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SentinelBot

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raptor

Posts: 1046

Joined: Mon Oct 11, 2010 9:03 pm

Post Fri Apr 27, 2012 2:07 am

SentinelBot

Bot development has been slow for a bit so I'd thought I contribute.

I give you: SentinelBot - the twisted offspring of s_bot, clonebot and orbitbot!

Usage:
/addbot sentinel [team index] [player name]

Example:
/addbot sentinel 0 raptor

Behavior:
SentinelBot does the following:
  • Find the designated player *anywhere* on the map (not just within sight) and will proceed to orbit that player
  • Shoot any hostile targets nearby while orbiting. It will shield itself, too.

Yes, this bot makes sure you know how to spell 'sentinel' correctly.

And yes, this bot can be transformed into a terror-bot: just specify your team with an opposing team's player :twisted:

Enjoy!

Update: SentinelBot now changes its name if used for evil
Update 2 : Updated to work with 018 scripting enginel
Update 3 : Really make it work with 018 this time
Update 4 : Really, really make it work with 018
Update 5 : Requires 019+ now

  Code:
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
--
-- SentinelBot:  when s_bot, orbitbot, and clonebot merge...
--
-- SentinelBot is a bot that orbits the designated player and shoots enemies
-- when they come within range
--
-- Authors:
--  - raptor
--  - s_bot, orbitbot, clonebot authors
--


function getName()
    if isTerror then
        return( "TerrorBot" )
    else
        return( "SentinelBot" )
    end
end


function onPlayerLeft(playerinfo_who_left)
    guardedShipInfo = nil
end


function fireAtObjects()
    local items = bf:findAllObjects(ObjType.Robot, ObjType.Turret, ObjType.Ship,
        ObjType.Asteroid, ObjType.ForceFieldProjector, ObjType.SpyBug, ObjType.Core)

    -- Cycle through list of potential items until we find one that we can attack
    for index, enemy in ipairs(items) do
        if(fireAtObject(enemy, Weapon.Phaser)) 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)
    local classId = obj:getObjType()

    if(classId == ObjType.Turret or classId == ObjType.ForceFieldProjector) then
    if(obj:getHealth() < .1) then
        --logprint("He's dead, Jim.")
        return(false)
        end
    end
   
    if(classId == ObjType.Ship    or   classId == ObjType.Robot   or   classId == ObjType.ForceFieldProjector   or
    classId == ObjType.Turret  or   classId == ObjType.Core) then
        if obj:getTeamIndex() == bot:getTeamIndex() and game:isTeamGame() or obj:getTeamIndex() == Team.Neutral 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:fireWeapon(Weapon.Phaser)
        --logprint("bot:fire() called!");
        return(true)
    end
    --logprint("Firing solution not found.");
    return(false)
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 shieldSelf()
    items = bf:findAllObjects(ObjType.Bullet, ObjType.Seeker, ObjType.Asteroid, ObjType.Mine)

    local distToShieldAt = bot:getRad() * 2 + (1 - difficulty) * 100
    if (items ~= nil) then
        for i,bullet in ipairs(items) do
            local bulletLoc = bullet:getPos()
            local bulletVel = bullet:getVel()
            local angleDiff = math.abs(angleDifference(point.angleTo(reusableAngle, bulletVel), point.angleTo(bulletLoc, botLocation)))
            --logprint(angleDiff)
            if (point.distanceTo(bulletLoc, botLocation) < distToShieldAt + bullet:getRad() + point.distanceTo(reusableAngle, bulletVel) * 50 and angleDiff < math.pi / 4) then
                bot:fireModule(Module.Shield)
                return(true)
            end
        end
    end
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 onTick(deltaTime)
    -- Make sure we have a ship to guard first
    if guardedShipInfo == nil then
        local items = bf:findAllObjects(ObjType.Ship, ObjType.Robot)

        for index, item in ipairs(items) do
            if item:getPlayerInfo():getName() == guardedShipName then
                guardedShipInfo = item:getPlayerInfo()
            end
        end
    end

    -- Wait until we actually get the guarded ship info to continue, the ship may have died
    if(guardedShipInfo == nil or guardedShipInfo:getShip() == nil) then
        return
    end

    botLocation = bot:getPos()
    guardedShipLocation = guardedShipInfo:getShip():getPos()
    local distanceSquared = point.distSquared(botLocation, guardedShipLocation)

    -- Change the angle according to the deltaTime;  factor of .0035 is an arbitrary value
    -- that tries to make angle adjustments seem smooth.  Note that a larger value is needed
    -- for a smaller orbit radius
    orbitAngle = orbitAngle + .0035 * deltaTime


    local destination

    -- Enter orbit when close enough
    if( distanceSquared <= orbitRadius * orbitRadius * 1.1 ) then
        destination = point.new(guardedShipLocation.x + orbitRadius * math.cos (orbitAngle),
        guardedShipLocation.y + orbitRadius * math.sin (orbitAngle))

        if( not isInOrbit ) then
            orbitAngle = point.angleTo(botLocation, destination) - math.pi / 2
        end   

        isInOrbit = true

    -- Not in orbit
    else
        isInOrbit = false

        destination = guardedShipLocation

        -- If it's time to calculate a new route, find the next point in the path
        pathTimer = pathTimer - deltaTime
        if pathTimer < .01 and not isInOrbit then
            waypoint = bot:getWaypoint(guardedShipLocation)
        end

        -- If we have a waypoint, change destination to that
        if(waypoint ~= nil) then
            destination = waypoint
        end
    end

   
    -- Go forth!
    bot:setThrustToPt(destination)

    -- Fire!
    fireAtObjects()

    -- Be safe!
    shield()

    -- Now reset path timer if needed
    if(pathTimer < 0)then
        pathTimer = pathTimerMax
    end
end


function isTerrorBot()
    local items = bf:findAllObjects(ObjType.Ship, ObjType.Robot)

    for index, item in ipairs(items) do
        if item:getPlayerInfo():getName() == guardedShipName then
            guardedShipInfo = item:getPlayerInfo()
        end
    end

    -- Ship not found, Abort!
    if(guardedShipInfo == nil or guardedShipInfo:getShip() == nil) then
        return
    end

    local guardedShip = guardedShipInfo:getShip()
    if guardedShip:getTeamIndex() ~= bot:getTeamIndex() or not game:isTeamGame() then
        isTerror = true
    end
end


function main()
    bf:subscribe(Event.PlayerLeft)
   
    game = bf:getGameInfo()
    gameType = game:getGameType()
    difficulty = 1
    directionThreshold = .25
    averageIndex = 1
    averageMax = 20
    averageArray = {}
    for i = 1, averageMax do
        averageArray[i] = false
    end
    myOrbitalDirection = 1
    reusableAngle = point.new(0,0)

    -- Only recalculate path every 500 ms or so
    pathTimerMax = 250
    pathTimer = pathTimerMax
    waypoint = nil

    botLocation = nil
    guardedShipLocation = nil
    orbitAngle = 0
    orbitRadius = 130
    isInOrbit = false
    guardedShipInfo = nil

    -- Who to guard?
    guardedShipName = arg[1]

    -- Test to see if we are TerrorBot
    isTerror = false
    isTerrorBot()
end
<<

Heyub

Posts: 66

Joined: Thu Jul 22, 2010 2:57 pm

Post Fri Apr 27, 2012 6:54 am

Re: SentinelBot

Cool! I never thought sentinel was hard to spell, its spelled how it sounds. I'll have to try it out later :)
Honesty; I am not smart. Political; My vast knowledge is truly breathtaking.
Contract; I, herby, declare my knowledge unarguably* vast.
*In comparison to semi-intelligent life forms.
<<

Little_Apple

User avatar

Posts: 839

Joined: Sat Jun 11, 2011 12:31 pm

Location: Zanzibar Land

Post Fri Apr 27, 2012 6:57 am

Re: SentinelBot

Thank you so much!!
Hee-ho!
<<

Heyub

Posts: 66

Joined: Thu Jul 22, 2010 2:57 pm

Post Fri Apr 27, 2012 8:17 am

Re: SentinelBot

**ROBOT ERROR*** in /Users/mycomputer/Library/Application Support/Bitfighter/robots/sentinelbot.bot ::: Script error: ...mycomputer/Library/Application Support/Bitfighter/robots/sentinelbot.bot:11: unexpected symbol near '�' -- Aborting.


EDIT: Restarted bitfighter, it worked... No clue why that error occurred.

A few comments; it uses shields if you shoot close enough to it, it should know your its friend! When you stop it should cease to circle you, in narrow passages it can be quite a nuisance, always bumping into you. Not to mention trying to destroy a mine.
Honesty; I am not smart. Political; My vast knowledge is truly breathtaking.
Contract; I, herby, declare my knowledge unarguably* vast.
*In comparison to semi-intelligent life forms.
<<

raptor

Posts: 1046

Joined: Mon Oct 11, 2010 9:03 pm

Post Fri Apr 27, 2012 10:25 am

Re: SentinelBot

When SentinelBot is used for evil:

screenshot_2.png

(Yes that is me in the middle)
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<<

Skybax

User avatar

Posts: 1035

Joined: Thu Mar 11, 2010 9:17 am

Location: Washington

Post Fri Apr 27, 2012 12:45 pm

Re: SentinelBot

That looks painful.
raptor wrote:Sorry Skybax, I hijacked your signature so I could post lots of info.
Whittling While wrote:Does this mean I finally get quoted in someone's signature?
watusimoto wrote:Who are the devs around here?!?
<<

Little_Apple

User avatar

Posts: 839

Joined: Sat Jun 11, 2011 12:31 pm

Location: Zanzibar Land

Post Fri Apr 27, 2012 12:46 pm

Re: SentinelBot

i have no regrets.
Hee-ho!
<<

raptor

Posts: 1046

Joined: Mon Oct 11, 2010 9:03 pm

Post Fri Apr 27, 2012 3:06 pm

Re: SentinelBot

Update:

Sentinel bot now changes its name if used for evil
<<

Santiago ZAP

User avatar

Posts: 317

Joined: Sat May 14, 2011 8:05 am

Post Tue May 01, 2012 3:21 pm

Re: SentinelBot

Omfgz Epix BOt!
:zapdance: :zapdance: :zapdance: :zapdance: :zapdance: :zapdance: :zapdance: :zapdance: :zapdance: :zapdance: :zapdance: :zapdance:
<<

amgine

Posts: 1399

Joined: Thu Apr 19, 2012 2:57 pm

Post Wed Jan 30, 2013 10:17 pm

Re: SentinelBot

raptor wrote:Update:

Sentinel bot now changes its name if used for evil


really what to??
Bitfighter Forever.
<<

raptor

Posts: 1046

Joined: Mon Oct 11, 2010 9:03 pm

Post Wed Jan 30, 2013 11:37 pm

Re: SentinelBot

I have updated SentinelBot to run on 018
<<

Lamp

User avatar

Posts: 426

Joined: Fri Jan 11, 2013 3:07 pm

Post Thu Jan 31, 2013 6:09 pm

Re: SentinelBot

raptor wrote:I have updated SentinelBot to run on 018


YAY :D :zapdance:
Image
<<

Lamp

User avatar

Posts: 426

Joined: Fri Jan 11, 2013 3:07 pm

Post Thu Jan 31, 2013 6:12 pm

Re: SentinelBot

IT STILL DOESNT WORK :o :shock:


***ROBOT ERROR*** Error encountered while attempting to run script's main() function: ...y/Application Support/Bitfighter/robots/sentinel.bot:199: Variable 'findGlobalObjects' cannot be used if it is not first declared.. Aborting script.
Image
<<

raptor

Posts: 1046

Joined: Mon Oct 11, 2010 9:03 pm

Post Thu Jan 31, 2013 6:20 pm

Re: SentinelBot

ok updated. I guess it was compatible with 018a not 018...
<<

amgine

Posts: 1399

Joined: Thu Apr 19, 2012 2:57 pm

Post Fri Feb 01, 2013 5:45 pm

Re: SentinelBot

ty. for fixing it.
Bitfighter Forever.
<<

Lamp

User avatar

Posts: 426

Joined: Fri Jan 11, 2013 3:07 pm

Post Tue Feb 26, 2013 10:56 pm

Re: SentinelBot

IT STILL DOESN'T WORK

***ROBOT ERROR*** Error encountered while attempting to run script's main() function: ...y/Application Support/Bitfighter/robots/sentinel.bot:199: attempt to call missing or unknown method 'findGlobalObjects' (a nil value). Aborting script.
***ROBOT ERROR*** Error encountered while attempting to run script's main() function: ...y/Application Support/Bitfighter/robots/sentinel.bot:199: attempt to call missing or unknown method 'findGlobalObjects' (a nil value). Aborting script.
Image
<<

Santiago ZAP

User avatar

Posts: 317

Joined: Sat May 14, 2011 8:05 am

Post Sat Mar 02, 2013 9:13 pm

Re: SentinelBot

Lamp wrote:IT STILL DOESN'T WORK

***ROBOT ERROR*** Error encountered while attempting to run script's main() function: ...y/Application Support/Bitfighter/robots/sentinel.bot:199: attempt to call missing or unknown method 'findGlobalObjects' (a nil value). Aborting script.
***ROBOT ERROR*** Error encountered while attempting to run script's main() function: ...y/Application Support/Bitfighter/robots/sentinel.bot:199: attempt to call missing or unknown method 'findGlobalObjects' (a nil value). Aborting script.

+1
Same happens fer me
:zapdance: :zapdance: :zapdance: :zapdance: :zapdance: :zapdance: :zapdance: :zapdance: :zapdance: :zapdance: :zapdance: :zapdance:
<<

amgine

Posts: 1399

Joined: Thu Apr 19, 2012 2:57 pm

Post Sat Mar 02, 2013 9:55 pm

Re: SentinelBot

Santiago ZAP wrote:
Lamp wrote:IT STILL DOESN'T WORK

***ROBOT ERROR*** Error encountered while attempting to run script's main() function: ...y/Application Support/Bitfighter/robots/sentinel.bot:199: attempt to call missing or unknown method 'findGlobalObjects' (a nil value). Aborting script.
***ROBOT ERROR*** Error encountered while attempting to run script's main() function: ...y/Application Support/Bitfighter/robots/sentinel.bot:199: attempt to call missing or unknown method 'findGlobalObjects' (a nil value). Aborting script.

+1
Same happens fer me


nope no problems here.
Bitfighter Forever.
<<

Lamp

User avatar

Posts: 426

Joined: Fri Jan 11, 2013 3:07 pm

Post Fri Mar 15, 2013 3:46 pm

Re: SentinelBot

amgine wrote:
Santiago ZAP wrote:
Lamp wrote:IT STILL DOESN'T WORK

***ROBOT ERROR*** Error encountered while attempting to run script's main() function: ...y/Application Support/Bitfighter/robots/sentinel.bot:199: attempt to call missing or unknown method 'findGlobalObjects' (a nil value). Aborting script.
***ROBOT ERROR*** Error encountered while attempting to run script's main() function: ...y/Application Support/Bitfighter/robots/sentinel.bot:199: attempt to call missing or unknown method 'findGlobalObjects' (a nil value). Aborting script.

+1
Same happens fer me


nope no problems here.


:(
Image
<<

raptor

Posts: 1046

Joined: Mon Oct 11, 2010 9:03 pm

Post Fri Mar 15, 2013 4:12 pm

Re: SentinelBot

Lamp,

Are you trying to say that it doesn't work for you? If so, please say that.
<<

Lamp

User avatar

Posts: 426

Joined: Fri Jan 11, 2013 3:07 pm

Post Fri Mar 15, 2013 7:52 pm

Re: SentinelBot

raptor wrote:Lamp,

Are you trying to say that it doesn't work for you? If so, please say that.



I already did say that.
Image
<<

raptor

Posts: 1046

Joined: Mon Oct 11, 2010 9:03 pm

Post Tue Apr 02, 2013 3:35 pm

Re: SentinelBot

Updated again to really work (again).

AND AGAIN!
<<

raptor

Posts: 1046

Joined: Mon Oct 11, 2010 9:03 pm

Post Sun Jun 14, 2020 9:17 pm

Re: SentinelBot

Updated for 019+
<<

amgine

Posts: 1399

Joined: Thu Apr 19, 2012 2:57 pm

Post Mon Jun 22, 2020 6:15 am

Re: SentinelBot

Cool!

A shame you put work into this but no one really uses it its interesting for 1 v 1s
Bitfighter Forever.

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