diff --git a/AutismBotIngame/python/ingamefollowct.py b/AutismBotIngame/python/ingamefollowct.py index 2b5969c9..bda78db6 100644 --- a/AutismBotIngame/python/ingamefollowct.py +++ b/AutismBotIngame/python/ingamefollowct.py @@ -11,6 +11,7 @@ import codecs looptestPath = '/home/gameservers/.steam/steam/steamapps/common/Counter-Strike Source/cstrike/cfg/looptest.cfg' chatmsg = "" +ladder_counter = 0 def writeCfgInput(Input): with open(looptestPath, 'w') as f: @@ -36,10 +37,13 @@ def bot_process_keyinput(input_line): movement_input = input_line[input_line.index("keyinput:") + len("keyinput:"):input_line.index("dist_target:")] dist_target = input_line[input_line.index("dist_target:") + len("dist_target:"):] dist_target = float(dist_target) - strInput = f"""{movement_input}; wait 5; """ + strInput = "" + for _ in range(5): + strInput += f"""{movement_input}; wait 5; """ + strInput += "-jump; wait 5; -duck; wait 5;" writeCfgInput(strInput) print('dist_target: ', dist_target, ' movement strinput: ', strInput) - time.sleep(0.1) + time.sleep(0.2) writeCfgInput("wait 5;") def bot_process_movement(input_line): @@ -47,34 +51,49 @@ def bot_process_movement(input_line): targethuman = input_line[input_line.index("targethuman:") + len("targethuman:"):input_line.index("bot_on_type:")] bot_on_type = input_line[input_line.index("bot_on_type:") + len("bot_on_type:"):input_line.index("enemy_distance:")] enemy_distance = input_line[input_line.index("enemy_distance:") + len("enemy_distance:"):input_line.index("bot_stuck:")] - bot_stuck = input_line[input_line.index("bot_stuck:") + len("bot_stuck:"):] + bot_stuck = input_line[input_line.index("bot_stuck:") + len("bot_stuck:"):input_line.index("targeteam:")] + targeteam = input_line[input_line.index("targeteam:") + len("targeteam:"):] dist_target = float(dist_target) enemy_distance = float(enemy_distance) bot_on_type = int(bot_on_type) bot_stuck = int(bot_stuck) - strInput = "" - distance_cap = 2.5 - if dist_target < distance_cap and bot_on_type not in [0, 2]: - strInput += "-forward; wait 3; -back; wait 3; -moveleft; waii 3; -moveright; wait 3; " - print('reduced movement, too close') - strInput += "-attack; wait 2; -use; wait 5; -jump; wait 5; -duck; wait 5; +attack; wait 5; cl_minmodels 1; wait 2; +use; " - + targeteam = int(targeteam) + strInput = "-attack; wait 2; -use; wait 5; -jump; wait 5; -duck; wait 5; +attack; wait 5; cl_minmodels 1; wait 2; +use; " if bot_stuck: - strInput += "wait 5; +jump; wait 5; +duck; " - - if bot_on_type == 0: - print('bot_on_type ladder ') + print('bot stuck') + strInput += "+jump; wait 15; +duck; wait 15; -jump; wait 15; -duck; wait 3;" + if dist_target > 2.5: + strInput += "use weapon_elite; wait 3; " + elif targeteam == 3: + strInput += "use weapon_p90; wait 3; " + elif targeteam == 2: + strInput += "use weapon_knife; wait 5; " + global ladder_counter + if bot_on_type == 0 and ladder_counter < 500: + print('bot_on_type ladder, ladder_counter: ', ladder_counter) 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;" + ladder_counter += 1 elif bot_on_type == 2: print('bot surfing') #make some setup to allow surfing/mimic else: + ladder_counter = 0 + min_distance_target_human = 2.0 if bot_on_type == 1: print('bot_on_type water') strInput += "+jump; wait 5;" print('target human: ', targethuman, ' dist_target: ', dist_target, ' enemy distance: ', enemy_distance) - strInput += "+forward; wait 5; " - + if enemy_distance < 0 or dist_target > min_distance_target_human or targeteam == 2: + strInput += "+forward; wait 5; " + for _ in range(10): + boolean_val = random.choice([True, False]) + if boolean_val: + strInput += "+moveleft; wait 5; -moveleft; wait 5; " + else: + strInput += "+moveright; wait 5; -moveright; wait 5; " + else: + strInput += "-forward; wait 5;" + #print('strInput final:', strInput) writeCfgInput(strInput) time.sleep(0.2) diff --git a/AutismBotIngame/scripting/autism_bot_info.sp b/AutismBotIngame/scripting/autism_bot_info.sp index 4b7dea9f..bb3d6864 100644 --- a/AutismBotIngame/scripting/autism_bot_info.sp +++ b/AutismBotIngame/scripting/autism_bot_info.sp @@ -13,8 +13,12 @@ //#pragma newdecls required int present = 0; int targethuman = 0; -int client_out_balancer[MAXPLAYERS + 1]; int bot_mini_count_stucker = 0; +int client_mini_stuck_counter[MAXPLAYERS + 1]; +bool round_start_stuck = false; +float bot_old_coords[3]; +float client_old_coords[MAXPLAYERS + 1][3]; +bool face_teleporter = false; //admins & vips bool admins[MAXPLAYERS + 1]; @@ -65,15 +69,45 @@ public Action cmd_talk(int client, int args) public void Event_RoundStart(Handle event, const char[] name, bool dontBroadcast) { + round_start_stuck = false; + face_teleporter = false; targethuman = 0; + bot_mini_count_stucker = 0; + CreateTimer(7.0, permitStuck); +} + +public Action permitStuck(Handle timer, any data) +{ + round_start_stuck = true; + return Plugin_Continue; } public void OnMapStart() { CreateTimer(0.2, recursive_pressing, INVALID_HANDLE, TIMER_REPEAT|TIMER_FLAG_NO_MAPCHANGE); + CreateTimer(2.0, clients_coordinates, INVALID_HANDLE, TIMER_REPEAT|TIMER_FLAG_NO_MAPCHANGE); CreateTimer(10.0, bot_check_connect, INVALID_HANDLE, TIMER_REPEAT|TIMER_FLAG_NO_MAPCHANGE); } +public Action clients_coordinates(Handle timer, any data) +{ + if (IsValidClient(present) && IsPlayerAlive(present)) + { + int min_cap = 5; + for (int i = 1; i <= MaxClients; i++) + if (IsValidClient(i) && IsPlayerAlive(i) && i != present && client_mini_stuck_counter[i] < min_cap) + GetEntPropVector(i, Prop_Send, "m_vecOrigin", client_old_coords[i]); + if (bot_mini_count_stucker < min_cap) + GetEntPropVector(present, Prop_Send, "m_vecOrigin", bot_old_coords); + if (face_teleporter) + if (IsValidClient(targethuman)) + face_teleporter = get_power_distance(targethuman, client_old_coords[targethuman]) <= 1.0 ? false : true; + else + face_teleporter = false; + } + return Plugin_Continue; +} + public void send_socket_msg(char[] query_msg, int len) { if (global_socket != INVALID_HANDLE && SocketIsConnected(global_socket)) @@ -116,7 +150,7 @@ public void OnPlayerRunCmdPost(int client, int buttons, int impulse, const float int cmdnum, int tickcount, int seed, const int mouse[2]) { if (!IsClientInGame(client)) return; - if (client == targethuman) + if (client == targethuman && round_start_stuck) { char keyinput[generic_length * 5]; if (buttons & IN_JUMP) @@ -128,7 +162,7 @@ public void OnPlayerRunCmdPost(int client, int buttons, int impulse, const float float pos[3]; GetEntPropVector(present, Prop_Send, "m_vecOrigin", pos); float dist_target = get_power_distance(targethuman, pos); - float dist_cap = 2.0; + float dist_cap = 3.0; if (dist_target <= dist_cap) { Format(keyinput, sizeof(keyinput), "keyinput: %s dist_target: %f", keyinput, dist_target); @@ -159,31 +193,37 @@ public Action recursive_pressing(Handle timer, any data) bool find_closest_match = true; if (IsValidClient(targethuman) && GetClientTeam(targethuman) == targeteam && IsPlayerAlive(targethuman)) { - float distance_limit = 50.0; - if (admins[targethuman]) - distance_limit = distance_limit * 5; - else if (vips[targethuman]) - distance_limit = distance_limit * 2.5; find_closest_match = is_client_stuck_or_afk(targethuman); if (!find_closest_match) - { - float pos[3]; - GetEntPropVector(present, Prop_Send, "m_vecOrigin", pos); - float dist_target = get_power_distance(targethuman, pos); - if (!TraceRayable(present, targethuman)) - dist_target = dist_target * 2; - find_closest_match = dist_target < distance_limit ? false : true; + { + face_call(targethuman); + find_closest_match = TraceRayable(present, targethuman) ? false : true; + if (find_closest_match) + { + //check for targethuman entering teleport maybe good enough as this + float dist_target = get_power_distance(targethuman, client_old_coords[targethuman]); + float min_required_distance = 850.0; + if (dist_target > min_required_distance) + { + find_closest_match = false; + face_teleporter = true; + float ClientPos[3]; + float Result[3]; + GetClientEyePosition(present, ClientPos); + MakeVectorFromPoints(ClientPos, client_old_coords[targethuman], Result); + GetVectorAngles(Result, Result); + TeleportEntity(present, NULL_VECTOR, Result, NULL_VECTOR); + } + } } } if (find_closest_match) targethuman = GetClosestClient_option1(present, targeteam); if (IsValidClient(targethuman)) - { + { float pos[3]; GetEntPropVector(present, Prop_Send, "m_vecOrigin", pos); float dist_target = get_power_distance(targethuman, pos); - int target_enemy = find_closest_enemy(present, targeteam); - float enemy_cap = 2.5; float enemy_distance = -1.0; //check ladder = 0, water = 1, in air(surfing) = 2 TODO int bot_on_type = -1; @@ -195,19 +235,28 @@ public Action recursive_pressing(Handle timer, any data) bool bot_stuck = false; if (bot_on_type != 0 && bot_on_type != 2) { + int target_enemy = find_closest_enemy(present, targeteam); if (IsValidClient(target_enemy)) { + float min_distance_target_human = 2.0; + float min_enemy_distance = 100.0; enemy_distance = get_power_distance(target_enemy, pos); - if (targeteam == 2) - enemy_cap = enemy_cap * 5; - if (enemy_distance < enemy_cap) - faceclient(target_enemy); + //human aiming for zombie + if (targeteam == 3 && dist_target < min_distance_target_human && enemy_distance > min_enemy_distance) + face_call(target_enemy); + //zombie aiming for human + else if (targeteam == 2 && min_distance_target_human * min_enemy_distance > enemy_distance && enemy_distance > 0) + face_call(target_enemy); + //human aiming human && zombie aiming zombie + else + face_call(targethuman); } - if (enemy_distance == -1.0 || enemy_distance > enemy_cap) - faceclient(targethuman); - bot_stuck = is_bot_stuck(); + else + face_call(targethuman); + if (round_start_stuck) + bot_stuck = is_bot_stuck(); } - 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); + 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); send_socket_msg(message, strlen(message)); } } @@ -216,29 +265,36 @@ public Action recursive_pressing(Handle timer, any data) public bool is_bot_stuck() { - float flVel[3]; - GetEntPropVector(present, Prop_Data, "m_vecAbsVelocity", flVel); - if (flVel[0] < 10.0 && flVel[1] < 10.0) + float min_distance_cap = 2.5; + int min_cap = 5; + float bot_own_distance = get_power_distance(present, bot_old_coords); + if (bot_own_distance < min_distance_cap) bot_mini_count_stucker++; else - bot_mini_count_stucker = bot_mini_count_stucker - 3; - if (bot_mini_count_stucker > 10) bot_mini_count_stucker = 0; - if (bot_mini_count_stucker < 0) - bot_mini_count_stucker = 0; - return bot_mini_count_stucker > 9; + return bot_mini_count_stucker > min_cap; +} + +public void face_call(int client) +{ + if (!face_teleporter) + for (int j = 0; j < 5; j++) + faceclient(client); } public void faceclient(int target_human) { - float TargetPos[3]; - float ClientPos[3]; - float Result[3]; - GetClientEyePosition(targethuman, TargetPos); - GetClientEyePosition(present, ClientPos); - MakeVectorFromPoints(ClientPos, TargetPos, Result); - GetVectorAngles(Result, Result); - TeleportEntity(present, NULL_VECTOR, Result, NULL_VECTOR); + if (IsValidClient(present) && IsValidClient(target_human) && GetEntityMoveType(present) != MOVETYPE_LADDER) + { + float TargetPos[3]; + float ClientPos[3]; + float Result[3]; + GetClientEyePosition(target_human, TargetPos); + GetClientEyePosition(present, ClientPos); + MakeVectorFromPoints(ClientPos, TargetPos, Result); + GetVectorAngles(Result, Result); + TeleportEntity(present, NULL_VECTOR, Result, NULL_VECTOR); + } } stock bool IsValidClient(int client) @@ -249,16 +305,15 @@ stock bool IsValidClient(int client) } stock bool is_client_stuck_or_afk(int client) -{ - float flVel[3]; - GetEntPropVector(client, Prop_Data, "m_vecAbsVelocity", flVel); - flVel[0] < 10.0 && flVel[1] < 10.0 ? client_out_balancer[client]++ : client_out_balancer[client]--; - - if (client_out_balancer[client] < -50) - client_out_balancer[client] = -50; - if (client_out_balancer[client] > 50) - client_out_balancer[client] = 50; - return client_out_balancer[client] > 25; +{ + float min_distance_cap = 2.0; + int min_cap = 5; + float client_own_distance = get_power_distance(client, client_old_coords[client]); + if (client_own_distance < min_distance_cap) + client_mini_stuck_counter[client]++; + else + client_mini_stuck_counter[client] = 0; + return client_mini_stuck_counter[client] > min_cap; } public int find_closest_enemy(int entity, int targeteam) @@ -271,8 +326,14 @@ public int find_closest_enemy(int entity, int targeteam) if (IsValidClient(i) && IsPlayerAlive(i) && GetClientTeam(i) != targeteam) { float dist_target = get_power_distance(i, pos); - if (!TraceRayable(present, i)) - dist_target = dist_target * dist_target; + bool traceable = false; + face_call(i); + if (TraceRayable(present, i)) + traceable = true; + if (!traceable) + continue; + if (is_client_stuck_or_afk(i)) + continue; if (nearestdistance < 0 || dist_target < nearestdistance) { nearest = i; @@ -293,10 +354,12 @@ public int GetClosestClient_option1(int entity, int targeteam) for (int i = 1; i <= MaxClients; i++) if (IsValidClient(i) && IsPlayerAlive(i) && GetClientTeam(i) == targeteam && i != present) { - float dist_target = get_power_distance(i, pos); bool traceable = false; + face_call(i); if (TraceRayable(present, i)) traceable = true; + if (is_client_stuck_or_afk(i)) + continue; if (admins[i] && traceable) { adminpresent = true; @@ -316,8 +379,7 @@ public int GetClosestClient_option1(int entity, int targeteam) if (!vips[i]) continue; } - if (is_client_stuck_or_afk(i)) - continue; + float dist_target = get_power_distance(i, pos); if (!traceable) dist_target = dist_target * dist_target; if (nearestdistance < 0 || dist_target < nearestdistance) @@ -335,7 +397,7 @@ public float get_power_distance(int target_player, float [3]pos) GetClientAbsOrigin(target_player, vec); float x_axis = Pow(vec[0] - pos[0], 2.0); float y_axis = Pow(vec[1] - pos[1], 2.0); - float z_axis = FloatAbs(Pow(vec[2] - pos[2], 1.0)); + float z_axis = FloatAbs(Pow(vec[2] - pos[2], 3.0)); float power_distance = SquareRoot(x_axis * x_axis + y_axis * y_axis + z_axis * z_axis); float defaultcap = 1000.0; return power_distance / defaultcap; @@ -359,18 +421,27 @@ public void OnClientPostAdminCheck(int client) if (StrEqual("[U:1:120378081]", 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(); } 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()