further attempts at smoothing the boths movement plus bad attempt at handling teleports and some changes to selecting clients to chase
This commit is contained in:
parent
84a2fc318f
commit
0e9b680342
@ -11,6 +11,7 @@ import codecs
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looptestPath = '/home/gameservers/.steam/steam/steamapps/common/Counter-Strike Source/cstrike/cfg/looptest.cfg'
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chatmsg = ""
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ladder_counter = 0
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def writeCfgInput(Input):
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with open(looptestPath, 'w') as f:
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@ -36,10 +37,13 @@ def bot_process_keyinput(input_line):
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movement_input = input_line[input_line.index("keyinput:") + len("keyinput:"):input_line.index("dist_target:")]
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dist_target = input_line[input_line.index("dist_target:") + len("dist_target:"):]
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dist_target = float(dist_target)
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strInput = f"""{movement_input}; wait 5; """
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strInput = ""
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for _ in range(5):
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strInput += f"""{movement_input}; wait 5; """
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strInput += "-jump; wait 5; -duck; wait 5;"
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writeCfgInput(strInput)
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print('dist_target: ', dist_target, ' movement strinput: ', strInput)
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time.sleep(0.1)
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time.sleep(0.2)
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writeCfgInput("wait 5;")
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def bot_process_movement(input_line):
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@ -47,34 +51,49 @@ def bot_process_movement(input_line):
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targethuman = input_line[input_line.index("targethuman:") + len("targethuman:"):input_line.index("bot_on_type:")]
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bot_on_type = input_line[input_line.index("bot_on_type:") + len("bot_on_type:"):input_line.index("enemy_distance:")]
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enemy_distance = input_line[input_line.index("enemy_distance:") + len("enemy_distance:"):input_line.index("bot_stuck:")]
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bot_stuck = input_line[input_line.index("bot_stuck:") + len("bot_stuck:"):]
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bot_stuck = input_line[input_line.index("bot_stuck:") + len("bot_stuck:"):input_line.index("targeteam:")]
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targeteam = input_line[input_line.index("targeteam:") + len("targeteam:"):]
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dist_target = float(dist_target)
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enemy_distance = float(enemy_distance)
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bot_on_type = int(bot_on_type)
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bot_stuck = int(bot_stuck)
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strInput = ""
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distance_cap = 2.5
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if dist_target < distance_cap and bot_on_type not in [0, 2]:
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strInput += "-forward; wait 3; -back; wait 3; -moveleft; waii 3; -moveright; wait 3; "
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print('reduced movement, too close')
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strInput += "-attack; wait 2; -use; wait 5; -jump; wait 5; -duck; wait 5; +attack; wait 5; cl_minmodels 1; wait 2; +use; "
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targeteam = int(targeteam)
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strInput = "-attack; wait 2; -use; wait 5; -jump; wait 5; -duck; wait 5; +attack; wait 5; cl_minmodels 1; wait 2; +use; "
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if bot_stuck:
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strInput += "wait 5; +jump; wait 5; +duck; "
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if bot_on_type == 0:
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print('bot_on_type ladder ')
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print('bot stuck')
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strInput += "+jump; wait 15; +duck; wait 15; -jump; wait 15; -duck; wait 3;"
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if dist_target > 2.5:
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strInput += "use weapon_elite; wait 3; "
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elif targeteam == 3:
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strInput += "use weapon_p90; wait 3; "
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elif targeteam == 2:
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strInput += "use weapon_knife; wait 5; "
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global ladder_counter
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if bot_on_type == 0 and ladder_counter < 500:
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print('bot_on_type ladder, ladder_counter: ', ladder_counter)
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strInput += "setang -90 90 0; wait 5; -back; wait 3; -moveleft; wait 3; -moveright; wait 5; -jump; wait 3; -duck; wait 3; +forward; wait 5;"
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ladder_counter += 1
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elif bot_on_type == 2:
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print('bot surfing')
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#make some setup to allow surfing/mimic
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else:
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ladder_counter = 0
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min_distance_target_human = 2.0
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if bot_on_type == 1:
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print('bot_on_type water')
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strInput += "+jump; wait 5;"
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print('target human: ', targethuman, ' dist_target: ', dist_target, ' enemy distance: ', enemy_distance)
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strInput += "+forward; wait 5; "
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if enemy_distance < 0 or dist_target > min_distance_target_human or targeteam == 2:
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strInput += "+forward; wait 5; "
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for _ in range(10):
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boolean_val = random.choice([True, False])
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if boolean_val:
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strInput += "+moveleft; wait 5; -moveleft; wait 5; "
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else:
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strInput += "+moveright; wait 5; -moveright; wait 5; "
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else:
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strInput += "-forward; wait 5;"
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#print('strInput final:', strInput)
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writeCfgInput(strInput)
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time.sleep(0.2)
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@ -13,8 +13,12 @@
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//#pragma newdecls required
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int present = 0;
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int targethuman = 0;
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int client_out_balancer[MAXPLAYERS + 1];
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int bot_mini_count_stucker = 0;
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int client_mini_stuck_counter[MAXPLAYERS + 1];
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bool round_start_stuck = false;
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float bot_old_coords[3];
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float client_old_coords[MAXPLAYERS + 1][3];
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bool face_teleporter = false;
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//admins & vips
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bool admins[MAXPLAYERS + 1];
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@ -65,15 +69,45 @@ public Action cmd_talk(int client, int args)
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public void Event_RoundStart(Handle event, const char[] name, bool dontBroadcast)
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{
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round_start_stuck = false;
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face_teleporter = false;
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targethuman = 0;
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bot_mini_count_stucker = 0;
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CreateTimer(7.0, permitStuck);
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}
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public Action permitStuck(Handle timer, any data)
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{
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round_start_stuck = true;
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return Plugin_Continue;
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}
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public void OnMapStart()
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{
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CreateTimer(0.2, recursive_pressing, INVALID_HANDLE, TIMER_REPEAT|TIMER_FLAG_NO_MAPCHANGE);
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CreateTimer(2.0, clients_coordinates, INVALID_HANDLE, TIMER_REPEAT|TIMER_FLAG_NO_MAPCHANGE);
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CreateTimer(10.0, bot_check_connect, INVALID_HANDLE, TIMER_REPEAT|TIMER_FLAG_NO_MAPCHANGE);
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}
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public Action clients_coordinates(Handle timer, any data)
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{
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if (IsValidClient(present) && IsPlayerAlive(present))
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{
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int min_cap = 5;
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for (int i = 1; i <= MaxClients; i++)
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if (IsValidClient(i) && IsPlayerAlive(i) && i != present && client_mini_stuck_counter[i] < min_cap)
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GetEntPropVector(i, Prop_Send, "m_vecOrigin", client_old_coords[i]);
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if (bot_mini_count_stucker < min_cap)
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GetEntPropVector(present, Prop_Send, "m_vecOrigin", bot_old_coords);
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if (face_teleporter)
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if (IsValidClient(targethuman))
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face_teleporter = get_power_distance(targethuman, client_old_coords[targethuman]) <= 1.0 ? false : true;
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else
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face_teleporter = false;
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}
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return Plugin_Continue;
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}
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public void send_socket_msg(char[] query_msg, int len)
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{
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if (global_socket != INVALID_HANDLE && SocketIsConnected(global_socket))
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@ -116,7 +150,7 @@ public void OnPlayerRunCmdPost(int client, int buttons, int impulse, const float
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int cmdnum, int tickcount, int seed, const int mouse[2])
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{
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if (!IsClientInGame(client)) return;
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if (client == targethuman)
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if (client == targethuman && round_start_stuck)
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{
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char keyinput[generic_length * 5];
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if (buttons & IN_JUMP)
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@ -128,7 +162,7 @@ public void OnPlayerRunCmdPost(int client, int buttons, int impulse, const float
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float pos[3];
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GetEntPropVector(present, Prop_Send, "m_vecOrigin", pos);
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float dist_target = get_power_distance(targethuman, pos);
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float dist_cap = 2.0;
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float dist_cap = 3.0;
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if (dist_target <= dist_cap)
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{
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Format(keyinput, sizeof(keyinput), "keyinput: %s dist_target: %f", keyinput, dist_target);
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@ -159,31 +193,37 @@ public Action recursive_pressing(Handle timer, any data)
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bool find_closest_match = true;
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if (IsValidClient(targethuman) && GetClientTeam(targethuman) == targeteam && IsPlayerAlive(targethuman))
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{
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float distance_limit = 50.0;
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if (admins[targethuman])
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distance_limit = distance_limit * 5;
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else if (vips[targethuman])
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distance_limit = distance_limit * 2.5;
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find_closest_match = is_client_stuck_or_afk(targethuman);
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if (!find_closest_match)
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{
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float pos[3];
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GetEntPropVector(present, Prop_Send, "m_vecOrigin", pos);
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float dist_target = get_power_distance(targethuman, pos);
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if (!TraceRayable(present, targethuman))
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dist_target = dist_target * 2;
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find_closest_match = dist_target < distance_limit ? false : true;
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{
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face_call(targethuman);
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find_closest_match = TraceRayable(present, targethuman) ? false : true;
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if (find_closest_match)
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{
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//check for targethuman entering teleport maybe good enough as this
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float dist_target = get_power_distance(targethuman, client_old_coords[targethuman]);
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float min_required_distance = 850.0;
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if (dist_target > min_required_distance)
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{
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find_closest_match = false;
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face_teleporter = true;
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float ClientPos[3];
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float Result[3];
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GetClientEyePosition(present, ClientPos);
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MakeVectorFromPoints(ClientPos, client_old_coords[targethuman], Result);
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GetVectorAngles(Result, Result);
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TeleportEntity(present, NULL_VECTOR, Result, NULL_VECTOR);
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}
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}
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}
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}
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if (find_closest_match)
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targethuman = GetClosestClient_option1(present, targeteam);
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if (IsValidClient(targethuman))
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{
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{
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float pos[3];
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GetEntPropVector(present, Prop_Send, "m_vecOrigin", pos);
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float dist_target = get_power_distance(targethuman, pos);
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int target_enemy = find_closest_enemy(present, targeteam);
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float enemy_cap = 2.5;
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float enemy_distance = -1.0;
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//check ladder = 0, water = 1, in air(surfing) = 2 TODO
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int bot_on_type = -1;
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@ -195,19 +235,28 @@ public Action recursive_pressing(Handle timer, any data)
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bool bot_stuck = false;
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if (bot_on_type != 0 && bot_on_type != 2)
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{
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int target_enemy = find_closest_enemy(present, targeteam);
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if (IsValidClient(target_enemy))
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{
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float min_distance_target_human = 2.0;
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float min_enemy_distance = 100.0;
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enemy_distance = get_power_distance(target_enemy, pos);
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if (targeteam == 2)
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enemy_cap = enemy_cap * 5;
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if (enemy_distance < enemy_cap)
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faceclient(target_enemy);
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//human aiming for zombie
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if (targeteam == 3 && dist_target < min_distance_target_human && enemy_distance > min_enemy_distance)
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face_call(target_enemy);
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//zombie aiming for human
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else if (targeteam == 2 && min_distance_target_human * min_enemy_distance > enemy_distance && enemy_distance > 0)
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face_call(target_enemy);
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//human aiming human && zombie aiming zombie
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else
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face_call(targethuman);
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}
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if (enemy_distance == -1.0 || enemy_distance > enemy_cap)
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faceclient(targethuman);
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bot_stuck = is_bot_stuck();
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else
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face_call(targethuman);
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if (round_start_stuck)
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bot_stuck = is_bot_stuck();
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}
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Format(message, sizeof(message), "dist_target: %f targethuman: %N bot_on_type: %i enemy_distance: %f bot_stuck: %i", dist_target, targethuman, bot_on_type, enemy_distance, bot_stuck);
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Format(message, sizeof(message), "dist_target: %f targethuman: %N bot_on_type: %i enemy_distance: %f bot_stuck: %i targeteam: %i", dist_target, targethuman, bot_on_type, enemy_distance, bot_stuck, targeteam);
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send_socket_msg(message, strlen(message));
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}
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}
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@ -216,29 +265,36 @@ public Action recursive_pressing(Handle timer, any data)
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public bool is_bot_stuck()
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{
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float flVel[3];
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GetEntPropVector(present, Prop_Data, "m_vecAbsVelocity", flVel);
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if (flVel[0] < 10.0 && flVel[1] < 10.0)
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float min_distance_cap = 2.5;
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int min_cap = 5;
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float bot_own_distance = get_power_distance(present, bot_old_coords);
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if (bot_own_distance < min_distance_cap)
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bot_mini_count_stucker++;
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else
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bot_mini_count_stucker = bot_mini_count_stucker - 3;
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if (bot_mini_count_stucker > 10)
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bot_mini_count_stucker = 0;
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if (bot_mini_count_stucker < 0)
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bot_mini_count_stucker = 0;
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return bot_mini_count_stucker > 9;
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return bot_mini_count_stucker > min_cap;
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}
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public void face_call(int client)
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{
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if (!face_teleporter)
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for (int j = 0; j < 5; j++)
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faceclient(client);
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}
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public void faceclient(int target_human)
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{
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float TargetPos[3];
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float ClientPos[3];
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float Result[3];
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GetClientEyePosition(targethuman, TargetPos);
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GetClientEyePosition(present, ClientPos);
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MakeVectorFromPoints(ClientPos, TargetPos, Result);
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GetVectorAngles(Result, Result);
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TeleportEntity(present, NULL_VECTOR, Result, NULL_VECTOR);
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if (IsValidClient(present) && IsValidClient(target_human) && GetEntityMoveType(present) != MOVETYPE_LADDER)
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{
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float TargetPos[3];
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float ClientPos[3];
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float Result[3];
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GetClientEyePosition(target_human, TargetPos);
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GetClientEyePosition(present, ClientPos);
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MakeVectorFromPoints(ClientPos, TargetPos, Result);
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GetVectorAngles(Result, Result);
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TeleportEntity(present, NULL_VECTOR, Result, NULL_VECTOR);
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}
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}
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stock bool IsValidClient(int client)
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@ -249,16 +305,15 @@ stock bool IsValidClient(int client)
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}
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stock bool is_client_stuck_or_afk(int client)
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{
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float flVel[3];
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GetEntPropVector(client, Prop_Data, "m_vecAbsVelocity", flVel);
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flVel[0] < 10.0 && flVel[1] < 10.0 ? client_out_balancer[client]++ : client_out_balancer[client]--;
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if (client_out_balancer[client] < -50)
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client_out_balancer[client] = -50;
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if (client_out_balancer[client] > 50)
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client_out_balancer[client] = 50;
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return client_out_balancer[client] > 25;
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{
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float min_distance_cap = 2.0;
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int min_cap = 5;
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float client_own_distance = get_power_distance(client, client_old_coords[client]);
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if (client_own_distance < min_distance_cap)
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client_mini_stuck_counter[client]++;
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else
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client_mini_stuck_counter[client] = 0;
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return client_mini_stuck_counter[client] > min_cap;
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}
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public int find_closest_enemy(int entity, int targeteam)
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@ -271,8 +326,14 @@ public int find_closest_enemy(int entity, int targeteam)
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if (IsValidClient(i) && IsPlayerAlive(i) && GetClientTeam(i) != targeteam)
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{
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float dist_target = get_power_distance(i, pos);
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if (!TraceRayable(present, i))
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dist_target = dist_target * dist_target;
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bool traceable = false;
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face_call(i);
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if (TraceRayable(present, i))
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traceable = true;
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if (!traceable)
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continue;
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if (is_client_stuck_or_afk(i))
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continue;
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if (nearestdistance < 0 || dist_target < nearestdistance)
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{
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nearest = i;
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@ -293,10 +354,12 @@ public int GetClosestClient_option1(int entity, int targeteam)
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for (int i = 1; i <= MaxClients; i++)
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if (IsValidClient(i) && IsPlayerAlive(i) && GetClientTeam(i) == targeteam && i != present)
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{
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float dist_target = get_power_distance(i, pos);
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bool traceable = false;
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face_call(i);
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if (TraceRayable(present, i))
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traceable = true;
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if (is_client_stuck_or_afk(i))
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continue;
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if (admins[i] && traceable)
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{
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adminpresent = true;
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@ -316,8 +379,7 @@ public int GetClosestClient_option1(int entity, int targeteam)
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if (!vips[i])
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continue;
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}
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if (is_client_stuck_or_afk(i))
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continue;
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float dist_target = get_power_distance(i, pos);
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if (!traceable)
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dist_target = dist_target * dist_target;
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if (nearestdistance < 0 || dist_target < nearestdistance)
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@ -335,7 +397,7 @@ public float get_power_distance(int target_player, float [3]pos)
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GetClientAbsOrigin(target_player, vec);
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float x_axis = Pow(vec[0] - pos[0], 2.0);
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float y_axis = Pow(vec[1] - pos[1], 2.0);
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float z_axis = FloatAbs(Pow(vec[2] - pos[2], 1.0));
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float z_axis = FloatAbs(Pow(vec[2] - pos[2], 3.0));
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float power_distance = SquareRoot(x_axis * x_axis + y_axis * y_axis + z_axis * z_axis);
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float defaultcap = 1000.0;
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return power_distance / defaultcap;
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@ -359,18 +421,27 @@ public void OnClientPostAdminCheck(int client)
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if (StrEqual("[U:1:120378081]", auth, false))
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{
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present = client;
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||||
bot_old_coords[0] = 0.0;
|
||||
bot_old_coords[1] = 0.0;
|
||||
bot_old_coords[2] = 0.0;
|
||||
bot_send_connected_msg();
|
||||
}
|
||||
else if (StrEqual("STEAM_0:1:60189040", auth, false))
|
||||
{
|
||||
present = client;
|
||||
bot_old_coords[0] = 0.0;
|
||||
bot_old_coords[1] = 0.0;
|
||||
bot_old_coords[2] = 0.0;
|
||||
bot_send_connected_msg();
|
||||
}
|
||||
if (CheckCommandAccess(client, "sm_kick", ADMFLAG_KICK))
|
||||
admins[client] = true;
|
||||
else if (CheckCommandAccess(client, "sm_reserved", ADMFLAG_RESERVATION))
|
||||
vips[client] = true;
|
||||
client_out_balancer[client] = 0;
|
||||
client_old_coords[client][0] = 0.0;
|
||||
client_old_coords[client][1] = 0.0;
|
||||
client_old_coords[client][2] = 0.0;
|
||||
client_mini_stuck_counter[client] = 0;
|
||||
}
|
||||
|
||||
public OnSocketError(Handle socket, const int errorType, const int errorNum, any args)
|
||||
@ -393,7 +464,10 @@ public void OnClientDisconnect(int client)
|
||||
}
|
||||
admins[client] = false;
|
||||
vips[client] = false;
|
||||
client_out_balancer[client] = 0;
|
||||
client_old_coords[client][0] = 0.0;
|
||||
client_old_coords[client][1] = 0.0;
|
||||
client_old_coords[client][2] = 0.0;
|
||||
client_mini_stuck_counter[client] = 0;
|
||||
}
|
||||
|
||||
public void bot_send_connected_msg()
|
||||
|
Loading…
Reference in New Issue
Block a user