added checks for surfing and bot going downhill

This commit is contained in:
jenzur 2020-07-27 00:34:15 +02:00
parent c4e2cdc995
commit 7e03b2cf8b
2 changed files with 129 additions and 64 deletions

View File

@ -72,39 +72,47 @@ def bot_process_movement(input_line):
elif targeteam == 2:
strInput += "use weapon_knife; wait 5; "
global ladder_counter
if bot_on_type == 0 and ladder_counter < 500:
if bot_on_type == 0 and ladder_counter < 100:
print('bot_on_type ladder, ladder_counter: ', ladder_counter)
strInput += "setang -90 90 0; wait 5; -back; wait 3; -moveleft; wait 3; -moveright; wait 5; -jump; wait 3; -duck; wait 3; +forward; wait 5;"
ladder_counter += 1
elif bot_on_type == 2:
print('bot surfing')
#make some setup to allow surfing/mimic
strInput += "-forward; wait 3;"
strInput = strinput_append(strInput, 10)
else:
ladder_counter = 0
min_distance_target_human = 0.3
min_distance_target_human = 0.2
min_enemy_distance = 10.0
if bot_on_type == 1:
print('bot_on_type water')
strInput += "+jump; wait 5;"
if bot_on_type == 1 or bot_on_type == 3:
print('bot_on_type 1 = water | 3 = downhill: ', bot_on_type)
for _ in range(10):
strInput += "+jump; wait 5;"
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 enemy_distance < min_enemy_distance or targeteam == 2:
strInput += "+forward; wait 5; "
for _ in range(10):
boolean_val = random.choice([True, False])
if boolean_val:
strInput += "+moveleft; wait 15; -moveleft; "
else:
strInput += "+moveright; wait 15; -moveright; "
strInput = strinput_append(strInput, 1)
else:
strInput += "-forward; wait 5;"
print('-forward!')
#print('strInput final:', strInput)
writeCfgInput(strInput)
time.sleep(0.2)
writeCfgInput("wait 5;")
def strinput_append(strInput, nth):
for _ in range(10 * nth):
boolean_val = random.choice([True, False])
if boolean_val:
strInput += "+moveleft; wait 15; -moveleft; "
else:
strInput += "+moveright; wait 15; -moveright; "
return strInput
def bot_connect_ze():
#use whatever ip you want here to connect with
strdev = "connect 151.80.230.149:27019/test132;"

View File

@ -18,7 +18,11 @@ bool round_start_stuck = false;
float bot_old_coords[3];
bool bot_stuck_g = false;
float client_old_coords[MAXPLAYERS + 1][3];
float bot_presumed_endpoint[3];
bool bot_forward = false;
bool g_bOnGround[MAXPLAYERS + 1];
bool g_bLastOnGround[MAXPLAYERS + 1];
float g_vCurrent[MAXPLAYERS + 1][3];
float g_vLast[MAXPLAYERS + 1][3];
//admins & vips
bool admins[MAXPLAYERS + 1];
@ -51,10 +55,8 @@ public void OnPluginStart()
connect(socket);
global_socket = socket;
round_start_stuck = true;
bot_forward = false;
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)
@ -77,9 +79,7 @@ public void Event_RoundStart(Handle event, const char[] name, bool dontBroadcast
round_start_stuck = false;
targethuman = 0;
bot_stuck_g = false;
bot_presumed_endpoint[0] = 0.0;
bot_presumed_endpoint[1] = 0.0;
bot_presumed_endpoint[2] = 0.0;
bot_forward = false;
CreateTimer(7.0, permitStuck);
}
@ -91,9 +91,7 @@ public Action permitStuck(Handle timer, any data)
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;
bot_forward = false;
return Plugin_Continue;
}
@ -165,6 +163,8 @@ public Action recursive_pressing(Handle timer, any data)
{
if (IsValidClient(present) && IsPlayerAlive(present))
{
if (bot_forward)
return Plugin_Continue;
char message[generic_length * 7];
float present_bot_coords[3];
GetClientAbsOrigin(present, present_bot_coords);
@ -183,57 +183,36 @@ public Action recursive_pressing(Handle timer, any data)
bool bot_stuck = false;
if (IsValidClient(targethuman) && GetClientTeam(targethuman) == targeteam && IsPlayerAlive(targethuman))
{
if (bot_presumed_endpoint[0] != 0.0)
{
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)
{
bot_presumed_endpoint[0] = 0.0;
bot_presumed_endpoint[1] = 0.0;
bot_presumed_endpoint[2] = 0.0;
}
}
else
face_call(targethuman);
find_closest_match = is_client_stuck_or_afk(targethuman);
if (!find_closest_match)
{
face_call(targethuman);
find_closest_match = is_client_stuck_or_afk(targethuman);
if (!find_closest_match)
find_closest_match = IsAbleToSee(present, targethuman) ? false : true;
if (find_closest_match)
{
face_call(targethuman);
find_closest_match = IsAbleToSee(present, targethuman) ? false : true;
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)
{
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(4.0, bot_reached_endpoint);
}
bot_forward = true;
find_closest_match = false;
CreateTimer(4.0, bot_reached_endpoint);
}
}
}
}
//check ladder = 0, water = 1, in air(surfing) = 2 TODO
//check ladder = 0, water = 1, in air(surfing) = 2, downhill = 3
int bot_on_type = -1;
if (GetEntityMoveType(present) == MOVETYPE_LADDER)
bot_on_type = 0;
int ilevel = GetEntProp(present, Prop_Data, "m_nWaterLevel");
if (ilevel >= 2)
bot_on_type = 1;
if (bot_on_type == -1)
bot_on_type = check_bot_surfing_or_downhill();
if (find_closest_match && bot_on_type != 0)
{
targethuman = 0;
@ -243,7 +222,7 @@ public Action recursive_pressing(Handle timer, any data)
int target_enemy = find_closest_enemy(present, targeteam);
bool chasing_enemy = false;
float dist_target = -1.0;
if (bot_on_type != 0 && bot_on_type != 2 && bot_presumed_endpoint[0] == 0.0)
if (bot_on_type != 0 && bot_on_type != 2)
{
float pos[3];
if (IsValidClient(targethuman))
@ -254,9 +233,10 @@ public Action recursive_pressing(Handle timer, any data)
if (IsValidClient(target_enemy))
{
float min_enemy_distance = 10.0;
int min_distance_mult = 6;
GetEntPropVector(target_enemy, Prop_Send, "m_vecOrigin", pos);
enemy_distance = get_power_distance(present, pos);
float min_distance_target_human = 0.3;
float min_distance_target_human = 0.2;
//human aiming for zombie
if (targeteam == 3 && dist_target > 0 && dist_target < min_distance_target_human && enemy_distance > min_enemy_distance)
{
@ -264,7 +244,9 @@ public Action recursive_pressing(Handle timer, any data)
face_call(target_enemy);
}
//zombie aiming for human
if (targeteam == 2 && min_enemy_distance * 3 > enemy_distance && enemy_distance > 0)
if (0 < enemy_distance <= dist_target)
min_enemy_distance = min_enemy_distance * min_distance_mult;
if (targeteam == 2 && min_enemy_distance * min_distance_mult > enemy_distance && enemy_distance > 0)
{
chasing_enemy = true;
face_call(target_enemy);
@ -275,7 +257,8 @@ public Action recursive_pressing(Handle timer, any data)
if (round_start_stuck)
bot_stuck = is_bot_stuck();
}
//TODO detect gaps and jump perfectly over them, trace maybe to judge if avoiding gap or jumpable distance
//TODO detect gaps and jump perfectly over them
if (IsValidClient(targethuman))
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);
else
@ -285,6 +268,80 @@ public Action recursive_pressing(Handle timer, any data)
return Plugin_Continue;
}
public int check_bot_surfing_or_downhill()
{
g_bLastOnGround[present] = g_bOnGround[present];
if (GetEntityFlags(present) & FL_ONGROUND)
g_bOnGround[present] = true;
else
g_bOnGround[present] = false;
g_vLast[present][0] = g_vCurrent[present][0];
g_vLast[present][1] = g_vCurrent[present][1];
g_vLast[present][2] = g_vCurrent[present][2];
g_vCurrent[present][0] = GetEntPropFloat(present, Prop_Send, "m_vecVelocity[0]");
g_vCurrent[present][1] = GetEntPropFloat(present, Prop_Send, "m_vecVelocity[1]");
g_vCurrent[present][2] = GetEntPropFloat(present, Prop_Send, "m_vecVelocity[2]");
if (g_bOnGround[present] && !g_bLastOnGround[present])
{
float vPos[3];
float vMins[3];
float vMaxs[3];
GetEntPropVector(present, Prop_Data, "m_vecOrigin", vPos);
GetEntPropVector(present, Prop_Send, "m_vecMins", vMins);
GetEntPropVector(present, Prop_Send, "m_vecMaxs", vMaxs);
float vEndPos[3];
vEndPos[0] = vPos[0];
vEndPos[1] = vPos[1];
vEndPos[2] = vPos[2] - FindConVar("sv_maxvelocity").FloatValue;
TR_TraceHullFilter(vPos, vEndPos, vMins, vMaxs, MASK_PLAYERSOLID_BRUSHONLY, TraceRayDontHitSelf, present);
if (TR_DidHit())
{
//(1.0 = flat ground, < 0.7 = surf ramp)
float vPlane[3];
float vLast[3];
float surf_ramp = 0.7;
float flat_ground = 1.0;
TR_GetPlaneNormal(INVALID_HANDLE, vPlane);
if (vPlane[2] < surf_ramp)
return 2;
if (vPlane[2] < flat_ground)
{
vLast[0] = g_vLast[present][0];
vLast[1] = g_vLast[present][1];
vLast[2] = g_vLast[present][2];
vLast[2] -= (FindConVar("sv_gravity").FloatValue * GetTickInterval() * 0.5);
float fBackOff = GetVectorDotProduct(vLast, vPlane);
float change;
float vVel[3];
for (int i; i < 2; i++)
{
change = vPlane[i] * fBackOff;
vVel[i] = vLast[i] - change;
}
float fAdjust = GetVectorDotProduct(vVel, vPlane);
if (fAdjust < 0.0)
{
for(int i; i < 2; i++)
{
vVel[i] -= (vPlane[i] * fAdjust);
}
}
vVel[2] = 0.0;
vLast[2] = 0.0;
// Make sure the player is going down a ramp by checking if they actually will gain speed from the boost
if(GetVectorLength(vVel) > GetVectorLength(vLast))
return 3;
}
}
}
return -1;
}
public bool TraceRayDontHitSelf(int entity, int mask, any data)
{
return entity != data && !(0 < entity <= MaxClients);
}
public bool is_bot_stuck()
{
if (!round_start_stuck)
@ -347,7 +404,7 @@ public int find_closest_enemy(int entity, int targeteam)
bool traceable = false;
if (IsAbleToSee(present, i))
traceable = true;
float trace_advantage = 2.5;
float trace_advantage = 5.5;
if (traceable)
dist_target = dist_target / trace_advantage;
if (is_client_stuck_or_afk(i))
@ -396,7 +453,7 @@ public int GetClosestClient_option1(int entity, int targeteam)
}
float pos[3];
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);
if (traceable)
dist_target = dist_target / trace_advantage;