sourcemod-plugins/scripting/l4d2_ai_minigun.sp
2020-06-17 15:47:16 -05:00

218 lines
5.9 KiB
SourcePawn

#pragma semicolon 1
#pragma newdecls required
//#define DEBUG
#define PLUGIN_NAME "l4d2 ai minigun"
#define PLUGIN_DESCRIPTION ""
#define PLUGIN_AUTHOR "jackzmc"
#define PLUGIN_VERSION "1.0"
#define PLUGIN_URL ""
#include <sourcemod>
#include <sdktools>
#include "jutils.inc"
//#include <sdkhooks>
public Plugin myinfo =
{
name = PLUGIN_NAME,
author = PLUGIN_AUTHOR,
description = PLUGIN_DESCRIPTION,
version = PLUGIN_VERSION,
url = PLUGIN_URL
};
int g_iSurvivors[MAXPLAYERS+1], g_iLastSpawnClient, g_iAvoidChar[MAXPLAYERS+1] = {-1,...};
public void OnPluginStart() {
EngineVersion g_Game = GetEngineVersion();
if(g_Game != Engine_Left4Dead2) {
SetFailState("This plugin is for L4D2 only.");
}
RegAdminCmd("sm_spawn_holdout_bot", Command_SpawnHoldoutBot, ADMFLAG_ROOT);
RegAdminCmd("sm_spawn_minigun_bot", Command_SpawnMinigunBot, ADMFLAG_ROOT);
}
public void OnMapStart() {
PrecacheModel(MODEL_MINIGUN);
PrecacheModel(MODEL_LOUIS);
PrecacheModel(MODEL_ZOEY);
PrecacheModel(MODEL_BILL);
PrecacheModel(MODEL_FRANCIS);
}
public void OnClientPutInServer(int client) {
if( g_iLastSpawnClient == -1)
{
g_iSurvivors[client] = GetClientUserId(client);
g_iLastSpawnClient = GetClientUserId(client);
}
}
public Action Command_SpawnMinigunBot(int client, int args) {
char arg1[16];
if(args > 0) {
GetCmdArg(1, arg1, sizeof(arg1));
char model[64];
if(!FindSurvivorModel(arg1, model, sizeof(model))) {
LogError("Could not find a survivor model.");
ReplyToCommand(client, "Could not find that survivor.");
return Plugin_Handled;
}
//get ground:
float vPos[3], vAng[3];
if(!GetGround(client, vPos, vAng)) {
LogError("Failed to find ground for survivor");
ReplyToCommand(client, "Could not find a suitable ground location to spawn survivor.");
return Plugin_Handled;
}
//make sure spawns a little above
vPos[2] += 1.0;
int survivor = SpawnSurvivor(vPos, vAng, model, true);
if(survivor > -1) {
GiveClientWeapon(survivor, "rifle_ak47", true);
}else{
ReplyToCommand(client, "Failed to spawn survivor.");
}
}else{
ReplyToCommand(client, "Usage: sm_spawn_minigun_bot <4=Bill, 5=Zoey, 6=Francis, 7=Louis>");
}
return Plugin_Handled;
}
public Action Command_SpawnHoldoutBot(int client, int args) {
char arg1[16];
if(args > 0) {
GetCmdArg(1, arg1, sizeof(arg1));
char model[64];
if(!FindSurvivorModel(arg1, model, sizeof(model))) {
LogError("Could not find a survivor model.");
ReplyToCommand(client, "Could not find that survivor.");
return Plugin_Handled;
}
//get ground:
float vPos[3], vAng[3];
if(!GetGround(client, vPos, vAng)) {
LogError("Failed to find ground for survivor");
ReplyToCommand(client, "Could not find a suitable ground location to spawn survivor.");
return Plugin_Handled;
}
//make sure spawns a little above
vPos[2] += 1.0;
int survivor = SpawnSurvivor(vPos, vAng, model, false);
if(survivor > -1) {
GiveClientWeapon(survivor, "rifle_ak47", true);
SetEntProp(survivor, Prop_Send, "m_survivorCharacter", GetSurvivorType(model));
}else{
ReplyToCommand(client, "Failed to spawn survivor.");
}
}else{
ReplyToCommand(client, "Usage: sm_spawn_minigun_bot <4=Bill, 5=Zoey, 6=Francis, 7=Louis>");
}
return Plugin_Handled;
}
stock int SpawnSurvivor(const float vPos[3], const float vAng[3], const char[] model, bool spawn_minigun) {
int entity = CreateEntityByName("info_l4d1_survivor_spawn");
if( entity == -1 ) {
LogError("Failed to create \"info_l4d1_survivor_spawn\"");
return -1;
}
//set character type (7 = Louis)
DispatchKeyValue(entity, "character", "7");
//on spawn, to kill spawner
//AcceptEntityInput(entity, "AddOutput");
AcceptEntityInput(entity, "Kill");
//teleport spawner to valid spot & spawn it
TeleportEntity(entity, vPos, vAng, NULL_VECTOR);
DispatchSpawn(entity);
//Tell spawner to spawn survivor
g_iLastSpawnClient = -1;
AvoidCharacter(7, true);
AcceptEntityInput(entity, "SpawnSurvivor");
AvoidCharacter(7, false);
//remove reference to last spawn id
int bot_user_id = g_iLastSpawnClient, bot_client_id;
g_iLastSpawnClient = -1;
if( bot_user_id <= 0 || (bot_client_id = GetClientOfUserId(bot_user_id)) <= 0 )
{
LogError("Failed to match survivor, did they not spawn? [%d/%d]", bot_user_id, bot_client_id);
return -1;
}
SetClientName(bot_client_id, "MinigunBot");
TeleportEntity(bot_client_id, vPos, NULL_VECTOR, NULL_VECTOR);
if(spawn_minigun && !SpawnMinigun(vPos, vAng)) {
LogError("Failed to spawn minigun for client #%d", bot_client_id);
KickClient(bot_client_id, "AIMinigun:MinigunSpawnFailure");
return -1;
}
TeleportEntity(bot_client_id, vPos, NULL_VECTOR, NULL_VECTOR);
SetEntityModel(bot_client_id, model);
CreateTimer(1.5, TimerMove, bot_user_id);
//probably return user_id?
return bot_client_id;
}
stock bool TraceFilter(int entity, int contentsMask) {
if( entity <= MaxClients )
return false;
return true;
}
void AvoidCharacter(int type, bool avoid)
{
for( int i = 1; i <= MaxClients; i++ )
{
if( IsClientInGame(i) && (GetClientTeam(i) == 2 || GetClientTeam(i) == 4) )
{
if( avoid )
{
// Save character type
g_iAvoidChar[i] = GetEntProp(i, Prop_Send, "m_survivorCharacter");
int set;
switch( type )
{
case 4: set = 3; // Bill
case 5: set = 2; // Zoey
case 7: set = 1; // Francis
case 6: set = 0; // Louis
default: return;
}
SetEntProp(i, Prop_Send, "m_survivorCharacter", set);
} else {
// Restore player type
if( g_iAvoidChar[i] != -1 )
{
SetEntProp(i, Prop_Send, "m_survivorCharacter", g_iAvoidChar[i]);
g_iAvoidChar[i] = -1;
}
}
}
}
if( !avoid )
{
for( int i = 1; i <= MAXPLAYERS; i++ )
g_iAvoidChar[i] = -1;
}
}
Action TimerMove(Handle timer, any client) {
if((client = GetClientOfUserId(client))) {
//PrintToServer("client %d %N",client,client);
SetEntityMoveType(client, MOVETYPE_NONE);
TeleportEntity(client, NULL_VECTOR, NULL_VECTOR, view_as<float>({ 0.0, 0.0, 0.0 }));
}
}