mirror of
https://github.com/ioquake/jedi-academy.git
synced 2024-11-26 06:01:04 +00:00
411 lines
11 KiB
C
411 lines
11 KiB
C
#include "bg_saga.h"
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#define DEFAULT_FORCEPOWERS "5-1-000000000000000000"
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//#define FORCEJUMP_INSTANTMETHOD 1
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#ifdef _XBOX // No bot has more than 150 bytes of chat right now
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#define MAX_CHAT_BUFFER_SIZE 256
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#else
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#define MAX_CHAT_BUFFER_SIZE 8192
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#endif
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#define MAX_CHAT_LINE_SIZE 128
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#define TABLE_BRANCH_DISTANCE 32
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#define MAX_NODETABLE_SIZE 16384
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#define MAX_LOVED_ONES 4
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#define MAX_ATTACHMENT_NAME 64
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#define MAX_FORCE_INFO_SIZE 2048
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#define WPFLAG_JUMP 0x00000010 //jump when we hit this
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#define WPFLAG_DUCK 0x00000020 //duck while moving around here
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#define WPFLAG_NOVIS 0x00000400 //go here for a bit even with no visibility
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#define WPFLAG_SNIPEORCAMPSTAND 0x00000800 //a good position to snipe or camp - stand
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#define WPFLAG_WAITFORFUNC 0x00001000 //wait for a func brushent under this point before moving here
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#define WPFLAG_SNIPEORCAMP 0x00002000 //a good position to snipe or camp - crouch
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#define WPFLAG_ONEWAY_FWD 0x00004000 //can only go forward on the trial from here (e.g. went over a ledge)
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#define WPFLAG_ONEWAY_BACK 0x00008000 //can only go backward on the trail from here
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#define WPFLAG_GOALPOINT 0x00010000 //make it a goal to get here.. goal points will be decided by setting "weight" values
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#define WPFLAG_RED_FLAG 0x00020000 //red flag
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#define WPFLAG_BLUE_FLAG 0x00040000 //blue flag
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#define WPFLAG_SIEGE_REBELOBJ 0x00080000 //rebel siege objective
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#define WPFLAG_SIEGE_IMPERIALOBJ 0x00100000 //imperial siege objective
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#define WPFLAG_NOMOVEFUNC 0x00200000 //don't move over if a func is under
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#define WPFLAG_CALCULATED 0x00400000 //don't calculate it again
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#define WPFLAG_NEVERONEWAY 0x00800000 //never flag it as one-way
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#define LEVELFLAG_NOPOINTPREDICTION 1 //don't take waypoint beyond current into account when adjusting path view angles
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#define LEVELFLAG_IGNOREINFALLBACK 2 //ignore enemies when in a fallback navigation routine
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#define LEVELFLAG_IMUSTNTRUNAWAY 4 //don't be scared
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#define WP_KEEP_FLAG_DIST 128
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#define BWEAPONRANGE_MELEE 1
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#define BWEAPONRANGE_MID 2
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#define BWEAPONRANGE_LONG 3
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#define BWEAPONRANGE_SABER 4
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#define MELEE_ATTACK_RANGE 256
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#define SABER_ATTACK_RANGE 128
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#define MAX_CHICKENWUSS_TIME 10000 //wait 10 secs between checking which run-away path to take
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#define BOT_RUN_HEALTH 40
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#define BOT_WPTOUCH_DISTANCE 32
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#define ENEMY_FORGET_MS 10000
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//if our enemy isn't visible within 10000ms (aprx 10sec) then "forget" about him and treat him like every other threat, but still look for
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//more immediate threats while main enemy is not visible
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#define BOT_PLANT_DISTANCE 256 //plant if within this radius from the last spotted enemy position
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#define BOT_PLANT_INTERVAL 15000 //only plant once per 15 seconds at max
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#define BOT_PLANT_BLOW_DISTANCE 256 //blow det packs if enemy is within this radius and I am further away than the enemy
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#define BOT_MAX_WEAPON_GATHER_TIME 1000 //spend a max of 1 second after spawn issuing orders to gather weapons before attacking enemy base
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#define BOT_MAX_WEAPON_CHASE_TIME 15000 //time to spend gathering the weapon before persuing the enemy base (in case it takes longer than expected)
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#define BOT_MAX_WEAPON_CHASE_CTF 5000 //time to spend gathering the weapon before persuing the enemy base (in case it takes longer than expected) [ctf-only]
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#define BOT_MIN_SIEGE_GOAL_SHOOT 1024
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#define BOT_MIN_SIEGE_GOAL_TRAVEL 128
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#define BASE_GUARD_DISTANCE 256 //guarding the flag
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#define BASE_FLAGWAIT_DISTANCE 256 //has the enemy flag and is waiting in his own base for his flag to be returned
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#define BASE_GETENEMYFLAG_DISTANCE 256 //waiting around to get the enemy's flag
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#define BOT_FLAG_GET_DISTANCE 256
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#define BOT_SABER_THROW_RANGE 800
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typedef enum
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{
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CTFSTATE_NONE,
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CTFSTATE_ATTACKER,
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CTFSTATE_DEFENDER,
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CTFSTATE_RETRIEVAL,
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CTFSTATE_GUARDCARRIER,
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CTFSTATE_GETFLAGHOME,
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CTFSTATE_MAXCTFSTATES
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} bot_ctf_state_t;
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typedef enum
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{
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SIEGESTATE_NONE,
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SIEGESTATE_ATTACKER,
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SIEGESTATE_DEFENDER,
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SIEGESTATE_MAXSIEGESTATES
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} bot_siege_state_t;
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typedef enum
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{
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TEAMPLAYSTATE_NONE,
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TEAMPLAYSTATE_FOLLOWING,
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TEAMPLAYSTATE_ASSISTING,
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TEAMPLAYSTATE_REGROUP,
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TEAMPLAYSTATE_MAXTPSTATES
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} bot_teamplay_state_t;
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typedef struct botattachment_s
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{
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int level;
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char name[MAX_ATTACHMENT_NAME];
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} botattachment_t;
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typedef struct nodeobject_s
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{
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vec3_t origin;
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// int index;
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float weight;
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int flags;
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#ifdef _XBOX
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short neighbornum;
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short inuse;
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#else
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int neighbornum;
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int inuse;
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#endif
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} nodeobject_t;
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typedef struct boteventtracker_s
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{
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int eventSequence;
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int events[MAX_PS_EVENTS];
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float eventTime;
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} boteventtracker_t;
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typedef struct botskills_s
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{
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int reflex;
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float accuracy;
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float turnspeed;
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float turnspeed_combat;
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float maxturn;
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int perfectaim;
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} botskills_t;
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//bot state
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typedef struct bot_state_s
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{
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int inuse; //true if this state is used by a bot client
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int botthink_residual; //residual for the bot thinks
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int client; //client number of the bot
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int entitynum; //entity number of the bot
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playerState_t cur_ps; //current player state
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usercmd_t lastucmd; //usercmd from last frame
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bot_settings_t settings; //several bot settings
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float thinktime; //time the bot thinks this frame
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vec3_t origin; //origin of the bot
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vec3_t velocity; //velocity of the bot
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vec3_t eye; //eye coordinates of the bot
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int setupcount; //true when the bot has just been setup
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float ltime; //local bot time
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float entergame_time; //time the bot entered the game
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int ms; //move state of the bot
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int gs; //goal state of the bot
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int ws; //weapon state of the bot
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vec3_t viewangles; //current view angles
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vec3_t ideal_viewangles; //ideal view angles
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vec3_t viewanglespeed;
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//rww - new AI values
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gentity_t *currentEnemy;
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gentity_t *revengeEnemy;
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gentity_t *squadLeader;
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gentity_t *lastHurt;
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gentity_t *lastAttacked;
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gentity_t *wantFlag;
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gentity_t *touchGoal;
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gentity_t *shootGoal;
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gentity_t *dangerousObject;
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vec3_t staticFlagSpot;
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int revengeHateLevel;
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int isSquadLeader;
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int squadRegroupInterval;
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int squadCannotLead;
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int lastDeadTime;
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wpobject_t *wpCurrent;
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wpobject_t *wpDestination;
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wpobject_t *wpStoreDest;
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vec3_t goalAngles;
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vec3_t goalMovedir;
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vec3_t goalPosition;
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vec3_t lastEnemySpotted;
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vec3_t hereWhenSpotted;
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int lastVisibleEnemyIndex;
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int hitSpotted;
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int wpDirection;
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float destinationGrabTime;
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float wpSeenTime;
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float wpTravelTime;
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float wpDestSwitchTime;
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float wpSwitchTime;
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float wpDestIgnoreTime;
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float timeToReact;
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float enemySeenTime;
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float chickenWussCalculationTime;
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float beStill;
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float duckTime;
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float jumpTime;
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float jumpHoldTime;
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float jumpPrep;
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float forceJumping;
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float jDelay;
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float aimOffsetTime;
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float aimOffsetAmtYaw;
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float aimOffsetAmtPitch;
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float frame_Waypoint_Len;
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int frame_Waypoint_Vis;
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float frame_Enemy_Len;
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int frame_Enemy_Vis;
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int isCamper;
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float isCamping;
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wpobject_t *wpCamping;
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wpobject_t *wpCampingTo;
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qboolean campStanding;
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int randomNavTime;
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int randomNav;
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int saberSpecialist;
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int canChat;
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int chatFrequency;
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char currentChat[MAX_CHAT_LINE_SIZE];
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float chatTime;
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float chatTime_stored;
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int doChat;
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int chatTeam;
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gentity_t *chatObject;
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gentity_t *chatAltObject;
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float meleeStrafeTime;
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int meleeStrafeDir;
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float meleeStrafeDisable;
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int altChargeTime;
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float escapeDirTime;
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float dontGoBack;
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int doAttack;
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int doAltAttack;
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int forceWeaponSelect;
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int virtualWeapon;
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int plantTime;
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int plantDecided;
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int plantContinue;
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int plantKillEmAll;
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int runningLikeASissy;
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int runningToEscapeThreat;
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//char chatBuffer[MAX_CHAT_BUFFER_SIZE];
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//Since we're once again not allocating bot structs dynamically,
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//shoving a 64k chat buffer into one is a bad thing.
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botskills_t skills;
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botattachment_t loved[MAX_LOVED_ONES];
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int lovednum;
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int loved_death_thresh;
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int deathActivitiesDone;
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float botWeaponWeights[WP_NUM_WEAPONS];
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int ctfState;
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int siegeState;
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int teamplayState;
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int jmState;
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int state_Forced; //set by player ordering menu
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int saberDefending;
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int saberDefendDecideTime;
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int saberBFTime;
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int saberBTime;
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int saberSTime;
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int saberThrowTime;
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qboolean saberPower;
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int saberPowerTime;
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int botChallengingTime;
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char forceinfo[MAX_FORCE_INFO_SIZE];
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#ifndef FORCEJUMP_INSTANTMETHOD
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int forceJumpChargeTime;
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#endif
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int doForcePush;
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int noUseTime;
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qboolean doingFallback;
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int iHaveNoIdeaWhereIAmGoing;
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vec3_t lastSignificantAreaChange;
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int lastSignificantChangeTime;
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int forceMove_Forward;
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int forceMove_Right;
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int forceMove_Up;
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//end rww
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} bot_state_t;
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void *B_TempAlloc(int size);
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void B_TempFree(int size);
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void *B_Alloc(int size);
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void B_Free(void *ptr);
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//resets the whole bot state
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void BotResetState(bot_state_t *bs);
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//returns the number of bots in the game
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int NumBots(void);
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void BotUtilizePersonality(bot_state_t *bs);
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int BotDoChat(bot_state_t *bs, char *section, int always);
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void StandardBotAI(bot_state_t *bs, float thinktime);
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void BotWaypointRender(void);
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int OrgVisibleBox(vec3_t org1, vec3_t mins, vec3_t maxs, vec3_t org2, int ignore);
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int BotIsAChickenWuss(bot_state_t *bs);
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int GetNearestVisibleWP(vec3_t org, int ignore);
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int GetBestIdleGoal(bot_state_t *bs);
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char *ConcatArgs( int start );
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extern vmCvar_t bot_forcepowers;
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extern vmCvar_t bot_forgimmick;
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extern vmCvar_t bot_honorableduelacceptance;
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#ifdef _DEBUG
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extern vmCvar_t bot_nogoals;
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extern vmCvar_t bot_debugmessages;
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#endif
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extern vmCvar_t bot_attachments;
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extern vmCvar_t bot_camp;
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extern vmCvar_t bot_wp_info;
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extern vmCvar_t bot_wp_edit;
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extern vmCvar_t bot_wp_clearweight;
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extern vmCvar_t bot_wp_distconnect;
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extern vmCvar_t bot_wp_visconnect;
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extern wpobject_t *flagRed;
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extern wpobject_t *oFlagRed;
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extern wpobject_t *flagBlue;
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extern wpobject_t *oFlagBlue;
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extern gentity_t *eFlagRed;
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extern gentity_t *eFlagBlue;
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extern char gBotChatBuffer[MAX_CLIENTS][MAX_CHAT_BUFFER_SIZE];
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extern float gWPRenderTime;
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extern float gDeactivated;
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extern float gBotEdit;
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extern int gWPRenderedFrame;
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#include "../namespace_begin.h"
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extern wpobject_t *gWPArray[MAX_WPARRAY_SIZE];
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extern int gWPNum;
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#include "../namespace_end.h"
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extern int gLastPrintedIndex;
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#ifndef _XBOX
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extern nodeobject_t nodetable[MAX_NODETABLE_SIZE];
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#endif
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extern int nodenum;
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extern int gLevelFlags;
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extern float floattime;
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#define FloatTime() floattime
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