// Copyright (C) 1999-2000 Id Software, Inc. // /***************************************************************************** * name: ai_main.c * * desc: Quake3 bot AI * * $Archive: /MissionPack/code/game/ai_main.c $ * $Author: osman $ * $Revision: 1.5 $ * $Modtime: 6/06/01 1:11p $ * $Date: 2003/03/15 23:43:59 $ * *****************************************************************************/ #include "g_local.h" #include "q_shared.h" #include "botlib.h" //bot lib interface #include "be_aas.h" #include "be_ea.h" #include "be_ai_char.h" #include "be_ai_chat.h" #include "be_ai_gen.h" #include "be_ai_goal.h" #include "be_ai_move.h" #include "be_ai_weap.h" // #include "ai_main.h" #include "w_saber.h" // #include "chars.h" #include "inv.h" #include "syn.h" /* #define BOT_CTF_DEBUG 1 */ #define MAX_PATH 144 #define BOT_THINK_TIME 0 //bot states bot_state_t *botstates[MAX_CLIENTS]; //number of bots int numbots; //floating point time float floattime; //time to do a regular update float regularupdate_time; // //for siege: extern int rebel_attackers; extern int imperial_attackers; boteventtracker_t gBotEventTracker[MAX_CLIENTS]; //rww - new bot cvars.. vmCvar_t bot_forcepowers; vmCvar_t bot_forgimmick; vmCvar_t bot_honorableduelacceptance; vmCvar_t bot_pvstype; vmCvar_t bot_normgpath; #ifndef FINAL_BUILD vmCvar_t bot_getinthecarrr; #endif #ifdef _DEBUG vmCvar_t bot_nogoals; vmCvar_t bot_debugmessages; #endif vmCvar_t bot_attachments; vmCvar_t bot_camp; vmCvar_t bot_wp_info; vmCvar_t bot_wp_edit; vmCvar_t bot_wp_clearweight; vmCvar_t bot_wp_distconnect; vmCvar_t bot_wp_visconnect; //end rww wpobject_t *flagRed; wpobject_t *oFlagRed; wpobject_t *flagBlue; wpobject_t *oFlagBlue; gentity_t *eFlagRed; gentity_t *droppedRedFlag; gentity_t *eFlagBlue; gentity_t *droppedBlueFlag; char *ctfStateNames[] = { "CTFSTATE_NONE", "CTFSTATE_ATTACKER", "CTFSTATE_DEFENDER", "CTFSTATE_RETRIEVAL", "CTFSTATE_GUARDCARRIER", "CTFSTATE_GETFLAGHOME", "CTFSTATE_MAXCTFSTATES" }; char *ctfStateDescriptions[] = { "I'm not occupied", "I'm attacking the enemy's base", "I'm defending our base", "I'm getting our flag back", "I'm escorting our flag carrier", "I've got the enemy's flag" }; char *siegeStateDescriptions[] = { "I'm not occupied", "I'm attemtping to complete the current objective", "I'm preventing the enemy from completing their objective" }; char *teamplayStateDescriptions[] = { "I'm not occupied", "I'm following my squad commander", "I'm assisting my commanding", "I'm attempting to regroup and form a new squad" }; void BotStraightTPOrderCheck(gentity_t *ent, int ordernum, bot_state_t *bs) { switch (ordernum) { case 0: if (bs->squadLeader == ent) { bs->teamplayState = 0; bs->squadLeader = NULL; } break; case TEAMPLAYSTATE_FOLLOWING: bs->teamplayState = ordernum; bs->isSquadLeader = 0; bs->squadLeader = ent; bs->wpDestSwitchTime = 0; break; case TEAMPLAYSTATE_ASSISTING: bs->teamplayState = ordernum; bs->isSquadLeader = 0; bs->squadLeader = ent; bs->wpDestSwitchTime = 0; break; default: bs->teamplayState = ordernum; break; } } void BotSelectWeapon(int client, int weapon) { if (weapon <= WP_NONE) { // assert(0); return; } trap_EA_SelectWeapon(client, weapon); } void BotReportStatus(bot_state_t *bs) { if (g_gametype.integer == GT_TEAM) { trap_EA_SayTeam(bs->client, teamplayStateDescriptions[bs->teamplayState]); } else if (g_gametype.integer == GT_SIEGE) { trap_EA_SayTeam(bs->client, siegeStateDescriptions[bs->siegeState]); } else if (g_gametype.integer == GT_CTF || g_gametype.integer == GT_CTY) { trap_EA_SayTeam(bs->client, ctfStateDescriptions[bs->ctfState]); } } //accept a team order from a player void BotOrder(gentity_t *ent, int clientnum, int ordernum) { int stateMin = 0; int stateMax = 0; int i = 0; if (!ent || !ent->client || !ent->client->sess.teamLeader) { return; } if (clientnum != -1 && !botstates[clientnum]) { return; } if (clientnum != -1 && !OnSameTeam(ent, &g_entities[clientnum])) { return; } if (g_gametype.integer != GT_CTF && g_gametype.integer != GT_CTY && g_gametype.integer != GT_SIEGE && g_gametype.integer != GT_TEAM) { return; } if (g_gametype.integer == GT_CTF || g_gametype.integer == GT_CTY) { stateMin = CTFSTATE_NONE; stateMax = CTFSTATE_MAXCTFSTATES; } else if (g_gametype.integer == GT_SIEGE) { stateMin = SIEGESTATE_NONE; stateMax = SIEGESTATE_MAXSIEGESTATES; } else if (g_gametype.integer == GT_TEAM) { stateMin = TEAMPLAYSTATE_NONE; stateMax = TEAMPLAYSTATE_MAXTPSTATES; } if ((ordernum < stateMin && ordernum != -1) || ordernum >= stateMax) { return; } if (clientnum != -1) { if (ordernum == -1) { BotReportStatus(botstates[clientnum]); } else { BotStraightTPOrderCheck(ent, ordernum, botstates[clientnum]); botstates[clientnum]->state_Forced = ordernum; botstates[clientnum]->chatObject = ent; botstates[clientnum]->chatAltObject = NULL; if (BotDoChat(botstates[clientnum], "OrderAccepted", 1)) { botstates[clientnum]->chatTeam = 1; } } } else { while (i < MAX_CLIENTS) { if (botstates[i] && OnSameTeam(ent, &g_entities[i])) { if (ordernum == -1) { BotReportStatus(botstates[i]); } else { BotStraightTPOrderCheck(ent, ordernum, botstates[i]); botstates[i]->state_Forced = ordernum; botstates[i]->chatObject = ent; botstates[i]->chatAltObject = NULL; if (BotDoChat(botstates[i], "OrderAccepted", 0)) { botstates[i]->chatTeam = 1; } } } i++; } } } //See if bot is mindtricked by the client in question int BotMindTricked(int botClient, int enemyClient) { forcedata_t *fd; if (!g_entities[enemyClient].client) { return 0; } fd = &g_entities[enemyClient].client->ps.fd; if (!fd) { return 0; } if (botClient > 47) { if (fd->forceMindtrickTargetIndex4 & (1 << (botClient-48))) { return 1; } } else if (botClient > 31) { if (fd->forceMindtrickTargetIndex3 & (1 << (botClient-32))) { return 1; } } else if (botClient > 15) { if (fd->forceMindtrickTargetIndex2 & (1 << (botClient-16))) { return 1; } } else { if (fd->forceMindtrickTargetIndex & (1 << botClient)) { return 1; } } return 0; } int BotGetWeaponRange(bot_state_t *bs); int PassLovedOneCheck(bot_state_t *bs, gentity_t *ent); void ExitLevel( void ); void QDECL BotAI_Print(int type, char *fmt, ...) { return; } qboolean WP_ForcePowerUsable( gentity_t *self, forcePowers_t forcePower ); int IsTeamplay(void) { if ( g_gametype.integer < GT_TEAM ) { return 0; } return 1; } /* ================== BotAI_GetClientState ================== */ int BotAI_GetClientState( int clientNum, playerState_t *state ) { gentity_t *ent; ent = &g_entities[clientNum]; if ( !ent->inuse ) { return qfalse; } if ( !ent->client ) { return qfalse; } memcpy( state, &ent->client->ps, sizeof(playerState_t) ); return qtrue; } /* ================== BotAI_GetEntityState ================== */ int BotAI_GetEntityState( int entityNum, entityState_t *state ) { gentity_t *ent; ent = &g_entities[entityNum]; memset( state, 0, sizeof(entityState_t) ); if (!ent->inuse) return qfalse; if (!ent->r.linked) return qfalse; if (ent->r.svFlags & SVF_NOCLIENT) return qfalse; memcpy( state, &ent->s, sizeof(entityState_t) ); return qtrue; } /* ================== BotAI_GetSnapshotEntity ================== */ int BotAI_GetSnapshotEntity( int clientNum, int sequence, entityState_t *state ) { int entNum; entNum = trap_BotGetSnapshotEntity( clientNum, sequence ); if ( entNum == -1 ) { memset(state, 0, sizeof(entityState_t)); return -1; } BotAI_GetEntityState( entNum, state ); return sequence + 1; } /* ============== BotEntityInfo ============== */ void BotEntityInfo(int entnum, aas_entityinfo_t *info) { trap_AAS_EntityInfo(entnum, info); } /* ============== NumBots ============== */ int NumBots(void) { return numbots; } /* ============== AngleDifference ============== */ float AngleDifference(float ang1, float ang2) { float diff; diff = ang1 - ang2; if (ang1 > ang2) { if (diff > 180.0) diff -= 360.0; } else { if (diff < -180.0) diff += 360.0; } return diff; } /* ============== BotChangeViewAngle ============== */ float BotChangeViewAngle(float angle, float ideal_angle, float speed) { float move; angle = AngleMod(angle); ideal_angle = AngleMod(ideal_angle); if (angle == ideal_angle) return angle; move = ideal_angle - angle; if (ideal_angle > angle) { if (move > 180.0) move -= 360.0; } else { if (move < -180.0) move += 360.0; } if (move > 0) { if (move > speed) move = speed; } else { if (move < -speed) move = -speed; } return AngleMod(angle + move); } /* ============== BotChangeViewAngles ============== */ void BotChangeViewAngles(bot_state_t *bs, float thinktime) { float diff, factor, maxchange, anglespeed, disired_speed; int i; if (bs->ideal_viewangles[PITCH] > 180) bs->ideal_viewangles[PITCH] -= 360; if (bs->currentEnemy && bs->frame_Enemy_Vis) { if (bs->settings.skill <= 1) { factor = (bs->skills.turnspeed_combat*0.4f)*bs->settings.skill; } else if (bs->settings.skill <= 2) { factor = (bs->skills.turnspeed_combat*0.6f)*bs->settings.skill; } else if (bs->settings.skill <= 3) { factor = (bs->skills.turnspeed_combat*0.8f)*bs->settings.skill; } else { factor = bs->skills.turnspeed_combat*bs->settings.skill; } } else { factor = bs->skills.turnspeed; } if (factor > 1) { factor = 1; } if (factor < 0.001) { factor = 0.001f; } maxchange = bs->skills.maxturn; //if (maxchange < 240) maxchange = 240; maxchange *= thinktime; for (i = 0; i < 2; i++) { bs->viewangles[i] = AngleMod(bs->viewangles[i]); bs->ideal_viewangles[i] = AngleMod(bs->ideal_viewangles[i]); diff = AngleDifference(bs->viewangles[i], bs->ideal_viewangles[i]); disired_speed = diff * factor; bs->viewanglespeed[i] += (bs->viewanglespeed[i] - disired_speed); if (bs->viewanglespeed[i] > 180) bs->viewanglespeed[i] = maxchange; if (bs->viewanglespeed[i] < -180) bs->viewanglespeed[i] = -maxchange; anglespeed = bs->viewanglespeed[i]; if (anglespeed > maxchange) anglespeed = maxchange; if (anglespeed < -maxchange) anglespeed = -maxchange; bs->viewangles[i] += anglespeed; bs->viewangles[i] = AngleMod(bs->viewangles[i]); bs->viewanglespeed[i] *= 0.45 * (1 - factor); } if (bs->viewangles[PITCH] > 180) bs->viewangles[PITCH] -= 360; trap_EA_View(bs->client, bs->viewangles); } /* ============== BotInputToUserCommand ============== */ void BotInputToUserCommand(bot_input_t *bi, usercmd_t *ucmd, int delta_angles[3], int time, int useTime) { vec3_t angles, forward, right; short temp; int j; //clear the whole structure memset(ucmd, 0, sizeof(usercmd_t)); // //Com_Printf("dir = %f %f %f speed = %f\n", bi->dir[0], bi->dir[1], bi->dir[2], bi->speed); //the duration for the user command in milli seconds ucmd->serverTime = time; // if (bi->actionflags & ACTION_DELAYEDJUMP) { bi->actionflags |= ACTION_JUMP; bi->actionflags &= ~ACTION_DELAYEDJUMP; } //set the buttons if (bi->actionflags & ACTION_RESPAWN) ucmd->buttons = BUTTON_ATTACK; if (bi->actionflags & ACTION_ATTACK) ucmd->buttons |= BUTTON_ATTACK; if (bi->actionflags & ACTION_ALT_ATTACK) ucmd->buttons |= BUTTON_ALT_ATTACK; // if (bi->actionflags & ACTION_TALK) ucmd->buttons |= BUTTON_TALK; if (bi->actionflags & ACTION_GESTURE) ucmd->buttons |= BUTTON_GESTURE; if (bi->actionflags & ACTION_USE) ucmd->buttons |= BUTTON_USE_HOLDABLE; if (bi->actionflags & ACTION_WALK) ucmd->buttons |= BUTTON_WALKING; if (bi->actionflags & ACTION_FORCEPOWER) ucmd->buttons |= BUTTON_FORCEPOWER; if (useTime < level.time && Q_irand(1, 10) < 5) { //for now just hit use randomly in case there's something useable around ucmd->buttons |= BUTTON_USE; } #if 0 // Here's an interesting bit. The bots in TA used buttons to do additional gestures. // I ripped them out because I didn't want too many buttons given the fact that I was already adding some for JK2. // We can always add some back in if we want though. if (bi->actionflags & ACTION_AFFIRMATIVE) ucmd->buttons |= BUTTON_AFFIRMATIVE; if (bi->actionflags & ACTION_NEGATIVE) ucmd->buttons |= BUTTON_NEGATIVE; if (bi->actionflags & ACTION_GETFLAG) ucmd->buttons |= BUTTON_GETFLAG; if (bi->actionflags & ACTION_GUARDBASE) ucmd->buttons |= BUTTON_GUARDBASE; if (bi->actionflags & ACTION_PATROL) ucmd->buttons |= BUTTON_PATROL; if (bi->actionflags & ACTION_FOLLOWME) ucmd->buttons |= BUTTON_FOLLOWME; #endif //0 if (bi->weapon == WP_NONE) { #ifdef _DEBUG // Com_Printf("WARNING: Bot tried to use WP_NONE!\n"); #endif bi->weapon = WP_BRYAR_PISTOL; } // ucmd->weapon = bi->weapon; //set the view angles //NOTE: the ucmd->angles are the angles WITHOUT the delta angles ucmd->angles[PITCH] = ANGLE2SHORT(bi->viewangles[PITCH]); ucmd->angles[YAW] = ANGLE2SHORT(bi->viewangles[YAW]); ucmd->angles[ROLL] = ANGLE2SHORT(bi->viewangles[ROLL]); //subtract the delta angles for (j = 0; j < 3; j++) { temp = ucmd->angles[j] - delta_angles[j]; ucmd->angles[j] = temp; } //NOTE: movement is relative to the REAL view angles //get the horizontal forward and right vector //get the pitch in the range [-180, 180] if (bi->dir[2]) angles[PITCH] = bi->viewangles[PITCH]; else angles[PITCH] = 0; angles[YAW] = bi->viewangles[YAW]; angles[ROLL] = 0; AngleVectors(angles, forward, right, NULL); //bot input speed is in the range [0, 400] bi->speed = bi->speed * 127 / 400; //set the view independent movement ucmd->forwardmove = DotProduct(forward, bi->dir) * bi->speed; ucmd->rightmove = DotProduct(right, bi->dir) * bi->speed; ucmd->upmove = abs((int)(forward[2])) * bi->dir[2] * bi->speed; //normal keyboard movement if (bi->actionflags & ACTION_MOVEFORWARD) ucmd->forwardmove += 127; if (bi->actionflags & ACTION_MOVEBACK) ucmd->forwardmove -= 127; if (bi->actionflags & ACTION_MOVELEFT) ucmd->rightmove -= 127; if (bi->actionflags & ACTION_MOVERIGHT) ucmd->rightmove += 127; //jump/moveup if (bi->actionflags & ACTION_JUMP) ucmd->upmove += 127; //crouch/movedown if (bi->actionflags & ACTION_CROUCH) ucmd->upmove -= 127; // //Com_Printf("forward = %d right = %d up = %d\n", ucmd.forwardmove, ucmd.rightmove, ucmd.upmove); //Com_Printf("ucmd->serverTime = %d\n", ucmd->serverTime); } /* ============== BotUpdateInput ============== */ void BotUpdateInput(bot_state_t *bs, int time, int elapsed_time) { bot_input_t bi; int j; //add the delta angles to the bot's current view angles for (j = 0; j < 3; j++) { bs->viewangles[j] = AngleMod(bs->viewangles[j] + SHORT2ANGLE(bs->cur_ps.delta_angles[j])); } //change the bot view angles BotChangeViewAngles(bs, (float) elapsed_time / 1000); //retrieve the bot input trap_EA_GetInput(bs->client, (float) time / 1000, &bi); //respawn hack if (bi.actionflags & ACTION_RESPAWN) { if (bs->lastucmd.buttons & BUTTON_ATTACK) bi.actionflags &= ~(ACTION_RESPAWN|ACTION_ATTACK); } //convert the bot input to a usercmd BotInputToUserCommand(&bi, &bs->lastucmd, bs->cur_ps.delta_angles, time, bs->noUseTime); //subtract the delta angles for (j = 0; j < 3; j++) { bs->viewangles[j] = AngleMod(bs->viewangles[j] - SHORT2ANGLE(bs->cur_ps.delta_angles[j])); } } /* ============== BotAIRegularUpdate ============== */ void BotAIRegularUpdate(void) { if (regularupdate_time < FloatTime()) { trap_BotUpdateEntityItems(); regularupdate_time = FloatTime() + 0.3; } } /* ============== RemoveColorEscapeSequences ============== */ void RemoveColorEscapeSequences( char *text ) { int i, l; l = 0; for ( i = 0; text[i]; i++ ) { if (Q_IsColorString(&text[i])) { i++; continue; } if (text[i] > 0x7E) continue; text[l++] = text[i]; } text[l] = '\0'; } /* ============== BotAI ============== */ int BotAI(int client, float thinktime) { bot_state_t *bs; char buf[1024], *args; int j; #ifdef _DEBUG int start = 0; int end = 0; #endif trap_EA_ResetInput(client); // bs = botstates[client]; if (!bs || !bs->inuse) { BotAI_Print(PRT_FATAL, "BotAI: client %d is not setup\n", client); return qfalse; } //retrieve the current client state BotAI_GetClientState( client, &bs->cur_ps ); //retrieve any waiting server commands while( trap_BotGetServerCommand(client, buf, sizeof(buf)) ) { //have buf point to the command and args to the command arguments args = strchr( buf, ' '); if (!args) continue; *args++ = '\0'; //remove color espace sequences from the arguments RemoveColorEscapeSequences( args ); if (!Q_stricmp(buf, "cp ")) { /*CenterPrintf*/ } else if (!Q_stricmp(buf, "cs")) { /*ConfigStringModified*/ } else if (!Q_stricmp(buf, "scores")) { /*FIXME: parse scores?*/ } else if (!Q_stricmp(buf, "clientLevelShot")) { /*ignore*/ } } //add the delta angles to the bot's current view angles for (j = 0; j < 3; j++) { bs->viewangles[j] = AngleMod(bs->viewangles[j] + SHORT2ANGLE(bs->cur_ps.delta_angles[j])); } //increase the local time of the bot bs->ltime += thinktime; // bs->thinktime = thinktime; //origin of the bot VectorCopy(bs->cur_ps.origin, bs->origin); //eye coordinates of the bot VectorCopy(bs->cur_ps.origin, bs->eye); bs->eye[2] += bs->cur_ps.viewheight; //get the area the bot is in #ifdef _DEBUG start = trap_Milliseconds(); #endif StandardBotAI(bs, thinktime); #ifdef _DEBUG end = trap_Milliseconds(); trap_Cvar_Update(&bot_debugmessages); if (bot_debugmessages.integer) { Com_Printf("Single AI frametime: %i\n", (end - start)); } #endif //subtract the delta angles for (j = 0; j < 3; j++) { bs->viewangles[j] = AngleMod(bs->viewangles[j] - SHORT2ANGLE(bs->cur_ps.delta_angles[j])); } //everything was ok return qtrue; } /* ================== BotScheduleBotThink ================== */ void BotScheduleBotThink(void) { int i, botnum; botnum = 0; for( i = 0; i < MAX_CLIENTS; i++ ) { if( !botstates[i] || !botstates[i]->inuse ) { continue; } //initialize the bot think residual time botstates[i]->botthink_residual = BOT_THINK_TIME * botnum / numbots; botnum++; } } int PlayersInGame(void) { int i = 0; gentity_t *ent; int pl = 0; while (i < MAX_CLIENTS) { ent = &g_entities[i]; if (ent && ent->client && ent->client->pers.connected == CON_CONNECTED) { pl++; } i++; } return pl; } /* ============== BotAISetupClient ============== */ int BotAISetupClient(int client, struct bot_settings_s *settings, qboolean restart) { bot_state_t *bs; if (!botstates[client]) botstates[client] = (bot_state_t *) B_Alloc(sizeof(bot_state_t)); //G_Alloc(sizeof(bot_state_t)); //rww - G_Alloc bad! B_Alloc good. memset(botstates[client], 0, sizeof(bot_state_t)); bs = botstates[client]; if (bs && bs->inuse) { BotAI_Print(PRT_FATAL, "BotAISetupClient: client %d already setup\n", client); return qfalse; } memcpy(&bs->settings, settings, sizeof(bot_settings_t)); bs->client = client; //need to know the client number before doing personality stuff //initialize weapon weight defaults.. bs->botWeaponWeights[WP_NONE] = 0; bs->botWeaponWeights[WP_STUN_BATON] = 1; bs->botWeaponWeights[WP_SABER] = 10; bs->botWeaponWeights[WP_BRYAR_PISTOL] = 11; bs->botWeaponWeights[WP_BLASTER] = 12; bs->botWeaponWeights[WP_DISRUPTOR] = 13; bs->botWeaponWeights[WP_BOWCASTER] = 14; bs->botWeaponWeights[WP_REPEATER] = 15; bs->botWeaponWeights[WP_DEMP2] = 16; bs->botWeaponWeights[WP_FLECHETTE] = 17; bs->botWeaponWeights[WP_ROCKET_LAUNCHER] = 18; bs->botWeaponWeights[WP_THERMAL] = 14; bs->botWeaponWeights[WP_TRIP_MINE] = 0; bs->botWeaponWeights[WP_DET_PACK] = 0; bs->botWeaponWeights[WP_MELEE] = 1; BotUtilizePersonality(bs); if (g_gametype.integer == GT_DUEL || g_gametype.integer == GT_POWERDUEL) { bs->botWeaponWeights[WP_SABER] = 13; } //allocate a goal state bs->gs = trap_BotAllocGoalState(client); //allocate a weapon state bs->ws = trap_BotAllocWeaponState(); bs->inuse = qtrue; bs->entitynum = client; bs->setupcount = 4; bs->entergame_time = FloatTime(); bs->ms = trap_BotAllocMoveState(); numbots++; //NOTE: reschedule the bot thinking BotScheduleBotThink(); if (PlayersInGame()) { //don't talk to yourself BotDoChat(bs, "GeneralGreetings", 0); } return qtrue; } /* ============== BotAIShutdownClient ============== */ int BotAIShutdownClient(int client, qboolean restart) { bot_state_t *bs; bs = botstates[client]; if (!bs || !bs->inuse) { //BotAI_Print(PRT_ERROR, "BotAIShutdownClient: client %d already shutdown\n", client); return qfalse; } trap_BotFreeMoveState(bs->ms); //free the goal state` trap_BotFreeGoalState(bs->gs); //free the weapon weights trap_BotFreeWeaponState(bs->ws); // //clear the bot state memset(bs, 0, sizeof(bot_state_t)); //set the inuse flag to qfalse bs->inuse = qfalse; //there's one bot less numbots--; //everything went ok return qtrue; } /* ============== BotResetState called when a bot enters the intermission or observer mode and when the level is changed ============== */ void BotResetState(bot_state_t *bs) { int client, entitynum, inuse; int movestate, goalstate, weaponstate; bot_settings_t settings; playerState_t ps; //current player state float entergame_time; //save some things that should not be reset here memcpy(&settings, &bs->settings, sizeof(bot_settings_t)); memcpy(&ps, &bs->cur_ps, sizeof(playerState_t)); inuse = bs->inuse; client = bs->client; entitynum = bs->entitynum; movestate = bs->ms; goalstate = bs->gs; weaponstate = bs->ws; entergame_time = bs->entergame_time; //reset the whole state memset(bs, 0, sizeof(bot_state_t)); //copy back some state stuff that should not be reset bs->ms = movestate; bs->gs = goalstate; bs->ws = weaponstate; memcpy(&bs->cur_ps, &ps, sizeof(playerState_t)); memcpy(&bs->settings, &settings, sizeof(bot_settings_t)); bs->inuse = inuse; bs->client = client; bs->entitynum = entitynum; bs->entergame_time = entergame_time; //reset several states if (bs->ms) trap_BotResetMoveState(bs->ms); if (bs->gs) trap_BotResetGoalState(bs->gs); if (bs->ws) trap_BotResetWeaponState(bs->ws); if (bs->gs) trap_BotResetAvoidGoals(bs->gs); if (bs->ms) trap_BotResetAvoidReach(bs->ms); } /* ============== BotAILoadMap ============== */ int BotAILoadMap( int restart ) { int i; for (i = 0; i < MAX_CLIENTS; i++) { if (botstates[i] && botstates[i]->inuse) { BotResetState( botstates[i] ); botstates[i]->setupcount = 4; } } return qtrue; } //rww - bot ai //standard visibility check int OrgVisible(vec3_t org1, vec3_t org2, int ignore) { trace_t tr; trap_Trace(&tr, org1, NULL, NULL, org2, ignore, MASK_SOLID); if (tr.fraction == 1) { return 1; } return 0; } //special waypoint visibility check int WPOrgVisible(gentity_t *bot, vec3_t org1, vec3_t org2, int ignore) { trace_t tr; gentity_t *ownent; trap_Trace(&tr, org1, NULL, NULL, org2, ignore, MASK_SOLID); if (tr.fraction == 1) { trap_Trace(&tr, org1, NULL, NULL, org2, ignore, MASK_PLAYERSOLID); if (tr.fraction != 1 && tr.entityNum != ENTITYNUM_NONE && g_entities[tr.entityNum].s.eType == ET_SPECIAL) { if (g_entities[tr.entityNum].parent && g_entities[tr.entityNum].parent->client) { ownent = g_entities[tr.entityNum].parent; if (OnSameTeam(bot, ownent) || bot->s.number == ownent->s.number) { return 1; } } return 2; } return 1; } return 0; } //visibility check with hull trace int OrgVisibleBox(vec3_t org1, vec3_t mins, vec3_t maxs, vec3_t org2, int ignore) { trace_t tr; if (g_RMG.integer) { trap_Trace(&tr, org1, NULL, NULL, org2, ignore, MASK_SOLID); } else { trap_Trace(&tr, org1, mins, maxs, org2, ignore, MASK_SOLID); } if (tr.fraction == 1 && !tr.startsolid && !tr.allsolid) { return 1; } return 0; } //see if there's a func_* ent under the given pos. //kind of badly done, but this shouldn't happen //often. int CheckForFunc(vec3_t org, int ignore) { gentity_t *fent; vec3_t under; trace_t tr; VectorCopy(org, under); under[2] -= 64; trap_Trace(&tr, org, NULL, NULL, under, ignore, MASK_SOLID); if (tr.fraction == 1) { return 0; } fent = &g_entities[tr.entityNum]; if (!fent) { return 0; } if (strstr(fent->classname, "func_")) { return 1; //there's a func brush here } return 0; } //perform pvs check based on rmg or not qboolean BotPVSCheck( const vec3_t p1, const vec3_t p2 ) { if (g_RMG.integer && bot_pvstype.integer) { vec3_t subPoint; VectorSubtract(p1, p2, subPoint); if (VectorLength(subPoint) > 5000) { return qfalse; } return qtrue; } return trap_InPVS(p1, p2); } //get the index to the nearest visible waypoint in the global trail int GetNearestVisibleWP(vec3_t org, int ignore) { int i; float bestdist; float flLen; int bestindex; vec3_t a, mins, maxs; i = 0; if (g_RMG.integer) { bestdist = 300; } else { bestdist = 800;//99999; //don't trace over 800 units away to avoid GIANT HORRIBLE SPEED HITS ^_^ } bestindex = -1; mins[0] = -15; mins[1] = -15; mins[2] = -1; maxs[0] = 15; maxs[1] = 15; maxs[2] = 1; while (i < gWPNum) { if (gWPArray[i] && gWPArray[i]->inuse) { VectorSubtract(org, gWPArray[i]->origin, a); flLen = VectorLength(a); if (flLen < bestdist && (g_RMG.integer || BotPVSCheck(org, gWPArray[i]->origin)) && OrgVisibleBox(org, mins, maxs, gWPArray[i]->origin, ignore)) { bestdist = flLen; bestindex = i; } } i++; } return bestindex; } //wpDirection //0 == FORWARD //1 == BACKWARD //see if this is a valid waypoint to pick up in our //current state (whatever that may be) int PassWayCheck(bot_state_t *bs, int windex) { if (!gWPArray[windex] || !gWPArray[windex]->inuse) { //bad point index return 0; } if (g_RMG.integer) { if ((gWPArray[windex]->flags & WPFLAG_RED_FLAG) || (gWPArray[windex]->flags & WPFLAG_BLUE_FLAG)) { //red or blue flag, we'd like to get here return 1; } } if (bs->wpDirection && (gWPArray[windex]->flags & WPFLAG_ONEWAY_FWD)) { //we're not travelling in a direction on the trail that will allow us to pass this point return 0; } else if (!bs->wpDirection && (gWPArray[windex]->flags & WPFLAG_ONEWAY_BACK)) { //we're not travelling in a direction on the trail that will allow us to pass this point return 0; } if (bs->wpCurrent && gWPArray[windex]->forceJumpTo && gWPArray[windex]->origin[2] > (bs->wpCurrent->origin[2]+64) && bs->cur_ps.fd.forcePowerLevel[FP_LEVITATION] < gWPArray[windex]->forceJumpTo) { //waypoint requires force jump level greater than our current one to pass return 0; } return 1; } //tally up the distance between two waypoints float TotalTrailDistance(int start, int end, bot_state_t *bs) { int beginat; int endat; float distancetotal; distancetotal = 0; if (start > end) { beginat = end; endat = start; } else { beginat = start; endat = end; } while (beginat < endat) { if (beginat >= gWPNum || !gWPArray[beginat] || !gWPArray[beginat]->inuse) { //invalid waypoint index return -1; } if (!g_RMG.integer) { if ((end > start && gWPArray[beginat]->flags & WPFLAG_ONEWAY_BACK) || (start > end && gWPArray[beginat]->flags & WPFLAG_ONEWAY_FWD)) { //a one-way point, this means this path cannot be travelled to the final point return -1; } } #if 0 //disabled force jump checks for now if (gWPArray[beginat]->forceJumpTo) { if (gWPArray[beginat-1] && gWPArray[beginat-1]->origin[2]+64 < gWPArray[beginat]->origin[2]) { gdif = gWPArray[beginat]->origin[2] - gWPArray[beginat-1]->origin[2]; } if (gdif) { if (bs && bs->cur_ps.fd.forcePowerLevel[FP_LEVITATION] < gWPArray[beginat]->forceJumpTo) { return -1; } } } if (bs->wpCurrent && gWPArray[windex]->forceJumpTo && gWPArray[windex]->origin[2] > (bs->wpCurrent->origin[2]+64) && bs->cur_ps.fd.forcePowerLevel[FP_LEVITATION] < gWPArray[windex]->forceJumpTo) { return -1; } #endif distancetotal += gWPArray[beginat]->disttonext; beginat++; } return distancetotal; } //see if there's a route shorter than our current one to get //to the final destination we currently desire void CheckForShorterRoutes(bot_state_t *bs, int newwpindex) { float bestlen; float checklen; int bestindex; int i; int fj; i = 0; fj = 0; if (!bs->wpDestination) { return; } //set our traversal direction based on the index of the point if (newwpindex < bs->wpDestination->index) { bs->wpDirection = 0; } else if (newwpindex > bs->wpDestination->index) { bs->wpDirection = 1; } //can't switch again yet if (bs->wpSwitchTime > level.time) { return; } //no neighboring points to check off of if (!gWPArray[newwpindex]->neighbornum) { return; } //get the trail distance for our wp bestindex = newwpindex; bestlen = TotalTrailDistance(newwpindex, bs->wpDestination->index, bs); while (i < gWPArray[newwpindex]->neighbornum) { //now go through the neighbors and check the distance to the desired point from each neighbor checklen = TotalTrailDistance(gWPArray[newwpindex]->neighbors[i].num, bs->wpDestination->index, bs); if (checklen < bestlen-64 || bestlen == -1) { //this path covers less distance, let's take it instead if (bs->cur_ps.fd.forcePowerLevel[FP_LEVITATION] >= gWPArray[newwpindex]->neighbors[i].forceJumpTo) { bestlen = checklen; bestindex = gWPArray[newwpindex]->neighbors[i].num; if (gWPArray[newwpindex]->neighbors[i].forceJumpTo) { fj = gWPArray[newwpindex]->neighbors[i].forceJumpTo; } else { fj = 0; } } } i++; } if (bestindex != newwpindex && bestindex != -1) { //we found a path we want to switch to, let's do it bs->wpCurrent = gWPArray[bestindex]; bs->wpSwitchTime = level.time + 3000; if (fj) { //do we have to force jump to get to this neighbor? #ifndef FORCEJUMP_INSTANTMETHOD bs->forceJumpChargeTime = level.time + 1000; bs->beStill = level.time + 1000; bs->forceJumping = bs->forceJumpChargeTime; #else bs->beStill = level.time + 500; bs->jumpTime = level.time + fj*1200; bs->jDelay = level.time + 200; bs->forceJumping = bs->jumpTime; #endif } } } //check for flags on the waypoint we're currently travelling to //and perform the desired behavior based on the flag void WPConstantRoutine(bot_state_t *bs) { if (!bs->wpCurrent) { return; } if (bs->wpCurrent->flags & WPFLAG_DUCK) { //duck while travelling to this point bs->duckTime = level.time + 100; } #ifndef FORCEJUMP_INSTANTMETHOD if (bs->wpCurrent->flags & WPFLAG_JUMP) { //jump while travelling to this point float heightDif = (bs->wpCurrent->origin[2] - bs->origin[2]+16); if (bs->origin[2]+16 >= bs->wpCurrent->origin[2]) { //don't need to jump, we're already higher than this point heightDif = 0; } if (heightDif > 40 && (bs->cur_ps.fd.forcePowersKnown & (1 << FP_LEVITATION)) && (bs->cur_ps.fd.forceJumpCharge < (forceJumpStrength[bs->cur_ps.fd.forcePowerLevel[FP_LEVITATION]]-100) || bs->cur_ps.groundEntityNum == ENTITYNUM_NONE)) { //alright, let's jump bs->forceJumpChargeTime = level.time + 1000; if (bs->cur_ps.groundEntityNum != ENTITYNUM_NONE && bs->jumpPrep < (level.time-300)) { bs->jumpPrep = level.time + 700; } bs->beStill = level.time + 300; bs->jumpTime = 0; if (bs->wpSeenTime < (level.time + 600)) { bs->wpSeenTime = level.time + 600; } } else if (heightDif > 64 && !(bs->cur_ps.fd.forcePowersKnown & (1 << FP_LEVITATION))) { //this point needs force jump to reach and we don't have it //Kill the current point and turn around bs->wpCurrent = NULL; if (bs->wpDirection) { bs->wpDirection = 0; } else { bs->wpDirection = 1; } return; } } #endif if (bs->wpCurrent->forceJumpTo) { #ifdef FORCEJUMP_INSTANTMETHOD if (bs->origin[2]+16 < bs->wpCurrent->origin[2]) { bs->jumpTime = level.time + 100; } #else float heightDif = (bs->wpCurrent->origin[2] - bs->origin[2]+16); if (bs->origin[2]+16 >= bs->wpCurrent->origin[2]) { //then why exactly would we be force jumping? heightDif = 0; } if (bs->cur_ps.fd.forceJumpCharge < (forceJumpStrength[bs->cur_ps.fd.forcePowerLevel[FP_LEVITATION]]-100)) { bs->forceJumpChargeTime = level.time + 200; } #endif } } //check if our ctf state is to guard the base qboolean BotCTFGuardDuty(bot_state_t *bs) { if (g_gametype.integer != GT_CTF && g_gametype.integer != GT_CTY) { return qfalse; } if (bs->ctfState == CTFSTATE_DEFENDER) { return qtrue; } return qfalse; } //when we reach the waypoint we are travelling to, //this function will be called. We will perform any //checks for flags on the current wp and activate //any "touch" events based on that. void WPTouchRoutine(bot_state_t *bs) { int lastNum; if (!bs->wpCurrent) { return; } bs->wpTravelTime = level.time + 10000; if (bs->wpCurrent->flags & WPFLAG_NOMOVEFUNC) { //don't try to use any nearby map objects for a little while bs->noUseTime = level.time + 4000; } #ifdef FORCEJUMP_INSTANTMETHOD if ((bs->wpCurrent->flags & WPFLAG_JUMP) && bs->wpCurrent->forceJumpTo) { //jump if we're flagged to but not if this indicates a force jump point. Force jumping is //handled elsewhere. bs->jumpTime = level.time + 100; } #else if ((bs->wpCurrent->flags & WPFLAG_JUMP) && !bs->wpCurrent->forceJumpTo) { //jump if we're flagged to but not if this indicates a force jump point. Force jumping is //handled elsewhere. bs->jumpTime = level.time + 100; } #endif if (bs->isCamper && bot_camp.integer && (BotIsAChickenWuss(bs) || BotCTFGuardDuty(bs) || bs->isCamper == 2) && ((bs->wpCurrent->flags & WPFLAG_SNIPEORCAMP) || (bs->wpCurrent->flags & WPFLAG_SNIPEORCAMPSTAND)) && bs->cur_ps.weapon != WP_SABER && bs->cur_ps.weapon != WP_MELEE && bs->cur_ps.weapon != WP_STUN_BATON) { //if we're a camper and a chicken then camp if (bs->wpDirection) { lastNum = bs->wpCurrent->index+1; } else { lastNum = bs->wpCurrent->index-1; } if (gWPArray[lastNum] && gWPArray[lastNum]->inuse && gWPArray[lastNum]->index && bs->isCamping < level.time) { bs->isCamping = level.time + rand()%15000 + 30000; bs->wpCamping = bs->wpCurrent; bs->wpCampingTo = gWPArray[lastNum]; if (bs->wpCurrent->flags & WPFLAG_SNIPEORCAMPSTAND) { bs->campStanding = qtrue; } else { bs->campStanding = qfalse; } } } else if ((bs->cur_ps.weapon == WP_SABER || bs->cur_ps.weapon == WP_STUN_BATON || bs->cur_ps.weapon == WP_MELEE) && bs->isCamping > level.time) { //don't snipe/camp with a melee weapon, that would be silly bs->isCamping = 0; bs->wpCampingTo = NULL; bs->wpCamping = NULL; } if (bs->wpDestination) { if (bs->wpCurrent->index == bs->wpDestination->index) { bs->wpDestination = NULL; if (bs->runningLikeASissy) { //this obviously means we're scared and running, so we'll want to keep our navigational priorities less delayed bs->destinationGrabTime = level.time + 500; } else { bs->destinationGrabTime = level.time + 3500; } } else { CheckForShorterRoutes(bs, bs->wpCurrent->index); } } } //could also slowly lerp toward, but for now //just copying straight over. void MoveTowardIdealAngles(bot_state_t *bs) { VectorCopy(bs->goalAngles, bs->ideal_viewangles); } #define BOT_STRAFE_AVOIDANCE #ifdef BOT_STRAFE_AVOIDANCE #define STRAFEAROUND_RIGHT 1 #define STRAFEAROUND_LEFT 2 //do some trace checks for strafing to get an idea of where we //are and if we should move to avoid obstacles. int BotTrace_Strafe(bot_state_t *bs, vec3_t traceto) { vec3_t playerMins = {-15, -15, /*DEFAULT_MINS_2*/-8}; vec3_t playerMaxs = {15, 15, DEFAULT_MAXS_2}; vec3_t from, to; vec3_t dirAng, dirDif; vec3_t forward, right; trace_t tr; if (bs->cur_ps.groundEntityNum == ENTITYNUM_NONE) { //don't do this in the air, it can be.. dangerous. return 0; } VectorSubtract(traceto, bs->origin, dirAng); VectorNormalize(dirAng); vectoangles(dirAng, dirAng); if (AngleDifference(bs->viewangles[YAW], dirAng[YAW]) > 60 || AngleDifference(bs->viewangles[YAW], dirAng[YAW]) < -60) { //If we aren't facing the direction we're going here, then we've got enough excuse to be too stupid to strafe around anyway return 0; } VectorCopy(bs->origin, from); VectorCopy(traceto, to); VectorSubtract(to, from, dirDif); VectorNormalize(dirDif); vectoangles(dirDif, dirDif); AngleVectors(dirDif, forward, 0, 0); to[0] = from[0] + forward[0]*32; to[1] = from[1] + forward[1]*32; to[2] = from[2] + forward[2]*32; trap_Trace(&tr, from, playerMins, playerMaxs, to, bs->client, MASK_PLAYERSOLID); if (tr.fraction == 1) { return 0; } AngleVectors(dirAng, 0, right, 0); from[0] += right[0]*32; from[1] += right[1]*32; from[2] += right[2]*16; to[0] += right[0]*32; to[1] += right[1]*32; to[2] += right[2]*32; trap_Trace(&tr, from, playerMins, playerMaxs, to, bs->client, MASK_PLAYERSOLID); if (tr.fraction == 1) { return STRAFEAROUND_RIGHT; } from[0] -= right[0]*64; from[1] -= right[1]*64; from[2] -= right[2]*64; to[0] -= right[0]*64; to[1] -= right[1]*64; to[2] -= right[2]*64; trap_Trace(&tr, from, playerMins, playerMaxs, to, bs->client, MASK_PLAYERSOLID); if (tr.fraction == 1) { return STRAFEAROUND_LEFT; } return 0; } #endif //Similar to the trace check, but we want to trace to see //if there's anything we can jump over. int BotTrace_Jump(bot_state_t *bs, vec3_t traceto) { vec3_t mins, maxs, a, fwd, traceto_mod, tracefrom_mod; trace_t tr; int orTr; VectorSubtract(traceto, bs->origin, a); vectoangles(a, a); AngleVectors(a, fwd, NULL, NULL); traceto_mod[0] = bs->origin[0] + fwd[0]*4; traceto_mod[1] = bs->origin[1] + fwd[1]*4; traceto_mod[2] = bs->origin[2] + fwd[2]*4; mins[0] = -15; mins[1] = -15; mins[2] = -18; maxs[0] = 15; maxs[1] = 15; maxs[2] = 32; trap_Trace(&tr, bs->origin, mins, maxs, traceto_mod, bs->client, MASK_PLAYERSOLID); if (tr.fraction == 1) { return 0; } orTr = tr.entityNum; VectorCopy(bs->origin, tracefrom_mod); tracefrom_mod[2] += 41; traceto_mod[2] += 41; mins[0] = -15; mins[1] = -15; mins[2] = 0; maxs[0] = 15; maxs[1] = 15; maxs[2] = 8; trap_Trace(&tr, tracefrom_mod, mins, maxs, traceto_mod, bs->client, MASK_PLAYERSOLID); if (tr.fraction == 1) { if (orTr >= 0 && orTr < MAX_CLIENTS && botstates[orTr] && botstates[orTr]->jumpTime > level.time) { return 0; //so bots don't try to jump over each other at the same time } if (bs->currentEnemy && bs->currentEnemy->s.number == orTr && (BotGetWeaponRange(bs) == BWEAPONRANGE_SABER || BotGetWeaponRange(bs) == BWEAPONRANGE_MELEE)) { return 0; } return 1; } return 0; } //And yet another check to duck under any obstacles. int BotTrace_Duck(bot_state_t *bs, vec3_t traceto) { vec3_t mins, maxs, a, fwd, traceto_mod, tracefrom_mod; trace_t tr; VectorSubtract(traceto, bs->origin, a); vectoangles(a, a); AngleVectors(a, fwd, NULL, NULL); traceto_mod[0] = bs->origin[0] + fwd[0]*4; traceto_mod[1] = bs->origin[1] + fwd[1]*4; traceto_mod[2] = bs->origin[2] + fwd[2]*4; mins[0] = -15; mins[1] = -15; mins[2] = -23; maxs[0] = 15; maxs[1] = 15; maxs[2] = 8; trap_Trace(&tr, bs->origin, mins, maxs, traceto_mod, bs->client, MASK_PLAYERSOLID); if (tr.fraction != 1) { return 0; } VectorCopy(bs->origin, tracefrom_mod); tracefrom_mod[2] += 31;//33; traceto_mod[2] += 31;//33; mins[0] = -15; mins[1] = -15; mins[2] = 0; maxs[0] = 15; maxs[1] = 15; maxs[2] = 32; trap_Trace(&tr, tracefrom_mod, mins, maxs, traceto_mod, bs->client, MASK_PLAYERSOLID); if (tr.fraction != 1) { return 1; } return 0; } //check of the potential enemy is a valid one int PassStandardEnemyChecks(bot_state_t *bs, gentity_t *en) { if (!bs || !en) { //shouldn't happen return 0; } if (!en->client) { //not a client, don't care about him return 0; } if (en->health < 1) { //he's already dead return 0; } if (!en->takedamage) { //a client that can't take damage? return 0; } if (bs->doingFallback && (gLevelFlags & LEVELFLAG_IGNOREINFALLBACK)) { //we screwed up in our nav routines somewhere and we've reverted to a fallback state to //try to get back on the trail. If the level specifies to ignore enemies in this state, //then ignore them. return 0; } if (en->client->ps.pm_type == PM_INTERMISSION || en->client->ps.pm_type == PM_SPECTATOR || en->client->sess.sessionTeam == TEAM_SPECTATOR) { //don't attack spectators return 0; } if (!en->client->pers.connected) { //a "zombie" client? return 0; } if (!en->s.solid) { //shouldn't happen return 0; } if (bs->client == en->s.number) { //don't attack yourself return 0; } if (OnSameTeam(&g_entities[bs->client], en)) { //don't attack teammates return 0; } if (BotMindTricked(bs->client, en->s.number)) { if (bs->currentEnemy && bs->currentEnemy->s.number == en->s.number) { //if mindtricked by this enemy, then be less "aware" of them, even though //we know they're there. vec3_t vs; float vLen = 0; VectorSubtract(bs->origin, en->client->ps.origin, vs); vLen = VectorLength(vs); if (vLen > 64 /*&& (level.time - en->client->dangerTime) > 150*/) { return 0; } } } if (en->client->ps.duelInProgress && en->client->ps.duelIndex != bs->client) { //don't attack duelists unless you're dueling them return 0; } if (bs->cur_ps.duelInProgress && en->s.number != bs->cur_ps.duelIndex) { //ditto, the other way around return 0; } if (g_gametype.integer == GT_JEDIMASTER && !en->client->ps.isJediMaster && !bs->cur_ps.isJediMaster) { //rules for attacking non-JM in JM mode vec3_t vs; float vLen = 0; if (!g_friendlyFire.integer) { //can't harm non-JM in JM mode if FF is off return 0; } VectorSubtract(bs->origin, en->client->ps.origin, vs); vLen = VectorLength(vs); if (vLen > 350) { return 0; } } return 1; } //Notifies the bot that he has taken damage from "attacker". void BotDamageNotification(gclient_t *bot, gentity_t *attacker) { bot_state_t *bs; bot_state_t *bs_a; int i; if (!bot || !attacker || !attacker->client) { return; } if (bot->ps.clientNum >= MAX_CLIENTS) { //an NPC.. do nothing for them. return; } if (attacker->s.number >= MAX_CLIENTS) { //if attacker is an npc also don't care I suppose. return; } bs_a = botstates[attacker->s.number]; if (bs_a) { //if the client attacking us is a bot as well bs_a->lastAttacked = &g_entities[bot->ps.clientNum]; i = 0; while (i < MAX_CLIENTS) { if (botstates[i] && i != bs_a->client && botstates[i]->lastAttacked == &g_entities[bot->ps.clientNum]) { botstates[i]->lastAttacked = NULL; } i++; } } else //got attacked by a real client, so no one gets rights to lastAttacked { i = 0; while (i < MAX_CLIENTS) { if (botstates[i] && botstates[i]->lastAttacked == &g_entities[bot->ps.clientNum]) { botstates[i]->lastAttacked = NULL; } i++; } } bs = botstates[bot->ps.clientNum]; if (!bs) { return; } bs->lastHurt = attacker; if (bs->currentEnemy) { //we don't care about the guy attacking us if we have an enemy already return; } if (!PassStandardEnemyChecks(bs, attacker)) { //the person that hurt us is not a valid enemy return; } if (PassLovedOneCheck(bs, attacker)) { //the person that hurt us is the one we love! bs->currentEnemy = attacker; bs->enemySeenTime = level.time + ENEMY_FORGET_MS; } } //perform cheap "hearing" checks based on the event catching //system int BotCanHear(bot_state_t *bs, gentity_t *en, float endist) { float minlen; if (!en || !en->client) { return 0; } if (en && en->client && en->client->ps.otherSoundTime > level.time) { //they made a noise in recent time minlen = en->client->ps.otherSoundLen; goto checkStep; } if (en && en->client && en->client->ps.footstepTime > level.time) { //they made a footstep minlen = 256; goto checkStep; } if (gBotEventTracker[en->s.number].eventTime < level.time) { //no recent events to check return 0; } switch(gBotEventTracker[en->s.number].events[gBotEventTracker[en->s.number].eventSequence & (MAX_PS_EVENTS-1)]) { //did the last event contain a sound? case EV_GLOBAL_SOUND: minlen = 256; break; case EV_FIRE_WEAPON: case EV_ALT_FIRE: case EV_SABER_ATTACK: minlen = 512; break; case EV_STEP_4: case EV_STEP_8: case EV_STEP_12: case EV_STEP_16: case EV_FOOTSTEP: case EV_FOOTSTEP_METAL: case EV_FOOTWADE: minlen = 256; break; case EV_JUMP: case EV_ROLL: minlen = 256; break; default: minlen = 999999; break; } checkStep: if (BotMindTricked(bs->client, en->s.number)) { //if mindtricked by this person, cut down on the minlen so they can't "hear" as well minlen /= 4; } if (endist <= minlen) { //we heard it return 1; } return 0; } //check for new events void UpdateEventTracker(void) { int i; i = 0; while (i < MAX_CLIENTS) { if (gBotEventTracker[i].eventSequence != level.clients[i].ps.eventSequence) { //updated event gBotEventTracker[i].eventSequence = level.clients[i].ps.eventSequence; gBotEventTracker[i].events[0] = level.clients[i].ps.events[0]; gBotEventTracker[i].events[1] = level.clients[i].ps.events[1]; gBotEventTracker[i].eventTime = level.time + 0.5; } i++; } } //check if said angles are within our fov int InFieldOfVision(vec3_t viewangles, float fov, vec3_t angles) { int i; float diff, angle; for (i = 0; i < 2; i++) { angle = AngleMod(viewangles[i]); angles[i] = AngleMod(angles[i]); diff = angles[i] - angle; if (angles[i] > angle) { if (diff > 180.0) { diff -= 360.0; } } else { if (diff < -180.0) { diff += 360.0; } } if (diff > 0) { if (diff > fov * 0.5) { return 0; } } else { if (diff < -fov * 0.5) { return 0; } } } return 1; } //We cannot hurt the ones we love. Unless of course this //function says we can. int PassLovedOneCheck(bot_state_t *bs, gentity_t *ent) { int i; bot_state_t *loved; if (!bs->lovednum) { return 1; } if (g_gametype.integer == GT_DUEL || g_gametype.integer == GT_POWERDUEL) { //There is no love in 1-on-1 return 1; } i = 0; if (!botstates[ent->s.number]) { //not a bot return 1; } if (!bot_attachments.integer) { return 1; } loved = botstates[ent->s.number]; while (i < bs->lovednum) { if (strcmp(level.clients[loved->client].pers.netname, bs->loved[i].name) == 0) { if (!IsTeamplay() && bs->loved[i].level < 2) { //if FFA and level of love is not greater than 1, just don't care return 1; } else if (IsTeamplay() && !OnSameTeam(&g_entities[bs->client], &g_entities[loved->client]) && bs->loved[i].level < 2) { //is teamplay, but not on same team and level < 2 return 1; } else { return 0; } } i++; } return 1; } qboolean G_ThereIsAMaster(void); //standard check to find a new enemy. int ScanForEnemies(bot_state_t *bs) { vec3_t a; float distcheck; float closest; int bestindex; int i; float hasEnemyDist = 0; qboolean noAttackNonJM = qfalse; closest = 999999; i = 0; bestindex = -1; if (bs->currentEnemy) { //only switch to a new enemy if he's significantly closer hasEnemyDist = bs->frame_Enemy_Len; } if (bs->currentEnemy && bs->currentEnemy->client && bs->currentEnemy->client->ps.isJediMaster) { //The Jedi Master must die. return -1; } if (g_gametype.integer == GT_JEDIMASTER) { if (G_ThereIsAMaster() && !bs->cur_ps.isJediMaster) { //if friendly fire is on in jedi master we can attack people that bug us if (!g_friendlyFire.integer) { noAttackNonJM = qtrue; } else { closest = 128; //only get mad at people if they get close enough to you to anger you, or hurt you } } } while (i <= MAX_CLIENTS) { if (i != bs->client && g_entities[i].client && !OnSameTeam(&g_entities[bs->client], &g_entities[i]) && PassStandardEnemyChecks(bs, &g_entities[i]) && BotPVSCheck(g_entities[i].client->ps.origin, bs->eye) && PassLovedOneCheck(bs, &g_entities[i])) { VectorSubtract(g_entities[i].client->ps.origin, bs->eye, a); distcheck = VectorLength(a); vectoangles(a, a); if (g_entities[i].client->ps.isJediMaster) { //make us think the Jedi Master is close so we'll attack him above all distcheck = 1; } if (distcheck < closest && ((InFieldOfVision(bs->viewangles, 90, a) && !BotMindTricked(bs->client, i)) || BotCanHear(bs, &g_entities[i], distcheck)) && OrgVisible(bs->eye, g_entities[i].client->ps.origin, -1)) { if (BotMindTricked(bs->client, i)) { if (distcheck < 256 || (level.time - g_entities[i].client->dangerTime) < 100) { if (!hasEnemyDist || distcheck < (hasEnemyDist - 128)) { //if we have an enemy, only switch to closer if he is 128+ closer to avoid flipping out if (!noAttackNonJM || g_entities[i].client->ps.isJediMaster) { closest = distcheck; bestindex = i; } } } } else { if (!hasEnemyDist || distcheck < (hasEnemyDist - 128)) { //if we have an enemy, only switch to closer if he is 128+ closer to avoid flipping out if (!noAttackNonJM || g_entities[i].client->ps.isJediMaster) { closest = distcheck; bestindex = i; } } } } } i++; } return bestindex; } int WaitingForNow(bot_state_t *bs, vec3_t goalpos) { //checks if the bot is doing something along the lines of waiting for an elevator to raise up vec3_t xybot, xywp, a; if (!bs->wpCurrent) { return 0; } if ((int)goalpos[0] != (int)bs->wpCurrent->origin[0] || (int)goalpos[1] != (int)bs->wpCurrent->origin[1] || (int)goalpos[2] != (int)bs->wpCurrent->origin[2]) { return 0; } VectorCopy(bs->origin, xybot); VectorCopy(bs->wpCurrent->origin, xywp); xybot[2] = 0; xywp[2] = 0; VectorSubtract(xybot, xywp, a); if (VectorLength(a) < 16 && bs->frame_Waypoint_Len > 100) { if (CheckForFunc(bs->origin, bs->client)) { return 1; //we're probably standing on an elevator and riding up/down. Or at least we hope so. } } else if (VectorLength(a) < 64 && bs->frame_Waypoint_Len > 64 && CheckForFunc(bs->origin, bs->client)) { bs->noUseTime = level.time + 2000; } return 0; } //get an ideal distance for us to be at in relation to our opponent //based on our weapon. int BotGetWeaponRange(bot_state_t *bs) { switch (bs->cur_ps.weapon) { case WP_STUN_BATON: case WP_MELEE: return BWEAPONRANGE_MELEE; case WP_SABER: return BWEAPONRANGE_SABER; case WP_BRYAR_PISTOL: return BWEAPONRANGE_MID; case WP_BLASTER: return BWEAPONRANGE_MID; case WP_DISRUPTOR: return BWEAPONRANGE_MID; case WP_BOWCASTER: return BWEAPONRANGE_LONG; case WP_REPEATER: return BWEAPONRANGE_MID; case WP_DEMP2: return BWEAPONRANGE_LONG; case WP_FLECHETTE: return BWEAPONRANGE_LONG; case WP_ROCKET_LAUNCHER: return BWEAPONRANGE_LONG; case WP_THERMAL: return BWEAPONRANGE_LONG; case WP_TRIP_MINE: return BWEAPONRANGE_LONG; case WP_DET_PACK: return BWEAPONRANGE_LONG; default: return BWEAPONRANGE_MID; } } //see if we want to run away from the opponent for whatever reason int BotIsAChickenWuss(bot_state_t *bs) { int bWRange; if (gLevelFlags & LEVELFLAG_IMUSTNTRUNAWAY) { //The level says we mustn't run away! return 0; } if (g_gametype.integer == GT_SINGLE_PLAYER) { //"coop" (not really) return 0; } if (g_gametype.integer == GT_JEDIMASTER && !bs->cur_ps.isJediMaster) { //Then you may know no fear. //Well, unless he's strong. if (bs->currentEnemy && bs->currentEnemy->client && bs->currentEnemy->client->ps.isJediMaster && bs->currentEnemy->health > 40 && bs->cur_ps.weapon < WP_ROCKET_LAUNCHER) { //explosive weapons are most effective against the Jedi Master goto jmPass; } return 0; } if (g_gametype.integer == GT_CTF && bs->currentEnemy && bs->currentEnemy->client) { if (bs->currentEnemy->client->ps.powerups[PW_REDFLAG] || bs->currentEnemy->client->ps.powerups[PW_BLUEFLAG]) { //don't be afraid of flag carriers, they must die! return 0; } } jmPass: if (bs->chickenWussCalculationTime > level.time) { return 2; //don't want to keep going between two points... } if (bs->cur_ps.fd.forcePowersActive & (1 << FP_RAGE)) { //don't run while raging return 0; } if (g_gametype.integer == GT_JEDIMASTER && !bs->cur_ps.isJediMaster) { //be frightened of the jedi master? I guess in this case. return 1; } bs->chickenWussCalculationTime = level.time + MAX_CHICKENWUSS_TIME; if (g_entities[bs->client].health < BOT_RUN_HEALTH) { //we're low on health, let's get away return 1; } bWRange = BotGetWeaponRange(bs); if (bWRange == BWEAPONRANGE_MELEE || bWRange == BWEAPONRANGE_SABER) { if (bWRange != BWEAPONRANGE_SABER || !bs->saberSpecialist) { //run away if we're using melee, or if we're using a saber and not a "saber specialist" return 1; } } if (bs->cur_ps.weapon == WP_BRYAR_PISTOL) { //the bryar is a weak weapon, so just try to find a new one if it's what you're having to use return 1; } if (bs->currentEnemy && bs->currentEnemy->client && bs->currentEnemy->client->ps.weapon == WP_SABER && bs->frame_Enemy_Len < 512 && bs->cur_ps.weapon != WP_SABER) { //if close to an enemy with a saber and not using a saber, then try to back off return 1; } if ((level.time-bs->cur_ps.electrifyTime) < 16000) { //lightning is dangerous. return 1; } //didn't run, reset the timer bs->chickenWussCalculationTime = 0; return 0; } //look for "bad things". bad things include detpacks, thermal detonators, //and other dangerous explodey items. gentity_t *GetNearestBadThing(bot_state_t *bs) { int i = 0; float glen; vec3_t hold; int bestindex = 0; float bestdist = 800; //if not within a radius of 800, it's no threat anyway int foundindex = 0; float factor = 0; gentity_t *ent; trace_t tr; while (i < level.num_entities) { ent = &g_entities[i]; if ( (ent && !ent->client && ent->inuse && ent->damage && /*(ent->s.weapon == WP_THERMAL || ent->s.weapon == WP_FLECHETTE)*/ ent->s.weapon && ent->splashDamage) || (ent && ent->genericValue5 == 1000 && ent->inuse && ent->health > 0 && ent->genericValue3 != bs->client && g_entities[ent->genericValue3].client && !OnSameTeam(&g_entities[bs->client], &g_entities[ent->genericValue3])) ) { //try to escape from anything with a non-0 s.weapon and non-0 damage. This hopefully only means dangerous projectiles. //Or a sentry gun if bolt_Head == 1000. This is a terrible hack, yes. VectorSubtract(bs->origin, ent->r.currentOrigin, hold); glen = VectorLength(hold); if (ent->s.weapon != WP_THERMAL && ent->s.weapon != WP_FLECHETTE && ent->s.weapon != WP_DET_PACK && ent->s.weapon != WP_TRIP_MINE) { factor = 0.5; if (ent->s.weapon && glen <= 256 && bs->settings.skill > 2) { //it's a projectile so push it away bs->doForcePush = level.time + 700; //G_Printf("PUSH PROJECTILE\n"); } } else { factor = 1; } if (ent->s.weapon == WP_ROCKET_LAUNCHER && (ent->r.ownerNum == bs->client || (ent->r.ownerNum > 0 && ent->r.ownerNum < MAX_CLIENTS && g_entities[ent->r.ownerNum].client && OnSameTeam(&g_entities[bs->client], &g_entities[ent->r.ownerNum]))) ) { //don't be afraid of your own rockets or your teammates' rockets factor = 0; } if (glen < bestdist*factor && BotPVSCheck(bs->origin, ent->s.pos.trBase)) { trap_Trace(&tr, bs->origin, NULL, NULL, ent->s.pos.trBase, bs->client, MASK_SOLID); if (tr.fraction == 1 || tr.entityNum == ent->s.number) { bestindex = i; bestdist = glen; foundindex = 1; } } } if (ent && !ent->client && ent->inuse && ent->damage && ent->s.weapon && ent->r.ownerNum < MAX_CLIENTS && ent->r.ownerNum >= 0) { //if we're in danger of a projectile belonging to someone and don't have an enemy, set the enemy to them gentity_t *projOwner = &g_entities[ent->r.ownerNum]; if (projOwner && projOwner->inuse && projOwner->client) { if (!bs->currentEnemy) { if (PassStandardEnemyChecks(bs, projOwner)) { if (PassLovedOneCheck(bs, projOwner)) { VectorSubtract(bs->origin, ent->r.currentOrigin, hold); glen = VectorLength(hold); if (glen < 512) { bs->currentEnemy = projOwner; bs->enemySeenTime = level.time + ENEMY_FORGET_MS; } } } } } } i++; } if (foundindex) { bs->dontGoBack = level.time + 1500; return &g_entities[bestindex]; } else { return NULL; } } //Keep our CTF priorities on defending our team's flag int BotDefendFlag(bot_state_t *bs) { wpobject_t *flagPoint; vec3_t a; if (level.clients[bs->client].sess.sessionTeam == TEAM_RED) { flagPoint = flagRed; } else if (level.clients[bs->client].sess.sessionTeam == TEAM_BLUE) { flagPoint = flagBlue; } else { return 0; } if (!flagPoint) { return 0; } VectorSubtract(bs->origin, flagPoint->origin, a); if (VectorLength(a) > BASE_GUARD_DISTANCE) { bs->wpDestination = flagPoint; } return 1; } //Keep our CTF priorities on getting the other team's flag int BotGetEnemyFlag(bot_state_t *bs) { wpobject_t *flagPoint; vec3_t a; if (level.clients[bs->client].sess.sessionTeam == TEAM_RED) { flagPoint = flagBlue; } else if (level.clients[bs->client].sess.sessionTeam == TEAM_BLUE) { flagPoint = flagRed; } else { return 0; } if (!flagPoint) { return 0; } VectorSubtract(bs->origin, flagPoint->origin, a); if (VectorLength(a) > BASE_GETENEMYFLAG_DISTANCE) { bs->wpDestination = flagPoint; } return 1; } //Our team's flag is gone, so try to get it back int BotGetFlagBack(bot_state_t *bs) { int i = 0; int myFlag = 0; int foundCarrier = 0; int tempInt = 0; gentity_t *ent = NULL; vec3_t usethisvec; if (level.clients[bs->client].sess.sessionTeam == TEAM_RED) { myFlag = PW_REDFLAG; } else { myFlag = PW_BLUEFLAG; } while (i < MAX_CLIENTS) { ent = &g_entities[i]; if (ent && ent->client && ent->client->ps.powerups[myFlag] && !OnSameTeam(&g_entities[bs->client], ent)) { foundCarrier = 1; break; } i++; } if (!foundCarrier) { return 0; } if (!ent) { return 0; } if (bs->wpDestSwitchTime < level.time) { if (ent->client) { VectorCopy(ent->client->ps.origin, usethisvec); } else { VectorCopy(ent->s.origin, usethisvec); } tempInt = GetNearestVisibleWP(usethisvec, 0); if (tempInt != -1 && TotalTrailDistance(bs->wpCurrent->index, tempInt, bs) != -1) { bs->wpDestination = gWPArray[tempInt]; bs->wpDestSwitchTime = level.time + Q_irand(1000, 5000); } } return 1; } //Someone else on our team has the enemy flag, so try to get //to their assistance int BotGuardFlagCarrier(bot_state_t *bs) { int i = 0; int enemyFlag = 0; int foundCarrier = 0; int tempInt = 0; gentity_t *ent = NULL; vec3_t usethisvec; if (level.clients[bs->client].sess.sessionTeam == TEAM_RED) { enemyFlag = PW_BLUEFLAG; } else { enemyFlag = PW_REDFLAG; } while (i < MAX_CLIENTS) { ent = &g_entities[i]; if (ent && ent->client && ent->client->ps.powerups[enemyFlag] && OnSameTeam(&g_entities[bs->client], ent)) { foundCarrier = 1; break; } i++; } if (!foundCarrier) { return 0; } if (!ent) { return 0; } if (bs->wpDestSwitchTime < level.time) { if (ent->client) { VectorCopy(ent->client->ps.origin, usethisvec); } else { VectorCopy(ent->s.origin, usethisvec); } tempInt = GetNearestVisibleWP(usethisvec, 0); if (tempInt != -1 && TotalTrailDistance(bs->wpCurrent->index, tempInt, bs) != -1) { bs->wpDestination = gWPArray[tempInt]; bs->wpDestSwitchTime = level.time + Q_irand(1000, 5000); } } return 1; } //We have the flag, let's get it home. int BotGetFlagHome(bot_state_t *bs) { wpobject_t *flagPoint; vec3_t a; if (level.clients[bs->client].sess.sessionTeam == TEAM_RED) { flagPoint = flagRed; } else if (level.clients[bs->client].sess.sessionTeam == TEAM_BLUE) { flagPoint = flagBlue; } else { return 0; } if (!flagPoint) { return 0; } VectorSubtract(bs->origin, flagPoint->origin, a); if (VectorLength(a) > BASE_FLAGWAIT_DISTANCE) { bs->wpDestination = flagPoint; } return 1; } void GetNewFlagPoint(wpobject_t *wp, gentity_t *flagEnt, int team) { //get the nearest possible waypoint to the flag since it's not in its original position int i = 0; vec3_t a, mins, maxs; float bestdist; float testdist; int bestindex = 0; int foundindex = 0; trace_t tr; mins[0] = -15; mins[1] = -15; mins[2] = -5; maxs[0] = 15; maxs[1] = 15; maxs[2] = 5; VectorSubtract(wp->origin, flagEnt->s.pos.trBase, a); bestdist = VectorLength(a); if (bestdist <= WP_KEEP_FLAG_DIST) { trap_Trace(&tr, wp->origin, mins, maxs, flagEnt->s.pos.trBase, flagEnt->s.number, MASK_SOLID); if (tr.fraction == 1) { //this point is good return; } } while (i < gWPNum) { VectorSubtract(gWPArray[i]->origin, flagEnt->s.pos.trBase, a); testdist = VectorLength(a); if (testdist < bestdist) { trap_Trace(&tr, gWPArray[i]->origin, mins, maxs, flagEnt->s.pos.trBase, flagEnt->s.number, MASK_SOLID); if (tr.fraction == 1) { foundindex = 1; bestindex = i; bestdist = testdist; } } i++; } if (foundindex) { if (team == TEAM_RED) { flagRed = gWPArray[bestindex]; } else { flagBlue = gWPArray[bestindex]; } } } //See if our CTF state should take priority in our nav routines int CTFTakesPriority(bot_state_t *bs) { gentity_t *ent = NULL; int enemyFlag = 0; int myFlag = 0; int enemyHasOurFlag = 0; int weHaveEnemyFlag = 0; int numOnMyTeam = 0; int numOnEnemyTeam = 0; int numAttackers = 0; int numDefenders = 0; int i = 0; int idleWP; int dosw = 0; wpobject_t *dest_sw = NULL; #ifdef BOT_CTF_DEBUG vec3_t t; G_Printf("CTFSTATE: %s\n", ctfStateNames[bs->ctfState]); #endif if (g_gametype.integer != GT_CTF && g_gametype.integer != GT_CTY) { return 0; } if (bs->cur_ps.weapon == WP_BRYAR_PISTOL && (level.time - bs->lastDeadTime) < BOT_MAX_WEAPON_GATHER_TIME) { //get the nearest weapon laying around base before heading off for battle idleWP = GetBestIdleGoal(bs); if (idleWP != -1 && gWPArray[idleWP] && gWPArray[idleWP]->inuse) { if (bs->wpDestSwitchTime < level.time) { bs->wpDestination = gWPArray[idleWP]; } return 1; } } else if (bs->cur_ps.weapon == WP_BRYAR_PISTOL && (level.time - bs->lastDeadTime) < BOT_MAX_WEAPON_CHASE_CTF && bs->wpDestination && bs->wpDestination->weight) { dest_sw = bs->wpDestination; dosw = 1; } if (level.clients[bs->client].sess.sessionTeam == TEAM_RED) { myFlag = PW_REDFLAG; } else { myFlag = PW_BLUEFLAG; } if (level.clients[bs->client].sess.sessionTeam == TEAM_RED) { enemyFlag = PW_BLUEFLAG; } else { enemyFlag = PW_REDFLAG; } if (!flagRed || !flagBlue || !flagRed->inuse || !flagBlue->inuse || !eFlagRed || !eFlagBlue) { return 0; } #ifdef BOT_CTF_DEBUG VectorCopy(flagRed->origin, t); t[2] += 128; G_TestLine(flagRed->origin, t, 0x0000ff, 500); VectorCopy(flagBlue->origin, t); t[2] += 128; G_TestLine(flagBlue->origin, t, 0x0000ff, 500); #endif if (droppedRedFlag && (droppedRedFlag->flags & FL_DROPPED_ITEM)) { GetNewFlagPoint(flagRed, droppedRedFlag, TEAM_RED); } else { flagRed = oFlagRed; } if (droppedBlueFlag && (droppedBlueFlag->flags & FL_DROPPED_ITEM)) { GetNewFlagPoint(flagBlue, droppedBlueFlag, TEAM_BLUE); } else { flagBlue = oFlagBlue; } if (!bs->ctfState) { return 0; } i = 0; while (i < MAX_CLIENTS) { ent = &g_entities[i]; if (ent && ent->client) { if (ent->client->ps.powerups[enemyFlag] && OnSameTeam(&g_entities[bs->client], ent)) { weHaveEnemyFlag = 1; } else if (ent->client->ps.powerups[myFlag] && !OnSameTeam(&g_entities[bs->client], ent)) { enemyHasOurFlag = 1; } if (OnSameTeam(&g_entities[bs->client], ent)) { numOnMyTeam++; } else { numOnEnemyTeam++; } if (botstates[ent->s.number]) { if (botstates[ent->s.number]->ctfState == CTFSTATE_ATTACKER || botstates[ent->s.number]->ctfState == CTFSTATE_RETRIEVAL) { numAttackers++; } else { numDefenders++; } } else { //assume real players to be attackers in our logic numAttackers++; } } i++; } if (bs->cur_ps.powerups[enemyFlag]) { if ((numOnMyTeam < 2 || !numAttackers) && enemyHasOurFlag) { bs->ctfState = CTFSTATE_RETRIEVAL; } else { bs->ctfState = CTFSTATE_GETFLAGHOME; } } else if (bs->ctfState == CTFSTATE_GETFLAGHOME) { bs->ctfState = 0; } if (bs->state_Forced) { bs->ctfState = bs->state_Forced; } if (bs->ctfState == CTFSTATE_DEFENDER) { if (BotDefendFlag(bs)) { goto success; } } if (bs->ctfState == CTFSTATE_ATTACKER) { if (BotGetEnemyFlag(bs)) { goto success; } } if (bs->ctfState == CTFSTATE_RETRIEVAL) { if (BotGetFlagBack(bs)) { goto success; } else { //can't find anyone on another team being a carrier, so ignore this priority bs->ctfState = 0; } } if (bs->ctfState == CTFSTATE_GUARDCARRIER) { if (BotGuardFlagCarrier(bs)) { goto success; } else { //can't find anyone on our team being a carrier, so ignore this priority bs->ctfState = 0; } } if (bs->ctfState == CTFSTATE_GETFLAGHOME) { if (BotGetFlagHome(bs)) { goto success; } } return 0; success: if (dosw) { //allow ctf code to run, but if after a particular item then keep going after it bs->wpDestination = dest_sw; } return 1; } int EntityVisibleBox(vec3_t org1, vec3_t mins, vec3_t maxs, vec3_t org2, int ignore, int ignore2) { trace_t tr; trap_Trace(&tr, org1, mins, maxs, org2, ignore, MASK_SOLID); if (tr.fraction == 1 && !tr.startsolid && !tr.allsolid) { return 1; } else if (tr.entityNum != ENTITYNUM_NONE && tr.entityNum == ignore2) { return 1; } return 0; } //Get the closest objective for siege and go after it int Siege_TargetClosestObjective(bot_state_t *bs, int flag) { int i = 0; int bestindex = -1; float testdistance = 0; float bestdistance = 999999999; gentity_t *goalent; vec3_t a, dif; vec3_t mins, maxs; mins[0] = -1; mins[1] = -1; mins[2] = -1; maxs[0] = 1; maxs[1] = 1; maxs[2] = 1; if ( bs->wpDestination && (bs->wpDestination->flags & flag) && bs->wpDestination->associated_entity != ENTITYNUM_NONE && &g_entities[bs->wpDestination->associated_entity] && g_entities[bs->wpDestination->associated_entity].use ) { goto hasPoint; } while (i < gWPNum) { if ( gWPArray[i] && gWPArray[i]->inuse && (gWPArray[i]->flags & flag) && gWPArray[i]->associated_entity != ENTITYNUM_NONE && &g_entities[gWPArray[i]->associated_entity] && g_entities[gWPArray[i]->associated_entity].use ) { VectorSubtract(gWPArray[i]->origin, bs->origin, a); testdistance = VectorLength(a); if (testdistance < bestdistance) { bestdistance = testdistance; bestindex = i; } } i++; } if (bestindex != -1) { bs->wpDestination = gWPArray[bestindex]; } else { return 0; } hasPoint: goalent = &g_entities[bs->wpDestination->associated_entity]; if (!goalent) { return 0; } VectorSubtract(bs->origin, bs->wpDestination->origin, a); testdistance = VectorLength(a); dif[0] = (goalent->r.absmax[0]+goalent->r.absmin[0])/2; dif[1] = (goalent->r.absmax[1]+goalent->r.absmin[1])/2; dif[2] = (goalent->r.absmax[2]+goalent->r.absmin[2])/2; //brush models can have tricky origins, so this is our hacky method of getting the center point if (goalent->takedamage && testdistance < BOT_MIN_SIEGE_GOAL_SHOOT && EntityVisibleBox(bs->origin, mins, maxs, dif, bs->client, goalent->s.number)) { bs->shootGoal = goalent; bs->touchGoal = NULL; } else if (goalent->use && testdistance < BOT_MIN_SIEGE_GOAL_TRAVEL) { bs->shootGoal = NULL; bs->touchGoal = goalent; } else { //don't know how to handle this goal object! bs->shootGoal = NULL; bs->touchGoal = NULL; } if (BotGetWeaponRange(bs) == BWEAPONRANGE_MELEE || BotGetWeaponRange(bs) == BWEAPONRANGE_SABER) { bs->shootGoal = NULL; //too risky } if (bs->touchGoal) { //G_Printf("Please, master, let me touch it!\n"); VectorCopy(dif, bs->goalPosition); } return 1; } void Siege_DefendFromAttackers(bot_state_t *bs) { //this may be a little cheap, but the best way to find our defending point is probably //to just find the nearest person on the opposing team since they'll most likely //be on offense in this situation int wpClose = -1; int i = 0; float testdist = 999999; int bestindex = -1; float bestdist = 999999; gentity_t *ent; vec3_t a; while (i < MAX_CLIENTS) { ent = &g_entities[i]; if (ent && ent->client && ent->client->sess.sessionTeam != g_entities[bs->client].client->sess.sessionTeam && ent->health > 0 && ent->client->sess.sessionTeam != TEAM_SPECTATOR) { VectorSubtract(ent->client->ps.origin, bs->origin, a); testdist = VectorLength(a); if (testdist < bestdist) { bestindex = i; bestdist = testdist; } } i++; } if (bestindex == -1) { return; } wpClose = GetNearestVisibleWP(g_entities[bestindex].client->ps.origin, -1); if (wpClose != -1 && gWPArray[wpClose] && gWPArray[wpClose]->inuse) { bs->wpDestination = gWPArray[wpClose]; bs->destinationGrabTime = level.time + 10000; } } //how many defenders on our team? int Siege_CountDefenders(bot_state_t *bs) { int i = 0; int num = 0; gentity_t *ent; bot_state_t *bot; while (i < MAX_CLIENTS) { ent = &g_entities[i]; bot = botstates[i]; if (ent && ent->client && bot) { if (bot->siegeState == SIEGESTATE_DEFENDER && ent->client->sess.sessionTeam == g_entities[bs->client].client->sess.sessionTeam) { num++; } } i++; } return num; } //how many other players on our team? int Siege_CountTeammates(bot_state_t *bs) { int i = 0; int num = 0; gentity_t *ent; while (i < MAX_CLIENTS) { ent = &g_entities[i]; if (ent && ent->client) { if (ent->client->sess.sessionTeam == g_entities[bs->client].client->sess.sessionTeam) { num++; } } i++; } return num; } //see if siege objective completion should take priority in our //nav routines. int SiegeTakesPriority(bot_state_t *bs) { int attacker; int flagForDefendableObjective; int flagForAttackableObjective; int defenders, teammates; int idleWP; wpobject_t *dest_sw = NULL; int dosw = 0; gclient_t *bcl; vec3_t dif; trace_t tr; if (g_gametype.integer != GT_SIEGE) { return 0; } bcl = g_entities[bs->client].client; if (!bcl) { return 0; } if (bs->cur_ps.weapon == WP_BRYAR_PISTOL && (level.time - bs->lastDeadTime) < BOT_MAX_WEAPON_GATHER_TIME) { //get the nearest weapon laying around base before heading off for battle idleWP = GetBestIdleGoal(bs); if (idleWP != -1 && gWPArray[idleWP] && gWPArray[idleWP]->inuse) { if (bs->wpDestSwitchTime < level.time) { bs->wpDestination = gWPArray[idleWP]; } return 1; } } else if (bs->cur_ps.weapon == WP_BRYAR_PISTOL && (level.time - bs->lastDeadTime) < BOT_MAX_WEAPON_CHASE_TIME && bs->wpDestination && bs->wpDestination->weight) { dest_sw = bs->wpDestination; dosw = 1; } if (bcl->sess.sessionTeam == SIEGETEAM_TEAM1) { attacker = imperial_attackers; flagForDefendableObjective = WPFLAG_SIEGE_REBELOBJ; flagForAttackableObjective = WPFLAG_SIEGE_IMPERIALOBJ; } else { attacker = rebel_attackers; flagForDefendableObjective = WPFLAG_SIEGE_IMPERIALOBJ; flagForAttackableObjective = WPFLAG_SIEGE_REBELOBJ; } if (attacker) { bs->siegeState = SIEGESTATE_ATTACKER; } else { bs->siegeState = SIEGESTATE_DEFENDER; defenders = Siege_CountDefenders(bs); teammates = Siege_CountTeammates(bs); if (defenders > teammates/3 && teammates > 1) { //devote around 1/4 of our team to completing our own side goals even if we're a defender. //If we have no side goals we will realize that later on and join the defenders bs->siegeState = SIEGESTATE_ATTACKER; } } if (bs->state_Forced) { bs->siegeState = bs->state_Forced; } if (bs->siegeState == SIEGESTATE_ATTACKER) { if (!Siege_TargetClosestObjective(bs, flagForAttackableObjective)) { //looks like we have no goals other than to keep the other team from completing objectives Siege_DefendFromAttackers(bs); if (bs->shootGoal) { dif[0] = (bs->shootGoal->r.absmax[0]+bs->shootGoal->r.absmin[0])/2; dif[1] = (bs->shootGoal->r.absmax[1]+bs->shootGoal->r.absmin[1])/2; dif[2] = (bs->shootGoal->r.absmax[2]+bs->shootGoal->r.absmin[2])/2; if (!BotPVSCheck(bs->origin, dif)) { bs->shootGoal = NULL; } else { trap_Trace(&tr, bs->origin, NULL, NULL, dif, bs->client, MASK_SOLID); if (tr.fraction != 1 && tr.entityNum != bs->shootGoal->s.number) { bs->shootGoal = NULL; } } } } } else if (bs->siegeState == SIEGESTATE_DEFENDER) { Siege_DefendFromAttackers(bs); if (bs->shootGoal) { dif[0] = (bs->shootGoal->r.absmax[0]+bs->shootGoal->r.absmin[0])/2; dif[1] = (bs->shootGoal->r.absmax[1]+bs->shootGoal->r.absmin[1])/2; dif[2] = (bs->shootGoal->r.absmax[2]+bs->shootGoal->r.absmin[2])/2; if (!BotPVSCheck(bs->origin, dif)) { bs->shootGoal = NULL; } else { trap_Trace(&tr, bs->origin, NULL, NULL, dif, bs->client, MASK_SOLID); if (tr.fraction != 1 && tr.entityNum != bs->shootGoal->s.number) { bs->shootGoal = NULL; } } } } else { //get busy! Siege_TargetClosestObjective(bs, flagForAttackableObjective); if (bs->shootGoal) { dif[0] = (bs->shootGoal->r.absmax[0]+bs->shootGoal->r.absmin[0])/2; dif[1] = (bs->shootGoal->r.absmax[1]+bs->shootGoal->r.absmin[1])/2; dif[2] = (bs->shootGoal->r.absmax[2]+bs->shootGoal->r.absmin[2])/2; if (!BotPVSCheck(bs->origin, dif)) { bs->shootGoal = NULL; } else { trap_Trace(&tr, bs->origin, NULL, NULL, dif, bs->client, MASK_SOLID); if (tr.fraction != 1 && tr.entityNum != bs->shootGoal->s.number) { bs->shootGoal = NULL; } } } } if (dosw) { //allow siege objective code to run, but if after a particular item then keep going after it bs->wpDestination = dest_sw; } return 1; } //see if jedi master priorities should take priority in our nav //routines. int JMTakesPriority(bot_state_t *bs) { int i = 0; int wpClose = -1; gentity_t *theImportantEntity = NULL; if (g_gametype.integer != GT_JEDIMASTER) { return 0; } if (bs->cur_ps.isJediMaster) { return 0; } //jmState becomes the index for the one who carries the saber. If jmState is -1 then the saber is currently //without an owner bs->jmState = -1; while (i < MAX_CLIENTS) { if (g_entities[i].client && g_entities[i].inuse && g_entities[i].client->ps.isJediMaster) { bs->jmState = i; break; } i++; } if (bs->jmState != -1) { theImportantEntity = &g_entities[bs->jmState]; } else { theImportantEntity = gJMSaberEnt; } if (theImportantEntity && theImportantEntity->inuse && bs->destinationGrabTime < level.time) { if (theImportantEntity->client) { wpClose = GetNearestVisibleWP(theImportantEntity->client->ps.origin, theImportantEntity->s.number); } else { wpClose = GetNearestVisibleWP(theImportantEntity->r.currentOrigin, theImportantEntity->s.number); } if (wpClose != -1 && gWPArray[wpClose] && gWPArray[wpClose]->inuse) { /* Com_Printf("BOT GRABBED IDEAL JM LOCATION\n"); if (bs->wpDestination != gWPArray[wpClose]) { Com_Printf("IDEAL WAS NOT ALREADY IDEAL\n"); if (!bs->wpDestination) { Com_Printf("IDEAL WAS NULL\n"); } } */ bs->wpDestination = gWPArray[wpClose]; bs->destinationGrabTime = level.time + 4000; } } return 1; } //see if we already have an item/powerup/etc. that is associated //with this waypoint. int BotHasAssociated(bot_state_t *bs, wpobject_t *wp) { gentity_t *as; if (wp->associated_entity == ENTITYNUM_NONE) { //make it think this is an item we have so we don't go after nothing return 1; } as = &g_entities[wp->associated_entity]; if (!as || !as->item) { return 0; } if (as->item->giType == IT_WEAPON) { if (bs->cur_ps.stats[STAT_WEAPONS] & (1 << as->item->giTag)) { return 1; } return 0; } else if (as->item->giType == IT_HOLDABLE) { if (bs->cur_ps.stats[STAT_HOLDABLE_ITEMS] & (1 << as->item->giTag)) { return 1; } return 0; } else if (as->item->giType == IT_POWERUP) { if (bs->cur_ps.powerups[as->item->giTag]) { return 1; } return 0; } else if (as->item->giType == IT_AMMO) { if (bs->cur_ps.ammo[as->item->giTag] > 10) //hack { return 1; } return 0; } return 0; } //we don't really have anything we want to do right now, //let's just find the best thing to do given the current //situation. int GetBestIdleGoal(bot_state_t *bs) { int i = 0; int highestweight = 0; int desiredindex = -1; int dist_to_weight = 0; int traildist; if (!bs->wpCurrent) { return -1; } if (bs->isCamper != 2) { if (bs->randomNavTime < level.time) { if (Q_irand(1, 10) < 5) { bs->randomNav = 1; } else { bs->randomNav = 0; } bs->randomNavTime = level.time + Q_irand(5000, 15000); } } if (bs->randomNav) { //stop looking for items and/or camping on them return -1; } while (i < gWPNum) { if (gWPArray[i] && gWPArray[i]->inuse && (gWPArray[i]->flags & WPFLAG_GOALPOINT) && gWPArray[i]->weight > highestweight && !BotHasAssociated(bs, gWPArray[i])) { traildist = TotalTrailDistance(bs->wpCurrent->index, i, bs); if (traildist != -1) { dist_to_weight = (int)traildist/10000; dist_to_weight = (gWPArray[i]->weight)-dist_to_weight; if (dist_to_weight > highestweight) { highestweight = dist_to_weight; desiredindex = i; } } } i++; } return desiredindex; } //go through the list of possible priorities for navigating //and work out the best destination point. void GetIdealDestination(bot_state_t *bs) { int tempInt, cWPIndex, bChicken, idleWP; float distChange, plusLen, minusLen; vec3_t usethisvec, a; gentity_t *badthing; #ifdef _DEBUG trap_Cvar_Update(&bot_nogoals); if (bot_nogoals.integer) { return; } #endif if (!bs->wpCurrent) { return; } if ((level.time - bs->escapeDirTime) > 4000) { badthing = GetNearestBadThing(bs); } else { badthing = NULL; } if (badthing && badthing->inuse && badthing->health > 0 && badthing->takedamage) { bs->dangerousObject = badthing; } else { bs->dangerousObject = NULL; } if (!badthing && bs->wpDestIgnoreTime > level.time) { return; } if (!badthing && bs->dontGoBack > level.time) { if (bs->wpDestination) { bs->wpStoreDest = bs->wpDestination; } bs->wpDestination = NULL; return; } else if (!badthing && bs->wpStoreDest) { //after we finish running away, switch back to our original destination bs->wpDestination = bs->wpStoreDest; bs->wpStoreDest = NULL; } if (badthing && bs->wpCamping) { bs->wpCamping = NULL; } if (bs->wpCamping) { bs->wpDestination = bs->wpCamping; return; } if (!badthing && CTFTakesPriority(bs)) { if (bs->ctfState) { bs->runningToEscapeThreat = 1; } return; } else if (!badthing && SiegeTakesPriority(bs)) { if (bs->siegeState) { bs->runningToEscapeThreat = 1; } return; } else if (!badthing && JMTakesPriority(bs)) { bs->runningToEscapeThreat = 1; } if (badthing) { bs->runningLikeASissy = level.time + 100; if (bs->wpDestination) { bs->wpStoreDest = bs->wpDestination; } bs->wpDestination = NULL; if (bs->wpDirection) { tempInt = bs->wpCurrent->index+1; } else { tempInt = bs->wpCurrent->index-1; } if (gWPArray[tempInt] && gWPArray[tempInt]->inuse && bs->escapeDirTime < level.time) { VectorSubtract(badthing->s.pos.trBase, bs->wpCurrent->origin, a); plusLen = VectorLength(a); VectorSubtract(badthing->s.pos.trBase, gWPArray[tempInt]->origin, a); minusLen = VectorLength(a); if (plusLen < minusLen) { if (bs->wpDirection) { bs->wpDirection = 0; } else { bs->wpDirection = 1; } bs->wpCurrent = gWPArray[tempInt]; bs->escapeDirTime = level.time + Q_irand(500, 1000);//Q_irand(1000, 1400); //G_Printf("Escaping from scary bad thing [%s]\n", badthing->classname); } } //G_Printf("Run away run away run away!\n"); return; } distChange = 0; //keep the compiler from complaining tempInt = BotGetWeaponRange(bs); if (tempInt == BWEAPONRANGE_MELEE) { distChange = 1; } else if (tempInt == BWEAPONRANGE_SABER) { distChange = 1; } else if (tempInt == BWEAPONRANGE_MID) { distChange = 128; } else if (tempInt == BWEAPONRANGE_LONG) { distChange = 300; } if (bs->revengeEnemy && bs->revengeEnemy->health > 0 && bs->revengeEnemy->client && (bs->revengeEnemy->client->pers.connected == CA_ACTIVE || bs->revengeEnemy->client->pers.connected == CA_AUTHORIZING)) { //if we hate someone, always try to get to them if (bs->wpDestSwitchTime < level.time) { if (bs->revengeEnemy->client) { VectorCopy(bs->revengeEnemy->client->ps.origin, usethisvec); } else { VectorCopy(bs->revengeEnemy->s.origin, usethisvec); } tempInt = GetNearestVisibleWP(usethisvec, 0); if (tempInt != -1 && TotalTrailDistance(bs->wpCurrent->index, tempInt, bs) != -1) { bs->wpDestination = gWPArray[tempInt]; bs->wpDestSwitchTime = level.time + Q_irand(5000, 10000); } } } else if (bs->squadLeader && bs->squadLeader->health > 0 && bs->squadLeader->client && (bs->squadLeader->client->pers.connected == CA_ACTIVE || bs->squadLeader->client->pers.connected == CA_AUTHORIZING)) { if (bs->wpDestSwitchTime < level.time) { if (bs->squadLeader->client) { VectorCopy(bs->squadLeader->client->ps.origin, usethisvec); } else { VectorCopy(bs->squadLeader->s.origin, usethisvec); } tempInt = GetNearestVisibleWP(usethisvec, 0); if (tempInt != -1 && TotalTrailDistance(bs->wpCurrent->index, tempInt, bs) != -1) { bs->wpDestination = gWPArray[tempInt]; bs->wpDestSwitchTime = level.time + Q_irand(5000, 10000); } } } else if (bs->currentEnemy) { if (bs->currentEnemy->client) { VectorCopy(bs->currentEnemy->client->ps.origin, usethisvec); } else { VectorCopy(bs->currentEnemy->s.origin, usethisvec); } bChicken = BotIsAChickenWuss(bs); bs->runningToEscapeThreat = bChicken; if (bs->frame_Enemy_Len < distChange || (bChicken && bChicken != 2)) { cWPIndex = bs->wpCurrent->index; if (bs->frame_Enemy_Len > 400) { //good distance away, start running toward a good place for an item or powerup or whatever idleWP = GetBestIdleGoal(bs); if (idleWP != -1 && gWPArray[idleWP] && gWPArray[idleWP]->inuse) { bs->wpDestination = gWPArray[idleWP]; } } else if (gWPArray[cWPIndex-1] && gWPArray[cWPIndex-1]->inuse && gWPArray[cWPIndex+1] && gWPArray[cWPIndex+1]->inuse) { VectorSubtract(gWPArray[cWPIndex+1]->origin, usethisvec, a); plusLen = VectorLength(a); VectorSubtract(gWPArray[cWPIndex-1]->origin, usethisvec, a); minusLen = VectorLength(a); if (minusLen > plusLen) { bs->wpDestination = gWPArray[cWPIndex-1]; } else { bs->wpDestination = gWPArray[cWPIndex+1]; } } } else if (bChicken != 2 && bs->wpDestSwitchTime < level.time) { tempInt = GetNearestVisibleWP(usethisvec, 0); if (tempInt != -1 && TotalTrailDistance(bs->wpCurrent->index, tempInt, bs) != -1) { bs->wpDestination = gWPArray[tempInt]; if (g_gametype.integer == GT_SINGLE_PLAYER) { //be more aggressive bs->wpDestSwitchTime = level.time + Q_irand(300, 1000); } else { bs->wpDestSwitchTime = level.time + Q_irand(1000, 5000); } } } } if (!bs->wpDestination && bs->wpDestSwitchTime < level.time) { //G_Printf("I need something to do\n"); idleWP = GetBestIdleGoal(bs); if (idleWP != -1 && gWPArray[idleWP] && gWPArray[idleWP]->inuse) { bs->wpDestination = gWPArray[idleWP]; } } } //commander CTF AI - tell other bots in the so-called //"squad" what to do. void CommanderBotCTFAI(bot_state_t *bs) { int i = 0; gentity_t *ent; int squadmates = 0; gentity_t *squad[MAX_CLIENTS]; int defendAttackPriority = 0; //0 == attack, 1 == defend int guardDefendPriority = 0; //0 == defend, 1 == guard int attackRetrievePriority = 0; //0 == retrieve, 1 == attack int myFlag = 0; int enemyFlag = 0; int enemyHasOurFlag = 0; int weHaveEnemyFlag = 0; int numOnMyTeam = 0; int numOnEnemyTeam = 0; int numAttackers = 0; int numDefenders = 0; if (level.clients[bs->client].sess.sessionTeam == TEAM_RED) { myFlag = PW_REDFLAG; } else { myFlag = PW_BLUEFLAG; } if (level.clients[bs->client].sess.sessionTeam == TEAM_RED) { enemyFlag = PW_BLUEFLAG; } else { enemyFlag = PW_REDFLAG; } while (i < MAX_CLIENTS) { ent = &g_entities[i]; if (ent && ent->client) { if (ent->client->ps.powerups[enemyFlag] && OnSameTeam(&g_entities[bs->client], ent)) { weHaveEnemyFlag = 1; } else if (ent->client->ps.powerups[myFlag] && !OnSameTeam(&g_entities[bs->client], ent)) { enemyHasOurFlag = 1; } if (OnSameTeam(&g_entities[bs->client], ent)) { numOnMyTeam++; } else { numOnEnemyTeam++; } if (botstates[ent->s.number]) { if (botstates[ent->s.number]->ctfState == CTFSTATE_ATTACKER || botstates[ent->s.number]->ctfState == CTFSTATE_RETRIEVAL) { numAttackers++; } else { numDefenders++; } } else { //assume real players to be attackers in our logic numAttackers++; } } i++; } i = 0; while (i < MAX_CLIENTS) { ent = &g_entities[i]; if (ent && ent->client && botstates[i] && botstates[i]->squadLeader && botstates[i]->squadLeader->s.number == bs->client && i != bs->client) { squad[squadmates] = ent; squadmates++; } i++; } squad[squadmates] = &g_entities[bs->client]; squadmates++; i = 0; if (enemyHasOurFlag && !weHaveEnemyFlag) { //start off with an attacker instead of a retriever if we don't have the enemy flag yet so that they can't capture it first. //after that we focus on getting our flag back. attackRetrievePriority = 1; } while (i < squadmates) { if (squad[i] && squad[i]->client && botstates[squad[i]->s.number]) { if (botstates[squad[i]->s.number]->ctfState != CTFSTATE_GETFLAGHOME) { //never tell a bot to stop trying to bring the flag to the base if (defendAttackPriority) { if (weHaveEnemyFlag) { if (guardDefendPriority) { botstates[squad[i]->s.number]->ctfState = CTFSTATE_GUARDCARRIER; guardDefendPriority = 0; } else { botstates[squad[i]->s.number]->ctfState = CTFSTATE_DEFENDER; guardDefendPriority = 1; } } else { botstates[squad[i]->s.number]->ctfState = CTFSTATE_DEFENDER; } defendAttackPriority = 0; } else { if (enemyHasOurFlag) { if (attackRetrievePriority) { botstates[squad[i]->s.number]->ctfState = CTFSTATE_ATTACKER; attackRetrievePriority = 0; } else { botstates[squad[i]->s.number]->ctfState = CTFSTATE_RETRIEVAL; attackRetrievePriority = 1; } } else { botstates[squad[i]->s.number]->ctfState = CTFSTATE_ATTACKER; } defendAttackPriority = 1; } } else if ((numOnMyTeam < 2 || !numAttackers) && enemyHasOurFlag) { //I'm the only one on my team who will attack and the enemy has my flag, I have to go after him botstates[squad[i]->s.number]->ctfState = CTFSTATE_RETRIEVAL; } } i++; } } //similar to ctf ai, for siege void CommanderBotSiegeAI(bot_state_t *bs) { int i = 0; int squadmates = 0; int commanded = 0; int teammates = 0; gentity_t *squad[MAX_CLIENTS]; gentity_t *ent; bot_state_t *bst; while (i < MAX_CLIENTS) { ent = &g_entities[i]; if (ent && ent->client && OnSameTeam(&g_entities[bs->client], ent) && botstates[ent->s.number]) { bst = botstates[ent->s.number]; if (bst && !bst->isSquadLeader && !bst->state_Forced) { squad[squadmates] = ent; squadmates++; } else if (bst && !bst->isSquadLeader && bst->state_Forced) { //count them as commanded commanded++; } } if (ent && ent->client && OnSameTeam(&g_entities[bs->client], ent)) { teammates++; } i++; } if (!squadmates) { return; } //tell squad mates to do what I'm doing, up to half of team, let the other half make their own decisions i = 0; while (i < squadmates && squad[i]) { bst = botstates[squad[i]->s.number]; if (commanded > teammates/2) { break; } if (bst) { bst->state_Forced = bs->siegeState; bst->siegeState = bs->siegeState; commanded++; } i++; } } //teamplay ffa squad ai void BotDoTeamplayAI(bot_state_t *bs) { if (bs->state_Forced) { bs->teamplayState = bs->state_Forced; } if (bs->teamplayState == TEAMPLAYSTATE_REGROUP) { //force to find a new leader bs->squadLeader = NULL; bs->isSquadLeader = 0; } } //like ctf and siege commander ai, instruct the squad void CommanderBotTeamplayAI(bot_state_t *bs) { int i = 0; int squadmates = 0; int teammates = 0; int teammate_indanger = -1; int teammate_helped = 0; int foundsquadleader = 0; int worsthealth = 50; gentity_t *squad[MAX_CLIENTS]; gentity_t *ent; bot_state_t *bst; while (i < MAX_CLIENTS) { ent = &g_entities[i]; if (ent && ent->client && OnSameTeam(&g_entities[bs->client], ent) && botstates[ent->s.number]) { bst = botstates[ent->s.number]; if (foundsquadleader && bst && bst->isSquadLeader) { //never more than one squad leader bst->isSquadLeader = 0; } if (bst && !bst->isSquadLeader) { squad[squadmates] = ent; squadmates++; } else if (bst) { foundsquadleader = 1; } } if (ent && ent->client && OnSameTeam(&g_entities[bs->client], ent)) { teammates++; if (ent->health < worsthealth) { teammate_indanger = ent->s.number; worsthealth = ent->health; } } i++; } if (!squadmates) { return; } i = 0; while (i < squadmates && squad[i]) { bst = botstates[squad[i]->s.number]; if (bst && !bst->state_Forced) { //only order if this guy is not being ordered directly by the real player team leader if (teammate_indanger >= 0 && !teammate_helped) { //send someone out to help whoever needs help most at the moment bst->teamplayState = TEAMPLAYSTATE_ASSISTING; bst->squadLeader = &g_entities[teammate_indanger]; teammate_helped = 1; } else if ((teammate_indanger == -1 || teammate_helped) && bst->teamplayState == TEAMPLAYSTATE_ASSISTING) { //no teammates need help badly, but this guy is trying to help them anyway, so stop bst->teamplayState = TEAMPLAYSTATE_FOLLOWING; bst->squadLeader = &g_entities[bs->client]; } if (bs->squadRegroupInterval < level.time && Q_irand(1, 10) < 5) { //every so often tell the squad to regroup for the sake of variation if (bst->teamplayState == TEAMPLAYSTATE_FOLLOWING) { bst->teamplayState = TEAMPLAYSTATE_REGROUP; } bs->isSquadLeader = 0; bs->squadCannotLead = level.time + 500; bs->squadRegroupInterval = level.time + Q_irand(45000, 65000); } } i++; } } //pick which commander ai to use based on gametype void CommanderBotAI(bot_state_t *bs) { if (g_gametype.integer == GT_CTF || g_gametype.integer == GT_CTY) { CommanderBotCTFAI(bs); } else if (g_gametype.integer == GT_SIEGE) { CommanderBotSiegeAI(bs); } else if (g_gametype.integer == GT_TEAM) { CommanderBotTeamplayAI(bs); } } //close range combat routines void MeleeCombatHandling(bot_state_t *bs) { vec3_t usethisvec; vec3_t downvec; vec3_t midorg; vec3_t a; vec3_t fwd; vec3_t mins, maxs; trace_t tr; int en_down; int me_down; int mid_down; if (!bs->currentEnemy) { return; } if (bs->currentEnemy->client) { VectorCopy(bs->currentEnemy->client->ps.origin, usethisvec); } else { VectorCopy(bs->currentEnemy->s.origin, usethisvec); } if (bs->meleeStrafeTime < level.time) { if (bs->meleeStrafeDir) { bs->meleeStrafeDir = 0; } else { bs->meleeStrafeDir = 1; } bs->meleeStrafeTime = level.time + Q_irand(500, 1800); } mins[0] = -15; mins[1] = -15; mins[2] = -24; maxs[0] = 15; maxs[1] = 15; maxs[2] = 32; VectorCopy(usethisvec, downvec); downvec[2] -= 4096; trap_Trace(&tr, usethisvec, mins, maxs, downvec, -1, MASK_SOLID); en_down = (int)tr.endpos[2]; VectorCopy(bs->origin, downvec); downvec[2] -= 4096; trap_Trace(&tr, bs->origin, mins, maxs, downvec, -1, MASK_SOLID); me_down = (int)tr.endpos[2]; VectorSubtract(usethisvec, bs->origin, a); vectoangles(a, a); AngleVectors(a, fwd, NULL, NULL); midorg[0] = bs->origin[0] + fwd[0]*bs->frame_Enemy_Len/2; midorg[1] = bs->origin[1] + fwd[1]*bs->frame_Enemy_Len/2; midorg[2] = bs->origin[2] + fwd[2]*bs->frame_Enemy_Len/2; VectorCopy(midorg, downvec); downvec[2] -= 4096; trap_Trace(&tr, midorg, mins, maxs, downvec, -1, MASK_SOLID); mid_down = (int)tr.endpos[2]; if (me_down == en_down && en_down == mid_down) { VectorCopy(usethisvec, bs->goalPosition); } } //saber combat routines (it's simple, but it works) void SaberCombatHandling(bot_state_t *bs) { vec3_t usethisvec; vec3_t downvec; vec3_t midorg; vec3_t a; vec3_t fwd; vec3_t mins, maxs; trace_t tr; int en_down; int me_down; int mid_down; if (!bs->currentEnemy) { return; } if (bs->currentEnemy->client) { VectorCopy(bs->currentEnemy->client->ps.origin, usethisvec); } else { VectorCopy(bs->currentEnemy->s.origin, usethisvec); } if (bs->meleeStrafeTime < level.time) { if (bs->meleeStrafeDir) { bs->meleeStrafeDir = 0; } else { bs->meleeStrafeDir = 1; } bs->meleeStrafeTime = level.time + Q_irand(500, 1800); } mins[0] = -15; mins[1] = -15; mins[2] = -24; maxs[0] = 15; maxs[1] = 15; maxs[2] = 32; VectorCopy(usethisvec, downvec); downvec[2] -= 4096; trap_Trace(&tr, usethisvec, mins, maxs, downvec, -1, MASK_SOLID); en_down = (int)tr.endpos[2]; if (tr.startsolid || tr.allsolid) { en_down = 1; me_down = 2; } else { VectorCopy(bs->origin, downvec); downvec[2] -= 4096; trap_Trace(&tr, bs->origin, mins, maxs, downvec, -1, MASK_SOLID); me_down = (int)tr.endpos[2]; if (tr.startsolid || tr.allsolid) { en_down = 1; me_down = 2; } } VectorSubtract(usethisvec, bs->origin, a); vectoangles(a, a); AngleVectors(a, fwd, NULL, NULL); midorg[0] = bs->origin[0] + fwd[0]*bs->frame_Enemy_Len/2; midorg[1] = bs->origin[1] + fwd[1]*bs->frame_Enemy_Len/2; midorg[2] = bs->origin[2] + fwd[2]*bs->frame_Enemy_Len/2; VectorCopy(midorg, downvec); downvec[2] -= 4096; trap_Trace(&tr, midorg, mins, maxs, downvec, -1, MASK_SOLID); mid_down = (int)tr.endpos[2]; if (me_down == en_down && en_down == mid_down) { if (usethisvec[2] > (bs->origin[2]+32) && bs->currentEnemy->client && bs->currentEnemy->client->ps.groundEntityNum == ENTITYNUM_NONE) { bs->jumpTime = level.time + 100; } if (bs->frame_Enemy_Len > 128) { //be ready to attack bs->saberDefending = 0; bs->saberDefendDecideTime = level.time + Q_irand(1000, 2000); } else { if (bs->saberDefendDecideTime < level.time) { if (bs->saberDefending) { bs->saberDefending = 0; } else { bs->saberDefending = 1; } bs->saberDefendDecideTime = level.time + Q_irand(500, 2000); } } if (bs->frame_Enemy_Len < 54) { VectorCopy(bs->origin, bs->goalPosition); bs->saberBFTime = 0; } else { VectorCopy(usethisvec, bs->goalPosition); } if (bs->currentEnemy && bs->currentEnemy->client) { if (!BG_SaberInSpecial(bs->currentEnemy->client->ps.saberMove) && bs->frame_Enemy_Len > 90 && bs->saberBFTime > level.time && bs->saberBTime > level.time && bs->beStill < level.time && bs->saberSTime < level.time) { bs->beStill = level.time + Q_irand(500, 1000); bs->saberSTime = level.time + Q_irand(1200, 1800); } else if (bs->currentEnemy->client->ps.weapon == WP_SABER && bs->frame_Enemy_Len < 80 && (Q_irand(1, 10) < 8 && bs->saberBFTime < level.time) || bs->saberBTime > level.time || BG_SaberInKata(bs->currentEnemy->client->ps.saberMove) || bs->currentEnemy->client->ps.saberMove == LS_SPINATTACK || bs->currentEnemy->client->ps.saberMove == LS_SPINATTACK_DUAL) { vec3_t vs; vec3_t groundcheck; int idealDist; int checkIncr = 0; VectorSubtract(bs->origin, usethisvec, vs); VectorNormalize(vs); if (BG_SaberInKata(bs->currentEnemy->client->ps.saberMove) || bs->currentEnemy->client->ps.saberMove == LS_SPINATTACK || bs->currentEnemy->client->ps.saberMove == LS_SPINATTACK_DUAL) { idealDist = 256; } else { idealDist = 64; } while (checkIncr < idealDist) { bs->goalPosition[0] = bs->origin[0] + vs[0]*checkIncr; bs->goalPosition[1] = bs->origin[1] + vs[1]*checkIncr; bs->goalPosition[2] = bs->origin[2] + vs[2]*checkIncr; if (bs->saberBTime < level.time) { bs->saberBFTime = level.time + Q_irand(900, 1300); bs->saberBTime = level.time + Q_irand(300, 700); } VectorCopy(bs->goalPosition, groundcheck); groundcheck[2] -= 64; trap_Trace(&tr, bs->goalPosition, NULL, NULL, groundcheck, bs->client, MASK_SOLID); if (tr.fraction == 1.0f) { //don't back off of a ledge VectorCopy(usethisvec, bs->goalPosition); break; } checkIncr += 64; } } else if (bs->currentEnemy->client->ps.weapon == WP_SABER && bs->frame_Enemy_Len >= 75) { bs->saberBFTime = level.time + Q_irand(700, 1300); bs->saberBTime = 0; } } /*AngleVectors(bs->viewangles, NULL, fwd, NULL); if (bs->meleeStrafeDir) { bs->goalPosition[0] += fwd[0]*16; bs->goalPosition[1] += fwd[1]*16; bs->goalPosition[2] += fwd[2]*16; } else { bs->goalPosition[0] -= fwd[0]*16; bs->goalPosition[1] -= fwd[1]*16; bs->goalPosition[2] -= fwd[2]*16; }*/ } else if (bs->frame_Enemy_Len <= 56) { bs->doAttack = 1; bs->saberDefending = 0; } } //should we be "leading" our aim with this weapon? And if //so, by how much? float BotWeaponCanLead(bot_state_t *bs) { int weap = bs->cur_ps.weapon; if (weap == WP_BRYAR_PISTOL) { return 0.5; } if (weap == WP_BLASTER) { return 0.35; } if (weap == WP_BOWCASTER) { return 0.5; } if (weap == WP_REPEATER) { return 0.45; } if (weap == WP_THERMAL) { return 0.5; } if (weap == WP_DEMP2) { return 0.35; } if (weap == WP_ROCKET_LAUNCHER) { return 0.7; } return 0; } //offset the desired view angles with aim leading in mind void BotAimLeading(bot_state_t *bs, vec3_t headlevel, float leadAmount) { int x; vec3_t predictedSpot; vec3_t movementVector; vec3_t a, ang; float vtotal; if (!bs->currentEnemy || !bs->currentEnemy->client) { return; } if (!bs->frame_Enemy_Len) { return; } vtotal = 0; if (bs->currentEnemy->client->ps.velocity[0] < 0) { vtotal += -bs->currentEnemy->client->ps.velocity[0]; } else { vtotal += bs->currentEnemy->client->ps.velocity[0]; } if (bs->currentEnemy->client->ps.velocity[1] < 0) { vtotal += -bs->currentEnemy->client->ps.velocity[1]; } else { vtotal += bs->currentEnemy->client->ps.velocity[1]; } if (bs->currentEnemy->client->ps.velocity[2] < 0) { vtotal += -bs->currentEnemy->client->ps.velocity[2]; } else { vtotal += bs->currentEnemy->client->ps.velocity[2]; } //G_Printf("Leadin target with a velocity total of %f\n", vtotal); VectorCopy(bs->currentEnemy->client->ps.velocity, movementVector); VectorNormalize(movementVector); x = bs->frame_Enemy_Len*leadAmount; //hardly calculated with an exact science, but it works if (vtotal > 400) { vtotal = 400; } if (vtotal) { x = (bs->frame_Enemy_Len*0.9)*leadAmount*(vtotal*0.0012); //hardly calculated with an exact science, but it works } else { x = (bs->frame_Enemy_Len*0.9)*leadAmount; //hardly calculated with an exact science, but it works } predictedSpot[0] = headlevel[0] + (movementVector[0]*x); predictedSpot[1] = headlevel[1] + (movementVector[1]*x); predictedSpot[2] = headlevel[2] + (movementVector[2]*x); VectorSubtract(predictedSpot, bs->eye, a); vectoangles(a, ang); VectorCopy(ang, bs->goalAngles); } //wobble our aim around based on our sk1llz void BotAimOffsetGoalAngles(bot_state_t *bs) { int i; float accVal; i = 0; if (bs->skills.perfectaim) { return; } if (bs->aimOffsetTime > level.time) { if (bs->aimOffsetAmtYaw) { bs->goalAngles[YAW] += bs->aimOffsetAmtYaw; } if (bs->aimOffsetAmtPitch) { bs->goalAngles[PITCH] += bs->aimOffsetAmtPitch; } while (i <= 2) { if (bs->goalAngles[i] > 360) { bs->goalAngles[i] -= 360; } if (bs->goalAngles[i] < 0) { bs->goalAngles[i] += 360; } i++; } return; } accVal = bs->skills.accuracy/bs->settings.skill; if (bs->currentEnemy && BotMindTricked(bs->client, bs->currentEnemy->s.number)) { //having to judge where they are by hearing them, so we should be quite inaccurate here accVal *= 7; if (accVal < 30) { accVal = 30; } } if (bs->revengeEnemy && bs->revengeHateLevel && bs->currentEnemy == bs->revengeEnemy) { //bot becomes more skilled as anger level raises accVal = accVal/bs->revengeHateLevel; } if (bs->currentEnemy && bs->frame_Enemy_Vis) { //assume our goal is aiming at the enemy, seeing as he's visible and all if (!bs->currentEnemy->s.pos.trDelta[0] && !bs->currentEnemy->s.pos.trDelta[1] && !bs->currentEnemy->s.pos.trDelta[2]) { accVal = 0; //he's not even moving, so he shouldn't really be hard to hit. } else { accVal += accVal*0.25; //if he's moving he's this much harder to hit } if (g_entities[bs->client].s.pos.trDelta[0] || g_entities[bs->client].s.pos.trDelta[1] || g_entities[bs->client].s.pos.trDelta[2]) { accVal += accVal*0.15; //make it somewhat harder to aim if we're moving also } } if (accVal > 90) { accVal = 90; } if (accVal < 1) { accVal = 0; } if (!accVal) { bs->aimOffsetAmtYaw = 0; bs->aimOffsetAmtPitch = 0; return; } if (rand()%10 <= 5) { bs->aimOffsetAmtYaw = rand()%(int)accVal; } else { bs->aimOffsetAmtYaw = -(rand()%(int)accVal); } if (rand()%10 <= 5) { bs->aimOffsetAmtPitch = rand()%(int)accVal; } else { bs->aimOffsetAmtPitch = -(rand()%(int)accVal); } bs->aimOffsetTime = level.time + rand()%500 + 200; } //do we want to alt fire with this weapon? int ShouldSecondaryFire(bot_state_t *bs) { int weap; int dif; float rTime; weap = bs->cur_ps.weapon; if (bs->cur_ps.ammo[weaponData[weap].ammoIndex] < weaponData[weap].altEnergyPerShot) { return 0; } if (bs->cur_ps.weaponstate == WEAPON_CHARGING_ALT && bs->cur_ps.weapon == WP_ROCKET_LAUNCHER) { float heldTime = (level.time - bs->cur_ps.weaponChargeTime); rTime = bs->cur_ps.rocketLockTime; if (rTime < 1) { rTime = bs->cur_ps.rocketLastValidTime; } if (heldTime > 5000) { //just give up and release it if we can't manage a lock in 5 seconds return 2; } if (rTime > 0) { dif = ( level.time - rTime ) / ( 1200.0f / 16.0f ); if (dif >= 10) { return 2; } else if (bs->frame_Enemy_Len > 250) { return 1; } } else if (bs->frame_Enemy_Len > 250) { return 1; } } else if ((bs->cur_ps.weaponstate == WEAPON_CHARGING_ALT) && (level.time - bs->cur_ps.weaponChargeTime) > bs->altChargeTime) { return 2; } else if (bs->cur_ps.weaponstate == WEAPON_CHARGING_ALT) { return 1; } if (weap == WP_BRYAR_PISTOL && bs->frame_Enemy_Len < 300) { return 1; } else if (weap == WP_BOWCASTER && bs->frame_Enemy_Len > 300) { return 1; } else if (weap == WP_REPEATER && bs->frame_Enemy_Len < 600 && bs->frame_Enemy_Len > 250) { return 1; } else if (weap == WP_BLASTER && bs->frame_Enemy_Len < 300) { return 1; } else if (weap == WP_ROCKET_LAUNCHER && bs->frame_Enemy_Len > 250) { return 1; } return 0; } //standard weapon combat routines int CombatBotAI(bot_state_t *bs, float thinktime) { vec3_t eorg, a; int secFire; float fovcheck; if (!bs->currentEnemy) { return 0; } if (bs->currentEnemy->client) { VectorCopy(bs->currentEnemy->client->ps.origin, eorg); } else { VectorCopy(bs->currentEnemy->s.origin, eorg); } VectorSubtract(eorg, bs->eye, a); vectoangles(a, a); if (BotGetWeaponRange(bs) == BWEAPONRANGE_SABER) { if (bs->frame_Enemy_Len <= SABER_ATTACK_RANGE) { bs->doAttack = 1; } } else if (BotGetWeaponRange(bs) == BWEAPONRANGE_MELEE) { if (bs->frame_Enemy_Len <= MELEE_ATTACK_RANGE) { bs->doAttack = 1; } } else { if (bs->cur_ps.weapon == WP_THERMAL || bs->cur_ps.weapon == WP_ROCKET_LAUNCHER) { //be careful with the hurty weapons fovcheck = 40; if (bs->cur_ps.weaponstate == WEAPON_CHARGING_ALT && bs->cur_ps.weapon == WP_ROCKET_LAUNCHER) { //if we're charging the weapon up then we can hold fire down within a normal fov fovcheck = 60; } } else { fovcheck = 60; } if (bs->cur_ps.weaponstate == WEAPON_CHARGING || bs->cur_ps.weaponstate == WEAPON_CHARGING_ALT) { fovcheck = 160; } if (bs->frame_Enemy_Len < 128) { fovcheck *= 2; } if (InFieldOfVision(bs->viewangles, fovcheck, a)) { if (bs->cur_ps.weapon == WP_THERMAL) { if (((level.time - bs->cur_ps.weaponChargeTime) < (bs->frame_Enemy_Len*2) && (level.time - bs->cur_ps.weaponChargeTime) < 4000 && bs->frame_Enemy_Len > 64) || (bs->cur_ps.weaponstate != WEAPON_CHARGING && bs->cur_ps.weaponstate != WEAPON_CHARGING_ALT)) { if (bs->cur_ps.weaponstate != WEAPON_CHARGING && bs->cur_ps.weaponstate != WEAPON_CHARGING_ALT) { if (bs->frame_Enemy_Len > 512 && bs->frame_Enemy_Len < 800) { bs->doAltAttack = 1; //bs->doAttack = 1; } else { bs->doAttack = 1; //bs->doAltAttack = 1; } } if (bs->cur_ps.weaponstate == WEAPON_CHARGING) { bs->doAttack = 1; } else if (bs->cur_ps.weaponstate == WEAPON_CHARGING_ALT) { bs->doAltAttack = 1; } } } else { secFire = ShouldSecondaryFire(bs); if (bs->cur_ps.weaponstate != WEAPON_CHARGING_ALT && bs->cur_ps.weaponstate != WEAPON_CHARGING) { bs->altChargeTime = Q_irand(500, 1000); } if (secFire == 1) { bs->doAltAttack = 1; } else if (!secFire) { if (bs->cur_ps.weapon != WP_THERMAL) { if (bs->cur_ps.weaponstate != WEAPON_CHARGING || bs->altChargeTime > (level.time - bs->cur_ps.weaponChargeTime)) { bs->doAttack = 1; } } else { bs->doAttack = 1; } } if (secFire == 2) { //released a charge return 1; } } } } return 0; } //we messed up and got off the normal path, let's fall //back to jumping around and turning in random //directions off walls to see if we can get back to a //good place. int BotFallbackNavigation(bot_state_t *bs) { vec3_t b_angle, fwd, trto, mins, maxs; trace_t tr; if (bs->currentEnemy && bs->frame_Enemy_Vis) { return 2; //we're busy } mins[0] = -15; mins[1] = -15; mins[2] = 0; maxs[0] = 15; maxs[1] = 15; maxs[2] = 32; bs->goalAngles[PITCH] = 0; bs->goalAngles[ROLL] = 0; VectorCopy(bs->goalAngles, b_angle); AngleVectors(b_angle, fwd, NULL, NULL); trto[0] = bs->origin[0] + fwd[0]*16; trto[1] = bs->origin[1] + fwd[1]*16; trto[2] = bs->origin[2] + fwd[2]*16; trap_Trace(&tr, bs->origin, mins, maxs, trto, ENTITYNUM_NONE, MASK_SOLID); if (tr.fraction == 1) { VectorCopy(trto, bs->goalPosition); return 1; //success! } else { bs->goalAngles[YAW] = rand()%360; } return 0; } int BotTryAnotherWeapon(bot_state_t *bs) { //out of ammo, resort to the first weapon we come across that has ammo int i; i = 1; while (i < WP_NUM_WEAPONS) { if (bs->cur_ps.ammo[weaponData[i].ammoIndex] >= weaponData[i].energyPerShot && (bs->cur_ps.stats[STAT_WEAPONS] & (1 << i))) { bs->virtualWeapon = i; BotSelectWeapon(bs->client, i); //bs->cur_ps.weapon = i; //level.clients[bs->client].ps.weapon = i; return 1; } i++; } if (bs->cur_ps.weapon != 1 && bs->virtualWeapon != 1) { //should always have this.. shouldn't we? bs->virtualWeapon = 1; BotSelectWeapon(bs->client, 1); //bs->cur_ps.weapon = 1; //level.clients[bs->client].ps.weapon = 1; return 1; } return 0; } //is this weapon available to us? qboolean BotWeaponSelectable(bot_state_t *bs, int weapon) { if (weapon == WP_NONE) { return qfalse; } if (bs->cur_ps.ammo[weaponData[weapon].ammoIndex] >= weaponData[weapon].energyPerShot && (bs->cur_ps.stats[STAT_WEAPONS] & (1 << weapon))) { return qtrue; } return qfalse; } //select the best weapon we can int BotSelectIdealWeapon(bot_state_t *bs) { int i; int bestweight = -1; int bestweapon = 0; i = 0; while (i < WP_NUM_WEAPONS) { if (bs->cur_ps.ammo[weaponData[i].ammoIndex] >= weaponData[i].energyPerShot && bs->botWeaponWeights[i] > bestweight && (bs->cur_ps.stats[STAT_WEAPONS] & (1 << i))) { if (i == WP_THERMAL) { //special case.. if (bs->currentEnemy && bs->frame_Enemy_Len < 700) { bestweight = bs->botWeaponWeights[i]; bestweapon = i; } } else { bestweight = bs->botWeaponWeights[i]; bestweapon = i; } } i++; } if ( bs->currentEnemy && bs->frame_Enemy_Len < 300 && (bestweapon == WP_BRYAR_PISTOL || bestweapon == WP_BLASTER || bestweapon == WP_BOWCASTER) && (bs->cur_ps.stats[STAT_WEAPONS] & (1 << WP_SABER)) ) { bestweapon = WP_SABER; bestweight = 1; } if ( bs->currentEnemy && bs->frame_Enemy_Len > 300 && bs->currentEnemy->client && bs->currentEnemy->client->ps.weapon != WP_SABER && (bestweapon == WP_SABER) ) { //if the enemy is far away, and we have our saber selected, see if we have any good distance weapons instead if (BotWeaponSelectable(bs, WP_DISRUPTOR)) { bestweapon = WP_DISRUPTOR; bestweight = 1; } else if (BotWeaponSelectable(bs, WP_ROCKET_LAUNCHER)) { bestweapon = WP_ROCKET_LAUNCHER; bestweight = 1; } else if (BotWeaponSelectable(bs, WP_BOWCASTER)) { bestweapon = WP_BOWCASTER; bestweight = 1; } else if (BotWeaponSelectable(bs, WP_BLASTER)) { bestweapon = WP_BLASTER; bestweight = 1; } else if (BotWeaponSelectable(bs, WP_REPEATER)) { bestweapon = WP_REPEATER; bestweight = 1; } else if (BotWeaponSelectable(bs, WP_DEMP2)) { bestweapon = WP_DEMP2; bestweight = 1; } } //assert(bs->cur_ps.weapon > 0 && bestweapon > 0); if (bestweight != -1 && bs->cur_ps.weapon != bestweapon && bs->virtualWeapon != bestweapon) { bs->virtualWeapon = bestweapon; BotSelectWeapon(bs->client, bestweapon); //bs->cur_ps.weapon = bestweapon; //level.clients[bs->client].ps.weapon = bestweapon; return 1; } //assert(bs->cur_ps.weapon > 0); return 0; } //check/select the chosen weapon int BotSelectChoiceWeapon(bot_state_t *bs, int weapon, int doselection) { //if !doselection then bot will only check if he has the specified weapon and return 1 (yes) or 0 (no) int i; int hasit = 0; i = 0; while (i < WP_NUM_WEAPONS) { if (bs->cur_ps.ammo[weaponData[i].ammoIndex] > weaponData[i].energyPerShot && i == weapon && (bs->cur_ps.stats[STAT_WEAPONS] & (1 << i))) { hasit = 1; break; } i++; } if (hasit && bs->cur_ps.weapon != weapon && doselection && bs->virtualWeapon != weapon) { bs->virtualWeapon = weapon; BotSelectWeapon(bs->client, weapon); //bs->cur_ps.weapon = weapon; //level.clients[bs->client].ps.weapon = weapon; return 2; } if (hasit) { return 1; } return 0; } //override our standard weapon choice with a melee weapon int BotSelectMelee(bot_state_t *bs) { if (bs->cur_ps.weapon != 1 && bs->virtualWeapon != 1) { bs->virtualWeapon = 1; BotSelectWeapon(bs->client, 1); //bs->cur_ps.weapon = 1; //level.clients[bs->client].ps.weapon = 1; return 1; } return 0; } //See if we our in love with the potential bot. int GetLoveLevel(bot_state_t *bs, bot_state_t *love) { int i = 0; const char *lname = NULL; if (g_gametype.integer == GT_DUEL || g_gametype.integer == GT_POWERDUEL) { //There is no love in 1-on-1 return 0; } if (!bs || !love || !g_entities[love->client].client) { return 0; } if (!bs->lovednum) { return 0; } if (!bot_attachments.integer) { return 1; } lname = g_entities[love->client].client->pers.netname; if (!lname) { return 0; } while (i < bs->lovednum) { if (strcmp(bs->loved[i].name, lname) == 0) { return bs->loved[i].level; } i++; } return 0; } //Our loved one was killed. We must become infuriated! void BotLovedOneDied(bot_state_t *bs, bot_state_t *loved, int lovelevel) { if (!loved->lastHurt || !loved->lastHurt->client || loved->lastHurt->s.number == loved->client) { return; } if (g_gametype.integer == GT_DUEL || g_gametype.integer == GT_POWERDUEL) { //There is no love in 1-on-1 return; } if (!IsTeamplay()) { if (lovelevel < 2) { return; } } else if (OnSameTeam(&g_entities[bs->client], loved->lastHurt)) { //don't hate teammates no matter what return; } if (loved->client == loved->lastHurt->s.number) { return; } if (bs->client == loved->lastHurt->s.number) { //oops! return; } if (!bot_attachments.integer) { return; } if (!PassLovedOneCheck(bs, loved->lastHurt)) { //a loved one killed a loved one.. you cannot hate them bs->chatObject = loved->lastHurt; bs->chatAltObject = &g_entities[loved->client]; BotDoChat(bs, "LovedOneKilledLovedOne", 0); return; } if (bs->revengeEnemy == loved->lastHurt) { if (bs->revengeHateLevel < bs->loved_death_thresh) { bs->revengeHateLevel++; if (bs->revengeHateLevel == bs->loved_death_thresh) { //broke into the highest anger level //CHAT: Hatred section bs->chatObject = loved->lastHurt; bs->chatAltObject = NULL; BotDoChat(bs, "Hatred", 1); } } } else if (bs->revengeHateLevel < bs->loved_death_thresh-1) { //only switch hatred if we don't hate the existing revenge-enemy too much //CHAT: BelovedKilled section bs->chatObject = &g_entities[loved->client]; bs->chatAltObject = loved->lastHurt; BotDoChat(bs, "BelovedKilled", 0); bs->revengeHateLevel = 0; bs->revengeEnemy = loved->lastHurt; } } void BotDeathNotify(bot_state_t *bs) { //in case someone has an emotional attachment to us, we'll notify them int i = 0; int ltest = 0; while (i < MAX_CLIENTS) { if (botstates[i] && botstates[i]->lovednum) { ltest = 0; while (ltest < botstates[i]->lovednum) { if (strcmp(level.clients[bs->client].pers.netname, botstates[i]->loved[ltest].name) == 0) { BotLovedOneDied(botstates[i], bs, botstates[i]->loved[ltest].level); break; } ltest++; } } i++; } } //perform strafe trace checks void StrafeTracing(bot_state_t *bs) { vec3_t mins, maxs; vec3_t right, rorg, drorg; trace_t tr; mins[0] = -15; mins[1] = -15; //mins[2] = -24; mins[2] = -22; maxs[0] = 15; maxs[1] = 15; maxs[2] = 32; AngleVectors(bs->viewangles, NULL, right, NULL); if (bs->meleeStrafeDir) { rorg[0] = bs->origin[0] - right[0]*32; rorg[1] = bs->origin[1] - right[1]*32; rorg[2] = bs->origin[2] - right[2]*32; } else { rorg[0] = bs->origin[0] + right[0]*32; rorg[1] = bs->origin[1] + right[1]*32; rorg[2] = bs->origin[2] + right[2]*32; } trap_Trace(&tr, bs->origin, mins, maxs, rorg, bs->client, MASK_SOLID); if (tr.fraction != 1) { bs->meleeStrafeDisable = level.time + Q_irand(500, 1500); } VectorCopy(rorg, drorg); drorg[2] -= 32; trap_Trace(&tr, rorg, NULL, NULL, drorg, bs->client, MASK_SOLID); if (tr.fraction == 1) { //this may be a dangerous ledge, so don't strafe over it just in case bs->meleeStrafeDisable = level.time + Q_irand(500, 1500); } } //doing primary weapon fire int PrimFiring(bot_state_t *bs) { if (bs->cur_ps.weaponstate != WEAPON_CHARGING && bs->doAttack) { return 1; } if (bs->cur_ps.weaponstate == WEAPON_CHARGING && !bs->doAttack) { return 1; } return 0; } //should we keep our primary weapon from firing? int KeepPrimFromFiring(bot_state_t *bs) { if (bs->cur_ps.weaponstate != WEAPON_CHARGING && bs->doAttack) { bs->doAttack = 0; } if (bs->cur_ps.weaponstate == WEAPON_CHARGING && !bs->doAttack) { bs->doAttack = 1; } return 0; } //doing secondary weapon fire int AltFiring(bot_state_t *bs) { if (bs->cur_ps.weaponstate != WEAPON_CHARGING_ALT && bs->doAltAttack) { return 1; } if (bs->cur_ps.weaponstate == WEAPON_CHARGING_ALT && !bs->doAltAttack) { return 1; } return 0; } //should we keep our alt from firing? int KeepAltFromFiring(bot_state_t *bs) { if (bs->cur_ps.weaponstate != WEAPON_CHARGING_ALT && bs->doAltAttack) { bs->doAltAttack = 0; } if (bs->cur_ps.weaponstate == WEAPON_CHARGING_ALT && !bs->doAltAttack) { bs->doAltAttack = 1; } return 0; } //Try not to shoot our friends in the back. Or in the face. Or anywhere, really. gentity_t *CheckForFriendInLOF(bot_state_t *bs) { vec3_t fwd; vec3_t trfrom, trto; vec3_t mins, maxs; gentity_t *trent; trace_t tr; mins[0] = -3; mins[1] = -3; mins[2] = -3; maxs[0] = 3; maxs[1] = 3; maxs[2] = 3; AngleVectors(bs->viewangles, fwd, NULL, NULL); VectorCopy(bs->eye, trfrom); trto[0] = trfrom[0] + fwd[0]*2048; trto[1] = trfrom[1] + fwd[1]*2048; trto[2] = trfrom[2] + fwd[2]*2048; trap_Trace(&tr, trfrom, mins, maxs, trto, bs->client, MASK_PLAYERSOLID); if (tr.fraction != 1 && tr.entityNum <= MAX_CLIENTS) { trent = &g_entities[tr.entityNum]; if (trent && trent->client) { if (IsTeamplay() && OnSameTeam(&g_entities[bs->client], trent)) { return trent; } if (botstates[trent->s.number] && GetLoveLevel(bs, botstates[trent->s.number]) > 1) { return trent; } } } return NULL; } void BotScanForLeader(bot_state_t *bs) { //bots will only automatically obtain a leader if it's another bot using this method. int i = 0; gentity_t *ent; if (bs->isSquadLeader) { return; } while (i < MAX_CLIENTS) { ent = &g_entities[i]; if (ent && ent->client && botstates[i] && botstates[i]->isSquadLeader && bs->client != i) { if (OnSameTeam(&g_entities[bs->client], ent)) { bs->squadLeader = ent; break; } if (GetLoveLevel(bs, botstates[i]) > 1 && !IsTeamplay()) { //ignore love status regarding squad leaders if we're in teamplay bs->squadLeader = ent; break; } } i++; } } //w3rd to the p33pz. void BotReplyGreetings(bot_state_t *bs) { int i = 0; int numhello = 0; while (i < MAX_CLIENTS) { if (botstates[i] && botstates[i]->canChat && i != bs->client) { botstates[i]->chatObject = &g_entities[bs->client]; botstates[i]->chatAltObject = NULL; if (BotDoChat(botstates[i], "ResponseGreetings", 0)) { numhello++; } } if (numhello > 3) { //don't let more than 4 bots say hello at once return; } i++; } } //try to move in to grab a nearby flag void CTFFlagMovement(bot_state_t *bs) { int diddrop = 0; gentity_t *desiredDrop = NULL; vec3_t a, mins, maxs; trace_t tr; mins[0] = -15; mins[1] = -15; mins[2] = -7; maxs[0] = 15; maxs[1] = 15; maxs[2] = 7; if (bs->wantFlag && (bs->wantFlag->flags & FL_DROPPED_ITEM)) { if (bs->staticFlagSpot[0] == bs->wantFlag->s.pos.trBase[0] && bs->staticFlagSpot[1] == bs->wantFlag->s.pos.trBase[1] && bs->staticFlagSpot[2] == bs->wantFlag->s.pos.trBase[2]) { VectorSubtract(bs->origin, bs->wantFlag->s.pos.trBase, a); if (VectorLength(a) <= BOT_FLAG_GET_DISTANCE) { VectorCopy(bs->wantFlag->s.pos.trBase, bs->goalPosition); return; } else { bs->wantFlag = NULL; } } else { bs->wantFlag = NULL; } } else if (bs->wantFlag) { bs->wantFlag = NULL; } if (flagRed && flagBlue) { if (bs->wpDestination == flagRed || bs->wpDestination == flagBlue) { if (bs->wpDestination == flagRed && droppedRedFlag && (droppedRedFlag->flags & FL_DROPPED_ITEM) && droppedRedFlag->classname && strcmp(droppedRedFlag->classname, "freed") != 0) { desiredDrop = droppedRedFlag; diddrop = 1; } if (bs->wpDestination == flagBlue && droppedBlueFlag && (droppedBlueFlag->flags & FL_DROPPED_ITEM) && droppedBlueFlag->classname && strcmp(droppedBlueFlag->classname, "freed") != 0) { desiredDrop = droppedBlueFlag; diddrop = 1; } if (diddrop && desiredDrop) { VectorSubtract(bs->origin, desiredDrop->s.pos.trBase, a); if (VectorLength(a) <= BOT_FLAG_GET_DISTANCE) { trap_Trace(&tr, bs->origin, mins, maxs, desiredDrop->s.pos.trBase, bs->client, MASK_SOLID); if (tr.fraction == 1 || tr.entityNum == desiredDrop->s.number) { VectorCopy(desiredDrop->s.pos.trBase, bs->goalPosition); VectorCopy(desiredDrop->s.pos.trBase, bs->staticFlagSpot); return; } } } } } } //see if we want to make our detpacks blow up void BotCheckDetPacks(bot_state_t *bs) { gentity_t *dp = NULL; gentity_t *myDet = NULL; vec3_t a; float enLen; float myLen; while ( (dp = G_Find( dp, FOFS(classname), "detpack") ) != NULL ) { if (dp && dp->parent && dp->parent->s.number == bs->client) { myDet = dp; break; } } if (!myDet) { return; } if (!bs->currentEnemy || !bs->currentEnemy->client || !bs->frame_Enemy_Vis) { //require the enemy to be visilbe just to be fair.. //unless.. if (bs->currentEnemy && bs->currentEnemy->client && (level.time - bs->plantContinue) < 5000) { //it's a fresh plant (within 5 seconds) so we should be able to guess goto stillmadeit; } return; } stillmadeit: VectorSubtract(bs->currentEnemy->client->ps.origin, myDet->s.pos.trBase, a); enLen = VectorLength(a); VectorSubtract(bs->origin, myDet->s.pos.trBase, a); myLen = VectorLength(a); if (enLen > myLen) { return; } if (enLen < BOT_PLANT_BLOW_DISTANCE && OrgVisible(bs->currentEnemy->client->ps.origin, myDet->s.pos.trBase, bs->currentEnemy->s.number)) { //we could just call the "blow all my detpacks" function here, but I guess that's cheating. bs->plantKillEmAll = level.time + 500; } } //see if it would be beneficial at this time to use one of our inv items int BotUseInventoryItem(bot_state_t *bs) { if (bs->cur_ps.stats[STAT_HOLDABLE_ITEMS] & (1 << HI_MEDPAC)) { if (g_entities[bs->client].health <= 75) { bs->cur_ps.stats[STAT_HOLDABLE_ITEM] = BG_GetItemIndexByTag(HI_MEDPAC, IT_HOLDABLE); goto wantuseitem; } } if (bs->cur_ps.stats[STAT_HOLDABLE_ITEMS] & (1 << HI_MEDPAC_BIG)) { if (g_entities[bs->client].health <= 50) { bs->cur_ps.stats[STAT_HOLDABLE_ITEM] = BG_GetItemIndexByTag(HI_MEDPAC_BIG, IT_HOLDABLE); goto wantuseitem; } } if (bs->cur_ps.stats[STAT_HOLDABLE_ITEMS] & (1 << HI_SEEKER)) { if (bs->currentEnemy && bs->frame_Enemy_Vis) { bs->cur_ps.stats[STAT_HOLDABLE_ITEM] = BG_GetItemIndexByTag(HI_SEEKER, IT_HOLDABLE); goto wantuseitem; } } if (bs->cur_ps.stats[STAT_HOLDABLE_ITEMS] & (1 << HI_SENTRY_GUN)) { if (bs->currentEnemy && bs->frame_Enemy_Vis) { bs->cur_ps.stats[STAT_HOLDABLE_ITEM] = BG_GetItemIndexByTag(HI_SENTRY_GUN, IT_HOLDABLE); goto wantuseitem; } } if (bs->cur_ps.stats[STAT_HOLDABLE_ITEMS] & (1 << HI_SHIELD)) { if (bs->currentEnemy && bs->frame_Enemy_Vis && bs->runningToEscapeThreat) { //this will (hopefully) result in the bot placing the shield down while facing //the enemy and running away bs->cur_ps.stats[STAT_HOLDABLE_ITEM] = BG_GetItemIndexByTag(HI_SHIELD, IT_HOLDABLE); goto wantuseitem; } } return 0; wantuseitem: level.clients[bs->client].ps.stats[STAT_HOLDABLE_ITEM] = bs->cur_ps.stats[STAT_HOLDABLE_ITEM]; return 1; } //trace forward to see if we can plant a detpack or something int BotSurfaceNear(bot_state_t *bs) { trace_t tr; vec3_t fwd; AngleVectors(bs->viewangles, fwd, NULL, NULL); fwd[0] = bs->origin[0]+(fwd[0]*64); fwd[1] = bs->origin[1]+(fwd[1]*64); fwd[2] = bs->origin[2]+(fwd[2]*64); trap_Trace(&tr, bs->origin, NULL, NULL, fwd, bs->client, MASK_SOLID); if (tr.fraction != 1) { return 1; } return 0; } //could we block projectiles from the weapon potentially with a light saber? int BotWeaponBlockable(int weapon) { switch (weapon) { case WP_STUN_BATON: case WP_MELEE: return 0; case WP_DISRUPTOR: return 0; case WP_DEMP2: return 0; case WP_ROCKET_LAUNCHER: return 0; case WP_THERMAL: return 0; case WP_TRIP_MINE: return 0; case WP_DET_PACK: return 0; default: return 1; } } void Cmd_EngageDuel_f(gentity_t *ent); void Cmd_ToggleSaber_f(gentity_t *ent); //movement overrides void Bot_SetForcedMovement(int bot, int forward, int right, int up) { bot_state_t *bs; bs = botstates[bot]; if (!bs) { //not a bot return; } if (forward != -1) { if (bs->forceMove_Forward) { bs->forceMove_Forward = 0; } else { bs->forceMove_Forward = forward; } } if (right != -1) { if (bs->forceMove_Right) { bs->forceMove_Right = 0; } else { bs->forceMove_Right = right; } } if (up != -1) { if (bs->forceMove_Up) { bs->forceMove_Up = 0; } else { bs->forceMove_Up = up; } } } //the main AI loop. //please don't be too frightened. void StandardBotAI(bot_state_t *bs, float thinktime) { int wp, enemy; int desiredIndex; int goalWPIndex; int doingFallback = 0; int fjHalt; vec3_t a, ang, headlevel, eorg, noz_x, noz_y, dif, a_fo; float reaction; float bLeadAmount; int meleestrafe = 0; int useTheForce = 0; int forceHostile = 0; int cBAI = 0; gentity_t *friendInLOF = 0; float mLen; int visResult = 0; int selResult = 0; int mineSelect = 0; int detSelect = 0; vec3_t preFrameGAngles; if (gDeactivated) { bs->wpCurrent = NULL; bs->currentEnemy = NULL; bs->wpDestination = NULL; bs->wpDirection = 0; return; } if (g_entities[bs->client].inuse && g_entities[bs->client].client && g_entities[bs->client].client->sess.sessionTeam == TEAM_SPECTATOR) { bs->wpCurrent = NULL; bs->currentEnemy = NULL; bs->wpDestination = NULL; bs->wpDirection = 0; return; } #ifndef FINAL_BUILD if (bot_getinthecarrr.integer) { //stupid vehicle debug, I tire of having to connect another client to test passengers. gentity_t *botEnt = &g_entities[bs->client]; if (botEnt->inuse && botEnt->client && botEnt->client->ps.m_iVehicleNum) { //in a vehicle, so... bs->noUseTime = level.time + 5000; if (bot_getinthecarrr.integer != 2) { trap_EA_MoveForward(bs->client); if (bot_getinthecarrr.integer == 3) { //use alt fire trap_EA_Alt_Attack(bs->client); } } } else { //find one, get in int i = 0; gentity_t *vehicle = NULL; //find the nearest, manned vehicle while (i < MAX_GENTITIES) { vehicle = &g_entities[i]; if (vehicle->inuse && vehicle->client && vehicle->s.eType == ET_NPC && vehicle->s.NPC_class == CLASS_VEHICLE && vehicle->m_pVehicle && (vehicle->client->ps.m_iVehicleNum || bot_getinthecarrr.integer == 2)) { //ok, this is a vehicle, and it has a pilot/passengers break; } i++; } if (i != MAX_GENTITIES && vehicle) { //broke before end so we must've found something vec3_t v; VectorSubtract(vehicle->client->ps.origin, bs->origin, v); VectorNormalize(v); vectoangles(v, bs->goalAngles); MoveTowardIdealAngles(bs); trap_EA_Move(bs->client, v, 5000.0f); if (bs->noUseTime < (level.time-400)) { bs->noUseTime = level.time + 500; } } } return; } #endif if (bot_forgimmick.integer) { bs->wpCurrent = NULL; bs->currentEnemy = NULL; bs->wpDestination = NULL; bs->wpDirection = 0; if (bot_forgimmick.integer == 2) { //for debugging saber stuff, this is handy trap_EA_Attack(bs->client); } if (bot_forgimmick.integer == 3) { //for testing cpu usage moving around rmg terrain without AI vec3_t mdir; VectorSubtract(bs->origin, vec3_origin, mdir); VectorNormalize(mdir); trap_EA_Attack(bs->client); trap_EA_Move(bs->client, mdir, 5000); } if (bot_forgimmick.integer == 4) { //constantly move toward client 0 if (g_entities[0].client && g_entities[0].inuse) { vec3_t mdir; VectorSubtract(g_entities[0].client->ps.origin, bs->origin, mdir); VectorNormalize(mdir); trap_EA_Move(bs->client, mdir, 5000); } } if (bs->forceMove_Forward) { if (bs->forceMove_Forward > 0) { trap_EA_MoveForward(bs->client); } else { trap_EA_MoveBack(bs->client); } } if (bs->forceMove_Right) { if (bs->forceMove_Right > 0) { trap_EA_MoveRight(bs->client); } else { trap_EA_MoveLeft(bs->client); } } if (bs->forceMove_Up) { trap_EA_Jump(bs->client); } return; } if (!bs->lastDeadTime) { //just spawned in? bs->lastDeadTime = level.time; } if (g_entities[bs->client].health < 1) { bs->lastDeadTime = level.time; if (!bs->deathActivitiesDone && bs->lastHurt && bs->lastHurt->client && bs->lastHurt->s.number != bs->client) { BotDeathNotify(bs); if (PassLovedOneCheck(bs, bs->lastHurt)) { //CHAT: Died bs->chatObject = bs->lastHurt; bs->chatAltObject = NULL; BotDoChat(bs, "Died", 0); } else if (!PassLovedOneCheck(bs, bs->lastHurt) && botstates[bs->lastHurt->s.number] && PassLovedOneCheck(botstates[bs->lastHurt->s.number], &g_entities[bs->client])) { //killed by a bot that I love, but that does not love me bs->chatObject = bs->lastHurt; bs->chatAltObject = NULL; BotDoChat(bs, "KilledOnPurposeByLove", 0); } bs->deathActivitiesDone = 1; } bs->wpCurrent = NULL; bs->currentEnemy = NULL; bs->wpDestination = NULL; bs->wpCamping = NULL; bs->wpCampingTo = NULL; bs->wpStoreDest = NULL; bs->wpDestIgnoreTime = 0; bs->wpDestSwitchTime = 0; bs->wpSeenTime = 0; bs->wpDirection = 0; if (rand()%10 < 5 && (!bs->doChat || bs->chatTime < level.time)) { trap_EA_Attack(bs->client); } return; } VectorCopy(bs->goalAngles, preFrameGAngles); bs->doAttack = 0; bs->doAltAttack = 0; //reset the attack states if (bs->isSquadLeader) { CommanderBotAI(bs); } else { BotDoTeamplayAI(bs); } if (!bs->currentEnemy) { bs->frame_Enemy_Vis = 0; } if (bs->revengeEnemy && bs->revengeEnemy->client && bs->revengeEnemy->client->pers.connected != CA_ACTIVE && bs->revengeEnemy->client->pers.connected != CA_AUTHORIZING) { bs->revengeEnemy = NULL; bs->revengeHateLevel = 0; } if (bs->currentEnemy && bs->currentEnemy->client && bs->currentEnemy->client->pers.connected != CA_ACTIVE && bs->currentEnemy->client->pers.connected != CA_AUTHORIZING) { bs->currentEnemy = NULL; } fjHalt = 0; #ifndef FORCEJUMP_INSTANTMETHOD if (bs->forceJumpChargeTime > level.time) { useTheForce = 1; forceHostile = 0; } if (bs->currentEnemy && bs->currentEnemy->client && bs->frame_Enemy_Vis && bs->forceJumpChargeTime < level.time) #else if (bs->currentEnemy && bs->currentEnemy->client && bs->frame_Enemy_Vis) #endif { VectorSubtract(bs->currentEnemy->client->ps.origin, bs->eye, a_fo); vectoangles(a_fo, a_fo); //do this above all things if ((bs->cur_ps.fd.forcePowersKnown & (1 << FP_PUSH)) && (bs->doForcePush > level.time || bs->cur_ps.fd.forceGripBeingGripped > level.time) && level.clients[bs->client].ps.fd.forcePower > forcePowerNeeded[level.clients[bs->client].ps.fd.forcePowerLevel[FP_PUSH]][FP_PUSH] /*&& InFieldOfVision(bs->viewangles, 50, a_fo)*/) { level.clients[bs->client].ps.fd.forcePowerSelected = FP_PUSH; useTheForce = 1; forceHostile = 1; } else if (bs->cur_ps.fd.forceSide == FORCE_DARKSIDE) { //try dark side powers //in order of priority top to bottom if ((bs->cur_ps.fd.forcePowersKnown & (1 << FP_GRIP)) && (bs->cur_ps.fd.forcePowersActive & (1 << FP_GRIP)) && InFieldOfVision(bs->viewangles, 50, a_fo)) { //already gripping someone, so hold it level.clients[bs->client].ps.fd.forcePowerSelected = FP_GRIP; useTheForce = 1; forceHostile = 1; } else if ((bs->cur_ps.fd.forcePowersKnown & (1 << FP_LIGHTNING)) && bs->frame_Enemy_Len < FORCE_LIGHTNING_RADIUS && level.clients[bs->client].ps.fd.forcePower > 50 && InFieldOfVision(bs->viewangles, 50, a_fo)) { level.clients[bs->client].ps.fd.forcePowerSelected = FP_LIGHTNING; useTheForce = 1; forceHostile = 1; } else if ((bs->cur_ps.fd.forcePowersKnown & (1 << FP_GRIP)) && bs->frame_Enemy_Len < MAX_GRIP_DISTANCE && level.clients[bs->client].ps.fd.forcePower > forcePowerNeeded[level.clients[bs->client].ps.fd.forcePowerLevel[FP_GRIP]][FP_GRIP] && InFieldOfVision(bs->viewangles, 50, a_fo)) { level.clients[bs->client].ps.fd.forcePowerSelected = FP_GRIP; useTheForce = 1; forceHostile = 1; } else if ((bs->cur_ps.fd.forcePowersKnown & (1 << FP_RAGE)) && g_entities[bs->client].health < 25 && level.clients[bs->client].ps.fd.forcePower > forcePowerNeeded[level.clients[bs->client].ps.fd.forcePowerLevel[FP_RAGE]][FP_RAGE]) { level.clients[bs->client].ps.fd.forcePowerSelected = FP_RAGE; useTheForce = 1; forceHostile = 0; } else if ((bs->cur_ps.fd.forcePowersKnown & (1 << FP_DRAIN)) && bs->frame_Enemy_Len < MAX_DRAIN_DISTANCE && level.clients[bs->client].ps.fd.forcePower > 50 && InFieldOfVision(bs->viewangles, 50, a_fo) && bs->currentEnemy->client->ps.fd.forcePower > 10 && bs->currentEnemy->client->ps.fd.forceSide == FORCE_LIGHTSIDE) { level.clients[bs->client].ps.fd.forcePowerSelected = FP_DRAIN; useTheForce = 1; forceHostile = 1; } } else if (bs->cur_ps.fd.forceSide == FORCE_LIGHTSIDE) { //try light side powers if ((bs->cur_ps.fd.forcePowersKnown & (1 << FP_ABSORB)) && bs->cur_ps.fd.forceGripCripple && level.clients[bs->client].ps.fd.forcePower > forcePowerNeeded[level.clients[bs->client].ps.fd.forcePowerLevel[FP_ABSORB]][FP_ABSORB]) { //absorb to get out level.clients[bs->client].ps.fd.forcePowerSelected = FP_ABSORB; useTheForce = 1; forceHostile = 0; } else if ((bs->cur_ps.fd.forcePowersKnown & (1 << FP_ABSORB)) && bs->cur_ps.electrifyTime >= level.time && level.clients[bs->client].ps.fd.forcePower > forcePowerNeeded[level.clients[bs->client].ps.fd.forcePowerLevel[FP_ABSORB]][FP_ABSORB]) { //absorb lightning level.clients[bs->client].ps.fd.forcePowerSelected = FP_ABSORB; useTheForce = 1; forceHostile = 0; } else if ((bs->cur_ps.fd.forcePowersKnown & (1 << FP_TELEPATHY)) && bs->frame_Enemy_Len < MAX_TRICK_DISTANCE && level.clients[bs->client].ps.fd.forcePower > forcePowerNeeded[level.clients[bs->client].ps.fd.forcePowerLevel[FP_TELEPATHY]][FP_TELEPATHY] && InFieldOfVision(bs->viewangles, 50, a_fo) && !(bs->currentEnemy->client->ps.fd.forcePowersActive & (1 << FP_SEE))) { level.clients[bs->client].ps.fd.forcePowerSelected = FP_TELEPATHY; useTheForce = 1; forceHostile = 1; } else if ((bs->cur_ps.fd.forcePowersKnown & (1 << FP_ABSORB)) && g_entities[bs->client].health < 75 && bs->currentEnemy->client->ps.fd.forceSide == FORCE_DARKSIDE && level.clients[bs->client].ps.fd.forcePower > forcePowerNeeded[level.clients[bs->client].ps.fd.forcePowerLevel[FP_ABSORB]][FP_ABSORB]) { level.clients[bs->client].ps.fd.forcePowerSelected = FP_ABSORB; useTheForce = 1; forceHostile = 0; } else if ((bs->cur_ps.fd.forcePowersKnown & (1 << FP_PROTECT)) && g_entities[bs->client].health < 35 && level.clients[bs->client].ps.fd.forcePower > forcePowerNeeded[level.clients[bs->client].ps.fd.forcePowerLevel[FP_PROTECT]][FP_PROTECT]) { level.clients[bs->client].ps.fd.forcePowerSelected = FP_PROTECT; useTheForce = 1; forceHostile = 0; } } if (!useTheForce) { //try neutral powers if ((bs->cur_ps.fd.forcePowersKnown & (1 << FP_PUSH)) && bs->cur_ps.fd.forceGripBeingGripped > level.time && level.clients[bs->client].ps.fd.forcePower > forcePowerNeeded[level.clients[bs->client].ps.fd.forcePowerLevel[FP_PUSH]][FP_PUSH] && InFieldOfVision(bs->viewangles, 50, a_fo)) { level.clients[bs->client].ps.fd.forcePowerSelected = FP_PUSH; useTheForce = 1; forceHostile = 1; } else if ((bs->cur_ps.fd.forcePowersKnown & (1 << FP_SPEED)) && g_entities[bs->client].health < 25 && level.clients[bs->client].ps.fd.forcePower > forcePowerNeeded[level.clients[bs->client].ps.fd.forcePowerLevel[FP_SPEED]][FP_SPEED]) { level.clients[bs->client].ps.fd.forcePowerSelected = FP_SPEED; useTheForce = 1; forceHostile = 0; } else if ((bs->cur_ps.fd.forcePowersKnown & (1 << FP_SEE)) && BotMindTricked(bs->client, bs->currentEnemy->s.number) && level.clients[bs->client].ps.fd.forcePower > forcePowerNeeded[level.clients[bs->client].ps.fd.forcePowerLevel[FP_SEE]][FP_SEE]) { level.clients[bs->client].ps.fd.forcePowerSelected = FP_SEE; useTheForce = 1; forceHostile = 0; } else if ((bs->cur_ps.fd.forcePowersKnown & (1 << FP_PULL)) && bs->frame_Enemy_Len < 256 && level.clients[bs->client].ps.fd.forcePower > 75 && InFieldOfVision(bs->viewangles, 50, a_fo)) { level.clients[bs->client].ps.fd.forcePowerSelected = FP_PULL; useTheForce = 1; forceHostile = 1; } } } if (!useTheForce) { //try powers that we don't care if we have an enemy for if ((bs->cur_ps.fd.forcePowersKnown & (1 << FP_HEAL)) && g_entities[bs->client].health < 50 && level.clients[bs->client].ps.fd.forcePower > forcePowerNeeded[level.clients[bs->client].ps.fd.forcePowerLevel[FP_HEAL]][FP_HEAL] && bs->cur_ps.fd.forcePowerLevel[FP_HEAL] > FORCE_LEVEL_1) { level.clients[bs->client].ps.fd.forcePowerSelected = FP_HEAL; useTheForce = 1; forceHostile = 0; } else if ((bs->cur_ps.fd.forcePowersKnown & (1 << FP_HEAL)) && g_entities[bs->client].health < 50 && level.clients[bs->client].ps.fd.forcePower > forcePowerNeeded[level.clients[bs->client].ps.fd.forcePowerLevel[FP_HEAL]][FP_HEAL] && !bs->currentEnemy && bs->isCamping > level.time) { //only meditate and heal if we're camping level.clients[bs->client].ps.fd.forcePowerSelected = FP_HEAL; useTheForce = 1; forceHostile = 0; } } if (useTheForce && forceHostile) { if (bs->currentEnemy && bs->currentEnemy->client && !ForcePowerUsableOn(&g_entities[bs->client], bs->currentEnemy, level.clients[bs->client].ps.fd.forcePowerSelected)) { useTheForce = 0; forceHostile = 0; } } doingFallback = 0; bs->deathActivitiesDone = 0; if (BotUseInventoryItem(bs)) { if (rand()%10 < 5) { trap_EA_Use(bs->client); } } if (bs->cur_ps.ammo[weaponData[bs->cur_ps.weapon].ammoIndex] < weaponData[bs->cur_ps.weapon].energyPerShot) { if (BotTryAnotherWeapon(bs)) { return; } } else { if (bs->currentEnemy && bs->lastVisibleEnemyIndex == bs->currentEnemy->s.number && bs->frame_Enemy_Vis && bs->forceWeaponSelect /*&& bs->plantContinue < level.time*/) { bs->forceWeaponSelect = 0; } if (bs->plantContinue > level.time) { bs->doAttack = 1; bs->destinationGrabTime = 0; } if (!bs->forceWeaponSelect && bs->cur_ps.hasDetPackPlanted && bs->plantKillEmAll > level.time) { bs->forceWeaponSelect = WP_DET_PACK; } if (bs->forceWeaponSelect) { selResult = BotSelectChoiceWeapon(bs, bs->forceWeaponSelect, 1); } if (selResult) { if (selResult == 2) { //newly selected return; } } else if (BotSelectIdealWeapon(bs)) { return; } } /*if (BotSelectMelee(bs)) { return; }*/ reaction = bs->skills.reflex/bs->settings.skill; if (reaction < 0) { reaction = 0; } if (reaction > 2000) { reaction = 2000; } if (!bs->currentEnemy) { bs->timeToReact = level.time + reaction; } if (bs->cur_ps.weapon == WP_DET_PACK && bs->cur_ps.hasDetPackPlanted && bs->plantKillEmAll > level.time) { bs->doAltAttack = 1; } if (bs->wpCamping) { if (bs->isCamping < level.time) { bs->wpCamping = NULL; bs->isCamping = 0; } if (bs->currentEnemy && bs->frame_Enemy_Vis) { bs->wpCamping = NULL; bs->isCamping = 0; } } if (bs->wpCurrent && (bs->wpSeenTime < level.time || bs->wpTravelTime < level.time)) { bs->wpCurrent = NULL; } if (bs->currentEnemy) { if (bs->enemySeenTime < level.time || !PassStandardEnemyChecks(bs, bs->currentEnemy)) { if (bs->revengeEnemy == bs->currentEnemy && bs->currentEnemy->health < 1 && bs->lastAttacked && bs->lastAttacked == bs->currentEnemy) { //CHAT: Destroyed hated one [KilledHatedOne section] bs->chatObject = bs->revengeEnemy; bs->chatAltObject = NULL; BotDoChat(bs, "KilledHatedOne", 1); bs->revengeEnemy = NULL; bs->revengeHateLevel = 0; } else if (bs->currentEnemy->health < 1 && PassLovedOneCheck(bs, bs->currentEnemy) && bs->lastAttacked && bs->lastAttacked == bs->currentEnemy) { //CHAT: Killed bs->chatObject = bs->currentEnemy; bs->chatAltObject = NULL; BotDoChat(bs, "Killed", 0); } bs->currentEnemy = NULL; } } if (bot_honorableduelacceptance.integer) { if (bs->currentEnemy && bs->currentEnemy->client && bs->cur_ps.weapon == WP_SABER && g_privateDuel.integer && bs->frame_Enemy_Vis && bs->frame_Enemy_Len < 400 && bs->currentEnemy->client->ps.weapon == WP_SABER && bs->currentEnemy->client->ps.saberHolstered) { vec3_t e_ang_vec; VectorSubtract(bs->currentEnemy->client->ps.origin, bs->eye, e_ang_vec); if (InFieldOfVision(bs->viewangles, 100, e_ang_vec)) { //Our enemy has his saber holstered and has challenged us to a duel, so challenge him back if (!bs->cur_ps.saberHolstered) { Cmd_ToggleSaber_f(&g_entities[bs->client]); } else { if (bs->currentEnemy->client->ps.duelIndex == bs->client && bs->currentEnemy->client->ps.duelTime > level.time && !bs->cur_ps.duelInProgress) { Cmd_EngageDuel_f(&g_entities[bs->client]); } } bs->doAttack = 0; bs->doAltAttack = 0; bs->botChallengingTime = level.time + 100; bs->beStill = level.time + 100; } } } //Apparently this "allows you to cheese" when fighting against bots. I'm not sure why you'd want to con bots //into an easy kill, since they're bots and all. But whatever. if (!bs->wpCurrent) { wp = GetNearestVisibleWP(bs->origin, bs->client); if (wp != -1) { bs->wpCurrent = gWPArray[wp]; bs->wpSeenTime = level.time + 1500; bs->wpTravelTime = level.time + 10000; //never take more than 10 seconds to travel to a waypoint } } if (bs->enemySeenTime < level.time || !bs->frame_Enemy_Vis || !bs->currentEnemy || (bs->currentEnemy /*&& bs->cur_ps.weapon == WP_SABER && bs->frame_Enemy_Len > 300*/)) { enemy = ScanForEnemies(bs); if (enemy != -1) { bs->currentEnemy = &g_entities[enemy]; bs->enemySeenTime = level.time + ENEMY_FORGET_MS; } } if (!bs->squadLeader && !bs->isSquadLeader) { BotScanForLeader(bs); } if (!bs->squadLeader && bs->squadCannotLead < level.time) { //if still no leader after scanning, then become a squad leader bs->isSquadLeader = 1; } if (bs->isSquadLeader && bs->squadLeader) { //we don't follow anyone if we are a leader bs->squadLeader = NULL; } //ESTABLISH VISIBILITIES AND DISTANCES FOR THE WHOLE FRAME HERE if (bs->wpCurrent) { if (g_RMG.integer) { //this is somewhat hacky, but in RMG we don't really care about vertical placement because points are scattered across only the terrain. vec3_t vecB, vecC; vecB[0] = bs->origin[0]; vecB[1] = bs->origin[1]; vecB[2] = bs->origin[2]; vecC[0] = bs->wpCurrent->origin[0]; vecC[1] = bs->wpCurrent->origin[1]; vecC[2] = vecB[2]; VectorSubtract(vecC, vecB, a); } else { VectorSubtract(bs->wpCurrent->origin, bs->origin, a); } bs->frame_Waypoint_Len = VectorLength(a); visResult = WPOrgVisible(&g_entities[bs->client], bs->origin, bs->wpCurrent->origin, bs->client); if (visResult == 2) { bs->frame_Waypoint_Vis = 0; bs->wpSeenTime = 0; bs->wpDestination = NULL; bs->wpDestIgnoreTime = level.time + 5000; if (bs->wpDirection) { bs->wpDirection = 0; } else { bs->wpDirection = 1; } } else if (visResult) { bs->frame_Waypoint_Vis = 1; } else { bs->frame_Waypoint_Vis = 0; } } if (bs->currentEnemy) { if (bs->currentEnemy->client) { VectorCopy(bs->currentEnemy->client->ps.origin, eorg); eorg[2] += bs->currentEnemy->client->ps.viewheight; } else { VectorCopy(bs->currentEnemy->s.origin, eorg); } VectorSubtract(eorg, bs->eye, a); bs->frame_Enemy_Len = VectorLength(a); if (OrgVisible(bs->eye, eorg, bs->client)) { bs->frame_Enemy_Vis = 1; VectorCopy(eorg, bs->lastEnemySpotted); VectorCopy(bs->origin, bs->hereWhenSpotted); bs->lastVisibleEnemyIndex = bs->currentEnemy->s.number; //VectorCopy(bs->eye, bs->lastEnemySpotted); bs->hitSpotted = 0; } else { bs->frame_Enemy_Vis = 0; } } else { bs->lastVisibleEnemyIndex = ENTITYNUM_NONE; } //END if (bs->frame_Enemy_Vis) { bs->enemySeenTime = level.time + ENEMY_FORGET_MS; } if (bs->wpCurrent) { int wpTouchDist = BOT_WPTOUCH_DISTANCE; WPConstantRoutine(bs); if (!bs->wpCurrent) { //WPConstantRoutine has the ability to nullify the waypoint if it fails certain checks, so.. return; } if (bs->wpCurrent->flags & WPFLAG_WAITFORFUNC) { if (!CheckForFunc(bs->wpCurrent->origin, -1)) { bs->beStill = level.time + 500; //no func brush under.. wait } } if (bs->wpCurrent->flags & WPFLAG_NOMOVEFUNC) { if (CheckForFunc(bs->wpCurrent->origin, -1)) { bs->beStill = level.time + 500; //func brush under.. wait } } if (bs->frame_Waypoint_Vis || (bs->wpCurrent->flags & WPFLAG_NOVIS)) { if (g_RMG.integer) { bs->wpSeenTime = level.time + 5000; //if we lose sight of the point, we have 1.5 seconds to regain it before we drop it } else { bs->wpSeenTime = level.time + 1500; //if we lose sight of the point, we have 1.5 seconds to regain it before we drop it } } VectorCopy(bs->wpCurrent->origin, bs->goalPosition); if (bs->wpDirection) { goalWPIndex = bs->wpCurrent->index-1; } else { goalWPIndex = bs->wpCurrent->index+1; } if (bs->wpCamping) { VectorSubtract(bs->wpCampingTo->origin, bs->origin, a); vectoangles(a, ang); VectorCopy(ang, bs->goalAngles); VectorSubtract(bs->origin, bs->wpCamping->origin, a); if (VectorLength(a) < 64) { VectorCopy(bs->wpCamping->origin, bs->goalPosition); bs->beStill = level.time + 1000; if (!bs->campStanding) { bs->duckTime = level.time + 1000; } } } else if (gWPArray[goalWPIndex] && gWPArray[goalWPIndex]->inuse && !(gLevelFlags & LEVELFLAG_NOPOINTPREDICTION)) { VectorSubtract(gWPArray[goalWPIndex]->origin, bs->origin, a); vectoangles(a, ang); VectorCopy(ang, bs->goalAngles); } else { VectorSubtract(bs->wpCurrent->origin, bs->origin, a); vectoangles(a, ang); VectorCopy(ang, bs->goalAngles); } if (bs->destinationGrabTime < level.time /*&& (!bs->wpDestination || (bs->currentEnemy && bs->frame_Enemy_Vis))*/) { GetIdealDestination(bs); } if (bs->wpCurrent && bs->wpDestination) { if (TotalTrailDistance(bs->wpCurrent->index, bs->wpDestination->index, bs) == -1) { bs->wpDestination = NULL; bs->destinationGrabTime = level.time + 10000; } } if (g_RMG.integer) { if (bs->frame_Waypoint_Vis) { if (bs->wpCurrent && !bs->wpCurrent->flags) { wpTouchDist *= 3; } } } if (bs->frame_Waypoint_Len < wpTouchDist || (g_RMG.integer && bs->frame_Waypoint_Len < wpTouchDist*2)) { WPTouchRoutine(bs); if (!bs->wpDirection) { desiredIndex = bs->wpCurrent->index+1; } else { desiredIndex = bs->wpCurrent->index-1; } if (gWPArray[desiredIndex] && gWPArray[desiredIndex]->inuse && desiredIndex < gWPNum && desiredIndex >= 0 && PassWayCheck(bs, desiredIndex)) { bs->wpCurrent = gWPArray[desiredIndex]; } else { if (bs->wpDestination) { bs->wpDestination = NULL; bs->destinationGrabTime = level.time + 10000; } if (bs->wpDirection) { bs->wpDirection = 0; } else { bs->wpDirection = 1; } } } } else //We can't find a waypoint, going to need a fallback routine. { /*if (g_gametype.integer == GT_DUEL)*/ { //helps them get out of messy situations /*if ((level.time - bs->forceJumpChargeTime) > 3500) { bs->forceJumpChargeTime = level.time + 2000; trap_EA_MoveForward(bs->client); } */ bs->jumpTime = level.time + 1500; bs->jumpHoldTime = level.time + 1500; bs->jDelay = 0; } doingFallback = BotFallbackNavigation(bs); } if (g_RMG.integer) { //for RMG if the bot sticks around an area too long, jump around randomly some to spread to a new area (horrible hacky method) vec3_t vSubDif; VectorSubtract(bs->origin, bs->lastSignificantAreaChange, vSubDif); if (VectorLength(vSubDif) > 1500) { VectorCopy(bs->origin, bs->lastSignificantAreaChange); bs->lastSignificantChangeTime = level.time + 20000; } if (bs->lastSignificantChangeTime < level.time) { bs->iHaveNoIdeaWhereIAmGoing = level.time + 17000; } } if (bs->iHaveNoIdeaWhereIAmGoing > level.time && !bs->currentEnemy) { VectorCopy(preFrameGAngles, bs->goalAngles); bs->wpCurrent = NULL; bs->wpSwitchTime = level.time + 150; doingFallback = BotFallbackNavigation(bs); bs->jumpTime = level.time + 150; bs->jumpHoldTime = level.time + 150; bs->jDelay = 0; bs->lastSignificantChangeTime = level.time + 25000; } if (bs->wpCurrent && g_RMG.integer) { qboolean doJ = qfalse; if (bs->wpCurrent->origin[2]-192 > bs->origin[2]) { doJ = qtrue; } else if ((bs->wpTravelTime - level.time) < 5000 && bs->wpCurrent->origin[2]-64 > bs->origin[2]) { doJ = qtrue; } else if ((bs->wpTravelTime - level.time) < 7000 && (bs->wpCurrent->flags & WPFLAG_RED_FLAG)) { if ((level.time - bs->jumpTime) > 200) { bs->jumpTime = level.time + 100; bs->jumpHoldTime = level.time + 100; bs->jDelay = 0; } } else if ((bs->wpTravelTime - level.time) < 7000 && (bs->wpCurrent->flags & WPFLAG_BLUE_FLAG)) { if ((level.time - bs->jumpTime) > 200) { bs->jumpTime = level.time + 100; bs->jumpHoldTime = level.time + 100; bs->jDelay = 0; } } else if (bs->wpCurrent->index > 0) { if ((bs->wpTravelTime - level.time) < 7000) { if ((gWPArray[bs->wpCurrent->index-1]->flags & WPFLAG_RED_FLAG) || (gWPArray[bs->wpCurrent->index-1]->flags & WPFLAG_BLUE_FLAG)) { if ((level.time - bs->jumpTime) > 200) { bs->jumpTime = level.time + 100; bs->jumpHoldTime = level.time + 100; bs->jDelay = 0; } } } } if (doJ) { bs->jumpTime = level.time + 1500; bs->jumpHoldTime = level.time + 1500; bs->jDelay = 0; } } if (doingFallback) { bs->doingFallback = qtrue; } else { bs->doingFallback = qfalse; } if (bs->timeToReact < level.time && bs->currentEnemy && bs->enemySeenTime > level.time + (ENEMY_FORGET_MS - (ENEMY_FORGET_MS*0.2))) { if (bs->frame_Enemy_Vis) { cBAI = CombatBotAI(bs, thinktime); } else if (bs->cur_ps.weaponstate == WEAPON_CHARGING_ALT) { //keep charging in case we see him again before we lose track of him bs->doAltAttack = 1; } else if (bs->cur_ps.weaponstate == WEAPON_CHARGING) { //keep charging in case we see him again before we lose track of him bs->doAttack = 1; } if (bs->destinationGrabTime > level.time + 100) { bs->destinationGrabTime = level.time + 100; //assures that we will continue staying within a general area of where we want to be in a combat situation } if (bs->currentEnemy->client) { VectorCopy(bs->currentEnemy->client->ps.origin, headlevel); headlevel[2] += bs->currentEnemy->client->ps.viewheight; } else { VectorCopy(bs->currentEnemy->client->ps.origin, headlevel); } if (!bs->frame_Enemy_Vis) { //if (!bs->hitSpotted && VectorLength(a) > 256) if (OrgVisible(bs->eye, bs->lastEnemySpotted, -1)) { VectorCopy(bs->lastEnemySpotted, headlevel); VectorSubtract(headlevel, bs->eye, a); vectoangles(a, ang); VectorCopy(ang, bs->goalAngles); if (bs->cur_ps.weapon == WP_FLECHETTE && bs->cur_ps.weaponstate == WEAPON_READY && bs->currentEnemy && bs->currentEnemy->client) { mLen = VectorLength(a) > 128; if (mLen > 128 && mLen < 1024) { VectorSubtract(bs->currentEnemy->client->ps.origin, bs->lastEnemySpotted, a); if (VectorLength(a) < 300) { bs->doAltAttack = 1; } } } } } else { bLeadAmount = BotWeaponCanLead(bs); if ((bs->skills.accuracy/bs->settings.skill) <= 8 && bLeadAmount) { BotAimLeading(bs, headlevel, bLeadAmount); } else { VectorSubtract(headlevel, bs->eye, a); vectoangles(a, ang); VectorCopy(ang, bs->goalAngles); } BotAimOffsetGoalAngles(bs); } } if (bs->cur_ps.saberInFlight) { bs->saberThrowTime = level.time + Q_irand(4000, 10000); } if (bs->currentEnemy) { if (BotGetWeaponRange(bs) == BWEAPONRANGE_SABER) { int saberRange = SABER_ATTACK_RANGE; VectorSubtract(bs->currentEnemy->client->ps.origin, bs->eye, a_fo); vectoangles(a_fo, a_fo); if (bs->saberPowerTime < level.time) { //Don't just use strong attacks constantly, switch around a bit if (Q_irand(1, 10) <= 5) { bs->saberPower = qtrue; } else { bs->saberPower = qfalse; } bs->saberPowerTime = level.time + Q_irand(3000, 15000); } if ( g_entities[bs->client].client->ps.fd.saberAnimLevel != SS_STAFF && g_entities[bs->client].client->ps.fd.saberAnimLevel != SS_DUAL ) { if (bs->currentEnemy->health > 75 && g_entities[bs->client].client->ps.fd.forcePowerLevel[FP_SABER_OFFENSE] > 2) { if (g_entities[bs->client].client->ps.fd.saberAnimLevel != SS_STRONG && bs->saberPower) { //if we are up against someone with a lot of health and we have a strong attack available, then h4q them Cmd_SaberAttackCycle_f(&g_entities[bs->client]); } } else if (bs->currentEnemy->health > 40 && g_entities[bs->client].client->ps.fd.forcePowerLevel[FP_SABER_OFFENSE] > 1) { if (g_entities[bs->client].client->ps.fd.saberAnimLevel != SS_MEDIUM) { //they're down on health a little, use level 2 if we can Cmd_SaberAttackCycle_f(&g_entities[bs->client]); } } else { if (g_entities[bs->client].client->ps.fd.saberAnimLevel != SS_FAST) { //they've gone below 40 health, go at them with quick attacks Cmd_SaberAttackCycle_f(&g_entities[bs->client]); } } } if (g_gametype.integer == GT_SINGLE_PLAYER) { saberRange *= 3; } if (bs->frame_Enemy_Len <= saberRange) { SaberCombatHandling(bs); if (bs->frame_Enemy_Len < 80) { meleestrafe = 1; } } else if (bs->saberThrowTime < level.time && !bs->cur_ps.saberInFlight && (bs->cur_ps.fd.forcePowersKnown & (1 << FP_SABERTHROW)) && InFieldOfVision(bs->viewangles, 30, a_fo) && bs->frame_Enemy_Len < BOT_SABER_THROW_RANGE && bs->cur_ps.fd.saberAnimLevel != SS_STAFF) { bs->doAltAttack = 1; bs->doAttack = 0; } else if (bs->cur_ps.saberInFlight && bs->frame_Enemy_Len > 300 && bs->frame_Enemy_Len < BOT_SABER_THROW_RANGE) { bs->doAltAttack = 1; bs->doAttack = 0; } } else if (BotGetWeaponRange(bs) == BWEAPONRANGE_MELEE) { if (bs->frame_Enemy_Len <= MELEE_ATTACK_RANGE) { MeleeCombatHandling(bs); meleestrafe = 1; } } } if (doingFallback && bs->currentEnemy) //just stand and fire if we have no idea where we are { VectorCopy(bs->origin, bs->goalPosition); } if (bs->forceJumping > level.time) { VectorCopy(bs->origin, noz_x); VectorCopy(bs->goalPosition, noz_y); noz_x[2] = noz_y[2]; VectorSubtract(noz_x, noz_y, noz_x); if (VectorLength(noz_x) < 32) { fjHalt = 1; } } if (bs->doChat && bs->chatTime > level.time && (!bs->currentEnemy || !bs->frame_Enemy_Vis)) { return; } else if (bs->doChat && bs->currentEnemy && bs->frame_Enemy_Vis) { //bs->chatTime = level.time + bs->chatTime_stored; bs->doChat = 0; //do we want to keep the bot waiting to chat until after the enemy is gone? bs->chatTeam = 0; } else if (bs->doChat && bs->chatTime <= level.time) { if (bs->chatTeam) { trap_EA_SayTeam(bs->client, bs->currentChat); bs->chatTeam = 0; } else { trap_EA_Say(bs->client, bs->currentChat); } if (bs->doChat == 2) { BotReplyGreetings(bs); } bs->doChat = 0; } CTFFlagMovement(bs); if (/*bs->wpDestination &&*/ bs->shootGoal && /*bs->wpDestination->associated_entity == bs->shootGoal->s.number &&*/ bs->shootGoal->health > 0 && bs->shootGoal->takedamage) { dif[0] = (bs->shootGoal->r.absmax[0]+bs->shootGoal->r.absmin[0])/2; dif[1] = (bs->shootGoal->r.absmax[1]+bs->shootGoal->r.absmin[1])/2; dif[2] = (bs->shootGoal->r.absmax[2]+bs->shootGoal->r.absmin[2])/2; if (!bs->currentEnemy || bs->frame_Enemy_Len > 256) { //if someone is close then don't stop shooting them for this VectorSubtract(dif, bs->eye, a); vectoangles(a, a); VectorCopy(a, bs->goalAngles); if (InFieldOfVision(bs->viewangles, 30, a) && EntityVisibleBox(bs->origin, NULL, NULL, dif, bs->client, bs->shootGoal->s.number)) { bs->doAttack = 1; } } } if (bs->cur_ps.hasDetPackPlanted) { //check if our enemy gets near it and detonate if he does BotCheckDetPacks(bs); } else if (bs->currentEnemy && bs->lastVisibleEnemyIndex == bs->currentEnemy->s.number && !bs->frame_Enemy_Vis && bs->plantTime < level.time && !bs->doAttack && !bs->doAltAttack) { VectorSubtract(bs->origin, bs->hereWhenSpotted, a); if (bs->plantDecided > level.time || (bs->frame_Enemy_Len < BOT_PLANT_DISTANCE*2 && VectorLength(a) < BOT_PLANT_DISTANCE)) { mineSelect = BotSelectChoiceWeapon(bs, WP_TRIP_MINE, 0); detSelect = BotSelectChoiceWeapon(bs, WP_DET_PACK, 0); if (bs->cur_ps.hasDetPackPlanted) { detSelect = 0; } if (bs->plantDecided > level.time && bs->forceWeaponSelect && bs->cur_ps.weapon == bs->forceWeaponSelect) { bs->doAttack = 1; bs->plantDecided = 0; bs->plantTime = level.time + BOT_PLANT_INTERVAL; bs->plantContinue = level.time + 500; bs->beStill = level.time + 500; } else if (mineSelect || detSelect) { if (BotSurfaceNear(bs)) { if (!mineSelect) { //if no mines use detpacks, otherwise use mines mineSelect = WP_DET_PACK; } else { mineSelect = WP_TRIP_MINE; } detSelect = BotSelectChoiceWeapon(bs, mineSelect, 1); if (detSelect && detSelect != 2) { //We have it and it is now our weapon bs->plantDecided = level.time + 1000; bs->forceWeaponSelect = mineSelect; return; } else if (detSelect == 2) { bs->forceWeaponSelect = mineSelect; return; } } } } } else if (bs->plantContinue < level.time) { bs->forceWeaponSelect = 0; } if (g_gametype.integer == GT_JEDIMASTER && !bs->cur_ps.isJediMaster && bs->jmState == -1 && gJMSaberEnt && gJMSaberEnt->inuse) { vec3_t saberLen; float fSaberLen = 0; VectorSubtract(bs->origin, gJMSaberEnt->r.currentOrigin, saberLen); fSaberLen = VectorLength(saberLen); if (fSaberLen < 256) { if (OrgVisible(bs->origin, gJMSaberEnt->r.currentOrigin, bs->client)) { VectorCopy(gJMSaberEnt->r.currentOrigin, bs->goalPosition); } } } if (bs->beStill < level.time && !WaitingForNow(bs, bs->goalPosition) && !fjHalt) { VectorSubtract(bs->goalPosition, bs->origin, bs->goalMovedir); VectorNormalize(bs->goalMovedir); if (bs->jumpTime > level.time && bs->jDelay < level.time && level.clients[bs->client].pers.cmd.upmove > 0) { // trap_EA_Move(bs->client, bs->origin, 5000); bs->beStill = level.time + 200; } else { trap_EA_Move(bs->client, bs->goalMovedir, 5000); } if (meleestrafe) { StrafeTracing(bs); } if (bs->meleeStrafeDir && meleestrafe && bs->meleeStrafeDisable < level.time) { trap_EA_MoveRight(bs->client); } else if (meleestrafe && bs->meleeStrafeDisable < level.time) { trap_EA_MoveLeft(bs->client); } if (BotTrace_Jump(bs, bs->goalPosition)) { bs->jumpTime = level.time + 100; } else if (BotTrace_Duck(bs, bs->goalPosition)) { bs->duckTime = level.time + 100; } #ifdef BOT_STRAFE_AVOIDANCE else { int strafeAround = BotTrace_Strafe(bs, bs->goalPosition); if (strafeAround == STRAFEAROUND_RIGHT) { trap_EA_MoveRight(bs->client); } else if (strafeAround == STRAFEAROUND_LEFT) { trap_EA_MoveLeft(bs->client); } } #endif } #ifndef FORCEJUMP_INSTANTMETHOD if (bs->forceJumpChargeTime > level.time) { bs->jumpTime = 0; } #endif if (bs->jumpPrep > level.time) { bs->forceJumpChargeTime = 0; } if (bs->forceJumpChargeTime > level.time) { bs->jumpHoldTime = ((bs->forceJumpChargeTime - level.time)/2) + level.time; bs->forceJumpChargeTime = 0; } if (bs->jumpHoldTime > level.time) { bs->jumpTime = bs->jumpHoldTime; } if (bs->jumpTime > level.time && bs->jDelay < level.time) { if (bs->jumpHoldTime > level.time) { trap_EA_Jump(bs->client); if (bs->wpCurrent) { if ((bs->wpCurrent->origin[2] - bs->origin[2]) < 64) { trap_EA_MoveForward(bs->client); } } else { trap_EA_MoveForward(bs->client); } if (g_entities[bs->client].client->ps.groundEntityNum == ENTITYNUM_NONE) { g_entities[bs->client].client->ps.pm_flags |= PMF_JUMP_HELD; } } else if (!(bs->cur_ps.pm_flags & PMF_JUMP_HELD)) { trap_EA_Jump(bs->client); } } if (bs->duckTime > level.time) { trap_EA_Crouch(bs->client); } if ( bs->dangerousObject && bs->dangerousObject->inuse && bs->dangerousObject->health > 0 && bs->dangerousObject->takedamage && (!bs->frame_Enemy_Vis || !bs->currentEnemy) && (BotGetWeaponRange(bs) == BWEAPONRANGE_MID || BotGetWeaponRange(bs) == BWEAPONRANGE_LONG) && bs->cur_ps.weapon != WP_DET_PACK && bs->cur_ps.weapon != WP_TRIP_MINE && !bs->shootGoal ) { float danLen; VectorSubtract(bs->dangerousObject->r.currentOrigin, bs->eye, a); danLen = VectorLength(a); if (danLen > 256) { vectoangles(a, a); VectorCopy(a, bs->goalAngles); if (Q_irand(1, 10) < 5) { bs->goalAngles[YAW] += Q_irand(0, 3); bs->goalAngles[PITCH] += Q_irand(0, 3); } else { bs->goalAngles[YAW] -= Q_irand(0, 3); bs->goalAngles[PITCH] -= Q_irand(0, 3); } if (InFieldOfVision(bs->viewangles, 30, a) && EntityVisibleBox(bs->origin, NULL, NULL, bs->dangerousObject->r.currentOrigin, bs->client, bs->dangerousObject->s.number)) { bs->doAttack = 1; } } } if (PrimFiring(bs) || AltFiring(bs)) { friendInLOF = CheckForFriendInLOF(bs); if (friendInLOF) { if (PrimFiring(bs)) { KeepPrimFromFiring(bs); } if (AltFiring(bs)) { KeepAltFromFiring(bs); } if (useTheForce && forceHostile) { useTheForce = 0; } if (!useTheForce && friendInLOF->client) { //we have a friend here and are not currently using force powers, see if we can help them out if (friendInLOF->health <= 50 && level.clients[bs->client].ps.fd.forcePower > forcePowerNeeded[level.clients[bs->client].ps.fd.forcePowerLevel[FP_TEAM_HEAL]][FP_TEAM_HEAL]) { level.clients[bs->client].ps.fd.forcePowerSelected = FP_TEAM_HEAL; useTheForce = 1; forceHostile = 0; } else if (friendInLOF->client->ps.fd.forcePower <= 50 && level.clients[bs->client].ps.fd.forcePower > forcePowerNeeded[level.clients[bs->client].ps.fd.forcePowerLevel[FP_TEAM_FORCE]][FP_TEAM_FORCE]) { level.clients[bs->client].ps.fd.forcePowerSelected = FP_TEAM_FORCE; useTheForce = 1; forceHostile = 0; } } } } else if (g_gametype.integer >= GT_TEAM) { //still check for anyone to help.. friendInLOF = CheckForFriendInLOF(bs); if (!useTheForce && friendInLOF) { if (friendInLOF->health <= 50 && level.clients[bs->client].ps.fd.forcePower > forcePowerNeeded[level.clients[bs->client].ps.fd.forcePowerLevel[FP_TEAM_HEAL]][FP_TEAM_HEAL]) { level.clients[bs->client].ps.fd.forcePowerSelected = FP_TEAM_HEAL; useTheForce = 1; forceHostile = 0; } else if (friendInLOF->client->ps.fd.forcePower <= 50 && level.clients[bs->client].ps.fd.forcePower > forcePowerNeeded[level.clients[bs->client].ps.fd.forcePowerLevel[FP_TEAM_FORCE]][FP_TEAM_FORCE]) { level.clients[bs->client].ps.fd.forcePowerSelected = FP_TEAM_FORCE; useTheForce = 1; forceHostile = 0; } } } if (bs->doAttack && bs->cur_ps.weapon == WP_DET_PACK && bs->cur_ps.hasDetPackPlanted) { //maybe a bit hackish, but bots only want to plant one of these at any given time to avoid complications bs->doAttack = 0; } if (bs->doAttack && bs->cur_ps.weapon == WP_SABER && bs->saberDefending && bs->currentEnemy && bs->currentEnemy->client && BotWeaponBlockable(bs->currentEnemy->client->ps.weapon) ) { bs->doAttack = 0; } if (bs->cur_ps.saberLockTime > level.time) { if (rand()%10 < 5) { bs->doAttack = 1; } else { bs->doAttack = 0; } } if (bs->botChallengingTime > level.time) { bs->doAttack = 0; bs->doAltAttack = 0; } if (bs->cur_ps.weapon == WP_SABER && bs->cur_ps.saberInFlight && !bs->cur_ps.saberEntityNum) { //saber knocked away, keep trying to get it back bs->doAttack = 1; bs->doAltAttack = 0; } if (bs->doAttack) { trap_EA_Attack(bs->client); } else if (bs->doAltAttack) { trap_EA_Alt_Attack(bs->client); } if (useTheForce && forceHostile && bs->botChallengingTime > level.time) { useTheForce = qfalse; } if (useTheForce) { #ifndef FORCEJUMP_INSTANTMETHOD if (bs->forceJumpChargeTime > level.time) { level.clients[bs->client].ps.fd.forcePowerSelected = FP_LEVITATION; trap_EA_ForcePower(bs->client); } else { #endif if (bot_forcepowers.integer && !g_forcePowerDisable.integer) { trap_EA_ForcePower(bs->client); } #ifndef FORCEJUMP_INSTANTMETHOD } #endif } MoveTowardIdealAngles(bs); } int gUpdateVars = 0; /* ================== BotAIStartFrame ================== */ int BotAIStartFrame(int time) { int i; int elapsed_time, thinktime; static int local_time; static int botlib_residual; static int lastbotthink_time; if (gUpdateVars < level.time) { trap_Cvar_Update(&bot_pvstype); trap_Cvar_Update(&bot_camp); trap_Cvar_Update(&bot_attachments); trap_Cvar_Update(&bot_forgimmick); trap_Cvar_Update(&bot_honorableduelacceptance); #ifndef FINAL_BUILD trap_Cvar_Update(&bot_getinthecarrr); #endif gUpdateVars = level.time + 1000; } G_CheckBotSpawn(); //rww - addl bot frame functions if (gBotEdit) { trap_Cvar_Update(&bot_wp_info); BotWaypointRender(); } UpdateEventTracker(); //end rww //cap the bot think time //if the bot think time changed we should reschedule the bots if (BOT_THINK_TIME != lastbotthink_time) { lastbotthink_time = BOT_THINK_TIME; BotScheduleBotThink(); } elapsed_time = time - local_time; local_time = time; if (elapsed_time > BOT_THINK_TIME) thinktime = elapsed_time; else thinktime = BOT_THINK_TIME; // execute scheduled bot AI for( i = 0; i < MAX_CLIENTS; i++ ) { if( !botstates[i] || !botstates[i]->inuse ) { continue; } // botstates[i]->botthink_residual += elapsed_time; // if ( botstates[i]->botthink_residual >= thinktime ) { botstates[i]->botthink_residual -= thinktime; if (g_entities[i].client->pers.connected == CON_CONNECTED) { BotAI(i, (float) thinktime / 1000); } } } // execute bot user commands every frame for( i = 0; i < MAX_CLIENTS; i++ ) { if( !botstates[i] || !botstates[i]->inuse ) { continue; } if( g_entities[i].client->pers.connected != CON_CONNECTED ) { continue; } BotUpdateInput(botstates[i], time, elapsed_time); trap_BotUserCommand(botstates[i]->client, &botstates[i]->lastucmd); } return qtrue; } /* ============== BotAISetup ============== */ int BotAISetup( int restart ) { //rww - new bot cvars.. trap_Cvar_Register(&bot_forcepowers, "bot_forcepowers", "1", CVAR_CHEAT); trap_Cvar_Register(&bot_forgimmick, "bot_forgimmick", "0", CVAR_CHEAT); trap_Cvar_Register(&bot_honorableduelacceptance, "bot_honorableduelacceptance", "0", CVAR_CHEAT); trap_Cvar_Register(&bot_pvstype, "bot_pvstype", "1", CVAR_CHEAT); #ifndef FINAL_BUILD trap_Cvar_Register(&bot_getinthecarrr, "bot_getinthecarrr", "0", 0); #endif #ifdef _DEBUG trap_Cvar_Register(&bot_nogoals, "bot_nogoals", "0", CVAR_CHEAT); trap_Cvar_Register(&bot_debugmessages, "bot_debugmessages", "0", CVAR_CHEAT); #endif trap_Cvar_Register(&bot_attachments, "bot_attachments", "1", 0); trap_Cvar_Register(&bot_camp, "bot_camp", "1", 0); trap_Cvar_Register(&bot_wp_info, "bot_wp_info", "1", 0); trap_Cvar_Register(&bot_wp_edit, "bot_wp_edit", "0", CVAR_CHEAT); trap_Cvar_Register(&bot_wp_clearweight, "bot_wp_clearweight", "1", 0); trap_Cvar_Register(&bot_wp_distconnect, "bot_wp_distconnect", "1", 0); trap_Cvar_Register(&bot_wp_visconnect, "bot_wp_visconnect", "1", 0); trap_Cvar_Update(&bot_forcepowers); //end rww //if the game is restarted for a tournament if (restart) { return qtrue; } //initialize the bot states memset( botstates, 0, sizeof(botstates) ); if (!trap_BotLibSetup()) { return qfalse; //wts?! } return qtrue; } /* ============== BotAIShutdown ============== */ int BotAIShutdown( int restart ) { int i; //if the game is restarted for a tournament if ( restart ) { //shutdown all the bots in the botlib for (i = 0; i < MAX_CLIENTS; i++) { if (botstates[i] && botstates[i]->inuse) { BotAIShutdownClient(botstates[i]->client, restart); } } //don't shutdown the bot library } else { trap_BotLibShutdown(); } return qtrue; }