mirror of
https://github.com/Jackzmc/sourcemod-plugins.git
synced 2025-05-06 21:43:22 +00:00
Improved to work with multiple bots
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parent
ba5da00525
commit
63107d13f5
2 changed files with 124 additions and 21 deletions
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@ -1,24 +1,25 @@
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#pragma semicolon 1
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#include <sourcemod>
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#include <sdktools>
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#define PLUGIN_VERSION "1.4"
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#define PLUGIN_VERSION "1.5"
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#pragma newdecls required
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//#define DEBUG
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static bool bEscapeReady = false;
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static int TankClient;
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//static ConVar hTankDangerDistance;
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static int TankClient, iAliveTanks;
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static bool bIsTank[MAXPLAYERS+1];
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public Plugin myinfo =
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{
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name = "Fly You Fools",
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author = "ConnerRia & Jackzmc",
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description = "Survivor bots will retreat from tank. ",
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description = "Survivor bots will retreat from tank. Improved version.",
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version = PLUGIN_VERSION,
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url = "N/A"
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}
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public void OnPluginStart()
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{
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EngineVersion g_Game = GetEngineVersion();
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@ -28,48 +29,79 @@ public void OnPluginStart()
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}
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CreateConVar("FlyYouFools_Version", PLUGIN_VERSION, "FlyYouFools Version", FCVAR_NOTIFY|FCVAR_REPLICATED|FCVAR_DONTRECORD);
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//hTankDangerDistance = CreateConVar("200IQBots_TankDangerRange", "800.0", "The range by which survivors bots will detect the presence of tank and retreat. ", FCVAR_NOTIFY|FCVAR_REPLICATED);
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HookEvent("map_transition", Event_RoundStart, EventHookMode_PostNoCopy);
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HookEvent("round_start", Event_RoundStart, EventHookMode_PostNoCopy);
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HookEvent("tank_spawn", Event_TankSpawn);
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HookEvent("tank_killed", Event_RoundStart, EventHookMode_PostNoCopy);
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HookEvent("finale_vehicle_incoming", Event_FinaleArriving, EventHookMode_PostNoCopy);
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//debug
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HookEvent("player_hurt", Event_PlayerHurt);
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AutoExecConfig(true, "200IQBots_FlyYouFools");
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}
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public void OnMapStart() {
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TankClient = -1;
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bEscapeReady = false;
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resetPlugin();
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FindExistingTank();
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}
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public void Event_RoundStart(Event event, const char[] name, bool dontBroadcast) {
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TankClient = -1;
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bEscapeReady = false;
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resetPlugin();
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}
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public void Event_TankSpawn(Event event, const char[] name, bool dontBroadcast) {
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TankClient = GetClientOfUserId(GetEventInt(event, "userid"));
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CreateTimer(0.1, BotControlTimer, _, TIMER_REPEAT);
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iAliveTanks++;
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int userID = GetClientOfUserId(GetEventInt(event, "userid"));
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bIsTank[userID] = true;
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if(iAliveTanks < 1) {
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TankClient = GetClientOfUserId(GetEventInt(event, "userid"));
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CreateTimer(0.1, BotControlTimerV2, _, TIMER_REPEAT);
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}
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}
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public void Event_FinaleArriving(Event event, const char[] name, bool dontBroadcast) {
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bEscapeReady = true;
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}
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public void Event_PlayerHurt(Event event, const char[] name, bool dontBroadcast) {
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int targetPlayer = GetClientOfUserId(event.GetInt("userid"));
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int attacker = GetClientOfUserId(event.GetInt("attacker"));
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char attackerName[16];
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GetClientName(attacker, attackerName, sizeof(attackerName));
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if(StrContains(attackerName, "Tank", true) > -1) {
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PrintToChatAll("%N (%d) was hit by tank %s (%d)", targetPlayer, targetPlayer, attackerName, attacker);
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}
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}
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/*
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Logic overview:
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1. Check If there is a tank (will be last spawned tank)
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2. Check that the tank has a target (not waiting)
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3. Loop all valid players (bots, alive, survivors)
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4. If they are being targetted by tank OR health < 40:
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always run away
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5. Else if less than 200 units away:
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run away
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else:
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attack tank
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*/
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public Action BotControlTimer(Handle timer)
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{
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//remove timer once tank no longer exists, is dead, or finale escape vehicle arrived
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if(bEscapeReady || TankClient == -1 || !IsClientInGame(TankClient) || !IsPlayerAlive(TankClient)) {
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//incase any other tanks are available
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FindExistingTank();
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//temp improvement: disable if more than one tank.
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if(bEscapeReady || iAliveTanks == 0) {
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//Check if there is any existing bots, if escape NOT ready
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if(!bEscapeReady) FindExistingTank();
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return Plugin_Stop;
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}
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//Once an AI tank is awakened, m_lookatPlayer is set to a player ID
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//Possible props: m_lookatPlayer, m_zombieState (if 1), m_hasVisibleThreats
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int tank_target = GetEntPropEnt(TankClient, Prop_Send, "m_lookatPlayer", 0);
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if(tank_target > -1) {
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ShowHintToAll("TankClient#: %d | AliveTanks: %d | TankTarget: %N", TankClient, iAliveTanks, tank_target);
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}else{
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ShowHintToAll("TankClient#: %d | AliveTanks: %d | TankTarget: n/a", TankClient, iAliveTanks);
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}
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if(tank_target > -1) {
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//grab tank position outside loop, only calculate bot
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float TankPosition[3];
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@ -87,7 +119,7 @@ public Action BotControlTimer(Handle timer)
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float BotPosition[3];
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GetClientAbsOrigin(i, BotPosition);
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//Compare the distance between tank and the survivor bot, attack if far, run if too close.
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float distance = GetVectorDistance(BotPosition, TankPosition);
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if(distance < 200) {
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L4D2_RunScript("CommandABot({cmd=2,bot=GetPlayerFromUserID(%i),target=GetPlayerFromUserID(%i)})", GetClientUserId(i), GetClientUserId(TankClient));
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@ -102,17 +134,88 @@ public Action BotControlTimer(Handle timer)
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}
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return Plugin_Continue;
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}
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/*
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New logic overview:
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Either: Loop all tanks, check for any survivors.
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Or: Loop any survivors, check for a nearby tank?
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*/
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public Action BotControlTimerV2(Handle timer)
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{
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//remove timer once tank no longer exists, is dead, or finale escape vehicle arrived
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if(bEscapeReady || TankClient == -1 || !IsClientInGame(TankClient) || !IsPlayerAlive(TankClient)) {
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//Check if there is any existing bots, if escape NOT ready
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if(!bEscapeReady) FindExistingTank();
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return Plugin_Stop;
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}
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if(iAliveTanks == 0) return Plugin_Continue;
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//Loop all players, finding survivors. (survivor team, bots, not tank.)
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for (int i = 1; i <= MaxClients; i++) {
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if (IsClientInGame(i) && IsPlayerAlive(i) && IsFakeClient(i) && !bIsTank[i] && GetClientTeam(i) == 2) {
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//Grab health of bot and current position
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int botHealth = GetClientHealth(i);
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float BotPosition[3];
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GetClientAbsOrigin(i, BotPosition);
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float smallestDistance = 0.0;
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int closestTank = -1;
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//Loop all players, finding tanks (alive, bot, tank)
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for(int tankID = 1; tankID <= MaxClients; tankID++) {
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if (IsClientInGame(tankID) && IsPlayerAlive(tankID) && IsFakeClient(tankID) && bIsTank[tankID]) {
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//Check if tank has a target. tank_target will be -1 if not activated
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int tank_target = GetEntPropEnt(tankID, Prop_Send, "m_lookatPlayer", 0);
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if(tank_target > -1) {
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//Fetch the tank's position
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float TankPosition[3];
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GetClientAbsOrigin(tankID, TankPosition);
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//Get distance to survivor, and compare to get closest tank
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float distanceFromSurvivor = GetVectorDistance(BotPosition, TankPosition);
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PrintHintTextToAll("[Survivor: %N (%d)] | Tank: %d | Distance: %f", i, i, tankID, distanceFromSurvivor);
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if(distanceFromSurvivor <= 1000 && smallestDistance > distanceFromSurvivor || smallestDistance == 0.0) {
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smallestDistance = distanceFromSurvivor;
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closestTank = tankID;
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}
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}
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}
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}
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//If the closest tank exists (-1 means no tank.) and is close, avoid.
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if(closestTank > -1 && smallestDistance <= 1000) {
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if(smallestDistance <= 300) {
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L4D2_RunScript("CommandABot({cmd=2,bot=GetPlayerFromUserID(%i),target=GetPlayerFromUserID(%i)})", GetClientUserId(i), GetClientUserId(closestTank));
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}
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}else{
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L4D2_RunScript("CommandABot({cmd=3,bot=GetPlayerFromUserID(%i)", GetClientUserId(i));
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}
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}
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}
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return Plugin_Continue;
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}
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void resetPlugin() {
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TankClient = -1;
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bEscapeReady = false;
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iAliveTanks = 0;
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for(int i = 0; i < sizeof(bIsTank); i++) {
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bIsTank[i] = false;
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}
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}
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public void FindExistingTank() {
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//Loop all valid clients, check if they a BOT and an infected. Check for a name that contains "Tank"
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iAliveTanks = 0;
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for (int i = 1; i < MaxClients+1 ;i++) {
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if(IsClientInGame(i) && IsFakeClient(i) && IsPlayerAlive(i) && GetClientTeam(i) == 3) {
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char name[16];
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GetClientName(i, name, sizeof(name));
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if(StrContains(name,"Tank",true) > -1) {
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TankClient = i;
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CreateTimer(0.1, BotControlTimer, _, TIMER_REPEAT);
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break;
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if(StrContains(name, "Tank", true) > -1) {
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bIsTank[i] = true;
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PrintToChatAll("Found existing tank: %N (%i)", i, i);
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if(iAliveTanks == 0) {
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TankClient = i;
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CreateTimer(0.1, BotControlTimerV2, _, TIMER_REPEAT);
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}
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iAliveTanks++;
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}
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}
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