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C_Bot

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karamazovapy

Posts: 1567

Joined: Tue Feb 23, 2010 7:52 pm

Post Thu Dec 08, 2011 11:05 am

C_Bot

C_Bot, or Command Bot, is a simple modification of sam's S_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
<<

BlackBird

User avatar

Posts: 404

Joined: Wed Jun 15, 2011 7:25 pm

Location: Maryland USA

Post Thu Dec 08, 2011 11:57 am

Re: C_Bot

This is what you were talking about when you said botfighter gave you an idea. Isn't it.
You cannot legislate the poor into prosperity by legislating the wealthy out of prosperity.
<<

Little_Apple

User avatar

Posts: 839

Joined: Sat Jun 11, 2011 12:31 pm

Location: Zanzibar Land

Post Thu Dec 08, 2011 12:28 pm

Re: C_Bot

It isn't much of an edit. The sbot already has defense and offense modes. All you need to do is add a command that makes it switch from the two modes by using a chat command.
Hee-ho!
<<

karamazovapy

Posts: 1567

Joined: Tue Feb 23, 2010 7:52 pm

Post Thu Dec 08, 2011 1:01 pm

Re: C_Bot

Your insight astounds me. It's almost as if I said this code was a simple modification of the old code.
<<

CleverBot

User avatar

Posts: 560

Joined: Sun Dec 04, 2011 3:37 pm

Location: Orokin Void

Post Thu Dec 08, 2011 1:23 pm

Re: C_Bot

Yeah I was thinking similar to the switch of Attack and Defend command. I came up with this idea from another game called acclaim bots. The game sucks because I was level 99 and like 75% of the population got hacked, including me.
<<

Santiago ZAP

User avatar

Posts: 317

Joined: Sat May 14, 2011 8:05 am

Post Tue Dec 13, 2011 7:02 pm

Re: C_Bot

Is there a Help command and the bot(s) will come to you like when you have the flag?
it would be awesome
:zapdance: :zapdance: :zapdance: :zapdance: :zapdance: :zapdance: :zapdance: :zapdance: :zapdance: :zapdance: :zapdance: :zapdance:
<<

karamazovapy

Posts: 1567

Joined: Tue Feb 23, 2010 7:52 pm

Post Tue Dec 13, 2011 7:03 pm

Re: C_Bot

Try Defend.
<<

Santiago ZAP

User avatar

Posts: 317

Joined: Sat May 14, 2011 8:05 am

Post Tue Dec 13, 2011 7:19 pm

Re: C_Bot

karamazovapy wrote:Try Defend.

Question cuzz by bitfighter is not awnsering (Working)
Does "Defend" goes to your base or it comes to get ya?
is it on global chat or Teamchat, or quickchat?
:zapdance: :zapdance: :zapdance: :zapdance: :zapdance: :zapdance: :zapdance: :zapdance: :zapdance: :zapdance: :zapdance: :zapdance:
<<

karamazovapy

Posts: 1567

Joined: Tue Feb 23, 2010 7:52 pm

Post Tue Dec 13, 2011 7:58 pm

Re: C_Bot

Use team chat. You can program quick chat to use team chat, and that would work.

The "Defend" command generally sends the bot to your own flag if it hasn't been taken or the enemy flag if someone on your team has it. If the bot has the flag and is in defend mode, it will hover in the capture zone.
<<

Fordcars

User avatar

Posts: 1016

Joined: Fri Apr 20, 2012 3:51 pm

Location: Some city, somewhere

Post Tue Sep 18, 2012 8:46 pm

Re: C_Bot

karamazovapy wrote:Your insight astounds me. It's almost as if I said this code was a simple modification of the old code.


Haha
skybax: Why is this health pack following me?
bobdaduck: uh, it likes you.
<<

amgine

Posts: 1399

Joined: Thu Apr 19, 2012 2:57 pm

Post Tue Oct 02, 2012 6:17 pm

Re: C_Bot

what about my bot =)
Bitfighter Forever.

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