added checks for surfing and bot going downhill
This commit is contained in:
parent
c4e2cdc995
commit
7e03b2cf8b
@ -72,39 +72,47 @@ def bot_process_movement(input_line):
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elif targeteam == 2:
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elif targeteam == 2:
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strInput += "use weapon_knife; wait 5; "
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strInput += "use weapon_knife; wait 5; "
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global ladder_counter
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global ladder_counter
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if bot_on_type == 0 and ladder_counter < 500:
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if bot_on_type == 0 and ladder_counter < 100:
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print('bot_on_type ladder, ladder_counter: ', ladder_counter)
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print('bot_on_type ladder, ladder_counter: ', ladder_counter)
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strInput += "setang -90 90 0; wait 5; -back; wait 3; -moveleft; wait 3; -moveright; wait 5; -jump; wait 3; -duck; wait 3; +forward; wait 5;"
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strInput += "setang -90 90 0; wait 5; -back; wait 3; -moveleft; wait 3; -moveright; wait 5; -jump; wait 3; -duck; wait 3; +forward; wait 5;"
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ladder_counter += 1
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ladder_counter += 1
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elif bot_on_type == 2:
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elif bot_on_type == 2:
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print('bot surfing')
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print('bot surfing')
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#make some setup to allow surfing/mimic
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strInput += "-forward; wait 3;"
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strInput = strinput_append(strInput, 10)
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else:
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else:
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ladder_counter = 0
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ladder_counter = 0
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min_distance_target_human = 0.3
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min_distance_target_human = 0.2
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min_enemy_distance = 10.0
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min_enemy_distance = 10.0
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if bot_on_type == 1:
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if bot_on_type == 1 or bot_on_type == 3:
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print('bot_on_type water')
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print('bot_on_type 1 = water | 3 = downhill: ', bot_on_type)
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strInput += "+jump; wait 5;"
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for _ in range(10):
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strInput += "+jump; wait 5;"
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if message_counter > 10:
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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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print('target human: ', targethuman, ' dist_target: ', dist_target, ' enemy distance: ', enemy_distance)
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message_counter = 0
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message_counter = 0
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if enemy_distance < 0 or dist_target > min_distance_target_human or enemy_distance < min_enemy_distance or targeteam == 2:
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if enemy_distance < 0 or dist_target > min_distance_target_human or enemy_distance < min_enemy_distance or targeteam == 2:
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strInput += "+forward; wait 5; "
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strInput += "+forward; wait 5; "
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for _ in range(10):
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strInput = strinput_append(strInput, 1)
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boolean_val = random.choice([True, False])
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if boolean_val:
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strInput += "+moveleft; wait 15; -moveleft; "
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else:
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strInput += "+moveright; wait 15; -moveright; "
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else:
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else:
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strInput += "-forward; wait 5;"
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strInput += "-forward; wait 5;"
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print('-forward!')
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#print('strInput final:', strInput)
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#print('strInput final:', strInput)
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writeCfgInput(strInput)
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writeCfgInput(strInput)
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time.sleep(0.2)
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time.sleep(0.2)
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writeCfgInput("wait 5;")
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writeCfgInput("wait 5;")
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def strinput_append(strInput, nth):
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for _ in range(10 * nth):
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boolean_val = random.choice([True, False])
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if boolean_val:
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strInput += "+moveleft; wait 15; -moveleft; "
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else:
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strInput += "+moveright; wait 15; -moveright; "
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return strInput
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def bot_connect_ze():
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def bot_connect_ze():
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#use whatever ip you want here to connect with
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#use whatever ip you want here to connect with
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strdev = "connect 151.80.230.149:27019/test132;"
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strdev = "connect 151.80.230.149:27019/test132;"
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@ -18,7 +18,11 @@ bool round_start_stuck = false;
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float bot_old_coords[3];
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float bot_old_coords[3];
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bool bot_stuck_g = false;
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bool bot_stuck_g = false;
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float client_old_coords[MAXPLAYERS + 1][3];
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float client_old_coords[MAXPLAYERS + 1][3];
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float bot_presumed_endpoint[3];
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bool bot_forward = false;
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bool g_bOnGround[MAXPLAYERS + 1];
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bool g_bLastOnGround[MAXPLAYERS + 1];
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float g_vCurrent[MAXPLAYERS + 1][3];
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float g_vLast[MAXPLAYERS + 1][3];
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//admins & vips
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//admins & vips
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bool admins[MAXPLAYERS + 1];
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bool admins[MAXPLAYERS + 1];
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@ -51,10 +55,8 @@ public void OnPluginStart()
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connect(socket);
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connect(socket);
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global_socket = socket;
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global_socket = socket;
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round_start_stuck = true;
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round_start_stuck = true;
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bot_forward = false;
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targethuman = 0;
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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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}
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public Action cmd_talk(int client, int args)
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public Action cmd_talk(int client, int args)
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@ -77,9 +79,7 @@ public void Event_RoundStart(Handle event, const char[] name, bool dontBroadcast
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round_start_stuck = false;
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round_start_stuck = false;
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targethuman = 0;
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targethuman = 0;
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bot_stuck_g = false;
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bot_stuck_g = false;
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bot_presumed_endpoint[0] = 0.0;
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bot_forward = false;
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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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CreateTimer(7.0, permitStuck);
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}
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}
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@ -91,9 +91,7 @@ public Action permitStuck(Handle timer, any data)
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public Action bot_reached_endpoint(Handle timer, any data)
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public Action bot_reached_endpoint(Handle timer, any data)
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{
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{
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bot_presumed_endpoint[0] = 0.0;
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bot_forward = false;
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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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return Plugin_Continue;
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}
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}
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@ -165,6 +163,8 @@ public Action recursive_pressing(Handle timer, any data)
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{
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{
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if (IsValidClient(present) && IsPlayerAlive(present))
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if (IsValidClient(present) && IsPlayerAlive(present))
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{
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{
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if (bot_forward)
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return Plugin_Continue;
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char message[generic_length * 7];
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char message[generic_length * 7];
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float present_bot_coords[3];
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float present_bot_coords[3];
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GetClientAbsOrigin(present, present_bot_coords);
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GetClientAbsOrigin(present, present_bot_coords);
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@ -183,57 +183,36 @@ public Action recursive_pressing(Handle timer, any data)
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bool bot_stuck = false;
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bool bot_stuck = false;
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if (IsValidClient(targethuman) && GetClientTeam(targethuman) == targeteam && IsPlayerAlive(targethuman))
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if (IsValidClient(targethuman) && GetClientTeam(targethuman) == targeteam && IsPlayerAlive(targethuman))
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{
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{
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if (bot_presumed_endpoint[0] != 0.0)
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face_call(targethuman);
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{
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find_closest_match = is_client_stuck_or_afk(targethuman);
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find_closest_match = false;
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if (!find_closest_match)
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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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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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{
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face_call(targethuman);
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face_call(targethuman);
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find_closest_match = is_client_stuck_or_afk(targethuman);
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find_closest_match = IsAbleToSee(present, targethuman) ? false : true;
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if (!find_closest_match)
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if (find_closest_match)
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{
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{
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face_call(targethuman);
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float dist_target = get_power_distance(targethuman, client_old_coords[targethuman]);
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find_closest_match = IsAbleToSee(present, targethuman) ? false : true;
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float min_required_distance = 1500.0;
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if (find_closest_match)
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if (dist_target > min_required_distance)
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{
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{
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float dist_target = get_power_distance(targethuman, client_old_coords[targethuman]);
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bot_forward = true;
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float min_required_distance = 1500.0;
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find_closest_match = false;
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if (dist_target > min_required_distance)
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CreateTimer(4.0, bot_reached_endpoint);
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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(4.0, bot_reached_endpoint);
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}
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}
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}
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}
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}
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}
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}
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}
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}
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//check ladder = 0, water = 1, in air(surfing) = 2 TODO
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//check ladder = 0, water = 1, in air(surfing) = 2, downhill = 3
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int bot_on_type = -1;
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int bot_on_type = -1;
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if (GetEntityMoveType(present) == MOVETYPE_LADDER)
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if (GetEntityMoveType(present) == MOVETYPE_LADDER)
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bot_on_type = 0;
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bot_on_type = 0;
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int ilevel = GetEntProp(present, Prop_Data, "m_nWaterLevel");
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int ilevel = GetEntProp(present, Prop_Data, "m_nWaterLevel");
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if (ilevel >= 2)
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if (ilevel >= 2)
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bot_on_type = 1;
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bot_on_type = 1;
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if (bot_on_type == -1)
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bot_on_type = check_bot_surfing_or_downhill();
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if (find_closest_match && bot_on_type != 0)
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if (find_closest_match && bot_on_type != 0)
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{
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{
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targethuman = 0;
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targethuman = 0;
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@ -243,7 +222,7 @@ public Action recursive_pressing(Handle timer, any data)
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int target_enemy = find_closest_enemy(present, targeteam);
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int target_enemy = find_closest_enemy(present, targeteam);
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bool chasing_enemy = false;
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bool chasing_enemy = false;
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float dist_target = -1.0;
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float dist_target = -1.0;
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if (bot_on_type != 0 && bot_on_type != 2 && bot_presumed_endpoint[0] == 0.0)
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if (bot_on_type != 0 && bot_on_type != 2)
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{
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{
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float pos[3];
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float pos[3];
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if (IsValidClient(targethuman))
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if (IsValidClient(targethuman))
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@ -254,9 +233,10 @@ public Action recursive_pressing(Handle timer, any data)
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if (IsValidClient(target_enemy))
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if (IsValidClient(target_enemy))
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{
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{
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float min_enemy_distance = 10.0;
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float min_enemy_distance = 10.0;
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int min_distance_mult = 6;
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GetEntPropVector(target_enemy, Prop_Send, "m_vecOrigin", 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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enemy_distance = get_power_distance(present, pos);
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float min_distance_target_human = 0.3;
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float min_distance_target_human = 0.2;
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//human aiming for zombie
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//human aiming for zombie
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if (targeteam == 3 && dist_target > 0 && dist_target < min_distance_target_human && enemy_distance > min_enemy_distance)
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if (targeteam == 3 && dist_target > 0 && dist_target < min_distance_target_human && enemy_distance > min_enemy_distance)
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{
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{
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@ -264,7 +244,9 @@ public Action recursive_pressing(Handle timer, any data)
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face_call(target_enemy);
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face_call(target_enemy);
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}
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}
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//zombie aiming for human
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//zombie aiming for human
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if (targeteam == 2 && min_enemy_distance * 3 > enemy_distance && enemy_distance > 0)
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if (0 < enemy_distance <= dist_target)
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min_enemy_distance = min_enemy_distance * min_distance_mult;
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if (targeteam == 2 && min_enemy_distance * min_distance_mult > enemy_distance && enemy_distance > 0)
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{
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{
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chasing_enemy = true;
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chasing_enemy = true;
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face_call(target_enemy);
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face_call(target_enemy);
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@ -275,7 +257,8 @@ public Action recursive_pressing(Handle timer, any data)
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if (round_start_stuck)
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if (round_start_stuck)
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bot_stuck = is_bot_stuck();
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bot_stuck = is_bot_stuck();
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}
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}
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//TODO detect gaps and jump perfectly over them, trace maybe to judge if avoiding gap or jumpable distance
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//TODO detect gaps and jump perfectly over them
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if (IsValidClient(targethuman))
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if (IsValidClient(targethuman))
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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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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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else
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else
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@ -285,6 +268,80 @@ public Action recursive_pressing(Handle timer, any data)
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return Plugin_Continue;
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return Plugin_Continue;
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}
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}
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public int check_bot_surfing_or_downhill()
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{
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g_bLastOnGround[present] = g_bOnGround[present];
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if (GetEntityFlags(present) & FL_ONGROUND)
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g_bOnGround[present] = true;
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else
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g_bOnGround[present] = false;
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g_vLast[present][0] = g_vCurrent[present][0];
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g_vLast[present][1] = g_vCurrent[present][1];
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g_vLast[present][2] = g_vCurrent[present][2];
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g_vCurrent[present][0] = GetEntPropFloat(present, Prop_Send, "m_vecVelocity[0]");
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g_vCurrent[present][1] = GetEntPropFloat(present, Prop_Send, "m_vecVelocity[1]");
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g_vCurrent[present][2] = GetEntPropFloat(present, Prop_Send, "m_vecVelocity[2]");
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if (g_bOnGround[present] && !g_bLastOnGround[present])
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{
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float vPos[3];
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float vMins[3];
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float vMaxs[3];
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GetEntPropVector(present, Prop_Data, "m_vecOrigin", vPos);
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GetEntPropVector(present, Prop_Send, "m_vecMins", vMins);
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GetEntPropVector(present, Prop_Send, "m_vecMaxs", vMaxs);
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float vEndPos[3];
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vEndPos[0] = vPos[0];
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vEndPos[1] = vPos[1];
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vEndPos[2] = vPos[2] - FindConVar("sv_maxvelocity").FloatValue;
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TR_TraceHullFilter(vPos, vEndPos, vMins, vMaxs, MASK_PLAYERSOLID_BRUSHONLY, TraceRayDontHitSelf, present);
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if (TR_DidHit())
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{
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//(1.0 = flat ground, < 0.7 = surf ramp)
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float vPlane[3];
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float vLast[3];
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float surf_ramp = 0.7;
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float flat_ground = 1.0;
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TR_GetPlaneNormal(INVALID_HANDLE, vPlane);
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if (vPlane[2] < surf_ramp)
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return 2;
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if (vPlane[2] < flat_ground)
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{
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vLast[0] = g_vLast[present][0];
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vLast[1] = g_vLast[present][1];
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vLast[2] = g_vLast[present][2];
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vLast[2] -= (FindConVar("sv_gravity").FloatValue * GetTickInterval() * 0.5);
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float fBackOff = GetVectorDotProduct(vLast, vPlane);
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float change;
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float vVel[3];
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for (int i; i < 2; i++)
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{
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change = vPlane[i] * fBackOff;
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vVel[i] = vLast[i] - change;
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}
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float fAdjust = GetVectorDotProduct(vVel, vPlane);
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if (fAdjust < 0.0)
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{
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for(int i; i < 2; i++)
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{
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vVel[i] -= (vPlane[i] * fAdjust);
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}
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}
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vVel[2] = 0.0;
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vLast[2] = 0.0;
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// Make sure the player is going down a ramp by checking if they actually will gain speed from the boost
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if(GetVectorLength(vVel) > GetVectorLength(vLast))
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return 3;
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}
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||||||
|
}
|
||||||
|
}
|
||||||
|
return -1;
|
||||||
|
}
|
||||||
|
|
||||||
|
public bool TraceRayDontHitSelf(int entity, int mask, any data)
|
||||||
|
{
|
||||||
|
return entity != data && !(0 < entity <= MaxClients);
|
||||||
|
}
|
||||||
|
|
||||||
public bool is_bot_stuck()
|
public bool is_bot_stuck()
|
||||||
{
|
{
|
||||||
if (!round_start_stuck)
|
if (!round_start_stuck)
|
||||||
@ -347,7 +404,7 @@ public int find_closest_enemy(int entity, int targeteam)
|
|||||||
bool traceable = false;
|
bool traceable = false;
|
||||||
if (IsAbleToSee(present, i))
|
if (IsAbleToSee(present, i))
|
||||||
traceable = true;
|
traceable = true;
|
||||||
float trace_advantage = 2.5;
|
float trace_advantage = 5.5;
|
||||||
if (traceable)
|
if (traceable)
|
||||||
dist_target = dist_target / trace_advantage;
|
dist_target = dist_target / trace_advantage;
|
||||||
if (is_client_stuck_or_afk(i))
|
if (is_client_stuck_or_afk(i))
|
||||||
@ -396,7 +453,7 @@ public int GetClosestClient_option1(int entity, int targeteam)
|
|||||||
}
|
}
|
||||||
float pos[3];
|
float pos[3];
|
||||||
GetEntPropVector(i, Prop_Send, "m_vecOrigin", pos);
|
GetEntPropVector(i, Prop_Send, "m_vecOrigin", pos);
|
||||||
float trace_advantage = 2.5;
|
float trace_advantage = 5.5;
|
||||||
float dist_target = get_power_distance(entity, pos);
|
float dist_target = get_power_distance(entity, pos);
|
||||||
if (traceable)
|
if (traceable)
|
||||||
dist_target = dist_target / trace_advantage;
|
dist_target = dist_target / trace_advantage;
|
||||||
|
Loading…
Reference in New Issue
Block a user