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l4d2_ai_targeting.sp
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l4d2_ai_targeting.sp
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#pragma semicolon 1
#define DEBUG 0
#define CMD_ATTACK 0
#define PLUGIN_AUTHOR "Breezy"
#define PLUGIN_VERSION "1.0"
#include <sourcemod>
#include <sdktools>
#include <adt_array>
// #include <left4downtown>
#include <left4dhooks>
#include "includes/hardcoop_util.sp"
// Bibliography: "[L4D2] Defib using bots" by "DeathChaos25"
public Plugin:myinfo =
{
name = "机器人选择目标",
author = "Breezy",
description = "Controls the survivor targeting behaviour of special infected",
version = "1.0",
url = ""
};
new Handle:arraySurvivors; // dynamic array holding only the survivor entity IDs
new targetSurvivor[MAXPLAYERS]; // survivor target of each special infected
public OnPluginStart() {
// Initialise dynamic arrays
arraySurvivors = CreateArray();
// Assigning targets to spawned infected
HookEvent("player_spawn", OnPlayerSpawnPre, EventHookMode_Pre);
HookEvent("player_incapacitated", OnPlayerImmobilised, EventHookMode_Pre);
HookEvent("player_death", OnPlayerImmobilised, EventHookMode_Pre);
}
/***********************************************************************************************************************************************************************************
UPDATING VALID SURVIVOR TARGETS
***********************************************************************************************************************************************************************************/
// Survivors with permanent health
public Action:L4D_OnFirstSurvivorLeftSafeArea(client) {
RefreshTargets();
}
public OnClientPutInServer(client) {
RefreshTargets();
}
public OnClientDisconnectFromServer(client) {
RefreshTargets();
}
// RefreshTargets() when a survivor is cleared or a survivor has been incapped/killed
public Action:OnPlayerImmobilised(Handle:event, String:name[], bool:dontBroadcast) {
new client = GetClientOfUserId(GetEventInt(event, "userid"));
if (IsValidClient(client)) {
if ( (StrEqual(name, "player_incapacitated") && IsSurvivor(client)) || (StrEqual(name, "player_death") && IsClientInGame(client)) ) {
RefreshTargets();
}
}
}
// Re-assign targets to all special infected cappers
RefreshTargets() {
// Refresh survivor array
ClearArray(arraySurvivors);
for (new i = 1; i < MaxClients; i++) {
if (IsSurvivor(i)) {
PushArrayCell(arraySurvivors, i);
}
}
// Assign targets
for (new i = 1; i < MaxClients; i++) {
if (IsBotCapper(i) && IsPlayerAlive(i)) {
targetSurvivor[i] = GetTargetSurvivor();
}
}
}
/* @return: The entity index to a permanent health carrying survivor that is not being pinned.
* In the absence of permanent health a random survivor (whom possibly may be pinned) is assigned as the target.
*
*/
GetTargetSurvivor() {
new target = -1;
new arraySize = GetArraySize(arraySurvivors);
if (arraySize > 0) {
new lastIndex = arraySize - 1;
// Check if there are survivors holding permanent health
new bool:bDoesPermHealthRemain = false;
for (new i = 0; i < arraySize; i++) {
new survivor = GetArrayCell(arraySurvivors, i);
if (GetEntProp(survivor, Prop_Send, "m_currentReviveCount") < 1 && IsMobile(survivor)) {
bDoesPermHealthRemain = true;
}
}
// Pick a random target, only choose mobile perm health survivor
if( bDoesPermHealthRemain ) {
new randomIndex;
new randomSurvivor;
do {
randomIndex = GetRandomInt(0, lastIndex);
randomSurvivor = GetArrayCell(arraySurvivors, randomIndex);
} while (GetEntProp(randomSurvivor, Prop_Send, "m_currentReviveCount") > 0);
target = randomSurvivor;
}
}
return target;
}
/***********************************************************************************************************************************************************************************
EXECUTING AI TARGET PREFERENCING
***********************************************************************************************************************************************************************************/
// Assign target to any cappers(smoker, hunter, jockey charger) that spawn
public Action:OnPlayerSpawnPre(Handle:event, String:name[], bool:dontBroadcast) {
new playerID = GetEventInt(event, "userid");
new player = GetClientOfUserId(playerID);
if (IsBotCapper(player)) {
// Assign a survivor for the infected to target
targetSurvivor[player] = GetTargetSurvivor();
#if DEBUG
decl String:infectedName[32];
decl String:targetName[32];
GetClientName(player, infectedName, sizeof(infectedName));
GetClientName(targetSurvivor[player], targetName, sizeof(targetName));
LogMessage("%s spawned and was assigned target: %s", infectedName, targetName);
#endif
}
}
// Influence AI targeting - AI will still prefer close range survivors if assigned targets are significantly farther
// N.B. requires disabling of SMAC_Commands to prevent kicks for command spamming
public Action:OnPlayerRunCmd(client, &buttons, &impulse, Float:vel[3], Float:angles[3], &weapon) {
if (IsBotCapper(client)) {
new token = GetRandomInt(0, 100);
if( token < 50 ) {
AttackTarget(client);
}
}
}
AttackTarget(client) {
new botID = GetClientUserId(client);
// Prefer health bonus survivors
new target = targetSurvivor[client];
if (IsValidClient(target) && IsSurvivor(target)) {
// if not already pinned
if (IsMobile(target)) {
new targetID = GetClientUserId(target);
// Check bot is still alive, and not a dummy client
/*
new String:clientName[MAX_NAME_LENGTH];
if (IsBotInfected(client) && GetClientName(client, clientName, sizeof(clientName)) ) {
if (StrContains(clientName, "dummy", false) == -1) { // naming convention used in 'special_infected_wave_spawner.smx'
ScriptCommand2(client, "CommandABot({cmd=%i,bot=GetPlayerFromUserID(%i),target=GetPlayerFromUserID(%i)})", CMD_ATTACK, botID, targetID); // attack
}
}
*/
L4D2_RunScript("CommandABot({cmd=%i,bot=GetPlayerFromUserID(%i),target=GetPlayerFromUserID(%i)})", CMD_ATTACK, botID, targetID); // attack
}
}
}
/***********************************************************************************************************************************************************************************
UTILITY
***********************************************************************************************************************************************************************************/
stock void L4D2_RunScript(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[8192];
VFormat(sBuffer, sizeof(sBuffer), sCode, 2);
SetVariantString(sBuffer);
AcceptEntityInput(iScriptLogic, "RunScriptCode");
}
stock bool CheatCommand2(int client = 0, const char[] command, const char[] arguments = "", any ...)
{
char fmt[1024];
VFormat(fmt, 1024, arguments, 4);
int cmdFlags = GetCommandFlags(command);
SetCommandFlags(command, cmdFlags & ~FCVAR_CHEAT);
if(IsValidClient(client))
{
int adminFlags = GetUserFlagBits(client);
SetUserFlagBits(client, ADMFLAG_ROOT);
FakeClientCommand(client, "%s \"%s\"", command, fmt);
SetUserFlagBits(client, adminFlags);
}
else
{
ServerCommand("%s \"%s\"", command, fmt);
}
SetCommandFlags(command, cmdFlags);
return true;
}
ScriptCommand2(bot, const String:arguments[], any:...) {
new String:vscript[PLATFORM_MAX_PATH];
VFormat(vscript, sizeof(vscript), arguments, 2);
CheatCommand2(bot, "script", vscript);
}
// @return: true if client is a survivor that is not dead/incapacitated nor pinned by an SI
bool:IsMobile(client) {
new bool:bIsMobile = true;
if (IsSurvivor(client)) {
if (IsPinned(client) || IsIncap(client)) {
bIsMobile = false;
}
}
return bIsMobile;
}
// @return: true if player is a dead/incapacitated survivor
bool:IsIncap(client) {
new bool:bIsIncapped = false;
if ( IsSurvivor(client) ) {
if (GetEntProp(client, Prop_Send, "m_isIncapacitated") > 0) bIsIncapped = true;
if (!IsPlayerAlive(client)) bIsIncapped = true;
}
return bIsIncapped;
}
bool:IsBotCapper(client) {
if (IsBotInfected(client) && IsFakeClient(client)) {
new zombieClass = GetEntProp(client, Prop_Send, "m_zombieClass");
if ( L4D2_Infected:zombieClass != L4D2Infected_Boomer && L4D2_Infected:zombieClass != L4D2Infected_Spitter && L4D2_Infected:zombieClass != L4D2Infected_Tank ) {
return true;
}
}
return false;
}