quake2-action/acesrc/acebot_ai.c

758 lines
21 KiB
C

///////////////////////////////////////////////////////////////////////
//
// ACE - Quake II Bot Base Code
//
// Version 1.0
//
// Original file is Copyright(c), Steve Yeager 1998, All Rights Reserved
//
//
// All other files are Copyright(c) Id Software, Inc.
////////////////////////////////////////////////////////////////////////
/*
* $Header: /LicenseToKill/src/acesrc/acebot_ai.c 25 2/11/99 17:02 Riever $
*
* $Log: /LicenseToKill/src/acesrc/acebot_ai.c $
*
* 25 2/11/99 17:02 Riever
* Fog support added for bot vision and target selection.
*
* 24 27/10/99 18:49 Riever
* Added lightlevel check for enemy selection
*
* 23 22/10/99 7:36 Riever
* Commented checkshot for future development.
*
* 22 22/10/99 7:08 Riever
* Removed distance from weightings.
*
* 21 22/10/99 6:22 Riever
* Modified LR goal item selection weightings.
*
* 20 16/10/99 12:06 Riever
* Changed checkshot code to use a single pixel beam for now.
*
* 19 11/10/99 7:47 Riever
* Fixed SP respawn bug (There was no respawn!)
*
* 18 6/10/99 20:28 Riever
* Stopped targetting spectators for long range goals.
*
* 17 6/10/99 18:15 Riever
* ACEAI_Cmd_Choose() for Teamplay equipment.
*
* 16 6/10/99 17:51 Riever
* Teamplay: Bot spectators don't think.
*
* 15 6/10/99 17:40 Riever
* Added TeamPlay state STATE_POSITION to enable bots to seperate and
* avoid centipede formations.
*
* 14 27/09/99 20:47 Riever
* Removed "current enemy" check
* Added line of sight check for "hurt by enemy"
*
* 13 27/09/99 14:27 Riever
* Removed cost weighting from item selection on long range goals
*
* 12 27/09/99 7:05 Riever
* Added more weapon selection groups based on range
*
* 11 26/09/99 15:34 Riever
* Look for nearby enemies even behind us
*
* 10 26/09/99 7:34 Riever
* Bot vision restricted to FOV
* Enemey selection now chooses closest target
*
* 9 21/09/99 20:20 Riever
* Take teamPauseTime into account when choosing long range goals.
*
* 8 21/09/99 17:22 Riever
* Put a timer in to stop the bots going centipede style in
* TeamPlay.(teamPauseTime)
*
* 7 21/09/99 12:20 Riever
*
* 6 18/09/99 19:47 Riever
* If range is over 300, HC and Knife will not be chosen
*
* 5 18/09/99 19:23 Riever
* Increased random door opening time to 5 seconds
*
* 4 18/09/99 10:16 Riever
* changed door opening attempt time to be 3 + random
*
* 3 18/09/99 9:49 Riever
* Stopped the centipede effect in teamplay
*
* 2 13/09/99 19:52 Riever
* Added headers
*
*/
///////////////////////////////////////////////////////////////////////
//
// acebot_ai.c - This file contains all of the
// AI routines for the ACE II bot.
//
//
// NOTE: I went back and pulled out most of the brains from
// a number of these functions. They can be expanded on
// to provide a "higher" level of AI.
////////////////////////////////////////////////////////////////////////
#include "../g_local.h"
#include "../m_player.h"
#include "acebot.h"
#if 0
// CGF_FOG ADD
#include "cgf_sfx_fog.h"
// CGF_FOG END
#endif
void ACEAI_Cmd_Choose( edict_t *ent, char *s);
///////////////////////////////////////////////////////////////////////
// Main Think function for bot
///////////////////////////////////////////////////////////////////////
void ACEAI_Think (edict_t *self)
{
usercmd_t ucmd;
// Set up client movement
VectorCopy(self->client->ps.viewangles,self->s.angles);
VectorSet (self->client->ps.pmove.delta_angles, 0, 0, 0);
memset (&ucmd, 0, sizeof (ucmd));
self->enemy = NULL;
self->movetarget = NULL;
// Force respawn
if (self->deadflag)
{
self->client->buttons = 0;
ucmd.buttons = BUTTON_ATTACK;
}
// Teamplay spectator?
// if( self->solid == SOLID_NOT)
// return;
if(self->state == STATE_WANDER &&
(self->wander_timeout < level.time)
)
ACEAI_PickLongRangeGoal(self); // pick a new long range goal
// In teamplay pick a random node
if( self->state == STATE_POSITION )
{
if( level.time >= self->teamPauseTime)
{
// We've waited long enough - let's go kick some ass!
self->state = STATE_WANDER;
}
// Don't go here too often
if( self->goal_node == INVALID || self->wander_timeout < level.time )
ACEAI_PickLongRangeGoal(self);
}
// Kill the bot if completely stuck somewhere
if(VectorLength(self->velocity) > 37) //
self->suicide_timeout = level.time + 10.0;
if(self->suicide_timeout < level.time && !teamplay->value)
{
self->health = 0;
player_die (self, self, self, 100000, vec3_origin);
}
// Find any short range goal
ACEAI_PickShortRangeGoal(self);
// Look for enemies
if(ACEAI_FindEnemy(self))
{
ACEAI_ChooseWeapon(self);
ACEMV_Attack (self, &ucmd);
}
else
{
// Are we hurt?
if( self->health < 100)
{
Cmd_Bandage_f ( self );
}
// Execute the move, or wander
if(self->state == STATE_WANDER)
ACEMV_Wander(self,&ucmd);
else if( (self->state == STATE_MOVE) || (self->state == STATE_POSITION) )
ACEMV_Move(self,&ucmd);
}
//AQ2 ADD
if(self->last_door_time < (level.time - 5.0 - random()) )
{
// Toggle any door that may be nearby
//@@ Temporary until I get better code in! Needs to trace for the door
Cmd_OpenDoor_f ( self );
self->last_door_time = level.time;
}
//AQ2 END
//debug_printf("State: %d\n",self->state);
// set approximate ping
ucmd.msec = 75 + floor (random () * 25) + 1;
// show random ping values in scoreboard
self->client->ping = ucmd.msec;
// set bot's view angle
ucmd.angles[PITCH] = ANGLE2SHORT(self->s.angles[PITCH]);
ucmd.angles[YAW] = ANGLE2SHORT(self->s.angles[YAW]);
ucmd.angles[ROLL] = ANGLE2SHORT(self->s.angles[ROLL]);
// send command through id's code
ClientThink (self, &ucmd);
self->nextthink = level.time + FRAMETIME;
}
///////////////////////////////////////////////////////////////////////
// Evaluate the best long range goal and send the bot on
// its way. This is a good time waster, so use it sparingly.
// Do not call it for every think cycle.
///////////////////////////////////////////////////////////////////////
void ACEAI_PickLongRangeGoal(edict_t *self)
{
int i;
int node;
float weight,best_weight=0.0;
int current_node,goal_node;
edict_t *goal_ent;
float cost;
// look for a target
current_node = ACEND_FindClosestReachableNode(self,NODE_DENSITY,NODE_ALL);
self->current_node = current_node;
// Even in teamplay, we wander if no valid node
if(current_node == -1)
{
self->state = STATE_WANDER;
self->wander_timeout = level.time + 1.0;
self->goal_node = -1;
return;
}
//======================
// Teamplay POSITION state
//======================
if( self->state == STATE_POSITION )
{
int counter = 0;
cost = INVALID;
self->goal_node = INVALID;
// Pick a random node to go to
while( cost == INVALID && counter < 10) // Don't look for too many
{
counter++;
i = (int)(random() * numnodes -1); // Any of the current nodes will do
cost = ACEND_FindCost(current_node, i);
if(cost == INVALID || cost < 2) // ignore invalid and very short hops
{
cost = INVALID;
i = INVALID;
continue;
}
}
// We have a target node - just go there!
if( i != INVALID )
{
self->state = STATE_MOVE;
self->tries = 0; // Reset the count of how many times we tried this goal
ACEND_SetGoal(self,i);
self->wander_timeout = level.time + 1.0;
return;
}
}
///////////////////////////////////////////////////////
// Items
///////////////////////////////////////////////////////
for(i=0;i<num_items;i++)
{
if(item_table[i].ent == NULL || item_table[i].ent->solid == SOLID_NOT) // ignore items that are not there.
continue;
cost = ACEND_FindCost(current_node,item_table[i].node);
if(cost == INVALID || cost < 2) // ignore invalid and very short hops
continue;
weight = ACEIT_ItemNeed(self, item_table[i].item);
/* // If I am on team one and I have the flag for the other team....return it
if(ctf->value && (item_table[i].item == ITEMLIST_FLAG2 || item_table[i].item == ITEMLIST_FLAG1) &&
(self->client->resp.ctf_team == CTF_TEAM1 && self->client->pers.inventory[ITEMLIST_FLAG2] ||
self->client->resp.ctf_team == CTF_TEAM2 && self->client->pers.inventory[ITEMLIST_FLAG1]))
weight = 10.0;*/
weight *= ( (rand()%5) +1 ); // Allow random variations
// weight /= cost; // Check against cost of getting there
if(weight > best_weight && item_table[i].node != INVALID)
{
best_weight = weight;
goal_node = item_table[i].node;
goal_ent = item_table[i].ent;
}
}
///////////////////////////////////////////////////////
// Players
///////////////////////////////////////////////////////
// This should be its own function and is for now just
// finds a player to set as the goal.
for(i=0;i<num_players;i++)
{
if( (players[i] == self) || (players[i]->solid == SOLID_NOT) )
continue;
// If it's dark and he's not already our enemy, ignore him
if( self->enemy && players[i] != self->enemy)
{
if( players[i]->light_level < 30)
continue;
#if 0
// CGF_FOG ADD
// Check for FOG!
if( CGF_SFX_IsFogEnabled() )
{
vec3_t v;
float range;
// Get distance to enemy
VectorSubtract (self->s.origin, players[i]->s.origin, v);
range = VectorLength(v);
// If fog index is < 0.1 we can't see him
if( CGF_SFX_GetFogForDistance(range) < 0.1)
continue;
}
// CGF_FOG END
#endif
}
node = ACEND_FindClosestReachableNode(players[i],NODE_DENSITY,NODE_ALL);
// RiEvEr - bug fixing
if( node == INVALID)
cost = INVALID;
else
cost = ACEND_FindCost(current_node, node);
if(cost == INVALID || cost < 3) // ignore invalid and very short hops
continue;
/* // Player carrying the flag?
if(ctf->value && (players[i]->client->pers.inventory[ITEMLIST_FLAG2] || players[i]->client->pers.inventory[ITEMLIST_FLAG1]))
weight = 2.0;
else*/
// Stop the centipede effect in teamplay
if( teamplay->value )
{
// Check it's an enemy
// If not an enemy, don't follow him
if( OnSameTeam( self, players[i]))
weight = 0.0;
else
weight = 0.3;
}
else
weight = 0.3;
weight *= ( (rand()%5) +1 ); // Allow random variations
// weight /= cost; // Check against cost of getting there
if(weight > best_weight && node != INVALID)
{
best_weight = weight;
goal_node = node;
goal_ent = players[i];
}
}
// If do not find a goal, go wandering....
if(best_weight == 0.0 || goal_node == INVALID )
{
self->goal_node = INVALID;
self->state = STATE_WANDER;
self->wander_timeout = level.time + 1.0;
if(debug_mode)
debug_printf("%s did not find a LR goal, wandering.\n",self->client->pers.netname);
return; // no path?
}
// OK, everything valid, let's start moving to our goal.
self->state = STATE_MOVE;
self->tries = 0; // Reset the count of how many times we tried this goal
if(goal_ent != NULL && debug_mode)
debug_printf("%s selected a %s at node %d for LR goal.\n",self->client->pers.netname, goal_ent->classname, goal_node);
ACEND_SetGoal(self,goal_node);
}
///////////////////////////////////////////////////////////////////////
// Pick best goal based on importance and range. This function
// overrides the long range goal selection for items that
// are very close to the bot and are reachable.
///////////////////////////////////////////////////////////////////////
void ACEAI_PickShortRangeGoal(edict_t *self)
{
edict_t *target;
float weight,best_weight=0.0;
edict_t *best;
int index;
// look for a target (should make more efficient later)
target = findradius(NULL, self->s.origin, 200);
while(target)
{
if(target->classname == NULL)
return;
// Missle avoidance code
// Set our movetarget to be the rocket or grenade fired at us.
if(strcmp(target->classname,"rocket")==0 || strcmp(target->classname,"grenade")==0)
{
if(debug_mode)
debug_printf("ROCKET ALERT!\n");
self->movetarget = target;
return;
}
if (ACEIT_IsReachable(self,target->s.origin))
{
if (infront(self, target))
{
index = ACEIT_ClassnameToIndex(target->classname);
weight = ACEIT_ItemNeed(self, index);
if(weight > best_weight)
{
best_weight = weight;
best = target;
}
}
}
// next target
target = findradius(target, self->s.origin, 200);
}
if(best_weight)
{
self->movetarget = best;
if(debug_mode && self->goalentity != self->movetarget)
debug_printf("%s selected a %s for SR goal.\n",self->client->pers.netname, self->movetarget->classname);
self->goalentity = best;
}
}
///////////////////////////////////////////////////////////////////////
// Scan for enemy (simplifed for now to just pick any visible enemy)
///////////////////////////////////////////////////////////////////////
// Modified by RiEvEr
// Chooses nearest enemy or last person to shoot us
//
qboolean ACEAI_FindEnemy(edict_t *self)
{
int i;
edict_t *bestenemy = NULL;
float bestweight = 99999;
float weight;
vec3_t dist;
/* // If we already have an enemy and it is the last enemy to hurt us
if (self->enemy &&
(self->enemy == self->client->attacker) &&
(!self->enemy->deadflag) &&
(self->enemy->solid != SOLID_NOT)
)
{
return true;
}
*/
for(i=0;i<=num_players;i++)
{
if(players[i] == NULL || players[i] == self ||
players[i]->solid == SOLID_NOT)
continue;
// If it's dark and he's not already our enemy, ignore him
if( self->enemy && players[i] != self->enemy)
{
if( players[i]->light_level < 30)
continue;
#if 0
// CGF_FOG ADD
// Check for FOG!
if( CGF_SFX_IsFogEnabled() )
{
vec3_t v;
float range;
// Get distance to enemy
VectorSubtract (self->s.origin, players[i]->s.origin, v);
range = VectorLength(v);
// If fog index is < 0.1 we can't see him
if( CGF_SFX_GetFogForDistance(range) < 0.1)
continue;
}
// CGF_FOG END
#endif
}
/* if(ctf->value &&
self->client->resp.ctf_team == players[i]->client->resp.ctf_team)
continue;*/
// AQ2 ADD
if(teamplay->value && OnSameTeam( self, players[i]) )
continue;
// AQ2 END
if(!players[i]->deadflag && visible(self, players[i]) &&
gi.inPVS(self->s.origin, players[i]->s.origin) )
{
// RiEvEr
// Now we assess this enemy
VectorSubtract(self->s.origin, players[i]->s.origin, dist);
weight = VectorLength( dist );
// Can we see this enemy, or is it so close that we should not ignore it!
if( infront( self, players[i] ) ||
(weight < 300 ) )
{
// See if it's better than what we have already
if (weight < bestweight)
{
bestweight = weight;
bestenemy = players[i];
}
}
}
}
// If we found a good enemy set it up
if( bestenemy)
{
self->enemy = bestenemy;
return true;
}
// Check if we've been shot from behind or out of view
if( self->client->attacker )
{
// Check if it was recent
if( self->client->push_timeout > 0)
{
if(!self->client->attacker->deadflag && visible(self, self->client->attacker) &&
gi.inPVS(self->s.origin, self->client->attacker->s.origin) )
{
self->enemy = self->client->attacker;
return true;
}
}
}
//R
// Otherwise signal "no enemy available"
return false;
}
///////////////////////////////////////////////////////////////////////
// Hold fire with RL/BFG?
///////////////////////////////////////////////////////////////////////
//@@ Modify this to check for hitting teammates in teamplay games.
qboolean ACEAI_CheckShot(edict_t *self)
{
trace_t tr;
//AQ2 tr = gi.trace (self->s.origin, tv(-8,-8,-8), tv(8,8,8), self->enemy->s.origin, self, MASK_OPAQUE);
// tr = gi.trace (self->s.origin, tv(-8,-8,-8), tv(8,8,8), self->enemy->s.origin, self, MASK_SOLID|MASK_OPAQUE);
tr = gi.trace (self->s.origin, vec3_origin, vec3_origin, self->enemy->s.origin, self, MASK_SOLID|MASK_OPAQUE);
// Blocked, do not shoot
if (tr.fraction < 0.9)
return false;
return true;
}
///////////////////////////////////////////////////////////////////////
// Choose the best weapon for bot (simplified)
///////////////////////////////////////////////////////////////////////
void ACEAI_ChooseWeapon(edict_t *self)
{
float range;
vec3_t v;
// if no enemy, then what are we doing here?
if(!self->enemy)
return;
//AQ2 CHANGE
// Currently always favor the dual pistols!
//@@ This will become the "bot choice" weapon
// if(ACEIT_ChangeDualSpecialWeapon(self,FindItem(DUAL_NAME)))
// return;
//AQ2 END
// Base selection on distance.
VectorSubtract (self->s.origin, self->enemy->s.origin, v);
range = VectorLength(v);
// Longer range
if(range > 1000)
{
if(ACEIT_ChangeSniperSpecialWeapon(self,FindItem(SNIPER_NAME)))
return;
if(ACEIT_ChangeM3SpecialWeapon(self,FindItem(M3_NAME)))
return;
if(ACEIT_ChangeM4SpecialWeapon(self,FindItem(M4_NAME)))
return;
if(ACEIT_ChangeMP5SpecialWeapon(self,FindItem(MP5_NAME)))
return;
if(ACEIT_ChangeMK23SpecialWeapon(self,FindItem(MK23_NAME)))
return;
}
// Longer range
if(range > 700)
{
if(ACEIT_ChangeM3SpecialWeapon(self,FindItem(M3_NAME)))
return;
if(ACEIT_ChangeM4SpecialWeapon(self,FindItem(M4_NAME)))
return;
if(ACEIT_ChangeMP5SpecialWeapon(self,FindItem(MP5_NAME)))
return;
if(ACEIT_ChangeSniperSpecialWeapon(self,FindItem(SNIPER_NAME)))
return;
if(ACEIT_ChangeMK23SpecialWeapon(self,FindItem(MK23_NAME)))
return;
}
// Longer range
if(range > 500)
{
if(ACEIT_ChangeMP5SpecialWeapon(self,FindItem(MP5_NAME)))
return;
if(ACEIT_ChangeM3SpecialWeapon(self,FindItem(M3_NAME)))
return;
if(ACEIT_ChangeM4SpecialWeapon(self,FindItem(M4_NAME)))
return;
if(ACEIT_ChangeSniperSpecialWeapon(self,FindItem(SNIPER_NAME)))
return;
if(ACEIT_ChangeMK23SpecialWeapon(self,FindItem(MK23_NAME)))
return;
}
// Longer range
if(range > 300)
{
if(ACEIT_ChangeM4SpecialWeapon(self,FindItem(M4_NAME)))
return;
if(ACEIT_ChangeMP5SpecialWeapon(self,FindItem(MP5_NAME)))
return;
if(ACEIT_ChangeM3SpecialWeapon(self,FindItem(M3_NAME)))
return;
if(ACEIT_ChangeSniperSpecialWeapon(self,FindItem(SNIPER_NAME)))
return;
if(ACEIT_ChangeMK23SpecialWeapon(self,FindItem(MK23_NAME)))
return;
}
// Short range
if(ACEIT_ChangeHCSpecialWeapon(self,FindItem(HC_NAME)))
return;
if(ACEIT_ChangeSniperSpecialWeapon(self,FindItem(SNIPER_NAME)))
return;
if(ACEIT_ChangeM3SpecialWeapon(self,FindItem(M3_NAME)))
return;
if(ACEIT_ChangeM4SpecialWeapon(self,FindItem(M4_NAME)))
return;
if(ACEIT_ChangeMP5SpecialWeapon(self,FindItem(MP5_NAME)))
return;
if(ACEIT_ChangeDualSpecialWeapon(self,FindItem(DUAL_NAME)))
return;
if(ACEIT_ChangeMK23SpecialWeapon(self,FindItem(MK23_NAME)))
return;
if(ACEIT_ChangeWeapon(self,FindItem(KNIFE_NAME)))
return;
return;
}
void ACEAI_Cmd_Choose (edict_t *ent, char *s)
{
// only works in teamplay
if (!teamplay->value)
return;
if ( stricmp(s, MP5_NAME) == 0 )
ent->client->resp.weapon = FindItem(MP5_NAME);
else if ( stricmp(s, M3_NAME) == 0 )
ent->client->resp.weapon = FindItem(M3_NAME);
else if ( stricmp(s, M4_NAME) == 0 )
ent->client->resp.weapon = FindItem(M4_NAME);
else if ( stricmp(s, HC_NAME) == 0 )
ent->client->resp.weapon = FindItem(HC_NAME);
else if ( stricmp(s, SNIPER_NAME) == 0 )
ent->client->resp.weapon = FindItem(SNIPER_NAME);
else if ( stricmp(s, KNIFE_NAME) == 0 )
ent->client->resp.weapon = FindItem(KNIFE_NAME);
else if ( stricmp(s, DUAL_NAME) == 0 )
ent->client->resp.weapon = FindItem(DUAL_NAME);
else if ( stricmp(s, KEV_NAME) == 0 )
ent->client->resp.item = FindItem(KEV_NAME);
else if ( stricmp(s, LASER_NAME) == 0 )
ent->client->resp.item = FindItem(LASER_NAME);
else if ( stricmp(s, SLIP_NAME) == 0 )
ent->client->resp.item = FindItem(SLIP_NAME);
else if ( stricmp(s, SIL_NAME) == 0 )
ent->client->resp.item = FindItem(SIL_NAME);
else if ( stricmp(s, BAND_NAME) == 0 )
ent->client->resp.item = FindItem(BAND_NAME);
}