t7x/data/scripts/mp/bots/_bot_loadout.gsc_raw
2023-03-13 09:39:59 +01:00

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#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;
}