Enable bots in ranked matches
This commit is contained in:
parent
5090723010
commit
d9787cda5a
BIN
data/scripts/mp/bots/_bot.gsc
Normal file
BIN
data/scripts/mp/bots/_bot.gsc
Normal file
Binary file not shown.
906
data/scripts/mp/bots/_bot.gsc_raw
Normal file
906
data/scripts/mp/bots/_bot.gsc_raw
Normal file
@ -0,0 +1,906 @@
|
||||
#using scripts\codescripts\struct;
|
||||
#using scripts\shared\array_shared;
|
||||
#using scripts\shared\callbacks_shared;
|
||||
#using scripts\shared\killstreaks_shared;
|
||||
#using scripts\shared\math_shared;
|
||||
#using scripts\shared\rank_shared;
|
||||
#using scripts\shared\system_shared;
|
||||
#using scripts\shared\util_shared;
|
||||
#using scripts\shared\weapons_shared;
|
||||
#using scripts\shared\weapons\_weapons;
|
||||
|
||||
#using scripts\shared\bots\_bot;
|
||||
#using scripts\shared\bots\_bot_combat;
|
||||
#using scripts\shared\bots\bot_traversals;
|
||||
#using scripts\shared\bots\bot_buttons;
|
||||
#using scripts\mp\bots\_bot_ball;
|
||||
#using scripts\mp\bots\_bot_clean;
|
||||
#using scripts\mp\bots\_bot_combat;
|
||||
#using scripts\mp\bots\_bot_conf;
|
||||
#using scripts\mp\bots\_bot_ctf;
|
||||
#using scripts\mp\bots\_bot_dem;
|
||||
#using scripts\mp\bots\_bot_dom;
|
||||
#using scripts\mp\bots\_bot_escort;
|
||||
#using scripts\mp\bots\_bot_hq;
|
||||
#using scripts\mp\bots\_bot_koth;
|
||||
#using scripts\mp\bots\_bot_loadout;
|
||||
#using scripts\mp\bots\_bot_sd;
|
||||
#using scripts\mp\killstreaks\_killstreakrules;
|
||||
#using scripts\mp\killstreaks\_killstreaks;
|
||||
#using scripts\mp\killstreaks\_ai_tank;
|
||||
#using scripts\mp\killstreaks\_airsupport;
|
||||
#using scripts\mp\killstreaks\_combat_robot;
|
||||
#using scripts\mp\killstreaks\_counteruav;
|
||||
#using scripts\mp\killstreaks\_dart;
|
||||
#using scripts\mp\killstreaks\_dogs;
|
||||
#using scripts\mp\killstreaks\_drone_strike;
|
||||
#using scripts\mp\killstreaks\_emp;
|
||||
#using scripts\mp\killstreaks\_flak_drone;
|
||||
#using scripts\mp\killstreaks\_helicopter;
|
||||
#using scripts\mp\killstreaks\_helicopter_gunner;
|
||||
#using scripts\mp\killstreaks\_killstreak_bundles;
|
||||
#using scripts\mp\killstreaks\_killstreak_detect;
|
||||
#using scripts\mp\killstreaks\_killstreak_hacking;
|
||||
#using scripts\mp\killstreaks\_killstreakrules;
|
||||
#using scripts\mp\killstreaks\_killstreaks;
|
||||
#using scripts\mp\killstreaks\_microwave_turret;
|
||||
#using scripts\mp\killstreaks\_planemortar;
|
||||
#using scripts\mp\killstreaks\_qrdrone;
|
||||
#using scripts\mp\killstreaks\_raps;
|
||||
#using scripts\mp\killstreaks\_rcbomb;
|
||||
#using scripts\mp\killstreaks\_remote_weapons;
|
||||
#using scripts\mp\killstreaks\_remotemissile;
|
||||
#using scripts\mp\killstreaks\_satellite;
|
||||
#using scripts\mp\killstreaks\_sentinel;
|
||||
#using scripts\mp\killstreaks\_supplydrop;
|
||||
#using scripts\mp\killstreaks\_turret;
|
||||
#using scripts\mp\killstreaks\_uav;
|
||||
|
||||
#using scripts\mp\teams\_teams;
|
||||
#using scripts\mp\_util;
|
||||
|
||||
#insert scripts\shared\shared.gsh;
|
||||
#insert scripts\mp\bots\_bot.gsh;
|
||||
|
||||
#define MAX_LOCAL_PLAYERS 10
|
||||
#define MAX_ONLINE_PLAYERS 18
|
||||
#define MAX_ONLINE_PLAYERS_PER_TEAM 6
|
||||
|
||||
#define RESPAWN_DELAY 0
|
||||
#define RESPAWN_INTERVAL 0.2
|
||||
|
||||
#namespace bot;
|
||||
|
||||
REGISTER_SYSTEM( "bot_mp", &__init__, undefined )
|
||||
|
||||
function __init__()
|
||||
{
|
||||
callback::on_start_gametype( &init );
|
||||
|
||||
level.getBotSettings = &get_bot_settings;
|
||||
|
||||
level.onBotConnect = &on_bot_connect;
|
||||
level.onBotSpawned = &on_bot_spawned;
|
||||
level.onBotKilled = &on_bot_killed;
|
||||
|
||||
level.botIdle = &bot_idle;
|
||||
|
||||
level.botThreatLost = &bot_combat::chase_threat;
|
||||
|
||||
level.botPreCombat = &bot_combat::mp_pre_combat;
|
||||
level.botCombat = &bot_combat::combat_think;
|
||||
level.botPostCombat = &bot_combat::mp_post_combat;
|
||||
|
||||
level.botIgnoreThreat = &bot_combat::bot_ignore_threat;
|
||||
|
||||
level.enemyEmpActive = &emp::EnemyEmpActive;
|
||||
}
|
||||
|
||||
function init()
|
||||
{
|
||||
level endon( "game_ended" );
|
||||
|
||||
level.botSoak = is_bot_soak();
|
||||
|
||||
init_bot_gametype();
|
||||
|
||||
wait_for_host();
|
||||
|
||||
level thread populate_bots();
|
||||
}
|
||||
|
||||
// Init Utils
|
||||
//========================================
|
||||
|
||||
function is_bot_soak()
|
||||
{
|
||||
return IsDedicated() && GetDvarInt( "sv_botsoak", 0 );
|
||||
}
|
||||
|
||||
function wait_for_host()
|
||||
{
|
||||
level endon( "game_ended" );
|
||||
|
||||
if ( level.botSoak )
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
host = util::getHostPlayerForBots();
|
||||
|
||||
while ( !isdefined( host ) )
|
||||
{
|
||||
wait( 0.25 );
|
||||
host = util::getHostPlayerForBots();
|
||||
}
|
||||
}
|
||||
|
||||
function get_host_team()
|
||||
{
|
||||
host = util::getHostPlayerForBots();
|
||||
|
||||
if ( !isdefined( host ) || host.team == "spectator" )
|
||||
{
|
||||
return "allies";
|
||||
}
|
||||
|
||||
return host.team;
|
||||
}
|
||||
|
||||
function is_bot_comp_stomp()
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
|
||||
// Bot Events
|
||||
//========================================
|
||||
|
||||
function on_bot_connect()
|
||||
{
|
||||
self endon( "disconnect" );
|
||||
level endon( "game_ended" );
|
||||
|
||||
if ( IS_TRUE( level.disableClassSelection ) )
|
||||
{
|
||||
self set_rank();
|
||||
|
||||
// Doesn't work if we don't do it in this order
|
||||
self bot_loadout::pick_hero_gadget();
|
||||
self bot_loadout::pick_killstreaks();
|
||||
|
||||
return;
|
||||
}
|
||||
|
||||
if ( !IS_TRUE( self.pers["bot_loadout"] ) )
|
||||
{
|
||||
self set_rank();
|
||||
|
||||
// Doesn't work if we don't do it in this order
|
||||
self bot_loadout::build_classes();
|
||||
self bot_loadout::pick_hero_gadget();
|
||||
self bot_loadout::pick_killstreaks();
|
||||
|
||||
self.pers["bot_loadout"] = true;
|
||||
}
|
||||
|
||||
self bot_loadout::pick_classes();
|
||||
self choose_class();
|
||||
}
|
||||
|
||||
function on_bot_spawned()
|
||||
{
|
||||
self.bot.goalTag = undefined;
|
||||
}
|
||||
|
||||
function on_bot_killed()
|
||||
{
|
||||
self endon("disconnect");
|
||||
level endon( "game_ended" );
|
||||
self endon( "spawned" );
|
||||
self waittill ( "death_delay_finished" );
|
||||
|
||||
wait RESPAWN_DELAY;
|
||||
|
||||
if ( self choose_class() && level.playerForceRespawn )
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
self thread respawn();
|
||||
}
|
||||
|
||||
function respawn()
|
||||
{
|
||||
self endon( "spawned" );
|
||||
self endon( "disconnect" );
|
||||
level endon( "game_ended" );
|
||||
|
||||
while( 1 )
|
||||
{
|
||||
self bot::tap_use_button();
|
||||
|
||||
wait RESPAWN_INTERVAL;
|
||||
}
|
||||
}
|
||||
|
||||
function bot_idle()
|
||||
{
|
||||
if ( self do_supplydrop() )
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
// TODO: Look for an enemy radar blip
|
||||
// TODO: Get points on navmesh and feed into the spawn system to see if an enemy is likely to spawn there
|
||||
self bot::navmesh_wander();
|
||||
self bot::sprint_to_goal();
|
||||
}
|
||||
|
||||
// Crate maxs: 23.1482
|
||||
#define CRATE_GOAL_RADIUS 39
|
||||
#define CRATE_USE_RADIUS 62 // Wild guess on usable radius
|
||||
|
||||
function do_supplydrop( maxRange = 1400 ) // A little under minimap width
|
||||
{
|
||||
crates = GetEntArray( "care_package", "script_noteworthy" );
|
||||
|
||||
maxRangeSq = maxRange * maxRange;
|
||||
|
||||
useRadiusSq = CRATE_USE_RADIUS * CRATE_USE_RADIUS;
|
||||
|
||||
closestCrate = undefined;
|
||||
closestCrateDistSq = undefined;
|
||||
|
||||
foreach( crate in crates )
|
||||
{
|
||||
if ( !crate IsOnGround() )
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
crateDistSq = Distance2DSquared( self.origin, crate.origin );
|
||||
|
||||
if ( crateDistSq > maxRangeSq )
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
inUse = isdefined( crate.useEnt ) && IS_TRUE( crate.useEnt.inUse );
|
||||
|
||||
if ( crateDistSq <= useRadiusSq )
|
||||
{
|
||||
if ( inUse && !self useButtonPressed() )
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
self bot::press_use_button();
|
||||
return true;
|
||||
}
|
||||
|
||||
if ( !self has_minimap() && !self BotSightTracePassed( crate ) )
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
if ( !isdefined( closestCrate ) || crateDistSq < closestCrateDistSq )
|
||||
{
|
||||
closestCrate = crate;
|
||||
closestCrateDistSq = crateDistSq;
|
||||
}
|
||||
}
|
||||
|
||||
if ( isdefined( closestCrate ) )
|
||||
{
|
||||
randomAngle = ( 0, RandomInt( 360 ), 0 );
|
||||
randomVec = AnglesToForward( randomAngle );
|
||||
|
||||
point = closestCrate.origin + randomVec * CRATE_GOAL_RADIUS;
|
||||
|
||||
if ( self BotSetGoal( point ) )
|
||||
{
|
||||
self thread watch_crate( closestCrate );
|
||||
return true;
|
||||
}
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
function watch_crate( crate )
|
||||
{
|
||||
self endon( "death" );
|
||||
self endon( "bot_goal_reached" );
|
||||
level endon( "game_ended" );
|
||||
|
||||
while ( isdefined( crate ) && !self bot_combat::has_threat() )
|
||||
{
|
||||
wait level.botSettings.thinkInterval;
|
||||
}
|
||||
|
||||
self BotSetGoal( self.origin );
|
||||
}
|
||||
|
||||
// Bot Team Population
|
||||
//========================================
|
||||
|
||||
function populate_bots()
|
||||
{
|
||||
level endon( "game_ended" );
|
||||
|
||||
if ( level.teambased )
|
||||
{
|
||||
maxAllies = GetDvarInt( "bot_maxAllies", 0 );
|
||||
maxAxis = GetDvarInt( "bot_maxAxis", 0 );
|
||||
|
||||
level thread monitor_bot_team_population( maxAllies, maxAxis );
|
||||
}
|
||||
else
|
||||
{
|
||||
maxFree = GetDvarInt( "bot_maxFree", 0 );
|
||||
|
||||
level thread monitor_bot_population( maxFree );
|
||||
}
|
||||
}
|
||||
|
||||
function monitor_bot_team_population( maxAllies, maxAxis )
|
||||
{
|
||||
level endon( "game_ended" );
|
||||
|
||||
if ( !maxAllies && !maxAxis )
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
fill_balanced_teams( maxAllies, maxAxis );
|
||||
|
||||
while ( 1 )
|
||||
{
|
||||
wait 3;
|
||||
|
||||
// TODO: Get a player count that includes 'CON_CONNECTING' players
|
||||
allies = GetPlayers( "allies" );
|
||||
axis = GetPlayers( "axis" );
|
||||
|
||||
if ( allies.size > maxAllies &&
|
||||
remove_best_bot( allies ) )
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
if ( axis.size > maxAxis &&
|
||||
remove_best_bot( axis ) )
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
if ( allies.size < maxAllies || axis.size < maxAxis )
|
||||
{
|
||||
add_balanced_bot( allies, maxAllies, axis, maxAxis );
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
function fill_balanced_teams( maxAllies, maxAxis )
|
||||
{
|
||||
allies = GetPlayers( "allies" );
|
||||
axis = GetPlayers( "axis" );
|
||||
|
||||
while ( ( allies.size < maxAllies || axis.size < maxAxis ) &&
|
||||
add_balanced_bot( allies, maxAllies, axis, maxAxis ) )
|
||||
{
|
||||
WAIT_SERVER_FRAME;
|
||||
|
||||
allies = GetPlayers( "allies" );
|
||||
axis = GetPlayers( "axis" );
|
||||
}
|
||||
}
|
||||
|
||||
function add_balanced_bot( allies, maxAllies, axis, maxAxis )
|
||||
{
|
||||
bot = undefined;
|
||||
|
||||
if ( allies.size < maxAllies &&
|
||||
( allies.size <= axis.size || axis.size >= maxAxis ) )
|
||||
{
|
||||
bot = add_bot( "allies" );
|
||||
}
|
||||
else if ( axis.size < maxAxis )
|
||||
{
|
||||
bot = add_bot( "axis" );
|
||||
}
|
||||
|
||||
return isdefined( bot );
|
||||
}
|
||||
|
||||
function monitor_bot_population( maxFree )
|
||||
{
|
||||
level endon( "game_ended" );
|
||||
|
||||
if ( !maxFree )
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
// Initial Fill
|
||||
players = GetPlayers( );
|
||||
while ( players.size < maxFree )
|
||||
{
|
||||
add_bot();
|
||||
WAIT_SERVER_FRAME;
|
||||
players = GetPlayers( );
|
||||
}
|
||||
|
||||
while ( 1 )
|
||||
{
|
||||
wait 3;
|
||||
|
||||
// TODO: Get a player count that includes 'CON_CONNECTING' players
|
||||
players = GetPlayers( );
|
||||
|
||||
if ( players.size < maxFree )
|
||||
{
|
||||
add_bot();
|
||||
}
|
||||
else if ( players.size > maxFree )
|
||||
{
|
||||
remove_best_bot( players );
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
function remove_best_bot( players )
|
||||
{
|
||||
bots = filter_bots( players );
|
||||
|
||||
if ( !bots.size )
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
// Prefer non-combat bots
|
||||
bestBots = [];
|
||||
|
||||
foreach( bot in bots )
|
||||
{
|
||||
// Don't kick bots in the process of connecting
|
||||
if ( bot.sessionstate == "spectator" )
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
if ( bot.sessionstate == "dead" || !bot bot_combat::has_threat() )
|
||||
{
|
||||
bestBots[bestBots.size] = bot;
|
||||
}
|
||||
}
|
||||
|
||||
if ( bestBots.size )
|
||||
{
|
||||
remove_bot( bestBots[RandomInt( bestBots.size )] );
|
||||
}
|
||||
else
|
||||
{
|
||||
remove_bot( bots[RandomInt( bots.size )] );
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
// Bot Loadouts
|
||||
//========================================
|
||||
|
||||
function choose_class()
|
||||
{
|
||||
if ( IS_TRUE( level.disableClassSelection ) )
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
currClass = self bot_loadout::get_current_class();
|
||||
|
||||
if ( !isdefined( currClass ) || RandomInt( 100 ) < VAL( level.botSettings.changeClassWeight, 0 ) )
|
||||
{
|
||||
classIndex = RandomInt( self.loadoutClasses.size );
|
||||
className = self.loadoutClasses[classIndex].name;
|
||||
}
|
||||
|
||||
if ( !isdefined(className) || className === currClass )
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
self notify( "menuresponse", MENU_CHANGE_CLASS, className );
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
// Killstreaks
|
||||
//========================================
|
||||
|
||||
function use_killstreak()
|
||||
{
|
||||
if ( !level.loadoutKillstreaksEnabled ||
|
||||
self emp::EnemyEMPActive() )
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
weapons = self GetWeaponsList();
|
||||
inventoryWeapon = self GetInventoryWeapon();
|
||||
|
||||
foreach( weapon in weapons )
|
||||
{
|
||||
killstreak = killstreaks::get_killstreak_for_weapon( weapon );
|
||||
|
||||
if ( !isdefined( killstreak ) )
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
if ( weapon != inventoryWeapon && !self GetWeaponAmmoClip( weapon ) )
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
if ( self killstreakrules::isKillstreakAllowed( killstreak, self.team ) )
|
||||
{
|
||||
useWeapon = weapon;
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
if ( !isdefined( useWeapon ) )
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
killstreak_ref = killstreaks::get_menu_name( killstreak );
|
||||
|
||||
switch( killstreak_ref )
|
||||
{
|
||||
case "killstreak_uav":
|
||||
case "killstreak_counteruav":
|
||||
case "killstreak_remote_missile":
|
||||
{
|
||||
self switchtoweapon( weapon );
|
||||
self waittill( "weapon_change_complete" );
|
||||
wait 1.5;
|
||||
self bot::press_attack_button();
|
||||
}
|
||||
return;
|
||||
case "killstreak_satellite":
|
||||
case "killstreak_helicopter_player_gunner":
|
||||
case "killstreak_ai_tank_drop":
|
||||
self use_supply_drop( weapon );
|
||||
break;
|
||||
case "killstreak_raps":
|
||||
case "killstreak_sentinel":
|
||||
{
|
||||
self switchtoweapon(useweapon);
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
function get_closest_enemy( origin, on_radar )
|
||||
{
|
||||
enemies = self get_enemies( on_radar );
|
||||
enemies = arraysort( enemies, origin );
|
||||
|
||||
if ( enemies.size )
|
||||
return enemies[0];
|
||||
|
||||
return undefined;
|
||||
}
|
||||
|
||||
function use_supply_drop( weapon )
|
||||
{
|
||||
if ( weapon == "inventory_supplydrop_mp" || weapon == "supplydrop_mp" )
|
||||
{
|
||||
if ( gettime() - self.spawntime > 5000 )
|
||||
return;
|
||||
}
|
||||
|
||||
yaw = ( 0, self.angles[1], 0 );
|
||||
dir = anglestoforward( yaw );
|
||||
dir = vectornormalize( dir );
|
||||
drop_point = self.origin + vectorscale( dir, 384 );
|
||||
end = drop_point + vectorscale( ( 0, 0, 1 ), 2048.0 );
|
||||
|
||||
if ( !sighttracepassed( drop_point, end, 0, undefined ) )
|
||||
return;
|
||||
|
||||
if ( !sighttracepassed( self.origin, end, 0, undefined ) )
|
||||
return;
|
||||
|
||||
end = drop_point - vectorscale( ( 0, 0, 1 ), 32.0 );
|
||||
|
||||
if ( bullettracepassed( drop_point, end, 0, undefined ) )
|
||||
return;
|
||||
|
||||
self addgoal( self.origin, 24, 4, "killstreak" );
|
||||
|
||||
if ( weapon == "missile_drone_mp" || weapon == "inventory_missile_drone_mp" )
|
||||
self lookat( drop_point + vectorscale( ( 0, 0, 1 ), 384.0 ) );
|
||||
else
|
||||
self lookat( drop_point );
|
||||
|
||||
wait 0.5;
|
||||
|
||||
if ( self getcurrentweapon() != weapon )
|
||||
{
|
||||
self thread weapon_switch_failsafe();
|
||||
self switchtoweapon( weapon );
|
||||
|
||||
self waittill( "weapon_change_complete" );
|
||||
}
|
||||
|
||||
use_item( weapon );
|
||||
self switchtoweapon( self.lastnonkillstreakweapon );
|
||||
self clearlookat();
|
||||
self cancelgoal( "killstreak" );
|
||||
}
|
||||
|
||||
function use_item( weapon )
|
||||
{
|
||||
self bot::press_attack_button();
|
||||
wait 0.5;
|
||||
|
||||
for ( i = 0; i < 10; i++ )
|
||||
{
|
||||
if ( self getcurrentweapon() == weapon || self getcurrentweapon() == "none" )
|
||||
self bot::press_attack_button();
|
||||
else
|
||||
return;
|
||||
|
||||
wait 0.5;
|
||||
}
|
||||
}
|
||||
|
||||
function weapon_switch_failsafe()
|
||||
{
|
||||
self endon( "death" );
|
||||
self endon( "disconnect" );
|
||||
self endon( "weapon_change_complete" );
|
||||
wait 10;
|
||||
self notify( "weapon_change_complete" );
|
||||
}
|
||||
|
||||
|
||||
function has_radar()
|
||||
{
|
||||
if ( level.teambased )
|
||||
{
|
||||
return ( uav::HasUAV( self.team ) || satellite::HasSatellite( self.team ) );
|
||||
}
|
||||
|
||||
return ( uav::HasUAV( self.entnum ) || satellite::HasSatellite( self.entnum ) );
|
||||
}
|
||||
|
||||
function has_minimap()
|
||||
{
|
||||
if ( self IsEmpJammed() )
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
if ( IS_TRUE( level.hardcoreMode ) )
|
||||
{
|
||||
return self has_radar();
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
function get_enemies( on_radar )
|
||||
{
|
||||
if ( !isdefined( on_radar ) )
|
||||
{
|
||||
on_radar = false;
|
||||
}
|
||||
|
||||
enemies = self GetEnemies();
|
||||
|
||||
if ( on_radar && !self has_radar() )
|
||||
{
|
||||
for ( i = 0; i < enemies.size; i++ )
|
||||
{
|
||||
if ( !isdefined( enemies[i].lastFireTime ) )
|
||||
{
|
||||
ArrayRemoveIndex( enemies, i );
|
||||
i--;
|
||||
}
|
||||
else if ( GetTime() - enemies[i].lastFireTime > 2000 )
|
||||
{
|
||||
ArrayRemoveIndex( enemies, i );
|
||||
i--;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return enemies;
|
||||
}
|
||||
|
||||
function set_rank()
|
||||
{
|
||||
players = GetPlayers();
|
||||
|
||||
ranks = [];
|
||||
bot_ranks = [];
|
||||
human_ranks = [];
|
||||
|
||||
for ( i = 0; i < players.size; i++ )
|
||||
{
|
||||
if ( players[i] == self )
|
||||
continue;
|
||||
|
||||
if ( isdefined( players[i].pers[ "rank" ] ) )
|
||||
{
|
||||
if ( players[i] util::is_bot() )
|
||||
{
|
||||
bot_ranks[ bot_ranks.size ] = players[i].pers[ "rank" ];
|
||||
}
|
||||
else
|
||||
{
|
||||
human_ranks[ human_ranks.size ] = players[i].pers[ "rank" ];
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if( !human_ranks.size )
|
||||
human_ranks[ human_ranks.size ] = 10;
|
||||
|
||||
human_avg = math::array_average( human_ranks );
|
||||
|
||||
while ( bot_ranks.size + human_ranks.size < 5 )
|
||||
{
|
||||
// add some random ranks for better random number distribution
|
||||
r = human_avg + RandomIntRange( -5, 5 );
|
||||
rank = math::clamp( r, 0, level.maxRank );
|
||||
human_ranks[ human_ranks.size ] = rank;
|
||||
}
|
||||
|
||||
ranks = ArrayCombine( human_ranks, bot_ranks, true, false );
|
||||
|
||||
avg = math::array_average( ranks );
|
||||
s = math::array_std_deviation( ranks, avg );
|
||||
|
||||
rank = Int( math::random_normal_distribution( avg, s, 0, level.maxRank ) );
|
||||
|
||||
while ( !isdefined( self.pers["codpoints"] ) )
|
||||
{
|
||||
wait 0.1;
|
||||
}
|
||||
|
||||
self.pers[ "rank" ] = rank;
|
||||
self.pers[ "rankxp" ] = rank::getRankInfoMinXP( rank );
|
||||
|
||||
self setRank( rank );
|
||||
self rank::syncXPStat();
|
||||
}
|
||||
|
||||
function init_bot_gametype()
|
||||
{
|
||||
switch(level.gametype)
|
||||
{
|
||||
case "ball":
|
||||
{
|
||||
bot_ball::init();
|
||||
return true;
|
||||
}
|
||||
case "conf":
|
||||
{
|
||||
bot_conf::init();
|
||||
return true;
|
||||
}
|
||||
case "ctf":
|
||||
{
|
||||
bot_ctf::init();
|
||||
return true;
|
||||
}
|
||||
case "dem":
|
||||
{
|
||||
bot_dem::init();
|
||||
return true;
|
||||
}
|
||||
case "dm":
|
||||
{
|
||||
return true;
|
||||
}
|
||||
case "dom":
|
||||
{
|
||||
bot_dom::init();
|
||||
return true;
|
||||
}
|
||||
case "escort":
|
||||
{
|
||||
bot_escort::init();
|
||||
return true;
|
||||
}
|
||||
case "infect":
|
||||
{
|
||||
return true;
|
||||
}
|
||||
case "gun":
|
||||
{
|
||||
return true;
|
||||
}
|
||||
case "koth":
|
||||
{
|
||||
bot_koth::init();
|
||||
return true;
|
||||
}
|
||||
case "sd":
|
||||
{
|
||||
bot_sd::init();
|
||||
return true;
|
||||
}
|
||||
case "clean":
|
||||
{
|
||||
bot_clean::init();
|
||||
return true;
|
||||
}
|
||||
case "tdm":
|
||||
{
|
||||
return true;
|
||||
}
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
function get_bot_settings()
|
||||
{
|
||||
switch ( GetDvarInt( "bot_difficulty", 1 ) )
|
||||
{
|
||||
case 0:
|
||||
bundleName = "bot_mp_easy";
|
||||
break;
|
||||
|
||||
case 1:
|
||||
bundleName = "bot_mp_normal";
|
||||
break;
|
||||
case 2:
|
||||
bundleName = "bot_mp_hard";
|
||||
break;
|
||||
case 3:
|
||||
default:
|
||||
bundleName = "bot_mp_veteran";
|
||||
break;
|
||||
}
|
||||
|
||||
return struct::get_script_bundle( "botsettings", bundleName );
|
||||
}
|
||||
|
||||
function friend_goal_in_radius( goal_name, origin, radius )
|
||||
{
|
||||
return 0;
|
||||
}
|
||||
|
||||
function friend_in_radius( goal_name, origin, radius )
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
function get_friends()
|
||||
{
|
||||
return [];
|
||||
}
|
||||
|
||||
function bot_vehicle_weapon_ammo( weaponName )
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
function navmesh_points_visible( origin, point )
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
function dive_to_prone( exit_stance )
|
||||
{
|
||||
|
||||
}
|
||||
|
BIN
data/scripts/mp/bots/_bot_loadout.gsc
Normal file
BIN
data/scripts/mp/bots/_bot_loadout.gsc
Normal file
Binary file not shown.
854
data/scripts/mp/bots/_bot_loadout.gsc_raw
Normal file
854
data/scripts/mp/bots/_bot_loadout.gsc_raw
Normal file
@ -0,0 +1,854 @@
|
||||
#using scripts\shared\array_shared;
|
||||
#using scripts\shared\rank_shared;
|
||||
|
||||
#insert scripts\shared\shared.gsh;
|
||||
#insert scripts\shared\statstable_shared.gsh;
|
||||
|
||||
#using scripts\mp\killstreaks\_killstreaks;
|
||||
|
||||
#using scripts\mp\bots\_bot;
|
||||
|
||||
#define BOT_ALLOCATION_MAX 100
|
||||
#define BOT_ALLOCATION_UNLOCK_MAX 3
|
||||
#define BOT_RANK_ALL_OPTIONS_AVAILABLE 20
|
||||
#define BOT_RANK_OPTIONS_MULTIPLIER 4
|
||||
|
||||
#namespace bot_loadout;
|
||||
|
||||
// Item Whitelist
|
||||
//========================================
|
||||
|
||||
function in_whitelist( itemName )
|
||||
{
|
||||
if ( !isdefined( itemName ) )
|
||||
return false;
|
||||
|
||||
switch( itemName )
|
||||
{
|
||||
// Secondaries
|
||||
case "WEAPON_KNIFE_LOADOUT":
|
||||
case "WEAPON_PISTOL_STANDARD":
|
||||
case "WEAPON_PISTOL_BURST":
|
||||
case "WEAPON_PISTOL_FULLAUTO":
|
||||
case "WEAPON_LAUNCHER_STANDARD":
|
||||
case "WEAPON_LAUNCHER_LOCKONLY":
|
||||
|
||||
// Primaries
|
||||
case "WEAPON_SMG_STANDARD":
|
||||
case "WEAPON_SMG_BURST":
|
||||
case "WEAPON_SMG_FASTFIRE":
|
||||
case "WEAPON_SMG_LONGRANGE":
|
||||
case "WEAPON_SMG_VERSATILE":
|
||||
case "WEAPON_SMG_CAPACITY":
|
||||
case "WEAPON_AR_STANDARD":
|
||||
case "WEAPON_AR_ACCURATE":
|
||||
case "WEAPON_AR_CQB":
|
||||
case "WEAPON_AR_DAMAGE":
|
||||
case "WEAPON_AR_FASTBURST":
|
||||
case "WEAPON_AR_LONGBURST":
|
||||
case "WEAPON_AR_MARKSMAN":
|
||||
case "WEAPON_LMG_CQB":
|
||||
case "WEAPON_LMG_HEAVY":
|
||||
case "WEAPON_LMG_LIGHT":
|
||||
case "WEAPON_LMG_SLOWFIRE":
|
||||
case "WEAPON_SNIPER_FASTBOLT":
|
||||
case "WEAPON_SNIPER_FASTSEMI":
|
||||
case "WEAPON_SNIPER_POWERBOLT":
|
||||
case "WEAPON_SNIPER_CHARGESHOT":
|
||||
case "WEAPON_SHOTGUN_FULLAUTO":
|
||||
case "WEAPON_SHOTGUN_PRECISION":
|
||||
case "WEAPON_SHOTGUN_PUMP":
|
||||
case "WEAPON_SHOTGUN_SEMIAUTO":
|
||||
|
||||
// Lethals
|
||||
case "WEAPON_FRAGGRENADE":
|
||||
case "WEAPON_HATCHET":
|
||||
case "WEAPON_STICKY_GRENADE":
|
||||
case "WEAPON_SATCHEL_CHARGE":
|
||||
case "WEAPON_BOUNCINGBETTY":
|
||||
case "WEAPON_INCENDIARY_GRENADE":
|
||||
|
||||
// Tacticals
|
||||
case "WEAPON_WILLY_PETE":
|
||||
case "WEAPON_STUN_GRENADE":
|
||||
case "WEAPON_EMPGRENADE":
|
||||
case "WEAPON_FLASHBANG":
|
||||
case "WEAPON_PROXIMITY_GRENADE":
|
||||
case "WEAPON_PDA_HACK":
|
||||
case "WEAPON_TROPHY_SYSTEM":
|
||||
|
||||
// Killstreaks
|
||||
//case "KILLSTREAK_RCBOMB":
|
||||
case "KILLSTREAK_RECON":
|
||||
case "KILLSTREAK_COUNTER_UAV":
|
||||
//case "KILLSTREAK_SUPPLY_DROP":
|
||||
//case "KILLSTREAK_MICROWAVE_TURRET":
|
||||
case "KILLSTREAK_REMOTE_MISSILE":
|
||||
//case "KILLSTREAK_PLANEMORTAR":
|
||||
//case "KILLSTREAK_AUTO_TURRET":
|
||||
case "KILLSTREAK_AI_TANK_DROP":
|
||||
//case "KILLSTREAK_HELICOPTER_COMLINK":
|
||||
case "KILLSTREAK_SATELLITE":
|
||||
//case "KILLSTREAK_EMP":
|
||||
//case "KILLSTREAK_HELICOPTER_GUNNER":
|
||||
case "KILLSTREAK_RAPS":
|
||||
//case "KILLSTREAK_DRONE_STRIKE":
|
||||
//case "KILLSTREAK_DART":
|
||||
case "KILLSTREAK_SENTINEL":
|
||||
|
||||
// TU Something Weapons
|
||||
case "WEAPON_MELEE_KNUCKLES":
|
||||
case "WEAPON_MELEE_BUTTERFLY":
|
||||
case "WEAPON_MELEE_WRENCH":
|
||||
|
||||
// TU 6 Weapons
|
||||
case "WEAPON_PISTOL_SHOTGUN":
|
||||
case "WEAPON_AR_GARAND":
|
||||
case "WEAPON_SPECIAL_CROSSBOW":
|
||||
case "WEAPON_MELEE_CROWBAR":
|
||||
case "WEAPON_MELEE_SWORD":
|
||||
case "WEAPON_MELEE_BOXING":
|
||||
case "WEAPON_SMG_AK74U":
|
||||
case "WEAPON_SMG_MP40":
|
||||
case "WEAPON_SMG_RECHAMBER":
|
||||
case "WEAPON_SMG_NAILGUN":
|
||||
case "WEAPON_AR_AN94":
|
||||
case "WEAPON_AR_FAMAS":
|
||||
case "WEAPON_SMG_MSMC":
|
||||
case "WEAPON_LMG_INFINITE":
|
||||
case "WEAPON_AR_PULSE":
|
||||
case "WEAPON_AR_M16":
|
||||
case "WEAPON_SMG_PPSH":
|
||||
case "WEAPON_LAUNCHER_EX41":
|
||||
case "WEAPON_SHOTGUN_OLYMPIA":
|
||||
case "WEAPON_SNIPER_QUICKSCOPE":
|
||||
case "WEAPON_SNIPER_DOUBLE":
|
||||
case "WEAPON_SMG_STEN":
|
||||
case "WEAPON_AR_GALIL":
|
||||
case "WEAPON_LMG_RPK":
|
||||
case "WEAPON_AR_M14":
|
||||
case "WEAPON_SHOTGUN_ENERGY":
|
||||
case "WEAPON_SPECIAL_CROSSBOW_DW":
|
||||
case "WEAPON_AR_PEACEKEEPER":
|
||||
case "WEAPON_MELEE_CHAINSAW":
|
||||
case "WEAPON_SPECIAL_KNIFE_BALLISTIC":
|
||||
case "WEAPON_MELEE_CRESCENT":
|
||||
case "WEAPON_SPECIAL_DISCGUN":
|
||||
return true;
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
// Classes
|
||||
//========================================
|
||||
|
||||
function build_classes()
|
||||
{
|
||||
primaryWeapons = self get_available_items( undefined, "primary" );
|
||||
secondaryWeapons = self get_available_items( undefined, "secondary" );
|
||||
lethals = self get_available_items( undefined, "primarygadget" );
|
||||
tacticals = self get_available_items( undefined, "secondarygadget" );
|
||||
if ( IS_TRUE( level.perksEnabled ) )
|
||||
{
|
||||
specialties1 = self get_available_items( undefined, "specialty1" );
|
||||
specialties2 = self get_available_items( undefined, "specialty2" );
|
||||
specialties3 = self get_available_items( undefined, "specialty3" );
|
||||
}
|
||||
|
||||
foreach( className, classValue in level.classMap )
|
||||
{
|
||||
if ( !isSubstr( className, "custom" ) )
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
classIndex = int( className[className.size-1] );
|
||||
|
||||
pickedItems = [];
|
||||
|
||||
pick_item( pickedItems, primaryWeapons );
|
||||
|
||||
if ( RandomInt( 100 ) < 95 ) // 5% chance to be a boxer for Scronce
|
||||
{
|
||||
pick_item( pickedItems, secondaryWeapons );
|
||||
}
|
||||
|
||||
// Shuffle these selections around a bit so the classes don't all look the same when the allocation is low
|
||||
otherItems = Array ( lethals, tacticals, specialties1, specialties2, specialties3 );
|
||||
otherItems = array::randomize( otherItems );
|
||||
|
||||
for ( i = 0; i < otherItems.size; i ++ )
|
||||
{
|
||||
pick_item( pickedItems, otherItems[i] );
|
||||
}
|
||||
|
||||
// Add items up to the max allocation
|
||||
for ( i = 0; i < pickedItems.size && i < level.maxAllocation; i++ )
|
||||
{
|
||||
self BotClassAddItem( classIndex, pickedItems[i] );
|
||||
}
|
||||
|
||||
// TODO: Pick primary/secondary attachments, extra perks, extra lethal, extra tactical, overkill
|
||||
/*
|
||||
primaryWeapon = self GetLoadoutWeapon( classIndex, "primary" );
|
||||
|
||||
if ( primaryWeapon != level.weaponNone && primaryWeapon.supportedAttachments.size )
|
||||
{
|
||||
attachment = array::random( primaryWeapon.supportedAttachments );
|
||||
self BotClassAddAttachment( classIndex, primaryWeapon, attachment, "primary" );
|
||||
}
|
||||
|
||||
secondaryWeapon = self GetLoadoutWeapon( classIndex, "secondary" );
|
||||
|
||||
if ( secondaryWeapon != level.weaponNone && secondaryWeapon.supportedAttachments.size )
|
||||
{
|
||||
attachment = array::random( secondaryWeapon.supportedAttachments );
|
||||
self BotClassAddAttachment( classIndex, secondaryWeapon, attachment, "secondary" );
|
||||
}
|
||||
*/
|
||||
}
|
||||
}
|
||||
|
||||
function pick_item( &pickedItems, items )
|
||||
{
|
||||
if ( !isdefined( items ) || items.size <= 0 )
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
pickedItems[pickedItems.size] = array::random( items );
|
||||
}
|
||||
|
||||
function pick_classes()
|
||||
{
|
||||
self.loadoutClasses = [];
|
||||
self.launcherClassCount = 0;
|
||||
|
||||
foreach( className, classValue in level.classMap )
|
||||
{
|
||||
if ( isSubstr( className, "custom" ) )
|
||||
{
|
||||
if ( level.disableCAC )
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
classIndex = int( className[className.size-1] );
|
||||
}
|
||||
else
|
||||
{
|
||||
// Things bots could use better in the default classes:
|
||||
// C4, Trophy System, Lock on only launcher
|
||||
classIndex = level.classToClassNum[ classValue ];
|
||||
}
|
||||
|
||||
primary = self GetLoadoutWeapon( classIndex, "primary" );
|
||||
secondary = self GetLoadoutWeapon( classIndex, "secondary" );
|
||||
|
||||
botClass = SpawnStruct();
|
||||
botClass.name = className;
|
||||
botClass.index = classIndex;
|
||||
botClass.value = classValue;
|
||||
botClass.primary = primary;
|
||||
botClass.secondary = secondary;
|
||||
|
||||
if ( botClass.secondary.isRocketLauncher )
|
||||
{
|
||||
self.launcherClassCount++;
|
||||
}
|
||||
|
||||
self.loadoutClasses[ self.loadoutClasses.size ] = botClass;
|
||||
}
|
||||
}
|
||||
|
||||
function get_current_class()
|
||||
{
|
||||
currValue = self.pers["class"];
|
||||
if ( !isdefined( currValue ) )
|
||||
{
|
||||
return undefined;
|
||||
}
|
||||
|
||||
foreach( botClass in self.loadoutClasses )
|
||||
{
|
||||
if ( botClass.value == currValue )
|
||||
{
|
||||
return botClass;
|
||||
}
|
||||
}
|
||||
|
||||
return undefined;
|
||||
}
|
||||
|
||||
// Specialists
|
||||
//========================================
|
||||
|
||||
function pick_hero_gadget()
|
||||
{
|
||||
if ( RandomInt( 2 ) < 1 || !self pick_hero_ability() )
|
||||
{
|
||||
self pick_hero_weapon();
|
||||
}
|
||||
}
|
||||
|
||||
function pick_hero_weapon()
|
||||
{
|
||||
heroWeaponRef = self GetHeroWeaponName();
|
||||
|
||||
if ( IsItemRestricted( heroWeaponRef ) )
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
heroWeaponName = self get_item_name( heroWeaponRef );
|
||||
self BotClassAddItem( 0, heroWeaponName );
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
function pick_hero_ability()
|
||||
{
|
||||
heroAbilityRef = self GetHeroAbilityName();
|
||||
|
||||
if ( IsItemRestricted( heroAbilityRef ) )
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
heroAbilityName = self get_item_name( heroAbilityRef );
|
||||
self BotClassAddItem( 0, heroAbilityName );
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
// Killstreaks
|
||||
//========================================
|
||||
|
||||
function pick_killstreaks()
|
||||
{
|
||||
killstreaks = array::randomize( self get_available_items( "killstreak" ) );
|
||||
|
||||
for( i = 0; i < 3 && i < killstreaks.size; i++ )
|
||||
{
|
||||
self BotClassAddItem( 0, killstreaks[i] );
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
// Get Items
|
||||
//========================================
|
||||
|
||||
function get_available_items( filterGroup, filterSlot )
|
||||
{
|
||||
// Get unlocked and unrestricted items
|
||||
items = [];
|
||||
|
||||
for( i = 0; i < STATS_TABLE_MAX_ITEMS; i++ )
|
||||
{
|
||||
row = tableLookupRowNum( level.statsTableID, STATS_TABLE_COL_NUMBERING, i );
|
||||
|
||||
if ( row < 0 )
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
name = tableLookupColumnForRow( level.statsTableID, row, STATS_TABLE_COL_NAME );
|
||||
|
||||
if ( name == "" || !in_whitelist( name ) )
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
allocation = Int( tableLookupColumnForRow( level.statsTableID, row, STATS_TABLE_COL_ALLOCATION ) );
|
||||
|
||||
if ( allocation < 0 )
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
ref = tableLookupColumnForRow( level.statsTableId, row, STATS_TABLE_COL_REFERENCE );
|
||||
|
||||
if ( IsItemRestricted( ref ) )
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
number = Int( tableLookupColumnForRow( level.statsTableID, row, STATS_TABLE_COL_NUMBERING ) );
|
||||
/*
|
||||
if ( SessionModeIsPrivate() && self IsItemLocked( number ) )
|
||||
{
|
||||
continue;
|
||||
}
|
||||
*/
|
||||
if ( isdefined( filterGroup ) )
|
||||
{
|
||||
group = tableLookupColumnForRow( level.statsTableID, row, STATS_TABLE_COL_GROUP );
|
||||
|
||||
if ( group != filterGroup )
|
||||
{
|
||||
continue;
|
||||
}
|
||||
}
|
||||
|
||||
if ( isdefined( filterSlot ) )
|
||||
{
|
||||
slot = tableLookupColumnForRow( level.statsTableID, row, STATS_TABLE_COL_SLOT );
|
||||
|
||||
if ( slot != filterSlot )
|
||||
{
|
||||
continue;
|
||||
}
|
||||
}
|
||||
|
||||
items[items.size] = name;
|
||||
}
|
||||
|
||||
return items;
|
||||
}
|
||||
|
||||
function get_item_name( itemReference )
|
||||
{
|
||||
for( i = 0; i < STATS_TABLE_MAX_ITEMS; i++ )
|
||||
{
|
||||
row = tableLookupRowNum( level.statsTableID, STATS_TABLE_COL_NUMBERING, i );
|
||||
|
||||
if ( row < 0 )
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
reference = tableLookupColumnForRow( level.statsTableID, row, STATS_TABLE_COL_REFERENCE );
|
||||
|
||||
if ( reference != itemReference )
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
name = tableLookupColumnForRow( level.statsTableID, row, STATS_TABLE_COL_NAME );
|
||||
|
||||
return name;
|
||||
}
|
||||
|
||||
return undefined;
|
||||
}
|
||||
|
||||
// Not in use
|
||||
|
||||
function init()
|
||||
{
|
||||
level endon( "game_ended" );
|
||||
|
||||
level.bot_banned_killstreaks = Array ( "KILLSTREAK_RCBOMB",
|
||||
"KILLSTREAK_QRDRONE",
|
||||
/* "KILLSTREAK_REMOTE_MISSILE",*/
|
||||
"KILLSTREAK_REMOTE_MORTAR",
|
||||
"KILLSTREAK_HELICOPTER_GUNNER" );
|
||||
for ( ;; )
|
||||
{
|
||||
level waittill( "connected", player );
|
||||
|
||||
if ( !player IsTestClient() )
|
||||
{
|
||||
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;
|
||||
}
|
Loading…
Reference in New Issue
Block a user