854 lines
20 KiB
Plaintext
854 lines
20 KiB
Plaintext
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#using scripts\shared\array_shared;
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#using scripts\shared\rank_shared;
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#insert scripts\shared\shared.gsh;
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#insert scripts\shared\statstable_shared.gsh;
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#using scripts\mp\killstreaks\_killstreaks;
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#using scripts\mp\bots\_bot;
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#define BOT_ALLOCATION_MAX 100
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#define BOT_ALLOCATION_UNLOCK_MAX 3
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#define BOT_RANK_ALL_OPTIONS_AVAILABLE 20
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#define BOT_RANK_OPTIONS_MULTIPLIER 4
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#namespace bot_loadout;
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// Item Whitelist
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//========================================
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function in_whitelist( itemName )
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{
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if ( !isdefined( itemName ) )
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return false;
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switch( itemName )
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{
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// Secondaries
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case "WEAPON_KNIFE_LOADOUT":
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case "WEAPON_PISTOL_STANDARD":
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case "WEAPON_PISTOL_BURST":
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case "WEAPON_PISTOL_FULLAUTO":
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case "WEAPON_LAUNCHER_STANDARD":
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case "WEAPON_LAUNCHER_LOCKONLY":
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// Primaries
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case "WEAPON_SMG_STANDARD":
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case "WEAPON_SMG_BURST":
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case "WEAPON_SMG_FASTFIRE":
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case "WEAPON_SMG_LONGRANGE":
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case "WEAPON_SMG_VERSATILE":
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case "WEAPON_SMG_CAPACITY":
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case "WEAPON_AR_STANDARD":
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case "WEAPON_AR_ACCURATE":
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case "WEAPON_AR_CQB":
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case "WEAPON_AR_DAMAGE":
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case "WEAPON_AR_FASTBURST":
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case "WEAPON_AR_LONGBURST":
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case "WEAPON_AR_MARKSMAN":
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case "WEAPON_LMG_CQB":
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case "WEAPON_LMG_HEAVY":
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case "WEAPON_LMG_LIGHT":
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case "WEAPON_LMG_SLOWFIRE":
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case "WEAPON_SNIPER_FASTBOLT":
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case "WEAPON_SNIPER_FASTSEMI":
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case "WEAPON_SNIPER_POWERBOLT":
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case "WEAPON_SNIPER_CHARGESHOT":
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case "WEAPON_SHOTGUN_FULLAUTO":
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case "WEAPON_SHOTGUN_PRECISION":
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case "WEAPON_SHOTGUN_PUMP":
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case "WEAPON_SHOTGUN_SEMIAUTO":
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// Lethals
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case "WEAPON_FRAGGRENADE":
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case "WEAPON_HATCHET":
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case "WEAPON_STICKY_GRENADE":
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case "WEAPON_SATCHEL_CHARGE":
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case "WEAPON_BOUNCINGBETTY":
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case "WEAPON_INCENDIARY_GRENADE":
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// Tacticals
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case "WEAPON_WILLY_PETE":
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case "WEAPON_STUN_GRENADE":
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case "WEAPON_EMPGRENADE":
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case "WEAPON_FLASHBANG":
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case "WEAPON_PROXIMITY_GRENADE":
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case "WEAPON_PDA_HACK":
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case "WEAPON_TROPHY_SYSTEM":
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// Killstreaks
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//case "KILLSTREAK_RCBOMB":
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case "KILLSTREAK_RECON":
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case "KILLSTREAK_COUNTER_UAV":
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//case "KILLSTREAK_SUPPLY_DROP":
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//case "KILLSTREAK_MICROWAVE_TURRET":
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case "KILLSTREAK_REMOTE_MISSILE":
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//case "KILLSTREAK_PLANEMORTAR":
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//case "KILLSTREAK_AUTO_TURRET":
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case "KILLSTREAK_AI_TANK_DROP":
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//case "KILLSTREAK_HELICOPTER_COMLINK":
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case "KILLSTREAK_SATELLITE":
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//case "KILLSTREAK_EMP":
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//case "KILLSTREAK_HELICOPTER_GUNNER":
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case "KILLSTREAK_RAPS":
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//case "KILLSTREAK_DRONE_STRIKE":
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//case "KILLSTREAK_DART":
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case "KILLSTREAK_SENTINEL":
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// TU Something Weapons
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case "WEAPON_MELEE_KNUCKLES":
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case "WEAPON_MELEE_BUTTERFLY":
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case "WEAPON_MELEE_WRENCH":
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// TU 6 Weapons
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case "WEAPON_PISTOL_SHOTGUN":
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case "WEAPON_AR_GARAND":
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case "WEAPON_SPECIAL_CROSSBOW":
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case "WEAPON_MELEE_CROWBAR":
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case "WEAPON_MELEE_SWORD":
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case "WEAPON_MELEE_BOXING":
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case "WEAPON_SMG_AK74U":
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case "WEAPON_SMG_MP40":
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case "WEAPON_SMG_RECHAMBER":
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case "WEAPON_SMG_NAILGUN":
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case "WEAPON_AR_AN94":
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case "WEAPON_AR_FAMAS":
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case "WEAPON_SMG_MSMC":
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case "WEAPON_LMG_INFINITE":
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case "WEAPON_AR_PULSE":
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case "WEAPON_AR_M16":
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case "WEAPON_SMG_PPSH":
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case "WEAPON_LAUNCHER_EX41":
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case "WEAPON_SHOTGUN_OLYMPIA":
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case "WEAPON_SNIPER_QUICKSCOPE":
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case "WEAPON_SNIPER_DOUBLE":
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case "WEAPON_SMG_STEN":
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case "WEAPON_AR_GALIL":
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case "WEAPON_LMG_RPK":
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case "WEAPON_AR_M14":
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case "WEAPON_SHOTGUN_ENERGY":
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case "WEAPON_SPECIAL_CROSSBOW_DW":
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case "WEAPON_AR_PEACEKEEPER":
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case "WEAPON_MELEE_CHAINSAW":
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case "WEAPON_SPECIAL_KNIFE_BALLISTIC":
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case "WEAPON_MELEE_CRESCENT":
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case "WEAPON_SPECIAL_DISCGUN":
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return true;
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}
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return false;
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}
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// Classes
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//========================================
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function build_classes()
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{
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primaryWeapons = self get_available_items( undefined, "primary" );
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secondaryWeapons = self get_available_items( undefined, "secondary" );
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lethals = self get_available_items( undefined, "primarygadget" );
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tacticals = self get_available_items( undefined, "secondarygadget" );
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if ( IS_TRUE( level.perksEnabled ) )
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{
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specialties1 = self get_available_items( undefined, "specialty1" );
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specialties2 = self get_available_items( undefined, "specialty2" );
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specialties3 = self get_available_items( undefined, "specialty3" );
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}
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foreach( className, classValue in level.classMap )
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{
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if ( !isSubstr( className, "custom" ) )
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{
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continue;
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}
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classIndex = int( className[className.size-1] );
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pickedItems = [];
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pick_item( pickedItems, primaryWeapons );
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if ( RandomInt( 100 ) < 95 ) // 5% chance to be a boxer for Scronce
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{
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pick_item( pickedItems, secondaryWeapons );
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}
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// Shuffle these selections around a bit so the classes don't all look the same when the allocation is low
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otherItems = Array ( lethals, tacticals, specialties1, specialties2, specialties3 );
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otherItems = array::randomize( otherItems );
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for ( i = 0; i < otherItems.size; i ++ )
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{
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pick_item( pickedItems, otherItems[i] );
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}
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// Add items up to the max allocation
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for ( i = 0; i < pickedItems.size && i < level.maxAllocation; i++ )
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{
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self BotClassAddItem( classIndex, pickedItems[i] );
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}
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// TODO: Pick primary/secondary attachments, extra perks, extra lethal, extra tactical, overkill
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/*
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primaryWeapon = self GetLoadoutWeapon( classIndex, "primary" );
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if ( primaryWeapon != level.weaponNone && primaryWeapon.supportedAttachments.size )
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{
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attachment = array::random( primaryWeapon.supportedAttachments );
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self BotClassAddAttachment( classIndex, primaryWeapon, attachment, "primary" );
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}
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secondaryWeapon = self GetLoadoutWeapon( classIndex, "secondary" );
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if ( secondaryWeapon != level.weaponNone && secondaryWeapon.supportedAttachments.size )
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{
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attachment = array::random( secondaryWeapon.supportedAttachments );
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self BotClassAddAttachment( classIndex, secondaryWeapon, attachment, "secondary" );
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}
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*/
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}
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}
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function pick_item( &pickedItems, items )
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{
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if ( !isdefined( items ) || items.size <= 0 )
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{
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return;
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}
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pickedItems[pickedItems.size] = array::random( items );
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}
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function pick_classes()
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{
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self.loadoutClasses = [];
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self.launcherClassCount = 0;
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foreach( className, classValue in level.classMap )
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{
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if ( isSubstr( className, "custom" ) )
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{
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if ( level.disableCAC )
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{
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continue;
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}
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classIndex = int( className[className.size-1] );
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}
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else
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{
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// Things bots could use better in the default classes:
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// C4, Trophy System, Lock on only launcher
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classIndex = level.classToClassNum[ classValue ];
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}
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primary = self GetLoadoutWeapon( classIndex, "primary" );
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secondary = self GetLoadoutWeapon( classIndex, "secondary" );
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botClass = SpawnStruct();
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botClass.name = className;
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botClass.index = classIndex;
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botClass.value = classValue;
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botClass.primary = primary;
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botClass.secondary = secondary;
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if ( botClass.secondary.isRocketLauncher )
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{
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self.launcherClassCount++;
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}
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self.loadoutClasses[ self.loadoutClasses.size ] = botClass;
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}
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}
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function get_current_class()
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{
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currValue = self.pers["class"];
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if ( !isdefined( currValue ) )
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{
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return undefined;
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}
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foreach( botClass in self.loadoutClasses )
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{
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if ( botClass.value == currValue )
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{
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return botClass;
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}
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}
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return undefined;
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}
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// Specialists
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//========================================
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function pick_hero_gadget()
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{
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if ( RandomInt( 2 ) < 1 || !self pick_hero_ability() )
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{
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self pick_hero_weapon();
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}
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}
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function pick_hero_weapon()
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{
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heroWeaponRef = self GetHeroWeaponName();
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if ( IsItemRestricted( heroWeaponRef ) )
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{
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return false;
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}
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heroWeaponName = self get_item_name( heroWeaponRef );
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self BotClassAddItem( 0, heroWeaponName );
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return true;
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}
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function pick_hero_ability()
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{
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heroAbilityRef = self GetHeroAbilityName();
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if ( IsItemRestricted( heroAbilityRef ) )
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{
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return false;
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}
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heroAbilityName = self get_item_name( heroAbilityRef );
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self BotClassAddItem( 0, heroAbilityName );
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return true;
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}
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// Killstreaks
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//========================================
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function pick_killstreaks()
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{
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killstreaks = array::randomize( self get_available_items( "killstreak" ) );
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for( i = 0; i < 3 && i < killstreaks.size; i++ )
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{
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self BotClassAddItem( 0, killstreaks[i] );
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}
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}
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// Get Items
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//========================================
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function get_available_items( filterGroup, filterSlot )
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{
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// Get unlocked and unrestricted items
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items = [];
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for( i = 0; i < STATS_TABLE_MAX_ITEMS; i++ )
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{
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row = tableLookupRowNum( level.statsTableID, STATS_TABLE_COL_NUMBERING, i );
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if ( row < 0 )
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{
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continue;
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}
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name = tableLookupColumnForRow( level.statsTableID, row, STATS_TABLE_COL_NAME );
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if ( name == "" || !in_whitelist( name ) )
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{
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continue;
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}
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allocation = Int( tableLookupColumnForRow( level.statsTableID, row, STATS_TABLE_COL_ALLOCATION ) );
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if ( allocation < 0 )
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{
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continue;
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}
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ref = tableLookupColumnForRow( level.statsTableId, row, STATS_TABLE_COL_REFERENCE );
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if ( IsItemRestricted( ref ) )
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{
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continue;
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}
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number = Int( tableLookupColumnForRow( level.statsTableID, row, STATS_TABLE_COL_NUMBERING ) );
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/*
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if ( SessionModeIsPrivate() && self IsItemLocked( number ) )
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{
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continue;
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}
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*/
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if ( isdefined( filterGroup ) )
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{
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group = tableLookupColumnForRow( level.statsTableID, row, STATS_TABLE_COL_GROUP );
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if ( group != filterGroup )
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{
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continue;
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}
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}
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if ( isdefined( filterSlot ) )
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{
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slot = tableLookupColumnForRow( level.statsTableID, row, STATS_TABLE_COL_SLOT );
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if ( slot != filterSlot )
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{
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continue;
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}
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}
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items[items.size] = name;
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}
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return items;
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}
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function get_item_name( itemReference )
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{
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for( i = 0; i < STATS_TABLE_MAX_ITEMS; i++ )
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{
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row = tableLookupRowNum( level.statsTableID, STATS_TABLE_COL_NUMBERING, i );
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if ( row < 0 )
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{
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continue;
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}
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reference = tableLookupColumnForRow( level.statsTableID, row, STATS_TABLE_COL_REFERENCE );
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if ( reference != itemReference )
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{
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continue;
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}
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name = tableLookupColumnForRow( level.statsTableID, row, STATS_TABLE_COL_NAME );
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return name;
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}
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return undefined;
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}
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// Not in use
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function init()
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{
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level endon( "game_ended" );
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level.bot_banned_killstreaks = Array ( "KILLSTREAK_RCBOMB",
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"KILLSTREAK_QRDRONE",
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/* "KILLSTREAK_REMOTE_MISSILE",*/
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"KILLSTREAK_REMOTE_MORTAR",
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"KILLSTREAK_HELICOPTER_GUNNER" );
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for ( ;; )
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{
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level waittill( "connected", player );
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if ( !player IsTestClient() )
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{
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continue;
|
||
|
}
|
||
|
|
||
|
player thread on_bot_connect();
|
||
|
}
|
||
|
}
|
||
|
|
||
|
function on_bot_connect()
|
||
|
{
|
||
|
self endon( "disconnect" );
|
||
|
|
||
|
if ( isdefined( self.pers[ "bot_loadout" ] ) )
|
||
|
{
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
wait( 0.10 );
|
||
|
|
||
|
if ( self GetEntityNumber() % 2 == 0 )
|
||
|
{
|
||
|
WAIT_SERVER_FRAME;
|
||
|
}
|
||
|
|
||
|
self bot::set_rank();
|
||
|
|
||
|
self BotSetRandomCharacterCustomization();
|
||
|
|
||
|
|
||
|
max_allocation = BOT_ALLOCATION_MAX;
|
||
|
/*
|
||
|
if ( SessionModeIsPrivate() )
|
||
|
{
|
||
|
for ( i = 1; i <= BOT_ALLOCATION_UNLOCK_MAX; i++ )
|
||
|
{
|
||
|
if ( self IsItemLocked( rank::GetItemIndex( "feature_allocation_slot_" + i ) ) )
|
||
|
{
|
||
|
max_allocation--;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
*/
|
||
|
self construct_loadout( max_allocation );
|
||
|
self.pers[ "bot_loadout" ] = true;
|
||
|
}
|
||
|
|
||
|
function construct_loadout( allocation_max )
|
||
|
{
|
||
|
/* if ( SessionModeIsPrivate() && self IsItemLocked( rank::GetItemIndex( "feature_cac" ) ) )
|
||
|
{
|
||
|
// cac still locked
|
||
|
return;
|
||
|
}
|
||
|
*/
|
||
|
pixbeginevent( "bot_construct_loadout" );
|
||
|
|
||
|
item_list = build_item_list();
|
||
|
|
||
|
// item_list["primary"] = [];
|
||
|
// item_list["primary"][0] = "WEAPON_RIOTSHIELD";
|
||
|
|
||
|
construct_class( 0, item_list, allocation_max );
|
||
|
construct_class( 1, item_list, allocation_max );
|
||
|
construct_class( 2, item_list, allocation_max );
|
||
|
construct_class( 3, item_list, allocation_max );
|
||
|
construct_class( 4, item_list, allocation_max );
|
||
|
|
||
|
killstreaks = item_list["killstreak1"];
|
||
|
|
||
|
if ( isdefined( item_list["killstreak2"] ) )
|
||
|
{
|
||
|
killstreaks = ArrayCombine( killstreaks, item_list["killstreak2"], true, false );
|
||
|
}
|
||
|
|
||
|
if ( isdefined( item_list["killstreak3"] ) )
|
||
|
{
|
||
|
killstreaks = ArrayCombine( killstreaks, item_list["killstreak3"], true, false );
|
||
|
}
|
||
|
|
||
|
if ( isdefined( killstreaks ) && killstreaks.size )
|
||
|
{
|
||
|
choose_weapon( 0, killstreaks );
|
||
|
choose_weapon( 0, killstreaks );
|
||
|
choose_weapon( 0, killstreaks );
|
||
|
}
|
||
|
|
||
|
self.claimed_items = undefined;
|
||
|
pixendevent();
|
||
|
}
|
||
|
|
||
|
function construct_class( constructclass, items, allocation_max )
|
||
|
{
|
||
|
allocation = 0;
|
||
|
|
||
|
claimed_count = build_claimed_list( items );
|
||
|
self.claimed_items = [];
|
||
|
|
||
|
// primary
|
||
|
weapon = choose_weapon( constructclass, items["primary"] );
|
||
|
claimed_count["primary"]++;
|
||
|
allocation++;
|
||
|
|
||
|
// secondary
|
||
|
weapon = choose_weapon( constructclass, items["secondary"] );
|
||
|
choose_weapon_option( constructclass, "camo", 1 );
|
||
|
}
|
||
|
|
||
|
function make_choice( chance, claimed, max_claim )
|
||
|
{
|
||
|
return ( claimed < max_claim && RandomInt( 100 ) < chance );
|
||
|
}
|
||
|
|
||
|
function chose_action( action1, chance1, action2, chance2, action3, chance3, action4, chance4 )
|
||
|
{
|
||
|
chance1 = Int( chance1 / 10 );
|
||
|
chance2 = Int( chance2 / 10 );
|
||
|
chance3 = Int( chance3 / 10 );
|
||
|
chance4 = Int( chance4 / 10 );
|
||
|
|
||
|
actions = [];
|
||
|
|
||
|
for( i = 0; i < chance1; i++ )
|
||
|
{
|
||
|
actions[ actions.size ] = action1;
|
||
|
}
|
||
|
|
||
|
for( i = 0; i < chance2; i++ )
|
||
|
{
|
||
|
actions[ actions.size ] = action2;
|
||
|
}
|
||
|
|
||
|
for( i = 0; i < chance3; i++ )
|
||
|
{
|
||
|
actions[ actions.size ] = action3;
|
||
|
}
|
||
|
|
||
|
for( i = 0; i < chance4; i++ )
|
||
|
{
|
||
|
actions[ actions.size ] = action4;
|
||
|
}
|
||
|
|
||
|
return array::random( actions );
|
||
|
}
|
||
|
|
||
|
function item_is_claimed( item )
|
||
|
{
|
||
|
foreach( claim in self.claimed_items )
|
||
|
{
|
||
|
if ( claim == item )
|
||
|
{
|
||
|
return true;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
function choose_weapon( weaponclass, items )
|
||
|
{
|
||
|
if ( !isdefined( items ) || !items.size )
|
||
|
{
|
||
|
return undefined;
|
||
|
}
|
||
|
|
||
|
start = RandomInt( items.size );
|
||
|
|
||
|
for( i = 0; i < items.size; i++ )
|
||
|
{
|
||
|
weapon = items[ start ];
|
||
|
|
||
|
if ( !item_is_claimed( weapon ) )
|
||
|
{
|
||
|
break;
|
||
|
}
|
||
|
|
||
|
start = ( start + 1 ) % items.size;
|
||
|
}
|
||
|
|
||
|
self.claimed_items[ self.claimed_items.size ] = weapon;
|
||
|
|
||
|
self BotClassAddItem( weaponclass, weapon );
|
||
|
return weapon;
|
||
|
}
|
||
|
|
||
|
function build_weapon_options_list( optionType )
|
||
|
{
|
||
|
level.botWeaponOptionsId[optionType] = [];
|
||
|
level.botWeaponOptionsProb[optionType] = [];
|
||
|
|
||
|
csv_filename = "gamedata/weapons/common/attachmentTable.csv";
|
||
|
prob = 0;
|
||
|
for ( row = 0 ; row < 255 ; row++ )
|
||
|
{
|
||
|
if ( tableLookupColumnForRow( csv_filename, row, ATTACHMENT_TABLE_COL_TYPE ) == optionType )
|
||
|
{
|
||
|
index = level.botWeaponOptionsId[optionType].size;
|
||
|
level.botWeaponOptionsId[optionType][index] = Int( tableLookupColumnForRow( csv_filename, row, ATTACHMENT_TABLE_COL_NUMBERING ) );
|
||
|
prob += Int( tableLookupColumnForRow( csv_filename, row, ATTACHMENT_TABLE_COL_BOT_PROB ) );
|
||
|
level.botWeaponOptionsProb[optionType][index] = prob;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
function choose_weapon_option( weaponclass, optionType, primary )
|
||
|
{
|
||
|
if ( !isdefined( level.botWeaponOptionsId ) )
|
||
|
{
|
||
|
level.botWeaponOptionsId = [];
|
||
|
level.botWeaponOptionsProb = [];
|
||
|
|
||
|
build_weapon_options_list( "camo" );
|
||
|
build_weapon_options_list( "reticle" );
|
||
|
}
|
||
|
|
||
|
// weapon options cannot be set in local matches
|
||
|
if ( !level.onlineGame && !level.systemLink )
|
||
|
return;
|
||
|
|
||
|
// Increase the range of the probability to reduce the chances of picking the option when the bot's level is less than BOT_RANK_ALL_OPTIONS_AVAILABLE
|
||
|
// (in system link all options are available)
|
||
|
numOptions = level.botWeaponOptionsProb[optionType].size;
|
||
|
maxProb = level.botWeaponOptionsProb[optionType][numOptions-1];
|
||
|
if ( !level.systemLink && self.pers[ "rank" ] < BOT_RANK_ALL_OPTIONS_AVAILABLE )
|
||
|
maxProb += BOT_RANK_OPTIONS_MULTIPLIER * maxProb * ( ( BOT_RANK_ALL_OPTIONS_AVAILABLE - self.pers[ "rank" ] ) / BOT_RANK_ALL_OPTIONS_AVAILABLE );
|
||
|
|
||
|
rnd = RandomInt( Int( maxProb ) );
|
||
|
for (i=0 ; i<numOptions ; i++)
|
||
|
{
|
||
|
if ( level.botWeaponOptionsProb[optionType][i] > rnd )
|
||
|
{
|
||
|
self BotClassSetWeaponOption( weaponclass, primary, optionType, level.botWeaponOptionsId[optionType][i] );
|
||
|
break;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
function choose_primary_attachments( weaponclass, weapon, allocation, allocation_max )
|
||
|
{
|
||
|
attachments = weapon.supportedAttachments;
|
||
|
remaining = allocation_max - allocation;
|
||
|
|
||
|
if ( !attachments.size || !remaining )
|
||
|
{
|
||
|
return 0;
|
||
|
}
|
||
|
|
||
|
attachment_action = chose_action( "3_attachments", 25, "2_attachments", 65, "1_attachments", 10, "none", 5 );
|
||
|
|
||
|
if ( remaining >= 4 && attachment_action == "3_attachments" )
|
||
|
{
|
||
|
a1 = array::random( attachments );
|
||
|
self BotClassAddAttachment( weaponclass, weapon, a1, "primaryattachment1" );
|
||
|
count = 1;
|
||
|
|
||
|
attachments = GetWeaponAttachments( weapon, a1 );
|
||
|
|
||
|
if ( attachments.size )
|
||
|
{
|
||
|
a2 = array::random( attachments );
|
||
|
self BotClassAddAttachment( weaponclass, weapon, a2, "primaryattachment2" );
|
||
|
count++;
|
||
|
|
||
|
attachments = GetWeaponAttachments( weapon, a1, a2 );
|
||
|
|
||
|
if ( attachments.size )
|
||
|
{
|
||
|
a3 = array::random( attachments );
|
||
|
self BotClassAddItem( weaponclass, "BONUSCARD_PRIMARY_GUNFIGHTER" );
|
||
|
self BotClassAddAttachment( weaponclass, weapon, a3, "primaryattachment3" );
|
||
|
return 4;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
return count;
|
||
|
}
|
||
|
else if ( remaining >= 2 && attachment_action == "2_attachments" )
|
||
|
{
|
||
|
a1 = array::random( attachments );
|
||
|
self BotClassAddAttachment( weaponclass, weapon, a1, "primaryattachment1" );
|
||
|
|
||
|
attachments = GetWeaponAttachments( weapon, a1 );
|
||
|
|
||
|
if ( attachments.size )
|
||
|
{
|
||
|
a2 = array::random( attachments );
|
||
|
self BotClassAddAttachment( weaponclass, weapon, a2, "primaryattachment2" );
|
||
|
return 2;
|
||
|
}
|
||
|
|
||
|
return 1;
|
||
|
}
|
||
|
else if ( remaining >= 1 && attachment_action == "1_attachments" )
|
||
|
{
|
||
|
a = array::random( attachments );
|
||
|
self BotClassAddAttachment( weaponclass, weapon, a, "primaryattachment1" );
|
||
|
return 1;
|
||
|
}
|
||
|
|
||
|
return 0;
|
||
|
}
|
||
|
|
||
|
function choose_secondary_attachments( weaponclass, weapon, allocation, allocation_max )
|
||
|
{
|
||
|
attachments = weapon.supportedAttachments ;
|
||
|
remaining = allocation_max - allocation;
|
||
|
|
||
|
if ( !attachments.size || !remaining )
|
||
|
{
|
||
|
return 0;
|
||
|
}
|
||
|
|
||
|
attachment_action = chose_action( "2_attachments", 10, "1_attachments", 40, "none", 50, "none", 0 );
|
||
|
|
||
|
if ( remaining >= 3 && attachment_action == "2_attachments" )
|
||
|
{
|
||
|
a1 = array::random( attachments );
|
||
|
self BotClassAddAttachment( weaponclass, weapon, a1, "secondaryattachment1" );
|
||
|
|
||
|
attachments = GetWeaponAttachments( weapon, a1 );
|
||
|
|
||
|
if ( attachments.size )
|
||
|
{
|
||
|
a2 = array::random( attachments );
|
||
|
self BotClassAddItem( weaponclass, "BONUSCARD_SECONDARY_GUNFIGHTER" );
|
||
|
self BotClassAddAttachment( weaponclass, weapon, a2, "secondaryattachment2" );
|
||
|
return 3;
|
||
|
}
|
||
|
|
||
|
return 1;
|
||
|
}
|
||
|
else if ( remaining >= 1 && attachment_action == "1_attachments" )
|
||
|
{
|
||
|
a = array::random( attachments );
|
||
|
self BotClassAddAttachment( weaponclass, weapon, a, "secondaryattachment1" );
|
||
|
return 1;
|
||
|
}
|
||
|
|
||
|
return 0;
|
||
|
}
|
||
|
|
||
|
function build_item_list()
|
||
|
{
|
||
|
items = [];
|
||
|
|
||
|
for( i = 0; i < STATS_TABLE_MAX_ITEMS; i++ )
|
||
|
{
|
||
|
row = tableLookupRowNum( level.statsTableID, STATS_TABLE_COL_NUMBERING, i );
|
||
|
|
||
|
if ( row > -1 )
|
||
|
{
|
||
|
slot = tableLookupColumnForRow( level.statsTableID, row, STATS_TABLE_COL_SLOT );
|
||
|
|
||
|
if ( slot == "" )
|
||
|
{
|
||
|
continue;
|
||
|
}
|
||
|
|
||
|
number = Int( tableLookupColumnForRow( level.statsTableID, row, STATS_TABLE_COL_NUMBERING ) );
|
||
|
/*
|
||
|
if ( SessionModeIsPrivate() && self IsItemLocked( number ) )
|
||
|
{
|
||
|
continue;
|
||
|
}
|
||
|
*/
|
||
|
allocation = Int( tableLookupColumnForRow( level.statsTableID, row, STATS_TABLE_COL_ALLOCATION ) );
|
||
|
|
||
|
if ( allocation < 0 )
|
||
|
{
|
||
|
continue;
|
||
|
}
|
||
|
|
||
|
name = tableLookupColumnForRow( level.statsTableID, row, STATS_TABLE_COL_NAME );
|
||
|
/*
|
||
|
if ( item_is_banned( slot, name ) )
|
||
|
{
|
||
|
continue;
|
||
|
}
|
||
|
*/
|
||
|
if ( !isdefined( items[slot] ) )
|
||
|
{
|
||
|
items[slot] = [];
|
||
|
}
|
||
|
|
||
|
items[ slot ][ items[slot].size ] = name;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
return items;
|
||
|
}
|
||
|
|
||
|
|
||
|
function build_claimed_list( items )
|
||
|
{
|
||
|
claimed = [];
|
||
|
keys = GetArrayKeys( items );
|
||
|
|
||
|
foreach( key in keys )
|
||
|
{
|
||
|
claimed[ key ] = 0;
|
||
|
}
|
||
|
|
||
|
return claimed;
|
||
|
}
|