From 3de3e6951005259a367bbc4ec25b8c6f8df19c1a Mon Sep 17 00:00:00 2001 From: jenz Date: Sun, 2 Mar 2025 23:22:27 +0100 Subject: [PATCH] should not be here --- AutismBotIngame/python/autism_bot_info.sp | 1325 --------------------- 1 file changed, 1325 deletions(-) delete mode 100644 AutismBotIngame/python/autism_bot_info.sp diff --git a/AutismBotIngame/python/autism_bot_info.sp b/AutismBotIngame/python/autism_bot_info.sp deleted file mode 100644 index 86250b07..00000000 --- a/AutismBotIngame/python/autism_bot_info.sp +++ /dev/null @@ -1,1325 +0,0 @@ -#pragma semicolon 1 -#pragma newdecls required -#define DEBUG - -#define PLUGIN_AUTHOR "jenz" -#define PLUGIN_VERSION "1.8" -#define generic_length 256 - -#include -#include -#include -#include -#include -#include -#include - -int target_friend_afk_counter[MAXPLAYERS][MAXPLAYERS + 1]; -int target_friend[MAXPLAYERS + 1]; -int target_enemy[MAXPLAYERS + 1]; -bool human_too_close[MAXPLAYERS + 1]; -bool bot_follow_tp[MAXPLAYERS + 1]; -int ports[7] = {48470, 48471, 48472, 48473, 48474, 48479, 48480}; //last three indexes are ports its sending udp from in plugin -int server_ports[2] = {27015, 27035}; //server ports: ze, ze2 -float client_old_coords[MAXPLAYERS + 1][3]; -float targetfriend_prev_coords[MAXPLAYERS + 1][3]; -int has_to_jump_bots[MAXPLAYERS + 1]; -float coords_run_cmd[MAXPLAYERS + 1][3]; -bool chat_cooldown = false; - -//socket for bot input -Handle global_socket; - -//timer handle -Handle g_hTimer_pressing = null; -Handle g_hTimer_bot_connect = null; - -//cmdrun handle for gamedata txt -Handle g_hGetRunCmdPre; - -//is botplayer -bool is_bot_player[MAXPLAYERS + 1]; -int specific_bot_player[MAXPLAYERS + 1]; - -public Plugin myinfo = -{ - name = "coordinates for the bot", - author = PLUGIN_AUTHOR, - description = "hello ", - version = PLUGIN_VERSION, - url = "" -}; - -public void OnPluginStart() -{ - for (int i = 1; i <= MaxClients; i++) - if (IsValidClient(i)) - { - target_friend[i] = 0; - target_enemy[i] = 0; - OnClientPostAdminCheck(i); - } - - Handle hGameConf; - if ((hGameConf = LoadGameConfigFile("OnPlayerRunCmdPre.games")) == INVALID_HANDLE) - { - SetFailState("Couldnt load \"OnPlayerRunCmd.games\" game config!"); - return; - } - - //CBasePlayer::PlayerRunCommand(CUserCmd*, IMoveHelper*) - int iGetRunCmdPre; - if ((iGetRunCmdPre = GameConfGetOffset(hGameConf, "GetRunCmdPre")) == -1) - { - delete hGameConf; - SetFailState("GameConfGetOffset(hGameConf, \"GetRunCmdPre\") failed!"); - return; - } - - if ((g_hGetRunCmdPre = DHookCreate(iGetRunCmdPre, HookType_Entity, ReturnType_Int, ThisPointer_CBaseEntity, OnGetRunCmdPre)) == INVALID_HANDLE) - { - delete hGameConf; - SetFailState("DHookCreate(iGetRunCmdPre, HookType_Entity, ReturnType_Int, ThisPointer_CBaseEntity, OnGetRunCmdPre) failed!"); - return; - } - - for (int i = 1; i <= MaxClients; i++) - { - if (IsValidClient(i) && is_bot_player[i]) - { - if (g_hGetRunCmdPre != INVALID_HANDLE) - DHookEntity(g_hGetRunCmdPre, false, i); - } - } - - //talking - RegConsoleCmd("sm_autism", cmd_talk, "talking to the bot through java application"); - RegConsoleCmd("sm_botrtv", cmd_botrtv, "making bots rtv"); - HookEvent("round_start", Event_RoundStart, EventHookMode_PostNoCopy); - HookEvent("round_end", Event_RoundEnd, EventHookMode_PostNoCopy); - - //UDP connection - connect_socket(); - chat_cooldown = false; - - g_hTimer_bot_connect = CreateTimer(15.0, bot_check_connect, _, TIMER_REPEAT); - g_hTimer_pressing = CreateTimer(0.30, recursive_pressing, _, TIMER_REPEAT); -} - - -public MRESReturn OnGetRunCmdPre(int entity, Handle hReturn) -{ - if (!IsValidEntity(entity)) - return MRES_Ignored; - - //check here if fell off edge, if did change some boolean around tell it to OnPlayerRunCmd when still on ground there - if (IsValidClient(entity) && IsPlayerAlive(entity) && !(GetEntityFlags(entity) & FL_ONGROUND) && !has_to_jump_bots[entity] - && is_bot_player[entity]) - { - has_to_jump_bots[entity] = 1; - } - - return MRES_Ignored; -} - -public void get_new_angles(int client, int target, float angles[3]) -{ - if (IsValidClient(target)) - { - float TargetPos[3]; - float ClientPos[3]; - float Result[3]; - GetClientEyePosition(target, TargetPos); - GetClientEyePosition(client, ClientPos); - MakeVectorFromPoints(ClientPos, TargetPos, Result); - GetVectorAngles(Result, Result); - angles[0] = Result[0]; - angles[1] = Result[1]; - angles[2] = Result[2]; - } -} - -public Action OnPlayerRunCmd(int client, int& buttons, int& impulse, float vel[3], float angles[3], int& weapon, int& subtype, int& cmdnum, int& tickcount, int& seed, int mouse[2]) -{ - //we use info we just got from OnPlayerRunCmdPre to determine if to jump - if (!IsValidClient(client) || !IsPlayerAlive(client) || !is_bot_player[client]) return Plugin_Continue; - - //2023 october: the new place to set angles for the client instead of using face_call, through this is teleporting avoided which can trigger trigger_multiples - if (!bot_follow_tp[client]) - { - int targeteam = 0; - if (GetClientTeam(client) != 3) - { - //2 = autismo is zm and should follow enemies sometimes - targeteam = 2; - } - else - { - //3 = autismo is human and should follow closest moving ct - targeteam = 3; - } - - bool found_enemy = false; - for (int clienti = 1; clienti <= MaxClients; clienti++) - { - if (!IsValidClient(clienti)) continue; - if (GetClientTeam(clienti) == 2 && IsPlayerAlive(clienti)) - { - found_enemy = true; - } - } - - float pos[3]; - float dist_target = -1.0; - if (IsValidClient(target_friend[client])) - { - GetEntPropVector(target_friend[client], Prop_Send, "m_vecOrigin", pos); - dist_target = get_power_distance(client, pos); - } - - float max_range_dist = 65.0; - //here we put into consideration if the human is leaving or standing around. If the bots already catched up to the human they can have a larger distance between the player and themselves so they dont constantly follow him. If the player is leaving the bots needs to follow him much closer. - if (targeteam == 3 && human_too_close[client]) - { - max_range_dist = 200.0; - } - - float enemy_distance = -1.0; - if (IsValidClient(target_enemy[client])) - { - GetEntPropVector(target_enemy[client], Prop_Send, "m_vecOrigin", pos); - enemy_distance = get_power_distance(client, pos); - } - - - if (GetEntityMoveType(client) == MOVETYPE_LADDER || (IsValidClient(target_friend[client]) && GetEntityMoveType(target_friend[client]) == MOVETYPE_LADDER)) - { - if (IsValidClient(target_friend[client])) - { - get_new_angles(client, target_friend[client], angles); - } - } - //if bot is ct: is close enough to friend, can stop following friend and focus on shooting zombies - else if (targeteam == 3 && 0 < dist_target < max_range_dist && IsValidClient(target_enemy[client])) - { - get_new_angles(client, target_enemy[client], angles); - } - //if bot is ct: if bot is not close enough to friend follow him, //dist_target being larger than max_range_dist means a friend was found to follow - //we also check if zm already spawned, if not then stay close to friend - else if ((targeteam == 3 && dist_target > max_range_dist) || !found_enemy) - { - get_new_angles(client, target_friend[client], angles); - } - //if bot is zm follow enemy sometimes - else if (targeteam == 2 && 0 < enemy_distance < max_range_dist * 5 && IsValidClient(target_enemy[client])) - { - get_new_angles(client, target_enemy[client], angles); - } - //if bot is zm just follow the closest friend zm, but not constantly when too close because people start bitching then - else if (targeteam == 2 && dist_target > max_range_dist / 2) - { - get_new_angles(client, target_friend[client], angles); - } - //if bot is zm and no close enemies and no friends far away enough to follow then check if friend is close, if its the case then do nothing - else if (targeteam == 2 && 0 < dist_target < max_range_dist / 2) - { - get_new_angles(client, target_friend[client], angles); - } - //if bot is zm and there are no friends close or far away but there is also no enemy close check if there is an enemy far away - else if (targeteam == 2 && IsValidClient(target_enemy[client])) - { - get_new_angles(client, target_enemy[client], angles); - } - } - - if ((GetEntityMoveType(client) & MOVETYPE_LADDER)) - { - has_to_jump_bots[client] = 2; - GetEntPropVector(client, Prop_Send, "m_vecOrigin", coords_run_cmd[client]); - return Plugin_Continue; - } - if (GetEntProp(client, Prop_Data, "m_nWaterLevel") != 0) - { - has_to_jump_bots[client] = 2; - return Plugin_Continue; - } - - //make sure fell of an edge instead of actually jumping - if (buttons & IN_JUMP && has_to_jump_bots[client] == 1) - { - has_to_jump_bots[client] = 2; - return Plugin_Continue; - } - - //!bot_follow_tp[client] ensures that bot is not busy with running into a teleporter - if (has_to_jump_bots[client] == 1 && !bot_follow_tp[client]) - { - //this check accomedates checking for if the bot actually was teleported by the map because then he should not teleport back again to coords_run_cmd - //the famous voodoo incidents that people have seen. - float distance_bot_current_position_last_position = get_power_distance(client, coords_run_cmd[client]); - - if (distance_bot_current_position_last_position > 500.0) - { - has_to_jump_bots[client] = 2; - return Plugin_Continue; - } - - //teleport back on ground so can jump - TeleportEntity(client, coords_run_cmd[client], NULL_VECTOR, NULL_VECTOR); - buttons |= IN_JUMP; //jump - has_to_jump_bots[client] = 2; - } - if (GetEntityFlags(client) & FL_ONGROUND) - { - GetEntPropVector(client, Prop_Send, "m_vecOrigin", coords_run_cmd[client]); - has_to_jump_bots[client] = 0; - } - return Plugin_Continue; -} - -public void OnPluginEnd() -{ - if (g_hTimer_pressing != null) - { - delete g_hTimer_pressing; - } - if (g_hTimer_bot_connect != null) - { - delete g_hTimer_bot_connect; - } -} -public void Event_RoundEnd(Handle event, const char[] name, bool dontBroadcast) -{ - for (int i = 1; i <= MaxClients; i++) - { - if (IsValidClient(i)) - { - if (is_bot_player[i]) - { - has_to_jump_bots[i] = 3; - } - } - } -} - -public void Event_RoundStart(Handle event, const char[] name, bool dontBroadcast) -{ - for (int i = 1; i <= MaxClients; i++) - { - if (IsValidClient(i)) - { - if (is_bot_player[i]) - { - target_friend[i] = -1; - target_enemy[i] = -1; - human_too_close[i] = false; - bot_follow_tp[i] = false; - targetfriend_prev_coords[i][0] = 0.0; - targetfriend_prev_coords[i][1] = 0.0; - targetfriend_prev_coords[i][2] = 0.0; - GetEntPropVector(i, Prop_Send, "m_vecOrigin", coords_run_cmd[i]); - has_to_jump_bots[i] = 0; - for (int j = 1; j <= MaxClients; j++) - { - if (IsValidClient(j) && j != i) - { - target_friend_afk_counter[i][j] = 0; - } - } - } - } - } -} - -public void cmd_talk_help(int port, int client, char[] info) -{ - char msg[generic_length * 5]; - chat_cooldown = true; - char magic_code[16]; - Format(magic_code, sizeof(magic_code), "put your magic code here."); - Format(msg, sizeof(msg), "clientmessage:%N %s %s", client, magic_code, info); - send_socket_msg(msg, strlen(msg), port); - CreateTimer(2.0, bot_chat_cooldown); - -} - -public void is_autism_bot1(int client) -{ - char auth[50]; - GetClientAuthId(client, AuthId_Engine, auth, sizeof(auth)); - if (StrEqual("[U:1:120378081]", auth, false) || StrEqual("STEAM_0:1:60189040", auth, false)) - { - is_bot_player[client] = true; - specific_bot_player[client] = 1; - } -} - -public void is_autism_bot2(int client) -{ - char auth[50]; - GetClientAuthId(client, AuthId_Engine, auth, sizeof(auth)); - if (StrEqual("[U:1:1036189204]", auth, false) || StrEqual("STEAM_0:0:518094602", auth, false)) - { - is_bot_player[client] = true; - specific_bot_player[client] = 2; - } -} - -public void is_autism_bot3(int client) -{ - char auth[50]; - GetClientAuthId(client, AuthId_Engine, auth, sizeof(auth)); - if (StrEqual("[U:1:408797742]", auth, false) || StrEqual("STEAM_0:0:204398871", auth, false)) - { - is_bot_player[client] = true; - specific_bot_player[client] = 3; - } -} - -public void is_autism_bot4(int client) -{ - char auth[50]; - GetClientAuthId(client, AuthId_Engine, auth, sizeof(auth)); - if (StrEqual("[U:1:1221121532]", auth, false) || StrEqual("STEAM_0:0:610560766", auth, false)) - { - is_bot_player[client] = true; - specific_bot_player[client] = 4; - } -} - -public Action cmd_botrtv(int client, int args) -{ - if ((CheckCommandAccess(client, "sm_kick", ADMFLAG_KICK)) || (CheckCommandAccess(client, "sm_reserved", ADMFLAG_RESERVATION))) - { - for (int i = 1; i <= MaxClients; i++) - { - if (IsValidClient(i) && !IsFakeClient(i)) - { - char msg[generic_length]; - Format(msg, sizeof(msg), "rtv"); - if (specific_bot_player[i] == 1) - { - send_socket_msg(msg, strlen(msg), ports[0]); - } - else if (specific_bot_player[i] == 2) - { - send_socket_msg(msg, strlen(msg), ports[1]); - } - else if (specific_bot_player[i] == 3) - { - send_socket_msg(msg, strlen(msg), ports[2]); - } - else if(specific_bot_player[i] == 4) - { - send_socket_msg(msg, strlen(msg), ports[3]); - } - } - } - } - return Plugin_Handled; -} - -public Action cmd_talk(int client, int args) -{ - char info[generic_length]; - GetCmdArgString(info, sizeof(info)); - - if (strlen(info) == 0) - { - PrintToChat(client, "Add a message to the command if autism bot is ingame and running on discord"); - return Plugin_Handled; - } - if (is_bot_player[client]) - { - return Plugin_Handled; - } - if (chat_cooldown) - { - PrintToChat(client, "spamming bot too much, applying cooldown"); - return Plugin_Handled; - } - bool bot_found = false; - for (int i = 1; i <= MaxClients; i++) - { - if (IsValidClient(i) && !IsFakeClient(i)) - { - if (specific_bot_player[i] == 1) - { - cmd_talk_help(ports[0], client, info); - bot_found = true; - } - if (specific_bot_player[i] == 2) - { - cmd_talk_help(ports[1], client, info); - bot_found = true; - } - if (specific_bot_player[i] == 3) - { - cmd_talk_help(ports[2], client, info); - bot_found = true; - } - if (specific_bot_player[i] == 4) - { - cmd_talk_help(ports[3], client, info); - bot_found = true; - } - } - } - if (!bot_found) - PrintToChat(client, "bot not connected to server"); - return Plugin_Handled; -} - -public Action bot_chat_cooldown(Handle timer, any data) -{ - chat_cooldown = false; - return Plugin_Continue; -} - -public void OnMapStart() -{ - chat_cooldown = false; -} - -public void send_socket_msg(char[] query_msg, int len, int port) -{ - //LogMessage("query_msg: %s port: %i", query_msg, port); - if (global_socket != INVALID_HANDLE && SocketIsConnected(global_socket)) - SocketSendTo(global_socket, query_msg, len, "127.0.0.1", port); //udp -} - -public Action bot_check_connect(Handle timer, any data) -{ - //this is designed for being ran from several css servers - int client_count = GetClientCount(false); - char msg[generic_length]; - int i_port = GetConVarInt(FindConVar("hostport")); - bool bot1_connected = false; - bool bot2_connected = false; - bool bot3_connected = false; - bool bot4_connected = false; - for (int i = 1; i <= MaxClients; i++) - if (IsValidClient(i) && !IsFakeClient(i)) - { - if (specific_bot_player[i] == 1) - bot1_connected = true; - if (specific_bot_player[i] == 2) - bot2_connected = true; - if (specific_bot_player[i] == 3) - bot3_connected = true; - if (specific_bot_player[i] == 4) - bot4_connected = true; - } - - if (i_port == server_ports[0]) - { - //revert again to either 10 or 55 - int max_allowed_players = 55; - char current_map[128]; - GetCurrentMap(current_map, sizeof(current_map)); - if (client_count > max_allowed_players || StrEqual(current_map, "ze_paranoid_rezurrection_v11_9", false)) - { - Format(msg, sizeof(msg), "connect to ze2"); - send_socket_msg(msg, strlen(msg), ports[0]); - send_socket_msg(msg, strlen(msg), ports[1]); - send_socket_msg(msg, strlen(msg), ports[2]); - send_socket_msg(msg, strlen(msg), ports[3]); - } - else if (client_count < 50) - { - Format(msg, sizeof(msg), "connect to ze"); - if (!bot1_connected) - send_socket_msg(msg, strlen(msg), ports[0]); - if (!bot2_connected) - send_socket_msg(msg, strlen(msg), ports[1]); - if (!bot3_connected) - send_socket_msg(msg, strlen(msg), ports[2]); - if (!bot4_connected) - send_socket_msg(msg, strlen(msg), ports[3]); - } - } - else - { - //in case the bot is not connected to ze2 anymore make sure that is_bot_connected_to_ze2 is set to false again - Format(msg, sizeof(msg), "not connected to ze2"); - if (!bot1_connected) - send_socket_msg(msg, strlen(msg), ports[0]); - if (!bot2_connected) - send_socket_msg(msg, strlen(msg), ports[1]); - if (!bot3_connected) - send_socket_msg(msg, strlen(msg), ports[2]); - if (!bot4_connected) - send_socket_msg(msg, strlen(msg), ports[3]); - } - return Plugin_Continue; -} - - - -public Action recursive_pressing(Handle timer, any data) -{ - bool found_valid_ct = false; - bool found_enemy = false; - for (int client = 1; client <= MaxClients; client++) - { - if (!IsValidClient(client)) continue; - if (GetClientTeam(client) == 2 && IsPlayerAlive(client)) - { - found_enemy = true; - } - if (!is_bot_player[client] && GetClientTeam(client) > 1) - { - found_valid_ct = true; - } - } - for (int client = 1; client <= MaxClients; client++) - { - if (!IsValidClient(client)) continue; - if (!found_valid_ct && is_bot_player[client]) - { - if (GetClientTeam(client) != 0) - ChangeClientTeam(client, 0); - continue; - } - if (is_bot_player[client]) - { - if (GetClientTeam(client) == 1 || GetClientTeam(client) == 0) - { - ChangeClientTeam(client, 2); - continue; - } - if (IsPlayerAlive(client)) - { - int targeteam = 0; - if (GetClientTeam(client) != 3) - { - //2 = autismo is zm and should follow enemies sometimes - targeteam = 2; - } - else - { - //3 = autismo is human and should follow closest moving ct - targeteam = 3; - } - int previous_friend = target_friend[client]; - target_enemy[client] = GetClosestClient_option1(false, client, 0); - float enemy_distance = -1.0; - float pos[3]; - if (IsValidClient(target_enemy[client])) - { - GetEntPropVector(target_enemy[client], Prop_Send, "m_vecOrigin", pos); - enemy_distance = get_power_distance(client, pos); - } - - target_friend[client] = GetClosestClient_option1(true, client, target_enemy[client]); - float dist_target = -1.0; - if (IsValidClient(target_friend[client])) - { - GetEntPropVector(target_friend[client], Prop_Send, "m_vecOrigin", pos); - dist_target = get_power_distance(client, pos); - } - - float max_range_dist = 65.0; - //here we put into consideration if the human is leaving or standing around. If the bots already catched up to the human they can have a larger distance between the player and themselves so they dont constantly follow him. If the player is leaving the bots needs to follow him much closer. - if (targeteam == 3 && human_too_close[client]) - { - max_range_dist = 200.0; - } - - - int state = -1; - //Our previous friend is still an alive human, if we cant see him anymore he went around a corner or teleported - if (targetfriend_prev_coords[client][0] != 0.0 && IsValidClient(previous_friend) && GetClientTeam(previous_friend) == GetClientTeam(client) - && IsPlayerAlive(previous_friend) && previous_friend != target_friend[client]) - { - float ClientPos[3]; - float friend_prev[3]; - GetClientEyePosition(client, ClientPos); - //if the bot cant see him anymore he around corner or teleported most likley. - //therefore a small distance check should also be needed to assure that the bots take the - //teleporter - float distance_prev_friend_prior = get_power_distance(previous_friend, targetfriend_prev_coords[client]); - GetEntPropVector(previous_friend, Prop_Send, "m_vecOrigin", friend_prev); - if (!IsPointVisible(ClientPos, friend_prev) && distance_prev_friend_prior > 500.0) - { - bot_follow_tp[client] = true; - } - } - if (IsValidClient(target_friend[client]) && !bot_follow_tp[client]) - { - GetEntPropVector(target_friend[client], Prop_Send, "m_vecOrigin", targetfriend_prev_coords[client]); - } - if (bot_follow_tp[client]) - { - float ClientPos[3]; - float Result[3]; - GetClientEyePosition(client, ClientPos); - MakeVectorFromPoints(ClientPos, targetfriend_prev_coords[client], Result); - GetVectorAngles(Result, Result); - float distance_between_bot_and_tp = get_power_distance(client, targetfriend_prev_coords[client]); - //when we are close enough to teleport just run forward without facing the tp - if (distance_between_bot_and_tp > 250.0) - { - TeleportEntity(client, NULL_VECTOR, Result, NULL_VECTOR); - } - if (!IsPointVisible(ClientPos, targetfriend_prev_coords[client])) - { - targetfriend_prev_coords[client][0] = 0.0; - targetfriend_prev_coords[client][1] = 0.0; - targetfriend_prev_coords[client][2] = 0.0; - bot_follow_tp[client] = false; - } - state = 8; //if its walking into a TP or up/down a ladder it matters to use +forward; - } - //if the bot or its target is on the ladder just use forward to reach the ladder - else if (GetEntityMoveType(client) == MOVETYPE_LADDER || (IsValidClient(target_friend[client]) && GetEntityMoveType(target_friend[client]) == MOVETYPE_LADDER)) - { - state = 8; - } - //if bot is ct: is close enough to friend, can stop following friend and focus on shooting zombies - else if (targeteam == 3 && 0 < dist_target < max_range_dist && IsValidClient(target_enemy[client])) - { - human_too_close[client] = true; - state = 0; - } - //if bot is ct: if bot is not close enough to friend follow him, //dist_target being larger than max_range_dist means a friend was found to follow - //we also check if zm already spawned, if not then stay close to friend - else if ((targeteam == 3 && dist_target > max_range_dist) || !found_enemy) - { - human_too_close[client] = false; - state = 1; - } - //if bot is ct and close enough to friend then just do nothing in case of there being no enemy to shoot at. - else if (targeteam == 3) - { - human_too_close[client] = true; - state = 2; - } - //if bot is zm follow enemy sometimes - else if (targeteam == 2 && 0 < enemy_distance < max_range_dist * 5 && IsValidClient(target_enemy[client])) - { - state = 3; - } - //if bot is zm just follow the closest friend zm, but not constantly when too close because people start bitching then - else if (targeteam == 2 && dist_target > max_range_dist / 2) - { - state = 4; - } - //if bot is zm and no close enemies and no friends far away enough to follow then check if friend is close, if its the case then do nothing - else if (targeteam == 2 && 0 < dist_target < max_range_dist / 2) - { - state = 5; - } - //if bot is zm and there are no friends close or far away but there is also no enemy close check if there is an enemy far away - else if (targeteam == 2 && IsValidClient(target_enemy[client])) - { - state = 6; - } - //else nothing to do as zm - else if (targeteam == 2) - { - state = 7; - } - if (GetEntProp(client, Prop_Data, "m_nWaterLevel") == 0 && GetEntityMoveType(client) != MOVETYPE_LADDER) - trace_hulling_bot(client); - char message[generic_length * 7]; - Format(message, sizeof(message), "dist_target: %f enemy_distance: %f targeteam: %i state: %i", dist_target, enemy_distance, targeteam, state); - if (specific_bot_player[client] == 1) - { - send_socket_msg(message, strlen(message), ports[0]); - } - if (specific_bot_player[client] == 2) - { - send_socket_msg(message, strlen(message), ports[1]); - } - if (specific_bot_player[client] == 3) - { - send_socket_msg(message, strlen(message), ports[2]); - } - if (specific_bot_player[client] == 4) - { - send_socket_msg(message, strlen(message), ports[3]); - } - } - } - } - found_valid_ct = false; - for (int client = 1; client <= MaxClients; client++) - { - if (!IsValidClient(client)) continue; - if (!is_bot_player[client] && GetClientTeam(client) == 3 && IsPlayerAlive(client)) - { - found_valid_ct = true; - break; - } - } - if (!found_valid_ct) - { - for (int client = 1; client <= MaxClients; client++) - { - if (!IsValidClient(client)) continue; - if (is_bot_player[client] && GetClientTeam(client) == 3) - { - ForcePlayerSuicide(client); - } - } - } - return Plugin_Continue; -} - -//https://developer.valvesoftware.com/wiki/Dimensions -public void trace_hulling_bot(int client) -{ - char message[generic_length * 3]; - float step_cap = 18.0; - float crouch_min = 48.0; - float stand_min = 63.0; - float feet_origin[3], mins[3], maxs[3], eye_position[3]; - int BOUNDINGBOX_INFLATION_OFFSET = 3; - GetClientEyePosition(client, eye_position); - GetClientAbsOrigin(client, feet_origin); - GetClientMins(client, mins); - GetClientMaxs(client, maxs); - //increasing boxes sizes - for (int ij = 0; ij < sizeof(mins) - 1; ij++) - { - mins[ij] -= BOUNDINGBOX_INFLATION_OFFSET; - maxs[ij] += BOUNDINGBOX_INFLATION_OFFSET; - } - //acts as full body check - feet_origin[2] += BOUNDINGBOX_INFLATION_OFFSET; - TR_TraceHullFilter(feet_origin, feet_origin, mins, maxs, MASK_ALL, TraceRayDontHitSelf); - if (TR_DidHit()) - { - //check 0.0 to 48.0 units starting from feet - feet_origin[2] -= BOUNDINGBOX_INFLATION_OFFSET; - mins[2] = 0.0; - maxs[2] = crouch_min; - TR_TraceHullFilter(feet_origin, feet_origin, mins, maxs, MASK_ALL, TraceRayDontHitSelf); - if (!(TR_DidHit())) - { - //can crouch - Format(message, sizeof(message), "hull info:crouch"); - if (specific_bot_player[client] == 1) - { - send_socket_msg(message, strlen(message), ports[0]); - } - if (specific_bot_player[client] == 2) - { - send_socket_msg(message, strlen(message), ports[1]); - } - if (specific_bot_player[client] == 3) - { - send_socket_msg(message, strlen(message), ports[2]); - } - if (specific_bot_player[client] == 4) - { - send_socket_msg(message, strlen(message), ports[3]); - } - return; - } - //something blocks floor crouch - eye_position[2] += 5.0; - float new_mins[3], new_maxs[3], new_eyes[3]; - new_mins[0] = mins[0]; - new_mins[1] = mins[1]; - new_mins[2] = crouch_min + 16.0; - new_maxs[0] = maxs[0]; - new_maxs[1] = maxs[1]; - new_maxs[2] = maxs[2] + 16.0; - new_eyes[0] = eye_position[0]; - new_eyes[1] = eye_position[1]; - new_eyes[2] = eye_position[2] - 64.0; - TR_TraceHullFilter(new_eyes, new_eyes, new_mins, new_maxs, MASK_ALL, TraceRayDontHitSelf); - if (!(TR_DidHit())) - { - //should not block jump level - Format(message, sizeof(message), "hull info:jump"); - if (specific_bot_player[client] == 1) - { - send_socket_msg(message, strlen(message), ports[0]); - } - if (specific_bot_player[client] == 2) - { - send_socket_msg(message, strlen(message), ports[1]); - } - if (specific_bot_player[client] == 3) - { - send_socket_msg(message, strlen(message), ports[2]); - } - if (specific_bot_player[client] == 4) - { - send_socket_msg(message, strlen(message), ports[3]); - } - return; - } - else - { - //still potentially crouch hole in wall or one side jumpable - mins[2] = step_cap; - float iterator = step_cap; - while (iterator < stand_min) - { - maxs[2] = iterator; - iterator += step_cap; - for (int jj = 0; jj < 2; jj++) - for (int ij = 0; ij < 2; ij++) - { - if (jj == 0) - mins[ij] += BOUNDINGBOX_INFLATION_OFFSET; - else - maxs[ij] -= BOUNDINGBOX_INFLATION_OFFSET; - - float eyes_down[3]; - eyes_down[0] = eye_position[0]; - eyes_down[1] = eye_position[1] + 10.0; - eyes_down[2] = eye_position[2]; - - float eyes_forward[3]; - eyes_forward[0] = eye_position[0]; - eyes_forward[1] = eye_position[1] + 10.0; - eyes_forward[2] = eye_position[2]; - - float maxs_new[3]; - maxs_new[0] = maxs[0] - 8.0; - maxs_new[1] = maxs[1] - 8.0; - maxs_new[2] = maxs[2]; - - TR_TraceHullFilter(eye_position, eye_position, mins, maxs_new, MASK_ALL, TraceRayDontHitSelf); - if ((TR_DidHit())) - { - bool should_jump = true; - TR_TraceHullFilter(eyes_down, eyes_forward, mins, maxs, MASK_ALL, TraceRayDontHitSelf); - if (!(TR_DidHit())) - { - should_jump = false; - } - - eyes_down[0] = eye_position[0] + 10.0; - eyes_forward[0] = eye_position[0] + 10.0; - TR_TraceHullFilter(eyes_down, eyes_forward, mins, maxs, MASK_ALL, TraceRayDontHitSelf); - if ((TR_DidHit())) - { - should_jump = false; - } - - if (should_jump) - { - Format(message, sizeof(message), "hull info:jump"); - if (specific_bot_player[client] == 1) - { - send_socket_msg(message, strlen(message), ports[0]); - } - if (specific_bot_player[client] == 2) - { - send_socket_msg(message, strlen(message), ports[1]); - } - if (specific_bot_player[client] == 3) - { - send_socket_msg(message, strlen(message), ports[2]); - } - if (specific_bot_player[client] == 4) - { - send_socket_msg(message, strlen(message), ports[3]); - } - return; - } - } - - TR_TraceHullFilter(feet_origin, feet_origin, mins, maxs, MASK_ALL, TraceRayDontHitSelf); - if (!(TR_DidHit())) - { - //hit wall on one side, no need to jump just run forward - return; - } - if (jj == 0) - mins[ij] -= BOUNDINGBOX_INFLATION_OFFSET; - else - maxs[ij] += BOUNDINGBOX_INFLATION_OFFSET; - } - } - //currently detects when two walls meet and create a corner - float move_angles[3]; - GetClientEyeAngles(client, move_angles); - move_angles[0] = 0.0; - move_angles[1] += 35.0; - move_angles[2] = 0.0; - TeleportEntity(client, NULL_VECTOR, move_angles, NULL_VECTOR); - return; - } - } -} - -public bool TraceRayDontHitSelf(int entity, int mask, any data) -{ - return entity != data && !(0 < entity <= MaxClients); -} - -stock bool IsValidClient(int client) -{ - if (client > 0 && client <= MaxClients && IsClientConnected(client) && IsClientInGame(client)) - return true; - return false; -} - -stock bool is_client_stuck_or_afk(int client, int i) -{ - //triggers between 6-8 times per second - target_friend_afk_counter[client][i]++; - int human_idle_steps = 12; - if (target_friend_afk_counter[client][i] >= human_idle_steps) - { - float min_distance_cap = 1.0; - float i_own_distance = get_power_distance(i, client_old_coords[i]); - GetEntPropVector(i, Prop_Send, "m_vecOrigin", client_old_coords[i]); - bool not_moved = i_own_distance < min_distance_cap; - if (!not_moved) - { - target_friend_afk_counter[client][i] = 0; - } - return not_moved; - } - return false; -} - -public int GetClosestClient_option1(bool finding_friend, int client, int enemy) -{ - float nearestdistance = -1.0; - int nearest = -1; - for (int i = 1; i <= MaxClients; i++) - if (IsValidClient(i) && IsPlayerAlive(i) && i != client) - { - if (!IsAbleToSee(client, i) || is_client_stuck_or_afk(client, i)) - { - continue; - } - float pos[3]; - GetEntPropVector(i, Prop_Send, "m_vecOrigin", pos); - float dist_target = get_power_distance(client, pos); - if ((finding_friend && GetClientTeam(i) != GetClientTeam(client)) || (!finding_friend && GetClientTeam(i) == GetClientTeam(client))) - { - continue; - } - - if (GetClientTeam(client) == 3 && IsValidClient(enemy)) - { - float enemy_pos[3]; - GetEntPropVector(enemy, Prop_Send, "m_vecOrigin", enemy_pos); - float enemy_distance = get_power_distance(i, enemy_pos); - //this should later be an issue at parts where zombies are on all sides around one. having to run close by them. - if (enemy_distance <= 800.0) - { - dist_target = 8000000.0; - } - } - if (is_bot_player[i]) - { - //just making sure bots have lowest priority - dist_target = 9000000.0; - } - if (nearestdistance < 0 || dist_target < nearestdistance) - { - nearest = i; - nearestdistance = dist_target; - } - } - return nearest; -} - -public float get_power_distance(int target_player, float pos[3]) -{ - float vec[3]; - GetClientAbsOrigin(target_player, vec); - return GetVectorDistance(vec, pos); -} - -public void OnClientPostAdminCheck(int client) -{ - is_bot_player[client] = false; - specific_bot_player[client] = 0; - is_autism_bot1(client); - is_autism_bot2(client); - is_autism_bot3(client); - is_autism_bot4(client); - for (int i = 1; i <= MaxClients; i++) - { - if (!IsValidClient(i)) continue; - - if (is_bot_player[i] && i != client) - { - target_friend_afk_counter[i][client] = 0; - } - } - if (is_bot_player[client]) - { - if (g_hGetRunCmdPre != INVALID_HANDLE) - DHookEntity(g_hGetRunCmdPre, false, client); - } - coords_run_cmd[client][0] = 0.0; - coords_run_cmd[client][1] = 0.0; - coords_run_cmd[client][2] = 0.0; - has_to_jump_bots[client] = 0; - //checks if ze or ze2 - int i_port = GetConVarInt(FindConVar("hostport")); - char msg[generic_length]; - if (i_port == server_ports[0]) - { - Format(msg, sizeof(msg), "autismo connected to ze"); - } - else - { - Format(msg, sizeof(msg), "autismo connected to ze2"); - } - targetfriend_prev_coords[client][0] = 0.0; - targetfriend_prev_coords[client][1] = 0.0; - targetfriend_prev_coords[client][2] = 0.0; - human_too_close[client] = false; - bot_follow_tp[client] = false; - char auth[64]; - GetClientAuthId(client, AuthId_Engine, auth, sizeof(auth)); - if (specific_bot_player[client] == 1) - { - send_socket_msg(msg, strlen(msg), ports[0]); - } - if (specific_bot_player[client] == 2) - { - send_socket_msg(msg, strlen(msg), ports[1]); - } - if (specific_bot_player[client] == 3) - { - send_socket_msg(msg, strlen(msg), ports[2]); - } - if (specific_bot_player[client] == 4) - { - send_socket_msg(msg, strlen(msg), ports[3]); - } - client_old_coords[client][0] = 0.0; - client_old_coords[client][1] = 0.0; - client_old_coords[client][2] = 0.0; -} - -public void OnSocketError(Handle socket, const int errorType, const int errorNum, any args) -{ - CloseHandle(socket); - LogError("[MR] Socket error: %d (errno %d)", errorType, errorNum); - CreateTimer(10.0, TimerConnect, INVALID_HANDLE, TIMER_HNDL_CLOSE); -} - -stock void connect_socket() -{ - if (global_socket == INVALID_HANDLE || !SocketIsConnected(global_socket)) - { - int i_port = GetConVarInt(FindConVar("hostport")); - int target_port = ports[4]; //default ze - if (i_port == server_ports[1]) - { - //ze2 - target_port = ports[5]; - } - //socket otherwise declare in public OnConfigsExecuted(){} - global_socket = SocketCreate(SOCKET_UDP, OnSocketError); - SocketSetOption(global_socket, SocketReuseAddr, 1); - SocketBind(global_socket, "127.0.0.0", target_port); - SocketConnect(global_socket, OnSocketConnected, OnSocketReceive, OnSocketDisconnected, "127.0.0.1", target_port); //48474 on ze - } -} - -public void OnClientDisconnect(int client) -{ - client_old_coords[client][0] = 0.0; - client_old_coords[client][1] = 0.0; - client_old_coords[client][2] = 0.0; - coords_run_cmd[client][0] = 0.0; - coords_run_cmd[client][1] = 0.0; - coords_run_cmd[client][2] = 0.0; - targetfriend_prev_coords[client][0] = 0.0; - targetfriend_prev_coords[client][1] = 0.0; - targetfriend_prev_coords[client][2] = 0.0; - human_too_close[client] = false; - bot_follow_tp[client] = false; - has_to_jump_bots[client] = 0; - for (int i = 1; i <= MaxClients; i++) - { - if (IsValidClient(i) && is_bot_player[i] && i != client) - { - target_friend_afk_counter[i][client] = 0; - } - } - is_bot_player[client] = false; - specific_bot_player[client] = 0; -} - -//Socket callback -public void OnSocketConnected(Handle socket, int arg) -{ - -} - -//manage message -public void OnSocketReceive(Handle socket, char receiveData [3500], int dataSize, int hFile) -{ - -} - -public void OnSocketDisconnected(Handle socket, int arg) -{ - CreateTimer(10.0, TimerConnect, INVALID_HANDLE, TIMER_HNDL_CLOSE); -} - -public Action TimerConnect(Handle timer, any arg) -{ - connect_socket(); - return Plugin_Handled; -} - -public bool IsAbleToSee(int entity, int client) -{ - float vecorigin[3]; - float vecEyePos[3]; - GetClientAbsOrigin(entity, vecorigin); - GetClientEyePosition(client, vecEyePos); - // Check if centre is visible. - if (IsPointVisible(vecEyePos, vecorigin)) - return true; - float vecEyePos_ent[3]; - float vecEyeAng[3]; - GetClientEyeAngles(entity, vecEyeAng); - GetClientEyePosition(entity, vecEyePos_ent); - // Check if weapon tip is visible. - if (IsFwdVecVisible(vecEyePos, vecEyeAng, vecEyePos_ent)) - return true; - float mins[3]; - float maxs[3]; - GetClientMins(client, mins); - GetClientMaxs(client, maxs); - // Check outer 4 corners of player. - if (IsRectangleVisible(vecEyePos, vecorigin, mins, maxs, 1.30)) //1.30 - return true; - // Check inner 4 corners of player. - if (IsRectangleVisible(vecEyePos, vecorigin, mins, maxs, 0.65)) //0.65 - return true; - return false; -} - -public bool Filter_NoPlayers(int entity, int mask) -{ - return (entity > MaxClients && !(0 < GetEntPropEnt(entity, Prop_Data, "m_hOwnerEntity") <= MaxClients)); -} - -public bool IsPointVisible(const float start[3], const float end[3]) -{ - TR_TraceRayFilter(start, end, MASK_SOLID, RayType_EndPoint, Filter_NoPlayers); - return TR_GetFraction() == 1.0; -} - -public bool IsFwdVecVisible(const float start[3], const float angles[3], const float end[3]) -{ - float fwd[3]; - GetAngleVectors(angles, fwd, NULL_VECTOR, NULL_VECTOR); - ScaleVector(fwd, 50.0); //ScaleVector(fwd, 50.0); - AddVectors(end, fwd, fwd); - return IsPointVisible(start, fwd); -} - -public bool IsRectangleVisible(const float start[3], const float end[3], const float mins[3], const float maxs[3], float scale) -{ - float ZpozOffset = maxs[2]; - float ZnegOffset = mins[2]; - float WideOffset = ((maxs[0] - mins[0]) + (maxs[1] - mins[1])) / 4.0; - // This rectangle is just a point! - if (ZpozOffset == 0.0 && ZnegOffset == 0.0 && WideOffset == 0.0) - return IsPointVisible(start, end); - // Adjust to scale. - ZpozOffset *= scale; - ZnegOffset *= scale; - WideOffset *= scale; - // Prepare rotation matrix. - float angles[3]; - float fwd[3]; - float right[3]; - SubtractVectors(start, end, fwd); - NormalizeVector(fwd, fwd); - GetVectorAngles(fwd, angles); - GetAngleVectors(angles, fwd, right, NULL_VECTOR); - float vRectangle[4][3]; - float vTemp[3]; - // If the player is on the same level as us, we can optimize by only rotating on the z-axis. - if (FloatAbs(fwd[2]) <= 0.7071) - { - ScaleVector(right, WideOffset); - - // Corner 1, 2 - vTemp = end; - vTemp[2] += ZpozOffset; - AddVectors(vTemp, right, vRectangle[0]); - SubtractVectors(vTemp, right, vRectangle[1]); - - // Corner 3, 4 - vTemp = end; - vTemp[2] += ZnegOffset; - AddVectors(vTemp, right, vRectangle[2]); - SubtractVectors(vTemp, right, vRectangle[3]); - - } - else if (fwd[2] > 0.0) // Player is below us. - { - fwd[2] = 0.0; - NormalizeVector(fwd, fwd); - ScaleVector(fwd, scale); - ScaleVector(fwd, WideOffset); - ScaleVector(right, WideOffset); - // Corner 1 - vTemp = end; - vTemp[2] += ZpozOffset; - AddVectors(vTemp, right, vTemp); - SubtractVectors(vTemp, fwd, vRectangle[0]); - // Corner 2 - vTemp = end; - vTemp[2] += ZpozOffset; - SubtractVectors(vTemp, right, vTemp); - SubtractVectors(vTemp, fwd, vRectangle[1]); - // Corner 3 - vTemp = end; - vTemp[2] += ZnegOffset; - AddVectors(vTemp, right, vTemp); - AddVectors(vTemp, fwd, vRectangle[2]); - // Corner 4 - vTemp = end; - vTemp[2] += ZnegOffset; - SubtractVectors(vTemp, right, vTemp); - AddVectors(vTemp, fwd, vRectangle[3]); - } - else // Player is above us. - { - fwd[2] = 0.0; - NormalizeVector(fwd, fwd); - ScaleVector(fwd, scale); - ScaleVector(fwd, WideOffset); - ScaleVector(right, WideOffset); - // Corner 1 - vTemp = end; - vTemp[2] += ZpozOffset; - AddVectors(vTemp, right, vTemp); - AddVectors(vTemp, fwd, vRectangle[0]); - // Corner 2 - vTemp = end; - vTemp[2] += ZpozOffset; - SubtractVectors(vTemp, right, vTemp); - AddVectors(vTemp, fwd, vRectangle[1]); - // Corner 3 - vTemp = end; - vTemp[2] += ZnegOffset; - AddVectors(vTemp, right, vTemp); - SubtractVectors(vTemp, fwd, vRectangle[2]); - // Corner 4 - vTemp = end; - vTemp[2] += ZnegOffset; - SubtractVectors(vTemp, right, vTemp); - SubtractVectors(vTemp, fwd, vRectangle[3]); - } - // Run traces on all corners. - for (int i = 0; i < 4; i++) - if (IsPointVisible(start, vRectangle[i])) - return true; - return false; -}