1151 lines
40 KiB
SourcePawn
1151 lines
40 KiB
SourcePawn
#pragma semicolon 1
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#pragma newdecls required
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#define DEBUG
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#define PLUGIN_AUTHOR "jenz"
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#define PLUGIN_VERSION "1.8"
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#define generic_length 256
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#include <sourcemod>
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#include <sdktools>
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#include <sdkhooks>
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#include <outputinfo>
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#include <cstrike>
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#include <socket>
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int target_friend_afk_counter[MAXPLAYERS][MAXPLAYERS + 1];
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int target_friend[MAXPLAYERS + 1];
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int target_enemy[MAXPLAYERS + 1];
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bool human_too_close[MAXPLAYERS + 1];
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bool bot_follow_tp[MAXPLAYERS + 1];
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int buttons_old[MAXPLAYERS + 1];
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int flags_old[MAXPLAYERS + 1];
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int ports[7] = {48470, 48471, 48472, 48473, 48474, 48479, 48480}; //last three indexes are ports its sending udp from in plugin
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int server_ports[2] = {27015, 27035}; //server ports: ze, ze2
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float client_old_coords[MAXPLAYERS + 1][3];
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float targetfriend_prev_coords[MAXPLAYERS + 1][3];
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bool chat_cooldown = false;
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//socket for bot input
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Handle global_socket;
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//timer handle
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Handle g_hTimer_pressing = null;
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Handle g_hTimer_bot_connect = null;
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public Plugin myinfo =
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{
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name = "coordinates for the bot",
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author = PLUGIN_AUTHOR,
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description = "hello ",
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version = PLUGIN_VERSION,
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url = ""
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};
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public void OnPluginStart()
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{
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for (int i = 1; i <= MaxClients; i++)
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if (IsValidClient(i))
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{
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target_friend[i] = 0;
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target_enemy[i] = 0;
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OnClientPostAdminCheck(i);
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}
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//talking
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RegConsoleCmd("sm_autism", cmd_talk, "talking to the bot through java application");
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RegConsoleCmd("sm_botrtv", cmd_botrtv, "making bots rtv");
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HookEvent("round_start", Event_RoundStart, EventHookMode_PostNoCopy);
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//UDP connection
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connect_socket();
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chat_cooldown = false;
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g_hTimer_bot_connect = CreateTimer(15.0, bot_check_connect, _, TIMER_REPEAT);
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g_hTimer_pressing = CreateTimer(0.30, recursive_pressing, _, TIMER_REPEAT);
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}
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public void OnPluginEnd()
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{
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if (g_hTimer_pressing != null)
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{
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delete g_hTimer_pressing;
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}
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if (g_hTimer_bot_connect != null)
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{
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delete g_hTimer_bot_connect;
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}
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}
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public void Event_RoundStart(Handle event, const char[] name, bool dontBroadcast)
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{
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for (int i = 1; i <= MaxClients; i++)
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{
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if (IsValidClient(i))
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{
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if (is_bot_player(i))
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{
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target_friend[i] = -1;
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target_enemy[i] = -1;
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human_too_close[i] = false;
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bot_follow_tp[i] = false;
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targetfriend_prev_coords[i][0] = 0.0;
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targetfriend_prev_coords[i][1] = 0.0;
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targetfriend_prev_coords[i][2] = 0.0;
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for (int j = 1; j <= MaxClients; j++)
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{
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if (IsValidClient(j) && j != i)
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{
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target_friend_afk_counter[i][j] = 0;
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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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public void cmd_talk_help(int port, int client, char[] info)
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{
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char msg[generic_length * 5];
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chat_cooldown = true;
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char magic_code[16];
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Format(magic_code, sizeof(magic_code), "72DqZ84");
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Format(msg, sizeof(msg), "clientmessage:%N %s %s", client, magic_code, info);
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send_socket_msg(msg, strlen(msg), port);
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CreateTimer(2.0, bot_chat_cooldown);
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}
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public bool is_autism_bot1(int client)
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{
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char auth[50];
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GetClientAuthId(client, AuthId_Engine, auth, sizeof(auth));
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return StrEqual("[U:1:120378081]", auth, false) || StrEqual("STEAM_0:1:60189040", auth, false);
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}
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public bool is_autism_bot2(int client)
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{
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char auth[50];
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GetClientAuthId(client, AuthId_Engine, auth, sizeof(auth));
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return StrEqual("[U:1:1036189204]", auth, false) || StrEqual("STEAM_0:0:518094602", auth, false);
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}
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public bool is_autism_bot3(int client)
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{
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char auth[50];
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GetClientAuthId(client, AuthId_Engine, auth, sizeof(auth));
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return StrEqual("[U:1:408797742]", auth, false) || StrEqual("STEAM_0:0:204398871", auth, false);
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}
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public bool is_autism_bot4(int client)
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{
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char auth[50];
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GetClientAuthId(client, AuthId_Engine, auth, sizeof(auth));
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return StrEqual("[U:1:1221121532]", auth, false) || StrEqual("STEAM_0:0:610560766", auth, false);
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}
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public Action cmd_botrtv(int client, int args)
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{
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if ((CheckCommandAccess(client, "sm_kick", ADMFLAG_KICK)) || (CheckCommandAccess(client, "sm_reserved", ADMFLAG_RESERVATION)))
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{
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for (int i = 1; i <= MaxClients; i++)
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{
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if (IsValidClient(i) && !IsFakeClient(i))
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{
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char msg[generic_length];
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Format(msg, sizeof(msg), "rtv");
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if (is_autism_bot1(i))
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{
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send_socket_msg(msg, strlen(msg), ports[0]);
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}
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else if (is_autism_bot2(i))
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{
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send_socket_msg(msg, strlen(msg), ports[1]);
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}
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else if (is_autism_bot3(i))
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{
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send_socket_msg(msg, strlen(msg), ports[2]);
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}
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else if(is_autism_bot4(i))
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{
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send_socket_msg(msg, strlen(msg), ports[3]);
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}
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}
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}
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}
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return Plugin_Handled;
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}
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public Action cmd_talk(int client, int args)
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{
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char info[generic_length];
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GetCmdArgString(info, sizeof(info));
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if (strlen(info) == 0)
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{
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PrintToChat(client, "Add a message to the command if autism bot is ingame and running on discord");
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return Plugin_Handled;
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}
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if (is_bot_player(client))
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{
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return Plugin_Handled;
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}
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if (chat_cooldown)
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{
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PrintToChat(client, "spamming bot too much, applying cooldown");
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return Plugin_Handled;
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}
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bool bot_found = false;
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for (int i = 1; i <= MaxClients; i++)
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{
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if (IsValidClient(i) && !IsFakeClient(i))
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{
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if (is_autism_bot1(i))
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{
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cmd_talk_help(ports[0], client, info);
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bot_found = true;
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}
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if (is_autism_bot2(i))
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{
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cmd_talk_help(ports[1], client, info);
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bot_found = true;
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}
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if (is_autism_bot3(i))
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{
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cmd_talk_help(ports[2], client, info);
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bot_found = true;
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}
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if (is_autism_bot4(i))
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{
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cmd_talk_help(ports[3], client, info);
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bot_found = true;
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}
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}
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}
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if (!bot_found)
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PrintToChat(client, "bot not connected to server");
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return Plugin_Handled;
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}
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public Action bot_chat_cooldown(Handle timer, any data)
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{
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chat_cooldown = false;
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return Plugin_Continue;
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}
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public void OnMapStart()
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{
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chat_cooldown = false;
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}
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public void send_socket_msg(char[] query_msg, int len, int port)
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{
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//LogMessage("query_msg: %s port: %i", query_msg, port);
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if (global_socket != INVALID_HANDLE && SocketIsConnected(global_socket))
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SocketSendTo(global_socket, query_msg, len, "127.0.0.1", port); //udp
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}
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public Action bot_check_connect(Handle timer, any data)
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{
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//this is designed for being ran from several css servers
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int client_count = GetClientCount(false);
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char msg[generic_length];
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int i_port = GetConVarInt(FindConVar("hostport"));
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bool bot1_connected = false;
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bool bot2_connected = false;
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bool bot3_connected = false;
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bool bot4_connected = false;
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for (int i = 1; i <= MaxClients; i++)
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if (IsValidClient(i) && !IsFakeClient(i))
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{
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if (is_autism_bot1(i))
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bot1_connected = true;
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if (is_autism_bot2(i))
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bot2_connected = true;
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if (is_autism_bot3(i))
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bot3_connected = true;
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if (is_autism_bot4(i))
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bot4_connected = true;
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}
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if (i_port == server_ports[0])
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{
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//revert again to either 10 or 55
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int max_allowed_players = 55;
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if (client_count > max_allowed_players)
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{
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Format(msg, sizeof(msg), "connect to ze2");
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send_socket_msg(msg, strlen(msg), ports[0]);
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send_socket_msg(msg, strlen(msg), ports[1]);
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send_socket_msg(msg, strlen(msg), ports[2]);
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send_socket_msg(msg, strlen(msg), ports[3]);
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}
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else if (client_count < 50)
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{
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Format(msg, sizeof(msg), "connect to ze");
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if (!bot1_connected)
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send_socket_msg(msg, strlen(msg), ports[0]);
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if (!bot2_connected)
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send_socket_msg(msg, strlen(msg), ports[1]);
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if (!bot3_connected)
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send_socket_msg(msg, strlen(msg), ports[2]);
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if (!bot4_connected)
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send_socket_msg(msg, strlen(msg), ports[3]);
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}
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}
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else
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{
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//in case the bot is not connected to ze2 anymore make sure that is_bot_connected_to_ze2 is set to false again
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Format(msg, sizeof(msg), "not connected to ze2");
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if (!bot1_connected)
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send_socket_msg(msg, strlen(msg), ports[0]);
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if (!bot2_connected)
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send_socket_msg(msg, strlen(msg), ports[1]);
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if (!bot3_connected)
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send_socket_msg(msg, strlen(msg), ports[2]);
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if (!bot4_connected)
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send_socket_msg(msg, strlen(msg), ports[3]);
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}
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return Plugin_Continue;
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}
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/*
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public void OnPlayerRunCmdPost(int client, int buttons, int impulse, const float vel[3], const float angles[3], int weapon, int subtype,
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int cmdnum, int tickcount, int seed, const int mouse[2])
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{
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if (!IsClientInGame(client)) return;
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if (is_bot_player(client))
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{
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int flags = GetEntityFlags(client);
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if (!(flags & FL_ONGROUND) && (flags_old[client] & FL_ONGROUND) && !(buttons_old[client] & IN_JUMP) && !(buttons & IN_JUMP) && (GetEntityMoveType(client) != MOVETYPE_LADDER) && GetEntProp(client, Prop_Data, "m_nWaterLevel") == 0)
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{
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float Vel[3], feet_origin[3], ground_pos[3], downwards[3];
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float velocity_addition_z_axis = 300.0; //300.0
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GetEntPropVector(client, Prop_Data, "m_vecVelocity", Vel);
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Vel[2] += velocity_addition_z_axis;
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GetClientAbsOrigin(client, feet_origin);
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downwards[0] = 90.0;
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downwards[1] = 0.0;
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downwards[2] = 0.0;
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TR_TraceRayFilter(feet_origin, downwards, MASK_SOLID, RayType_Infinite, TraceRayDontHitSelf, client);
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if (TR_DidHit())
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{
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TR_GetEndPosition(ground_pos);
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feet_origin[2] -= 10.0;
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float ground_distance = GetVectorDistance(feet_origin, ground_pos);
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if (ground_distance > 80)
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{
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float angles_eye[3];
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GetClientEyeAngles(client, angles_eye);
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//feet_origin[2] += 10.0;
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TR_TraceRayFilter(feet_origin, angles_eye, MASK_SOLID, RayType_Infinite, TraceRayDontHitSelf, client);
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if (TR_DidHit())
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{
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TR_GetEndPosition(ground_pos);
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ground_distance = GetVectorDistance(feet_origin, ground_pos);
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float forward_distance = GetVectorDistance(feet_origin, ground_pos);
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if (forward_distance > 280)
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{
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float ClientPos[3];
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float Result[3];
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GetClientEyePosition(client, ClientPos);
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MakeVectorFromPoints(ClientPos, ground_pos, Result);
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NegateVector(Result);
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GetVectorAngles(Result, Result);
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TeleportEntity(client, NULL_VECTOR, Result, NULL_VECTOR);
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bot_avoid_edge[client] = 0;
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ApplyBoost(client, 350.0);
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}
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}
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}
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}
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//SetEntPropVector(client, Prop_Data, "m_vecBaseVelocity", Vel);
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TeleportEntity(client, NULL_VECTOR, NULL_VECTOR, Vel);
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}
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buttons_old[client] = buttons;
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flags_old[client] = flags;
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}
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}
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*/
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//this was for turning around to prevent falling off edges
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void ApplyBoost(int client, float amount){
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float direction[3], vel[3];
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GetEntPropVector(client, Prop_Data, "m_vecVelocity", vel);
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NormalizeVector(vel, direction);
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ScaleVector(direction, amount);
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AddVectors(vel, direction, vel);
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TeleportEntity(client, NULL_VECTOR, NULL_VECTOR, vel);
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//SetEntPropVector(client, Prop_Data, "m_vecBaseVelocity", vel);
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}
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public bool is_bot_player(int client)
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{
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return is_autism_bot1(client) || is_autism_bot2(client) || is_autism_bot3(client) || is_autism_bot4(client);
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}
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public Action recursive_pressing(Handle timer, any data)
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{
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bool found_valid_ct = false;
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bool found_enemy = false;
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for (int client = 1; client <= MaxClients; client++)
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{
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if (!IsValidClient(client)) continue;
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if (GetClientTeam(client) == 2 && IsPlayerAlive(client))
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{
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found_enemy = true;
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}
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if (!is_bot_player(client) && GetClientTeam(client) > 1)
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{
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found_valid_ct = true;
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}
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}
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for (int client = 1; client <= MaxClients; client++)
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{
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if (!IsValidClient(client)) continue;
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if (!found_valid_ct && is_bot_player(client))
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{
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if (GetClientTeam(client) != 0)
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ChangeClientTeam(client, 0);
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continue;
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}
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if (is_bot_player(client))
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{
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if (GetClientTeam(client) == 1 || GetClientTeam(client) == 0)
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{
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ChangeClientTeam(client, 2);
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continue;
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}
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if (IsPlayerAlive(client))
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{
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int targeteam = 0;
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if (GetClientTeam(client) != 3)
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{
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//2 = autismo is zm and should follow enemies sometimes
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targeteam = 2;
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}
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else
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{
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//3 = autismo is human and should follow closest moving ct
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targeteam = 3;
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}
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int previous_friend = target_friend[client];
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target_enemy[client] = GetClosestClient_option1(false, client, 0);
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float enemy_distance = -1.0;
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float pos[3];
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if (IsValidClient(target_enemy[client]))
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{
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GetEntPropVector(target_enemy[client], Prop_Send, "m_vecOrigin", pos);
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enemy_distance = get_power_distance(client, pos);
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}
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target_friend[client] = GetClosestClient_option1(true, client, target_enemy[client]);
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float dist_target = -1.0;
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if (IsValidClient(target_friend[client]))
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{
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GetEntPropVector(target_friend[client], Prop_Send, "m_vecOrigin", pos);
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dist_target = get_power_distance(client, pos);
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}
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float max_range_dist = 65.0;
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//here we put into consideration if the human is leaving or standing around. If the bots already catched up to the human they can have a larger distance between the player and themselves so they dont constantly follow him. If the player is leaving the bots needs to follow him much closer.
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if (targeteam == 3 && human_too_close[client])
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{
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max_range_dist = 200.0;
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}
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int state = -1;
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//Our previous friend is still an alive human, if we cant see him anymore he went around a corner or teleported
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if (targetfriend_prev_coords[client][0] != 0.0 && IsValidClient(previous_friend) && GetClientTeam(previous_friend) == GetClientTeam(client)
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&& IsPlayerAlive(previous_friend) && previous_friend != target_friend[client])
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{
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float ClientPos[3];
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float friend_prev[3];
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GetClientEyePosition(client, ClientPos);
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//if the bot cant see him anymore he around corner or teleported most likley.
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//therefore a small distance check should also be needed
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float distance_prev_friend_prior = get_power_distance(previous_friend, targetfriend_prev_coords[client]);
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GetEntPropVector(previous_friend, Prop_Send, "m_vecOrigin", friend_prev);
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if (!IsPointVisible(ClientPos, friend_prev) && distance_prev_friend_prior > 500.0)
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{
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bot_follow_tp[client] = true;
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}
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}
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if (IsValidClient(target_friend[client]) && !bot_follow_tp[client])
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{
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GetEntPropVector(target_friend[client], Prop_Send, "m_vecOrigin", targetfriend_prev_coords[client]);
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}
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if (bot_follow_tp[client])
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{
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float ClientPos[3];
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float Result[3];
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GetClientEyePosition(client, ClientPos);
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MakeVectorFromPoints(ClientPos, targetfriend_prev_coords[client], Result);
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GetVectorAngles(Result, Result);
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float distance_between_bot_and_tp = get_power_distance(client, targetfriend_prev_coords[client]);
|
|
//when we are close enough to teleport just run forward without facing the tp
|
|
if (distance_between_bot_and_tp > 250.0)
|
|
{
|
|
TeleportEntity(client, NULL_VECTOR, Result, NULL_VECTOR);
|
|
}
|
|
if (!IsPointVisible(ClientPos, targetfriend_prev_coords[client]))
|
|
{
|
|
targetfriend_prev_coords[client][0] = 0.0;
|
|
targetfriend_prev_coords[client][1] = 0.0;
|
|
targetfriend_prev_coords[client][2] = 0.0;
|
|
bot_follow_tp[client] = false;
|
|
}
|
|
state = 8; //if its walking into a TP or up/down a ladder it matters to use +forward;
|
|
}
|
|
//if the bot or its target is on the ladder just use forward to reach the ladder
|
|
else if (GetEntityMoveType(client) == MOVETYPE_LADDER || (IsValidClient(target_friend[client]) && GetEntityMoveType(target_friend[client]) == MOVETYPE_LADDER))
|
|
{
|
|
if (IsValidClient(target_friend[client]))
|
|
{
|
|
face_call(target_friend[client], client);
|
|
}
|
|
state = 8;
|
|
}
|
|
//if bot is ct: is close enough to friend, can stop following friend and focus on shooting zombies
|
|
else if (targeteam == 3 && 0 < dist_target < max_range_dist && IsValidClient(target_enemy[client]))
|
|
{
|
|
human_too_close[client] = true;
|
|
face_call(target_enemy[client], client);
|
|
state = 0;
|
|
}
|
|
//if bot is ct: if bot is not close enough to friend follow him, //dist_target being larger than max_range_dist means a friend was found to follow
|
|
//we also check if zm already spawned, if not then stay close to friend
|
|
else if ((targeteam == 3 && dist_target > max_range_dist) || !found_enemy)
|
|
{
|
|
human_too_close[client] = false;
|
|
face_call(target_friend[client], client);
|
|
state = 1;
|
|
}
|
|
//if bot is ct and close enough to friend then just do nothing in case of there being no enemy to shoot at.
|
|
else if (targeteam == 3)
|
|
{
|
|
human_too_close[client] = true;
|
|
state = 2;
|
|
}
|
|
//if bot is zm follow enemy sometimes
|
|
else if (targeteam == 2 && 0 < enemy_distance < max_range_dist * 5 && IsValidClient(target_enemy[client]))
|
|
{
|
|
face_call(target_enemy[client], client);
|
|
state = 3;
|
|
}
|
|
//if bot is zm just follow the closest friend zm, but not constantly when too close because people start bitching then
|
|
else if (targeteam == 2 && dist_target > max_range_dist / 2)
|
|
{
|
|
face_call(target_friend[client], client);
|
|
state = 4;
|
|
}
|
|
//if bot is zm and no close enemies and no friends far away enough to follow then check if friend is close, if its the case then do nothing
|
|
else if (targeteam == 2 && 0 < dist_target < max_range_dist / 2)
|
|
{
|
|
face_call(target_friend[client], client);
|
|
state = 5;
|
|
}
|
|
//if bot is zm and there are no friends close or far away but there is also no enemy close check if there is an enemy far away
|
|
else if (targeteam == 2 && IsValidClient(target_enemy[client]))
|
|
{
|
|
face_call(target_enemy[client], client);
|
|
state = 6;
|
|
}
|
|
//else nothing to do as zm
|
|
else if (targeteam == 2)
|
|
{
|
|
state = 7;
|
|
}
|
|
if (GetEntProp(client, Prop_Data, "m_nWaterLevel") == 0 && GetEntityMoveType(client) != MOVETYPE_LADDER)
|
|
trace_hulling_bot(client);
|
|
char message[generic_length * 7];
|
|
Format(message, sizeof(message), "dist_target: %f enemy_distance: %f targeteam: %i state: %i", dist_target, enemy_distance, targeteam, state);
|
|
if (is_autism_bot1(client))
|
|
{
|
|
send_socket_msg(message, strlen(message), ports[0]);
|
|
}
|
|
if (is_autism_bot2(client))
|
|
{
|
|
send_socket_msg(message, strlen(message), ports[1]);
|
|
}
|
|
if (is_autism_bot3(client))
|
|
{
|
|
send_socket_msg(message, strlen(message), ports[2]);
|
|
}
|
|
if (is_autism_bot4(client))
|
|
{
|
|
send_socket_msg(message, strlen(message), ports[3]);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
found_valid_ct = false;
|
|
for (int client = 1; client <= MaxClients; client++)
|
|
{
|
|
if (!IsValidClient(client)) continue;
|
|
if (!is_bot_player(client) && GetClientTeam(client) == 3 && IsPlayerAlive(client))
|
|
{
|
|
found_valid_ct = true;
|
|
break;
|
|
}
|
|
}
|
|
if (!found_valid_ct)
|
|
{
|
|
for (int client = 1; client <= MaxClients; client++)
|
|
{
|
|
if (!IsValidClient(client)) continue;
|
|
if (is_bot_player(client) && GetClientTeam(client) == 3)
|
|
{
|
|
ForcePlayerSuicide(client);
|
|
}
|
|
}
|
|
}
|
|
return Plugin_Continue;
|
|
}
|
|
|
|
//https://developer.valvesoftware.com/wiki/Dimensions
|
|
public void trace_hulling_bot(int client)
|
|
{
|
|
char message[generic_length * 3];
|
|
float step_cap = 18.0;
|
|
float crouch_min = 48.0;
|
|
float stand_min = 63.0;
|
|
float feet_origin[3], mins[3], maxs[3], eye_position[3];
|
|
int BOUNDINGBOX_INFLATION_OFFSET = 3;
|
|
GetClientEyePosition(client, eye_position);
|
|
GetClientAbsOrigin(client, feet_origin);
|
|
GetClientMins(client, mins);
|
|
GetClientMaxs(client, maxs);
|
|
//increasing boxes sizes
|
|
for (int ij = 0; ij < sizeof(mins) - 1; ij++)
|
|
{
|
|
mins[ij] -= BOUNDINGBOX_INFLATION_OFFSET;
|
|
maxs[ij] += BOUNDINGBOX_INFLATION_OFFSET;
|
|
}
|
|
//acts as full body check
|
|
feet_origin[2] += BOUNDINGBOX_INFLATION_OFFSET;
|
|
TR_TraceHullFilter(feet_origin, feet_origin, mins, maxs, MASK_ALL, TraceRayDontHitSelf);
|
|
if (TR_DidHit())
|
|
{
|
|
//check 0.0 to 48.0 units starting from feet
|
|
feet_origin[2] -= BOUNDINGBOX_INFLATION_OFFSET;
|
|
mins[2] = 0.0;
|
|
maxs[2] = crouch_min;
|
|
TR_TraceHullFilter(feet_origin, feet_origin, mins, maxs, MASK_ALL, TraceRayDontHitSelf);
|
|
if (!(TR_DidHit()))
|
|
{
|
|
//can crouch
|
|
Format(message, sizeof(message), "hull info:crouch");
|
|
if (is_autism_bot1(client))
|
|
{
|
|
send_socket_msg(message, strlen(message), ports[0]);
|
|
}
|
|
if (is_autism_bot2(client))
|
|
{
|
|
send_socket_msg(message, strlen(message), ports[1]);
|
|
}
|
|
if (is_autism_bot3(client))
|
|
{
|
|
send_socket_msg(message, strlen(message), ports[2]);
|
|
}
|
|
if (is_autism_bot4(client))
|
|
{
|
|
send_socket_msg(message, strlen(message), ports[3]);
|
|
}
|
|
return;
|
|
}
|
|
//something blocks floor crouch
|
|
eye_position[2] += 5.0;
|
|
TR_TraceHullFilter(eye_position, eye_position, mins, maxs, MASK_ALL, TraceRayDontHitSelf);
|
|
if (!(TR_DidHit()))
|
|
{
|
|
//should not block jump level
|
|
Format(message, sizeof(message), "hull info:jump");
|
|
if (is_autism_bot1(client))
|
|
{
|
|
send_socket_msg(message, strlen(message), ports[0]);
|
|
}
|
|
if (is_autism_bot2(client))
|
|
{
|
|
send_socket_msg(message, strlen(message), ports[1]);
|
|
}
|
|
if (is_autism_bot3(client))
|
|
{
|
|
send_socket_msg(message, strlen(message), ports[2]);
|
|
}
|
|
if (is_autism_bot4(client))
|
|
{
|
|
send_socket_msg(message, strlen(message), ports[3]);
|
|
}
|
|
return;
|
|
}
|
|
else
|
|
{
|
|
//still potentially crouch hole in wall or one side jumpable
|
|
mins[2] = step_cap;
|
|
float iterator = step_cap;
|
|
while (iterator < stand_min)
|
|
{
|
|
maxs[2] = iterator;
|
|
iterator += step_cap;
|
|
for (int jj = 0; jj < 2; jj++)
|
|
for (int ij = 0; ij < 2; ij++)
|
|
{
|
|
if (jj == 0)
|
|
mins[ij] += BOUNDINGBOX_INFLATION_OFFSET;
|
|
else
|
|
maxs[ij] -= BOUNDINGBOX_INFLATION_OFFSET;
|
|
|
|
float eyes_down[3];
|
|
eyes_down[0] = eye_position[0];
|
|
eyes_down[1] = eye_position[1] + 10.0;
|
|
eyes_down[2] = eye_position[2];
|
|
|
|
float eyes_forward[3];
|
|
eyes_forward[0] = eye_position[0];
|
|
eyes_forward[1] = eye_position[1] + 10.0;
|
|
eyes_forward[2] = eye_position[2];
|
|
|
|
float maxs_new[3];
|
|
maxs_new[0] = maxs[0] - 8.0;
|
|
maxs_new[1] = maxs[1] - 8.0;
|
|
maxs_new[2] = maxs[2];
|
|
|
|
TR_TraceHullFilter(eye_position, eye_position, mins, maxs_new, MASK_ALL, TraceRayDontHitSelf);
|
|
if ((TR_DidHit()))
|
|
{
|
|
bool should_jump = true;
|
|
TR_TraceHullFilter(eyes_down, eyes_forward, mins, maxs, MASK_ALL, TraceRayDontHitSelf);
|
|
if (!(TR_DidHit()))
|
|
{
|
|
should_jump = false;
|
|
}
|
|
|
|
eyes_down[0] = eye_position[0] + 10.0;
|
|
eyes_forward[0] = eye_position[0] + 10.0;
|
|
TR_TraceHullFilter(eyes_down, eyes_forward, mins, maxs, MASK_ALL, TraceRayDontHitSelf);
|
|
if ((TR_DidHit()))
|
|
{
|
|
should_jump = false;
|
|
}
|
|
|
|
if (should_jump)
|
|
{
|
|
Format(message, sizeof(message), "hull info:jump");
|
|
if (is_autism_bot1(client))
|
|
{
|
|
send_socket_msg(message, strlen(message), ports[0]);
|
|
}
|
|
if (is_autism_bot2(client))
|
|
{
|
|
send_socket_msg(message, strlen(message), ports[1]);
|
|
}
|
|
if (is_autism_bot3(client))
|
|
{
|
|
send_socket_msg(message, strlen(message), ports[2]);
|
|
}
|
|
if (is_autism_bot4(client))
|
|
{
|
|
send_socket_msg(message, strlen(message), ports[3]);
|
|
}
|
|
return;
|
|
}
|
|
}
|
|
|
|
TR_TraceHullFilter(feet_origin, feet_origin, mins, maxs, MASK_ALL, TraceRayDontHitSelf);
|
|
if (!(TR_DidHit()))
|
|
{
|
|
//hit wall on one side, no need to jump just run forward
|
|
return;
|
|
}
|
|
if (jj == 0)
|
|
mins[ij] -= BOUNDINGBOX_INFLATION_OFFSET;
|
|
else
|
|
maxs[ij] += BOUNDINGBOX_INFLATION_OFFSET;
|
|
}
|
|
}
|
|
//currently detects when two walls meet and create a corner
|
|
float move_angles[3];
|
|
GetClientEyeAngles(client, move_angles);
|
|
move_angles[0] = 0.0;
|
|
move_angles[1] += 35.0;
|
|
move_angles[2] = 0.0;
|
|
TeleportEntity(client, NULL_VECTOR, move_angles, NULL_VECTOR);
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
|
|
public bool TraceRayDontHitSelf(int entity, int mask, any data)
|
|
{
|
|
return entity != data && !(0 < entity <= MaxClients);
|
|
}
|
|
|
|
public void face_call(int client, int selfclient)
|
|
{
|
|
for (int j = 0; j < 5; j++)
|
|
faceclient(client, selfclient);
|
|
}
|
|
|
|
public void faceclient(int target_human, int client)
|
|
{
|
|
if (IsValidClient(client) && IsValidClient(target_human))
|
|
{
|
|
float TargetPos[3];
|
|
float ClientPos[3];
|
|
float Result[3];
|
|
GetClientEyePosition(target_human, TargetPos);
|
|
GetClientEyePosition(client, ClientPos);
|
|
MakeVectorFromPoints(ClientPos, TargetPos, Result);
|
|
GetVectorAngles(Result, Result);
|
|
TeleportEntity(client, 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, int i)
|
|
{
|
|
//triggers between 6-8 times per second
|
|
target_friend_afk_counter[client][i]++;
|
|
int human_idle_steps = 12;
|
|
if (target_friend_afk_counter[client][i] >= human_idle_steps)
|
|
{
|
|
float min_distance_cap = 1.0;
|
|
float i_own_distance = get_power_distance(i, client_old_coords[i]);
|
|
GetEntPropVector(i, Prop_Send, "m_vecOrigin", client_old_coords[i]);
|
|
bool not_moved = i_own_distance < min_distance_cap;
|
|
if (!not_moved)
|
|
{
|
|
target_friend_afk_counter[client][i] = 0;
|
|
}
|
|
return not_moved;
|
|
}
|
|
return false;
|
|
}
|
|
|
|
public int GetClosestClient_option1(bool finding_friend, int client, int enemy)
|
|
{
|
|
float nearestdistance = -1.0;
|
|
int nearest = -1;
|
|
for (int i = 1; i <= MaxClients; i++)
|
|
if (IsValidClient(i) && IsPlayerAlive(i) && i != client)
|
|
{
|
|
if (!IsAbleToSee(client, i) || is_client_stuck_or_afk(client, i))
|
|
{
|
|
continue;
|
|
}
|
|
float pos[3];
|
|
GetEntPropVector(i, Prop_Send, "m_vecOrigin", pos);
|
|
float dist_target = get_power_distance(client, pos);
|
|
if ((finding_friend && GetClientTeam(i) != GetClientTeam(client)) || (!finding_friend && GetClientTeam(i) == GetClientTeam(client)))
|
|
{
|
|
continue;
|
|
}
|
|
|
|
if (GetClientTeam(client) == 3 && IsValidClient(enemy))
|
|
{
|
|
float enemy_pos[3];
|
|
GetEntPropVector(enemy, Prop_Send, "m_vecOrigin", enemy_pos);
|
|
float enemy_distance = get_power_distance(i, enemy_pos);
|
|
//this should later be an issue at parts where zombies are on all sides around one. having to run close by them.
|
|
if (enemy_distance <= 800.0)
|
|
{
|
|
dist_target = 8000000.0;
|
|
}
|
|
}
|
|
if (is_bot_player(i))
|
|
{
|
|
//just making sure bots have lowest priority
|
|
dist_target = 9000000.0;
|
|
}
|
|
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);
|
|
return GetVectorDistance(vec, pos);
|
|
}
|
|
|
|
public void OnClientPostAdminCheck(int client)
|
|
{
|
|
for (int i = 1; i <= MaxClients; i++)
|
|
{
|
|
if (IsValidClient(i) && is_bot_player(i) && i != client)
|
|
{
|
|
target_friend_afk_counter[i][client] = 0;
|
|
}
|
|
}
|
|
//checks if ze or ze2
|
|
int i_port = GetConVarInt(FindConVar("hostport"));
|
|
char msg[generic_length];
|
|
if (i_port == server_ports[0])
|
|
{
|
|
Format(msg, sizeof(msg), "autismo connected to ze");
|
|
}
|
|
else
|
|
{
|
|
Format(msg, sizeof(msg), "autismo connected to ze2");
|
|
}
|
|
targetfriend_prev_coords[client][0] = 0.0;
|
|
targetfriend_prev_coords[client][1] = 0.0;
|
|
targetfriend_prev_coords[client][2] = 0.0;
|
|
human_too_close[client] = false;
|
|
bot_follow_tp[client] = false;
|
|
char auth[64];
|
|
GetClientAuthId(client, AuthId_Engine, auth, sizeof(auth));
|
|
if (is_autism_bot1(client))
|
|
{
|
|
send_socket_msg(msg, strlen(msg), ports[0]);
|
|
}
|
|
if (is_autism_bot2(client))
|
|
{
|
|
send_socket_msg(msg, strlen(msg), ports[1]);
|
|
}
|
|
if (is_autism_bot3(client))
|
|
{
|
|
send_socket_msg(msg, strlen(msg), ports[2]);
|
|
}
|
|
if (is_autism_bot4(client))
|
|
{
|
|
send_socket_msg(msg, strlen(msg), ports[3]);
|
|
}
|
|
client_old_coords[client][0] = 0.0;
|
|
client_old_coords[client][1] = 0.0;
|
|
client_old_coords[client][2] = 0.0;
|
|
}
|
|
|
|
public void OnSocketError(Handle socket, const int errorType, const int errorNum, any args)
|
|
{
|
|
CloseHandle(socket);
|
|
LogError("[MR] Socket error: %d (errno %d)", errorType, errorNum);
|
|
CreateTimer(10.0, TimerConnect, INVALID_HANDLE, TIMER_HNDL_CLOSE);
|
|
}
|
|
|
|
stock void connect_socket()
|
|
{
|
|
if (global_socket == INVALID_HANDLE || !SocketIsConnected(global_socket))
|
|
{
|
|
int i_port = GetConVarInt(FindConVar("hostport"));
|
|
int target_port = ports[4]; //default ze
|
|
if (i_port == server_ports[1])
|
|
{
|
|
//ze2
|
|
target_port = ports[5];
|
|
}
|
|
//socket otherwise declare in public OnConfigsExecuted(){}
|
|
global_socket = SocketCreate(SOCKET_UDP, OnSocketError);
|
|
SocketSetOption(global_socket, SocketReuseAddr, 1);
|
|
SocketBind(global_socket, "127.0.0.0", target_port);
|
|
SocketConnect(global_socket, OnSocketConnected, OnSocketReceive, OnSocketDisconnected, "127.0.0.1", target_port); //48474 on ze
|
|
}
|
|
}
|
|
|
|
public void OnClientDisconnect(int client)
|
|
{
|
|
client_old_coords[client][0] = 0.0;
|
|
client_old_coords[client][1] = 0.0;
|
|
client_old_coords[client][2] = 0.0;
|
|
targetfriend_prev_coords[client][0] = 0.0;
|
|
targetfriend_prev_coords[client][1] = 0.0;
|
|
targetfriend_prev_coords[client][2] = 0.0;
|
|
human_too_close[client] = false;
|
|
bot_follow_tp[client] = false;
|
|
for (int i = 1; i <= MaxClients; i++)
|
|
{
|
|
if (IsValidClient(i) && is_bot_player(i) && i != client)
|
|
{
|
|
target_friend_afk_counter[i][client] = 0;
|
|
}
|
|
}
|
|
}
|
|
|
|
//Socket callback
|
|
public void OnSocketConnected(Handle socket, any arg)
|
|
{
|
|
|
|
}
|
|
|
|
//manage message
|
|
public void OnSocketReceive(Handle socket, char[] receiveData, const char dataSize, any hFile)
|
|
{
|
|
|
|
}
|
|
|
|
public void OnSocketDisconnected(Handle socket, any arg)
|
|
{
|
|
CreateTimer(10.0, TimerConnect, INVALID_HANDLE, TIMER_HNDL_CLOSE);
|
|
}
|
|
|
|
public Action TimerConnect(Handle timer, any arg)
|
|
{
|
|
connect_socket();
|
|
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)) //1.30
|
|
return true;
|
|
// Check inner 4 corners of player.
|
|
if (IsRectangleVisible(vecEyePos, vecorigin, mins, maxs, 0.65)) //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); //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 (int i = 0; i < 4; i++)
|
|
if (IsPointVisible(start, vRectangle[i]))
|
|
return true;
|
|
return false;
|
|
}
|