Improved to work with multiple bots

This commit is contained in:
Jackzie 2020-09-28 14:27:43 -05:00
parent ba5da00525
commit 63107d13f5
No known key found for this signature in database
GPG key ID: 1E834FE36520537A
2 changed files with 124 additions and 21 deletions

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