jedi-academy/code/game/AI_SaberDroid.cpp

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2013-04-04 22:35:38 +00:00
// leave this line at the top of all AI_xxxx.cpp files for PCH reasons...
#include "g_headers.h"
// leave this line at the top of all AI_xxxx.cpp files for PCH reasons...
#include "g_headers.h"
#include "b_local.h"
#include "g_nav.h"
#include "anims.h"
#include "g_navigator.h"
#include "wp_saber.h"
//extern void G_AddVoiceEvent( gentity_t *self, int event, int speakDebounceTime );
extern void WP_DeactivateSaber( gentity_t *self, qboolean clearLength = qfalse );
extern int PM_AnimLength( int index, animNumber_t anim );
qboolean NPC_CheckPlayerTeamStealth( void );
static qboolean enemyLOS;
static qboolean enemyCS;
static qboolean faceEnemy;
static qboolean move;
static qboolean shoot;
static float enemyDist;
/*
void NPC_SaberDroid_PlayConfusionSound( gentity_t *self )
{//FIXME: make this a custom sound in sound set
if ( self->health > 0 )
{
G_AddVoiceEvent( self, Q_irand(EV_CONFUSE1, EV_CONFUSE3), 2000 );
}
//reset him to be totally unaware again
TIMER_Set( self, "enemyLastVisible", 0 );
TIMER_Set( self, "flee", 0 );
self->NPC->squadState = SQUAD_IDLE;
self->NPC->tempBehavior = BS_DEFAULT;
//self->NPC->behaviorState = BS_PATROL;
G_ClearEnemy( self );//FIXME: or just self->enemy = NULL;?
self->NPC->investigateCount = 0;
}
*/
/*
-------------------------
ST_Move
-------------------------
*/
static qboolean SaberDroid_Move( void )
{
NPCInfo->combatMove = qtrue;//always move straight toward our goal
UpdateGoal();
if ( !NPCInfo->goalEntity )
{
NPCInfo->goalEntity = NPC->enemy;
}
NPCInfo->goalRadius = 30.0f;
qboolean moved = NPC_MoveToGoal( qtrue );
// navInfo_t info;
//Get the move info
// NAV_GetLastMove( info );
//FIXME: if we bump into another one of our guys and can't get around him, just stop!
//If we hit our target, then stop and fire!
// if ( info.flags & NIF_COLLISION )
// {
// if ( info.blocker == NPC->enemy )
// {
// SaberDroid_HoldPosition();
// }
// }
//If our move failed, then reset
/*
if ( moved == qfalse )
{//couldn't get to enemy
//just hang here
SaberDroid_HoldPosition();
}
*/
return moved;
}
/*
-------------------------
NPC_BSSaberDroid_Patrol
-------------------------
*/
void NPC_BSSaberDroid_Patrol( void )
{//FIXME: pick up on bodies of dead buddies?
if ( NPCInfo->confusionTime < level.time )
{
//Look for any enemies
if ( NPCInfo->scriptFlags&SCF_LOOK_FOR_ENEMIES )
{
if ( NPC_CheckPlayerTeamStealth() )
{
//NPCInfo->behaviorState = BS_HUNT_AND_KILL;//should be automatic now
//NPC_AngerSound();
NPC_UpdateAngles( qtrue, qtrue );
return;
}
}
if ( !(NPCInfo->scriptFlags&SCF_IGNORE_ALERTS) )
{
//Is there danger nearby
int alertEvent = NPC_CheckAlertEvents( qtrue, qtrue, -1, qfalse, AEL_SUSPICIOUS );
//There is an event to look at
if ( alertEvent >= 0 )//&& level.alertEvents[alertEvent].ID != NPCInfo->lastAlertID )
{
//NPCInfo->lastAlertID = level.alertEvents[alertEvent].ID;
if ( level.alertEvents[alertEvent].level >= AEL_DISCOVERED )
{
if ( level.alertEvents[alertEvent].owner &&
level.alertEvents[alertEvent].owner->client &&
level.alertEvents[alertEvent].owner->health >= 0 &&
level.alertEvents[alertEvent].owner->client->playerTeam == NPC->client->enemyTeam )
{//an enemy
G_SetEnemy( NPC, level.alertEvents[alertEvent].owner );
//NPCInfo->enemyLastSeenTime = level.time;
TIMER_Set( NPC, "attackDelay", Q_irand( 500, 2500 ) );
}
}
else
{//FIXME: get more suspicious over time?
//Save the position for movement (if necessary)
VectorCopy( level.alertEvents[alertEvent].position, NPCInfo->investigateGoal );
NPCInfo->investigateDebounceTime = level.time + Q_irand( 500, 1000 );
if ( level.alertEvents[alertEvent].level == AEL_SUSPICIOUS )
{//suspicious looks longer
NPCInfo->investigateDebounceTime += Q_irand( 500, 2500 );
}
}
}
if ( NPCInfo->investigateDebounceTime > level.time )
{//FIXME: walk over to it, maybe? Not if not chase enemies
//NOTE: stops walking or doing anything else below
vec3_t dir, angles;
float o_yaw, o_pitch;
VectorSubtract( NPCInfo->investigateGoal, NPC->client->renderInfo.eyePoint, dir );
vectoangles( dir, angles );
o_yaw = NPCInfo->desiredYaw;
o_pitch = NPCInfo->desiredPitch;
NPCInfo->desiredYaw = angles[YAW];
NPCInfo->desiredPitch = angles[PITCH];
NPC_UpdateAngles( qtrue, qtrue );
NPCInfo->desiredYaw = o_yaw;
NPCInfo->desiredPitch = o_pitch;
return;
}
}
}
//If we have somewhere to go, then do that
if ( UpdateGoal() )
{
ucmd.buttons |= BUTTON_WALKING;
NPC_MoveToGoal( qtrue );
}
else if ( !NPC->client->ps.weaponTime
&& TIMER_Done( NPC, "attackDelay" )
&& TIMER_Done( NPC, "inactiveDelay" ) )
{
if ( NPC->client->ps.SaberActive() )
{
WP_DeactivateSaber( NPC, qfalse );
NPC_SetAnim( NPC, SETANIM_BOTH, BOTH_TURNOFF, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD );
}
}
NPC_UpdateAngles( qtrue, qtrue );
}
int SaberDroid_PowerLevelForSaberAnim( gentity_t *self )
{
switch ( self->client->ps.legsAnim )
{
case BOTH_A2_TR_BL:
if ( self->client->ps.torsoAnimTimer <= 200 )
{//end of anim
return FORCE_LEVEL_0;
}
else if ( PM_AnimLength( self->client->clientInfo.animFileIndex, (animNumber_t)self->client->ps.legsAnim ) - self->client->ps.torsoAnimTimer < 200 )
{//beginning of anim
return FORCE_LEVEL_0;
}
return FORCE_LEVEL_2;
break;
case BOTH_A1_BL_TR:
if ( self->client->ps.torsoAnimTimer <= 300 )
{//end of anim
return FORCE_LEVEL_0;
}
else if ( PM_AnimLength( self->client->clientInfo.animFileIndex, (animNumber_t)self->client->ps.legsAnim ) - self->client->ps.torsoAnimTimer < 200 )
{//beginning of anim
return FORCE_LEVEL_0;
}
return FORCE_LEVEL_1;
break;
case BOTH_A1__L__R:
if ( self->client->ps.torsoAnimTimer <= 250 )
{//end of anim
return FORCE_LEVEL_0;
}
else if ( PM_AnimLength( self->client->clientInfo.animFileIndex, (animNumber_t)self->client->ps.legsAnim ) - self->client->ps.torsoAnimTimer < 150 )
{//beginning of anim
return FORCE_LEVEL_0;
}
return FORCE_LEVEL_1;
break;
case BOTH_A3__L__R:
if ( self->client->ps.torsoAnimTimer <= 200 )
{//end of anim
return FORCE_LEVEL_0;
}
else if ( PM_AnimLength( self->client->clientInfo.animFileIndex, (animNumber_t)self->client->ps.legsAnim ) - self->client->ps.torsoAnimTimer < 300 )
{//beginning of anim
return FORCE_LEVEL_0;
}
return FORCE_LEVEL_3;
break;
}
return FORCE_LEVEL_0;
}
/*
-------------------------
NPC_BSSaberDroid_Attack
-------------------------
*/
void NPC_SaberDroid_PickAttack( void )
{
int attackAnim = Q_irand( 0, 3 );
switch ( attackAnim )
{
case 0:
default:
attackAnim = BOTH_A2_TR_BL;
NPC->client->ps.saberMove = LS_A_TR2BL;
NPC->client->ps.saberAnimLevel = SS_MEDIUM;
break;
case 1:
attackAnim = BOTH_A1_BL_TR;
NPC->client->ps.saberMove = LS_A_BL2TR;
NPC->client->ps.saberAnimLevel = SS_FAST;
break;
case 2:
attackAnim = BOTH_A1__L__R;
NPC->client->ps.saberMove = LS_A_L2R;
NPC->client->ps.saberAnimLevel = SS_FAST;
break;
case 3:
attackAnim = BOTH_A3__L__R;
NPC->client->ps.saberMove = LS_A_L2R;
NPC->client->ps.saberAnimLevel = SS_STRONG;
break;
}
NPC->client->ps.saberBlocking = saberMoveData[NPC->client->ps.saberMove].blocking;
if ( saberMoveData[NPC->client->ps.saberMove].trailLength > 0 )
{
NPC->client->ps.SaberActivateTrail( saberMoveData[NPC->client->ps.saberMove].trailLength ); // saber trail lasts for 75ms...feel free to change this if you want it longer or shorter
}
else
{
NPC->client->ps.SaberDeactivateTrail( 0 );
}
NPC_SetAnim( NPC, SETANIM_BOTH, attackAnim, SETANIM_FLAG_HOLD|SETANIM_FLAG_OVERRIDE );
NPC->client->ps.torsoAnim = NPC->client->ps.legsAnim;//need to do this because we have no anim split but saber code checks torsoAnim
NPC->client->ps.weaponTime = NPC->client->ps.torsoAnimTimer = NPC->client->ps.legsAnimTimer;
NPC->client->ps.weaponstate = WEAPON_FIRING;
}
void NPC_BSSaberDroid_Attack( void )
{
//Don't do anything if we're hurt
if ( NPC->painDebounceTime > level.time )
{
NPC_UpdateAngles( qtrue, qtrue );
return;
}
//NPC_CheckEnemy( qtrue, qfalse );
//If we don't have an enemy, just idle
if ( NPC_CheckEnemyExt() == qfalse )//!NPC->enemy )//
{
NPC->enemy = NULL;
NPC_BSSaberDroid_Patrol();//FIXME: or patrol?
return;
}
if ( !NPC->enemy )
{//WTF? somehow we lost our enemy?
NPC_BSSaberDroid_Patrol();//FIXME: or patrol?
return;
}
enemyLOS = enemyCS = qfalse;
move = qtrue;
faceEnemy = qfalse;
shoot = qfalse;
enemyDist = DistanceSquared( NPC->enemy->currentOrigin, NPC->currentOrigin );
//can we see our target?
if ( NPC_ClearLOS( NPC->enemy ) )
{
NPCInfo->enemyLastSeenTime = level.time;
enemyLOS = qtrue;
if ( enemyDist <= 4096 && InFOV( NPC->enemy->currentOrigin, NPC->currentOrigin, NPC->client->ps.viewangles, 90, 45 ) )//within 64 & infront
{
VectorCopy( NPC->enemy->currentOrigin, NPCInfo->enemyLastSeenLocation );
enemyCS = qtrue;
}
}
/*
else if ( gi.inPVS( NPC->enemy->currentOrigin, NPC->currentOrigin ) )
{
NPCInfo->enemyLastSeenTime = level.time;
faceEnemy = qtrue;
}
*/
if ( enemyLOS )
{//FIXME: no need to face enemy if we're moving to some other goal and he's too far away to shoot?
faceEnemy = qtrue;
}
if ( !TIMER_Done( NPC, "taunting" ) )
{
move = qfalse;
}
else if ( enemyCS )
{
shoot = qtrue;
if ( enemyDist < (NPC->maxs[0]+NPC->enemy->maxs[0]+32)*(NPC->maxs[0]+NPC->enemy->maxs[0]+32) )
{//close enough
move = qfalse;
}
}//this should make him chase enemy when out of range...?
if ( NPC->client->ps.legsAnimTimer
&& NPC->client->ps.legsAnim != BOTH_A3__L__R )//this one is a running attack
{//in the middle of a held, stationary anim, can't move
move = qfalse;
}
if ( move )
{//move toward goal
move = SaberDroid_Move();
if ( move )
{//if we had to chase him, be sure to attack as soon as possible
TIMER_Set( NPC, "attackDelay", NPC->client->ps.weaponTime );
}
}
if ( !faceEnemy )
{//we want to face in the dir we're running
if ( move )
{//don't run away and shoot
NPCInfo->desiredYaw = NPCInfo->lastPathAngles[YAW];
NPCInfo->desiredPitch = 0;
shoot = qfalse;
}
NPC_UpdateAngles( qtrue, qtrue );
}
else// if ( faceEnemy )
{//face the enemy
NPC_FaceEnemy();
}
if ( NPCInfo->scriptFlags&SCF_DONT_FIRE )
{
shoot = qfalse;
}
//FIXME: need predicted blocking?
//FIXME: don't shoot right away!
if ( shoot )
{//try to shoot if it's time
if ( TIMER_Done( NPC, "attackDelay" ) )
{
if( !(NPCInfo->scriptFlags & SCF_FIRE_WEAPON) ) // we've already fired, no need to do it again here
{
NPC_SaberDroid_PickAttack();
if ( NPCInfo->rank > RANK_CREWMAN )
{
TIMER_Set( NPC, "attackDelay", NPC->client->ps.weaponTime+Q_irand(0, 1000) );
}
else
{
TIMER_Set( NPC, "attackDelay", NPC->client->ps.weaponTime+Q_irand( 0, 1000 )+(Q_irand( 0, (3-g_spskill->integer)*2 )*500) );
}
}
}
}
}
void NPC_BSSD_Default( void )
{
if( !NPC->enemy )
{//don't have an enemy, look for one
NPC_BSSaberDroid_Patrol();
}
else//if ( NPC->enemy )
{//have an enemy
if ( !NPC->client->ps.SaberActive() )
{
NPC->client->ps.SaberActivate();
if ( NPC->client->ps.legsAnim == BOTH_TURNOFF
|| NPC->client->ps.legsAnim == BOTH_STAND1 )
{
NPC_SetAnim( NPC, SETANIM_BOTH, BOTH_TURNON, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD );
}
}
NPC_BSSaberDroid_Attack();
TIMER_Set( NPC, "inactiveDelay", Q_irand( 2000, 4000 ) );
}
if ( !NPC->client->ps.weaponTime )
{
NPC->client->ps.saberMove = LS_READY;
NPC->client->ps.saberBlocking = saberMoveData[LS_READY].blocking;
NPC->client->ps.SaberDeactivateTrail( 0 );
NPC->client->ps.saberAnimLevel = SS_MEDIUM;
NPC->client->ps.weaponstate = WEAPON_READY;
}
}