//////////////////////////////////////////////////////////////////////////////////////// // RAVEN SOFTWARE - STAR WARS: JK II // (c) 2002 Activision // // Troopers // // TODO // ---- // // // // // leave this line at the top of all AI_xxxx.cpp files for PCH reasons... //////////////////////////////////////////////////////////////////////////////////////// #include "g_headers.h" //////////////////////////////////////////////////////////////////////////////////////// // Includes //////////////////////////////////////////////////////////////////////////////////////// #include "b_local.h" #if !defined(RAVL_VEC_INC) #include "../Ravl/CVec.h" #endif #if !defined(RATL_ARRAY_VS_INC) #include "../Ratl/array_vs.h" #endif #if !defined(RATL_VECTOR_VS_INC) #include "../Ratl/vector_vs.h" #endif #if !defined(RATL_HANDLE_POOL_VS_INC) #include "../Ratl/handle_pool_vs.h" #endif #if !defined(RUFL_HSTRING_INC) #include "../Rufl/hstring.h" #endif //////////////////////////////////////////////////////////////////////////////////////// // Defines //////////////////////////////////////////////////////////////////////////////////////// #define MAX_TROOPS 100 #define MAX_ENTS_PER_TROOP 7 #define MAX_TROOP_JOIN_DIST2 1000000 //1000 units #define MAX_TROOP_MERGE_DIST2 250000 //500 units #define TARGET_POS_VISITED 10000 //100 units bool NPC_IsTrooper(gentity_t* actor); enum { SPEECH_CHASE, SPEECH_CONFUSED, SPEECH_COVER, SPEECH_DETECTED, SPEECH_GIVEUP, SPEECH_LOOK, SPEECH_LOST, SPEECH_OUTFLANK, SPEECH_ESCAPING, SPEECH_SIGHT, SPEECH_SOUND, SPEECH_SUSPICIOUS, SPEECH_YELL, SPEECH_PUSHED }; extern void G_AddVoiceEvent( gentity_t *self, int event, int speakDebounceTime ); static void HT_Speech( gentity_t *self, int speechType, float failChance ) { if ( random() < failChance ) { return; } if ( failChance >= 0 ) {//a negative failChance makes it always talk if ( self->NPC->group ) {//group AI speech debounce timer if ( self->NPC->group->speechDebounceTime > level.time ) { return; } /* else if ( !self->NPC->group->enemy ) { if ( groupSpeechDebounceTime[self->client->playerTeam] > level.time ) { return; } } */ } else if ( !TIMER_Done( self, "chatter" ) ) {//personal timer return; } } TIMER_Set( self, "chatter", Q_irand( 2000, 4000 ) ); if ( self->NPC->blockedSpeechDebounceTime > level.time ) { return; } switch( speechType ) { case SPEECH_CHASE: G_AddVoiceEvent( self, Q_irand(EV_CHASE1, EV_CHASE3), 2000 ); break; case SPEECH_CONFUSED: G_AddVoiceEvent( self, Q_irand(EV_CONFUSE1, EV_CONFUSE3), 2000 ); break; case SPEECH_COVER: G_AddVoiceEvent( self, Q_irand(EV_COVER1, EV_COVER5), 2000 ); break; case SPEECH_DETECTED: G_AddVoiceEvent( self, Q_irand(EV_DETECTED1, EV_DETECTED5), 2000 ); break; case SPEECH_GIVEUP: G_AddVoiceEvent( self, Q_irand(EV_GIVEUP1, EV_GIVEUP4), 2000 ); break; case SPEECH_LOOK: G_AddVoiceEvent( self, Q_irand(EV_LOOK1, EV_LOOK2), 2000 ); break; case SPEECH_LOST: G_AddVoiceEvent( self, EV_LOST1, 2000 ); break; case SPEECH_OUTFLANK: G_AddVoiceEvent( self, Q_irand(EV_OUTFLANK1, EV_OUTFLANK2), 2000 ); break; case SPEECH_ESCAPING: G_AddVoiceEvent( self, Q_irand(EV_ESCAPING1, EV_ESCAPING3), 2000 ); break; case SPEECH_SIGHT: G_AddVoiceEvent( self, Q_irand(EV_SIGHT1, EV_SIGHT3), 2000 ); break; case SPEECH_SOUND: G_AddVoiceEvent( self, Q_irand(EV_SOUND1, EV_SOUND3), 2000 ); break; case SPEECH_SUSPICIOUS: G_AddVoiceEvent( self, Q_irand(EV_SUSPICIOUS1, EV_SUSPICIOUS5), 2000 ); break; case SPEECH_YELL: G_AddVoiceEvent( self, Q_irand( EV_ANGER1, EV_ANGER3 ), 2000 ); break; case SPEECH_PUSHED: G_AddVoiceEvent( self, Q_irand( EV_PUSHED1, EV_PUSHED3 ), 2000 ); break; default: break; } self->NPC->blockedSpeechDebounceTime = level.time + 2000; } //////////////////////////////////////////////////////////////////////////////////////// // The Troop // // Troopers primarly derive their behavior from cooperation as a collective group of // individuals. They join Troops, each of which has a leader responsible for direcing // the movement of the rest of the group. // //////////////////////////////////////////////////////////////////////////////////////// class CTroop { //////////////////////////////////////////////////////////////////////////////////// // Various Troop Wide Data //////////////////////////////////////////////////////////////////////////////////// int mTroopHandle; int mTroopTeam; bool mTroopReform; float mFormSpacingFwd; float mFormSpacingRight; float mSurroundFanAngle; public: bool Empty() {return mActors.empty();} int Team() {return mTroopTeam;} int Handle() {return mTroopHandle;} //////////////////////////////////////////////////////////////////////////////////// // Initialize - Clear out all data, all actors, reset all variables //////////////////////////////////////////////////////////////////////////////////// void Initialize(int TroopHandle=0) { mActors.clear(); mTarget = 0; mState = TS_NONE; mTroopHandle = TroopHandle; mTroopTeam = 0; mTroopReform = false; } //////////////////////////////////////////////////////////////////////////////////// // DistanceSq - Quick Operation to see how far an ent is from the rest of the troop //////////////////////////////////////////////////////////////////////////////////// float DistanceSq(gentity_t* ent) { if (mActors.size()) { return DistanceSquared(ent->currentOrigin, mActors[0]->currentOrigin); } return 0.0f; } private: //////////////////////////////////////////////////////////////////////////////////// // The Actors // // Actors are all the troopers who belong to the group, their positions in this // vector affect their positions in the troop, whith the first actor as the leader //////////////////////////////////////////////////////////////////////////////////// ratl::vector_vs mActors; //////////////////////////////////////////////////////////////////////////////////// // MakeActorLeader - Move A Given Index To A Leader Position //////////////////////////////////////////////////////////////////////////////////// void MakeActorLeader(int index) { if (index!=0) { mActors[0]->client->leader = 0; mActors.swap(index, 0); } mActors[0]->client->leader = mActors[0]; if (mActors[0]) { if (mActors[0]->client->NPC_class==CLASS_HAZARD_TROOPER) { mFormSpacingFwd = 75.0f; mFormSpacingRight = 50.0f; } else { mFormSpacingFwd = 75.0f; mFormSpacingRight = 20.0f; } } } public: //////////////////////////////////////////////////////////////////////////////////// // AddActor - Adds a new actor to the troop & automatically promote to leader //////////////////////////////////////////////////////////////////////////////////// void AddActor(gentity_t* actor) { assert(actor->NPC->troop==0 && !mActors.full()); actor->NPC->troop = mTroopHandle; mActors.push_back(actor); mTroopReform = true; if ((mActors.size()==1) || (actor->NPC->rank > mActors[0]->NPC->rank)) { MakeActorLeader(mActors.size()-1); } if (!mTroopTeam) { mTroopTeam = actor->client->playerTeam; } } //////////////////////////////////////////////////////////////////////////////////// // RemoveActor - Removes an actor from the troop & automatically promote leader //////////////////////////////////////////////////////////////////////////////////// void RemoveActor(gentity_t* actor) { assert(actor->NPC->troop==mTroopHandle); int bestNewLeader=-1; int numEnts = mActors.size(); bool found = false; mTroopReform = true; // Find The Actor //---------------- for (int i=0; i=0 && (mActors[i]->NPC->rank > mActors[bestNewLeader]->NPC->rank)) { bestNewLeader = i; } } if (!mActors.empty() && bestNewLeader>=0) { MakeActorLeader(bestNewLeader); } assert(found); actor->NPC->troop = 0; } private: //////////////////////////////////////////////////////////////////////////////////// // Enemy // // The troop has a collective enemy that it knows about, which is updated by all // the members of the group; //////////////////////////////////////////////////////////////////////////////////// gentity_t* mTarget; bool mTargetVisable; int mTargetVisableStartTime; int mTargetVisableStopTime; CVec3 mTargetVisablePosition; int mTargetIndex; int mTargetLastKnownTime; CVec3 mTargetLastKnownPosition; bool mTargetLastKnownPositionVisited; //////////////////////////////////////////////////////////////////////////////////// // RegisterTarget - Records That the target is seen, when and where //////////////////////////////////////////////////////////////////////////////////// void RegisterTarget(gentity_t* target, int index, bool visable) { if (!mTarget) { HT_Speech(mActors[0], SPEECH_DETECTED, 0); } else if ((level.time - mTargetLastKnownTime)>8000) { HT_Speech(mActors[0], SPEECH_SIGHT, 0); } if (visable) { mTargetVisableStopTime = level.time; if (!mTargetVisable) { mTargetVisableStartTime = level.time; } CalcEntitySpot(target, SPOT_HEAD, mTargetVisablePosition.v); mTargetVisablePosition[2] -= 10.0f; } mTarget = target; mTargetVisable = visable; mTargetIndex = index; mTargetLastKnownTime = level.time; mTargetLastKnownPosition = target->currentOrigin; mTargetLastKnownPositionVisited = false; } //////////////////////////////////////////////////////////////////////////////////// // RegisterTarget - Records That the target is seen, when and where //////////////////////////////////////////////////////////////////////////////////// bool TargetLastKnownPositionVisited() { if (!mTargetLastKnownPositionVisited) { float dist = DistanceSquared(mTargetLastKnownPosition.v, mActors[0]->currentOrigin); mTargetLastKnownPositionVisited = (dist1.0f) { val = 1.0f; } if (val<0.0f) { val = 0.0f; } return val; } //////////////////////////////////////////////////////////////////////////////////// // Target Visibility // // Compute all factors that can add visibility to a target //////////////////////////////////////////////////////////////////////////////////// float TargetVisibility(gentity_t* target) { float Scale = 0.8f; if (target->client && target->client->ps.weapon==WP_SABER && target->client->ps.SaberActive()) { Scale += 0.1f; } return ClampScale(Scale); } //////////////////////////////////////////////////////////////////////////////////// // //////////////////////////////////////////////////////////////////////////////////// float TargetNoiseLevel(gentity_t* target) { float Scale = 0.1f; Scale += target->resultspeed / (float)g_speed->integer; if (target->client && target->client->ps.weapon==WP_SABER && target->client->ps.SaberActive()) { Scale += 0.2f; } return ClampScale(Scale); } //////////////////////////////////////////////////////////////////////////////////// // Scan For Enemies //////////////////////////////////////////////////////////////////////////////////// void ScanForTarget(int scannerIndex) { gentity_t* target; int targetIndex=0; int targetStop=ENTITYNUM_WORLD; CVec3 targetPos; CVec3 targetDirection; float targetDistance; float targetVisibility; float targetNoiseLevel; gentity_t* scanner = mActors[scannerIndex]; gNPCstats_t* scannerStats = &(scanner->NPC->stats); float scannerMaxViewDist = scannerStats->visrange; float scannerMinVisability = 0.1f;//1.0f - scannerStats->vigilance; float scannerMaxHearDist = scannerStats->earshot; float scannerMinNoiseLevel = 0.3f;//1.0f - scannerStats->vigilance; CVec3 scannerPos(scanner->currentOrigin); CVec3 scannerFwd(scanner->currentAngles); scannerFwd.AngToVec(); // If Existing Target, Only Check It //----------------------------------- if (mTarget) { targetIndex = mTargetIndex; targetStop = mTargetIndex+1; } SaveNPCGlobals(); SetNPCGlobals(scanner); for (; targetIndexcurrentOrigin; if (target->client && target->client->ps.leanofs) { targetPos = target->client->renderInfo.eyePoint; } targetDirection = (targetPos - scannerPos); targetDistance = targetDirection.SafeNorm(); // Can The Scanner SEE The Target? //--------------------------------- if (targetDistancescannerMinVisability) { if (NPC_ClearLOS(targetPos.v)) { RegisterTarget(target, targetIndex, true); RestoreNPCGlobals(); return; } } } // Can The Scanner HEAR The Target? //---------------------------------- if (targetDistancescannerMinNoiseLevel) { RegisterTarget(target, targetIndex, false); RestoreNPCGlobals(); return; } } } RestoreNPCGlobals(); } private: //////////////////////////////////////////////////////////////////////////////////// // Troop State // // The troop as a whole can be acting under a number of different "behavior states" //////////////////////////////////////////////////////////////////////////////////// enum ETroopState { TS_NONE = 0, // No troop wide activity active TS_ADVANCE, // CHOOSE A NEW ADVANCE TACTIC TS_ADVANCE_REGROUP, // All ents move into squad position TS_ADVANCE_SEARCH, // Slow advance, looking left to right, in formation TS_ADVANCE_COVER, // One at a time moves forward, goes off path, provides cover TS_ADVANCE_FORMATION, // In formation jog to goal location TS_ATTACK, // CHOOSE A NEW ATTACK TACTIC TS_ATTACK_LINE, // Form 2 lines, front kneel, back stand TS_ATTACK_FLANK, // Same As Line, except scouting group attemts to get around other side of target TS_ATTACK_SURROUND, // Get on all sides of target TS_ATTACK_COVER, // TS_MAX }; ETroopState mState; CVec3 mFormHead; CVec3 mFormFwd; CVec3 mFormRight; //////////////////////////////////////////////////////////////////////////////////// // TroopInFormation - A quick check to see if the troop is currently in formation //////////////////////////////////////////////////////////////////////////////////// bool TroopInFormation() { float maxActorRangeSq = ((mActors.size()/2) + 2) * mFormSpacingFwd; maxActorRangeSq *= maxActorRangeSq; for (int actorIndex=1; actorIndexmaxActorRangeSq) { return false; } } return true; } //////////////////////////////////////////////////////////////////////////////////// // SActorOrder //////////////////////////////////////////////////////////////////////////////////// struct SActorOrder { CVec3 mPosition; int mCombatPoint; bool mKneelAndShoot; }; ratl::array_vs mOrders; //////////////////////////////////////////////////////////////////////////////////// // LeaderIssueAndUpdateOrders - Tell Everyone Where To Go //////////////////////////////////////////////////////////////////////////////////// void LeaderIssueAndUpdateOrders(ETroopState NextState) { int actorIndex; int actorCount = mActors.size(); // Always Put Guys Closest To The Order Locations In Those Locations //------------------------------------------------------------------- for (int orderIndex=1; orderIndexcurrentOrigin); float currentDistance = closestActorDistance; for (actorIndex=orderIndex+1; actorIndexcurrentOrigin); if (currentDistancepos1); } // PHASE I - VOICE COMMANDS & ANIMATIONS //======================================= gentity_t* leader = mActors[0]; if (NextState!=mState) { if (mActors.size()>0) { switch (NextState) { case (TS_ADVANCE_REGROUP) : { break; } case (TS_ADVANCE_SEARCH) : { HT_Speech(leader, SPEECH_LOOK, 0); break; } case (TS_ADVANCE_COVER) : { HT_Speech(leader, SPEECH_COVER, 0); NPC_SetAnim(leader, SETANIM_TORSO, TORSO_HANDSIGNAL4, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLDLESS); break; } case (TS_ADVANCE_FORMATION) : { HT_Speech(leader, SPEECH_ESCAPING, 0); break; } case (TS_ATTACK_LINE) : { HT_Speech(leader, SPEECH_CHASE, 0); NPC_SetAnim(leader, SETANIM_TORSO, TORSO_HANDSIGNAL1, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLDLESS); break; } case (TS_ATTACK_FLANK) : { HT_Speech(leader, SPEECH_OUTFLANK, 0); NPC_SetAnim(leader, SETANIM_TORSO, TORSO_HANDSIGNAL3, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLDLESS); break; } case (TS_ATTACK_SURROUND) : { HT_Speech(leader, SPEECH_GIVEUP, 0); NPC_SetAnim(leader, SETANIM_TORSO, TORSO_HANDSIGNAL2, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLDLESS); break; } case (TS_ATTACK_COVER) : { HT_Speech(leader, SPEECH_COVER, 0); break; } default: { } } } } // If Attacking, And Not Forced To Reform, Don't Recalculate Orders //------------------------------------------------------------------ else if (NextState>TS_ATTACK && !mTroopReform) { return; } // PHASE II - COMPUTE THE NEW FORMATION HEAD, FORWARD, AND RIGHT VECTORS //======================================================================= CVec3 PreviousFwd = mFormFwd; mFormHead = leader->currentOrigin; mFormFwd = (NAV::HasPath(leader))?(NAV::NextPosition(leader)):(mTargetLastKnownPosition); mFormFwd -= mFormHead; mFormFwd[2] = 0; mFormFwd *= -1.0f; // Form Forward Goes Behind The Leader mFormFwd.Norm(); mFormRight = mFormFwd; mFormRight.Cross(CVec3::mZ); // Scale Vectors By Spacing Distances //------------------------------------ mFormFwd *= mFormSpacingFwd; mFormRight *= mFormSpacingRight; // If Attacking, Move Head Forward Some To Center On Target //---------------------------------------------------------- if (NextState>TS_ATTACK) { if (!mTroopReform) { int FwdNum = ((actorCount/2)+1); for (int i=0; icurrentOrigin, mActors[0]->mins, mActors[0]->maxs, mOrders[0].mPosition.v, mActors[0]->s.number, mActors[0]->clipmask ); if (trace.fraction<1.0f) { mOrders[0].mPosition = trace.endpos; } } else { mOrders[0].mPosition = mTargetLastKnownPosition; } VectorCopy(mOrders[0].mPosition.v, mActors[0]->pos1); CVec3 FormTgtToHead(mFormHead); FormTgtToHead -= mTargetLastKnownPosition; /*float FormTgtToHeadDist = */FormTgtToHead.SafeNorm(); CVec3 BaseAngleToHead(FormTgtToHead); BaseAngleToHead.VecToAng(); // int NumPerSide = mActors.size()/2; // float WidestAngle = FORMATION_SURROUND_FAN * (NumPerSide+1); // PHASE III - USE FORMATION VECTORS TO COMPUTE ORDERS FOR ALL ACTORS //==================================================================== for (actorIndex=1; actorIndexNPC->combatPoint!=-1) { NPC_FreeCombatPoint(mActors[actorIndex]->NPC->combatPoint, false); mActors[actorIndex]->NPC->combatPoint = -1; } Order.mPosition = mFormHead; Order.mCombatPoint = -1; Order.mKneelAndShoot= false; // Advance Orders //---------------- if (NextState=4) { int cpFlags = (CP_HAS_ROUTE|CP_AVOID_ENEMY|CP_CLEAR|CP_COVER|CP_FLANK|CP_APPROACH_ENEMY); float avoidDist = 128.0f; Order.mCombatPoint = NPC_FindCombatPointRetry( mActors[actorIndex]->currentOrigin, mActors[actorIndex]->currentOrigin, mActors[actorIndex]->currentOrigin, &cpFlags, avoidDist, 0); if (Order.mCombatPoint!=-1 && (cpFlags&CP_CLEAR)) { Order.mPosition = level.combatPoints[Order.mCombatPoint].origin; NPC_SetCombatPoint(Order.mCombatPoint); } else { Order.mPosition.ScaleAdd(mFormFwd, FwdScale); Order.mPosition.ScaleAdd(mFormRight, SideScale); } } else if (NextState==TS_ATTACK_SURROUND) { Order.mPosition.ScaleAdd(mFormFwd, FwdScale); Order.mPosition.ScaleAdd(mFormRight, SideScale); /* CVec3 FanAngles = BaseAngleToHead; FanAngles[YAW] += (SideScale * (WidestAngle-(FwdScale*FORMATION_SURROUND_FAN))); FanAngles.AngToVec(); Order.mPosition = mTargetLastKnownPosition; Order.mPosition.ScaleAdd(FanAngles, FormTgtToHeadDist); */ } else if (NextState==TS_ATTACK_COVER) { Order.mPosition.ScaleAdd(mFormFwd, FwdScale); Order.mPosition.ScaleAdd(mFormRight, SideScale); } } if (NextState>=TS_ATTACK) { trace_t trace; CVec3 OrderUp(Order.mPosition); OrderUp[2] += 10.0f; gi.trace(&trace, Order.mPosition.v, mActors[actorIndex]->mins, mActors[actorIndex]->maxs, OrderUp.v, mActors[actorIndex]->s.number, CONTENTS_SOLID|CONTENTS_TERRAIN|CONTENTS_MONSTERCLIP|CONTENTS_BOTCLIP); if (trace.startsolid || trace.allsolid) { int cpFlags = (CP_HAS_ROUTE|CP_AVOID_ENEMY|CP_CLEAR|CP_COVER|CP_FLANK|CP_APPROACH_ENEMY); float avoidDist = 128.0f; Order.mCombatPoint = NPC_FindCombatPointRetry( mActors[actorIndex]->currentOrigin, mActors[actorIndex]->currentOrigin, mActors[actorIndex]->currentOrigin, &cpFlags, avoidDist, 0); if (Order.mCombatPoint!=-1) { Order.mPosition = level.combatPoints[Order.mCombatPoint].origin; NPC_SetCombatPoint(Order.mCombatPoint); } else { Order.mPosition = mOrders[0].mPosition; } } } RestoreNPCGlobals(); } mTroopReform = false; mState = NextState; } //////////////////////////////////////////////////////////////////////////////////// // SufficientCoverNearby - Look at nearby combat points, see if there is enough //////////////////////////////////////////////////////////////////////////////////// bool SufficientCoverNearby() { // TODO: Evaluate Available Combat Points return false; } public: //////////////////////////////////////////////////////////////////////////////////// // Update - This is the primary "think" function from the troop //////////////////////////////////////////////////////////////////////////////////// void Update() { if (mActors.empty()) { return; } ScanForTarget(0 /*Q_irand(0, (mActors.size()-1))*/); if (mTarget) { ETroopState NextState = mState; int TimeSinceLastSeen = (level.time - mTargetVisableStopTime); // int TimeVisable = (mTargetVisableStopTime - mTargetVisableStartTime); bool Attack = (TimeSinceLastSeen<2000); if (Attack) { // If Not Currently Attacking, Or We Want To Pick A New Attack Tactic //-------------------------------------------------------------------- if (mState4)?(TS_ATTACK_FLANK):(TS_ATTACK_LINE); } else { NextState = (SufficientCoverNearby())?(TS_ATTACK_COVER):(TS_ATTACK_SURROUND); } } } else { if (!TroopInFormation()) { NextState = TS_ADVANCE_REGROUP; } else { if (TargetLastKnownPositionVisited()) { NextState = TS_ADVANCE_SEARCH; } else { NextState = (TimeSinceLastSeen<10000)?(TS_ADVANCE_COVER):(TS_ADVANCE_FORMATION); } } } LeaderIssueAndUpdateOrders(NextState); } } //////////////////////////////////////////////////////////////////////////////////// // MergeInto - Merges all actors into anther troop //////////////////////////////////////////////////////////////////////////////////// void MergeInto(CTroop& Other) { int numEnts = mActors.size(); for (int i=0; iclient->leader = 0; mActors[i]->NPC->troop = 0; Other.AddActor(mActors[i]); } mActors.clear(); if (!Other.mTarget && mTarget) { Other.mTarget = mTarget; Other.mTargetIndex = mTargetIndex; Other.mTargetLastKnownPosition = mTargetLastKnownPosition; Other.mTargetLastKnownPositionVisited = mTargetLastKnownPositionVisited; Other.mTargetLastKnownTime = mTargetLastKnownTime; Other.mTargetVisableStartTime = mTargetVisableStartTime; Other.mTargetVisableStopTime = mTargetVisableStopTime; Other.mTargetVisable = mTargetVisable; Other.mTargetVisablePosition = mTargetVisablePosition; Other.LeaderIssueAndUpdateOrders(mState); } } //////////////////////////////////////////////////////////////////////////////////// // //////////////////////////////////////////////////////////////////////////////////// gentity_t* TrackingTarget() { return mTarget; } //////////////////////////////////////////////////////////////////////////////////// // //////////////////////////////////////////////////////////////////////////////////// gentity_t* TroopLeader() { return mActors[0]; } //////////////////////////////////////////////////////////////////////////////////// // //////////////////////////////////////////////////////////////////////////////////// int TimeSinceSeenTarget() { return (level.time - mTargetVisableStopTime); } //////////////////////////////////////////////////////////////////////////////////// // //////////////////////////////////////////////////////////////////////////////////// CVec3& TargetVisablePosition() { return mTargetVisablePosition; } //////////////////////////////////////////////////////////////////////////////////// // //////////////////////////////////////////////////////////////////////////////////// float FormSpacingFwd() { return mFormSpacingFwd; } //////////////////////////////////////////////////////////////////////////////////// // //////////////////////////////////////////////////////////////////////////////////// gentity_t* TooCloseToTroopMember(gentity_t* actor) { for (int i=0; iresultspeed<10.0f) // { // continue; // } if (i==0) { if (Distance(actor->currentOrigin, mActors[i]->currentOrigin)<(mFormSpacingFwd*0.5f)) { return mActors[i]; } } else { if (Distance(actor->currentOrigin, mActors[i]->currentOrigin)<(mFormSpacingFwd*0.5f)) { return mActors[i]; } } } assert("Somehow this actor is not actually in the troop..."==0); return 0; } }; typedef ratl::handle_pool_vs TTroopPool; TTroopPool mTroops; //////////////////////////////////////////////////////////////////////////////////////// // Erase All Data, Set To Default Vals Before Entities Spawn //////////////////////////////////////////////////////////////////////////////////////// void Troop_Reset() { mTroops.clear(); } //////////////////////////////////////////////////////////////////////////////////////// // Entities Have Just Spawned, Initialize //////////////////////////////////////////////////////////////////////////////////////// void Troop_Initialize() { } //////////////////////////////////////////////////////////////////////////////////////// // Global Update Of All Troops //////////////////////////////////////////////////////////////////////////////////////// void Troop_Update() { for (TTroopPool::iterator i=mTroops.begin(); i!=mTroops.end(); i++) { i->Update(); } } //////////////////////////////////////////////////////////////////////////////////////// // Erase All Data, Set To Default Vals Before Entities Spawn //////////////////////////////////////////////////////////////////////////////////////// void Trooper_UpdateTroop(gentity_t* actor) { // Try To Join A Troop //--------------------- if (!actor->NPC->troop) { float curDist = 0; float closestDist = 0; TTroopPool::iterator closestTroop = mTroops.end(); trace_t trace; for (TTroopPool::iterator iTroop=mTroops.begin(); iTroop!=mTroops.end(); iTroop++) { if (iTroop->Team()==actor->client->playerTeam) { curDist = iTroop->DistanceSq(actor); if (curDistcurrentOrigin, actor->mins, actor->maxs, iTroop->TroopLeader()->currentOrigin, actor->s.number, CONTENTS_SOLID|CONTENTS_TERRAIN|CONTENTS_MONSTERCLIP|CONTENTS_BOTCLIP); if (!trace.allsolid && !trace.startsolid && (trace.fraction>=1.0f || trace.entityNum==iTroop->TroopLeader()->s.number)) { closestDist = curDist; closestTroop = iTroop; } } } } // If Found, Add The Actor To It //-------------------------------- if (closestTroop!=mTroops.end()) { closestTroop->AddActor(actor); } // If We Couldn't Find One, Create A New Troop //--------------------------------------------- else if (!mTroops.full()) { int nTroopHandle = mTroops.alloc(); mTroops[nTroopHandle].Initialize(nTroopHandle); mTroops[nTroopHandle].AddActor(actor); } } // If This Is A Leader, Then He Is Responsible For Merging Troops //---------------------------------------------------------------- else if (actor->client->leader==actor) { float curDist = 0; float closestDist = 0; TTroopPool::iterator closestTroop = mTroops.end(); for (TTroopPool::iterator iTroop=mTroops.begin(); iTroop!=mTroops.end(); iTroop++) { curDist = iTroop->DistanceSq(actor); if ((curDistNPC->troop)) { closestDist = curDist; closestTroop = iTroop; } } if (closestTroop!=mTroops.end()) { int oldTroopNum = actor->NPC->troop; mTroops[oldTroopNum].MergeInto(*closestTroop); mTroops.free(oldTroopNum); } } } //////////////////////////////////////////////////////////////////////////////////////// // //////////////////////////////////////////////////////////////////////////////////////// bool Trooper_UpdateSmackAway(gentity_t* actor, gentity_t* target) { if (actor->client->ps.legsAnim==BOTH_MELEE1) { if (TIMER_Done(actor, "Trooper_SmackAway")) { CVec3 ActorPos(actor->currentOrigin); CVec3 ActorToTgt(target->currentOrigin); ActorToTgt -= ActorPos; float ActorToTgtDist = ActorToTgt.SafeNorm(); if (ActorToTgtDist<100.0f) { G_Throw(target, ActorToTgt.v, 200.0f); } } return true; } return false; } //////////////////////////////////////////////////////////////////////////////////////// // //////////////////////////////////////////////////////////////////////////////////////// void Trooper_SmackAway(gentity_t* actor, gentity_t* target) { assert(actor && actor->NPC); if (actor->client->ps.legsAnim!=BOTH_MELEE1) { NPC_SetAnim(actor, SETANIM_BOTH, BOTH_MELEE1, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD); TIMER_Set(actor, "Trooper_SmackAway", actor->client->ps.torsoAnimTimer/4.0f); } } //////////////////////////////////////////////////////////////////////////////////////// // //////////////////////////////////////////////////////////////////////////////////////// bool Trooper_Kneeling(gentity_t* actor) { return (actor->NPC->aiFlags&NPCAI_KNEEL || actor->client->ps.legsAnim==BOTH_STAND_TO_KNEEL); } //////////////////////////////////////////////////////////////////////////////////////// // //////////////////////////////////////////////////////////////////////////////////////// void Trooper_KneelDown(gentity_t* actor) { assert(actor && actor->NPC); if (!Trooper_Kneeling(actor) && level.time>actor->NPC->kneelTime) { NPC_SetAnim(actor, SETANIM_BOTH, BOTH_STAND_TO_KNEEL, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD); actor->NPC->aiFlags |= NPCAI_KNEEL; actor->NPC->kneelTime = level.time + Q_irand(3000, 6000); } } //////////////////////////////////////////////////////////////////////////////////////// // //////////////////////////////////////////////////////////////////////////////////////// void Trooper_StandUp(gentity_t* actor, bool always=false) { assert(actor && actor->NPC); if (Trooper_Kneeling(actor) && (always || level.time>actor->NPC->kneelTime)) { actor->NPC->aiFlags &= ~NPCAI_KNEEL; NPC_SetAnim(actor, SETANIM_BOTH, BOTH_KNEEL_TO_STAND, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD); actor->NPC->kneelTime = level.time + Q_irand(3000, 6000); } } //////////////////////////////////////////////////////////////////////////////////////// // //////////////////////////////////////////////////////////////////////////////////////// int Trooper_CanHitTarget(gentity_t* actor, gentity_t* target, CTroop& troop, float& MuzzleToTargetDistance, CVec3& MuzzleToTarget) { trace_t tr; CVec3 MuzzlePoint(actor->currentOrigin); CalcEntitySpot(actor, SPOT_WEAPON, MuzzlePoint.v); MuzzleToTarget = troop.TargetVisablePosition(); MuzzleToTarget -= MuzzlePoint; MuzzleToTargetDistance = MuzzleToTarget.SafeNorm(); CVec3 MuzzleDirection(actor->currentAngles); MuzzleDirection.AngToVec(); // Aiming In The Right Direction? //-------------------------------- if (MuzzleDirection.Dot(MuzzleToTarget)>0.95) { // Clear Line Of Sight To Target? //-------------------------------- gi.trace(&tr, MuzzlePoint.v, NULL, NULL, troop.TargetVisablePosition().v, actor->s.number, MASK_SHOT); if (tr.startsolid || tr.allsolid) { return ENTITYNUM_NONE; } if (tr.entityNum==target->s.number || tr.fraction>0.9f) { return target->s.number; } return tr.entityNum; } return ENTITYNUM_NONE; } //////////////////////////////////////////////////////////////////////////////////////// // Run The Per Trooper Update //////////////////////////////////////////////////////////////////////////////////////// void Trooper_Think(gentity_t* actor) { gentity_t* target = (actor->NPC->troop)?(mTroops[actor->NPC->troop].TrackingTarget()):(0); if (target) { G_SetEnemy(actor, target); CTroop& troop = mTroops[actor->NPC->troop]; bool AtPos = STEER::Reached(actor, actor->pos1, 10.0f); int traceTgt = ENTITYNUM_NONE; bool traced = false; bool inSmackAway = false; float MuzzleToTargetDistance = 0.0f; CVec3 MuzzleToTarget; if (actor->NPC->combatPoint!=-1) { traceTgt = Trooper_CanHitTarget(actor, target, troop, MuzzleToTargetDistance, MuzzleToTarget); traced = true; if (traceTgt==target->s.number) { AtPos = true; } } // Smack! //------- if (Trooper_UpdateSmackAway(actor, target)) { traced = true; AtPos = true; inSmackAway = true; } if (false) { CG_DrawEdge(actor->currentOrigin, actor->pos1, EDGE_IMPACT_SAFE); } // If There, Stop Moving //----------------------- STEER::Activate(actor); { gentity_t* fleeFrom = troop.TooCloseToTroopMember(actor); // If Too Close To The Leader, Get Out Of His Way //------------------------------------------------ if (fleeFrom) { STEER::Flee(actor, fleeFrom->currentOrigin, 1.0f); AtPos = false; } // If In Position, Stop Moving //----------------------------- if (AtPos) { NAV::ClearPath(actor); STEER::Stop(actor); } // Otherwise, Try To Get To Position //----------------------------------- else { Trooper_StandUp(actor, true); // If Close Enough, Persue Our Target Directly //--------------------------------------------- bool moveSuccess = STEER::GoTo(NPC, actor->pos1, 10.0f, false); // Otherwise //----------- if (!moveSuccess) { moveSuccess = NAV::GoTo(NPC, actor->pos1); } // If No Way To Get To Position, Stay Here //----------------------------------------- if (!moveSuccess || (level.time - actor->lastMoveTime)>4000) { AtPos = true; } } } STEER::DeActivate(actor, &ucmd); // If There And Target Was Recently Visable //------------------------------------------ if (AtPos && (troop.TimeSinceSeenTarget()<1500)) { if (!traced) { traceTgt = Trooper_CanHitTarget(actor, target, troop, MuzzleToTargetDistance, MuzzleToTarget); } // Shoot! //-------- if (traceTgt==target->s.number) { if (actor->s.weapon==WP_BLASTER) { ucmd.buttons |= BUTTON_ALT_ATTACK; } WeaponThink(qtrue); } else if (!inSmackAway) { // Otherwise, If Kneeling, Get Up! //--------------------------------- if (Trooper_Kneeling(actor)) { Trooper_StandUp(actor); } // If The Enemy Is Close Enough, Smack Him Away //---------------------------------------------- else if (MuzzleToTargetDistance<40.0f) { Trooper_SmackAway(actor, target); } // If We Would Have It A Friend, Ask Him To Kneel //------------------------------------------------ else if (traceTgt!=ENTITYNUM_NONE && traceTgt!=ENTITYNUM_WORLD && g_entities[traceTgt].client && g_entities[traceTgt].NPC && g_entities[traceTgt].client->playerTeam==actor->client->playerTeam && NPC_IsTrooper(&g_entities[traceTgt]) && g_entities[traceTgt].resultspeed<1.0f && !(g_entities[traceTgt].NPC->aiFlags & NPCAI_KNEEL)) { Trooper_KneelDown(&g_entities[traceTgt]); } } // Convert To Angles And Set That As Our Desired Look Direction //-------------------------------------------------------------- if (MuzzleToTargetDistance>100) { MuzzleToTarget.VecToAng(); NPCInfo->desiredYaw = MuzzleToTarget[YAW]; NPCInfo->desiredPitch = MuzzleToTarget[PITCH]; } else { MuzzleToTarget = troop.TargetVisablePosition(); MuzzleToTarget.v[2] -= 20.0f; // Aim Lower MuzzleToTarget -= actor->currentOrigin; MuzzleToTarget.SafeNorm(); MuzzleToTarget.VecToAng(); NPCInfo->desiredYaw = MuzzleToTarget[YAW]; NPCInfo->desiredPitch = MuzzleToTarget[PITCH]; } } NPC_UpdateFiringAngles( qtrue, qtrue ); NPC_UpdateAngles( qtrue, qtrue ); if (Trooper_Kneeling(actor)) { ucmd.upmove = -127; // Set Crouch Height } } else { NPC_BSST_Default(); } } //////////////////////////////////////////////////////////////////////////////////////// /* ------------------------- NPC_BehaviorSet_Trooper ------------------------- */ //////////////////////////////////////////////////////////////////////////////////////// void NPC_BehaviorSet_Trooper( int bState ) { Trooper_UpdateTroop(NPC); switch( bState ) { case BS_STAND_GUARD: case BS_PATROL: case BS_STAND_AND_SHOOT: case BS_HUNT_AND_KILL: case BS_DEFAULT: Trooper_Think(NPC); break; case BS_INVESTIGATE: NPC_BSST_Investigate(); break; case BS_SLEEP: NPC_BSST_Sleep(); break; default: Trooper_Think(NPC); break; } } //////////////////////////////////////////////////////////////////////////////////////// // IsTrooper - return true if you want a given actor to use trooper AI //////////////////////////////////////////////////////////////////////////////////////// bool NPC_IsTrooper(gentity_t* actor) { return ( actor && actor->NPC && actor->s.weapon && !!(actor->NPC->scriptFlags&SCF_NO_GROUPS)// && // !(actor->NPC->scriptFlags&SCF_CHASE_ENEMIES) ); } void NPC_LeaveTroop(gentity_t* actor) { assert(actor->NPC->troop); int wasInTroop = actor->NPC->troop; mTroops[actor->NPC->troop].RemoveActor(actor); if (mTroops[wasInTroop].Empty()) { mTroops.free(wasInTroop); } }