From 45f8a4c48035755ba817edb06d882171af25dac0 Mon Sep 17 00:00:00 2001 From: jenzur Date: Sat, 25 Jul 2020 00:50:00 +0200 Subject: [PATCH] further adjustsment to targeting, handling teleports, distance and ray tracing --- AutismBotIngame/python/ingamefollowct.py | 13 +- AutismBotIngame/scripting/autism_bot_info.sp | 150 +++++++++++-------- 2 files changed, 98 insertions(+), 65 deletions(-) diff --git a/AutismBotIngame/python/ingamefollowct.py b/AutismBotIngame/python/ingamefollowct.py index 89ecd8d4..db80a0bd 100644 --- a/AutismBotIngame/python/ingamefollowct.py +++ b/AutismBotIngame/python/ingamefollowct.py @@ -12,6 +12,7 @@ import codecs looptestPath = '/home/gameservers/.steam/steam/steamapps/common/Counter-Strike Source/cstrike/cfg/looptest.cfg' chatmsg = "" ladder_counter = 0 +message_counter = 0 def writeCfgInput(Input): with open(looptestPath, 'w') as f: @@ -47,6 +48,8 @@ def bot_process_keyinput(input_line): writeCfgInput("wait 5;") def bot_process_movement(input_line): + global message_counter + message_counter += 1 dist_target = input_line[input_line.index("dist_target:") + len("dist_target:"):input_line.index("targethuman:")] 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:")] @@ -83,15 +86,17 @@ def bot_process_movement(input_line): 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) + if message_counter > 10: + print('target human: ', targethuman, ' dist_target: ', dist_target, ' enemy distance: ', enemy_distance) + message_counter = 0 if enemy_distance < 0 or dist_target > min_distance_target_human or targeteam == 2: strInput += "+forward; wait 5; " + boolean_val = random.choice([True, False]) for _ in range(10): - boolean_val = random.choice([True, False]) if boolean_val: - strInput += "+moveleft; wait 5; -moveleft; wait 5; " + strInput += "+moveleft; wait 15; -moveleft; " else: - strInput += "+moveright; wait 5; -moveright; wait 5; " + strInput += "+moveright; wait 15; -moveright; " else: strInput += "-forward; wait 5;" diff --git a/AutismBotIngame/scripting/autism_bot_info.sp b/AutismBotIngame/scripting/autism_bot_info.sp index 5ed53ee7..1f95b4f8 100644 --- a/AutismBotIngame/scripting/autism_bot_info.sp +++ b/AutismBotIngame/scripting/autism_bot_info.sp @@ -13,12 +13,12 @@ //#pragma newdecls required int present = 0; int targethuman = 0; -int bot_mini_count_stucker = 0; int client_mini_stuck_counter[MAXPLAYERS + 1]; bool round_start_stuck = false; float bot_old_coords[3]; +bool bot_stuck_g = false; float client_old_coords[MAXPLAYERS + 1][3]; -bool face_teleporter = false; +float bot_presumed_endpoint[3]; //admins & vips bool admins[MAXPLAYERS + 1]; @@ -50,6 +50,11 @@ public void OnPluginStart() SocketBind(socket, "127.0.0.1", 48475); connect(socket); global_socket = socket; + + targethuman = 0; + bot_presumed_endpoint[0] = 0.0; + bot_presumed_endpoint[1] = 0.0; + bot_presumed_endpoint[2] = 0.0; } public Action cmd_talk(int client, int args) @@ -70,9 +75,11 @@ 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; + bot_stuck_g = false; + bot_presumed_endpoint[0] = 0.0; + bot_presumed_endpoint[1] = 0.0; + bot_presumed_endpoint[2] = 0.0; CreateTimer(7.0, permitStuck); } @@ -82,10 +89,18 @@ public Action permitStuck(Handle timer, any data) return Plugin_Continue; } +public Action bot_reached_endpoint(Handle timer, any data) +{ + bot_presumed_endpoint[0] = 0.0; + bot_presumed_endpoint[1] = 0.0; + bot_presumed_endpoint[2] = 0.0; + 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(1.0, clients_coordinates, INVALID_HANDLE, TIMER_REPEAT|TIMER_FLAG_NO_MAPCHANGE); CreateTimer(10.0, bot_check_connect, INVALID_HANDLE, TIMER_REPEAT|TIMER_FLAG_NO_MAPCHANGE); } @@ -93,17 +108,12 @@ public Action clients_coordinates(Handle timer, any data) { if (IsValidClient(present) && IsPlayerAlive(present)) { - int min_cap = 5; + int min_cap = 15; 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) + if (!bot_stuck_g) 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; } @@ -133,7 +143,8 @@ public bool TraceRayable(int client, int target) GetClientEyePosition(client, pos_client); GetClientEyePosition(target, pos_target); - Handle trace = TR_TraceRayFilterEx(pos_client, pos_target, MASK_NPCSOLID, RayType_EndPoint, FilterClient, client); + //Handle trace = TR_TraceRayFilterEx(pos_client, pos_target, MASK_NPCSOLID, RayType_EndPoint, FilterClient, client); + Handle trace = TR_TraceRayFilterEx(pos_client, pos_target, MASK_VISIBLE, RayType_EndPoint, FilterClient, client); if (TR_DidHit(trace)) { if(TR_GetEntityIndex(trace) == target) @@ -162,7 +173,7 @@ 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 = 3.0; + float dist_cap = 15.0; if (dist_target <= dist_cap) { Format(keyinput, sizeof(keyinput), "keyinput: %s dist_target: %f", keyinput, dist_target); @@ -191,28 +202,52 @@ public Action recursive_pressing(Handle timer, any data) targeteam = 3; } bool find_closest_match = true; + bool bot_stuck = false; if (IsValidClient(targethuman) && GetClientTeam(targethuman) == targeteam && IsPlayerAlive(targethuman)) { - find_closest_match = is_client_stuck_or_afk(targethuman); - if (!find_closest_match) + if (bot_presumed_endpoint[0] != 0.0) { - face_call(targethuman); - find_closest_match = TraceRayable(present, targethuman) ? false : true; - if (find_closest_match) + find_closest_match = false; + float ClientPos[3]; + float Result[3]; + float min_distance = 0.2; + GetClientEyePosition(present, ClientPos); + MakeVectorFromPoints(ClientPos, bot_presumed_endpoint, Result); + GetVectorAngles(Result, Result); + TeleportEntity(present, NULL_VECTOR, Result, NULL_VECTOR); + bot_stuck = is_bot_stuck(); + float dist_target = get_power_distance(present, bot_presumed_endpoint); + if (dist_target <= min_distance) { - //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) + bot_presumed_endpoint[0] = 0.0; + bot_presumed_endpoint[1] = 0.0; + bot_presumed_endpoint[2] = 0.0; + } + } + else + { + find_closest_match = is_client_stuck_or_afk(targethuman); + if (!find_closest_match) + { + int iterator_counter = 0; + while (iterator_counter < 10 && find_closest_match) { - 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); + face_call(targethuman); + find_closest_match = TraceRayable(present, targethuman) ? false : true; + iterator_counter++; + } + if (find_closest_match) + { + float dist_target = get_power_distance(targethuman, client_old_coords[targethuman]); + float min_required_distance = 1500.0; + if (dist_target > min_required_distance) + { + bot_presumed_endpoint[0] = client_old_coords[targethuman][0]; + bot_presumed_endpoint[1] = client_old_coords[targethuman][1]; + bot_presumed_endpoint[2] = client_old_coords[targethuman][2]; + find_closest_match = false; + CreateTimer(6.0, bot_reached_endpoint); + } } } } @@ -222,8 +257,8 @@ public Action recursive_pressing(Handle timer, any data) if (IsValidClient(targethuman)) { float pos[3]; - GetEntPropVector(present, Prop_Send, "m_vecOrigin", pos); - float dist_target = get_power_distance(targethuman, pos); + GetEntPropVector(targethuman, Prop_Send, "m_vecOrigin", pos); + float dist_target = get_power_distance(present, pos); float enemy_distance = -1.0; //check ladder = 0, water = 1, in air(surfing) = 2 TODO int bot_on_type = -1; @@ -232,15 +267,15 @@ public Action recursive_pressing(Handle timer, any data) int ilevel = GetEntProp(present, Prop_Data, "m_nWaterLevel"); if (ilevel >= 2) bot_on_type = 1; - bool bot_stuck = false; - if (bot_on_type != 0 && bot_on_type != 2) + if (bot_on_type != 0 && bot_on_type != 2 && bot_presumed_endpoint[0] == 0.0) { 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); + GetEntPropVector(target_enemy, Prop_Send, "m_vecOrigin", pos); + enemy_distance = get_power_distance(present, pos); //human aiming for zombie if (targeteam == 3 && dist_target < min_distance_target_human && enemy_distance > min_enemy_distance) face_call(target_enemy); @@ -254,12 +289,9 @@ public Action recursive_pressing(Handle timer, any data) else face_call(targethuman); if (round_start_stuck) - { bot_stuck = is_bot_stuck(); - if (bot_stuck) - bot_mini_count_stucker = 0; - } } + //TODO detect gaps and jump perfectly over them 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)); } @@ -269,19 +301,16 @@ public Action recursive_pressing(Handle timer, any data) public bool is_bot_stuck() { - float min_distance_cap = 5.0; - int min_cap = 5; + float min_distance_cap = 0.05; float bot_own_distance = get_power_distance(present, bot_old_coords); - if (bot_own_distance < min_distance_cap) - bot_mini_count_stucker++; - return bot_mini_count_stucker > min_cap; + bot_stuck_g = bot_own_distance < min_distance_cap; + return bot_stuck_g; } public void face_call(int client) { - if (!face_teleporter) - for (int j = 0; j < 5; j++) - faceclient(client); + for (int j = 0; j < 5; j++) + faceclient(client); } public void faceclient(int target_human) @@ -308,8 +337,8 @@ stock bool IsValidClient(int client) stock bool is_client_stuck_or_afk(int client) { - float min_distance_cap = 2.5; - int min_cap = 5; + float min_distance_cap = 0.05; + int min_cap = 15; float client_own_distance = get_power_distance(client, client_old_coords[client]); if (client_own_distance < min_distance_cap) client_mini_stuck_counter[client]++; @@ -323,11 +352,12 @@ public int find_closest_enemy(int entity, int targeteam) float pos[3]; float nearestdistance = -1.0; int nearest = -1; - GetEntPropVector(entity, Prop_Send, "m_vecOrigin", pos); + for (int i = 1; i <= MaxClients; i++) if (IsValidClient(i) && IsPlayerAlive(i) && GetClientTeam(i) != targeteam) { - float dist_target = get_power_distance(i, pos); + GetEntPropVector(i, Prop_Send, "m_vecOrigin", pos); + float dist_target = get_power_distance(entity, pos); bool traceable = false; face_call(i); if (TraceRayable(present, i)) @@ -349,10 +379,8 @@ public int GetClosestClient_option1(int entity, int targeteam) { bool adminpresent = false; bool vippresent = false; - float pos[3]; float nearestdistance = -1.0; int nearest = -1; - GetEntPropVector(entity, Prop_Send, "m_vecOrigin", pos); for (int i = 1; i <= MaxClients; i++) if (IsValidClient(i) && IsPlayerAlive(i) && GetClientTeam(i) == targeteam && i != present) { @@ -362,12 +390,12 @@ public int GetClosestClient_option1(int entity, int targeteam) traceable = true; if (is_client_stuck_or_afk(i)) continue; - if (admins[i] && traceable) + if (admins[i]) { adminpresent = true; vippresent = false; } - else if (vips[i] && !adminpresent && traceable) + else if (vips[i] && !adminpresent) { vippresent = true; } @@ -381,9 +409,11 @@ public int GetClosestClient_option1(int entity, int targeteam) if (!vips[i]) continue; } - float dist_target = get_power_distance(i, pos); + float pos[3]; + GetEntPropVector(i, Prop_Send, "m_vecOrigin", pos); + float dist_target = get_power_distance(entity, pos); if (!traceable) - dist_target = dist_target * dist_target; + continue; if (nearestdistance < 0 || dist_target < nearestdistance) { nearest = i; @@ -407,9 +437,7 @@ public float get_power_distance(int target_player, float [3]pos) public bool FilterClient(int entity, int contentsMask, int client) { - if (entity == client) - return false; - return true; + return (entity != client && 1 <= client <= MaxClients || !IsClientInGame(client)); } public void OnClientPostAdminCheck(int client)