.script_goal;
}
/*
Sets the bot's goal, will acheive it when dist away from it.
*/
SetScriptGoal( goal, dist )
{
if ( !isDefined( dist ) )
dist = 16;
self.bot.script_goal = goal;
self.bot.script_goal_dist = dist;
waittillframeend;
self notify( "new_goal_internal" );
self notify( "new_goal" );
}
/*
Clears the bot's goal.
*/
ClearScriptGoal()
{
self SetScriptGoal( undefined, 0 );
}
/*
Sets the aim position of the bot
*/
SetScriptAimPos( pos )
{
self.bot.script_aimpos = pos;
}
/*
Clears the aim position of the bot
*/
ClearScriptAimPos()
{
self SetScriptAimPos( undefined );
}
/*
Returns the aim position of the bot
*/
GetScriptAimPos()
{
return self.bot.script_aimpos;
}
/*
Returns if the bot has a aim pos
*/
HasScriptAimPos()
{
return isDefined( self GetScriptAimPos() );
}
/*
Sets the bot's target to be this ent.
*/
SetAttacker( att )
{
self.bot.target_this_frame = att;
}
/*
Sets the script enemy for a bot.
*/
SetScriptEnemy( enemy, offset )
{
self.bot.script_target = enemy;
self.bot.script_target_offset = offset;
}
/*
Removes the script enemy of the bot.
*/
ClearScriptEnemy()
{
self SetScriptEnemy( undefined, undefined );
}
/*
Returns the entity of the bot's target.
*/
GetThreat()
{
if ( !isdefined( self.bot.target ) )
return undefined;
return self.bot.target.entity;
}
/*
Returns if the bot has a script enemy.
*/
HasScriptEnemy()
{
return ( isDefined( self.bot.script_target ) );
}
/*
Returns if the bot has a threat.
*/
HasThreat()
{
return ( isDefined( self GetThreat() ) );
}
/*
Returns a valid grenade launcher weapon
*/
getValidTube()
{
weaps = self getweaponslist();
for ( i = 0; i < weaps.size; i++ )
{
weap = weaps[i];
if ( !self getAmmoCount( weap ) )
continue;
if ( isSubStr( weap, "gl_" ) && !isSubStr( weap, "_gl_" ) )
return weap;
}
return undefined;
}
/*
Returns a random grenade in the bot's inventory.
*/
getValidGrenade()
{
grenadeTypes = [];
grenadeTypes[grenadeTypes.size] = "frag_grenade_mp";
grenadeTypes[grenadeTypes.size] = "molotov_mp";
grenadeTypes[grenadeTypes.size] = "m8_white_smoke_mp";
grenadeTypes[grenadeTypes.size] = "tabun_gas_mp";
grenadeTypes[grenadeTypes.size] = "sticky_grenade_mp";
grenadeTypes[grenadeTypes.size] = "signal_flare_mp";
possibles = [];
for ( i = 0; i < grenadeTypes.size; i++ )
{
if ( !self hasWeapon( grenadeTypes[i] ) )
continue;
if ( !self getAmmoCount( grenadeTypes[i] ) )
continue;
possibles[possibles.size] = grenadeTypes[i];
}
return PickRandom( possibles );
}
/*
Picks a random thing
*/
PickRandom( arr )
{
if ( !arr.size )
return undefined;
return arr[randomInt( arr.size )];
}
/*
If weap is a secondary gnade
*/
isSecondaryGrenade( gnade )
{
return ( gnade == "tabun_gas_mp" || gnade == "m8_white_smoke_mp" || gnade == "signal_flare_mp" );
}
/*
CoD4
*/
getBaseWeaponName( weap )
{
return strtok( weap, "_" )[0];
}
/*
Returns if the given weapon is full auto.
*/
WeaponIsFullAuto( weap )
{
weaptoks = strtok( weap, "_" );
return isDefined( weaptoks[0] ) && isString( weaptoks[0] ) && isdefined( level.bots_fullautoguns[weaptoks[0]] );
}
/*
Returns what our eye height is.
*/
GetEyeHeight()
{
myEye = self GetEyePos();
return myEye[2] - self.origin[2];
}
/*
Returns (iw4) eye pos.
*/
GetEyePos()
{
return self getTagOrigin( "tag_eye" );
}
/*
helper
*/
waittill_either_return_( str1, str2 )
{
self endon( str1 );
self waittill( str2 );
return true;
}
/*
Returns which string gets notified first
*/
waittill_either_return( str1, str2 )
{
if ( !isDefined( self waittill_either_return_( str1, str2 ) ) )
return str1;
return str2;
}
/*
Taken from iw4 script
*/
waittill_any_timeout( timeOut, string1, string2, string3, string4, string5 )
{
if ( ( !isdefined( string1 ) || string1 != "death" ) &&
( !isdefined( string2 ) || string2 != "death" ) &&
( !isdefined( string3 ) || string3 != "death" ) &&
( !isdefined( string4 ) || string4 != "death" ) &&
( !isdefined( string5 ) || string5 != "death" ) )
self endon( "death" );
ent = spawnstruct();
if ( isdefined( string1 ) )
self thread waittill_string( string1, ent );
if ( isdefined( string2 ) )
self thread waittill_string( string2, ent );
if ( isdefined( string3 ) )
self thread waittill_string( string3, ent );
if ( isdefined( string4 ) )
self thread waittill_string( string4, ent );
if ( isdefined( string5 ) )
self thread waittill_string( string5, ent );
ent thread _timeout( timeOut );
ent waittill( "returned", msg );
ent notify( "die" );
return msg;
}
/*
Used for waittill_any_timeout
*/
_timeout( delay )
{
self endon( "die" );
wait( delay );
self notify( "returned", "timeout" );
}
/*
Gets a player who is host
*/
GetHostPlayer()
{
for ( i = 0; i < level.players.size; i++ )
{
player = level.players[i];
if ( !player is_host() )
continue;
return player;
}
return undefined;
}
/*
Waits for a host player
*/
bot_wait_for_host()
{
host = undefined;
while ( !isDefined( level ) || !isDefined( level.players ) )
wait 0.05;
for ( i = getDvarFloat( "bots_main_waitForHostTime" ); i > 0; i -= 0.05 )
{
host = GetHostPlayer();
if ( isDefined( host ) )
break;
wait 0.05;
}
if ( !isDefined( host ) )
return;
for ( i = getDvarFloat( "bots_main_waitForHostTime" ); i > 0; i -= 0.05 )
{
if ( IsDefined( host.pers[ "team" ] ) )
break;
wait 0.05;
}
if ( !IsDefined( host.pers[ "team" ] ) )
return;
for ( i = getDvarFloat( "bots_main_waitForHostTime" ); i > 0; i -= 0.05 )
{
if ( host.pers[ "team" ] == "allies" || host.pers[ "team" ] == "axis" )
break;
wait 0.05;
}
}
/*
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
*/
getConeDot( to, from, dir )
{
dirToTarget = VectorNormalize( to - from );
forward = AnglesToForward( dir );
return vectordot( dirToTarget, forward );
}
/*
Returns the distance squared in a 2d space
*/
DistanceSquared2D( to, from )
{
to = ( to[0], to[1], 0 );
from = ( from[0], from[1], 0 );
return DistanceSquared( to, from );
}
/*
Rounds to the nearest whole number.
*/
Round( x )
{
y = int( x );
if ( abs( x ) - abs( y ) > 0.5 )
{
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" );
}
/*
Tokenizes a string (strtok has limits...) (only one char tok)
*/
tokenizeLine( line, tok )
{
tokens = [];
token = "";
for ( i = 0; i < line.size; i++ )
{
c = line[i];
if ( c == tok )
{
tokens[tokens.size] = token;
token = "";
continue;
}
token += c;
}
tokens[tokens.size] = token;
return tokens;
}
/*
Parses tokens into a waypoint obj
*/
parseTokensIntoWaypoint( tokens )
{
waypoint = spawnStruct();
orgStr = tokens[0];
orgToks = strtok( orgStr, " " );
waypoint.origin = ( float( orgToks[0] ), float( orgToks[1] ), float( orgToks[2] ) );
childStr = tokens[1];
childToks = strtok( childStr, " " );
waypoint.children = [];
for ( j = 0; j < childToks.size; j++ )
waypoint.children[j] = int( childToks[j] );
type = tokens[2];
waypoint.type = type;
anglesStr = tokens[3];
if ( isDefined( anglesStr ) && anglesStr != "" )
{
anglesToks = strtok( anglesStr, " " );
waypoint.angles = ( float( anglesToks[0] ), float( anglesToks[1] ), float( anglesToks[2] ) );
}
return waypoint;
}
/*
Returns an array of each line
*/
getWaypointLinesFromFile( filename )
{
result = spawnStruct();
result.lines = [];
waypointStr = fileRead( filename );
if ( !isDefined( waypointStr ) )
return result;
line = "";
for ( i = 0; i < waypointStr.size; i++ )
{
c = waypointStr[i];
if ( c == "\n" )
{
result.lines[result.lines.size] = line;
line = "";
continue;
}
line += c;
}
result.lines[result.lines.size] = line;
return result;
}
/*
Read from file a csv, and returns an array of waypoints
*/
readWpsFromFile( mapname )
{
waypoints = [];
filename = "waypoints/" + mapname + "_wp.csv";
res = getWaypointLinesFromFile( filename );
if ( !res.lines.size )
return waypoints;
PrintConsole( "Attempting to read waypoints from " + filename + "\n" );
waypointCount = int( res.lines[0] );
for ( i = 1; i <= waypointCount; i++ )
{
tokens = tokenizeLine( res.lines[i], "," );
waypoint = parseTokensIntoWaypoint( tokens );
waypoints[i - 1] = waypoint;
}
return waypoints;
}
/*
Loads the waypoints. Populating everything needed for the waypoints.
*/
load_waypoints()
{
mapname = getDvar( "mapname" );
level.waypointCount = 0;
level.waypoints = [];
wps = readWpsFromFile( mapname );
if ( wps.size )
{
level.waypoints = wps;
PrintConsole( "Loaded " + wps.size + " waypoints from file.\n" );
}
else
{
if ( level.waypoints.size )
PrintConsole( "Loaded " + level.waypoints.size + " waypoints from script.\n" );
}
level.waypointCount = level.waypoints.size;
for ( i = 0; i < level.waypointCount; i++ )
{
if ( !isDefined( level.waypoints[i].children ) || !isDefined( level.waypoints[i].children.size ) )
level.waypoints[i].children = [];
if ( !isDefined( level.waypoints[i].origin ) )
level.waypoints[i].origin = ( 0, 0, 0 );
if ( !isDefined( level.waypoints[i].type ) )
level.waypoints[i].type = "crouch";
level.waypoints[i].childCount = undefined;
}
}
/*
Is bot near any of the given waypoints
*/
nearAnyOfWaypoints( dist, waypoints )
{
dist *= dist;
for ( i = 0; i < waypoints.size; i++ )
{
waypoint = level.waypoints[waypoints[i]];
if ( DistanceSquared( waypoint.origin, self.origin ) > dist )
continue;
return true;
}
return false;
}
/*
Returns the waypoints that are near
*/
waypointsNear( waypoints, dist )
{
dist *= dist;
answer = [];
for ( i = 0; i < waypoints.size; i++ )
{
wp = level.waypoints[waypoints[i]];
if ( DistanceSquared( wp.origin, self.origin ) > dist )
continue;
answer[answer.size] = waypoints[i];
}
return answer;
}
/*
Returns nearest waypoint of waypoints
*/
getNearestWaypointOfWaypoints( waypoints )
{
answer = undefined;
closestDist = 2147483647;
for ( i = 0; i < waypoints.size; i++ )
{
waypoint = level.waypoints[waypoints[i]];
thisDist = DistanceSquared( self.origin, waypoint.origin );
if ( isDefined( answer ) && thisDist > closestDist )
continue;
answer = waypoints[i];
closestDist = thisDist;
}
return answer;
}
/*
Returns all waypoints of type
*/
getWaypointsOfType( type )
{
answer = [];
for ( i = 0; i < level.waypointCount; i++ )
{
wp = level.waypoints[i];
if ( type == "camp" )
{
if ( wp.type != "crouch" )
continue;
if ( wp.children.size != 1 )
continue;
}
else if ( type != wp.type )
continue;
answer[answer.size] = i;
}
return answer;
}
/*
Returns the waypoint for index
*/
getWaypointForIndex( i )
{
if ( !isDefined( i ) )
return undefined;
return level.waypoints[i];
}
/*
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;
}
/*
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;
}
/*
A heap invarient comparitor, used for the astar's nodes, wanting the node with the lowest f to be first in the heap.
*/
ReverseHeapAStar( item, item2 )
{
return item.f < item2.f;
}
/*
Will linearly search for the nearest waypoint to pos that has a direct line of sight.
*/
GetNearestWaypointWithSight( pos )
{
candidate = undefined;
dist = 2147483647;
for ( i = 0; i < level.waypointCount; i++ )
{
if ( !bulletTracePassed( pos + ( 0, 0, 15 ), level.waypoints[i].origin + ( 0, 0, 15 ), false, undefined ) )
continue;
curdis = DistanceSquared( level.waypoints[i].origin, pos );
if ( curdis > dist )
continue;
dist = curdis;
candidate = i;
}
return candidate;
}
/*
Will linearly search for the nearest waypoint
*/
GetNearestWaypoint( pos )
{
candidate = undefined;
dist = 2147483647;
for ( i = 0; i < level.waypointCount; i++ )
{
curdis = DistanceSquared( level.waypoints[i].origin, pos );
if ( curdis > dist )
continue;
dist = curdis;
candidate = i;
}
return candidate;
}
/*
Modified Pezbot astar search.
This makes use of sets for quick look up and a heap for a priority queue instead of simple lists which require to linearly search for elements everytime.
It is also modified to make paths with bots already on more expensive and will try a less congested path first. Thus spliting up the bots onto more paths instead of just one (the smallest).
*/
AStarSearch( start, goal, team, greedy_path )
{
open = NewHeap( ::ReverseHeapAStar ); //heap
openset = [];//set for quick lookup
closed = [];//set for quick lookup
startWp = getNearestWaypoint( start );
if ( !isDefined( startWp ) )
return [];
_startwp = undefined;
if ( !bulletTracePassed( start + ( 0, 0, 15 ), level.waypoints[startWp].origin + ( 0, 0, 15 ), false, undefined ) )
_startwp = GetNearestWaypointWithSight( start );
if ( isDefined( _startwp ) )
startWp = _startwp;
goalWp = getNearestWaypoint( goal );
if ( !isDefined( goalWp ) )
return [];
_goalWp = undefined;
if ( !bulletTracePassed( goal + ( 0, 0, 15 ), level.waypoints[goalWp].origin + ( 0, 0, 15 ), false, undefined ) )
_goalwp = GetNearestWaypointWithSight( goal );
if ( isDefined( _goalwp ) )
goalWp = _goalwp;
node = spawnStruct();
node.g = 0; //path dist so far
node.h = DistanceSquared( level.waypoints[startWp].origin, level.waypoints[goalWp].origin ); //herustic, distance to goal for path finding
node.f = node.h + node.g; // combine path dist and heru, use reverse heap to sort the priority queue by this attru
node.index = startWp;
node.parent = undefined; //we are start, so we have no parent
//push node onto queue
openset[node.index + ""] = node;
open HeapInsert( node );
//while the queue is not empty
while ( open.data.size )
{
//pop bestnode from queue
bestNode = open.data[0];
open HeapRemove();
openset[bestNode.index + ""] = undefined;
wp = level.waypoints[bestNode.index];
//check if we made it to the goal
if ( bestNode.index == goalWp )
{
path = [];
while ( isDefined( bestNode ) )
{
//construct path
path[path.size] = bestNode.index;
bestNode = bestNode.parent;
}
return path;
}
//for each child of bestnode
for ( i = wp.children.size - 1; i >= 0; i-- )
{
child = wp.children[i];
childWp = level.waypoints[child];
penalty = 1;
// have certain types of nodes more expensive
if ( childWp.type == "climb" || childWp.type == "prone" )
penalty += 4;
//calc the total path we have took
newg = bestNode.g + DistanceSquared( wp.origin, childWp.origin ) * penalty; //bots on same team's path are more expensive
//check if this child is in open or close with a g value less than newg
inopen = isDefined( openset[child + ""] );
if ( inopen && openset[child + ""].g <= newg )
continue;
inclosed = isDefined( closed[child + ""] );
if ( inclosed && closed[child + ""].g <= newg )
continue;
node = undefined;
if ( inopen )
node = openset[child + ""];
else if ( inclosed )
node = closed[child + ""];
else
node = spawnStruct();
node.parent = bestNode;
node.g = newg;
node.h = DistanceSquared( childWp.origin, level.waypoints[goalWp].origin );
node.f = node.g + node.h;
node.index = child;
//check if in closed, remove it
if ( inclosed )
closed[child + ""] = undefined;
//check if not in open, add it
if ( !inopen )
{
open HeapInsert( node );
openset[child + ""] = node;
}
}
//done with children, push onto closed
closed[bestNode.index + ""] = bestNode;
}
return [];
}
/*
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 ( isDefined( self.lastStand ) && self.lastStand );
}