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860617f419
git-svn-id: https://unknownworlds.svn.cloudforge.com/ns1@376 67975925-1194-0748-b3d5-c16f83f1a3a1
1094 lines
33 KiB
C++
1094 lines
33 KiB
C++
//
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// HPB bot - botman's High Ping Bastard bot
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//
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// (http://planethalflife.com/botman/)
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//
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// bot_navigate.cpp
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//
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#include "dlls/extdll.h"
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#include "dlls/util.h"
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#include "dlls/cbase.h"
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#include "bot.h"
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#include "bot_func.h"
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#include "waypoint.h"
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extern int mod_id;
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extern WAYPOINT waypoints[MAX_WAYPOINTS];
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extern int num_waypoints; // number of waypoints currently in use
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extern int team_allies[4];
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extern edict_t *pent_info_ctfdetect;
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extern float is_team_play;
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extern bool checked_teamplay;
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extern FLAG_S flags[MAX_FLAGS];
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extern int num_flags;
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extern int flf_bug_fix;
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static FILE *fp;
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void BotFixIdealPitch(edict_t *pEdict)
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{
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// check for wrap around of angle...
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if (pEdict->v.idealpitch > 180)
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pEdict->v.idealpitch -= 360;
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if (pEdict->v.idealpitch < -180)
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pEdict->v.idealpitch += 360;
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}
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float BotChangePitch( bot_t *pBot, float speed )
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{
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edict_t *pEdict = pBot->pEdict;
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float ideal;
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float current;
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float current_180; // current +/- 180 degrees
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float diff;
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// turn from the current v_angle pitch to the idealpitch by selecting
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// the quickest way to turn to face that direction
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current = pEdict->v.v_angle.x;
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ideal = pEdict->v.idealpitch;
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// find the difference in the current and ideal angle
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diff = abs(current - ideal);
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// check if the bot is already facing the idealpitch direction...
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if (diff <= 1)
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return diff; // return number of degrees turned
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// check if difference is less than the max degrees per turn
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if (diff < speed)
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speed = diff; // just need to turn a little bit (less than max)
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// here we have four cases, both angle positive, one positive and
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// the other negative, one negative and the other positive, or
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// both negative. handle each case separately...
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if ((current >= 0) && (ideal >= 0)) // both positive
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{
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if (current > ideal)
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current -= speed;
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else
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current += speed;
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}
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else if ((current >= 0) && (ideal < 0))
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{
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current_180 = current - 180;
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if (current_180 > ideal)
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current += speed;
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else
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current -= speed;
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}
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else if ((current < 0) && (ideal >= 0))
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{
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current_180 = current + 180;
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if (current_180 > ideal)
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current += speed;
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else
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current -= speed;
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}
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else // (current < 0) && (ideal < 0) both negative
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{
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if (current > ideal)
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current -= speed;
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else
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current += speed;
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}
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// check for wrap around of angle...
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if (current > 180)
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current -= 360;
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if (current < -180)
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current += 360;
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pEdict->v.v_angle.x = current;
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return speed; // return number of degrees turned
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}
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void BotFixIdealYaw(edict_t *pEdict)
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{
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// check for wrap around of angle...
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if (pEdict->v.ideal_yaw > 180)
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pEdict->v.ideal_yaw -= 360;
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if (pEdict->v.ideal_yaw < -180)
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pEdict->v.ideal_yaw += 360;
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}
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float BotChangeYaw( bot_t *pBot, float speed )
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{
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edict_t *pEdict = pBot->pEdict;
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float ideal;
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float current;
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float current_180; // current +/- 180 degrees
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float diff;
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// turn from the current v_angle yaw to the ideal_yaw by selecting
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// the quickest way to turn to face that direction
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current = pEdict->v.v_angle.y;
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ideal = pEdict->v.ideal_yaw;
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// find the difference in the current and ideal angle
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diff = abs(current - ideal);
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// check if the bot is already facing the ideal_yaw direction...
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if (diff <= 1)
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return diff; // return number of degrees turned
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// check if difference is less than the max degrees per turn
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if (diff < speed)
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speed = diff; // just need to turn a little bit (less than max)
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// here we have four cases, both angle positive, one positive and
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// the other negative, one negative and the other positive, or
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// both negative. handle each case separately...
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if ((current >= 0) && (ideal >= 0)) // both positive
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{
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if (current > ideal)
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current -= speed;
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else
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current += speed;
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}
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else if ((current >= 0) && (ideal < 0))
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{
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current_180 = current - 180;
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if (current_180 > ideal)
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current += speed;
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else
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current -= speed;
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}
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else if ((current < 0) && (ideal >= 0))
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{
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current_180 = current + 180;
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if (current_180 > ideal)
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current += speed;
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else
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current -= speed;
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}
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else // (current < 0) && (ideal < 0) both negative
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{
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if (current > ideal)
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current -= speed;
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else
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current += speed;
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}
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// check for wrap around of angle...
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if (current > 180)
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current -= 360;
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if (current < -180)
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current += 360;
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pEdict->v.v_angle.y = current;
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return speed; // return number of degrees turned
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}
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bool BotFindWaypoint( bot_t *pBot )
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{
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// Do whatever you want here to find the next waypoint that the
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// bot should head towards
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return FALSE; // couldn't find a waypoint
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}
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bool BotHeadTowardWaypoint( bot_t *pBot )
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{
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// You could do other stuff here if you needed to.
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// This would probably be a good place to check to see how close to a
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// the current waypoint the bot is, and if the bot is close enough to
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// the desired waypoint then call BotFindWaypoint to find the next one.
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if (BotFindWaypoint(pBot))
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return TRUE;
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else
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return FALSE;
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}
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void BotOnLadder( bot_t *pBot, float moved_distance )
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{
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Vector v_src, v_dest, view_angles;
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TraceResult tr;
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float angle = 0.0;
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bool done = FALSE;
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edict_t *pEdict = pBot->pEdict;
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// check if the bot has JUST touched this ladder...
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if (pBot->ladder_dir == LADDER_UNKNOWN)
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{
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// try to square up the bot on the ladder...
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while ((!done) && (angle < 180.0))
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{
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// try looking in one direction (forward + angle)
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view_angles = pEdict->v.v_angle;
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view_angles.y = pEdict->v.v_angle.y + angle;
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if (view_angles.y < 0.0)
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view_angles.y += 360.0;
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if (view_angles.y > 360.0)
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view_angles.y -= 360.0;
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UTIL_MakeVectors( view_angles );
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v_src = pEdict->v.origin + pEdict->v.view_ofs;
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v_dest = v_src + gpGlobals->v_forward * 30;
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UTIL_TraceLine( v_src, v_dest, dont_ignore_monsters,
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pEdict->v.pContainingEntity, &tr);
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if (tr.flFraction < 1.0) // hit something?
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{
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if (strcmp("func_wall", STRING(tr.pHit->v.classname)) == 0)
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{
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// square up to the wall...
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view_angles = UTIL_VecToAngles(tr.vecPlaneNormal);
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// Normal comes OUT from wall, so flip it around...
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view_angles.y += 180;
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if (view_angles.y > 180)
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view_angles.y -= 360;
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pEdict->v.ideal_yaw = view_angles.y;
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BotFixIdealYaw(pEdict);
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done = TRUE;
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}
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}
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else
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{
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// try looking in the other direction (forward - angle)
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view_angles = pEdict->v.v_angle;
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view_angles.y = pEdict->v.v_angle.y - angle;
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if (view_angles.y < 0.0)
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view_angles.y += 360.0;
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if (view_angles.y > 360.0)
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view_angles.y -= 360.0;
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UTIL_MakeVectors( view_angles );
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v_src = pEdict->v.origin + pEdict->v.view_ofs;
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v_dest = v_src + gpGlobals->v_forward * 30;
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UTIL_TraceLine( v_src, v_dest, dont_ignore_monsters,
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pEdict->v.pContainingEntity, &tr);
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if (tr.flFraction < 1.0) // hit something?
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{
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if (strcmp("func_wall", STRING(tr.pHit->v.classname)) == 0)
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{
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// square up to the wall...
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view_angles = UTIL_VecToAngles(tr.vecPlaneNormal);
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// Normal comes OUT from wall, so flip it around...
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view_angles.y += 180;
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if (view_angles.y > 180)
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view_angles.y -= 360;
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pEdict->v.ideal_yaw = view_angles.y;
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BotFixIdealYaw(pEdict);
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done = TRUE;
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}
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}
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}
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angle += 10;
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}
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if (!done) // if didn't find a wall, just reset ideal_yaw...
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{
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// set ideal_yaw to current yaw (so bot won't keep turning)
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pEdict->v.ideal_yaw = pEdict->v.v_angle.y;
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BotFixIdealYaw(pEdict);
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}
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}
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// moves the bot up or down a ladder. if the bot can't move
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// (i.e. get's stuck with someone else on ladder), the bot will
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// change directions and go the other way on the ladder.
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if (pBot->ladder_dir == LADDER_UP) // is the bot currently going up?
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{
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pEdict->v.v_angle.x = -60; // look upwards
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// check if the bot hasn't moved much since the last location...
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if ((moved_distance <= 1) && (pBot->prev_speed >= 1.0))
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{
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// the bot must be stuck, change directions...
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pEdict->v.v_angle.x = 60; // look downwards
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pBot->ladder_dir = LADDER_DOWN;
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}
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}
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else if (pBot->ladder_dir == LADDER_DOWN) // is the bot currently going down?
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{
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pEdict->v.v_angle.x = 60; // look downwards
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// check if the bot hasn't moved much since the last location...
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if ((moved_distance <= 1) && (pBot->prev_speed >= 1.0))
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{
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// the bot must be stuck, change directions...
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pEdict->v.v_angle.x = -60; // look upwards
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pBot->ladder_dir = LADDER_UP;
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}
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}
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else // the bot hasn't picked a direction yet, try going up...
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{
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pEdict->v.v_angle.x = -60; // look upwards
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pBot->ladder_dir = LADDER_UP;
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}
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// move forward (i.e. in the direction the bot is looking, up or down)
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pEdict->v.button |= IN_FORWARD;
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}
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void BotUnderWater( bot_t *pBot )
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{
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bool found_waypoint = FALSE;
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edict_t *pEdict = pBot->pEdict;
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// are there waypoints in this level (and not trying to exit water)?
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if ((num_waypoints > 0) &&
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(pBot->f_exit_water_time < gpGlobals->time))
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{
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// head towards a waypoint
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found_waypoint = BotHeadTowardWaypoint(pBot);
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}
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if (found_waypoint == FALSE)
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{
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// handle movements under water. right now, just try to keep from
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// drowning by swimming up towards the surface and look to see if
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// there is a surface the bot can jump up onto to get out of the
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// water. bots DON'T like water!
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Vector v_src, v_forward;
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TraceResult tr;
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int contents;
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// swim up towards the surface
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pEdict->v.v_angle.x = -60; // look upwards
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// move forward (i.e. in the direction the bot is looking, up or down)
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pEdict->v.button |= IN_FORWARD;
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// set gpGlobals angles based on current view angle (for TraceLine)
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UTIL_MakeVectors( pEdict->v.v_angle );
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// look from eye position straight forward (remember: the bot is looking
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// upwards at a 60 degree angle so TraceLine will go out and up...
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v_src = pEdict->v.origin + pEdict->v.view_ofs; // EyePosition()
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v_forward = v_src + gpGlobals->v_forward * 90;
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// trace from the bot's eyes straight forward...
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UTIL_TraceLine( v_src, v_forward, dont_ignore_monsters,
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pEdict->v.pContainingEntity, &tr);
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// check if the trace didn't hit anything (i.e. nothing in the way)...
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if (tr.flFraction >= 1.0)
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{
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// find out what the contents is of the end of the trace...
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contents = UTIL_PointContents( tr.vecEndPos );
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// check if the trace endpoint is in open space...
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if (contents == CONTENTS_EMPTY)
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{
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// ok so far, we are at the surface of the water, continue...
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v_src = tr.vecEndPos;
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v_forward = v_src;
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v_forward.z -= 90;
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// trace from the previous end point straight down...
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UTIL_TraceLine( v_src, v_forward, dont_ignore_monsters,
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pEdict->v.pContainingEntity, &tr);
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// check if the trace hit something...
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if (tr.flFraction < 1.0)
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{
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contents = UTIL_PointContents( tr.vecEndPos );
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// if contents isn't water then assume it's land, jump!
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if (contents != CONTENTS_WATER)
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{
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pEdict->v.button |= IN_JUMP;
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}
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}
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}
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}
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}
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}
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void BotUseLift( bot_t *pBot, float moved_distance )
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{
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edict_t *pEdict = pBot->pEdict;
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// just need to press the button once, when the flag gets set...
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if (pBot->f_use_button_time == gpGlobals->time)
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{
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pEdict->v.button = IN_USE;
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// face opposite from the button
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pEdict->v.ideal_yaw += 180; // rotate 180 degrees
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BotFixIdealYaw(pEdict);
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}
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// check if the bot has waited too long for the lift to move...
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if (((pBot->f_use_button_time + 2.0) < gpGlobals->time) &&
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(!pBot->b_lift_moving))
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{
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// clear use button flag
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pBot->b_use_button = FALSE;
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// bot doesn't have to set f_find_item since the bot
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// should already be facing away from the button
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pBot->f_move_speed = pBot->f_max_speed;
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}
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// check if lift has started moving...
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if ((moved_distance > 1) && (!pBot->b_lift_moving))
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{
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pBot->b_lift_moving = TRUE;
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}
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// check if lift has stopped moving...
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if ((moved_distance <= 1) && (pBot->b_lift_moving))
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{
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TraceResult tr1, tr2;
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Vector v_src, v_forward, v_right, v_left;
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Vector v_down, v_forward_down, v_right_down, v_left_down;
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pBot->b_use_button = FALSE;
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// TraceLines in 4 directions to find which way to go...
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UTIL_MakeVectors( pEdict->v.v_angle );
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v_src = pEdict->v.origin + pEdict->v.view_ofs;
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v_forward = v_src + gpGlobals->v_forward * 90;
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v_right = v_src + gpGlobals->v_right * 90;
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v_left = v_src + gpGlobals->v_right * -90;
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v_down = pEdict->v.v_angle;
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v_down.x = v_down.x + 45; // look down at 45 degree angle
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UTIL_MakeVectors( v_down );
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v_forward_down = v_src + gpGlobals->v_forward * 100;
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v_right_down = v_src + gpGlobals->v_right * 100;
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v_left_down = v_src + gpGlobals->v_right * -100;
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// try tracing forward first...
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UTIL_TraceLine( v_src, v_forward, dont_ignore_monsters,
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pEdict->v.pContainingEntity, &tr1);
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UTIL_TraceLine( v_src, v_forward_down, dont_ignore_monsters,
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pEdict->v.pContainingEntity, &tr2);
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// check if we hit a wall or didn't find a floor...
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if ((tr1.flFraction < 1.0) || (tr2.flFraction >= 1.0))
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{
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// try tracing to the RIGHT side next...
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UTIL_TraceLine( v_src, v_right, dont_ignore_monsters,
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pEdict->v.pContainingEntity, &tr1);
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UTIL_TraceLine( v_src, v_right_down, dont_ignore_monsters,
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pEdict->v.pContainingEntity, &tr2);
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// check if we hit a wall or didn't find a floor...
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if ((tr1.flFraction < 1.0) || (tr2.flFraction >= 1.0))
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{
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// try tracing to the LEFT side next...
|
|
UTIL_TraceLine( v_src, v_left, dont_ignore_monsters,
|
|
pEdict->v.pContainingEntity, &tr1);
|
|
UTIL_TraceLine( v_src, v_left_down, dont_ignore_monsters,
|
|
pEdict->v.pContainingEntity, &tr2);
|
|
|
|
// check if we hit a wall or didn't find a floor...
|
|
if ((tr1.flFraction < 1.0) || (tr2.flFraction >= 1.0))
|
|
{
|
|
// only thing to do is turn around...
|
|
pEdict->v.ideal_yaw += 180; // turn all the way around
|
|
}
|
|
else
|
|
{
|
|
pEdict->v.ideal_yaw += 90; // turn to the LEFT
|
|
}
|
|
}
|
|
else
|
|
{
|
|
pEdict->v.ideal_yaw -= 90; // turn to the RIGHT
|
|
}
|
|
|
|
BotFixIdealYaw(pEdict);
|
|
}
|
|
|
|
BotChangeYaw( pBot, pEdict->v.yaw_speed );
|
|
|
|
pBot->f_move_speed = pBot->f_max_speed;
|
|
}
|
|
}
|
|
|
|
|
|
bool BotStuckInCorner( bot_t *pBot )
|
|
{
|
|
TraceResult tr;
|
|
Vector v_src, v_dest;
|
|
edict_t *pEdict = pBot->pEdict;
|
|
|
|
UTIL_MakeVectors( pEdict->v.v_angle );
|
|
|
|
// trace 45 degrees to the right...
|
|
v_src = pEdict->v.origin;
|
|
v_dest = v_src + gpGlobals->v_forward*20 + gpGlobals->v_right*20;
|
|
|
|
UTIL_TraceLine( v_src, v_dest, dont_ignore_monsters,
|
|
pEdict->v.pContainingEntity, &tr);
|
|
|
|
if (tr.flFraction >= 1.0)
|
|
return FALSE; // no wall, so not in a corner
|
|
|
|
// trace 45 degrees to the left...
|
|
v_src = pEdict->v.origin;
|
|
v_dest = v_src + gpGlobals->v_forward*20 - gpGlobals->v_right*20;
|
|
|
|
UTIL_TraceLine( v_src, v_dest, dont_ignore_monsters,
|
|
pEdict->v.pContainingEntity, &tr);
|
|
|
|
if (tr.flFraction >= 1.0)
|
|
return FALSE; // no wall, so not in a corner
|
|
|
|
return TRUE; // bot is in a corner
|
|
}
|
|
|
|
|
|
void BotTurnAtWall( bot_t *pBot, TraceResult *tr )
|
|
{
|
|
edict_t *pEdict = pBot->pEdict;
|
|
Vector Normal;
|
|
float Y, Y1, Y2, D1, D2, Z;
|
|
|
|
// Find the normal vector from the trace result. The normal vector will
|
|
// be a vector that is perpendicular to the surface from the TraceResult.
|
|
|
|
Normal = UTIL_VecToAngles(tr->vecPlaneNormal);
|
|
|
|
// Since the bot keeps it's view angle in -180 < x < 180 degrees format,
|
|
// and since TraceResults are 0 < x < 360, we convert the bot's view
|
|
// angle (yaw) to the same format at TraceResult.
|
|
|
|
Y = pEdict->v.v_angle.y;
|
|
Y = Y + 180;
|
|
if (Y > 359) Y -= 360;
|
|
|
|
// Turn the normal vector around 180 degrees (i.e. make it point towards
|
|
// the wall not away from it. That makes finding the angles that the
|
|
// bot needs to turn a little easier.
|
|
|
|
Normal.y = Normal.y - 180;
|
|
if (Normal.y < 0)
|
|
Normal.y += 360;
|
|
|
|
// Here we compare the bots view angle (Y) to the Normal - 90 degrees (Y1)
|
|
// and the Normal + 90 degrees (Y2). These two angles (Y1 & Y2) represent
|
|
// angles that are parallel to the wall surface, but heading in opposite
|
|
// directions. We want the bot to choose the one that will require the
|
|
// least amount of turning (saves time) and have the bot head off in that
|
|
// direction.
|
|
|
|
Y1 = Normal.y - 90;
|
|
if (RANDOM_LONG(1, 100) <= 50)
|
|
{
|
|
Y1 = Y1 - RANDOM_FLOAT(5.0, 20.0);
|
|
}
|
|
if (Y1 < 0) Y1 += 360;
|
|
|
|
Y2 = Normal.y + 90;
|
|
if (RANDOM_LONG(1, 100) <= 50)
|
|
{
|
|
Y2 = Y2 + RANDOM_FLOAT(5.0, 20.0);
|
|
}
|
|
if (Y2 > 359) Y2 -= 360;
|
|
|
|
// D1 and D2 are the difference (in degrees) between the bot's current
|
|
// angle and Y1 or Y2 (respectively).
|
|
|
|
D1 = abs(Y - Y1);
|
|
if (D1 > 179) D1 = abs(D1 - 360);
|
|
D2 = abs(Y - Y2);
|
|
if (D2 > 179) D2 = abs(D2 - 360);
|
|
|
|
// If difference 1 (D1) is more than difference 2 (D2) then the bot will
|
|
// have to turn LESS if it heads in direction Y1 otherwise, head in
|
|
// direction Y2. I know this seems backwards, but try some sample angles
|
|
// out on some graph paper and go through these equations using a
|
|
// calculator, you'll see what I mean.
|
|
|
|
if (D1 > D2)
|
|
Z = Y1;
|
|
else
|
|
Z = Y2;
|
|
|
|
// convert from TraceResult 0 to 360 degree format back to bot's
|
|
// -180 to 180 degree format.
|
|
|
|
if (Z > 180)
|
|
Z -= 360;
|
|
|
|
// set the direction to head off into...
|
|
pEdict->v.ideal_yaw = Z;
|
|
|
|
BotFixIdealYaw(pEdict);
|
|
}
|
|
|
|
|
|
bool BotCantMoveForward( bot_t *pBot, TraceResult *tr )
|
|
{
|
|
edict_t *pEdict = pBot->pEdict;
|
|
|
|
// use some TraceLines to determine if anything is blocking the current
|
|
// path of the bot.
|
|
|
|
Vector v_src, v_forward;
|
|
|
|
UTIL_MakeVectors( pEdict->v.v_angle );
|
|
|
|
// first do a trace from the bot's eyes forward...
|
|
|
|
v_src = pEdict->v.origin + pEdict->v.view_ofs; // EyePosition()
|
|
v_forward = v_src + gpGlobals->v_forward * 40;
|
|
|
|
// trace from the bot's eyes straight forward...
|
|
UTIL_TraceLine( v_src, v_forward, dont_ignore_monsters,
|
|
pEdict->v.pContainingEntity, tr);
|
|
|
|
// check if the trace hit something...
|
|
if (tr->flFraction < 1.0)
|
|
{
|
|
return TRUE; // bot's head will hit something
|
|
}
|
|
|
|
// bot's head is clear, check at waist level...
|
|
|
|
v_src = pEdict->v.origin;
|
|
v_forward = v_src + gpGlobals->v_forward * 40;
|
|
|
|
// trace from the bot's waist straight forward...
|
|
UTIL_TraceLine( v_src, v_forward, dont_ignore_monsters,
|
|
pEdict->v.pContainingEntity, tr);
|
|
|
|
// check if the trace hit something...
|
|
if (tr->flFraction < 1.0)
|
|
{
|
|
return TRUE; // bot's body will hit something
|
|
}
|
|
|
|
return FALSE; // bot can move forward, return false
|
|
}
|
|
|
|
|
|
bool BotCanJumpUp( bot_t *pBot )
|
|
{
|
|
// What I do here is trace 3 lines straight out, one unit higher than
|
|
// the highest normal jumping distance. I trace once at the center of
|
|
// the body, once at the right side, and once at the left side. If all
|
|
// three of these TraceLines don't hit an obstruction then I know the
|
|
// area to jump to is clear. I then need to trace from head level,
|
|
// above where the bot will jump to, downward to see if there is anything
|
|
// blocking the jump. There could be a narrow opening that the body
|
|
// will not fit into. These horizontal and vertical TraceLines seem
|
|
// to catch most of the problems with falsely trying to jump on something
|
|
// that the bot can not get onto.
|
|
|
|
// Make flier imitate flight
|
|
if(pBot->pEdict->v.iuser3 == AVH_USER3_ALIEN_PLAYER3)
|
|
{
|
|
if(RANDOM_LONG(0, 2) == 0)
|
|
{
|
|
return TRUE;
|
|
}
|
|
}
|
|
|
|
TraceResult tr;
|
|
Vector v_jump, v_source, v_dest;
|
|
edict_t *pEdict = pBot->pEdict;
|
|
|
|
// convert current view angle to vectors for TraceLine math...
|
|
|
|
v_jump = pEdict->v.v_angle;
|
|
v_jump.x = 0; // reset pitch to 0 (level horizontally)
|
|
v_jump.z = 0; // reset roll to 0 (straight up and down)
|
|
|
|
UTIL_MakeVectors( v_jump );
|
|
|
|
// use center of the body first...
|
|
|
|
// maximum jump height is 45, so check one unit above that (46)
|
|
v_source = pEdict->v.origin + Vector(0, 0, -36 + 46);
|
|
v_dest = v_source + gpGlobals->v_forward * 24;
|
|
|
|
// trace a line forward at maximum jump height...
|
|
UTIL_TraceLine( v_source, v_dest, dont_ignore_monsters,
|
|
pEdict->v.pContainingEntity, &tr);
|
|
|
|
// if trace hit something, return FALSE
|
|
if (tr.flFraction < 1.0)
|
|
return FALSE;
|
|
|
|
// now check same height to one side of the bot...
|
|
v_source = pEdict->v.origin + gpGlobals->v_right * 16 + Vector(0, 0, -36 + 46);
|
|
v_dest = v_source + gpGlobals->v_forward * 24;
|
|
|
|
// trace a line forward at maximum jump height...
|
|
UTIL_TraceLine( v_source, v_dest, dont_ignore_monsters,
|
|
pEdict->v.pContainingEntity, &tr);
|
|
|
|
// if trace hit something, return FALSE
|
|
if (tr.flFraction < 1.0)
|
|
return FALSE;
|
|
|
|
// now check same height on the other side of the bot...
|
|
v_source = pEdict->v.origin + gpGlobals->v_right * -16 + Vector(0, 0, -36 + 46);
|
|
v_dest = v_source + gpGlobals->v_forward * 24;
|
|
|
|
// trace a line forward at maximum jump height...
|
|
UTIL_TraceLine( v_source, v_dest, dont_ignore_monsters,
|
|
pEdict->v.pContainingEntity, &tr);
|
|
|
|
// if trace hit something, return FALSE
|
|
if (tr.flFraction < 1.0)
|
|
return FALSE;
|
|
|
|
// now trace from head level downward to check for obstructions...
|
|
|
|
// start of trace is 24 units in front of bot, 72 units above head...
|
|
v_source = pEdict->v.origin + gpGlobals->v_forward * 24;
|
|
|
|
// offset 72 units from top of head (72 + 36)
|
|
v_source.z = v_source.z + 108;
|
|
|
|
// end point of trace is 99 units straight down from start...
|
|
// (99 is 108 minus the jump limit height which is 45 - 36 = 9)
|
|
v_dest = v_source + Vector(0, 0, -99);
|
|
|
|
// trace a line straight down toward the ground...
|
|
UTIL_TraceLine( v_source, v_dest, dont_ignore_monsters,
|
|
pEdict->v.pContainingEntity, &tr);
|
|
|
|
// if trace hit something, return FALSE
|
|
if (tr.flFraction < 1.0)
|
|
return FALSE;
|
|
|
|
// now check same height to one side of the bot...
|
|
v_source = pEdict->v.origin + gpGlobals->v_right * 16 + gpGlobals->v_forward * 24;
|
|
v_source.z = v_source.z + 108;
|
|
v_dest = v_source + Vector(0, 0, -99);
|
|
|
|
// trace a line straight down toward the ground...
|
|
UTIL_TraceLine( v_source, v_dest, dont_ignore_monsters,
|
|
pEdict->v.pContainingEntity, &tr);
|
|
|
|
// if trace hit something, return FALSE
|
|
if (tr.flFraction < 1.0)
|
|
return FALSE;
|
|
|
|
// now check same height on the other side of the bot...
|
|
v_source = pEdict->v.origin + gpGlobals->v_right * -16 + gpGlobals->v_forward * 24;
|
|
v_source.z = v_source.z + 108;
|
|
v_dest = v_source + Vector(0, 0, -99);
|
|
|
|
// trace a line straight down toward the ground...
|
|
UTIL_TraceLine( v_source, v_dest, dont_ignore_monsters,
|
|
pEdict->v.pContainingEntity, &tr);
|
|
|
|
// if trace hit something, return FALSE
|
|
if (tr.flFraction < 1.0)
|
|
return FALSE;
|
|
|
|
return TRUE;
|
|
}
|
|
|
|
|
|
bool BotCanDuckUnder( bot_t *pBot )
|
|
{
|
|
// What I do here is trace 3 lines straight out, one unit higher than
|
|
// the ducking height. I trace once at the center of the body, once
|
|
// at the right side, and once at the left side. If all three of these
|
|
// TraceLines don't hit an obstruction then I know the area to duck to
|
|
// is clear. I then need to trace from the ground up, 72 units, to make
|
|
// sure that there is something blocking the TraceLine. Then we know
|
|
// we can duck under it.
|
|
|
|
TraceResult tr;
|
|
Vector v_duck, v_source, v_dest;
|
|
edict_t *pEdict = pBot->pEdict;
|
|
|
|
// convert current view angle to vectors for TraceLine math...
|
|
|
|
v_duck = pEdict->v.v_angle;
|
|
v_duck.x = 0; // reset pitch to 0 (level horizontally)
|
|
v_duck.z = 0; // reset roll to 0 (straight up and down)
|
|
|
|
UTIL_MakeVectors( v_duck );
|
|
|
|
// use center of the body first...
|
|
|
|
// duck height is 36, so check one unit above that (37)
|
|
v_source = pEdict->v.origin + Vector(0, 0, -36 + 37);
|
|
v_dest = v_source + gpGlobals->v_forward * 24;
|
|
|
|
// trace a line forward at duck height...
|
|
UTIL_TraceLine( v_source, v_dest, dont_ignore_monsters,
|
|
pEdict->v.pContainingEntity, &tr);
|
|
|
|
// if trace hit something, return FALSE
|
|
if (tr.flFraction < 1.0)
|
|
return FALSE;
|
|
|
|
// now check same height to one side of the bot...
|
|
v_source = pEdict->v.origin + gpGlobals->v_right * 16 + Vector(0, 0, -36 + 37);
|
|
v_dest = v_source + gpGlobals->v_forward * 24;
|
|
|
|
// trace a line forward at duck height...
|
|
UTIL_TraceLine( v_source, v_dest, dont_ignore_monsters,
|
|
pEdict->v.pContainingEntity, &tr);
|
|
|
|
// if trace hit something, return FALSE
|
|
if (tr.flFraction < 1.0)
|
|
return FALSE;
|
|
|
|
// now check same height on the other side of the bot...
|
|
v_source = pEdict->v.origin + gpGlobals->v_right * -16 + Vector(0, 0, -36 + 37);
|
|
v_dest = v_source + gpGlobals->v_forward * 24;
|
|
|
|
// trace a line forward at duck height...
|
|
UTIL_TraceLine( v_source, v_dest, dont_ignore_monsters,
|
|
pEdict->v.pContainingEntity, &tr);
|
|
|
|
// if trace hit something, return FALSE
|
|
if (tr.flFraction < 1.0)
|
|
return FALSE;
|
|
|
|
// now trace from the ground up to check for object to duck under...
|
|
|
|
// start of trace is 24 units in front of bot near ground...
|
|
v_source = pEdict->v.origin + gpGlobals->v_forward * 24;
|
|
v_source.z = v_source.z - 35; // offset to feet + 1 unit up
|
|
|
|
// end point of trace is 72 units straight up from start...
|
|
v_dest = v_source + Vector(0, 0, 72);
|
|
|
|
// trace a line straight up in the air...
|
|
UTIL_TraceLine( v_source, v_dest, dont_ignore_monsters,
|
|
pEdict->v.pContainingEntity, &tr);
|
|
|
|
// if trace didn't hit something, return FALSE
|
|
if (tr.flFraction >= 1.0)
|
|
return FALSE;
|
|
|
|
// now check same height to one side of the bot...
|
|
v_source = pEdict->v.origin + gpGlobals->v_right * 16 + gpGlobals->v_forward * 24;
|
|
v_source.z = v_source.z - 35; // offset to feet + 1 unit up
|
|
v_dest = v_source + Vector(0, 0, 72);
|
|
|
|
// trace a line straight up in the air...
|
|
UTIL_TraceLine( v_source, v_dest, dont_ignore_monsters,
|
|
pEdict->v.pContainingEntity, &tr);
|
|
|
|
// if trace didn't hit something, return FALSE
|
|
if (tr.flFraction >= 1.0)
|
|
return FALSE;
|
|
|
|
// now check same height on the other side of the bot...
|
|
v_source = pEdict->v.origin + gpGlobals->v_right * -16 + gpGlobals->v_forward * 24;
|
|
v_source.z = v_source.z - 35; // offset to feet + 1 unit up
|
|
v_dest = v_source + Vector(0, 0, 72);
|
|
|
|
// trace a line straight up in the air...
|
|
UTIL_TraceLine( v_source, v_dest, dont_ignore_monsters,
|
|
pEdict->v.pContainingEntity, &tr);
|
|
|
|
// if trace didn't hit something, return FALSE
|
|
if (tr.flFraction >= 1.0)
|
|
return FALSE;
|
|
|
|
return TRUE;
|
|
}
|
|
|
|
|
|
void BotRandomTurn( bot_t *pBot )
|
|
{
|
|
pBot->f_move_speed = 0; // don't move while turning
|
|
|
|
if (RANDOM_LONG(1, 100) <= 10)
|
|
{
|
|
// 10 percent of the time turn completely around...
|
|
pBot->pEdict->v.ideal_yaw += 180;
|
|
}
|
|
else
|
|
{
|
|
// turn randomly between 30 and 60 degress
|
|
if (pBot->wander_dir == WANDER_LEFT)
|
|
pBot->pEdict->v.ideal_yaw += RANDOM_LONG(30, 60);
|
|
else
|
|
pBot->pEdict->v.ideal_yaw -= RANDOM_LONG(30, 60);
|
|
}
|
|
|
|
BotFixIdealYaw(pBot->pEdict);
|
|
}
|
|
|
|
|
|
bool BotFollowUser( bot_t *pBot )
|
|
{
|
|
bool user_visible;
|
|
float f_distance;
|
|
edict_t *pEdict = pBot->pEdict;
|
|
|
|
Vector vecEnd = pBot->pBotUser->v.origin + pBot->pBotUser->v.view_ofs;
|
|
|
|
if (pBot->pEdict->v.waterlevel != 3) // is bot NOT under water?
|
|
pEdict->v.v_angle.x = 0; // reset pitch to 0 (level horizontally)
|
|
|
|
pEdict->v.v_angle.z = 0; // reset roll to 0 (straight up and down)
|
|
|
|
pEdict->v.angles.x = 0;
|
|
pEdict->v.angles.y = pEdict->v.v_angle.y;
|
|
pEdict->v.angles.z = 0;
|
|
|
|
// Stop following when person crouches
|
|
if (!IsAlive( pBot->pBotUser ) || (pBot->pBotUser->v.flags & FL_DUCKING))
|
|
{
|
|
// the bot's user is dead!
|
|
pBot->pBotUser = NULL;
|
|
return FALSE;
|
|
}
|
|
|
|
user_visible = FInViewCone( &vecEnd, pEdict ) &&
|
|
FVisible( vecEnd, pEdict );
|
|
|
|
// check if the "user" is still visible or if the user has been visible
|
|
// in the last 5 seconds (or the player just starting "using" the bot)
|
|
|
|
if (user_visible || (pBot->f_bot_use_time + 5 > gpGlobals->time))
|
|
{
|
|
if (user_visible)
|
|
pBot->f_bot_use_time = gpGlobals->time; // reset "last visible time"
|
|
|
|
// face the user
|
|
Vector v_user = pBot->pBotUser->v.origin - pEdict->v.origin;
|
|
Vector bot_angles = UTIL_VecToAngles( v_user );
|
|
|
|
pEdict->v.ideal_yaw = bot_angles.y;
|
|
|
|
BotFixIdealYaw(pEdict);
|
|
|
|
f_distance = v_user.Length( ); // how far away is the "user"?
|
|
|
|
if (f_distance > 200) // run if distance to enemy is far
|
|
pBot->f_move_speed = pBot->f_max_speed;
|
|
else if (f_distance > 50) // walk if distance is closer
|
|
pBot->f_move_speed = pBot->f_max_speed / 2;
|
|
else // don't move if close enough
|
|
pBot->f_move_speed = 0.0;
|
|
|
|
return TRUE;
|
|
}
|
|
else
|
|
{
|
|
// person to follow has gone out of sight...
|
|
pBot->pBotUser = NULL;
|
|
|
|
return FALSE;
|
|
}
|
|
}
|
|
|
|
|
|
bool BotCheckWallOnLeft( bot_t *pBot )
|
|
{
|
|
edict_t *pEdict = pBot->pEdict;
|
|
Vector v_src, v_left;
|
|
TraceResult tr;
|
|
|
|
UTIL_MakeVectors( pEdict->v.v_angle );
|
|
|
|
// do a trace to the left...
|
|
|
|
v_src = pEdict->v.origin;
|
|
v_left = v_src + gpGlobals->v_right * -40; // 40 units to the left
|
|
|
|
UTIL_TraceLine( v_src, v_left, dont_ignore_monsters,
|
|
pEdict->v.pContainingEntity, &tr);
|
|
|
|
// check if the trace hit something...
|
|
if (tr.flFraction < 1.0)
|
|
{
|
|
if (pBot->f_wall_on_left < 1.0)
|
|
pBot->f_wall_on_left = gpGlobals->time;
|
|
|
|
return TRUE;
|
|
}
|
|
|
|
return FALSE;
|
|
}
|
|
|
|
|
|
bool BotCheckWallOnRight( bot_t *pBot )
|
|
{
|
|
edict_t *pEdict = pBot->pEdict;
|
|
Vector v_src, v_right;
|
|
TraceResult tr;
|
|
|
|
UTIL_MakeVectors( pEdict->v.v_angle );
|
|
|
|
// do a trace to the right...
|
|
|
|
v_src = pEdict->v.origin;
|
|
v_right = v_src + gpGlobals->v_right * 40; // 40 units to the right
|
|
|
|
UTIL_TraceLine( v_src, v_right, dont_ignore_monsters,
|
|
pEdict->v.pContainingEntity, &tr);
|
|
|
|
// check if the trace hit something...
|
|
if (tr.flFraction < 1.0)
|
|
{
|
|
if (pBot->f_wall_on_right < 1.0)
|
|
pBot->f_wall_on_right = gpGlobals->time;
|
|
|
|
return TRUE;
|
|
}
|
|
|
|
return FALSE;
|
|
}
|
|
|