mirror of
https://github.com/Jackzmc/sourcemod-plugins.git
synced 2025-05-05 23:23:21 +00:00
263 lines
No EOL
8.4 KiB
SourcePawn
263 lines
No EOL
8.4 KiB
SourcePawn
#pragma semicolon 1
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#pragma newdecls required
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#define PLUGIN_VERSION "1.0"
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//#define DEBUG 0
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#define SCAN_INTERVAL 5.0
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#define SCAN_RANGE 750.0
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#define ACTIVE_INTERVAL 0.4
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#include <sourcemod>
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#include <sdktools>
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#include <adt_array>
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#include "jutils.inc"
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public Plugin myinfo =
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{
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name = "L4D2 Auto Bot Witch Crown",
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author = "jackzmc",
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description = "Makes bots automatically crown a witch in cases where a witch is blocking the way",
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version = PLUGIN_VERSION,
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url = ""
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};
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//TODO: Performance checks, split main loop into scan loop / active loop, and convars for allowed gamemodes / difficulties
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static ArrayList WitchList;
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static Handle timer = INVALID_HANDLE;
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static bool lateLoaded = false, AutoCrownInPosition = false;
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static int AutoCrownBot = -1, AutoCrownTarget, currentDifficulty;
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static float CrownPos[3], CrownAng[3];
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static ConVar hValidDifficulties, hAllowedGamemodes;
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public APLRes AskPluginLoad2(Handle myself, bool late, char[] error, int err_max) {
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if(late) lateLoaded = true;
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}
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public void OnPluginStart()
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{
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EngineVersion g_Game = GetEngineVersion();
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if(g_Game != Engine_Left4Dead && g_Game != Engine_Left4Dead2) {
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SetFailState("This plugin is for L4D/L4D2 only.");
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}
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WitchList = new ArrayList(1, 0);
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if(lateLoaded) {
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char classname[32];
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for(int i = MaxClients; i < 2048; i++) {
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if(IsValidEntity(i)) {
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GetEntityClassname(i, classname, sizeof(classname));
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if(StrEqual(classname, "witch", false)) {
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WitchList.Push(i);
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if(timer == INVALID_HANDLE) {
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timer = CreateTimer(SCAN_INTERVAL, Timer_Scan, _, TIMER_REPEAT | TIMER_FLAG_NO_MAPCHANGE);
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}
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}
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}
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}
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}
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hValidDifficulties = CreateConVar("l4d2_autocrown_allowed_difficulty", "7", "The difficulties the plugin is active on. 1=Easy, 2=Normal 4=Advanced 8=Expert. Add numbers together.", FCVAR_NONE);
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hAllowedGamemodes = CreateConVar("l4d2_autocrown_modes_tog", "7", "Turn on the plugin in these game modes. 0=All, 1=Coop, 2=Survival, 4=Versus, 8=Scavenge. Add numbers together.", FCVAR_NONE);
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char diff[16];
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FindConVar("z_difficulty").GetString(diff, sizeof(diff));
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currentDifficulty = GetDifficultyInt(diff);
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FindConVar("mp_gamemode").AddChangeHook(Change_Gamemode);
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AutoExecConfig(true);
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HookEvent("witch_spawn", Event_WitchSpawn);
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HookEvent("witch_killed", Event_WitchKilled);
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HookEvent("difficulty_changed", Event_DifficultyChanged);
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RegAdminCmd("sm_ws", Cmd_Status, ADMFLAG_ROOT);
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}
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public Action Cmd_Status(int client, int args) {
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ReplyToCommand(client, "Scan Timer: %b | Active: %b | In Position %b | Witches %d", timer != INVALID_HANDLE, AutoCrownBot > -1, AutoCrownInPosition, WitchList.Length);
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return Plugin_Handled;
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}
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public void Event_DifficultyChanged(Event event, const char[] name, bool dontBroadcast) {
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char diff[16];
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event.GetString("newDifficulty", diff, sizeof(diff));
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currentDifficulty = GetDifficultyInt(diff);
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if(hAllowedGamemodes.IntValue & currentDifficulty > 0) {
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if(timer == INVALID_HANDLE) {
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timer = CreateTimer(SCAN_INTERVAL, Timer_Scan, _, TIMER_REPEAT | TIMER_FLAG_NO_MAPCHANGE);
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}
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}else{
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CloseHandle(timer);
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}
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}
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public void Change_Gamemode(ConVar convar, const char[] oldValue, const char[] newValue) {
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if(StrEqual(newValue, "realism")) {
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CloseHandle(timer);
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}
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}
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public bool IsGamemodeAllowed() {
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return true;
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}
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public Action Event_WitchSpawn(Event event, const char[] name, bool dontBroadcast) {
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int witchID = event.GetInt("witchid");
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WitchList.Push(witchID);
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#if defined DEBUG
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PrintToServer("Witch spawned: %d", witchID);
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#endif
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if(timer == INVALID_HANDLE) {
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timer = CreateTimer(SCAN_INTERVAL, Timer_Scan, _, TIMER_REPEAT | TIMER_FLAG_NO_MAPCHANGE);
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}
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}
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public Action Event_WitchKilled(Event event, const char[] name, bool dontBroadcast) {
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int witchID = event.GetInt("witchid");
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int index = FindValueInArray(WitchList, witchID);
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#if defined DEBUG
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PrintToServer("Witched killed: %d", witchID);
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#endif
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if(index > -1) {
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RemoveFromArray(WitchList, index);
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}
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if(WitchList.Length == 0) {
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CloseHandle(timer);
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}
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if(AutoCrownTarget == witchID) {
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ResetAutoCrown();
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#if defined DEBUG
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PrintToServer("AutoCrownTarget has died");
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#endif
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}
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}
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public Action Timer_Active(Handle hdl) {
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float botPosition[3], witchPos[3];
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if(WitchList.Length == 0) {
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#if defined DEBUG
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PrintToServer("No witches detected, ending timer");
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#endif
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return Plugin_Stop;
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}
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//TODO: Also check if startled and cancel it immediately.
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if(AutoCrownBot > -1) {
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int client = GetClientOfUserId(AutoCrownBot);
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if(!IsValidEntity(AutoCrownTarget)) {
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ResetAutoCrown();
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#if defined DEBUG
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PrintToServer("Could not find valid AutoCrownTarget");
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#endif
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return Plugin_Stop;
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}else if(client <= 0 || !IsClientConnected(client) || !IsClientInGame(client) || !IsPlayerAlive(client)) {
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AutoCrownBot = -1;
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AutoCrownTarget = -1;
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#if defined DEBUG
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PrintToServer("Could not find valid AutoCrownBot");
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#endif
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return Plugin_Stop;
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}
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GetEntPropVector(AutoCrownTarget, Prop_Send, "m_vecOrigin", witchPos);
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GetClientAbsOrigin(client, botPosition);
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float distance = GetVectorDistance(botPosition, witchPos);
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if(distance <= 60) {
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float botAngles[3];
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GetClientAbsAngles(client, botAngles);
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botAngles[0] = 60.0;
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botAngles[1] = RadToDeg(ArcTangent2( botPosition[1] - witchPos[1], botPosition[0] - witchPos[0])) + 180.0;
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//Is In Position
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ClientCommand(client, "slot0");
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TeleportEntity(client, NULL_VECTOR, botAngles, NULL_VECTOR);
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AutoCrownInPosition = true;
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}else{
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L4D2_RunScript("CommandABot({cmd=1,bot=GetPlayerFromUserID(%i),pos=Vector(%f,%f,%f)})", AutoCrownBot, witchPos[0], witchPos[1], witchPos[2]);
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}
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return Plugin_Continue;
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}else{
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timer = CreateTimer(SCAN_INTERVAL, Timer_Scan, _, TIMER_REPEAT | TIMER_FLAG_NO_MAPCHANGE);
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return Plugin_Stop;
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}
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}
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public Action Timer_Scan(Handle hdl) {
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float botPosition[3], witchPos[3];
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if(WitchList.Length == 0) {
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#if defined DEBUG
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PrintToServer("No witches detected, ending timer");
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#endif
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return Plugin_Stop;
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}
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for(int bot = 1; bot < MaxClients+1; bot++) {
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if(IsClientConnected(bot) && IsClientInGame(bot) && IsFakeClient(bot) && IsPlayerAlive(bot)) {
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//Check if bot has a valid shotgun, with ammo (probably can skip: bot mostly will be full).
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if(GetClientHealth(bot) > 40) {
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char wpn[32];
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if(GetClientWeapon(bot, wpn, sizeof(wpn)) &&
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StrEqual(wpn, "weapon_autoshotgun") || StrEqual(wpn, "weapon_shotgun_spas")
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) {
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GetClientAbsOrigin(bot, botPosition);
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for(int i = 0; i < WitchList.Length; i++) {
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int witchID = WitchList.Get(i);
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if(IsValidEntity(witchID) && HasEntProp(witchID, Prop_Send, "m_rage") && GetEntPropFloat(witchID, Prop_Send, "m_rage") <= 0.4) {
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GetEntPropVector(witchID, Prop_Send, "m_vecOrigin", witchPos);
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//TODO: Calculate closest witch
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if(GetVectorDistance(botPosition, witchPos) <= SCAN_RANGE) {
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//GetEntPropVector(witchID, Prop_Send, "m_angRotation", witchAng);
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//TODO: Implement a line-of-sight trace
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#if defined DEBUG
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PrintToChatAll("Found a valid witch in range of %N: %d", bot, witchID);
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#endif
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L4D2_RunScript("CommandABot({cmd=1,bot=GetPlayerFromUserID(%i),pos=Vector(%f,%f,%f)})", GetClientUserId(bot), witchPos[0], witchPos[1], witchPos[2]);
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AutoCrownTarget = witchID;
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AutoCrownBot = GetClientUserId(bot);
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AutoCrownInPosition = false;
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CreateTimer(ACTIVE_INTERVAL, Timer_Active, _, TIMER_REPEAT | TIMER_FLAG_NO_MAPCHANGE);
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return Plugin_Continue;
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}
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}
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}
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}
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}
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}
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}
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return Plugin_Continue;
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}
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public Action Timer_StopFiring(Handle hdl) {
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ResetAutoCrown();
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}
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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]) {
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if(AutoCrownInPosition && GetClientOfUserId(AutoCrownBot) == client && !(buttons & IN_ATTACK)) {
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buttons |= IN_ATTACK;
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//CreateTimer(0.4, Timer_StopFiring);
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return Plugin_Changed;
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}
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return Plugin_Continue;
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}
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public void ResetAutoCrown() {
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AutoCrownTarget = -1;
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AutoCrownInPosition = false;
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if(AutoCrownBot > -1)
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L4D2_RunScript("CommandABot({cmd=3,bot=GetPlayerFromUserID(%i)})", GetClientUserId(AutoCrownBot));
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AutoCrownBot = -1;
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}
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int GetDifficultyInt(const char[] type) {
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if(StrEqual(type, "impossible")) {
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return 8;
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}else if(StrEqual(type, "hard")) {
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return 4;
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}else if(StrEqual(type, "normal")) {
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return 2;
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}else{
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return 1;
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}
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} |