mirror of
https://github.com/ioquake/jedi-academy.git
synced 2024-11-23 04:33:12 +00:00
7642 lines
167 KiB
C
7642 lines
167 KiB
C
// 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;
|
|
}
|
|
|