sourcemod-plugins/scripting/l4d2_guesswho.sp
2024-04-27 08:02:36 -05:00

900 lines
No EOL
30 KiB
SourcePawn

#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 <sourcemod>
#include <sdktools>
#include <left4dhooks>
#include <smlib/effects>
#include <sceneprocessor>
#include <multicolors>
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 <gamemodes/base>
#include <guesswho/gwcore>
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");
} 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 {
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);
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);
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<float>({ 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);
}
}
}