#pragma semicolon 1 #pragma newdecls required #define DEBUG_BOT_MOVE #define DEBUG_BOT_MOVE_REACH #define DEBUG #define DEBUG_SHOW_POINTS #define DEBUG_BLOCKERS // #define DEBUG_LOG_MAPSTART // #define DEBUG_MOVE_ATTEMPTS // #define DEBUG_SEEKER_PATH_CREATION 1 #define PLUGIN_VERSION "1.0" #define BOT_MOVE_RANDOM_MIN_TIME 2.0 // The minimum random time for Timer_BotMove to activate (set per bot, per round) #define BOT_MOVE_RANDOM_MAX_TIME 3.0 // The maximum random time for Timer_BotMove to activate (set per bot, per round) #define BOT_MOVE_CHANCE 0.96 // The chance the bot will move each Timer_BotMove #define BOT_MOVE_AVOID_FLOW_DIST 12.0 // The flow range of flow distance that triggers avoid #define BOT_MOVE_AVOID_SEEKER_CHANCE 0.50 // The chance that if the bot gets too close to the seeker, it runs away #define BOT_MOVE_AVOID_MIN_DISTANCE 200.0 // The minimum distance for a far away point. (NOT flow) #define BOT_MOVE_USE_CHANCE 0.001 // Chance the bots will use +USE (used for opening doors, buttons, etc) #define BOT_MOVE_JUMP_CHANCE 0.001 #define BOT_MOVE_SHOVE_CHANCE 0.0015 #define BOT_MOVE_RUN_CHANCE 0.15 #define BOT_MOVE_NOT_REACHED_DISTANCE 60.0 // The distance that determines if a bot reached a point #define BOT_MOVE_NOT_REACHED_ATTEMPT_RUNJUMP 6 // The minimum amount of attempts where bot will run or jump to dest #define BOT_MOVE_NOT_REACHED_ATTEMPT_RETRY 10 // The minimum amount of attempts where bot gives up and picks new #define DOOR_TOGGLE_INTERVAL 5.0 // Interval that loops throuh all doors to randomly toggle #define DOOR_TOGGLE_CHANCE 0.01 // Chance that every Timer_DoorToggles triggers a door to toggle state #define HIDER_SWAP_COOLDOWN 30.0 // Amount of seconds until they can swap #define HIDER_SWAP_LIMIT 3 // Amount of times a hider can swap per round #define FLOW_BOUND_BUFFER 200.0 // Amount to add to calculated bounds (Make it very generous) #define HIDER_MIN_AVG_DISTANCE_AUTO_VOCALIZE 300.0 // The average minimum distance a hider is from the player that triggers auto vocalizating #define HIDER_AUTO_VOCALIZE_GRACE_TIME 20.0 // Number of seconds between auto vocalizations #define DEFAULT_MAP_TIME 480 #define SEED_MIN_LOCATIONS 500 // Seed if less than this many locations #if defined DEBUG #define SEED_TIME 1.0 #else #define SEED_TIME 15.0 // Time the seeker is blind, used to gather locations for bots #endif #define SMOKE_PARTICLE_PATH "particles/smoker_fx.pcf" // #define SMOKE_PARTICLE_PATH "materials/particle/splashsprites/largewatersplash.vmt" // #define SMOKE_PARTICLE_PATH "materials/particle/fire_explosion_1/fire_explosion_1.vmt" #define SOUND_MODEL_SWAP "ui/pickup_secret01.wav" #define MAX_VALID_LOCATIONS 2000 // The maximum amount of locations to hold, once this limit is reached only MAX_VALID_LOCATIONS_KEEP_PERCENT entries will be kept at random #define MAX_VALID_LOCATIONS_KEEP_PERCENT 0.30 // The % of locations to be kept when dumping movePoints float DEBUG_POINT_VIEW_MIN[3] = { -5.0, -5.0, 0.0 }; float DEBUG_POINT_VIEW_MAX[3] = { 5.0, 5.0, 2.0 }; int SEEKER_GLOW_COLOR[3] = { 128, 0, 0 }; int PLAYER_GLOW_COLOR[3] = { 0, 255, 0 }; #include #include #include #include #include #include char SURVIVOR_MODELS[8][] = { "models/survivors/survivor_gambler.mdl", "models/survivors/survivor_producer.mdl", "models/survivors/survivor_coach.mdl", "models/survivors/survivor_mechanic.mdl", "models/survivors/survivor_namvet.mdl", "models/survivors/survivor_teenangst.mdl", "models/survivors/survivor_biker.mdl", "models/survivors/survivor_manager.mdl" }; // Game settings enum GameState { State_Unknown = 0, State_Starting, State_Active, State_HidersWin, State_SeekerWon, } // Game state specific int currentSeeker; bool hasBeenSeeker[MAXPLAYERS+1]; bool ignoreSeekerBalance; int hiderSwapTime[MAXPLAYERS+1]; int hiderSwapCount[MAXPLAYERS+1]; bool ignoreDrop[MAXPLAYERS+1]; bool isStarting; // Temp Ent Materials & Timers Handle spawningTimer; Handle hiderCheckTimer; Handle doorToggleTimer; Handle recordTimer; Handle timesUpTimer; Handle waitTimer; Handle waitForStartTimer; Handle acquireLocationsTimer; Handle moveTimers[MAXPLAYERS+1]; UserMsg g_FadeUserMsgId; int g_iSmokeParticle; int g_iTeamNum = -1; // Cvars ConVar cvar_seekerFailDamageAmount; GameConVarStorage cvarStorage; GameConVar cvar_survivorLimit; GameConVar cvar_separationMinRange; GameConVar cvar_separationMaxRange; GameConVar cvar_abmAutoHard; GameConVar cvar_sbFixEnabled; GameConVar cvar_sbPushScale; GameConVar cvar_battlestationGiveUp; GameConVar cvar_sbMaxBattlestationRange; GameConVar cvar_enforceProximityRange; GameConVar cvar_spectatorIdleTime; // Bot Movement specifics float flowMin, flowMax; float seekerPos[3]; float seekerFlow = 0.0; float vecLastLocation[MAXPLAYERS+1][3]; MovePoints movePoints; GuessWhoGame Game; #include #include public Plugin myinfo = { name = "L4D2 Guess Who", author = "jackzmc", description = "", version = PLUGIN_VERSION, url = "https://github.com/Jackzmc/sourcemod-plugins" }; public APLRes AskPluginLoad2(Handle myself, bool late, char[] error, int err_max) { lateLoaded = late; return APLRes_Success; } public void OnPluginStart() { EngineVersion g_Game = GetEngineVersion(); if(g_Game != Engine_Left4Dead2) { SetFailState("This plugin is for L4D2 only."); } Game.Init("GuessWho"); g_iTeamNum = FindSendPropInfo("CTerrorPlayerResource", "m_iTeam"); if (g_iTeamNum == -1) SetFailState("CTerrorPlayerResource \"m_iTeam\" offset is invalid"); validMaps = new ArrayList(ByteCountToCells(64)); validSets = new ArrayList(ByteCountToCells(16)); mapConfigs = new StringMap(); g_FadeUserMsgId = GetUserMessageId("Fade"); cvarStorage = new GameConVarStorage(); cvar_survivorLimit = new GameConVar("cvar_survivorLimit"); cvar_separationMinRange = new GameConVar("sb_separation_danger_min_range"); cvar_separationMaxRange = new GameConVar("sb_separation_danger_max_range"); cvar_abmAutoHard = new GameConVar("abm_autohard"); cvar_sbFixEnabled = new GameConVar("sb_fix_enabled"); cvar_sbPushScale = new GameConVar("sb_pushscale"); cvar_battlestationGiveUp = new GameConVar("sb_battlestation_give_up_range_from_human"); cvar_sbMaxBattlestationRange = new GameConVar("sb_max_battlestation_range_from_human"); cvar_enforceProximityRange = new GameConVar("enforce_proximity_range"); cvar_spectatorIdleTime = new GameConVar("sv_spectatoridletime"); ConVar hGamemode = FindConVar("mp_gamemode"); hGamemode.AddChangeHook(Event_GamemodeChange); Event_GamemodeChange(hGamemode, gamemode, gamemode); cvar_seekerFailDamageAmount = CreateConVar("guesswho_seeker_damage", "20.0", "The amount of damage the seeker takes when they attack a bot.", FCVAR_NONE, true, 1.0); RegAdminCmd("sm_guesswho", Command_GuessWho, ADMFLAG_KICK); RegAdminCmd("sm_gw", Command_GuessWho, ADMFLAG_KICK); RegConsoleCmd("sm_joingame", Command_Join); } public void OnPluginEnd() { Game.Cleanup(); } public void Event_GamemodeChange(ConVar cvar, const char[] oldValue, const char[] newValue) { cvar.GetString(gamemode, sizeof(gamemode)); bool shouldEnable = StrEqual(gamemode, "guesswho", false); if(isEnabled == shouldEnable) return; if(spawningTimer != null) delete spawningTimer; firstCheckDone = false; if(shouldEnable) { cvarStorage = new GameConVarStorage(); SetCvars(cvarStorage); Game.Broadcast("Gamemode is starting"); HookEvent("round_start", Event_RoundStart); HookEvent("round_end", Event_RoundEnd); HookEvent("player_death", Event_PlayerDeath); HookEvent("player_bot_replace", Event_PlayerToBot); HookEvent("player_ledge_grab", Event_LedgeGrab); AddCommandListener(OnGoAwayFromKeyboard, "go_away_from_keyboard"); InitGamemode(); } else if(!lateLoaded) { cvarStorage.Restore(); delete cvarStorage; UnhookEvent("round_start", Event_RoundStart); UnhookEvent("round_end", Event_RoundEnd); UnhookEvent("player_death", Event_PlayerDeath); UnhookEvent("player_bot_replace", Event_PlayerToBot); UnhookEvent("player_ledge_grab", Event_LedgeGrab); Game.Cleanup(); RemoveCommandListener(OnGoAwayFromKeyboard, "go_away_from_keyboard"); } isEnabled = shouldEnable; } public Action OnGoAwayFromKeyboard(int client, const char[] command, int argc) { return Plugin_Handled; } void Event_LedgeGrab(Event event, const char[] name, bool dontBroadcast) { int client = GetClientOfUserId(event.GetInt("userid")); if(client > 0) { L4D_ReviveSurvivor(client); } } void Event_PlayerToBot(Event event, const char[] name, bool dontBroadcast) { int userid = event.GetInt("player"); int player = GetClientOfUserId(userid); int bot = GetClientOfUserId(event.GetInt("bot")); // Do not kick bots being spawned in if(spawningTimer == null && !IsFakeClient(player)) { Game.Debug("possible idle bot: %d (player: %d)", bot, player); // ChangeClientTeam(player, 0); // L4D_SetHumanSpec(bot, player); CreateTimer(0.1, Timer_ResumeFromIdle, userid); // KickClient(bot); } } Action Timer_ResumeFromIdle(Handle h, int userid) { int player = GetClientOfUserId(userid); if(player > 0) L4D_TakeOverBot(player); return Plugin_Handled; } void Event_PlayerDeath(Event event, const char[] name, bool dontBroadcast) { int client = GetClientOfUserId(event.GetInt("userid")); int attacker = GetClientOfUserId(event.GetInt("attacker")); if(client > 0 && Game.State == State_Active) { if(client == currentSeeker) { Game.Broadcast("The seeker, %N, has died. Hiders win!", currentSeeker); Game.End(State_HidersWin); } else if(!IsFakeClient(client)) { if(attacker == currentSeeker) { Game.Broadcast("%N was killed", client); } else { Game.Broadcast("%N died", client); } } else { ClearInventory(client); KickClient(client); Game.Debug("Bot(%d) was killed", client); } } if(Game.AlivePlayers == 0) { if(Game.State == State_Active) { Game.Broadcast("Everyone has died. %N wins!", currentSeeker); Game.End(State_SeekerWon); } } } void Event_RoundStart(Event event, const char[] name, bool dontBroadcast) { waitTimer = CreateTimer(firstCheckDone ? 2.5 : 6.0, Timer_WaitForPlayers, _, TIMER_REPEAT); } void Event_RoundEnd(Event event, const char[] name, bool dontBroadcast) { // Skip the check, everyone's loaded in firstCheckDone = true; } public void OnMapStart() { isStarting = false; if(!isEnabled) return; SDKHook(FindEntityByClassname(0, "terror_player_manager"), SDKHook_ThinkPost, ThinkPost); char map[128]; GetCurrentMap(map, sizeof(map)); if(!StrEqual(g_currentMap, map)) { firstCheckDone = false; strcopy(g_currentSet, sizeof(g_currentSet), "default"); if(!StrEqual(g_currentMap, "")) { if(!movePoints.SaveMap(g_currentMap, g_currentSet)) { LogError("Could not save map data to disk"); } } ReloadMapDB(); strcopy(g_currentMap, sizeof(g_currentMap), map); Game.SetPoints(MovePoints.LoadMap(map, g_currentSet)); } g_iLaserIndex = PrecacheModel("materials/sprites/laserbeam.vmt"); g_iSmokeParticle = GetParticleIndex(SMOKE_PARTICLE_PATH); if(g_iSmokeParticle == INVALID_STRING_INDEX) { LogError("g_iSmokeParticle (%s) is invalid", SMOKE_PARTICLE_PATH); } // g_iSmokeParticle = PrecacheModel(SMOKE_PARTICLE_PATH); PrecacheSound(SOUND_MODEL_SWAP); SetCvars(null); if(lateLoaded) { int seeker = Game.Seeker; if(seeker > -1) { currentSeeker = seeker; Game.Debug("-Late load- Seeker: %N", currentSeeker); } for(int i = 1; i <= MaxClients; i++) { if(IsClientConnected(i) && IsClientInGame(i)) { Game.SetupPlayer(i); } } InitGamemode(); } Game.State = State_Unknown; } public void OnMapEnd() { Game.Cleanup(); } public void ThinkPost(int entity) { static int iTeamNum[MAXPLAYERS+1]; GetEntDataArray(entity, g_iTeamNum, iTeamNum, sizeof(iTeamNum)); for(int i = 1 ; i<= MaxClients; i++) { if(IsClientConnected(i) && IsClientInGame(i) && IsFakeClient(i)) { iTeamNum[i] = 1; } } SetEntDataArray(entity, g_iTeamNum, iTeamNum, sizeof(iTeamNum)); } public void OnClientPutInServer(int client) { if(!isEnabled) return; if(IsFakeClient(client)) { if(GetClientTeam(client) == 3) { KickClient(client, "GW: Remove Special Infected"); } } else { ChangeClientTeam(client, 1); isPendingPlay[client] = true; Game.Broadcast("%N will play next round", client); Game.TeleportToSpawn(client); } } public void OnClientDisconnect(int client) { if(!isEnabled) return; if(client == currentSeeker) { Game.Broadcast("The seeker has disconnected"); Game.End(State_HidersWin); } else if(!IsFakeClient(client) && Game.State == State_Active) { Game.Broadcast("A hider has left (%N)", client); if(Game.AlivePlayers == 0 && Game.State == State_Active) { Game.Broadcast("Game Over. %N wins!", currentSeeker); Game.End(State_SeekerWon); } } } void SetCvars(GameConVarStorage storage) { Game.Debug("Setting convars"); if(cvar_survivorLimit != null) { cvar_survivorLimit.SetBounds(ConVarBound_Upper, true, 64.0); cvar_survivorLimit.RecordInt(MaxClients, storage); } cvar_separationMinRange.RecordInt(1000, storage); cvar_separationMaxRange.RecordInt(1000, storage); cvar_abmAutoHard.RecordInt(0, storage); cvar_sbFixEnabled.RecordInt(0, storage); cvar_sbPushScale.RecordInt(0, storage); cvar_battlestationGiveUp.RecordFloat(5000.0, storage); cvar_sbMaxBattlestationRange.RecordFloat(5000.0, storage); cvar_enforceProximityRange.RecordInt(10000, storage); cvar_spectatorIdleTime.RecordInt(120, storage); } void InitGamemode() { if(isStarting && Game.State != State_Unknown) { Game.Warn("InitGamemode() called in an incorrect state (%d)", Game.State); return; } SetupEntities(); Game.DebugConsole("InitGamemode(): activating"); ArrayList validPlayerIds = new ArrayList(); for(int i = 1; i <= MaxClients; i++) { if(IsClientConnected(i) && IsClientInGame(i)) { L4D2_SetPlayerSurvivorGlowState(i, false); L4D2_RemoveEntityGlow(i); // ChangeClientTeam(i, 2); activeBotLocations[i].attempts = 0; hiderSwapCount[i] = 0; distQueue[i].Clear(); ClearInventory(i); if(IsFakeClient(i)) { KickClient(i); } else { ChangeClientTeam(i, 2); if(!IsPlayerAlive(i)) { L4D_RespawnPlayer(i); } if(!hasBeenSeeker[i] || ignoreSeekerBalance) validPlayerIds.Push(GetClientUserId(i)); } } } if(validPlayerIds.Length == 0) { Game.Warn("Ignoring InitGamemode() with no valid survivors"); return; } ignoreSeekerBalance = false; int newSeeker = GetClientOfUserId(validPlayerIds.Get(GetURandomInt() % validPlayerIds.Length)); delete validPlayerIds; if(newSeeker > 0) { hasBeenSeeker[newSeeker] = true; Game.Broadcast("%N is the seeker", newSeeker); Game.Seeker = newSeeker; SetPlayerBlind(newSeeker, 255); SetEntPropFloat(newSeeker, Prop_Send, "m_flLaggedMovementValue", 0.0); } Game.TeleportAllToStart(); spawningTimer = CreateTimer(0.2, Timer_SpawnBots, 16, TIMER_REPEAT); } Action Timer_SpawnBots(Handle h, int max) { static int count; if(count < max) { if(AddSurvivor()) { count++; return Plugin_Continue; } else if(count < 0) { // Fail if we couldnt make enough bots PrintToChatAll("GUESS WHO: FATAL ERROR: AddSurvivor() failed"); LogError("Guess Who: Fatal Error: AddSurvivor() failed"); count = 0; return Plugin_Stop; } } count = 0; CreateTimer(1.0, Timer_SpawnPost); return Plugin_Stop; } Action Timer_SpawnPost(Handle h) { spawningTimer = null; Game.DebugConsole("Timer_SpawnPost(): activating"); bool isL4D1 = L4D2_GetSurvivorSetMap() == 1; int remainingSeekers; int survivorMaxIndex = isL4D1 ? 3 : 7; int survivorIndexBot; for(int i = 1; i <= MaxClients; i++) { if(IsClientConnected(i) && IsClientInGame(i) && GetClientTeam(i) == 2) { int survivor; if(IsFakeClient(i)) { // Set bot models uniformly survivor = survivorIndexBot; if(++survivorIndexBot > survivorMaxIndex) { survivorIndexBot = 0; } } else { // Set hiders models randomly survivor = GetURandomInt() % survivorMaxIndex; if(i != currentSeeker) { if(!hasBeenSeeker[i]) { remainingSeekers++; } PrintToChat(i, "You can change your model %d times by looking at a player and pressing RELOAD", HIDER_SWAP_LIMIT); } } Game.SetupPlayer(i); SetEntityModel(i, SURVIVOR_MODELS[survivor]); // L4D2 first then L4D1 SetEntProp(i, Prop_Send, "m_survivorCharacter", survivor); } } if(remainingSeekers == 0) { Game.Broadcast("All players have been seekers once"); for(int i = 0; i <= MaxClients; i++) { hasBeenSeeker[i] = false; } } Game.Debug("waiting for safe area leave", BaseDebug_Server | BaseDebug_ChatAll); waitForStartTimer = CreateTimer(1.0, Timer_WaitForStart, _, TIMER_REPEAT); return Plugin_Handled; } Action Timer_WaitForStart(Handle h) { if(mapConfig.hasSpawnpoint || L4D_HasAnySurvivorLeftSafeArea()) { int targetPlayer = L4D_GetHighestFlowSurvivor(); if(targetPlayer > 0) { GetClientAbsOrigin(targetPlayer, seekerPos); } int seeker = Game.Seeker; if(seeker <= 0) { Game.Broadcast("Error: No seeker found, game in bugged state, restarting"); for(int i = 1; i <= MaxClients; i++) { if(IsClientConnected(i) && IsClientInGame(i)) { ForcePlayerSuicide(i); } } return Plugin_Stop; } seekerFlow = L4D2Direct_GetFlowDistance(Game.Seeker); acquireLocationsTimer = CreateTimer(0.5, Timer_AcquireLocations, _, TIMER_REPEAT); hiderCheckTimer = CreateTimer(5.0, Timer_CheckHiders, _, TIMER_REPEAT); doorToggleTimer = CreateTimer(DOOR_TOGGLE_INTERVAL, Timer_DoorToggles, _, TIMER_REPEAT); for(int i = 1; i <= MaxClients; i++) { if(i != currentSeeker && IsClientConnected(i) && IsClientInGame(i)) { if(IsFakeClient(i)) { if(movePoints.Length > 0) { moveTimers[i] = CreateTimer(GetRandomFloat(BOT_MOVE_RANDOM_MIN_TIME, BOT_MOVE_RANDOM_MAX_TIME), Timer_BotMove, GetClientUserId(i), TIMER_REPEAT); movePoints.GetRandomPoint(activeBotLocations[i]); } if(targetPlayer > 0) TeleportEntity(i, activeBotLocations[i].pos, activeBotLocations[i].ang, NULL_VECTOR); } else if(targetPlayer > 0) { TeleportEntity(i, seekerPos, NULL_VECTOR, NULL_VECTOR); } } } float seedTime = movePoints.Length > SEED_MIN_LOCATIONS ? 5.0 : SEED_TIME; Game.Broadcast("The Seeker (%N) will start in %.0f seconds", Game.Seeker, seedTime); Game.State = State_Starting; Game.Tick = 0; Game.MapTime = RoundFloat(seedTime); Game.PopulateCoins(); CreateTimer(seedTime, Timer_StartSeeker); return Plugin_Stop; } return Plugin_Continue; } Action Timer_StartSeeker(Handle h) { CPrintToChatAll("{blue}%N{default} : Here I come", currentSeeker); Game.TeleportToSpawn(currentSeeker); SetPlayerBlind(currentSeeker, 0); Game.State = State_Active; Game.Tick = 0; SetEntPropFloat(currentSeeker, Prop_Send, "m_flLaggedMovementValue", 1.0); if(mapConfig.mapTime == 0) { mapConfig.mapTime = DEFAULT_MAP_TIME; } Game.MapTime = mapConfig.mapTime; timesUpTimer = CreateTimer(float(mapConfig.mapTime), Timer_TimesUp); return Plugin_Continue; } Action Timer_TimesUp(Handle h) { Game.Broadcast("The seeker ran out of time. Hiders win!"); Game.End(State_HidersWin); timesUpTimer = null; return Plugin_Handled; } Action OnWeaponEquip(int client, int weapon) { if(weapon <= 0 || ignoreDrop[client]) return Plugin_Continue; if(Game.Seeker == client) return Plugin_Handled; return Plugin_Continue; } Action OnTakeDamageAlive(int victim, int& attacker, int& inflictor, float& damage, int& damagetype) { if(attacker == currentSeeker) { damage = 100.0; ClearInventory(victim); if(attacker > 0 && attacker <= MaxClients && IsFakeClient(victim)) { PrintToChat(attacker, "That was a bot! -%.0f health", cvar_seekerFailDamageAmount.FloatValue); SDKHooks_TakeDamage(attacker, 0, 0, cvar_seekerFailDamageAmount.FloatValue, DMG_DIRECT); } return Plugin_Changed; } else if(attacker > 0 && attacker <= MaxClients) { damage = 0.0; return Plugin_Changed; } else { return Plugin_Continue; } } Action Timer_DoorToggles(Handle h) { int entity = INVALID_ENT_REFERENCE; while ((entity = FindEntityByClassname(entity, "prop_door_rotating")) != INVALID_ENT_REFERENCE) { if(GetURandomFloat() < DOOR_TOGGLE_CHANCE) AcceptEntityInput(entity, "Toggle"); } return Plugin_Handled; } Action Timer_AcquireLocations(Handle h) { bool ignoreSeeker = true; #if defined DEBUG_SEEKER_PATH_CREATION ignoreSeeker = false; #endif seekerFlow = L4D2Direct_GetFlowDistance(currentSeeker); GetClientAbsOrigin(currentSeeker, seekerPos); for(int i = 1; i <= MaxClients; i++) { if((!ignoreSeeker || i != currentSeeker) && IsClientConnected(i) && IsClientInGame(i) && !IsFakeClient(i) && IsPlayerAlive(i) && GetClientTeam(i) == 2 && GetEntityFlags(i) & FL_ONGROUND ) { LocationMeta meta; GetClientAbsOrigin(i, meta.pos); GetClientEyeAngles(i, meta.ang); if(meta.pos[0] != vecLastLocation[i][0] || meta.pos[1] != vecLastLocation[i][1] || meta.pos[2] != vecLastLocation[i][2]) { movePoints.AddPoint(meta); if(movePoints.Length > MAX_VALID_LOCATIONS) { Game.Warn("Hit MAX_VALID_LOCATIONS (%d), clearing some locations", MAX_VALID_LOCATIONS); movePoints.Sort(Sort_Random, Sort_Float); movePoints.Erase(RoundFloat(MAX_VALID_LOCATIONS * MAX_VALID_LOCATIONS_KEEP_PERCENT)); } #if defined DEBUG_SHOW_POINTS Effect_DrawBeamBoxRotatableToClient(i, meta.pos, DEBUG_POINT_VIEW_MIN, DEBUG_POINT_VIEW_MAX, NULL_VECTOR, g_iLaserIndex, 0, 0, 0, 150.0, 0.1, 0.1, 0, 0.0, {0, 0, 255, 64}, 0); #endif vecLastLocation[i] = meta.pos; } } } return Plugin_Continue; } Action Timer_BotMove(Handle h, int userid) { int i = GetClientOfUserId(userid); if(i == 0) return Plugin_Stop; if(GetURandomFloat() > BOT_MOVE_CHANCE) { L4D2_RunScript("CommandABot({cmd=1,bot=GetPlayerFromUserID(%i),pos=Vector(%f,%f,%f)})", GetClientUserId(i), activeBotLocations[i].pos[0], activeBotLocations[i].pos[1], activeBotLocations[i].pos[2] ); #if defined DEBUG_SHOW_POINTS Effect_DrawBeamBoxRotatableToAll(activeBotLocations[i].pos, DEBUG_POINT_VIEW_MIN, DEBUG_POINT_VIEW_MAX, NULL_VECTOR, g_iLaserIndex, 0, 0, 0, 150.0, 0.1, 0.1, 0, 0.0, {157, 0, 255, 255}, 0); #endif return Plugin_Continue; } float botFlow = L4D2Direct_GetFlowDistance(i); static float pos[3]; if(botFlow > 0.0 && (botFlow < flowMin || botFlow > flowMax)) { activeBotLocations[i].runto = GetURandomFloat() > 0.90; L4D2_RunScript("CommandABot({cmd=1,bot=GetPlayerFromUserID(%i),pos=Vector(%f,%f,%f)})", GetClientUserId(i), seekerPos[0], seekerPos[1], seekerPos[2]); #if defined DEBUG_BOT_MOVE TE_SetupBeamLaser(i, currentSeeker, g_iLaserIndex, 0, 0, 0, 8.0, 0.5, 0.1, 0, 1.0, {255, 255, 0, 125}, 1); TE_SendToAll(); Game.DebugConsole("BOT %N TOO FAR (%f) BOUNDS (%f, %f)-> Moving to seeker (%f %f %f)", i, botFlow, flowMin, flowMax, seekerPos[0], seekerPos[1], seekerPos[2]); #endif activeBotLocations[i].attempts = 0; } else if(movePoints.Length > 0) { GetAbsOrigin(i, pos); float distanceToPoint = GetVectorDistance(pos, activeBotLocations[i].pos); if(distanceToPoint < BOT_MOVE_NOT_REACHED_DISTANCE || GetURandomFloat() < 0.20) { activeBotLocations[i].attempts = 0; #if defined DEBUG_BOT_MOVE L4D2_SetPlayerSurvivorGlowState(i, false); L4D2_RemoveEntityGlow(i); #endif // Has reached destination if(mapConfig.hasSpawnpoint && FloatAbs(botFlow - seekerFlow) < BOT_MOVE_AVOID_FLOW_DIST && GetURandomFloat() < BOT_MOVE_AVOID_SEEKER_CHANCE) { if(!movePoints.GetRandomPointFar(seekerPos, activeBotLocations[i].pos, BOT_MOVE_AVOID_MIN_DISTANCE)) { #if defined DEBUG_BOT_MOVE // DebugConsole("BOT %N TOO CLOSE -> Failed to find far point, falling back to spawn", i); #endif activeBotLocations[i].pos = mapConfig.spawnpoint; } else { #if defined DEBUG_BOT_MOVE // DebugConsole("BOT %N TOO CLOSE -> Moving to far point (%f %f %f) (%f units away)", i, activeBotLocations[i].pos[0], activeBotLocations[i].pos[1], activeBotLocations[i].pos[2], GetVectorDistance(seekerPos, activeBotLocations[i].pos)); #endif } activeBotLocations[i].runto = GetURandomFloat() < 0.75; #if defined DEBUG_SHOW_POINTS Effect_DrawBeamBoxRotatableToAll(activeBotLocations[i].pos, DEBUG_POINT_VIEW_MIN, DEBUG_POINT_VIEW_MAX, NULL_VECTOR, g_iLaserIndex, 0, 0, 0, 150.0, 0.2, 0.1, 0, 0.0, {255, 255, 255, 255}, 0); #endif } else { movePoints.GetRandomPoint(activeBotLocations[i]); } if(!L4D2_IsReachable(i, activeBotLocations[i].pos)) { #if defined DEBUG_BOT_MOVE Game.Warn("Point is unreachable at (%f, %f, %f) for %L", activeBotLocations[i].pos[0], activeBotLocations[i].pos[1], activeBotLocations[i].pos[2], i); Effect_DrawBeamBoxRotatableToAll(activeBotLocations[i].pos, DEBUG_POINT_VIEW_MIN, view_as({ 10.0, 10.0, 100.0 }), NULL_VECTOR, g_iLaserIndex, 0, 0, 0, 400.0, 2.0, 3.0, 0, 0.0, {255, 0, 0, 255}, 0); #endif movePoints.GetRandomPoint(activeBotLocations[i]); } } else { // Has not reached dest activeBotLocations[i].attempts++; #if defined DEBUG_MOVE_ATTEMPTS PrintToConsoleAll("[gw/debug] Bot %d - move attempt %d - dist: %f", i, activeBotLocations[i].attempts, distanceToPoint); #endif if(activeBotLocations[i].attempts == BOT_MOVE_NOT_REACHED_ATTEMPT_RUNJUMP) { if(distanceToPoint <= (BOT_MOVE_NOT_REACHED_DISTANCE * 2)) { #if defined DEBUG_BOT_MOVE Game.DebugConsole("Bot %d still has not reached point (%f %f %f), jumping", i, activeBotLocations[i].pos[0], activeBotLocations[i].pos[1], activeBotLocations[i].pos[2]); #if defined DEBUG_BOT_MOVE_REACH L4D2_SetPlayerSurvivorGlowState(i, true); L4D2_SetEntityGlow(i, L4D2Glow_Constant, 0, 10, PLAYER_GLOW_COLOR, true); #endif #endif activeBotLocations[i].jump = true; } else { activeBotLocations[i].runto = true; #if defined DEBUG_BOT_MOVE Game.DebugConsole("Bot %d not reached point (%f %f %f), running", i, activeBotLocations[i].pos[0], activeBotLocations[i].pos[1], activeBotLocations[i].pos[2]); #if defined DEBUG_BOT_MOVE_REACH L4D2_SetPlayerSurvivorGlowState(i, true); L4D2_SetEntityGlow(i, L4D2Glow_Constant, 0, 10, PLAYER_GLOW_COLOR, true); #endif #endif } } else if(activeBotLocations[i].attempts > BOT_MOVE_NOT_REACHED_ATTEMPT_RETRY) { #if defined DEBUG_BOT_MOVE PrintToConsoleAll("[gw/debug] Bot %d giving up at reaching point (%f %f %f)", i, activeBotLocations[i].pos[0], activeBotLocations[i].pos[1], activeBotLocations[i].pos[2]); #if defined DEBUG_BOT_MOVE_REACH L4D2_SetPlayerSurvivorGlowState(i, true); L4D2_SetEntityGlow(i, L4D2Glow_Constant, 0, 10, PLAYER_GLOW_COLOR, true); #endif #endif movePoints.GetRandomPoint(activeBotLocations[i]); } #if defined DEBUG_SHOW_POINTS int color[4]; color[0] = 255; color[2] = 255; color[3] = 120 + activeBotLocations[i].attempts * 45; Effect_DrawBeamBoxRotatableToAll(activeBotLocations[i].pos, DEBUG_POINT_VIEW_MIN, DEBUG_POINT_VIEW_MAX, NULL_VECTOR, g_iLaserIndex, 0, 0, 0, 150.0, 0.1, 0.1, 0, 0.0, color, 0); #endif } LookAtPoint(i, activeBotLocations[i].pos); L4D2_RunScript("CommandABot({cmd=1,bot=GetPlayerFromUserID(%i),pos=Vector(%f,%f,%f)})", GetClientUserId(i), activeBotLocations[i].pos[0], activeBotLocations[i].pos[1], activeBotLocations[i].pos[2] ); } return Plugin_Continue; } public Action OnPlayerRunCmd(int client, int& buttons, int& impulse, float vel[3], float angles[3], int& weapon, int& subtype, int& cmdnum, int& tickcount, int& seed, int mouse[2]) { if(!isEnabled) return Plugin_Continue; if(IsFakeClient(client)) { if(activeBotLocations[client].jump) { activeBotLocations[client].jump = false; buttons |= (IN_WALK | IN_JUMP | IN_FORWARD); return Plugin_Changed; } buttons |= (activeBotLocations[client].runto ? IN_WALK : IN_SPEED); if(GetURandomFloat() < BOT_MOVE_USE_CHANCE) { buttons |= IN_USE; } float random = GetURandomFloat(); if(random < BOT_MOVE_JUMP_CHANCE) { buttons |= IN_JUMP; } else if(random < BOT_MOVE_SHOVE_CHANCE) { buttons |= IN_ATTACK2; } return Plugin_Changed; } else if(client != currentSeeker && buttons & IN_RELOAD) { if(hiderSwapCount[client] >= HIDER_SWAP_LIMIT) { PrintHintText(client, "Swap limit reached"); } else { int target = GetClientAimTarget(client, true); if(target > 0) { int time = GetTime(); float diff = float(time - hiderSwapTime[client]); if(diff > HIDER_SWAP_COOLDOWN) { hiderSwapTime[client] = GetTime(); hiderSwapCount[client]++; /*float pos[3], pos2[3]; GetClientAbsOrigin(client, pos); GetClientEyePosition(client, pos2); TE_SetupParticle(g_iSmokeParticle, pos, pos2, .iEntity = client); TE_SendToAllInRange(pos, RangeType_Audibility, 0.0);*/ ClearInventory(target); char modelName[64]; GetClientModel(target, modelName, sizeof(modelName)); int type = GetEntProp(target, Prop_Send, "m_survivorCharacter"); SetEntityModel(client, modelName); SetEntProp(client, Prop_Send, "m_survivorCharacter", type); float pos[3]; GetClientAbsOrigin(client, pos); EmitSoundToAll("ui/pickup_secret01.wav", client, SNDCHAN_STATIC, .origin = pos); PrintHintText(client, "You have %d swaps remaining", HIDER_SWAP_LIMIT - hiderSwapCount[client]); CreateTimer(0.1, Timer_ReGnome, client); } else { PrintHintText(client, "You can swap in %.0f seconds", HIDER_SWAP_COOLDOWN - diff); } } } } return Plugin_Continue; } Action Timer_ReGnome(Handle h, int client) { GivePlayerItem(client, "weapon_gnome"); return Plugin_Handled; } void ClearInventory(int client) { for(int i = 0; i <= 5; i++) { int item = GetPlayerWeaponSlot(client, i); if(item > 0) { RemovePlayerItem(client, item); AcceptEntityInput(item, "kill"); } } } bool AddSurvivor() { if (GetClientCount(false) >= MaxClients - 1) { return false; } int i = CreateFakeClient("GuessWhoBot"); bool result; if (i > 0) { if (DispatchKeyValue(i, "classname", "SurvivorBot")) { ChangeClientTeam(i, 2); if (DispatchSpawn(i)) { result = true; } } CreateTimer(0.2, Timer_Kick, GetClientUserId(i)); } return result; } Action Timer_Kick(Handle h, int u) { int i = GetClientOfUserId(u); if(i > 0) KickClient(i); return Plugin_Handled; } stock void L4D2_RunScript(const char[] sCode, any ...) { static int iScriptLogic = INVALID_ENT_REFERENCE; if(iScriptLogic == INVALID_ENT_REFERENCE || !IsValidEntity(iScriptLogic)) { iScriptLogic = EntIndexToEntRef(CreateEntityByName("logic_script")); if(iScriptLogic == INVALID_ENT_REFERENCE|| !IsValidEntity(iScriptLogic)) SetFailState("Could not create 'logic_script'"); DispatchSpawn(iScriptLogic); } static char sBuffer[512]; VFormat(sBuffer, sizeof(sBuffer), sCode, 2); SetVariantString(sBuffer); AcceptEntityInput(iScriptLogic, "RunScriptCode"); } public void OnSceneStageChanged(int scene, SceneStages stage) { if(isEnabled && stage == SceneStage_Started) { int activator = GetSceneInitiator(scene); if(activator == 0) { CancelScene(scene); } } }