further adjustsment to targeting, handling teleports, distance and ray tracing
This commit is contained in:
parent
121301cd54
commit
45f8a4c480
@ -12,6 +12,7 @@ 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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message_counter = 0
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def writeCfgInput(Input):
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with open(looptestPath, 'w') as f:
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@ -47,6 +48,8 @@ def bot_process_keyinput(input_line):
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writeCfgInput("wait 5;")
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def bot_process_movement(input_line):
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global message_counter
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message_counter += 1
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dist_target = input_line[input_line.index("dist_target:") + len("dist_target:"):input_line.index("targethuman:")]
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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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@ -83,15 +86,17 @@ def bot_process_movement(input_line):
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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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if message_counter > 10:
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print('target human: ', targethuman, ' dist_target: ', dist_target, ' enemy distance: ', enemy_distance)
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message_counter = 0
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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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boolean_val = random.choice([True, False])
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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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strInput += "+moveleft; wait 15; -moveleft; "
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else:
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strInput += "+moveright; wait 5; -moveright; wait 5; "
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strInput += "+moveright; wait 15; -moveright; "
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else:
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strInput += "-forward; wait 5;"
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@ -13,12 +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 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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bool bot_stuck_g = false;
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float client_old_coords[MAXPLAYERS + 1][3];
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bool face_teleporter = false;
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float bot_presumed_endpoint[3];
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//admins & vips
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bool admins[MAXPLAYERS + 1];
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@ -50,6 +50,11 @@ public void OnPluginStart()
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SocketBind(socket, "127.0.0.1", 48475);
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connect(socket);
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global_socket = socket;
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targethuman = 0;
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bot_presumed_endpoint[0] = 0.0;
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bot_presumed_endpoint[1] = 0.0;
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bot_presumed_endpoint[2] = 0.0;
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}
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public Action cmd_talk(int client, int args)
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@ -70,9 +75,11 @@ 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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bot_stuck_g = false;
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bot_presumed_endpoint[0] = 0.0;
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bot_presumed_endpoint[1] = 0.0;
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bot_presumed_endpoint[2] = 0.0;
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CreateTimer(7.0, permitStuck);
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}
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@ -82,10 +89,18 @@ public Action permitStuck(Handle timer, any data)
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return Plugin_Continue;
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}
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public Action bot_reached_endpoint(Handle timer, any data)
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{
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bot_presumed_endpoint[0] = 0.0;
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bot_presumed_endpoint[1] = 0.0;
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bot_presumed_endpoint[2] = 0.0;
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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(1.0, 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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@ -93,17 +108,12 @@ 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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int min_cap = 15;
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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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if (!bot_stuck_g)
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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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@ -133,7 +143,8 @@ public bool TraceRayable(int client, int target)
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GetClientEyePosition(client, pos_client);
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GetClientEyePosition(target, pos_target);
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Handle trace = TR_TraceRayFilterEx(pos_client, pos_target, MASK_NPCSOLID, RayType_EndPoint, FilterClient, client);
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//Handle trace = TR_TraceRayFilterEx(pos_client, pos_target, MASK_NPCSOLID, RayType_EndPoint, FilterClient, client);
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Handle trace = TR_TraceRayFilterEx(pos_client, pos_target, MASK_VISIBLE, RayType_EndPoint, FilterClient, client);
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if (TR_DidHit(trace))
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{
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if(TR_GetEntityIndex(trace) == target)
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@ -162,7 +173,7 @@ 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 = 3.0;
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float dist_cap = 15.0;
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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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@ -191,28 +202,52 @@ public Action recursive_pressing(Handle timer, any data)
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targeteam = 3;
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}
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bool find_closest_match = true;
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bool bot_stuck = false;
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if (IsValidClient(targethuman) && GetClientTeam(targethuman) == targeteam && IsPlayerAlive(targethuman))
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{
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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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if (bot_presumed_endpoint[0] != 0.0)
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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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find_closest_match = false;
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float ClientPos[3];
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float Result[3];
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float min_distance = 0.2;
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GetClientEyePosition(present, ClientPos);
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MakeVectorFromPoints(ClientPos, bot_presumed_endpoint, Result);
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GetVectorAngles(Result, Result);
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TeleportEntity(present, NULL_VECTOR, Result, NULL_VECTOR);
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bot_stuck = is_bot_stuck();
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float dist_target = get_power_distance(present, bot_presumed_endpoint);
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if (dist_target <= min_distance)
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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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bot_presumed_endpoint[0] = 0.0;
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bot_presumed_endpoint[1] = 0.0;
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bot_presumed_endpoint[2] = 0.0;
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}
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}
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else
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{
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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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int iterator_counter = 0;
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while (iterator_counter < 10 && find_closest_match)
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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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face_call(targethuman);
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find_closest_match = TraceRayable(present, targethuman) ? false : true;
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iterator_counter++;
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}
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if (find_closest_match)
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{
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float dist_target = get_power_distance(targethuman, client_old_coords[targethuman]);
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float min_required_distance = 1500.0;
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if (dist_target > min_required_distance)
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{
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bot_presumed_endpoint[0] = client_old_coords[targethuman][0];
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bot_presumed_endpoint[1] = client_old_coords[targethuman][1];
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bot_presumed_endpoint[2] = client_old_coords[targethuman][2];
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find_closest_match = false;
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CreateTimer(6.0, bot_reached_endpoint);
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}
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}
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}
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}
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@ -222,8 +257,8 @@ public Action recursive_pressing(Handle timer, any data)
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if (IsValidClient(targethuman))
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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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GetEntPropVector(targethuman, Prop_Send, "m_vecOrigin", pos);
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float dist_target = get_power_distance(present, pos);
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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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@ -232,15 +267,15 @@ public Action recursive_pressing(Handle timer, any data)
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int ilevel = GetEntProp(present, Prop_Data, "m_nWaterLevel");
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if (ilevel >= 2)
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bot_on_type = 1;
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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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if (bot_on_type != 0 && bot_on_type != 2 && bot_presumed_endpoint[0] == 0.0)
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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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GetEntPropVector(target_enemy, Prop_Send, "m_vecOrigin", pos);
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enemy_distance = get_power_distance(present, pos);
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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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@ -254,12 +289,9 @@ public Action recursive_pressing(Handle timer, any data)
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else
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face_call(targethuman);
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if (round_start_stuck)
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{
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bot_stuck = is_bot_stuck();
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if (bot_stuck)
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bot_mini_count_stucker = 0;
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}
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}
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//TODO detect gaps and jump perfectly over them
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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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@ -269,19 +301,16 @@ 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 min_distance_cap = 5.0;
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int min_cap = 5;
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float min_distance_cap = 0.05;
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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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return bot_mini_count_stucker > min_cap;
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bot_stuck_g = bot_own_distance < min_distance_cap;
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return bot_stuck_g;
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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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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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@ -308,8 +337,8 @@ stock bool IsValidClient(int client)
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stock bool is_client_stuck_or_afk(int client)
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{
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float min_distance_cap = 2.5;
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int min_cap = 5;
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float min_distance_cap = 0.05;
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int min_cap = 15;
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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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@ -323,11 +352,12 @@ public int find_closest_enemy(int entity, int targeteam)
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float pos[3];
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float nearestdistance = -1.0;
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int nearest = -1;
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GetEntPropVector(entity, Prop_Send, "m_vecOrigin", pos);
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for (int i = 1; i <= MaxClients; i++)
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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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GetEntPropVector(i, Prop_Send, "m_vecOrigin", pos);
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float dist_target = get_power_distance(entity, 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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@ -349,10 +379,8 @@ public int GetClosestClient_option1(int entity, int targeteam)
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{
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bool adminpresent = false;
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bool vippresent = false;
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float pos[3];
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float nearestdistance = -1.0;
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int nearest = -1;
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GetEntPropVector(entity, Prop_Send, "m_vecOrigin", pos);
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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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@ -362,12 +390,12 @@ public int GetClosestClient_option1(int entity, int targeteam)
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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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if (admins[i])
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{
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adminpresent = true;
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vippresent = false;
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}
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else if (vips[i] && !adminpresent && traceable)
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else if (vips[i] && !adminpresent)
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{
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vippresent = true;
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}
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@ -381,9 +409,11 @@ 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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float dist_target = get_power_distance(i, pos);
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float pos[3];
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GetEntPropVector(i, Prop_Send, "m_vecOrigin", pos);
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float dist_target = get_power_distance(entity, pos);
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if (!traceable)
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dist_target = dist_target * dist_target;
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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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@ -407,9 +437,7 @@ public float get_power_distance(int target_player, float [3]pos)
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public bool FilterClient(int entity, int contentsMask, int client)
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{
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if (entity == client)
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return false;
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return true;
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return (entity != client && 1 <= client <= MaxClients || !IsClientInGame(client));
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}
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public void OnClientPostAdminCheck(int client)
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