#pragma semicolon 1 #define DEBUG #define PLUGIN_AUTHOR "jenz" #define PLUGIN_VERSION "1.3" #define generic_length 256 #include #include #include //#pragma newdecls required int present = 0; int targethuman = 0; bool client_stuck_g[MAXPLAYERS + 1]; 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]; //admins & vips bool admins[MAXPLAYERS + 1]; bool vips[MAXPLAYERS + 1]; //socket for bot input Handle global_socket; public Plugin myinfo = { name = "coordinates for the bot", author = PLUGIN_AUTHOR, description = "hello ", version = PLUGIN_VERSION, url = "" }; public void OnPluginStart() { //talking RegConsoleCmd("sm_autism", cmd_talk, "talking to the bot through java application"); //hooks HookEvent("round_start", Event_RoundStart, EventHookMode_PostNoCopy); //socket otherwise declare in public OnConfigsExecuted(){} Handle socket = SocketCreate(SOCKET_UDP, OnSocketError); SocketSetOption(socket, SocketReuseAddr, 1); SocketBind(socket, "127.0.0.1", 48475); connect(socket); global_socket = socket; round_start_stuck = true; 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) { char msg[generic_length]; char info[generic_length]; GetCmdArgString(info, sizeof(info)); if (strlen(info) == 0) { PrintToChat(client, "Add a message to the command if autism bot is ingame and running on discord"); return Plugin_Handled; } Format(msg, sizeof(msg), "clientmessage: %s", info); send_socket_msg(msg, strlen(msg)); return Plugin_Handled; } 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; CreateTimer(7.0, permitStuck); } public Action permitStuck(Handle timer, any data) { round_start_stuck = true; 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(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); } public Action clients_coordinates(Handle timer, any data) { if (IsValidClient(present) && IsPlayerAlive(present)) { for (int i = 1; i <= MaxClients; i++) if (IsValidClient(i) && IsPlayerAlive(i) && i != present && !client_stuck_g[i]) GetEntPropVector(i, Prop_Send, "m_vecOrigin", client_old_coords[i]); if (!bot_stuck_g) GetEntPropVector(present, Prop_Send, "m_vecOrigin", bot_old_coords); } return Plugin_Continue; } public void send_socket_msg(char[] query_msg, int len) { if (global_socket != INVALID_HANDLE && SocketIsConnected(global_socket)) SocketSendTo(global_socket, query_msg, len, "127.0.0.1", 48477); //udp } public Action bot_check_connect(Handle timer, any data) { if (!IsValidClient(present) && GetClientCount(false) < 63) { char msg[generic_length]; //PrintToChatAll("sending UDP message..."); Format(msg, sizeof(msg), "connect to ze"); send_socket_msg(msg, strlen(msg)); } return Plugin_Continue; } public void OnPlayerRunCmdPost(int client, int buttons, int impulse, const float vel[3], const float angles[3], int weapon, int subtype, int cmdnum, int tickcount, int seed, const int mouse[2]) { if (!IsClientInGame(client)) return; if (client == targethuman && round_start_stuck && IsValidClient(present)) { char keyinput[generic_length * 5]; if (buttons & IN_JUMP) Format(keyinput, sizeof(keyinput), "+jump; wait 5; ", keyinput); if (buttons & IN_DUCK) Format(keyinput, sizeof(keyinput), "%s +duck; wait 5; ", keyinput); if (strlen(keyinput) > 0) { float pos[3]; GetEntPropVector(targethuman, Prop_Send, "m_vecOrigin", pos); float dist_target = get_power_distance(present, pos); float dist_cap = 1.0; if (dist_target < dist_cap) { Format(keyinput, sizeof(keyinput), "keyinput: %s dist_target: %f", keyinput, dist_target); send_socket_msg(keyinput, strlen(keyinput)); } } } } public Action recursive_pressing(Handle timer, any data) { if (IsValidClient(present) && IsPlayerAlive(present)) { char message[generic_length * 7]; float present_bot_coords[3]; GetClientAbsOrigin(present, present_bot_coords); int targeteam = 0; if (GetClientTeam(present) != 3) { //2 = autismo is zm and should follow closest moving zm targeteam = 2; } else { //3 = autismo is human and should follow closest moving ct targeteam = 3; } bool find_closest_match = true; 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 = 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) { 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); } } } } } //check ladder = 0, water = 1, in air(surfing) = 2 TODO 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 (find_closest_match && bot_on_type != 0) { targethuman = 0; targethuman = GetClosestClient_option1(present, targeteam); } float enemy_distance = -1.0; 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) { float pos[3]; if (IsValidClient(targethuman)) { GetEntPropVector(targethuman, Prop_Send, "m_vecOrigin", pos); dist_target = get_power_distance(present, pos); } if (IsValidClient(target_enemy)) { float min_enemy_distance = 10.0; GetEntPropVector(target_enemy, Prop_Send, "m_vecOrigin", pos); enemy_distance = get_power_distance(present, pos); float min_distance_target_human = 0.3; //human aiming for zombie if (targeteam == 3 && dist_target > 0 && dist_target < min_distance_target_human && enemy_distance > min_enemy_distance) { chasing_enemy = true; face_call(target_enemy); } //zombie aiming for human if (targeteam == 2 && min_enemy_distance * 3 > enemy_distance && enemy_distance > 0) { chasing_enemy = true; face_call(target_enemy); } } if (IsValidClient(targethuman) && !chasing_enemy) face_call(targethuman); 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 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 Format(message, sizeof(message), "dist_target: %f targethuman: none bot_on_type: %i enemy_distance: %f bot_stuck: %i targeteam: %i", dist_target, bot_on_type, enemy_distance, bot_stuck, targeteam); send_socket_msg(message, strlen(message)); } return Plugin_Continue; } public bool is_bot_stuck() { if (!round_start_stuck) return false; float min_distance_cap = 0.1; float bot_own_distance = get_power_distance(present, bot_old_coords); bot_stuck_g = bot_own_distance < min_distance_cap; return bot_stuck_g; } public void face_call(int client) { for (int j = 0; j < 5; j++) faceclient(client); } public void faceclient(int target_human) { if (IsValidClient(present) && IsValidClient(target_human) && GetEntityMoveType(present) != MOVETYPE_LADDER) { float TargetPos[3]; float ClientPos[3]; float Result[3]; GetClientEyePosition(target_human, TargetPos); GetClientEyePosition(present, ClientPos); MakeVectorFromPoints(ClientPos, TargetPos, Result); GetVectorAngles(Result, Result); TeleportEntity(present, NULL_VECTOR, Result, NULL_VECTOR); } } stock bool IsValidClient(int client) { if (client > 0 && client <= MaxClients && IsClientConnected(client) && IsClientInGame(client)) return true; return false; } stock bool is_client_stuck_or_afk(int client) { if (!round_start_stuck) return false; float min_distance_cap = 0.02; float client_own_distance = get_power_distance(client, client_old_coords[client]); client_stuck_g[client] = client_own_distance < min_distance_cap; return client_stuck_g[client]; } public int find_closest_enemy(int entity, int targeteam) { float pos[3]; float nearestdistance = -1.0; int nearest = -1; for (int i = 1; i <= MaxClients; i++) if (IsValidClient(i) && IsPlayerAlive(i) && GetClientTeam(i) != targeteam) { GetEntPropVector(i, Prop_Send, "m_vecOrigin", pos); float dist_target = get_power_distance(entity, pos); bool traceable = false; if (IsAbleToSee(present, i)) traceable = true; float trace_advantage = 2.5; if (traceable) dist_target = dist_target / trace_advantage; if (is_client_stuck_or_afk(i)) continue; if (nearestdistance < 0 || dist_target < nearestdistance) { nearest = i; nearestdistance = dist_target; } } return nearest; } public int GetClosestClient_option1(int entity, int targeteam) { bool adminpresent = false; bool vippresent = false; float nearestdistance = -1.0; int nearest = -1; for (int i = 1; i <= MaxClients; i++) if (IsValidClient(i) && IsPlayerAlive(i) && GetClientTeam(i) == targeteam && i != present) { bool traceable = false; if (IsAbleToSee(present, i)) traceable = true; if (is_client_stuck_or_afk(i)) continue; if (admins[i] && traceable) { adminpresent = true; vippresent = false; } else if (vips[i] && !adminpresent && traceable) { vippresent = true; } if (adminpresent) { if (!admins[i]) continue; } else if (vippresent) { if (!vips[i]) continue; } float pos[3]; GetEntPropVector(i, Prop_Send, "m_vecOrigin", pos); float trace_advantage = 2.5; float dist_target = get_power_distance(entity, pos); if (traceable) dist_target = dist_target / trace_advantage; if (nearestdistance < 0 || dist_target < nearestdistance) { nearest = i; nearestdistance = dist_target; } } return nearest; } public float get_power_distance(int target_player, float [3]pos) { float vec[3]; GetClientAbsOrigin(target_player, vec); float x_axis = Pow(vec[0] - pos[0], 2.0); float y_axis = Pow(vec[1] - pos[1], 2.0); float z_axis = FloatAbs(Pow(vec[2] - pos[2], 3.0)); float power_distance = SquareRoot(x_axis * x_axis + y_axis * y_axis + z_axis * z_axis); float defaultcap = 1000.0; return power_distance / defaultcap; } public void OnClientPostAdminCheck(int client) { //STEAM_0:1:34783317 //STEAM_0:1:60189040 //[U:1:120378081] //[U:1:69566635] char auth[50]; GetClientAuthId(client, AuthId_Engine, auth, sizeof(auth)); if (StrEqual("[U:1:120378081]", auth, false)) { present = client; bot_old_coords[0] = 0.0; bot_old_coords[1] = 0.0; bot_old_coords[2] = 0.0; bot_send_connected_msg(); } else if (StrEqual("STEAM_0:1:60189040", auth, false)) { present = client; bot_old_coords[0] = 0.0; bot_old_coords[1] = 0.0; bot_old_coords[2] = 0.0; bot_send_connected_msg(); } if (CheckCommandAccess(client, "sm_kick", ADMFLAG_KICK)) admins[client] = true; else if (CheckCommandAccess(client, "sm_reserved", ADMFLAG_RESERVATION)) vips[client] = true; client_old_coords[client][0] = 0.0; client_old_coords[client][1] = 0.0; client_old_coords[client][2] = 0.0; client_stuck_g[client] = false; } public OnSocketError(Handle socket, const int errorType, const int errorNum, any args) { LogError("[MR] Socket error: %d (errno %d)", errorType, errorNum); CreateTimer(120.0, TimerConnect, socket, TIMER_HNDL_CLOSE); } stock void connect(Handle socket) { if (!SocketIsConnected(socket)) SocketConnect(socket, OnSocketConnected, OnSocketReceive, OnSocketDisconnected, "127.0.0.1", 48475); } public void OnClientDisconnect(int client) { if (present == client) { present = 0; } admins[client] = false; vips[client] = false; client_old_coords[client][0] = 0.0; client_old_coords[client][1] = 0.0; client_old_coords[client][2] = 0.0; client_stuck_g[client] = false; } public void bot_send_connected_msg() { char msg[generic_length]; Format(msg, sizeof(msg), "autismo connected"); send_socket_msg(msg, strlen(msg)); } //Socket callback public OnSocketConnected(Handle socket, any arg) { } //manage message public OnSocketReceive(Handle socket, char[] receiveData, const dataSize, any hFile) { //PrintToChatAll("receiveData: %s", receiveData); } public OnSocketDisconnected(Handle socket, any arg) { CreateTimer(120.0, TimerConnect, socket, TIMER_HNDL_CLOSE); } public Action TimerConnect(Handle timer, any arg) { connect(arg); return Plugin_Handled; } public bool IsAbleToSee(int entity, int client) { float vecorigin[3]; float vecEyePos[3]; GetClientAbsOrigin(entity, vecorigin); GetClientEyePosition(client, vecEyePos); // Check if centre is visible. if (IsPointVisible(vecEyePos, vecorigin)) return true; float vecEyePos_ent[3]; float vecEyeAng[3]; GetClientEyeAngles(entity, vecEyeAng); GetClientEyePosition(entity, vecEyePos_ent); // Check if weapon tip is visible. if (IsFwdVecVisible(vecEyePos, vecEyeAng, vecEyePos_ent)) return true; float mins[3]; float maxs[3]; GetClientMins(client, mins); GetClientMaxs(client, maxs); // Check outer 4 corners of player. if (IsRectangleVisible(vecEyePos, vecorigin, mins, maxs, 1.30)) return true; // Check inner 4 corners of player. if (IsRectangleVisible(vecEyePos, vecorigin, mins, maxs, 0.65)) return true; return false; } public bool Filter_NoPlayers(int entity, int mask) { return (entity > MaxClients && !(0 < GetEntPropEnt(entity, Prop_Data, "m_hOwnerEntity") <= MaxClients)); } public bool IsPointVisible(const float start[3], const float end[3]) { TR_TraceRayFilter(start, end, MASK_SOLID, RayType_EndPoint, Filter_NoPlayers); return TR_GetFraction() == 1.0; } public bool IsFwdVecVisible(const float start[3], const float angles[3], const float end[3]) { float fwd[3]; GetAngleVectors(angles, fwd, NULL_VECTOR, NULL_VECTOR); ScaleVector(fwd, 50.0); AddVectors(end, fwd, fwd); return IsPointVisible(start, fwd); } public bool IsRectangleVisible(const float start[3], const float end[3], const float mins[3], const float maxs[3], float scale) { float ZpozOffset = maxs[2]; float ZnegOffset = mins[2]; float WideOffset = ((maxs[0] - mins[0]) + (maxs[1] - mins[1])) / 4.0; // This rectangle is just a point! if (ZpozOffset == 0.0 && ZnegOffset == 0.0 && WideOffset == 0.0) return IsPointVisible(start, end); // Adjust to scale. ZpozOffset *= scale; ZnegOffset *= scale; WideOffset *= scale; // Prepare rotation matrix. float angles[3]; float fwd[3]; float right[3]; SubtractVectors(start, end, fwd); NormalizeVector(fwd, fwd); GetVectorAngles(fwd, angles); GetAngleVectors(angles, fwd, right, NULL_VECTOR); float vRectangle[4][3]; float vTemp[3]; // If the player is on the same level as us, we can optimize by only rotating on the z-axis. if (FloatAbs(fwd[2]) <= 0.7071) { ScaleVector(right, WideOffset); // Corner 1, 2 vTemp = end; vTemp[2] += ZpozOffset; AddVectors(vTemp, right, vRectangle[0]); SubtractVectors(vTemp, right, vRectangle[1]); // Corner 3, 4 vTemp = end; vTemp[2] += ZnegOffset; AddVectors(vTemp, right, vRectangle[2]); SubtractVectors(vTemp, right, vRectangle[3]); } else if (fwd[2] > 0.0) // Player is below us. { fwd[2] = 0.0; NormalizeVector(fwd, fwd); ScaleVector(fwd, scale); ScaleVector(fwd, WideOffset); ScaleVector(right, WideOffset); // Corner 1 vTemp = end; vTemp[2] += ZpozOffset; AddVectors(vTemp, right, vTemp); SubtractVectors(vTemp, fwd, vRectangle[0]); // Corner 2 vTemp = end; vTemp[2] += ZpozOffset; SubtractVectors(vTemp, right, vTemp); SubtractVectors(vTemp, fwd, vRectangle[1]); // Corner 3 vTemp = end; vTemp[2] += ZnegOffset; AddVectors(vTemp, right, vTemp); AddVectors(vTemp, fwd, vRectangle[2]); // Corner 4 vTemp = end; vTemp[2] += ZnegOffset; SubtractVectors(vTemp, right, vTemp); AddVectors(vTemp, fwd, vRectangle[3]); } else // Player is above us. { fwd[2] = 0.0; NormalizeVector(fwd, fwd); ScaleVector(fwd, scale); ScaleVector(fwd, WideOffset); ScaleVector(right, WideOffset); // Corner 1 vTemp = end; vTemp[2] += ZpozOffset; AddVectors(vTemp, right, vTemp); AddVectors(vTemp, fwd, vRectangle[0]); // Corner 2 vTemp = end; vTemp[2] += ZpozOffset; SubtractVectors(vTemp, right, vTemp); AddVectors(vTemp, fwd, vRectangle[1]); // Corner 3 vTemp = end; vTemp[2] += ZnegOffset; AddVectors(vTemp, right, vTemp); SubtractVectors(vTemp, fwd, vRectangle[2]); // Corner 4 vTemp = end; vTemp[2] += ZnegOffset; SubtractVectors(vTemp, right, vTemp); SubtractVectors(vTemp, fwd, vRectangle[3]); } // Run traces on all corners. for (new i = 0; i < 4; i++) if (IsPointVisible(start, vRectangle[i])) return true; return false; }