Difference between revisions of "MERVBot Tutorial"
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==Storing data for pilots== | ==Storing data for pilots== | ||
− | |||
− | + | There are several ways to store data for pilots (ie tracking flagtime or kills in a period of time). Note that these methods are all purely internal to the bot, and don't effect anything beyond the plugin in any way. | |
− | |||
− | + | # Built-in get/setTag: Tracks data until player leaves the arena, then automatically deletes data. | |
+ | # Modified perm get/setTag: Tracks data until bot leaves arena, then automatically deletes data. (Advantage: easier to sort by player) | ||
+ | # Custom Structs: Tracks data until plugin deletes it. (Advantage: easier to sort by freqs) | ||
− | + | ''Note:'' 2 and 3 are similar in effect, mostly the difference is in how you are able to search through data you need to decide which method of storing data is best for each bot depending on what it does. | |
− | |||
− | + | ===Built-in get/setTag method=== | |
− | + | ||
− | + | Player tags simply tag a player with a number. Define the wanted values in '''spawn.h''' at the top: | |
− | |||
<pre> | <pre> | ||
− | + | #define DMG_DEALT 0 | |
− | + | #define DMG_TAKEN 1 | |
</pre> | </pre> | ||
− | + | ||
+ | In spawn.cpp, initialize the values on ArenaEnter and PlayerEnter: | ||
<pre> | <pre> | ||
case EVENT_ArenaEnter: | case EVENT_ArenaEnter: | ||
− | + | { | |
− | + | // ... | |
− | + | // do for all pilots in arena when bot enters | |
+ | _listnode <Player> *parse = playerlist->head; | ||
+ | while (parse) | ||
+ | { | ||
+ | Player *p = parse->item; // get pilot | ||
− | + | set_tag(p, DMG_DEALT, 0); // initialize to 0 | |
− | + | set_tag(p, DMG_TAKEN, 0); | |
− | + | sendPrivate(p, "*watchdamage"); // optionally turn on player *watchdamage | |
− | + | parse = parse->next; // get next pilot | |
− | + | } | |
− | + | } | |
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
</pre> | </pre> | ||
<pre> | <pre> | ||
case EVENT_PlayerEntering: | case EVENT_PlayerEntering: | ||
− | + | { | |
− | + | // ... | |
− | + | set_tag(p, DMG_DEALT, 0); // initialize to 0 | |
− | + | set_tag(p, DMG_TAKEN, 0); | |
− | + | sendPrivate(p,"*watchdamage"); | |
− | + | } | |
− | |||
</pre> | </pre> | ||
− | + | ||
+ | Then somewhere edit the tag values: | ||
<pre> | <pre> | ||
case EVENT_WatchDamage: | case EVENT_WatchDamage: | ||
− | + | { | |
− | + | // sets tag for k (shooter) to be old value plus damage currently dealt | |
− | + | ||
− | + | int old_damage = get_tag(k, DMG_BOMB_DEALT); | |
+ | set_tag(k, DMG_BOMB_DEALT, old_damage + damage); | ||
+ | } | ||
</pre> | </pre> | ||
− | The following demonstrates how to retrieve the tag values as a command in | + | |
+ | The following demonstrates how to retrieve the tag values as a command in command.cpp: | ||
<pre> | <pre> | ||
− | + | if (c->check("showstats")) | |
− | + | { | |
+ | int temp = get_tag(p, DMG_TOTAL_DEALT); | ||
− | + | String s = "You've done "; | |
− | + | s += temp; | |
− | + | s += " damage so far!"; | |
− | + | sendPrivate(p,s); | |
} | } | ||
</pre> | </pre> | ||
− | + | ||
− | + | ===Modified permanent get/setTag method=== | |
− | + | ||
− | + | This method is the same as get/setTag with some modifications to the tag code to retain them after the player leaves. Beware of using this method if bot is in an arena for long periods of time, linkedlist could get huge. | |
− | + | ||
− | |||
− | |||
− | |||
− | |||
− | |||
// spawn.h, add char name[20]; into struct PlayerTag | // spawn.h, add char name[20]; into struct PlayerTag | ||
Line 548: | Line 544: | ||
struct PlayerTag | struct PlayerTag | ||
{ | { | ||
− | + | Player *p; | |
− | + | char name[20]; | |
− | + | int index; | |
− | + | int data; | |
}; | }; | ||
</pre> | </pre> | ||
+ | |||
In spawn.cpp: | In spawn.cpp: | ||
<pre> | <pre> | ||
− | + | case EVENT_PlayerLeaving: | |
− | + | { | |
− | + | Player *p = (Player*)event.p[0]; | |
− | + | // killTags(p); // remove so tag not deleted on arena exit | |
− | + | // ... | |
</pre> | </pre> | ||
+ | |||
Locate in spawn.cpp and modify accordingly: | Locate in spawn.cpp and modify accordingly: | ||
<pre> | <pre> | ||
− | + | int botInfo::get_tag(Player *p, int index) | |
+ | { | ||
+ | _listnode <PlayerTag> *parse = taglist.head; | ||
+ | PlayerTag *tag; | ||
+ | |||
+ | while (parse) | ||
{ | { | ||
− | + | tag = parse->item; | |
− | |||
− | + | // if (tag->p == p) | |
− | + | if (strcmp(tag->name,p->name)==0) // now tracking by player name, not pointer | |
− | + | if (tag->index == index) | |
+ | return tag->data; | ||
− | + | parse = parse->next; | |
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
} | } | ||
− | + | return 0; | |
− | + | } | |
− | |||
− | |||
− | |||
− | |||
− | + | void botInfo::set_tag(Player *p, int index, int data) | |
− | + | { | |
− | + | _listnode <PlayerTag> *parse = taglist.head; | |
+ | PlayerTag *tag; | ||
− | + | while (parse) | |
− | + | { | |
− | + | tag = parse->item; | |
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | + | //if (tag->p == p) | |
− | + | if (strcmp(tag->name,p->name)==0) // now tracking by player name, not pointer | |
− | + | if (tag->index == index) | |
− | + | { | |
tag->data = data; | tag->data = data; | ||
− | + | return; | |
+ | } | ||
+ | parse = parse->next; | ||
} | } | ||
+ | |||
+ | tag = new PlayerTag; | ||
+ | // tag->p = p; // not tracking by pointer anymore | ||
+ | strncpy(tag->name, p->name, 20); // tracking by player name | ||
+ | tag->index = index; | ||
+ | tag->data = data; | ||
+ | taglist.append(tag); | ||
+ | } | ||
</pre> | </pre> | ||
− | + | ||
− | + | ===Using structs, implement in spawn.h:=== | |
+ | |||
<pre> | <pre> | ||
class botInfo | class botInfo | ||
{ | { | ||
− | + | struct freqdata | |
− | + | { | |
− | + | int kills, deaths; | |
− | + | }; | |
− | + | // ... | |
− | ... | ||
}; | }; | ||
</pre> | </pre> | ||
+ | |||
To make use of this structure, implement accordingly: | To make use of this structure, implement accordingly: | ||
− | <pre>freqdata freqs[100]; // 100 of those structs</pre> | + | <pre> |
+ | freqdata freqs[100]; // 100 of those structs | ||
+ | </pre> | ||
Access the data in spawn.cpp using | Access the data in spawn.cpp using | ||
− | <pre>freqs[56].kills = 1;</pre | + | <pre> |
− | + | freqs[56].kills = 1; | |
+ | </pre> | ||
==Output of data/messages== | ==Output of data/messages== |
Revision as of 19:19, 15 February 2005
This tutorial is based on the ever-popular MERVBot Tutorial by Underlord. It has since been updated to reflect new changes with MervBot.
This tutorial also assumes that you have a basic knowledge of C++. If you don't, check out cplusplus.com's great documentation.
Contents
- 1 Setting up a MERVBot (plugin)
- 2 Player Commands - (command.cpp)
- 3 Event Calls
- 4 Messaging - How to use the messaging system
- 5 Timer - How to use the timing function
- 6 Writing Functions
- 7 Cycling through players
- 8 Checking if pilot is in a safe zone
- 9 Random numbers
- 10 Tracking time not using countdown[n]
- 11 Storing data for pilots
- 12 Output of data/messages
- 13 Input/Output to files
- 14 Useful Player data
- 15 Bot built in functions
- 16 Example Code
- 16.1 No antiwarp in center of the map
- 16.2 Setting freq size depending on how many pilots in game
- 16.3 Tracking kills and announcing when pilot gets 10 kills in a row without dying
- 16.4 Warp pilot to coord when they are in a certain region
- 16.5 Structures within structures
- 16.6 Tracking flag data
- 16.7 Example way to do simple /!spam feature (allowed 1x/60s)
- 16.8 Implementing a simple stack to do "next in line for several 'boxes' at once"
- 16.9 Example of reading any text from a .txt and printing it to pilot line by line
- 16.10 Example of printing player stats grid
- 16.11 Checking if any pilots are within a region
- 16.12 Functions to get a pilot's struct id info from a name or *player info
- 16.13 Creating a logfile name using date and squad names
- 16.14 Sending messages to playing freqs or public and logging depending on status
- 16.15 Reading in all player/freqs to struct data
- 16.16 Finding MVP from struct data (2*kills - deaths formula)
- 16.17 Print time stamp of event
- 16.18 Simple way to track player bomb/bullet damage stats
- 16.19 Simple way to print those stats
- 16.20 Make bot spectate specific coordinates
Setting up a MERVBot (plugin)
MERVBot Forum (Development - MervBot forum)
Obtaining MERVBot
- Download the latest build.
- Unzip MERVBot.zip into a new folder. (example c:\program files\continuum\mervbot)
- Unzip src.zip into "src" subfolder of that new folder (example c:\program files\continuum\mervbot\src)
Preparing to write a plugin
Note: if you only want to execute someone's premade plugin (.dll), skip to step 4, otherwise continue to learn how to make your own bot
Download DLL-plugin Tutorial and unzip Tutorial.zip (containing spawn.h, spawn.cpp, and command.cpp) into a "tutorial" subfolder of that new folder. (example c:\program files\continuum\mervbot\src\tutorial).
File descriptions:
- spawn.h = declare/initialize globals
- command.cpp = code for commands coming into bot (ie /!help, /!play, etc)
- spawn.cpp = code that interacts with bot spawns
Microsoft Visual c++
- Start Visual Studios 6.0.
- Click the Drop Down Menu labeled "File" at the top left of your screen.
- Click "New".
- On the next screen that comes up, choose from the Project tab, then Win32 Dynamic-Link Library
- Select the "/src" folder as the base folder (example c:\program files\continuum\mervbot\src)
- Name your project "mybot". This will make a "mybot" subfolder in your "src" folder. Click OK. (example creates c:\program files\continuum\mervbot\src\mybot)
- Choose to create an "Empty DLL project".
- Click "Finish".
- Click the Drop Down Menu labbled "Project".
- Click "Add To Project Files"
- Copy only spawn.h, spawn.cpp, and command.cpp from the "tutorial" folder into the this new folder. (example from c:\program files\continuum\mervbot\src\tutorial to c:\program files\continuum\mervbot\src\mybot)
- Click the Drop Down Menu labelled "Build".
- Click "Build (dll name)" - where (dll name) is "mybot"
- Go into your "mybot" folder and look for a folder named "Debug" (example c:\program files\continuum\mervbot\src\mybot\debug)
- Your new DLL will be in that folder. (example mybot.dll)
- Copy mybot.dll to your base folder that has mervbot.exe in it (example c:\program files\continuum\mervbot)
Run your bot dll
To run your bot you need your DLL (mybot.dll), Commands.txt, MERVBot.exe, MERVBot.ini, Operators.txt, Spawns.txt, subspace.bin, and zlib.dll all in one folder (example c:\program files\continuum\mervbot).
- Edit spawns.txt. Read every word of spawns.txt to find out what needs to go in there.
Example:2v2-Bot-League : botpw : 2v2a : 2v2league : staffpw
Note: The bot will attempt to create the name if it doesn't exist already.
- Edit MERVBot.ini
[Login] Zone=216.33.98.254:21000 // make that your zone IP:PORT available from zone.dat in Continuum dir
- Edit operators.txt. Read every word of operators.txt to find out what needs to go in there.
Example:4:my_name: 4:another_sysop: 3:other_person:
- Make sure the bot is on vip.txt or has smod+ access, then run MERVBot.exe.
- You can now edit your plugin code by opening "mybot.dsw" (example c:\program files\continuum\mervbot\src\mybot\mybot.dsw) in Microsoft Visual C++. Edit the spawn.h, spawn.cpp, and command.cpp to create your plugin, then build, copy your updated DLL to your MERVBot.exe folder and then execute the bot. Use the tutorial to get ideas on how to implement certain types of features into the bot.
Player Commands - (command.cpp)
This section describes how to implement player commands into your plugin. Commands are sent to the botInfo::gotCommand function in command.cpp.
Example (makes bot reply to !test with "hi"):
void botInfo::gotCommand(Player *p, Command *c) { switch (p->access) { case OP_Moderator: { // handle moderator-operator commands here. } case OP_Player: //appropriate staff rank here. { if (c->check("test")) //replace "test" with whatever command you want { //put your command code here sendPrivate(p,"hi"); //example } }
How to have commands with numerical parameters
Example (!test #):
if (c->check("test")) { // reads in test #, default to 1 if invalid number input int temp = 1; if (isNumeric(c->final)) temp = atoi(c->final);
How to have player name as input
Example (!rank player):
if (c->check("rank")) { String player_name = c->final; if (player_name.IsEmpty()) // default name to self if invalid name player_name = p->name;
How to have multi-parameter input
Use the CRT function sscanf() to scan the string for the values.
Example (!squads squadA vs squadB or !squads teamA:squadA:teamB:squadB):
else if (c->check("squads")) { char squadA[20], squadB[20]; int teamA, teamB; strncpy(squadA, "", 20); strncpy(squadB, "", 20); int n_found; //Note: %[A-Za-z ] is equivalent to %s, but allows an internal space. //scan the string for the two squads separated by " vs " n_found = sscanf(c->final, "%[A-Za-z ] vs %[A-Za-z ]", squadA, squadB); //if that fails, scan the string for freqA:squadA:freqB:squadB if (n_found < 2) sscanf(c->final, "%d:%[A-Za-z ]:%d:%[A-Za-z ]", &teamA, squadA, &teamB, squadB); }
Help Menu
When a player sends !help to the bot, MERVBot calls botInfo::gotHelp() in each plugin loaded.
void botInfo::gotHelp(Player *p, Command *c) { if (!*c->final) { sendPrivate(p, "4v4 Bot General Commands:"); sendPrivate(p, "------------------------"); sendPrivate(p, "!caps - get captain names"); sendPrivate(p, "!roster <squad> - get roster of a squad"); sendPrivate(p, "!schedule- get current schedule"); sendPrivate(p, "!score - get current score");
Event Calls
MERVBot is event based, so when making a bot you need to decide what will happen at certain events. Normal plugins need to consider what happens when bot enters arena, player enters arena, player leaves arena, player events like kill, shipchange, teamchange, spec, move then any other relevant events to your bot. Just worry about events that are relevant to the tasks your bot is doing.
MERVBot sends events to botInfo::gotEvent() in spawn.cpp. Each supported event is already present and categorized in gotEvent(), along with the paramters that MERVBot sends with the event.
See dllcore.h for a list of current events and their descriptions.
Messaging - How to use the messaging system
Private message - void sendPrivate(Player *player, char *msg);
Examples:
sendPrivate(p,"hi"); String s="test"; sendPrivate(p,s); String s="test"; s += "ing"; sendPrivate(p,s); char captain1[20]; char captain2[20]; strncpy(captain1,"",20); strncpy(captain2,"",20); sendPrivate(p,(String) captain1 + " and " + (String) captain2 + " are the captains.");
Team message - void sendTeamPrivate(Uint16 team, char *msg);
Examples:
a) sendTeamPrivate(8025,"hi spec freq");
b) Uint16 test=0; sendTeamPrivate(test,"hi freq 0");
Public message - void sendPublic(char *msg);
Example: sendPublic("*arena " + (String) p->name + " is now a captain");
Chat channel message - void sendChannel(char *msg);
Example: sendChannel("hi chat channel");
Remote private message - void sendRemotePrivate(char *name, char *msg);
Example: sendRemotePrivate("Player01", "hi");
Note: to have bot print several lines of text fast it needs sysop in the
arena (sysop in arena bot first spawns to also) otherwise it'll print slow to avoid being
kicked for spam
Timer - How to use the timing function
Each time MERVBot sends an EVENT_Tick to a plugin (once a second), the default handler code decrements each value in an array of countdowns. You can modify the number of countdowns and add code to occur at a specific value for one of the countdowns.
Setup number of timers and initialize in spawn.h:
class botInfo { #define COUNTDOWNS 10 // how many countdowns you want int countdown[COUNTDOWNS]; // this gives you 10 timers // unrelated code public: botInfo(CALL_HANDLE given) { countdown[0] = 0; countdown[1] = 60; // 60 seconds // // initialize values // countdown[9] = 5*60; // 5 minutes
Using timer functions in spawn.cpp:
case EVENT_Tick: { for (int i = 0; i < COUNTDOWNS; ++i) //cycles through each countdown you have --countdown[i]; //note that countdowns will continue decrementing past 0. if (countdown[1] == 2) // when timer #1 hits two seconds { // do stuff here when timer #1 hits 2 seconds // example: sendPublic("two seconds left, setting timer to 1 minute"); // example: countdown[1] = 60; // change timer #1 value }
You can then have events (such as EVENT_PlayerDeath) change the value of a countdown to make the bot do something a set time after an event occurs.
Writing Functions
For this example, we will take the function called closeto, which determines if a player exists in an specific radius around a point. Now to apply this function to a MervBot plugin, you need to write it into the spawn.cpp - at the top of the file in the //////// DLL "import" //////// setion, as below:
//////// DLL "import" //////// bool closeto(Player *p, int x, int y, int tolerance) { // Requires the function abs() to be declared elsewhere. // Return if player p is in area of square with center x, y // and radius = tolerance return (abs((p->tile.x) - x) - tolerance) && (abs((p->tile.y) - y) - tolerance); }
If you want your function to have access to the data from spawn.h botInfo class, you make the function apart of it. To do this, we add the botInfo:: infront of the function name, in spawn.cpp.
//////// DLL "import" //////// bool botInfo::closeto(Player *p, int x, int y, int tolerance) { ... }
In spawn.h, add your method's prototype without botInfo::, it will look like this:
//... botInfo(CALL_HANDLE given) { // ... } bool closeto(Player *p, int x, int y, int tolerance); // Your function prototype. void clear_objects(); //provided by Catid, and already exists. void object_target(Player *p); //provided by Catid, and already exists. // ... };
If you're not familiar with prototypes, notice it is similar to that in your spawn.cpp, but without the botInfo::, and a trailing ;.
Function notes
Remember that you can pass variables by reference. If variables are passed by reference, any changes a function makes to the variables will remain after the function returns.
From time to time you will need to pass an array to a function. An example illustrating this is:
int freqs[5]; // declare our example data. // call function - notice freqs and not freqs[5] or freqs[]. my_function(freqs); //You're not passing the array itself, just a pointer to the array. // function - notice freqs[] and not freqs[5] or freqs void my_function(int freqs[]) {} //You're specifying that the freqs parameter is an array
Cycling through players
MERVBot stores player-related data in a linked list. A linked list is a datatype that stores its data in a series of structures linked to each other, hence the name.
To search through the players in the arena, just start at the first link, then continue through all the following links until you reach the end:
_listnode <Player> *parse = playerlist->head; //set to first link of the player linked list while (parse) //parse will be NULL when we reach the last link { Player *p = parse->item; //item is the actual data stored in the link // do functionality here // Example 1: sendPrivate(p,"*watchdamage"); // turns on all pilot's watchdamage // Example 2: if (p->safety != 0) sendPrivate(p,"*spec"); // spec all pilots in safe zone parse = parse->next; //set parse to the next link }
For example, assuming our bot has smod+ privilages, the following code will set all non-spectator players to a specific ship. First begin by adding the following function prototype to the spawn.h in the botInfo class:
void handleCmdSetShip(enum Ship_Types ship);
In spawn.cpp add:
void botInfo::handleCmdSetShip(enum Ship_Types ship) { //Note that the parameter ship is of the Ship_Types enum, //so its value is hopefully restricted to the proper types. _listnode <Player> *parse = playerlist->head; while (parse) { Player *p = parse->item; if ( p->ship != ship && p->ship != SHIP_Spectator ) sendPrivate(p, "*setship " + (String)ship); parse = parse->next; } }
To use, just call the function with the appropriate Ship_Type from the enum in clientprot.h:
handleCmdSetShip(SHIP_Warbird);
Checking if pilot is in a safe zone
MervBot keeps track of whether a player is in safe or not by accessing a member of the Player class.
- if (p->safety != 0) // pilot is in a safe zone
- if (p->safety == 0) // pilot is NOT in a safe zone
An example goes as follows, in spawn.cpp:
... EVENT_PlayerMove: { Player *p = (Player*)event.p[0]; if ( p->safety ) // player is in safe zone. { // do something. } if ( !p->safety ) // player NOT in safe zone. { // do something. } } ...
Random numbers
Generating a random number
To use this method, these two includes must be used:
#include "time.h" //provides time() function. #include "stdlib.h" //provides srand() and rand() functions.
Use:
srand(time(NULL)); // seed random number generator. rand(); // randomize. int temp = (int) (51 * ((float)rand()/RAND_MAX)); // the above line returns a random integer between 0 and 51. // Note: RAND_MAX is a global constant defined in stdlib.h
Picking a random pilot
Note: A required user-defined function, getInGame(), must be created for this example to work.
int temp = GetTickCount() % getInGame(); // getInGame() = how many pilots in arena Player *rabbit = NULL; _listnode <Player> *parse = playerlist->head; while (parse) { Player *p = parse->item; if (p->ship != SHIP_Spectator) // if player is not a spectator if ( !(--temp) ) // and if we've hit the randomly-selected pilot { rabbit = p; break; } parse = parse->next; }
Tracking time not using countdown[n]
This is a solution to a common problem of determining the amount of time it takes for something to occur. Using basic math, we record a start-time B, and an end-time E, both in the unit of seconds, we calculate the time elapsed by E-B.
Lucky for us, Windows provides a function called GetTickCount() that is a measurement of time (milliseconds) that we can use for such cases.
So:
int begin = GetTickCount(); // do some code here. int end = GetTickCount(); int delta = (end - begin) / 1000; // elapsed time converted to seconds from milliseconds
Storing data for pilots
There are several ways to store data for pilots (ie tracking flagtime or kills in a period of time). Note that these methods are all purely internal to the bot, and don't effect anything beyond the plugin in any way.
- Built-in get/setTag: Tracks data until player leaves the arena, then automatically deletes data.
- Modified perm get/setTag: Tracks data until bot leaves arena, then automatically deletes data. (Advantage: easier to sort by player)
- Custom Structs: Tracks data until plugin deletes it. (Advantage: easier to sort by freqs)
Note: 2 and 3 are similar in effect, mostly the difference is in how you are able to search through data you need to decide which method of storing data is best for each bot depending on what it does.
Built-in get/setTag method
Player tags simply tag a player with a number. Define the wanted values in spawn.h at the top:
#define DMG_DEALT 0 #define DMG_TAKEN 1
In spawn.cpp, initialize the values on ArenaEnter and PlayerEnter:
case EVENT_ArenaEnter: { // ... // do for all pilots in arena when bot enters _listnode <Player> *parse = playerlist->head; while (parse) { Player *p = parse->item; // get pilot set_tag(p, DMG_DEALT, 0); // initialize to 0 set_tag(p, DMG_TAKEN, 0); sendPrivate(p, "*watchdamage"); // optionally turn on player *watchdamage parse = parse->next; // get next pilot } }
case EVENT_PlayerEntering: { // ... set_tag(p, DMG_DEALT, 0); // initialize to 0 set_tag(p, DMG_TAKEN, 0); sendPrivate(p,"*watchdamage"); }
Then somewhere edit the tag values:
case EVENT_WatchDamage: { // sets tag for k (shooter) to be old value plus damage currently dealt int old_damage = get_tag(k, DMG_BOMB_DEALT); set_tag(k, DMG_BOMB_DEALT, old_damage + damage); }
The following demonstrates how to retrieve the tag values as a command in command.cpp:
if (c->check("showstats")) { int temp = get_tag(p, DMG_TOTAL_DEALT); String s = "You've done "; s += temp; s += " damage so far!"; sendPrivate(p,s); }
Modified permanent get/setTag method
This method is the same as get/setTag with some modifications to the tag code to retain them after the player leaves. Beware of using this method if bot is in an arena for long periods of time, linkedlist could get huge.
// spawn.h, add char name[20]; into struct PlayerTag
struct PlayerTag { Player *p; char name[20]; int index; int data; };
In spawn.cpp:
case EVENT_PlayerLeaving: { Player *p = (Player*)event.p[0]; // killTags(p); // remove so tag not deleted on arena exit // ...
Locate in spawn.cpp and modify accordingly:
int botInfo::get_tag(Player *p, int index) { _listnode <PlayerTag> *parse = taglist.head; PlayerTag *tag; while (parse) { tag = parse->item; // if (tag->p == p) if (strcmp(tag->name,p->name)==0) // now tracking by player name, not pointer if (tag->index == index) return tag->data; parse = parse->next; } return 0; } void botInfo::set_tag(Player *p, int index, int data) { _listnode <PlayerTag> *parse = taglist.head; PlayerTag *tag; while (parse) { tag = parse->item; //if (tag->p == p) if (strcmp(tag->name,p->name)==0) // now tracking by player name, not pointer if (tag->index == index) { tag->data = data; return; } parse = parse->next; } tag = new PlayerTag; // tag->p = p; // not tracking by pointer anymore strncpy(tag->name, p->name, 20); // tracking by player name tag->index = index; tag->data = data; taglist.append(tag); }
Using structs, implement in spawn.h:
class botInfo { struct freqdata { int kills, deaths; }; // ... };
To make use of this structure, implement accordingly:
freqdata freqs[100]; // 100 of those structs
Access the data in spawn.cpp using
freqs[56].kills = 1;
Output of data/messages
An example of using normal strings to output data/messages.
// does *arena X pilots left in game // NOTE: variable temp needs to be defined with some value String s = "*arena "; s += temp; s += " pilots left in the game."; sendPublic(s);
Or,
//NOTE: this can be considered inefficient. sendPublic("*arena " + (String)temp + " pilots left in the game");
An example using sprintf to align/space data, where output data will be in this approximate format.
// output data will be in this approximate format (not lined up perfectly because of html) // -------------------------------------------------------------------------------------- // Squad: squadname PTS FPTS K D DMG DEALT TAKEN F FK FLT // -------------------------------------------------------------------------------------- // PlayerA 10000 500 116 101 9999 99999 10 150 980:55 // PlayerB 500 200 7 5 9999 99999 5 3 0:04 char str[255]; sendPublic("*arena--------------------------------------------------------------------------------"); sprintf(str, "*arena Squad: %-20s PTS FPTS K D DMG DEALT TAKEN F FK FLT", freqs[freq].freqname ); sendPublic(str); sendPublic("*arena--------------------------------------------------------------------------------"); // assuming existing freqs struct with data for (pilot=freqs[freq].playercount-1; pilot>=0; pilot--) { // on freq squad so print stats char outString[255]; sprintf(outString, "*arena %-20s %12d %8d %3d %3d %10d %6d %2d %3d %3d:%02d", freqs[freq].pilots[pilot].name, freqs[freq].pilots[pilot].points, freqs[freq].pilots[pilot].flagpoints, freqs[freq].pilots[pilot].kills, freqs[freq].pilots[pilot].deaths, freqs[freq].pilots[pilot].dmgdealt, freqs[freq].pilots[pilot].dmgtaken, freqs[freq].pilots[pilot].flags, freqs[freq].pilots[pilot].flagkills, freqs[freq].pilots[pilot].flagtime /60, freqs[freq].pilots[pilot].flagtime %60 ); sendPublic(outString); } // Notes: sprintf format = sprintf(output char string, spacing, variables) // Notes: s = chars, d = integer, - = left align, right align default // Notes: doing %02d = put 0 in front if not 2 digits, %3d:%02d makes 0:04 format
Input/Output to files
For reading and/or writing to files with C++ you must have the required include
statement as follows:
#include <fstream> using namespace std; // not a good practice, but works.
Note: neither example shows how to properly handle possible
error-exceptions.
Input to file
The following example will show you how to read a file, duel.ini, line by line.
#include "stdlib.h" // for atoi()
ifstream file("duel.ini"); char line[256]; // read in MaxBoxes=X while (file.getline(line, 256)) { if (CMPSTART("MaxBoxes=", line)) //Does the line begin with MaxBoxes= ? { MAX_BOXES = atoi(&(line[9])); //If so, read the value into an integer, using atio. break; } } file.close();
Output to file
The following code example will demonstrate how to append to a file,
duelleaguestat.inc.
ofstream file("duelleaguestat.inc", ios::app); // app = put all data at end of file file << squad1<< endl; // squad1 = char[20] file << " vs "<< endl; file << squad2<< endl; // squad2 = char[20] file.close();
Similarly, you are able to write an output of a String to a file, which is
similar to the previous example but rather do this:
// key is converting String to (char*) to file write String str = freqs[freq].slotname[slot]; str += ", Repels: " + (String)(int) t->repel; file << endl; file << (char*) str;
Practical I/O Example
This next example will show how to read input from a file using
"GetPrivateProfileString"; based on the rampage plugin.
The file format for rampage.ini is like this:
7=is on a killing spree! (6:0) 10=is opening a can of booya! (9:0)
Now to read input data,we begin by creating a rampageini.h:
#pragma once #ifndef RAMPAGEINI_H #define RAMPAGEINI_H #define NUM_RANKS 10 #define BUFFER_LEN 256 struct RampageSettings { char quotes[NUM_RANKS][BUFFER_LEN]; }; void LoadSettings(RampageSettings &setts); #endif
In rampageini.cpp:
#include "rampageini.h" static char buffer[BUFFER_LEN]; static char path[BUFFER_LEN]; #include "../algorithms.h" #define WIN32_LEAN_AND_MEAN #include <windows.h> char *rank_type[10] = { "7", "10", }; void LoadSettings(RampageSettings &setts) { GetCurrentDirectory(BUFFER_LEN - 64, path); strcat(path, "\rampage.ini"); for (int i = 0; i < NUM_RANKS; ++i) { GetPrivateProfileString("Comments", rank_type[i], "-ERROR-", setts.quotes[i], BUFFER_LEN, path); } }
Useful Player data
As stated earlier in the tutorial, MervBot stores useful player data internally as Player objects, see player.h for implementation details.
- p->name = player name stored as char[20]
- Note: SubSpace protocol allows for usernames to be 19+ in length, do not rely on this for player-name comparisions.
- p->squad = player squad stored as char[20]
- p->ship = ship (0-9) enumerated as SHIP_Warbird, SHIP_Spectator, etc..
- p->safety = if ship is in safety zone (boolean)
- p->bounty = player bounty
- p->energy = player energy (have bot with *energy on to get accurate readings)
- p->flagCount = how many flags player is holding
- p->team = player frequency
- p->(burst, repel, thor, brick, decoy, rocket, portal) = how many items of that type player has
- p->(stealth, cloak, xradar, awarp, ufo, flash, safety, shields, supers) = if player has that item on (boolean)
- p->score.killPoints = player kill points
- p->score.flagPoints = player flag points
- p->score.wins = player kills from f2
- p->score.losses = player deaths from f2
Bot built in functions
// useful MervBot commands to control what the bot is doing
// player.cpp
Player::move(Sint32 x, Sint32 y) // example me->move(512,512) - bot moves to coord 512 512
Player::clone(Player *p) // example me->clone(p)
// dllcore.cpp (descriptions of functions in dllcore.h)
BotEvent makeEcho (char *m);
BotEvent makeSay (int t, int s, int i, char *m);
BotEvent makeShip (int s);
BotEvent makeTeam (int t);
BotEvent makeGrabFlag (int f);
BotEvent makeSendPosition (bool reliable);
BotEvent makeDropFlags ();
BotEvent makeDeath (Player *p);
BotEvent makeAttach (Player *p);
BotEvent makeDetach ();
BotEvent makeFollowing (bool f);
BotEvent makeFlying (bool f);
BotEvent makeBanner (BYTE *b);
BotEvent makeDropBrick ();
BotEvent makeFireWeapon (void *weapon_info);
BotEvent makeToggleObjects (Uint16 player, Uint16 *objects, int num_objects);
BotEvent makeSpawnBot (char *name, char *password, char *staff, char *arena);
BotEvent makeChangeArena (char *name);
BotEvent makeChangeSettings (_linkedlist <String> *settings);
// example how to use them:
tell(makeFollowing(false));
// look in Commands.txt , command.cpp (core), or /!help to bot to see all bot external commands (example /!go <arena>)
Example Code
--> -->
No antiwarp in center of the map
Example A: No antiwarp in center of map. Warn the player, and revoke the prize.
In order for this code to work correctly, the bot must have smod+ privilages.
Lets first implement two functions which we will need to accomplish this task:
bool closeto(Player *p, int x, int y, int tolerance) { return (abs((p->tile.x) - x) < tolerance) && (abs((p->tile.y) - y) < tolerance); } inline int abs(int n) { if (n < 0) return -n; else return n; }
We should define the radius of antiwarp checking, this can be done several ways, for sake of simplicity, here is a quick-plop-in for spawn.h:
class botInfo { bool CONNECTION_DENIED; ... // Put bot data here int radius; public: botInfo(CALL_HANDLE given) { ... // Put initial values here radius = 35; ...
Locate and add into spawn.cpp accordingly:
case EVENT_PlayerMove: { Player *p = (Player*)event.p[0]; // no anti in center if ((p->ship != SHIP_Spectator) && (p->awarp)) { if (closeto(p, 512, 512, radius)){ sendPrivate(p, "*prize #-20"); sendPrivate(p, "*warn Antiwarp is not allowed in center."); } } ...
Just as a word of caution, players may at times be flooded with *prize #-20, and *warn statements under certain conditions.
Setting freq size depending on how many pilots in game
Example B: Setting freq size depending on how many pilots in game.
In order for this code to work correctly, the bot must have Sysop or Arena-Owner privilages.
In spawn.cpp (Note: this source code has assumptions, please review comments before implementing.):
case EVENT_Tick: { ... // NOTE: assuming countdown[0] initialized to > 0 in spawn.h, freqchange=0; if (countdown[0] == 0) { _listnode <Player> *parse = playerlist->head; int count = 0; while (parse) { Player *p = parse->item; if (p->ship != SHIP_Spectator) ++count; parse = parse->next; } if ((count > 24) && (freqchange != 4)) { sendPublic("?set team:maxperteam:4"); //Sysop command to modify arena config. String s; s = "Max freq size 4 ("; s += count; s += " pilots in game)"; sendPublic(s); freqchange = 4; } if ((count < 25) && (count > 14) && (freqchange != 3)) { sendPublic("?set team:maxperteam:3"); //Sysop command to modify arena config. String s; s = "Max freq size 3 ("; s += count; s += " pilots in game)"; sendPublic(s); freqchange = 3; } countdown[0] = 120; // reset timer to 120 seconds. }
Tracking kills and announcing when pilot gets 10 kills in a row without dying
Example C: Tracking kills and announcing when pilot gets 10 kills in a row without dying.
In order for this code to work correctly, the bot must have smod+ privilages.
Locate EVENT_PlayerDeath in spawn.cpp (see note.):
EVENT_PlayerDeath: { Player *p = (Player*)event.p[0], *k = (Player*)event.p[1]; Uint16 bounty = (Uint16)(Uint32)event.p[2]; Uint16 flags = (Uint16)event.p[3]; // NOTE: assuming tags are setup (see storing data section). set_tag(p, KILLS, 0); // pilot died, reset to 0 kills in a row set_tag(k, KILLS, get_tag(k, KILLS) + 1); // pilot killed someone, increment kills in a row by 1 if (get_tag(k, KILLS) == 10) sendPublic("*arena (String) k->name + " has gotten 10 kills."); ... }
Warp pilot to coord when they are in a certain region
Example D: Warp pilot to coord when they are in a certain region.
In order for this code to work correctly, the bot must have smod+ privilages.
Lets first implement two functions which we will need to accomplish this task:
bool closeto(Player *p, int x, int y, int tolerance) { return (abs((p->tile.x) - x) < tolerance) && (abs((p->tile.y) - y) < tolerance); } inline int abs(int n) { if (n < 0) return -n; else return n; }
In spawn.cpp, EVENT_PlayerMove:
case EVENT_PlayerMove: { Player *p = (Player*)event.p[0]; if (closeto(p, 509, 509, 2)) // if pilot within 2 of map coord 509,509 { sendPrivate(p, "*warpto 509 504"); // warp to coord 509,504 } ...
Structures within structures
Example E: Structures within structures (spawn.h botinfo).
Implement the following in the spawn.h:
struct playerstats { char name[20]; int kills; int deaths; Uint16 points; Uint16 flagpoints; int flagtime; int cflagtime; int flags; int flagkills; int dmgdealt; int dmgtaken; }; struct freqdata { playerstats pilots[100]; int freqpoints; char freqname[20]; int freqflagpoints; Uint16 freqteam; int freqflagtime; int flags; int kills; int deaths; int flagkills; int dmgdealt; int dmgtaken; int playercount; }; //... (large jump down in spawn.h) // Put bot data here <- locate and add after: freqdata freqs[100]; //... <- perhaps some other variables.. scroll down past the next } } void Clear(); // A user-defined function. Add this. void clear_objects(); //already exists, provided by Catid. void object_target(Player *p); //already exists, provided by Catid. // ... spawn.h continues.
Implement the following in spawn.cpp:
void botInfo::Clear() { // initialize/clear struct data for (int n=99; n>=0; n--) { freqs[n].freqteam=-1; freqs[n].freqpoints=0; freqs[n].freqflagpoints=0; freqs[n].playercount=0; freqs[n].flags=0; freqs[n].kills=0; freqs[n].deaths=0; freqs[n].freqflagtime=0; freqs[n].flagkills=0; freqs[n].dmgdealt=0; freqs[n].dmgtaken=0; for (int m = 99; m>=0; m--) { freqs[n].pilots[m].deaths=0; freqs[n].pilots[m].kills=0; freqs[n].pilots[m].points=0; freqs[n].pilots[m].flagpoints=0; freqs[n].pilots[m].flagtime=0; freqs[n].pilots[m].cflagtime=0; freqs[n].pilots[m].flags=0; freqs[n].pilots[m].flagkills=0; freqs[n].pilots[m].dmgdealt=0; freqs[n].pilots[m].dmgtaken=0; } } }
To access private data:
freqs[1].pilots[2].kills++;
-OR-
int freq = p->team; freqs[freq].deaths++;
Tracking flag data
Example F: Tracking flag data.
f) Tracking flag data
Example GetPilot() function (using structs from example e)bool botInfo::GetPilot(Player *p)
{
// get a pilots freq/pilot id from struct
for (freq=freqcount-1; freq>=0; freq--)
if (p->team == freqs[freq].freqteam)
for (pilot = freqs[freq].playercount-1; pilot>=0; pilot--)
if (strcmp(p->name,freqs[freq].pilots[pilot].name)==0)
return true;
return false;
}
Example way to track flag data using above struct/functionscase EVENT_FlagGrab:
}
{
if (GetPilot(p)) // function
{
freqs[freq].pilots[pilot].flags++;
freqs[freq].flags++;
if (freqs[freq].pilots[pilot].flags < 2) // didnt have a flag before, first flag
freqs[freq].pilots[pilot].cflagtime = GetTickCount(); // time stamp when picked up flag
Example way to track flag data using built in get/set tag (from catid flagbot)
case EVENT_FlagGrab:
{
set_tag(p, TAG_STAT_FS, get_tag(p, TAG_STAT_FS) + 1);
set_tag(p, TAG_FLAGTIMER, GetTickCount());
}
Get current flag times using struct format
void botInfo::SetFlagTimes()
{
// set current flagtime for pilots/freqs
_listnode <Player> *parse = playerlist->head;
while (parse)
{
Player *p = parse->item;
if (GetPilot(p))
if (freqs[freq].pilots[pilot].flags > 0)
{
if (PilotOnSquad(p))
freqs[freq].freqflagtime += (GetTickCount() - freqs[freq].pilots[pilot].cflagtime)/1000;
freqs[freq].pilots[pilot].flagtime += (GetTickCount() - freqs[freq].pilots[pilot].cflagtime)/1000;
freqs[freq].pilots[pilot].cflagtime = GetTickCount();
}
parse = parse->next;
}
}
// side note: case EVENT_FlagDrop: {} gets called anytime theres a teamkill
Example way to do simple /!spam feature (allowed 1x/60s)
Example G: Example way to do simple /!spam feature (allowed 1x/60s).
g) Example way to do simple /!spam feature (allowed 1x/60s)
declare and initialize variables in spawn.h
class botInfo
{
bool spamready;
int SPAM_TIME;
public:
botInfo(CALL_HANDLE given)
{
spamready = true;
SPAM_TIME = 60;
spawn.cpp - mark as spamready=true when 60 seconds up
case EVENT_Tick:
{
if (countdown[0] == 1) {
spamready = true; // ready to spam again
}
command.cpp - handle !spam command
case OP_Player:
{ // Player-level commands
else if (c->check("spam"))
{
// zone announcement "Need pilots to duel in ?go arena -pilotname"
if (spamready == true)
{
String s;
s += "*zone Need pilots to duel in ?go ";
s += arena;
s += " - ";
s += p->name;
sendPublic(s);
spamready=false;
countdown[0] = SPAM_TIME * 60; // next spam time limit
}
else if (countdown[0] < 0)
{
sendPrivate(p,"Spam ability disabled.");
}
else
{
String s;
s += SPAM_TIME;
s += " Minute timer between announcements. ";
s += countdown[0] / 60;
s += ":";
if (countdown[0] % 60 < 10)
s += "0";
s += countdown[0] % 60;
s += " minutes left before next spam allowed.";
sendPrivate(p, s);
}
}
Implementing a simple stack to do "next in line for several 'boxes' at once"
Example H: Example of implementing a simple stack to do "next in line for several 'boxes' at once".
In spawn.h declare the following variables and structs:
class botInfo { //... // Put bot data here <- locate and add after Player *next[99][99]; int MAX_NEXT; int nextcount[99]; public: botInfo(CALL_HANDLE given) { //... // Put initial values here <- locate and add after MAX_NEXT = 8; //... spawn.h continues on.
In spawn.cpp implement (remember to add the function prototype to spawn.h as well.):
void botInfo::MoveUp(int pos, int box) { // moves up the next line for that box and decrement box's nextcount if (nextcount[box] > 0) nextcount[box]--; for (pos = pos; pos < MAX_NEXT - 1; pos++) { next[box][pos] = next[box][pos + 1]; } next[box][MAX_NEXT] = 0; }
Example of reading any text from a .txt and printing it to pilot line by line
Example I: Example of reading any text from a .txt and printing it to pilot line by line.
Required include:
#include <fstream> using namespace std; // bad coding practice, but for ease of use, we'll use it.
Example of use, in command.cpp:
case OP_Player: { //... if (c->check("staff")) { // read in data line by line from the file staff.txt (max length 255) ifstream file("staff.txt"); char line[256]; while (file.getline(line, 256)) { sendPrivate(p, line); } file.close(); } //... command.cpp continues.
Example of printing player stats grid
Example J: Example of printing player stats grid.
Note: This example code relies on previously discussed material. Please see the section "structures within structures" example for variable declarations, varibale freqcount = # of freqs.
Note: User defined function sendFreqs is required.
In spawn.cpp:
void botInfo::DisplayPlayers() { // Display Match player/freq stats in this format // --------------------------------------------------- // Squad: squad_name_1 K D TK DMG DEALT TAKEN // --------------------------------------------------- // Player_1 0 0 0 0 0 // Player_2 0 0 0 0 0 // TOTAL: 0 0 0 0 0 // --------------------------------------------------- // Squad: squad_name_2 K D TK DMG DEALT TAKEN // --------------------------------------------------- // Player_3 0 0 0 0 0 // Player_4 0 0 0 0 0 // Player_5 0 0 0 0 0 // TOTAL: 0 0 0 0 0 // --------------------------------------------------- for (freq=freqcount-1; freq>=0; freq--) { char str[255]; sendFreqs("---------------------------------------------------"); sprintf(str, "Squad: %-20s K D TK DMG DEALT TAKEN", freqs[freq].freqname); sendFreqs(str); sendFreqs("---------------------------------------------------"); for (pilot=freqs[freq].playercount-1; pilot >= 0; pilot--) { sprintf(str, "%-20s %8d %2d %2d %9d %5d", freqs[freq].pilots[pilot].name, freqs[freq].pilots[pilot].kills, freqs[freq].pilots[pilot].deaths, freqs[freq].pilots[pilot].teamkills, freqs[freq].pilots[pilot].dmgdealt, freqs[freq].pilots[pilot].dmgtaken ); sendFreqs(str); } sprintf(str, "TOTAL: %2d %2d %2d %9d %5d", freqs[freq].kills, freqs[freq].deaths, freqs[freq].teamkills, freqs[freq].dmgdealt, freqs[freq].dmgtaken ); sendFreqs(str); } sendFreqs("---------------------------------------------------"); }
Checking if any pilots are within a region
Example K: Example of checking if any pilots are within a region.
Note: User-defined function GetPilotName is missing, and needs to be implemented.See prior examples.
Note: User-defined function closeto is missing, and needs to be implemented. See prior examples.
In spawn.cpp (Note: you will also need to add the function prototype to spawn.h accordingly):
bool botInfo::FreqAInBox() { // return true if teamA has a pilot in the box, otherwise false for (int tempplayercount = freqs[0].playercount-1; tempplayercount >= 0; tempplayercount--) if (GetPilotName(freqs[0].pilots[tempplayercount].name)) if (closeto(TempPlayer, coordX, coordY, 73) && (TempPlayer->ship != SHIP_Spectator)) return true; return false; }
Functions to get a pilot's struct id info from a name or *player info
Example L: Example of functions to get a pilot's struct id info from a name or *player info.
Note: Required structures needed for this example to work. See structure examples for variable information.
Note: Remember to implement any function into the spawn.h accordingly.
Note: Using pilot names as vital comparisions should be used with caution. See Bot-Issues by CypherJF.
Note from Underlord: It is "better to implement these functions as passing values by reference instead of using global variables... [it is] just easier to not have to be declaring different int freq, int pilot all the time."
In spawn.cpp:
// return struct freq/pilot id from *player info bool botInfo::GetPilot(Player *p) { // return freq, pilot of a player p for (freq=freqcount-1; freq>=0; freq--) if (p->team == freqs[freq].freqteam) for (pilot = freqs[freq].playercount-1; pilot>=0; pilot--) if (strcmp(p->name,freqs[freq].pilots[pilot].name)==0) return true; return false; }
// return *player as TempPlayer info from p->name info bool botInfo::GetPilotName(char *name) { // get pilot from a name, return as TempPlayer _listnode <Player> *parse = playerlist->head; while (parse) { Player *p = parse->item; // convert both to lowercase to compare char pname[20]; strncpy(pname,p->name,20); char nname[20]; strncpy(nname,name,20); tolower(pname); tolower(nname); if (strcmp(pname,nname)==0) { TempPlayer = p; return true; } parse = parse->next; } return false; }
Creating a logfile name using date and squad names
Example M: Example of creating a logfile name using date and squad names.
Example Output: 03y01m27dBLACKDRaGON vs Integral05h08m.txt.
Format: year, month, day, squadA vs squadB, hour, minute.
Note: Assuming you define the following variables: squadA (String), squadB (String).
// create log file name (squadA and squadB external char[20] variables) char u[100]; time_t t=time(NULL); tm *tmp = localtime(&t); strftime(u,99,"%y",tmp); logname = u; logname += "y"; strftime(u,99,"%m",tmp); logname += u; logname += "m"; strftime(u,99,"%d",tmp); logname += u; logname += "d"; logname += squadA; logname += " vs "; logname += squadB; strftime(u,99,"%I",tmp); logname += u; logname += "h"; strftime(u,99,"%M",tmp); logname += u; logname += "m"; logname += ".txt";
Sending messages to playing freqs or public and logging depending on status
Example N: Example of sending messages to playing freqs or public and logging depending on status.
Note: Assumes you have the following variables declared: teamA (String), teamB (String), logname (String).
Note: Remember to implement the function prototypes into spawn.h
Required include statements:
#include <fstream> using namespace std; // bad coding practice, but it works.
In spawn.cpp:
// teamA, teamB, logname global variables void botInfo::sendFreqs(char *msg) { char *mmsg = "*arena"; String s = msg; if (teammsgs == false) { s.prepend("*arena ",7); sendPublic(s); } else { sendTeamPrivate(8025,msg); sendTeamPrivate(teamA,msg); sendTeamPrivate(teamB,msg); } if (gameon == true) { ofstream outf(logname, ios::app); outf << msg << endl; outf.close(); } }
Reading in all player/freqs to struct data
Example O: Example of reading in all player/freqs to struct data.
o) Example of reading in all player/freqs to struct data
// see structures within structures example for freqs[] declaration
// to get freqs in a game where there are several freqs
void botInfo::GetFreqs()
{
// read pilots into freq struct data from ingame and on playing freqs
_listnode <Player> *parse = playerlist->head;
while (parse)
{
Player *p = parse->item;
if (p->ship != SHIP_Spectator)
if (closeto(p, coordX, coordY, 73))
{
// look for freq in struct
bool foundfreq=false;
freq=freqcount-1;
while ((freq>=0) && (foundfreq==false))
{
if (p->team == freqs[freq].freqteam)
{
foundfreq=true;
strncpy(freqs[freq].pilots[freqs[freq].playercount].name, p->name, 20);
freqs[freq].playercount++;
}
freq--;
}
// didnt find freq in struct so add new freq
if (foundfreq == false)
{
if (manualsquads == false)
{
strncpy(freqs[freqcount].freqname, p->squad, 20);
if (freqcount == 0)
{
teamA = p->team;
strncpy(squadA, p->squad, 20);
}
else
{
teamB = p->team;
strncpy(squadB, p->squad, 20);
}
}
else
{
if (p->team == teamA)
strncpy(freqs[freqcount].freqname,squadA,20);
else if (p->team == teamB)
strncpy(freqs[freqcount].freqname,squadB,20);
}
freqs[freqcount].freqteam = p->team;
strncpy(freqs[freqcount].pilots[0].name, p->name, 20);
freqs[freqcount].playercount++;
freqcount++;
}
}
parse = parse->next;
}
}
// to get freqs in a game where there are only two teams
void botInfo::GetFreqs()
{
// read pilots into freq struct data from ingame and on playing freqs
_listnode <Player> *parse = playerlist->head;
while (parse)
{
Player *p = parse->item;
if ((p->ship != SHIP_Spectator) && ((p->team == teamA) || (p->team == teamB)))
{
// freq 100, team A
// set freq
freq = 0;
if (p->team == teamB)
freq = 1;
// number of pilots on freq counted so far, starts 0
pilot = freqs[freq].playercount;
// pilot name
strncpy(freqs[freq].pilots[pilot].name, p->name, 20);
// time stamp for playing time
freqs[freq].pilots[pilot].cplaying_time = GetTickCount();
// slot name
if (freqs[freq].playercount < NUMBER_PILOTS)
strncpy(freqs[freq].slotname[pilot], p->name, 20);
// increment freq player count
freqs[freq].playercount++;
// if freq not already have name, give it player squad name
if ((manualsquads == false) && (strlen(p->squad) > 0))
strncpy(freqs[freq].freqname, p->squad, 20);
// set player ship
freqs[freq].pilots[pilot].ship = p->ship + 1;
}
parse = parse->next;
}
}
Finding MVP from struct data (2*kills - deaths formula)
Example P: Example of finding MVP from struct data (2*kills - deaths formula).
int highest = -20; int mvp = 0; for (pilot = freqs[mvpteam].playercount-1; pilot >=0; pilot--) { if (((freqs[mvpteam].pilots[pilot].kills * 2) - freqs[mvpteam].pilots[pilot].deaths) > highest) { mvp = pilot; highest = (freqs[mvpteam].pilots[pilot].kills * 2) - freqs[mvpteam].pilots[pilot].deaths; } }
Print time stamp of event
Example Q: Print time stamp of event.
#include "time.h" // required includeUse:
char u[100]; time_t t=time(NULL); tm *tmp = localtime(&t); strftime(u,99,"%c",tmp); sendPublic("Current date and time: " + (String) u);
Simple way to track player bomb/bullet damage stats
Example R: Simple way to track player bomb/bullet damage stats.
Note: see data section for how to setup set_tag.
Note: see clientprot.h for weapon information.
In spawn.cpp:
case EVENT_WatchDamage: { if (PLAYING) // if tracking stats { if ((wi.type == PROJ_PBomb) && (p->name != k->name)) { set_tag(k, DMG_BOMB_DEALT, get_tag(k, DMG_BOMB_DEALT) + damage); set_tag(k, DMG_TOTAL_DEALT, get_tag(k, DMG_TOTAL_DEALT) + damage); set_tag(p, DMG_BOMB_TAKEN, get_tag(p, DMG_BOMB_TAKEN) + damage); set_tag(p, DMG_TOTAL_TAKEN, get_tag(p, DMG_TOTAL_TAKEN) + damage); } else if (wi.type == PROJ_BBullet) { set_tag(k, DMG_BULLET_DEALT, get_tag(k, DMG_BULLET_DEALT) + damage); set_tag(k, DMG_TOTAL_DEALT, get_tag(k, DMG_TOTAL_DEALT) + damage); set_tag(p, DMG_BULLET_TAKEN, get_tag(k, DMG_BULLET_TAKEN) + damage); set_tag(p, DMG_TOTAL_TAKEN, get_tag(k, DMG_TOTAL_TAKEN) + damage); } }
Simple way to print those stats
Example S: Simple way to print those stats.
case OP_Moderator: { if (c->check("showstats")) { sendPublic("Showing stats:"); _listnode <Player> *parse = playerlist->head; while (parse) { Player *p = parse->item; if (get_tag(p, DMG_TOTAL_DEALT) > 0) { char str[256]; sprintf(str, "(%-20s Dmg Dealt: Total %0004d, Bomb %0004d, Bullet %0004d Dmg TAKEN: Total %0004d, Bomb %0004d, Bullet %0004d)", p->name, get_tag(p,DMG_TOTAL_DEALT), get_tag(p,DMG_BOMB_DEALT), get_tag(p,DMG_BULLET_DEALT), get_tag(p,DMG_TOTAL_TAKEN), get_tag(p,DMG_BOMB_TAKEN), get_tag(p,DMG_BULLET_TAKEN) ); sendPublic(str); } parse = parse->next; } } }
Make bot spectate specific coordinates
Example T: Make bot spectate specific coordinates.
// make bot spectate the coord 512,600 // possible use - capturing weapon packets in a specific region tell(makeFollowing(false)); tell(makeFlying(true)); me->move(512 * 16, 600 * 16); tell(makeSendPosition(true));