C_Bot
Use team chat to type Attack or Defend and your bot will follow your orders!
- Code:
- --- from quickBot v2, modified by sam686
--- works on all game modes
game = nil
difficulty = nil
speed = nil
directionThreshold = nil
averageIndex = nil
averageMax = nil
myOrbitalDirection = nil
aggression = nil
defense = nil
myNum = nil
gameType = nil
goalPt = vec.new(0,0)
dirToGo = nil
pathTimer = nil
pathTimerMax = nil
prevtarget = nil
gotoPositionWasNil = true
o = vec.new(0,0)
botLoc = nil -- Bot's location, will be updated when onTick() is run
botRadius = nil
message = nil
shipinf = nil
globteam = nil
function main()
bot:subscribe(MsgReceivedEvent)
--logprint("Subscribed")
botRadius = bot:getRad()
pathTimerMax = 250
pathTimer = pathTimerMax
dirToGo = 0
game = GameInfo()
difficulty = tonumber(arg[1]) or .5
aggression = tonumber(arg[2]) or 0.5
defense = tonumber(arg[3]) or 0
speed = tonumber(arg[4]) or 1
directionThreshold = tonumber(arg[5]) or .25
gameType = game:getGameType()
averageIndex = 1
averageMax = 20
averageArray = {}
for i = 1, averageMax do
averageArray[i] = false
end
myOrbitalDirection = 1
myNum = math.random(0,10)
end
function onMsgReceived(message, shipinf, globteam)
if shipinf:getTeamIndx() == bot:getTeamIndx() then
if(globteam) then
else
--logprint(shipinf)
if(message == "Attack") then
bot:teamMsg("Command Confirmed.")
aggression = .8
defense = .2
elseif(message == "Defend") then
bot:teamMsg("Command Confirmed.")
aggression = .2
defense = .8
else
end
end
else
--logprint("Wrong Team")
end
end
function vectorX(dir, dist)
return(dist * math.cos(dir))
end
function vectorY(dir, dist)
return(-dist * math.sin(dir))
end
function shieldSelf()
local bullets = bot:findItems(BulletType,AsteroidType,MineType)
local distToShieldAt = bot:getRad()*2 + (1-difficulty)*100
if (bullets ~= nil) then
for i,bullet in ipairs(bullets) do
local bulletLoc = bullet:getLoc()
local bulletVel = bullet:getVel()
local angleDiff = math.abs(angleDifference(vec.angleTo(o, bulletVel), vec.angleTo(bulletLoc, botLoc)))
--logprint(angleDiff)
if (vec.distanceTo(bulletLoc, botLoc) < distToShieldAt + bullet:getRad() + vec.distanceTo(o,bulletVel)*50 and angleDiff < math.pi/4) then
bot:activateModule(ModuleShield)
return(true)
end
end
end
end
function angleDifference(angleA,angleB)
return (math.mod(math.mod(angleA - angleB, math.pi*2) + math.pi*3, math.pi*2) - math.pi)
end
function fireAtObjects()
local enemies = bot:findItems(RobotType, TurretType, ShipType, AsteroidType, ForceFieldProjectorType, SpyBugType)
for index,enemy in ipairs(enemies) do
if(fireAtObject(enemy, WeaponPhaser)) then
break
end
end
end
--Fires at the specified object with the specified weapon if the obj is a good target.
--Does not fire if object is on the same team or if there is something in the way.
--Returns whether it fired or not.
function fireAtObject(obj, weapon)
if(obj:getClassID() == TurretType or obj:getClassID() == ForceFieldProjectorType) then
if(obj:getHealth() < .1) then
--logprint("It's dead.")
return(false)
end
end
if(obj:getClassID() == ShipType or
obj:getClassID() == RobotType or
obj:getClassID() == TurretType or
obj:getClassID() == ForceFieldProjectorType) then
if obj:getTeamIndx() == bot:getTeamIndx() and game:isTeamGame() or obj:getTeamIndx() == NeutralTeamIndx then
--logprint("It's an ally.")
return(false)
end
end
local angle = getFiringSolution(obj)
if angle ~= nil and bot:hasWeapon(weapon) then
bot:setAngle(angle + math.rad((math.random()-0.5)*20*(1-difficulty)))
bot:setWeapon(weapon)
bot:fire()
--logprint("bot:fire() called!");
return(true)
end
--logprint("Firing solution not found.");
return(false)
end
function getName()
return("C_Bot")
end
function findEnemy()
local enemies = bot:findItems(ShipType, RobotType)
local target = nil
local smallestDist = 999999
for index,enemy in ipairs(enemies) do
if (enemy:getTeamIndx() ~= bot:getTeamIndx() or not game:isTeamGame()) then -- Put cheaper test first
local d = vec.distSquared(botLoc, enemy:getLoc())
if( d < smallestDist ) then
target = enemy
smallestDist = d
end
end
end
if(target ~= nil and bot:hasLosPt(target:getLoc())) then
return(target)
elseif(enemies[0] ~= nil) then
return(enemies[0])
end
return(nil)
end
function getNearestEnemy()
local enemies = bot:findItems(ShipType, RobotType)
local target = nil
local smallestDist = 99999999
for index,enemy in ipairs(enemies) do
if (enemy:getTeamIndx() ~= bot:getTeamIndx() or not game:isTeamGame()) then -- Put cheaper test first
local d = vec.distSquared(botLoc, enemy:getLoc())
if( d < smallestDist ) then
target = enemy
smallestDist = d
end
end
end
return(target)
end
function shield()
averageArray[averageIndex] = shieldSelf()
averageIndex = math.mod(averageIndex,averageMax) + 1
local shieldPercent = 0
for i = 1, averageMax do
if(averageArray[averageIndex]) then
shieldPercent = shieldPercent + 1
end
end
shieldPercent = shieldPercent / averageMax
if(shieldPercent > directionThreshold) then
myOrbitalDirection = -myOrbitalDirection
for i = 1, averageMax do
averageArray[i] = false
end
end
end
function orbitPoint(pt, dir, inputDist, inputStrictness)
local distAway = bot:getRad()*7
local strictness = 2
local direction = 1
if(dir ~= nil) then direction = dir end
if(inputDist ~= nil) then distAway = inputDist end
if(inputStrictness ~= nil) then strictness = inputStrictness end
if(pt ~= nil) then
local dist = vec.distanceTo(pt, botLoc)
local deltaDistance = (dist - distAway) * strictness / distAway
local sign = 1
if(deltaDistance > 0) then
sign = 1
elseif(deltaDistance < 0) then
sign = -1
end
local changeInAngle = (math.abs(deltaDistance)/(deltaDistance + sign))*math.pi/2
local angleToPoint = vec.angleTo(pt, bot:getLoc())
dirToGo = angleToPoint + (math.pi/2 + changeInAngle)*direction
--bot:setThrust(speed,dirToGo)
end
end
function gotoPosition(pt)
if pt ~= nil then
gotoPositionWasNil = false
if pathTimer<.01 then
goalPt=bot:getWaypoint(pt)
if(goalPt ~= nil) then
dirToGo = vec.angleTo(botLoc,goalPt)
end
end
end
end
function gotoAndOrbitPosition(pt)
if pt ~= nil then
gotoPositionWasNil = false
if not bot:hasLosPt(pt) then
gotoPositionWasNil = false
gotoPosition(pt)
else
gotoPositionWasNil = false
orbitPoint(pt, myOrbitalDirection, botRadius * 5, 2)
end
end
end
--returns if it found an enemy to fight
function attackNearbyEnemies(aggressionLevel)
local target = findEnemy()
if target ~= nil then
local targetLoc = target:getLoc()
local dist = vec.distanceTo(botLoc, targetLoc)
local myPow = (bot:getEnergy() + bot:getHealth() )
local enemies = bot:findItems(ShipType, RobotType)
--for index, otherShip in ipairs(enemies) do
-- otherPow = otherPow + target:getEnergy() + target:getHealth()
--end
-- Means this, right?
local otherPow = target:getEnergy() + target:getHealth() * #enemies
--advantage is between -1 and 1, -1 meaning an extreme disadvantage and 1 meaning an extreme advantage
local advantage = (myPow-otherPow) / math.max(myPow,otherPow)
if(advantage/2 + .5>aggressionLevel) then
--orbitPoint(targetLoc, myOrbitalDirection, botRadius * 9, 2)
prevtarget = targetLoc
return(false) -- was true
else
end
end
return(false)
end
--Returns the objective for the bot based on myNum. This makes bots choose different defending locations.
function getObjective(objType, team, onTeam)
local items = bot:findGlobalItems(objType)
local itemsOnMyTeam = {}
local currentIndex = 1
for ind, it in ipairs(items) do
local itTeamIndex = it:getTeamIndx()
if objType == FlagType and gameType == NexusGame then
if not it:isOnShip() then
itemsOnMyTeam[currentIndex] = it
currentIndex = currentIndex + 1
end
elseif (objType == FlagType and (gameType == HTFGame or gameType == RetrieveGame) and it:isInCaptureZone()) then
--logprint(it:getCaptureZone():getTeamIndx());
if it:getCaptureZone():getTeamIndx() ~= bot:getTeamIndx() then
itemsOnMyTeam[currentIndex] = it
currentIndex = currentIndex + 1
end
elseif objType == GoalZoneType and (gameType == HTFGame or gameType == RetrieveGame) then
if (itTeamIndex == team and onTeam) or (itTeamIndex ~= team and not onTeam) then
if not it:hasFlag() then
itemsOnMyTeam[currentIndex] = it
currentIndex = currentIndex + 1
end
end
elseif(objType == ShipType or objType == RobotType or objType == TurretType or objType == ForceFieldProjectorType or objType == FlagType or objType == GoalZoneType or objType == NexusType or objType == SpyBugType) then
if (itTeamIndex == team and onTeam) or (itTeamIndex ~= team and not onTeam) then
itemsOnMyTeam[currentIndex] = it
currentIndex = currentIndex + 1
end
else
itemsOnMyTeam[currentIndex] = it
currentIndex = currentIndex + 1
end
end
local listMax = 0
--find max
if itemsOnMyTeam[1] ~= nil then
for index,item in ipairs(itemsOnMyTeam) do
if(item ~= nil) then
listMax = listMax + 1
end
end
local targetNum = math.mod(myNum,listMax) + 1
return(itemsOnMyTeam[targetNum])
else
return(nil)
end
-- local closestitem = 0 --itemsOnMyTeam[1]
-- local cur = 1
-- local closestdist = 99999999
-- while itemsOnMyTeam[cur] ~= nil do
-- local item1 = itemsOnMyTeam[cur]
-- if item1 ~= nil then
-- local loc = item1.getLoc()
-- if loc ~= nil then
-- local dist = vec.distanceTo(botLoc, loc)
-- if dist < closestdist then
-- closestdist = dist
-- closesetitem = item1
-- end
-- end
-- end
-- cur=cur+1
-- end
-- return(closestitem)
end
function doObjective()
gotoPositionWasNil = true
if(gameType == BitmatchGame) then
--Nothing to do here.
elseif(gameType == NexusGame) then
--Grab any flags that is found, and go to nexus when it opens
local otherFlag = getObjective(FlagType,-100,false)
if otherFlag ~= nil then gotoPosition(otherFlag:getLoc()) end
-- logprint(bot:getFlagCount()) -- always 1
if bot:getFlagCount() > 3 and (game:isNexusOpen() or game:getNexusTimeLeft() < 10000) then -- Need to know if nexus is open
local nexusOrFlag = getObjective(NexusType,-100,false) -- unimplemented push function error.
if nexusOrFlag ~= nil then gotoPosition(nexusOrFlag:getLoc()) end
end
elseif(gameType == RabbitGame) then
--Grab a flag, or go after the flag.
if not bot:hasFlag() then
local otherFlag = getObjective(FlagType,-100,false)
gotoPosition(otherFlag:getLoc())
end
elseif(gameType == HTFGame or gameType == RetrieveGame) then
-- Grab the flag and put it into goal zones
-- Robot keeps trying to pick up the flags that is already in the goalZones
if bot:hasFlag() then
local otherFlag = getObjective(GoalZoneType,bot:getTeamIndx(),true)
if otherFlag ~= nil then gotoPosition(otherFlag:getLoc()) end
else
local otherFlag = getObjective(FlagType,-100,false)
if otherFlag ~= nil then gotoPosition(otherFlag:getLoc()) end
end
elseif(gameType == CTFGame) then
--defend the flag
local myFlag = getObjective(FlagType,bot:getTeamIndx(),true)
local otherFlag = getObjective(FlagType,bot:getTeamIndx(),false)
if(defense<.5) then
if bot:hasFlag() then
if not myFlag:isOnShip() then
gotoPosition(myFlag:getLoc())
else
gotoAndOrbitPosition(myFlag:getLoc())
end
--gotoPosition(myFlag:getLoc())
elseif(otherFlag ~= nil) then
if myFlag:isOnShip() then
gotoPosition(myFlag:getLoc())
elseif not otherFlag:isOnShip() then
gotoPosition(otherFlag:getLoc())
else
gotoAndOrbitPosition(otherFlag:getLoc())
end
end
else
if bot:hasFlag() then
gotoPosition(myFlag:getLoc())
elseif myFlag:isInInitLoc() then
gotoAndOrbitPosition(myFlag:getLoc())
else
if myFlag:isOnShip() then
gotoAndOrbitPosition(myFlag:getLoc())
else
gotoPosition(myFlag:getLoc())
end
end
end
elseif(gameType == SoccerGame) then
--grab soccer and put into enemy goal
-- How do we know if we are holding soccer ?
if bot:getMountedItems(SoccerBallItemType)[1] ~= nil then
local otherFlag = getObjective(GoalZoneType,bot:getTeamIndx(),false)
if otherFlag ~= nil then gotoPosition(otherFlag:getLoc()) end
else
local otherFlag = getObjective(SoccerBallItemType,-100,false)
if otherFlag ~= nil then gotoPosition(otherFlag:getLoc()) end
end
elseif(gameType == ZoneControlGame) then
-- Grab flag, then go after zones that is not ours.
if not bot:hasFlag() then
local otherFlag = getObjective(FlagType,-100,false)
if otherFlag ~= nil then
if otherFlag:isOnShip() then
gotoAndOrbitPosition(otherFlag:getLoc())
else
gotoPosition(otherFlag:getLoc())
end
end
else
local otherFlag = getObjective(GoalZoneType,bot:getTeamIndx(),false)
gotoPosition(otherFlag:getLoc())
end
end
-- If we have no where to go, go to nearest enemy.
if gotoPositionWasNil then
local target = getNearestEnemy()
if(target ~= nil) then
prevtarget = target:getLoc()
end
if(prevtarget ~= nil) then gotoAndOrbitPosition(prevtarget) end
end
end
function goInDirection()
bot:setThrust(speed,dirToGo)
end
function onTick()
botLoc = bot:getLoc()
pathTimer=pathTimer-bot:getTime()
assert(bot:getLoc() ~= nil)
if not attackNearbyEnemies(1-aggression) then
doObjective()
end
doObjective()
goInDirection()
fireAtObjects()
shield()
if(pathTimer<0)then
pathTimer=pathTimerMax+math.random(0,pathTimerMax)
end
end