furhter adjustments and changes
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019d0ae41d
commit
c4e2cdc995
@ -65,7 +65,7 @@ def bot_process_movement(input_line):
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if bot_stuck:
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if bot_stuck:
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print('bot stuck')
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print('bot stuck')
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strInput += "+jump; wait 15; +duck; wait 15; -jump; wait 15; -duck; wait 3;"
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strInput += "+jump; wait 15; +duck; wait 15; -jump; wait 15; -duck; wait 3;"
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if dist_target > 2.5:
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if dist_target > 0.5:
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strInput += "use weapon_elite; wait 3; "
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strInput += "use weapon_elite; wait 3; "
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elif targeteam == 3:
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elif targeteam == 3:
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strInput += "use weapon_p90; wait 3; "
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strInput += "use weapon_p90; wait 3; "
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@ -81,8 +81,8 @@ def bot_process_movement(input_line):
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#make some setup to allow surfing/mimic
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#make some setup to allow surfing/mimic
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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 = 2.0
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min_distance_target_human = 0.3
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min_enemy_distance = 20.0
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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:
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print('bot_on_type water')
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print('bot_on_type water')
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strInput += "+jump; wait 5;"
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strInput += "+jump; wait 5;"
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@ -13,7 +13,7 @@
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//#pragma newdecls required
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//#pragma newdecls required
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int present = 0;
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int present = 0;
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int targethuman = 0;
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int targethuman = 0;
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int client_mini_stuck_counter[MAXPLAYERS + 1];
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bool client_stuck_g[MAXPLAYERS + 1];
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bool round_start_stuck = false;
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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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@ -50,7 +50,7 @@ public void OnPluginStart()
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SocketBind(socket, "127.0.0.1", 48475);
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SocketBind(socket, "127.0.0.1", 48475);
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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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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[0] = 0.0;
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bot_presumed_endpoint[1] = 0.0;
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bot_presumed_endpoint[1] = 0.0;
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@ -108,9 +108,8 @@ public Action clients_coordinates(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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int min_cap = 15;
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for (int i = 1; i <= MaxClients; i++)
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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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if (IsValidClient(i) && IsPlayerAlive(i) && i != present && !client_stuck_g[i])
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GetEntPropVector(i, Prop_Send, "m_vecOrigin", client_old_coords[i]);
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GetEntPropVector(i, Prop_Send, "m_vecOrigin", client_old_coords[i]);
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if (!bot_stuck_g)
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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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GetEntPropVector(present, Prop_Send, "m_vecOrigin", bot_old_coords);
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@ -140,7 +139,7 @@ public void OnPlayerRunCmdPost(int client, int buttons, int impulse, const float
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int cmdnum, int tickcount, int seed, const int mouse[2])
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int cmdnum, int tickcount, int seed, const int mouse[2])
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{
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{
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if (!IsClientInGame(client)) return;
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if (!IsClientInGame(client)) return;
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if (client == targethuman && round_start_stuck)
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if (client == targethuman && round_start_stuck && IsValidClient(present))
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{
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{
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char keyinput[generic_length * 5];
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char keyinput[generic_length * 5];
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if (buttons & IN_JUMP)
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if (buttons & IN_JUMP)
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@ -150,10 +149,10 @@ public void OnPlayerRunCmdPost(int client, int buttons, int impulse, const float
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if (strlen(keyinput) > 0)
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if (strlen(keyinput) > 0)
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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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GetEntPropVector(present, Prop_Send, "m_vecOrigin", pos);
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GetEntPropVector(targethuman, Prop_Send, "m_vecOrigin", pos);
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float dist_target = get_power_distance(targethuman, pos);
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float dist_target = get_power_distance(present, pos);
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float dist_cap = 15.0;
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float dist_cap = 1.0;
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if (dist_target <= dist_cap)
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if (dist_target < dist_cap)
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{
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{
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Format(keyinput, sizeof(keyinput), "keyinput: %s dist_target: %f", keyinput, dist_target);
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Format(keyinput, sizeof(keyinput), "keyinput: %s dist_target: %f", keyinput, dist_target);
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send_socket_msg(keyinput, strlen(keyinput));
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send_socket_msg(keyinput, strlen(keyinput));
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@ -254,10 +253,10 @@ public Action recursive_pressing(Handle timer, any data)
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}
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}
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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 = 20.0;
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float min_enemy_distance = 10.0;
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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 = 2.0;
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float min_distance_target_human = 0.3;
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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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@ -276,7 +275,7 @@ 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
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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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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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@ -288,6 +287,8 @@ public Action recursive_pressing(Handle timer, any data)
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public bool is_bot_stuck()
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public bool is_bot_stuck()
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{
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{
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if (!round_start_stuck)
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return false;
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float min_distance_cap = 0.1;
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float min_distance_cap = 0.1;
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float bot_own_distance = get_power_distance(present, bot_old_coords);
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float bot_own_distance = get_power_distance(present, bot_old_coords);
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bot_stuck_g = bot_own_distance < min_distance_cap;
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bot_stuck_g = bot_own_distance < min_distance_cap;
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@ -326,16 +327,10 @@ stock bool is_client_stuck_or_afk(int client)
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{
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{
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if (!round_start_stuck)
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if (!round_start_stuck)
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return false;
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return false;
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float min_distance_cap = 0.05;
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float min_distance_cap = 0.02;
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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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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_stuck_g[client] = client_own_distance < min_distance_cap;
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client_mini_stuck_counter[client]++;
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return client_stuck_g[client];
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else
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client_mini_stuck_counter[client] = 0;
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if (client == targethuman)
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min_cap = min_cap * 4;
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return client_mini_stuck_counter[client] > min_cap;
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}
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}
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public int find_closest_enemy(int entity, int targeteam)
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public int find_closest_enemy(int entity, int targeteam)
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@ -457,7 +452,7 @@ public void OnClientPostAdminCheck(int client)
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client_old_coords[client][0] = 0.0;
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client_old_coords[client][0] = 0.0;
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client_old_coords[client][1] = 0.0;
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client_old_coords[client][1] = 0.0;
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client_old_coords[client][2] = 0.0;
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client_old_coords[client][2] = 0.0;
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client_mini_stuck_counter[client] = 0;
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client_stuck_g[client] = false;
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}
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}
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public OnSocketError(Handle socket, const int errorType, const int errorNum, any args)
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public OnSocketError(Handle socket, const int errorType, const int errorNum, any args)
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@ -483,7 +478,7 @@ public void OnClientDisconnect(int client)
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client_old_coords[client][0] = 0.0;
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client_old_coords[client][0] = 0.0;
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client_old_coords[client][1] = 0.0;
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client_old_coords[client][1] = 0.0;
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client_old_coords[client][2] = 0.0;
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client_old_coords[client][2] = 0.0;
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client_mini_stuck_counter[client] = 0;
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client_stuck_g[client] = false;
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}
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}
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public void bot_send_connected_msg()
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public void bot_send_connected_msg()
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@ -552,7 +547,7 @@ public bool Filter_NoPlayers(int entity, int mask)
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public bool IsPointVisible(const float start[3], const float end[3])
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public bool IsPointVisible(const float start[3], const float end[3])
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{
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{
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TR_TraceRayFilter(start, end, MASK_VISIBLE, RayType_EndPoint, Filter_NoPlayers);
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TR_TraceRayFilter(start, end, MASK_SOLID, RayType_EndPoint, Filter_NoPlayers);
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return TR_GetFraction() == 1.0;
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return TR_GetFraction() == 1.0;
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}
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}
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