#pragma semicolon 1 #include #include #define PLUGIN_VERSION "1.5" #pragma newdecls required //#define DEBUG static bool bEscapeReady = false; static int iAliveTanks; static bool bIsTank[MAXPLAYERS+1]; public Plugin myinfo = { name = "Fly You Fools", author = "ConnerRia & Jackzmc", description = "Survivor bots will retreat from tank. Improved version.", version = PLUGIN_VERSION, url = "N/A" } public void OnPluginStart() { EngineVersion g_Game = GetEngineVersion(); if(g_Game != Engine_Left4Dead && g_Game != Engine_Left4Dead2) { SetFailState("Plugin supports Left 4 Dead series only."); } CreateConVar("FlyYouFools_Version", PLUGIN_VERSION, "FlyYouFools Version", FCVAR_NOTIFY|FCVAR_REPLICATED|FCVAR_DONTRECORD); 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); } public void OnMapStart() { resetPlugin(); } public void Event_RoundStart(Event event, const char[] name, bool dontBroadcast) { resetPlugin(); } public void Event_TankSpawn(Event event, const char[] name, bool dontBroadcast) { int userID = GetClientOfUserId(GetEventInt(event, "userid")); iAliveTanks++; bIsTank[userID] = true; if(iAliveTanks < 1) { 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) { bIsTank[targetPlayer] = false; iAliveTanks = 0; //PrintToChatAll("%N (%d) was hit by tank %s (%d)", targetPlayer, targetPlayer, attackerName, attacker); } } /* CommandABot: 0 -> ATTACK 1 -> MOVETO 2 -> RUN AWAY 3 -> RESET New logic overview: 1. Loop all valid survivors 2. Loop all tanks per survivor 3. Find the closest tank 4. Retreat if in close range (~300 units) */ public Action BotControlTimerV2(Handle timer) { //remove timer once tanks no longer exists/are all dead or finale escape vehicle arrived if(bEscapeReady || iAliveTanks == 0) { //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); 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. //TODO: Possibly only run if they have an item in the pill shot, or have medkit. if(closestTank > -1 && smallestDistance <= 300 && botHealth >= 40) { 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() { bEscapeReady = false; iAliveTanks = 0; FindExistingTank(); } 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) { bIsTank[i] = true; PrintToServer("Found existing tank: %N (%i)", i, i); iAliveTanks++; continue; } } bIsTank[i] = false; } if(iAliveTanks > 0) { CreateTimer(0.1, BotControlTimerV2, _, TIMER_REPEAT); } } //Credits to Timocop for the stock :D /** * Runs a single line of vscript code. * NOTE: Dont use the "script" console command, it starts a new instance and leaks memory. Use this instead! * * @param sCode The code to run. * @noreturn */ 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"); } stock void ShowHintToAll(const char[] format, any ...) { char buffer[254]; VFormat(buffer, sizeof(buffer), format, 2); static int hintInt = 0; if(hintInt >= 9) { PrintHintTextToAll("%s",buffer); hintInt = 0; } hintInt++; } /** * Get the classname of an item in a slot * * @param client The client to check inventory from * @param slot The item slot index * @param buffer The char[] buffer to set text to * @param bufferSize The size of the buffer * @return True if item, false if no item */ stock bool GetItemSlotClassName(int client, int slot, char[] buffer, int bufferSize) { int item = GetPlayerWeaponSlot(client, slot); if(item > -1) { GetEdictClassname(item, buffer, bufferSize); return true; }else{ return false; } }