mirror of
https://github.com/ioquake/jedi-outcast.git
synced 2024-11-14 17:01:14 +00:00
2710 lines
77 KiB
C++
2710 lines
77 KiB
C++
// leave this line at the top of all AI_xxxx.cpp files for PCH reasons...
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#include "g_headers.h"
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#include "b_local.h"
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#include "g_nav.h"
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#include "anims.h"
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#include "g_navigator.h"
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#include "g_functions.h"
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extern void CG_DrawAlert( vec3_t origin, float rating );
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extern void G_AddVoiceEvent( gentity_t *self, int event, int speakDebounceTime );
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extern void AI_GroupUpdateSquadstates( AIGroupInfo_t *group, gentity_t *member, int newSquadState );
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extern qboolean AI_GroupContainsEntNum( AIGroupInfo_t *group, int entNum );
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extern void AI_GroupUpdateEnemyLastSeen( AIGroupInfo_t *group, vec3_t spot );
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extern void AI_GroupUpdateClearShotTime( AIGroupInfo_t *group );
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extern void NPC_TempLookTarget( gentity_t *self, int lookEntNum, int minLookTime, int maxLookTime );
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extern qboolean G_ExpandPointToBBox( vec3_t point, const vec3_t mins, const vec3_t maxs, int ignore, int clipmask );
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extern void ChangeWeapon( gentity_t *ent, int newWeapon );
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extern void NPC_CheckGetNewWeapon( void );
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extern qboolean Q3_TaskIDPending( gentity_t *ent, taskID_t taskType );
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extern int GetTime ( int lastTime );
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extern void NPC_AimAdjust( int change );
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extern qboolean FlyingCreature( gentity_t *ent );
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extern CNavigator navigator;
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extern cvar_t *d_asynchronousGroupAI;
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#define MAX_VIEW_DIST 1024
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#define MAX_VIEW_SPEED 250
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#define MAX_LIGHT_INTENSITY 255
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#define MIN_LIGHT_THRESHOLD 0.1
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#define ST_MIN_LIGHT_THRESHOLD 30
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#define ST_MAX_LIGHT_THRESHOLD 180
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#define DISTANCE_THRESHOLD 0.075f
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#define DISTANCE_SCALE 0.35f //These first three get your base detection rating, ideally add up to 1
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#define FOV_SCALE 0.40f //
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#define LIGHT_SCALE 0.25f //
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#define SPEED_SCALE 0.25f //These next two are bonuses
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#define TURNING_SCALE 0.25f //
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#define REALIZE_THRESHOLD 0.6f
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#define CAUTIOUS_THRESHOLD ( REALIZE_THRESHOLD * 0.75 )
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#define MIN_ROCKET_DIST_SQUARED 16384//128*128
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qboolean NPC_CheckPlayerTeamStealth( void );
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static qboolean enemyLOS;
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static qboolean enemyCS;
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static qboolean enemyInFOV;
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static qboolean hitAlly;
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static qboolean faceEnemy;
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static qboolean move;
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static qboolean shoot;
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static float enemyDist;
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static vec3_t impactPos;
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int groupSpeechDebounceTime[TEAM_NUM_TEAMS];//used to stop several group AI from speaking all at once
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//Local state enums
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enum
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{
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LSTATE_NONE = 0,
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LSTATE_UNDERFIRE,
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LSTATE_INVESTIGATE,
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};
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void ST_AggressionAdjust( gentity_t *self, int change )
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{
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int upper_threshold, lower_threshold;
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self->NPC->stats.aggression += change;
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//FIXME: base this on initial NPC stats
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if ( self->client->playerTeam == TEAM_PLAYER )
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{//good guys are less aggressive
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upper_threshold = 7;
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lower_threshold = 1;
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}
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else
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{//bad guys are more aggressive
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upper_threshold = 10;
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lower_threshold = 3;
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}
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if ( self->NPC->stats.aggression > upper_threshold )
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{
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self->NPC->stats.aggression = upper_threshold;
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}
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else if ( self->NPC->stats.aggression < lower_threshold )
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{
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self->NPC->stats.aggression = lower_threshold;
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}
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}
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void ST_ClearTimers( gentity_t *ent )
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{
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TIMER_Set( ent, "chatter", 0 );
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TIMER_Set( ent, "duck", 0 );
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TIMER_Set( ent, "stand", 0 );
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TIMER_Set( ent, "shuffleTime", 0 );
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TIMER_Set( ent, "sleepTime", 0 );
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TIMER_Set( ent, "enemyLastVisible", 0 );
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TIMER_Set( ent, "roamTime", 0 );
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TIMER_Set( ent, "hideTime", 0 );
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TIMER_Set( ent, "attackDelay", 0 ); //FIXME: Slant for difficulty levels
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TIMER_Set( ent, "stick", 0 );
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TIMER_Set( ent, "scoutTime", 0 );
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TIMER_Set( ent, "flee", 0 );
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TIMER_Set( ent, "interrogating", 0 );
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TIMER_Set( ent, "verifyCP", 0 );
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}
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enum
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{
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SPEECH_CHASE,
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SPEECH_CONFUSED,
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SPEECH_COVER,
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SPEECH_DETECTED,
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SPEECH_GIVEUP,
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SPEECH_LOOK,
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SPEECH_LOST,
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SPEECH_OUTFLANK,
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SPEECH_ESCAPING,
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SPEECH_SIGHT,
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SPEECH_SOUND,
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SPEECH_SUSPICIOUS,
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SPEECH_YELL,
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SPEECH_PUSHED
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};
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static void ST_Speech( gentity_t *self, int speechType, float failChance )
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{
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if ( random() < failChance )
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{
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return;
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}
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if ( failChance >= 0 )
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{//a negative failChance makes it always talk
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if ( self->NPC->group )
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{//group AI speech debounce timer
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if ( self->NPC->group->speechDebounceTime > level.time )
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{
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return;
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}
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/*
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else if ( !self->NPC->group->enemy )
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{
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if ( groupSpeechDebounceTime[self->client->playerTeam] > level.time )
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{
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return;
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}
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}
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*/
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}
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else if ( !TIMER_Done( self, "chatter" ) )
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{//personal timer
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return;
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}
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else if ( groupSpeechDebounceTime[self->client->playerTeam] > level.time )
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{//for those not in group AI
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//FIXME: let certain speech types interrupt others? Let closer NPCs interrupt farther away ones?
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return;
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}
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}
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if ( self->NPC->group )
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{//So they don't all speak at once...
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//FIXME: if they're not yet mad, they have no group, so distracting a group of them makes them all speak!
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self->NPC->group->speechDebounceTime = level.time + Q_irand( 2000, 4000 );
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}
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else
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{
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TIMER_Set( self, "chatter", Q_irand( 2000, 4000 ) );
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}
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groupSpeechDebounceTime[self->client->playerTeam] = level.time + Q_irand( 2000, 4000 );
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if ( self->NPC->blockedSpeechDebounceTime > level.time )
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{
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return;
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}
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switch( speechType )
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{
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case SPEECH_CHASE:
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G_AddVoiceEvent( self, Q_irand(EV_CHASE1, EV_CHASE3), 2000 );
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break;
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case SPEECH_CONFUSED:
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G_AddVoiceEvent( self, Q_irand(EV_CONFUSE1, EV_CONFUSE3), 2000 );
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break;
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case SPEECH_COVER:
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G_AddVoiceEvent( self, Q_irand(EV_COVER1, EV_COVER5), 2000 );
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break;
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case SPEECH_DETECTED:
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G_AddVoiceEvent( self, Q_irand(EV_DETECTED1, EV_DETECTED5), 2000 );
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break;
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case SPEECH_GIVEUP:
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G_AddVoiceEvent( self, Q_irand(EV_GIVEUP1, EV_GIVEUP4), 2000 );
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break;
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case SPEECH_LOOK:
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G_AddVoiceEvent( self, Q_irand(EV_LOOK1, EV_LOOK2), 2000 );
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break;
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case SPEECH_LOST:
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G_AddVoiceEvent( self, EV_LOST1, 2000 );
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break;
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case SPEECH_OUTFLANK:
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G_AddVoiceEvent( self, Q_irand(EV_OUTFLANK1, EV_OUTFLANK2), 2000 );
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break;
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case SPEECH_ESCAPING:
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G_AddVoiceEvent( self, Q_irand(EV_ESCAPING1, EV_ESCAPING3), 2000 );
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break;
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case SPEECH_SIGHT:
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G_AddVoiceEvent( self, Q_irand(EV_SIGHT1, EV_SIGHT3), 2000 );
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break;
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case SPEECH_SOUND:
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G_AddVoiceEvent( self, Q_irand(EV_SOUND1, EV_SOUND3), 2000 );
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break;
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case SPEECH_SUSPICIOUS:
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G_AddVoiceEvent( self, Q_irand(EV_SUSPICIOUS1, EV_SUSPICIOUS5), 2000 );
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break;
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case SPEECH_YELL:
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G_AddVoiceEvent( self, Q_irand( EV_ANGER1, EV_ANGER3 ), 2000 );
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break;
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case SPEECH_PUSHED:
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G_AddVoiceEvent( self, Q_irand( EV_PUSHED1, EV_PUSHED3 ), 2000 );
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break;
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default:
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break;
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}
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self->NPC->blockedSpeechDebounceTime = level.time + 2000;
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}
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void ST_MarkToCover( gentity_t *self )
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{
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if ( !self || !self->NPC )
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{
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return;
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}
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self->NPC->localState = LSTATE_UNDERFIRE;
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TIMER_Set( self, "attackDelay", Q_irand( 500, 2500 ) );
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ST_AggressionAdjust( self, -3 );
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if ( self->NPC->group && self->NPC->group->numGroup > 1 )
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{
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ST_Speech( self, SPEECH_COVER, 0 );//FIXME: flee sound?
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}
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}
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void ST_StartFlee( gentity_t *self, gentity_t *enemy, vec3_t dangerPoint, int dangerLevel, int minTime, int maxTime )
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{
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if ( !self || !self->NPC )
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{
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return;
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}
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G_StartFlee( self, enemy, dangerPoint, dangerLevel, minTime, maxTime );
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if ( self->NPC->group && self->NPC->group->numGroup > 1 )
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{
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ST_Speech( self, SPEECH_COVER, 0 );//FIXME: flee sound?
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}
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}
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/*
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-------------------------
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NPC_ST_Pain
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-------------------------
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*/
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void NPC_ST_Pain( gentity_t *self, gentity_t *inflictor, gentity_t *other, vec3_t point, int damage, int mod,int hitLoc )
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{
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self->NPC->localState = LSTATE_UNDERFIRE;
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TIMER_Set( self, "duck", -1 );
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TIMER_Set( self, "hideTime", -1 );
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TIMER_Set( self, "stand", 2000 );
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NPC_Pain( self, inflictor, other, point, damage, mod, hitLoc );
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if ( !damage && self->health > 0 )
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{//FIXME: better way to know I was pushed
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G_AddVoiceEvent( self, Q_irand(EV_PUSHED1, EV_PUSHED3), 2000 );
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}
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}
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/*
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-------------------------
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ST_HoldPosition
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-------------------------
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*/
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static void ST_HoldPosition( void )
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{
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if ( NPCInfo->squadState == SQUAD_RETREAT )
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{
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TIMER_Set( NPC, "flee", -level.time );
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}
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TIMER_Set( NPC, "verifyCP", Q_irand( 1000, 3000 ) );//don't look for another one for a few seconds
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NPC_FreeCombatPoint( NPCInfo->combatPoint, qtrue );
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//NPCInfo->combatPoint = -1;//???
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if ( !Q3_TaskIDPending( NPC, TID_MOVE_NAV ) )
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{//don't have a script waiting for me to get to my point, okay to stop trying and stand
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AI_GroupUpdateSquadstates( NPCInfo->group, NPC, SQUAD_STAND_AND_SHOOT );
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NPCInfo->goalEntity = NULL;
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}
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/*if ( TIMER_Done( NPC, "stand" ) )
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{//FIXME: what if can't shoot from this pos?
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TIMER_Set( NPC, "duck", Q_irand( 2000, 4000 ) );
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}
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*/
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}
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void NPC_ST_SayMovementSpeech( void )
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{
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if ( !NPCInfo->movementSpeech )
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{
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return;
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}
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if ( NPCInfo->group &&
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NPCInfo->group->commander &&
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NPCInfo->group->commander->client &&
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NPCInfo->group->commander->client->NPC_class == CLASS_IMPERIAL &&
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!Q_irand( 0, 3 ) )
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{//imperial (commander) gives the order
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ST_Speech( NPCInfo->group->commander, NPCInfo->movementSpeech, NPCInfo->movementSpeechChance );
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}
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else
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{//really don't want to say this unless we can actually get there...
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ST_Speech( NPC, NPCInfo->movementSpeech, NPCInfo->movementSpeechChance );
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}
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NPCInfo->movementSpeech = 0;
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NPCInfo->movementSpeechChance = 0.0f;
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}
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void NPC_ST_StoreMovementSpeech( int speech, float chance )
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{
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NPCInfo->movementSpeech = speech;
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NPCInfo->movementSpeechChance = chance;
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}
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/*
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-------------------------
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ST_Move
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-------------------------
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*/
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void ST_TransferMoveGoal( gentity_t *self, gentity_t *other );
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static qboolean ST_Move( void )
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{
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NPCInfo->combatMove = qtrue;//always move straight toward our goal
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qboolean moved = NPC_MoveToGoal( qtrue );
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navInfo_t info;
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//Get the move info
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NAV_GetLastMove( info );
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//FIXME: if we bump into another one of our guys and can't get around him, just stop!
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//If we hit our target, then stop and fire!
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if ( info.flags & NIF_COLLISION )
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{
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if ( info.blocker == NPC->enemy )
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{
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ST_HoldPosition();
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}
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}
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//If our move failed, then reset
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if ( moved == qfalse )
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{//FIXME: if we're going to a combat point, need to pick a different one
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if ( !Q3_TaskIDPending( NPC, TID_MOVE_NAV ) )
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{//can't transfer movegoal or stop when a script we're running is waiting to complete
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if ( info.blocker && info.blocker->NPC && NPCInfo->group != NULL && info.blocker->NPC->group == NPCInfo->group )//(NPCInfo->aiFlags&NPCAI_BLOCKED) && NPCInfo->group != NULL )
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{//dammit, something is in our way
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//see if it's one of ours
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for ( int j = 0; j < NPCInfo->group->numGroup; j++ )
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{
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if ( NPCInfo->group->member[j].number == NPCInfo->blockingEntNum )
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{//we're being blocked by one of our own, pass our goal onto them and I'll stand still
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ST_TransferMoveGoal( NPC, &g_entities[NPCInfo->group->member[j].number] );
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break;
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}
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}
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}
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ST_HoldPosition();
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}
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}
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else
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{
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//First time you successfully move, say what it is you're doing
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NPC_ST_SayMovementSpeech();
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}
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return moved;
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}
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/*
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-------------------------
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NPC_ST_SleepShuffle
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-------------------------
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*/
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static void NPC_ST_SleepShuffle( void )
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{
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//Play an awake script if we have one
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if ( G_ActivateBehavior( NPC, BSET_AWAKE) )
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{
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return;
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}
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//Automate some movement and noise
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if ( TIMER_Done( NPC, "shuffleTime" ) )
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{
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//TODO: Play sleeping shuffle animation
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//int soundIndex = Q_irand( 0, 1 );
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/*
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switch ( soundIndex )
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{
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case 0:
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G_Sound( NPC, G_SoundIndex("sound/chars/imperialsleeper1/scav4/hunh.mp3") );
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break;
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case 1:
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G_Sound( NPC, G_SoundIndex("sound/chars/imperialsleeper3/scav4/tryingtosleep.wav") );
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break;
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}
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*/
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TIMER_Set( NPC, "shuffleTime", 4000 );
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TIMER_Set( NPC, "sleepTime", 2000 );
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return;
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}
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//They made another noise while we were stirring, see if we can see them
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if ( TIMER_Done( NPC, "sleepTime" ) )
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{
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NPC_CheckPlayerTeamStealth();
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TIMER_Set( NPC, "sleepTime", 2000 );
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}
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}
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/*
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-------------------------
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NPC_ST_Sleep
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-------------------------
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*/
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void NPC_BSST_Sleep( void )
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{
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int alertEvent = NPC_CheckAlertEvents( qfalse, qtrue );//only check sounds since we're alseep!
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//There is an event we heard
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if ( alertEvent >= 0 )
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{
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//See if it was enough to wake us up
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if ( level.alertEvents[alertEvent].level == AEL_DISCOVERED && (NPCInfo->scriptFlags&SCF_LOOK_FOR_ENEMIES) )
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{
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if ( &g_entities[0] && g_entities[0].health > 0 )
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{
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G_SetEnemy( NPC, &g_entities[0] );
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return;
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}
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}
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//Otherwise just stir a bit
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NPC_ST_SleepShuffle();
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return;
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}
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}
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|
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/*
|
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-------------------------
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NPC_CheckEnemyStealth
|
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-------------------------
|
|
*/
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|
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qboolean NPC_CheckEnemyStealth( gentity_t *target )
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{
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float target_dist, minDist = 40;//any closer than 40 and we definitely notice
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//In case we aquired one some other way
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if ( NPC->enemy != NULL )
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return qtrue;
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//Ignore notarget
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if ( target->flags & FL_NOTARGET )
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return qfalse;
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if ( target->health <= 0 )
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{
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return qfalse;
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}
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if ( target->client->ps.weapon == WP_SABER && target->client->ps.saberActive && !target->client->ps.saberInFlight )
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{//if target has saber in hand and activated, we wake up even sooner even if not facing him
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minDist = 100;
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}
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//If the target is this close, then wake up regardless
|
|
if ( (target_dist = DistanceSquared( target->currentOrigin, NPC->currentOrigin )) < (minDist*minDist) && (NPCInfo->scriptFlags&SCF_LOOK_FOR_ENEMIES) )
|
|
{
|
|
G_SetEnemy( NPC, target );
|
|
NPCInfo->enemyLastSeenTime = level.time;
|
|
TIMER_Set( NPC, "attackDelay", Q_irand( 500, 2500 ) );
|
|
return qtrue;
|
|
}
|
|
|
|
float maxViewDist = MAX_VIEW_DIST;
|
|
|
|
if ( NPCInfo->stats.visrange > maxViewDist )
|
|
{//FIXME: should we always just set maxViewDist to this?
|
|
maxViewDist = NPCInfo->stats.visrange;
|
|
}
|
|
|
|
if ( target_dist > (maxViewDist*maxViewDist) )
|
|
{//out of possible visRange
|
|
return qfalse;
|
|
}
|
|
|
|
//Check FOV first
|
|
if ( InFOV( target, NPC, NPCInfo->stats.hfov, NPCInfo->stats.vfov ) == qfalse )
|
|
return qfalse;
|
|
|
|
qboolean clearLOS = ( target->client->ps.leanofs ) ? NPC_ClearLOS( target->client->renderInfo.eyePoint ) : NPC_ClearLOS( target );
|
|
|
|
//Now check for clear line of vision
|
|
if ( clearLOS )
|
|
{
|
|
if ( target->client->NPC_class == CLASS_ATST )
|
|
{//can't miss 'em!
|
|
G_SetEnemy( NPC, target );
|
|
TIMER_Set( NPC, "attackDelay", Q_irand( 500, 2500 ) );
|
|
return qtrue;
|
|
}
|
|
vec3_t targ_org = {target->currentOrigin[0],target->currentOrigin[1],target->currentOrigin[2]+target->maxs[2]-4};
|
|
float hAngle_perc = NPC_GetHFOVPercentage( targ_org, NPC->client->renderInfo.eyePoint, NPC->client->renderInfo.eyeAngles, NPCInfo->stats.hfov );
|
|
float vAngle_perc = NPC_GetVFOVPercentage( targ_org, NPC->client->renderInfo.eyePoint, NPC->client->renderInfo.eyeAngles, NPCInfo->stats.vfov );
|
|
|
|
//Scale them vertically some, and horizontally pretty harshly
|
|
vAngle_perc *= vAngle_perc;//( vAngle_perc * vAngle_perc );
|
|
hAngle_perc *= ( hAngle_perc * hAngle_perc );
|
|
|
|
//Cap our vertical vision severely
|
|
//if ( vAngle_perc <= 0.3f ) // was 0.5f
|
|
// return qfalse;
|
|
|
|
//Assess the player's current status
|
|
target_dist = Distance( target->currentOrigin, NPC->currentOrigin );
|
|
|
|
float target_speed = VectorLength( target->client->ps.velocity );
|
|
int target_crouching = ( target->client->usercmd.upmove < 0 );
|
|
float dist_rating = ( target_dist / maxViewDist );
|
|
float speed_rating = ( target_speed / MAX_VIEW_SPEED );
|
|
float turning_rating = AngleDelta( target->client->ps.viewangles[PITCH], target->lastAngles[PITCH] )/180.0f + AngleDelta( target->client->ps.viewangles[YAW], target->lastAngles[YAW] )/180.0f;
|
|
float light_level = ( target->lightLevel / MAX_LIGHT_INTENSITY );
|
|
float FOV_perc = 1.0f - ( hAngle_perc + vAngle_perc ) * 0.5f; //FIXME: Dunno about the average...
|
|
float vis_rating = 0.0f;
|
|
|
|
//Too dark
|
|
if ( light_level < MIN_LIGHT_THRESHOLD )
|
|
return qfalse;
|
|
|
|
//Too close?
|
|
if ( dist_rating < DISTANCE_THRESHOLD )
|
|
{
|
|
G_SetEnemy( NPC, target );
|
|
TIMER_Set( NPC, "attackDelay", Q_irand( 500, 2500 ) );
|
|
return qtrue;
|
|
}
|
|
|
|
//Out of range
|
|
if ( dist_rating > 1.0f )
|
|
return qfalse;
|
|
|
|
//Cap our speed checks
|
|
if ( speed_rating > 1.0f )
|
|
speed_rating = 1.0f;
|
|
|
|
|
|
//Calculate the distance, fov and light influences
|
|
//...Visibilty linearly wanes over distance
|
|
float dist_influence = DISTANCE_SCALE * ( ( 1.0f - dist_rating ) );
|
|
//...As the percentage out of the FOV increases, straight perception suffers on an exponential scale
|
|
float fov_influence = FOV_SCALE * ( 1.0f - FOV_perc );
|
|
//...Lack of light hides, abundance of light exposes
|
|
float light_influence = ( light_level - 0.5f ) * LIGHT_SCALE;
|
|
|
|
//Calculate our base rating
|
|
float target_rating = dist_influence + fov_influence + light_influence;
|
|
|
|
//Now award any final bonuses to this number
|
|
int contents = gi.pointcontents( targ_org, target->s.number );
|
|
if ( contents&CONTENTS_WATER )
|
|
{
|
|
int myContents = gi.pointcontents( NPC->client->renderInfo.eyePoint, NPC->s.number );
|
|
if ( !(myContents&CONTENTS_WATER) )
|
|
{//I'm not in water
|
|
if ( NPC->client->NPC_class == CLASS_SWAMPTROOPER )
|
|
{//these guys can see in in/through water pretty well
|
|
vis_rating = 0.10f;//10% bonus
|
|
}
|
|
else
|
|
{
|
|
vis_rating = 0.35f;//35% bonus
|
|
}
|
|
}
|
|
else
|
|
{//else, if we're both in water
|
|
if ( NPC->client->NPC_class == CLASS_SWAMPTROOPER )
|
|
{//I can see him just fine
|
|
}
|
|
else
|
|
{
|
|
vis_rating = 0.15f;//15% bonus
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{//not in water
|
|
if ( contents&CONTENTS_FOG )
|
|
{
|
|
vis_rating = 0.15f;//15% bonus
|
|
}
|
|
}
|
|
|
|
target_rating *= (1.0f - vis_rating);
|
|
|
|
//...Motion draws the eye quickly
|
|
target_rating += speed_rating * SPEED_SCALE;
|
|
target_rating += turning_rating * TURNING_SCALE;
|
|
//FIXME: check to see if they're animating, too? But can we do something as simple as frame != oldframe?
|
|
|
|
//...Smaller targets are harder to indentify
|
|
if ( target_crouching )
|
|
{
|
|
target_rating *= 0.9f; //10% bonus
|
|
}
|
|
|
|
//If he's violated the threshold, then realize him
|
|
//float difficulty_scale = 1.0f + (2.0f-g_spskill->value);//if playing on easy, 20% harder to be seen...?
|
|
float realize, cautious;
|
|
if ( NPC->client->NPC_class == CLASS_SWAMPTROOPER )
|
|
{//swamptroopers can see much better
|
|
realize = (float)CAUTIOUS_THRESHOLD/**difficulty_scale*/;
|
|
cautious = (float)CAUTIOUS_THRESHOLD * 0.75f/**difficulty_scale*/;
|
|
}
|
|
else
|
|
{
|
|
realize = (float)REALIZE_THRESHOLD/**difficulty_scale*/;
|
|
cautious = (float)CAUTIOUS_THRESHOLD * 0.75f/**difficulty_scale*/;
|
|
}
|
|
|
|
if ( target_rating > realize && (NPCInfo->scriptFlags&SCF_LOOK_FOR_ENEMIES) )
|
|
{
|
|
G_SetEnemy( NPC, target );
|
|
NPCInfo->enemyLastSeenTime = level.time;
|
|
TIMER_Set( NPC, "attackDelay", Q_irand( 500, 2500 ) );
|
|
return qtrue;
|
|
}
|
|
|
|
//If he's above the caution threshold, then realize him in a few seconds unless he moves to cover
|
|
if ( target_rating > cautious && !(NPCInfo->scriptFlags&SCF_IGNORE_ALERTS) )
|
|
{//FIXME: ambushing guys should never talk
|
|
if ( TIMER_Done( NPC, "enemyLastVisible" ) )
|
|
{//If we haven't already, start the counter
|
|
int lookTime = Q_irand( 4500, 8500 );
|
|
//NPCInfo->timeEnemyLastVisible = level.time + 2000;
|
|
TIMER_Set( NPC, "enemyLastVisible", lookTime );
|
|
//TODO: Play a sound along the lines of, "Huh? What was that?"
|
|
ST_Speech( NPC, SPEECH_SIGHT, 0 );
|
|
NPC_TempLookTarget( NPC, target->s.number, lookTime, lookTime );
|
|
//FIXME: set desired yaw and pitch towards this guy?
|
|
}
|
|
else if ( TIMER_Get( NPC, "enemyLastVisible" ) <= level.time + 500 && (NPCInfo->scriptFlags&SCF_LOOK_FOR_ENEMIES) ) //FIXME: Is this reliable?
|
|
{
|
|
if ( NPCInfo->rank < RANK_LT && !Q_irand( 0, 2 ) )
|
|
{
|
|
int interrogateTime = Q_irand( 2000, 4000 );
|
|
ST_Speech( NPC, SPEECH_SUSPICIOUS, 0 );
|
|
TIMER_Set( NPC, "interrogating", interrogateTime );
|
|
G_SetEnemy( NPC, target );
|
|
NPCInfo->enemyLastSeenTime = level.time;
|
|
TIMER_Set( NPC, "attackDelay", interrogateTime );
|
|
TIMER_Set( NPC, "stand", interrogateTime );
|
|
}
|
|
else
|
|
{
|
|
G_SetEnemy( NPC, target );
|
|
NPCInfo->enemyLastSeenTime = level.time;
|
|
//FIXME: ambush guys (like those popping out of water) shouldn't delay...
|
|
TIMER_Set( NPC, "attackDelay", Q_irand( 500, 2500 ) );
|
|
TIMER_Set( NPC, "stand", Q_irand( 500, 2500 ) );
|
|
}
|
|
return qtrue;
|
|
}
|
|
|
|
return qfalse;
|
|
}
|
|
}
|
|
|
|
return qfalse;
|
|
}
|
|
|
|
qboolean NPC_CheckPlayerTeamStealth( void )
|
|
{
|
|
/*
|
|
//NOTENOTE: For now, all stealh checks go against the player, since
|
|
// he is the main focus. Squad members and rivals do not
|
|
// fall into this category and will be ignored.
|
|
|
|
NPC_CheckEnemyStealth( &g_entities[0] ); //Change this pointer to assess other entities
|
|
*/
|
|
gentity_t *enemy;
|
|
for ( int i = 0; i < ENTITYNUM_WORLD; i++ )
|
|
{
|
|
if(!PInUse(i))
|
|
continue;
|
|
enemy = &g_entities[i];
|
|
if ( enemy && enemy->client && NPC_ValidEnemy( enemy ) && enemy->client->playerTeam == NPC->client->enemyTeam )
|
|
{
|
|
if ( NPC_CheckEnemyStealth( enemy ) ) //Change this pointer to assess other entities
|
|
{
|
|
return qtrue;
|
|
}
|
|
}
|
|
}
|
|
return qfalse;
|
|
}
|
|
/*
|
|
-------------------------
|
|
NPC_ST_InvestigateEvent
|
|
-------------------------
|
|
*/
|
|
|
|
#define MAX_CHECK_THRESHOLD 1
|
|
|
|
static qboolean NPC_ST_InvestigateEvent( int eventID, bool extraSuspicious )
|
|
{
|
|
//If they've given themselves away, just take them as an enemy
|
|
if ( NPCInfo->confusionTime < level.time )
|
|
{
|
|
if ( level.alertEvents[eventID].level == AEL_DISCOVERED && (NPCInfo->scriptFlags&SCF_LOOK_FOR_ENEMIES) )
|
|
{
|
|
NPCInfo->lastAlertID = level.alertEvents[eventID].ID;
|
|
if ( !level.alertEvents[eventID].owner ||
|
|
!level.alertEvents[eventID].owner->client ||
|
|
level.alertEvents[eventID].owner->health <= 0 ||
|
|
level.alertEvents[eventID].owner->client->playerTeam != NPC->client->enemyTeam )
|
|
{//not an enemy
|
|
return qfalse;
|
|
}
|
|
//FIXME: what if can't actually see enemy, don't know where he is... should we make them just become very alert and start looking for him? Or just let combat AI handle this... (act as if you lost him)
|
|
//ST_Speech( NPC, SPEECH_CHARGE, 0 );
|
|
G_SetEnemy( NPC, level.alertEvents[eventID].owner );
|
|
NPCInfo->enemyLastSeenTime = level.time;
|
|
TIMER_Set( NPC, "attackDelay", Q_irand( 500, 2500 ) );
|
|
if ( level.alertEvents[eventID].type == AET_SOUND )
|
|
{//heard him, didn't see him, stick for a bit
|
|
TIMER_Set( NPC, "roamTime", Q_irand( 500, 2500 ) );
|
|
}
|
|
return qtrue;
|
|
}
|
|
}
|
|
|
|
//don't look at the same alert twice
|
|
if ( level.alertEvents[eventID].ID == NPCInfo->lastAlertID )
|
|
{
|
|
return qfalse;
|
|
}
|
|
NPCInfo->lastAlertID = level.alertEvents[eventID].ID;
|
|
|
|
//Must be ready to take another sound event
|
|
/*
|
|
if ( NPCInfo->investigateSoundDebounceTime > level.time )
|
|
{
|
|
return qfalse;
|
|
}
|
|
*/
|
|
|
|
if ( level.alertEvents[eventID].type == AET_SIGHT )
|
|
{//sight alert, check the light level
|
|
if ( level.alertEvents[eventID].light < Q_irand( ST_MIN_LIGHT_THRESHOLD, ST_MAX_LIGHT_THRESHOLD ) )
|
|
{//below my threshhold of potentially seeing
|
|
return qfalse;
|
|
}
|
|
}
|
|
|
|
//Save the position for movement (if necessary)
|
|
VectorCopy( level.alertEvents[eventID].position, NPCInfo->investigateGoal );
|
|
|
|
//First awareness of it
|
|
NPCInfo->investigateCount += ( extraSuspicious ) ? 2 : 1;
|
|
|
|
//Clamp the value
|
|
if ( NPCInfo->investigateCount > 4 )
|
|
NPCInfo->investigateCount = 4;
|
|
|
|
//See if we should walk over and investigate
|
|
if ( level.alertEvents[eventID].level > AEL_MINOR && NPCInfo->investigateCount > 1 && (NPCInfo->scriptFlags&SCF_CHASE_ENEMIES) )
|
|
{
|
|
//make it so they can walk right to this point and look at it rather than having to use combatPoints
|
|
if ( G_ExpandPointToBBox( NPCInfo->investigateGoal, NPC->mins, NPC->maxs, NPC->s.number, ((NPC->clipmask&~CONTENTS_BODY)|CONTENTS_BOTCLIP) ) )
|
|
{//we were able to move the investigateGoal to a point in which our bbox would fit
|
|
//drop the goal to the ground so we can get at it
|
|
vec3_t end;
|
|
trace_t trace;
|
|
VectorCopy( NPCInfo->investigateGoal, end );
|
|
end[2] -= 512;//FIXME: not always right? What if it's even higher, somehow?
|
|
gi.trace( &trace, NPCInfo->investigateGoal, NPC->mins, NPC->maxs, end, ENTITYNUM_NONE, ((NPC->clipmask&~CONTENTS_BODY)|CONTENTS_BOTCLIP) );
|
|
if ( trace.fraction >= 1.0f )
|
|
{//too high to even bother
|
|
//FIXME: look at them???
|
|
}
|
|
else
|
|
{
|
|
VectorCopy( trace.endpos, NPCInfo->investigateGoal );
|
|
NPC_SetMoveGoal( NPC, NPCInfo->investigateGoal, 16, qtrue );
|
|
NPCInfo->localState = LSTATE_INVESTIGATE;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
int id = NPC_FindCombatPoint( NPCInfo->investigateGoal, NPCInfo->investigateGoal, NPCInfo->investigateGoal, CP_INVESTIGATE|CP_HAS_ROUTE, 0 );
|
|
|
|
if ( id != -1 )
|
|
{
|
|
NPC_SetMoveGoal( NPC, level.combatPoints[id].origin, 16, qtrue, id );
|
|
NPCInfo->localState = LSTATE_INVESTIGATE;
|
|
}
|
|
}
|
|
//Say something
|
|
//FIXME: only if have others in group... these should be responses?
|
|
if ( NPCInfo->investigateDebounceTime+NPCInfo->pauseTime > level.time )
|
|
{//was already investigating
|
|
if ( NPCInfo->group &&
|
|
NPCInfo->group->commander &&
|
|
NPCInfo->group->commander->client &&
|
|
NPCInfo->group->commander->client->NPC_class == CLASS_IMPERIAL &&
|
|
!Q_irand( 0, 3 ) )
|
|
{
|
|
ST_Speech( NPCInfo->group->commander, SPEECH_LOOK, 0 );//FIXME: "I'll go check it out" type sounds
|
|
}
|
|
else
|
|
{
|
|
ST_Speech( NPC, SPEECH_LOOK, 0 );//FIXME: "I'll go check it out" type sounds
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if ( level.alertEvents[eventID].type == AET_SIGHT )
|
|
{
|
|
ST_Speech( NPC, SPEECH_SIGHT, 0 );
|
|
}
|
|
else if ( level.alertEvents[eventID].type == AET_SOUND )
|
|
{
|
|
ST_Speech( NPC, SPEECH_SOUND, 0 );
|
|
}
|
|
}
|
|
//Setup the debounce info
|
|
NPCInfo->investigateDebounceTime = NPCInfo->investigateCount * 5000;
|
|
NPCInfo->investigateSoundDebounceTime = level.time + 2000;
|
|
NPCInfo->pauseTime = level.time;
|
|
}
|
|
else
|
|
{//just look?
|
|
//Say something
|
|
if ( level.alertEvents[eventID].type == AET_SIGHT )
|
|
{
|
|
ST_Speech( NPC, SPEECH_SIGHT, 0 );
|
|
}
|
|
else if ( level.alertEvents[eventID].type == AET_SOUND )
|
|
{
|
|
ST_Speech( NPC, SPEECH_SOUND, 0 );
|
|
}
|
|
//Setup the debounce info
|
|
NPCInfo->investigateDebounceTime = NPCInfo->investigateCount * 1000;
|
|
NPCInfo->investigateSoundDebounceTime = level.time + 1000;
|
|
NPCInfo->pauseTime = level.time;
|
|
VectorCopy( level.alertEvents[eventID].position, NPCInfo->investigateGoal );
|
|
}
|
|
|
|
if ( level.alertEvents[eventID].level >= AEL_DANGER )
|
|
{
|
|
NPCInfo->investigateDebounceTime = Q_irand( 500, 2500 );
|
|
}
|
|
|
|
//Start investigating
|
|
NPCInfo->tempBehavior = BS_INVESTIGATE;
|
|
return qtrue;
|
|
}
|
|
|
|
/*
|
|
-------------------------
|
|
ST_OffsetLook
|
|
-------------------------
|
|
*/
|
|
|
|
static void ST_OffsetLook( float offset, vec3_t out )
|
|
{
|
|
vec3_t angles, forward, temp;
|
|
|
|
GetAnglesForDirection( NPC->currentOrigin, NPCInfo->investigateGoal, angles );
|
|
angles[YAW] += offset;
|
|
AngleVectors( angles, forward, NULL, NULL );
|
|
VectorMA( NPC->currentOrigin, 64, forward, out );
|
|
|
|
CalcEntitySpot( NPC, SPOT_HEAD, temp );
|
|
out[2] = temp[2];
|
|
}
|
|
|
|
/*
|
|
-------------------------
|
|
ST_LookAround
|
|
-------------------------
|
|
*/
|
|
|
|
static void ST_LookAround( void )
|
|
{
|
|
vec3_t lookPos;
|
|
float perc = (float) ( level.time - NPCInfo->pauseTime ) / (float) NPCInfo->investigateDebounceTime;
|
|
|
|
//Keep looking at the spot
|
|
if ( perc < 0.25 )
|
|
{
|
|
VectorCopy( NPCInfo->investigateGoal, lookPos );
|
|
}
|
|
else if ( perc < 0.5f ) //Look up but straight ahead
|
|
{
|
|
ST_OffsetLook( 0.0f, lookPos );
|
|
}
|
|
else if ( perc < 0.75f ) //Look right
|
|
{
|
|
ST_OffsetLook( 45.0f, lookPos );
|
|
}
|
|
else //Look left
|
|
{
|
|
ST_OffsetLook( -45.0f, lookPos );
|
|
}
|
|
|
|
NPC_FacePosition( lookPos );
|
|
}
|
|
|
|
/*
|
|
-------------------------
|
|
NPC_BSST_Investigate
|
|
-------------------------
|
|
*/
|
|
|
|
void NPC_BSST_Investigate( void )
|
|
{
|
|
//get group- mainly for group speech debouncing, but may use for group scouting/investigating AI, too
|
|
AI_GetGroup( NPC );
|
|
|
|
if( NPCInfo->scriptFlags & SCF_FIRE_WEAPON )
|
|
{
|
|
WeaponThink( qtrue );
|
|
}
|
|
|
|
if ( NPCInfo->confusionTime < level.time )
|
|
{
|
|
if ( NPCInfo->scriptFlags&SCF_LOOK_FOR_ENEMIES )
|
|
{
|
|
//Look for an enemy
|
|
if ( NPC_CheckPlayerTeamStealth() )
|
|
{
|
|
//NPCInfo->behaviorState = BS_HUNT_AND_KILL;//should be auto now
|
|
ST_Speech( NPC, SPEECH_DETECTED, 0 );
|
|
NPCInfo->tempBehavior = BS_DEFAULT;
|
|
NPC_UpdateAngles( qtrue, qtrue );
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
|
|
if ( !(NPCInfo->scriptFlags&SCF_IGNORE_ALERTS) )
|
|
{
|
|
int alertEvent = NPC_CheckAlertEvents( qtrue, qtrue, NPCInfo->lastAlertID );
|
|
|
|
//There is an event to look at
|
|
if ( alertEvent >= 0 )
|
|
{
|
|
if ( NPCInfo->confusionTime < level.time )
|
|
{
|
|
if ( NPC_CheckForDanger( alertEvent ) )
|
|
{//running like hell
|
|
ST_Speech( NPC, SPEECH_COVER, 0 );//FIXME: flee sound?
|
|
return;
|
|
}
|
|
}
|
|
|
|
if ( level.alertEvents[alertEvent].ID != NPCInfo->lastAlertID )
|
|
{
|
|
NPC_ST_InvestigateEvent( alertEvent, qtrue );
|
|
}
|
|
}
|
|
}
|
|
|
|
//If we're done looking, then just return to what we were doing
|
|
if ( ( NPCInfo->investigateDebounceTime + NPCInfo->pauseTime ) < level.time )
|
|
{
|
|
NPCInfo->tempBehavior = BS_DEFAULT;
|
|
NPCInfo->goalEntity = UpdateGoal();
|
|
|
|
NPC_UpdateAngles( qtrue, qtrue );
|
|
//Say something
|
|
ST_Speech( NPC, SPEECH_GIVEUP, 0 );
|
|
return;
|
|
}
|
|
|
|
//FIXME: else, look for new alerts
|
|
|
|
//See if we're searching for the noise's origin
|
|
if ( NPCInfo->localState == LSTATE_INVESTIGATE && (NPCInfo->goalEntity!=NULL) )
|
|
{
|
|
//See if we're there
|
|
if ( NAV_HitNavGoal( NPC->currentOrigin, NPC->mins, NPC->maxs, NPCInfo->goalEntity->currentOrigin, 32, FlyingCreature( NPC ) ) == qfalse )
|
|
{
|
|
ucmd.buttons |= BUTTON_WALKING;
|
|
|
|
//Try and move there
|
|
if ( NPC_MoveToGoal( qtrue ) )
|
|
{
|
|
//Bump our times
|
|
NPCInfo->investigateDebounceTime = NPCInfo->investigateCount * 5000;
|
|
NPCInfo->pauseTime = level.time;
|
|
|
|
NPC_UpdateAngles( qtrue, qtrue );
|
|
return;
|
|
}
|
|
}
|
|
|
|
//Otherwise we're done or have given up
|
|
//Say something
|
|
//ST_Speech( NPC, SPEECH_LOOK, 0.33f );
|
|
NPCInfo->localState = LSTATE_NONE;
|
|
}
|
|
|
|
//Look around
|
|
ST_LookAround();
|
|
}
|
|
|
|
/*
|
|
-------------------------
|
|
NPC_BSST_Patrol
|
|
-------------------------
|
|
*/
|
|
|
|
void NPC_BSST_Patrol( void )
|
|
{//FIXME: pick up on bodies of dead buddies?
|
|
|
|
//get group- mainly for group speech debouncing, but may use for group scouting/investigating AI, too
|
|
AI_GetGroup( NPC );
|
|
|
|
if ( NPCInfo->confusionTime < level.time )
|
|
{
|
|
//Look for any enemies
|
|
if ( NPCInfo->scriptFlags&SCF_LOOK_FOR_ENEMIES )
|
|
{
|
|
if ( NPC_CheckPlayerTeamStealth() )
|
|
{
|
|
//NPCInfo->behaviorState = BS_HUNT_AND_KILL;//should be auto now
|
|
//NPC_AngerSound();
|
|
NPC_UpdateAngles( qtrue, qtrue );
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
|
|
if ( !(NPCInfo->scriptFlags&SCF_IGNORE_ALERTS) )
|
|
{
|
|
int alertEvent = NPC_CheckAlertEvents( qtrue, qtrue );
|
|
|
|
//There is an event to look at
|
|
if ( alertEvent >= 0 )
|
|
{
|
|
if ( NPC_ST_InvestigateEvent( alertEvent, qfalse ) )
|
|
{//actually going to investigate it
|
|
NPC_UpdateAngles( qtrue, qtrue );
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
|
|
//If we have somewhere to go, then do that
|
|
if ( UpdateGoal() )
|
|
{
|
|
ucmd.buttons |= BUTTON_WALKING;
|
|
//ST_Move( NPCInfo->goalEntity );
|
|
NPC_MoveToGoal( qtrue );
|
|
}
|
|
else// if ( !(NPCInfo->scriptFlags&SCF_IGNORE_ALERTS) )
|
|
{
|
|
if ( NPC->client->NPC_class != CLASS_IMPERIAL && NPC->client->NPC_class != CLASS_IMPWORKER )
|
|
{//imperials do not look around
|
|
if ( TIMER_Done( NPC, "enemyLastVisible" ) )
|
|
{//nothing suspicious, look around
|
|
if ( !Q_irand( 0, 30 ) )
|
|
{
|
|
NPCInfo->desiredYaw = NPC->s.angles[1] + Q_irand( -90, 90 );
|
|
}
|
|
if ( !Q_irand( 0, 30 ) )
|
|
{
|
|
NPCInfo->desiredPitch = Q_irand( -20, 20 );
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
NPC_UpdateAngles( qtrue, qtrue );
|
|
//TEMP hack for Imperial stand anim
|
|
if ( NPC->client->NPC_class == CLASS_IMPERIAL || NPC->client->NPC_class == CLASS_IMPWORKER )
|
|
{//hack
|
|
if ( ucmd.forwardmove || ucmd.rightmove || ucmd.upmove )
|
|
{//moving
|
|
|
|
if( (!NPC->client->ps.torsoAnimTimer) || (NPC->client->ps.torsoAnim == BOTH_STAND4) )
|
|
{
|
|
if ( (ucmd.buttons&BUTTON_WALKING) && !(NPCInfo->scriptFlags&SCF_RUNNING) )
|
|
{//not running, only set upper anim
|
|
// No longer overrides scripted anims
|
|
NPC_SetAnim( NPC, SETANIM_TORSO, BOTH_STAND4, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD );
|
|
NPC->client->ps.torsoAnimTimer = 200;
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{//standing still, set both torso and legs anim
|
|
// No longer overrides scripted anims
|
|
if( ( !NPC->client->ps.torsoAnimTimer || (NPC->client->ps.torsoAnim == BOTH_STAND4) ) &&
|
|
( !NPC->client->ps.legsAnimTimer || (NPC->client->ps.legsAnim == BOTH_STAND4) ) )
|
|
{
|
|
NPC_SetAnim( NPC, SETANIM_BOTH, BOTH_STAND4, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD );
|
|
NPC->client->ps.torsoAnimTimer = NPC->client->ps.legsAnimTimer = 200;
|
|
}
|
|
}
|
|
//FIXME: this is a disgusting hack that is supposed to make the Imperials start with their weapon holstered- need a better way
|
|
if ( NPC->client->ps.weapon != WP_NONE )
|
|
{
|
|
ChangeWeapon( NPC, WP_NONE );
|
|
NPC->client->ps.weapon = WP_NONE;
|
|
NPC->client->ps.weaponstate = WEAPON_READY;
|
|
if ( NPC->weaponModel >= 0 )
|
|
{
|
|
gi.G2API_RemoveGhoul2Model( NPC->ghoul2, NPC->weaponModel );
|
|
NPC->weaponModel = -1;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
/*
|
|
-------------------------
|
|
NPC_BSST_Idle
|
|
-------------------------
|
|
*/
|
|
/*
|
|
void NPC_BSST_Idle( void )
|
|
{
|
|
int alertEvent = NPC_CheckAlertEvents( qtrue, qtrue );
|
|
|
|
//There is an event to look at
|
|
if ( alertEvent >= 0 )
|
|
{
|
|
NPC_ST_InvestigateEvent( alertEvent, qfalse );
|
|
NPC_UpdateAngles( qtrue, qtrue );
|
|
return;
|
|
}
|
|
|
|
TIMER_Set( NPC, "roamTime", 2000 + Q_irand( 1000, 2000 ) );
|
|
|
|
NPC_UpdateAngles( qtrue, qtrue );
|
|
}
|
|
*/
|
|
/*
|
|
-------------------------
|
|
ST_CheckMoveState
|
|
-------------------------
|
|
*/
|
|
|
|
static void ST_CheckMoveState( void )
|
|
{
|
|
if ( Q3_TaskIDPending( NPC, TID_MOVE_NAV ) )
|
|
{//moving toward a goal that a script is waiting on, so don't stop for anything!
|
|
move = qtrue;
|
|
}
|
|
//See if we're a scout
|
|
else if ( NPCInfo->squadState == SQUAD_SCOUT )
|
|
{
|
|
//If we're supposed to stay put, then stand there and fire
|
|
if ( TIMER_Done( NPC, "stick" ) == qfalse )
|
|
{
|
|
move = qfalse;
|
|
return;
|
|
}
|
|
|
|
//Otherwise, if we can see our target, just shoot
|
|
if ( enemyLOS )
|
|
{
|
|
if ( enemyCS )
|
|
{
|
|
//if we're going after our enemy, we can stop now
|
|
if ( NPCInfo->goalEntity == NPC->enemy )
|
|
{
|
|
AI_GroupUpdateSquadstates( NPCInfo->group, NPC, SQUAD_STAND_AND_SHOOT );
|
|
move = qfalse;
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
//Move to find our target
|
|
faceEnemy = qfalse;
|
|
}
|
|
|
|
/*
|
|
if ( TIMER_Done( NPC, "scoutTime" ) )
|
|
{//we can't scout to him, someone else give it a try
|
|
AI_GroupUpdateSquadstates( NPCInfo->group, NPC, SQUAD_STAND_AND_SHOOT );
|
|
TIMER_Set( NPC, "roamTime", Q_irand( 1000, 2000 ) );
|
|
move = qfalse;
|
|
return;
|
|
}
|
|
*/
|
|
|
|
//ucmd.buttons |= BUTTON_CAREFUL;
|
|
}
|
|
//See if we're running away
|
|
else if ( NPCInfo->squadState == SQUAD_RETREAT )
|
|
{
|
|
if ( NPCInfo->goalEntity )
|
|
{
|
|
faceEnemy = qfalse;
|
|
}
|
|
else
|
|
{//um, lost our goal? Just stand and shoot, then
|
|
NPCInfo->squadState = SQUAD_STAND_AND_SHOOT;
|
|
}
|
|
}
|
|
//see if we're heading to some other combatPoint
|
|
else if ( NPCInfo->squadState == SQUAD_TRANSITION )
|
|
{
|
|
//ucmd.buttons |= BUTTON_CAREFUL;
|
|
if ( !NPCInfo->goalEntity )
|
|
{//um, lost our goal? Just stand and shoot, then
|
|
NPCInfo->squadState = SQUAD_STAND_AND_SHOOT;
|
|
}
|
|
}
|
|
//see if we're at point, duck and fire
|
|
else if ( NPCInfo->squadState == SQUAD_POINT )
|
|
{
|
|
if ( TIMER_Done( NPC, "stick" ) )
|
|
{
|
|
AI_GroupUpdateSquadstates( NPCInfo->group, NPC, SQUAD_STAND_AND_SHOOT );
|
|
return;
|
|
}
|
|
|
|
move = qfalse;
|
|
return;
|
|
}
|
|
//see if we're just standing around
|
|
else if ( NPCInfo->squadState == SQUAD_STAND_AND_SHOOT )
|
|
{//from this squadState we can transition to others?
|
|
move = qfalse;
|
|
return;
|
|
}
|
|
//see if we're hiding
|
|
else if ( NPCInfo->squadState == SQUAD_COVER )
|
|
{
|
|
//Should we duck?
|
|
move = qfalse;
|
|
return;
|
|
}
|
|
//see if we're just standing around
|
|
else if ( NPCInfo->squadState == SQUAD_IDLE )
|
|
{
|
|
if ( !NPCInfo->goalEntity )
|
|
{
|
|
move = qfalse;
|
|
return;
|
|
}
|
|
}
|
|
//??
|
|
else
|
|
{//invalid squadState!
|
|
}
|
|
|
|
//See if we're moving towards a goal, not the enemy
|
|
if ( ( NPCInfo->goalEntity != NPC->enemy ) && ( NPCInfo->goalEntity != NULL ) )
|
|
{
|
|
//Did we make it?
|
|
if ( NAV_HitNavGoal( NPC->currentOrigin, NPC->mins, NPC->maxs, NPCInfo->goalEntity->currentOrigin, 16, FlyingCreature( NPC ) ) ||
|
|
( !Q3_TaskIDPending( NPC, TID_MOVE_NAV ) && NPCInfo->squadState == SQUAD_SCOUT && enemyLOS && enemyDist <= 10000 ) )
|
|
{//either hit our navgoal or our navgoal was not a crucial (scripted) one (maybe a combat point) and we're scouting and found our enemy
|
|
int newSquadState = SQUAD_STAND_AND_SHOOT;
|
|
//we got where we wanted to go, set timers based on why we were running
|
|
switch ( NPCInfo->squadState )
|
|
{
|
|
case SQUAD_RETREAT://was running away
|
|
//done fleeing, obviously
|
|
TIMER_Set( NPC, "duck", (NPC->max_health - NPC->health) * 100 );
|
|
TIMER_Set( NPC, "hideTime", Q_irand( 3000, 7000 ) );
|
|
TIMER_Set( NPC, "flee", -level.time );
|
|
newSquadState = SQUAD_COVER;
|
|
break;
|
|
case SQUAD_TRANSITION://was heading for a combat point
|
|
TIMER_Set( NPC, "hideTime", Q_irand( 2000, 4000 ) );
|
|
break;
|
|
case SQUAD_SCOUT://was running after player
|
|
break;
|
|
default:
|
|
break;
|
|
}
|
|
AI_GroupUpdateSquadstates( NPCInfo->group, NPC, newSquadState );
|
|
NPC_ReachedGoal();
|
|
//don't attack right away
|
|
TIMER_Set( NPC, "attackDelay", Q_irand( 250, 500 ) ); //FIXME: Slant for difficulty levels
|
|
//don't do something else just yet
|
|
TIMER_Set( NPC, "roamTime", Q_irand( 1000, 4000 ) );
|
|
return;
|
|
}
|
|
|
|
//keep going, hold of roamTimer until we get there
|
|
TIMER_Set( NPC, "roamTime", Q_irand( 4000, 8000 ) );
|
|
}
|
|
}
|
|
|
|
void ST_ResolveBlockedShot( int hit )
|
|
{
|
|
int stuckTime;
|
|
//figure out how long we intend to stand here, max
|
|
if ( TIMER_Get( NPC, "roamTime" ) > TIMER_Get( NPC, "stick" ) )
|
|
{
|
|
stuckTime = TIMER_Get( NPC, "roamTime" )-level.time;
|
|
}
|
|
else
|
|
{
|
|
stuckTime = TIMER_Get( NPC, "stick" )-level.time;
|
|
}
|
|
|
|
if ( TIMER_Done( NPC, "duck" ) )
|
|
{//we're not ducking
|
|
if ( AI_GroupContainsEntNum( NPCInfo->group, hit ) )
|
|
{
|
|
gentity_t *member = &g_entities[hit];
|
|
if ( TIMER_Done( member, "duck" ) )
|
|
{//they aren't ducking
|
|
if ( TIMER_Done( member, "stand" ) )
|
|
{//they're not being forced to stand
|
|
//tell them to duck at least as long as I'm not moving
|
|
TIMER_Set( member, "duck", stuckTime );
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{//maybe we should stand
|
|
if ( TIMER_Done( NPC, "stand" ) )
|
|
{//stand for as long as we'll be here
|
|
TIMER_Set( NPC, "stand", stuckTime );
|
|
return;
|
|
}
|
|
}
|
|
//Hmm, can't resolve this by telling them to duck or telling me to stand
|
|
//We need to move!
|
|
TIMER_Set( NPC, "roamTime", -1 );
|
|
TIMER_Set( NPC, "stick", -1 );
|
|
TIMER_Set( NPC, "duck", -1 );
|
|
TIMER_Set( NPC, "attakDelay", Q_irand( 1000, 3000 ) );
|
|
}
|
|
|
|
/*
|
|
-------------------------
|
|
ST_CheckFireState
|
|
-------------------------
|
|
*/
|
|
|
|
static void ST_CheckFireState( void )
|
|
{
|
|
if ( enemyCS )
|
|
{//if have a clear shot, always try
|
|
return;
|
|
}
|
|
|
|
if ( NPCInfo->squadState == SQUAD_RETREAT || NPCInfo->squadState == SQUAD_TRANSITION || NPCInfo->squadState == SQUAD_SCOUT )
|
|
{//runners never try to fire at the last pos
|
|
return;
|
|
}
|
|
|
|
if ( !VectorCompare( NPC->client->ps.velocity, vec3_origin ) )
|
|
{//if moving at all, don't do this
|
|
return;
|
|
}
|
|
|
|
//See if we should continue to fire on their last position
|
|
//!TIMER_Done( NPC, "stick" ) ||
|
|
if ( !hitAlly //we're not going to hit an ally
|
|
&& enemyInFOV //enemy is in our FOV //FIXME: or we don't have a clear LOS?
|
|
&& NPCInfo->enemyLastSeenTime > 0 //we've seen the enemy
|
|
&& NPCInfo->group //have a group
|
|
&& (NPCInfo->group->numState[SQUAD_RETREAT]>0||NPCInfo->group->numState[SQUAD_TRANSITION]>0||NPCInfo->group->numState[SQUAD_SCOUT]>0) )//laying down covering fire
|
|
{
|
|
if ( level.time - NPCInfo->enemyLastSeenTime < 10000 &&//we have seem the enemy in the last 10 seconds
|
|
(!NPCInfo->group || level.time - NPCInfo->group->lastSeenEnemyTime < 10000 ))//we are not in a group or the group has seen the enemy in the last 10 seconds
|
|
{
|
|
if ( !Q_irand( 0, 10 ) )
|
|
{
|
|
//Fire on the last known position
|
|
vec3_t muzzle, dir, angles;
|
|
qboolean tooClose = qfalse;
|
|
qboolean tooFar = qfalse;
|
|
|
|
CalcEntitySpot( NPC, SPOT_HEAD, muzzle );
|
|
if ( VectorCompare( impactPos, vec3_origin ) )
|
|
{//never checked ShotEntity this frame, so must do a trace...
|
|
trace_t tr;
|
|
//vec3_t mins = {-2,-2,-2}, maxs = {2,2,2};
|
|
vec3_t forward, end;
|
|
AngleVectors( NPC->client->ps.viewangles, forward, NULL, NULL );
|
|
VectorMA( muzzle, 8192, forward, end );
|
|
gi.trace( &tr, muzzle, vec3_origin, vec3_origin, end, NPC->s.number, MASK_SHOT );
|
|
VectorCopy( tr.endpos, impactPos );
|
|
}
|
|
|
|
//see if impact would be too close to me
|
|
float distThreshold = 16384/*128*128*/;//default
|
|
switch ( NPC->s.weapon )
|
|
{
|
|
case WP_ROCKET_LAUNCHER:
|
|
case WP_FLECHETTE:
|
|
case WP_THERMAL:
|
|
case WP_TRIP_MINE:
|
|
case WP_DET_PACK:
|
|
distThreshold = 65536/*256*256*/;
|
|
break;
|
|
case WP_REPEATER:
|
|
if ( NPCInfo->scriptFlags&SCF_ALT_FIRE )
|
|
{
|
|
distThreshold = 65536/*256*256*/;
|
|
}
|
|
break;
|
|
default:
|
|
break;
|
|
}
|
|
|
|
float dist = DistanceSquared( impactPos, muzzle );
|
|
|
|
if ( dist < distThreshold )
|
|
{//impact would be too close to me
|
|
tooClose = qtrue;
|
|
}
|
|
else if ( level.time - NPCInfo->enemyLastSeenTime > 5000 ||
|
|
(NPCInfo->group && level.time - NPCInfo->group->lastSeenEnemyTime > 5000 ))
|
|
{//we've haven't seen them in the last 5 seconds
|
|
//see if it's too far from where he is
|
|
distThreshold = 65536/*256*256*/;//default
|
|
switch ( NPC->s.weapon )
|
|
{
|
|
case WP_ROCKET_LAUNCHER:
|
|
case WP_FLECHETTE:
|
|
case WP_THERMAL:
|
|
case WP_TRIP_MINE:
|
|
case WP_DET_PACK:
|
|
distThreshold = 262144/*512*512*/;
|
|
break;
|
|
case WP_REPEATER:
|
|
if ( NPCInfo->scriptFlags&SCF_ALT_FIRE )
|
|
{
|
|
distThreshold = 262144/*512*512*/;
|
|
}
|
|
break;
|
|
default:
|
|
break;
|
|
}
|
|
dist = DistanceSquared( impactPos, NPCInfo->enemyLastSeenLocation );
|
|
if ( dist > distThreshold )
|
|
{//impact would be too far from enemy
|
|
tooFar = qtrue;
|
|
}
|
|
}
|
|
|
|
if ( !tooClose && !tooFar )
|
|
{//okay too shoot at last pos
|
|
VectorSubtract( NPCInfo->enemyLastSeenLocation, muzzle, dir );
|
|
VectorNormalize( dir );
|
|
vectoangles( dir, angles );
|
|
|
|
NPCInfo->desiredYaw = angles[YAW];
|
|
NPCInfo->desiredPitch = angles[PITCH];
|
|
|
|
shoot = qtrue;
|
|
faceEnemy = qfalse;
|
|
//AI_GroupUpdateSquadstates( NPCInfo->group, NPC, SQUAD_STAND_AND_SHOOT );
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
void ST_TrackEnemy( gentity_t *self, vec3_t enemyPos )
|
|
{
|
|
//clear timers
|
|
TIMER_Set( self, "attackDelay", Q_irand( 1000, 2000 ) );
|
|
//TIMER_Set( self, "duck", -1 );
|
|
TIMER_Set( self, "stick", Q_irand( 500, 1500 ) );
|
|
TIMER_Set( self, "stand", -1 );
|
|
TIMER_Set( self, "scoutTime", TIMER_Get( self, "stick" )-level.time+Q_irand(5000, 10000) );
|
|
//leave my combat point
|
|
NPC_FreeCombatPoint( self->NPC->combatPoint );
|
|
//go after his last seen pos
|
|
NPC_SetMoveGoal( self, enemyPos, 16, qfalse );
|
|
}
|
|
|
|
int ST_ApproachEnemy( gentity_t *self )
|
|
{
|
|
TIMER_Set( self, "attackDelay", Q_irand( 250, 500 ) );
|
|
//TIMER_Set( self, "duck", -1 );
|
|
TIMER_Set( self, "stick", Q_irand( 1000, 2000 ) );
|
|
TIMER_Set( self, "stand", -1 );
|
|
TIMER_Set( self, "scoutTime", TIMER_Get( self, "stick" )-level.time+Q_irand(5000, 10000) );
|
|
//leave my combat point
|
|
NPC_FreeCombatPoint( self->NPC->combatPoint );
|
|
//return the relevant combat point flags
|
|
return (CP_CLEAR|CP_CLOSEST);
|
|
}
|
|
|
|
void ST_HuntEnemy( gentity_t *self )
|
|
{
|
|
//TIMER_Set( NPC, "attackDelay", Q_irand( 250, 500 ) );//Disabled this for now, guys who couldn't hunt would never attack
|
|
//TIMER_Set( NPC, "duck", -1 );
|
|
TIMER_Set( NPC, "stick", Q_irand( 250, 1000 ) );
|
|
TIMER_Set( NPC, "stand", -1 );
|
|
TIMER_Set( NPC, "scoutTime", TIMER_Get( NPC, "stick" )-level.time+Q_irand(5000, 10000) );
|
|
//leave my combat point
|
|
NPC_FreeCombatPoint( NPCInfo->combatPoint );
|
|
//go directly after the enemy
|
|
if ( NPCInfo->scriptFlags & SCF_CHASE_ENEMIES )
|
|
{
|
|
self->NPC->goalEntity = NPC->enemy;
|
|
}
|
|
}
|
|
|
|
void ST_TransferTimers( gentity_t *self, gentity_t *other )
|
|
{
|
|
TIMER_Set( other, "attackDelay", TIMER_Get( self, "attackDelay" )-level.time );
|
|
TIMER_Set( other, "duck", TIMER_Get( self, "duck" )-level.time );
|
|
TIMER_Set( other, "stick", TIMER_Get( self, "stick" )-level.time );
|
|
TIMER_Set( other, "scoutTime", TIMER_Get( self, "scout" )-level.time );
|
|
TIMER_Set( other, "roamTime", TIMER_Get( self, "roamTime" )-level.time );
|
|
TIMER_Set( other, "stand", TIMER_Get( self, "stand" )-level.time );
|
|
TIMER_Set( self, "attackDelay", -1 );
|
|
TIMER_Set( self, "duck", -1 );
|
|
TIMER_Set( self, "stick", -1 );
|
|
TIMER_Set( self, "scoutTime", -1 );
|
|
TIMER_Set( self, "roamTime", -1 );
|
|
TIMER_Set( self, "stand", -1 );
|
|
}
|
|
|
|
void ST_TransferMoveGoal( gentity_t *self, gentity_t *other )
|
|
{
|
|
if ( Q3_TaskIDPending( self, TID_MOVE_NAV ) )
|
|
{//can't transfer movegoal when a script we're running is waiting to complete
|
|
return;
|
|
}
|
|
if ( self->NPC->combatPoint != -1 )
|
|
{//I've got a combatPoint I'm going to, give it to him
|
|
self->NPC->lastFailedCombatPoint = other->NPC->combatPoint = self->NPC->combatPoint;
|
|
self->NPC->combatPoint = -1;
|
|
}
|
|
else
|
|
{//I must be going for a goal, give that to him instead
|
|
if ( self->NPC->goalEntity == self->NPC->tempGoal )
|
|
{
|
|
NPC_SetMoveGoal( other, self->NPC->tempGoal->currentOrigin, self->NPC->goalRadius, ((self->NPC->tempGoal->svFlags&SVF_NAVGOAL)?true:false) );
|
|
}
|
|
else
|
|
{
|
|
other->NPC->goalEntity = self->NPC->goalEntity;
|
|
}
|
|
}
|
|
//give him my squadstate
|
|
AI_GroupUpdateSquadstates( self->NPC->group, other, NPCInfo->squadState );
|
|
|
|
//give him my timers and clear mine
|
|
ST_TransferTimers( self, other );
|
|
|
|
//now make me stand around for a second or two at least
|
|
AI_GroupUpdateSquadstates( self->NPC->group, self, SQUAD_STAND_AND_SHOOT );
|
|
TIMER_Set( self, "stand", Q_irand( 1000, 3000 ) );
|
|
}
|
|
|
|
int ST_GetCPFlags( void )
|
|
{
|
|
int cpFlags = 0;
|
|
if ( NPC && NPCInfo->group )
|
|
{
|
|
if ( NPC == NPCInfo->group->commander && NPC->client->NPC_class == CLASS_IMPERIAL )
|
|
{//imperials hang back and give orders
|
|
if ( NPCInfo->group->numGroup > 1 && Q_irand( -3, NPCInfo->group->numGroup ) > 1 )
|
|
{//FIXME: make sure he;s giving orders with these lines
|
|
if ( Q_irand( 0, 1 ) )
|
|
{
|
|
ST_Speech( NPC, SPEECH_CHASE, 0.5 );
|
|
}
|
|
else
|
|
{
|
|
ST_Speech( NPC, SPEECH_YELL, 0.5 );
|
|
}
|
|
}
|
|
cpFlags = (CP_CLEAR|CP_COVER|CP_AVOID|CP_SAFE|CP_RETREAT);
|
|
}
|
|
else if ( NPCInfo->group->morale < 0 )
|
|
{//hide
|
|
cpFlags = (CP_COVER|CP_AVOID|CP_SAFE|CP_RETREAT);
|
|
}
|
|
else if ( NPCInfo->group->morale < NPCInfo->group->numGroup )
|
|
{//morale is low for our size
|
|
int moraleDrop = NPCInfo->group->numGroup - NPCInfo->group->morale;
|
|
if ( moraleDrop < -6 )
|
|
{//flee (no clear shot needed)
|
|
cpFlags = (CP_FLEE|CP_RETREAT|CP_COVER|CP_AVOID|CP_SAFE);
|
|
}
|
|
else if ( moraleDrop < -3 )
|
|
{//retreat (no clear shot needed)
|
|
cpFlags = (CP_RETREAT|CP_COVER|CP_AVOID|CP_SAFE);
|
|
}
|
|
else if ( moraleDrop < 0 )
|
|
{//cover (no clear shot needed)
|
|
cpFlags = (CP_COVER|CP_AVOID|CP_SAFE);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
int moraleBoost = NPCInfo->group->morale - NPCInfo->group->numGroup;
|
|
if ( moraleBoost > 20 )
|
|
{//charge to any one and outflank (no cover needed)
|
|
cpFlags = (CP_CLEAR|CP_FLANK|CP_APPROACH_ENEMY);
|
|
}
|
|
else if ( moraleBoost > 15 )
|
|
{//charge to closest one (no cover needed)
|
|
cpFlags = (CP_CLEAR|CP_CLOSEST|CP_APPROACH_ENEMY);
|
|
}
|
|
else if ( moraleBoost > 10 )
|
|
{//charge closer (no cover needed)
|
|
cpFlags = (CP_CLEAR|CP_APPROACH_ENEMY);
|
|
}
|
|
}
|
|
}
|
|
if ( !cpFlags )
|
|
{
|
|
//at some medium level of morale
|
|
switch( Q_irand( 0, 3 ) )
|
|
{
|
|
case 0://just take the nearest one
|
|
cpFlags = (CP_CLEAR|CP_COVER|CP_NEAREST);
|
|
break;
|
|
case 1://take one closer to the enemy
|
|
cpFlags = (CP_CLEAR|CP_COVER|CP_APPROACH_ENEMY);
|
|
break;
|
|
case 2://take the one closest to the enemy
|
|
cpFlags = (CP_CLEAR|CP_COVER|CP_CLOSEST|CP_APPROACH_ENEMY);
|
|
break;
|
|
case 3://take the one on the other side of the enemy
|
|
cpFlags = (CP_CLEAR|CP_COVER|CP_FLANK|CP_APPROACH_ENEMY);
|
|
break;
|
|
}
|
|
}
|
|
if ( NPC && (NPCInfo->scriptFlags&SCF_USE_CP_NEAREST) )
|
|
{
|
|
cpFlags &= ~(CP_FLANK|CP_APPROACH_ENEMY|CP_CLOSEST);
|
|
cpFlags |= CP_NEAREST;
|
|
}
|
|
return cpFlags;
|
|
}
|
|
/*
|
|
-------------------------
|
|
ST_Commander
|
|
|
|
Make decisions about who should go where, etc.
|
|
|
|
FIXME: leader (group-decision-making) AI?
|
|
FIXME: need alternate routes!
|
|
FIXME: more group voice interaction
|
|
FIXME: work in pairs?
|
|
|
|
-------------------------
|
|
*/
|
|
void ST_Commander( void )
|
|
{
|
|
int i, j;
|
|
int cp, cpFlags_org, cpFlags;
|
|
AIGroupInfo_t *group = NPCInfo->group;
|
|
gentity_t *member;//, *buddy;
|
|
qboolean runner = qfalse;
|
|
qboolean enemyLost = qfalse;
|
|
qboolean enemyProtected = qfalse;
|
|
qboolean scouting = qfalse;
|
|
int squadState;
|
|
float avoidDist;
|
|
|
|
group->processed = qtrue;
|
|
|
|
if ( group->enemy == NULL || group->enemy->client == NULL )
|
|
{//hmm, no enemy...?!
|
|
return;
|
|
}
|
|
|
|
//FIXME: have this group commander check the enemy group (if any) and see if they have
|
|
// superior numbers. If they do, fall back rather than advance. If you have
|
|
// superior numbers, advance on them.
|
|
//FIXME: find the group commander and have him occasionally give orders when there is speech
|
|
//FIXME: start fleeing when only a couple of you vs. a lightsaber, possibly give up if the only one left
|
|
|
|
SaveNPCGlobals();
|
|
|
|
if ( group->lastSeenEnemyTime < level.time - 180000 )
|
|
{//dissolve the group
|
|
ST_Speech( NPC, SPEECH_LOST, 0.0f );
|
|
group->enemy->waypoint = NAV_FindClosestWaypointForEnt( group->enemy, WAYPOINT_NONE );
|
|
for ( i = 0; i < group->numGroup; i++ )
|
|
{
|
|
member = &g_entities[group->member[i].number];
|
|
SetNPCGlobals( member );
|
|
if ( Q3_TaskIDPending( NPC, TID_MOVE_NAV ) )
|
|
{//running somewhere that a script requires us to go, don't break from that
|
|
continue;
|
|
}
|
|
if ( !(NPCInfo->scriptFlags&SCF_CHASE_ENEMIES) )
|
|
{//not allowed to move on my own
|
|
continue;
|
|
}
|
|
//Lost enemy for three minutes? go into search mode?
|
|
G_ClearEnemy( NPC );
|
|
NPC->waypoint = NAV_FindClosestWaypointForEnt( NPC, group->enemy->waypoint );
|
|
if ( NPC->waypoint == WAYPOINT_NONE )
|
|
{
|
|
NPCInfo->behaviorState = BS_DEFAULT;//BS_PATROL;
|
|
}
|
|
else if ( group->enemy->waypoint == WAYPOINT_NONE || (navigator.GetPathCost( NPC->waypoint, group->enemy->waypoint ) >= Q3_INFINITE) )
|
|
{
|
|
NPC_BSSearchStart( NPC->waypoint, BS_SEARCH );
|
|
}
|
|
else
|
|
{
|
|
NPC_BSSearchStart( group->enemy->waypoint, BS_SEARCH );
|
|
}
|
|
}
|
|
group->enemy = NULL;
|
|
RestoreNPCGlobals();
|
|
return;
|
|
}
|
|
|
|
|
|
//See if anyone in our group is not alerted and alert them
|
|
/*
|
|
for ( i = 0; i < group->numGroup; i++ )
|
|
{
|
|
member = &g_entities[group->member[i].number];
|
|
if ( !member->enemy )
|
|
{//he's not mad, so get him mad
|
|
//Have his buddy tell him to get mad
|
|
if ( group->member[i].closestBuddy != ENTITYNUM_NONE )
|
|
{
|
|
buddy = &g_entities[group->member[i].closestBuddy];
|
|
if ( buddy->enemy == group->enemy )
|
|
{
|
|
SetNPCGlobals( buddy );
|
|
ST_Speech( NPC, SPEECH_CHARGE, 0.7f );
|
|
}
|
|
}
|
|
SetNPCGlobals( member );
|
|
G_SetEnemy( member, group->enemy );
|
|
}
|
|
}
|
|
*/
|
|
//Okay, everyone is mad
|
|
|
|
//see if anyone is running
|
|
if ( group->numState[SQUAD_SCOUT] > 0 ||
|
|
group->numState[SQUAD_TRANSITION] > 0 ||
|
|
group->numState[SQUAD_RETREAT] > 0 )
|
|
{//someone is running
|
|
runner = qtrue;
|
|
}
|
|
|
|
if ( /*!runner &&*/ group->lastSeenEnemyTime > level.time - 32000 && group->lastSeenEnemyTime < level.time - 30000 )
|
|
{//no-one has seen the enemy for 30 seconds// and no-one is running after him
|
|
if ( group->commander && !Q_irand( 0, 1 ) )
|
|
{
|
|
ST_Speech( group->commander, SPEECH_ESCAPING, 0.0f );
|
|
}
|
|
else
|
|
{
|
|
ST_Speech( NPC, SPEECH_ESCAPING, 0.0f );
|
|
}
|
|
//don't say this again
|
|
NPCInfo->blockedSpeechDebounceTime = level.time + 3000;
|
|
}
|
|
|
|
if ( group->lastSeenEnemyTime < level.time - 10000 )
|
|
{//no-one has seen the enemy for at least 10 seconds! Should send a scout
|
|
enemyLost = qtrue;
|
|
}
|
|
|
|
if ( group->lastClearShotTime < level.time - 5000 )
|
|
{//no-one has had a clear shot for 5 seconds!
|
|
enemyProtected = qtrue;
|
|
}
|
|
|
|
//Go through the list:
|
|
|
|
//Everyone should try to get to a combat point if possible
|
|
int curMemberNum, lastMemberNum;
|
|
if ( d_asynchronousGroupAI->integer )
|
|
{//do one member a turn
|
|
group->activeMemberNum++;
|
|
if ( group->activeMemberNum >= group->numGroup )
|
|
{
|
|
group->activeMemberNum = 0;
|
|
}
|
|
curMemberNum = group->activeMemberNum;
|
|
lastMemberNum = curMemberNum + 1;
|
|
}
|
|
else
|
|
{
|
|
curMemberNum = 0;
|
|
lastMemberNum = group->numGroup;
|
|
}
|
|
for ( i = curMemberNum; i < lastMemberNum; i++ )
|
|
{
|
|
//reset combat point flags
|
|
cp = -1;
|
|
cpFlags = 0;
|
|
squadState = SQUAD_IDLE;
|
|
avoidDist = 0;
|
|
scouting = qfalse;
|
|
|
|
//get the next guy
|
|
member = &g_entities[group->member[i].number];
|
|
if ( !member->enemy )
|
|
{//don't include guys that aren't angry
|
|
continue;
|
|
}
|
|
SetNPCGlobals( member );
|
|
|
|
if ( !TIMER_Done( NPC, "flee" ) )
|
|
{//running away
|
|
continue;
|
|
}
|
|
|
|
if ( Q3_TaskIDPending( NPC, TID_MOVE_NAV ) )
|
|
{//running somewhere that a script requires us to go
|
|
continue;
|
|
}
|
|
|
|
if ( NPC->s.weapon == WP_NONE
|
|
&& NPCInfo->goalEntity
|
|
&& NPCInfo->goalEntity == NPCInfo->tempGoal
|
|
&& NPCInfo->goalEntity->enemy
|
|
&& NPCInfo->goalEntity->enemy->s.eType == ET_ITEM )
|
|
{//running to pick up a gun, don't do other logic
|
|
continue;
|
|
}
|
|
|
|
//see if this member should start running (only if have no officer... FIXME: should always run from AEL_DANGER_GREAT?)
|
|
if ( !group->commander || group->commander->NPC->rank < RANK_ENSIGN )
|
|
{
|
|
if ( NPC_CheckForDanger( NPC_CheckAlertEvents( qtrue, qtrue, -1, qfalse, AEL_DANGER ) ) )
|
|
{//going to run
|
|
ST_Speech( NPC, SPEECH_COVER, 0 );
|
|
continue;
|
|
}
|
|
}
|
|
|
|
if ( !(NPCInfo->scriptFlags&SCF_CHASE_ENEMIES) )
|
|
{//not allowed to do combat-movement
|
|
continue;
|
|
}
|
|
|
|
//check the local state
|
|
if ( NPCInfo->squadState != SQUAD_RETREAT )
|
|
{//not already retreating
|
|
if ( NPC->client->ps.weapon == WP_NONE )
|
|
{//weaponless, should be hiding
|
|
if ( NPCInfo->goalEntity == NULL || NPCInfo->goalEntity->enemy == NULL || NPCInfo->goalEntity->enemy->s.eType != ET_ITEM )
|
|
{//not running after a pickup
|
|
if ( TIMER_Done( NPC, "hideTime" ) || (DistanceSquared( group->enemy->currentOrigin, NPC->currentOrigin ) < 65536 && NPC_ClearLOS( NPC->enemy )) )
|
|
{//done hiding or enemy near and can see us
|
|
//er, start another flee I guess?
|
|
NPC_StartFlee( NPC->enemy, NPC->enemy->currentOrigin, AEL_DANGER_GREAT, 5000, 10000 );
|
|
}//else, just hang here
|
|
}
|
|
continue;
|
|
}
|
|
if ( TIMER_Done( NPC, "roamTime" ) && TIMER_Done( NPC, "hideTime" ) && NPC->health > 10 && !gi.inPVS( group->enemy->currentOrigin, NPC->currentOrigin ) )
|
|
{//cant even see enemy
|
|
//better go after him
|
|
cpFlags |= (CP_CLEAR|CP_COVER);
|
|
}
|
|
else if ( NPCInfo->localState == LSTATE_UNDERFIRE )
|
|
{//we've been shot
|
|
switch( group->enemy->client->ps.weapon )
|
|
{
|
|
case WP_SABER:
|
|
if ( DistanceSquared( group->enemy->currentOrigin, NPC->currentOrigin ) < 65536 )//256 squared
|
|
{
|
|
cpFlags |= (CP_AVOID_ENEMY|CP_COVER|CP_AVOID|CP_RETREAT);
|
|
if ( !group->commander || group->commander->NPC->rank < RANK_ENSIGN )
|
|
{
|
|
squadState = SQUAD_RETREAT;
|
|
}
|
|
avoidDist = 256;
|
|
}
|
|
break;
|
|
default:
|
|
case WP_BLASTER:
|
|
cpFlags |= (CP_COVER);
|
|
break;
|
|
}
|
|
if ( NPC->health <= 10 )
|
|
{
|
|
if ( !group->commander || group->commander->NPC->rank < RANK_ENSIGN )
|
|
{
|
|
cpFlags |= (CP_FLEE|CP_AVOID|CP_RETREAT);
|
|
squadState = SQUAD_RETREAT;
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{//not hit, see if there are other reasons we should run
|
|
if ( gi.inPVS( NPC->currentOrigin, group->enemy->currentOrigin ) )
|
|
{//in the same room as enemy
|
|
if ( NPC->client->ps.weapon == WP_ROCKET_LAUNCHER &&
|
|
DistanceSquared( group->enemy->currentOrigin, NPC->currentOrigin ) < MIN_ROCKET_DIST_SQUARED &&
|
|
NPCInfo->squadState != SQUAD_TRANSITION )
|
|
{//too close for me to fire my weapon and I'm not already on the move
|
|
cpFlags |= (CP_AVOID_ENEMY|CP_CLEAR|CP_AVOID);
|
|
avoidDist = 256;
|
|
}
|
|
else
|
|
{
|
|
switch( group->enemy->client->ps.weapon )
|
|
{
|
|
case WP_SABER:
|
|
if ( group->enemy->client->ps.saberLength > 0 )
|
|
{
|
|
if ( DistanceSquared( group->enemy->currentOrigin, NPC->currentOrigin ) < 65536 )
|
|
{
|
|
if ( TIMER_Done( NPC, "hideTime" ) )
|
|
{
|
|
if ( NPCInfo->squadState != SQUAD_TRANSITION )
|
|
{//not already moving: FIXME: we need to see if where we're going is good now?
|
|
cpFlags |= (CP_AVOID_ENEMY|CP_CLEAR|CP_AVOID);
|
|
avoidDist = 256;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
default:
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
if ( !cpFlags )
|
|
{//okay, we have no new enemy-driven reason to run... let's use tactics now
|
|
if ( runner && NPCInfo->combatPoint != -1 )
|
|
{//someone is running and we have a combat point already
|
|
if ( NPCInfo->squadState != SQUAD_SCOUT &&
|
|
NPCInfo->squadState != SQUAD_TRANSITION &&
|
|
NPCInfo->squadState != SQUAD_RETREAT )
|
|
{//it's not us
|
|
if ( TIMER_Done( NPC, "verifyCP" ) && DistanceSquared( NPC->currentOrigin, level.combatPoints[NPCInfo->combatPoint].origin ) > 64*64 )
|
|
{//1 - 3 seconds have passed since you chose a CP, see if you're there since, for some reason, you've stopped running...
|
|
//uh, WTF, we're not on our combat point?
|
|
//er, try again, I guess?
|
|
cp = NPCInfo->combatPoint;
|
|
cpFlags |= ST_GetCPFlags();
|
|
}
|
|
else
|
|
{//cover them
|
|
//stop ducking
|
|
TIMER_Set( NPC, "duck", -1 );
|
|
//start shooting
|
|
TIMER_Set( NPC, "attackDelay", -1 );
|
|
//AI should take care of the rest - fire at enemy
|
|
}
|
|
}
|
|
else
|
|
{//we're running
|
|
//see if we're blocked
|
|
if ( NPCInfo->aiFlags & NPCAI_BLOCKED )
|
|
{//dammit, something is in our way
|
|
//see if it's one of ours
|
|
for ( j = 0; j < group->numGroup; j++ )
|
|
{
|
|
if ( group->member[j].number == NPCInfo->blockingEntNum )
|
|
{//we're being blocked by one of our own, pass our goal onto them and I'll stand still
|
|
ST_TransferMoveGoal( NPC, &g_entities[group->member[j].number] );
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
//we don't need to do anything else
|
|
continue;
|
|
}
|
|
}
|
|
else
|
|
{//okay no-one is running, use some tactics
|
|
if ( NPCInfo->combatPoint != -1 )
|
|
{//we have a combat point we're supposed to be running to
|
|
if ( NPCInfo->squadState != SQUAD_SCOUT &&
|
|
NPCInfo->squadState != SQUAD_TRANSITION &&
|
|
NPCInfo->squadState != SQUAD_RETREAT )
|
|
{//but we're not running
|
|
if ( TIMER_Done( NPC, "verifyCP" ) )
|
|
{//1 - 3 seconds have passed since you chose a CP, see if you're there since, for some reason, you've stopped running...
|
|
if ( DistanceSquared( NPC->currentOrigin, level.combatPoints[NPCInfo->combatPoint].origin ) > 64*64 )
|
|
{//uh, WTF, we're not on our combat point?
|
|
//er, try again, I guess?
|
|
cp = NPCInfo->combatPoint;
|
|
cpFlags |= ST_GetCPFlags();
|
|
}
|
|
}
|
|
}
|
|
}
|
|
if ( enemyLost )
|
|
{//if no-one has seen the enemy for a while, send a scout
|
|
//ask where he went
|
|
if ( group->numState[SQUAD_SCOUT] <= 0 )
|
|
{
|
|
scouting = qtrue;
|
|
NPC_ST_StoreMovementSpeech( SPEECH_CHASE, 0.0f );
|
|
}
|
|
//Since no-one else has done this, I should be the closest one, so go after him...
|
|
ST_TrackEnemy( NPC, group->enemyLastSeenPos );
|
|
//set me into scout mode
|
|
AI_GroupUpdateSquadstates( group, NPC, SQUAD_SCOUT );
|
|
//we're not using a cp, so we need to set runner to true right here
|
|
runner = qtrue;
|
|
}
|
|
else if ( enemyProtected )
|
|
{//if no-one has a clear shot at the enemy, someone should go after him
|
|
//FIXME: if I'm in an area where no safe combat points have a clear shot at me, they don't come after me... they should anyway, though after some extra hesitation.
|
|
//ALSO: seem to give up when behind an area portal?
|
|
//since no-one else here has done this, I should be the closest one
|
|
if ( TIMER_Done( NPC, "roamTime" ) && !Q_irand( 0, group->numGroup) )
|
|
{//only do this if we're ready to move again and we feel like it
|
|
cpFlags |= ST_ApproachEnemy( NPC );
|
|
//set me into scout mode
|
|
AI_GroupUpdateSquadstates( group, NPC, SQUAD_SCOUT );
|
|
}
|
|
}
|
|
else
|
|
{//group can see and has been shooting at the enemy
|
|
//see if we should do something fancy?
|
|
|
|
{//we're ready to move
|
|
if ( NPCInfo->combatPoint == -1 )
|
|
{//we're not on a combat point
|
|
if ( 1 )//!Q_irand( 0, 2 ) )
|
|
{//we should go for a combat point
|
|
cpFlags |= ST_GetCPFlags();
|
|
}
|
|
else
|
|
{
|
|
TIMER_Set( NPC, "stick", Q_irand( 2000, 4000 ) );
|
|
TIMER_Set( NPC, "roamTime", Q_irand( 1000, 3000 ) );
|
|
}
|
|
}
|
|
else if ( TIMER_Done( NPC, "roamTime" ) )
|
|
{//we are already on a combat point
|
|
if ( i == 0 )
|
|
{//we're the closest
|
|
if ( (group->morale-group->numGroup>0) && !Q_irand( 0, 4 ) )
|
|
{//try to outflank him
|
|
cpFlags |= (CP_CLEAR|CP_COVER|CP_FLANK|CP_APPROACH_ENEMY);
|
|
}
|
|
else if ( (group->morale-group->numGroup<0) )
|
|
{//better move!
|
|
cpFlags |= ST_GetCPFlags();
|
|
}
|
|
else
|
|
{//If we're point, then get down
|
|
TIMER_Set( NPC, "roamTime", Q_irand( 2000, 5000 ) );
|
|
TIMER_Set( NPC, "stick", Q_irand( 2000, 5000 ) );
|
|
//FIXME: what if we can't shoot from a ducked pos?
|
|
TIMER_Set( NPC, "duck", Q_irand( 3000, 4000 ) );
|
|
AI_GroupUpdateSquadstates( group, NPC, SQUAD_POINT );
|
|
}
|
|
}
|
|
else if ( i == group->numGroup - 1 )
|
|
{//farthest from the enemy
|
|
if ( (group->morale-group->numGroup<0) )
|
|
{//low morale, just hang here
|
|
TIMER_Set( NPC, "roamTime", Q_irand( 2000, 5000 ) );
|
|
TIMER_Set( NPC, "stick", Q_irand( 2000, 5000 ) );
|
|
}
|
|
else if ( (group->morale-group->numGroup>0) )
|
|
{//try to move in on the enemy
|
|
cpFlags |= ST_ApproachEnemy( NPC );
|
|
//set me into scout mode
|
|
AI_GroupUpdateSquadstates( group, NPC, SQUAD_SCOUT );
|
|
}
|
|
else
|
|
{//use normal decision making process
|
|
cpFlags |= ST_GetCPFlags();
|
|
}
|
|
}
|
|
else
|
|
{//someone in-between
|
|
if ( (group->morale-group->numGroup<0) || !Q_irand( 0, 4 ) )
|
|
{//do something
|
|
cpFlags |= ST_GetCPFlags();
|
|
}
|
|
else
|
|
{
|
|
TIMER_Set( NPC, "stick", Q_irand( 2000, 4000 ) );
|
|
TIMER_Set( NPC, "roamTime", Q_irand( 2000, 4000 ) );
|
|
}
|
|
}
|
|
}
|
|
}
|
|
if ( !cpFlags )
|
|
{//still not moving
|
|
//see if we should say something?
|
|
/*
|
|
if ( NPC->attackDebounceTime < level.time - 2000 )
|
|
{//we, personally, haven't shot for 2 seconds
|
|
//maybe yell at the enemy?
|
|
ST_Speech( NPC, SPEECH_CHARGE, 0.9f );
|
|
}
|
|
*/
|
|
|
|
//see if we should do other fun stuff
|
|
//toy with ducking
|
|
if ( TIMER_Done( NPC, "duck" ) )
|
|
{//not ducking
|
|
if ( TIMER_Done( NPC, "stand" ) )
|
|
{//don't have to keep standing
|
|
if ( NPCInfo->combatPoint == -1 || (level.combatPoints[NPCInfo->combatPoint].flags&CPF_DUCK) )
|
|
{//okay to duck here
|
|
if ( !Q_irand( 0, 3 ) )
|
|
{
|
|
TIMER_Set( NPC, "duck", Q_irand( 1000, 3000 ) );
|
|
}
|
|
}
|
|
}
|
|
}
|
|
//FIXME: what about CPF_LEAN?
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
//clear the local state
|
|
NPCInfo->localState = LSTATE_NONE;
|
|
|
|
if ( NPCInfo->scriptFlags&SCF_USE_CP_NEAREST )
|
|
{
|
|
cpFlags &= ~(CP_FLANK|CP_APPROACH_ENEMY|CP_CLOSEST);
|
|
cpFlags |= CP_NEAREST;
|
|
}
|
|
//Assign combat points
|
|
if ( cpFlags )
|
|
{//we want to run to a combat point
|
|
/*
|
|
if ( NPCInfo->combatPoint != -1 )
|
|
{//if we're on a combat point, we obviously don't want the one we're closest to
|
|
cpFlags |= CP_AVOID;
|
|
}
|
|
*/
|
|
|
|
if ( group->enemy->client->ps.weapon == WP_SABER && group->enemy->client->ps.saberLength > 0 )
|
|
{//we obviously want to avoid the enemy if he has a saber
|
|
cpFlags |= CP_AVOID_ENEMY;
|
|
avoidDist = 256;
|
|
}
|
|
|
|
//remember what we *wanted* to do...
|
|
cpFlags_org = cpFlags;
|
|
|
|
//now get a combat point
|
|
if ( cp == -1 )
|
|
{//may have had sone set above
|
|
cp = NPC_FindCombatPoint( NPC->currentOrigin, NPC->currentOrigin, group->enemy->currentOrigin, cpFlags|CP_HAS_ROUTE, avoidDist, NPCInfo->lastFailedCombatPoint );
|
|
}
|
|
while ( cp == -1 && cpFlags != CP_ANY )
|
|
{//start "OR"ing out certain flags to see if we can find *any* point
|
|
if ( cpFlags & CP_INVESTIGATE )
|
|
{//don't need to investigate
|
|
cpFlags &= ~CP_INVESTIGATE;
|
|
}
|
|
else if ( cpFlags & CP_SQUAD )
|
|
{//don't need to stick to squads
|
|
cpFlags &= ~CP_SQUAD;
|
|
}
|
|
else if ( cpFlags & CP_DUCK )
|
|
{//don't need to duck
|
|
cpFlags &= ~CP_DUCK;
|
|
}
|
|
else if ( cpFlags & CP_NEAREST )
|
|
{//don't need closest one to me
|
|
cpFlags &= ~CP_NEAREST;
|
|
}
|
|
else if ( cpFlags & CP_FLANK )
|
|
{//don't need to flank enemy
|
|
cpFlags &= ~CP_FLANK;
|
|
}
|
|
else if ( cpFlags & CP_SAFE )
|
|
{//don't need one that hasn't been shot at recently
|
|
cpFlags &= ~CP_SAFE;
|
|
}
|
|
else if ( cpFlags & CP_CLOSEST )
|
|
{//don't need to get closest to enemy
|
|
cpFlags &= ~CP_CLOSEST;
|
|
//but let's try to approach at least
|
|
cpFlags |= CP_APPROACH_ENEMY;
|
|
}
|
|
else if ( cpFlags & CP_APPROACH_ENEMY )
|
|
{//don't need to approach enemy
|
|
cpFlags &= ~CP_APPROACH_ENEMY;
|
|
}
|
|
else if ( cpFlags & CP_COVER )
|
|
{//don't need cover
|
|
cpFlags &= ~CP_COVER;
|
|
//but let's pick one that makes us duck
|
|
cpFlags |= CP_DUCK;
|
|
}
|
|
else if ( cpFlags & CP_CLEAR )
|
|
{//don't need a clear shot to enemy
|
|
cpFlags &= ~CP_CLEAR;
|
|
}
|
|
else if ( cpFlags & CP_AVOID_ENEMY )
|
|
{//don't need to avoid enemy
|
|
cpFlags &= ~CP_AVOID_ENEMY;
|
|
}
|
|
else if ( cpFlags & CP_RETREAT )
|
|
{//don't need to retreat
|
|
cpFlags &= ~CP_RETREAT;
|
|
}
|
|
else if ( cpFlags &CP_FLEE )
|
|
{//don't need to flee
|
|
cpFlags &= ~CP_FLEE;
|
|
//but at least avoid enemy and pick one that gives cover
|
|
cpFlags |= (CP_COVER|CP_AVOID_ENEMY);
|
|
}
|
|
else if ( cpFlags & CP_AVOID )
|
|
{//okay, even pick one right by me
|
|
cpFlags &= ~CP_AVOID;
|
|
}
|
|
else
|
|
{
|
|
cpFlags = CP_ANY;
|
|
}
|
|
//now try again
|
|
cp = NPC_FindCombatPoint( NPC->currentOrigin, NPC->currentOrigin, group->enemy->currentOrigin, cpFlags|CP_HAS_ROUTE, avoidDist );
|
|
}
|
|
//see if we got a valid one
|
|
if ( cp != -1 )
|
|
{//found a combat point
|
|
//let others know that someone is now running
|
|
runner = qtrue;
|
|
//don't change course again until we get to where we're going
|
|
TIMER_Set( NPC, "roamTime", Q3_INFINITE );
|
|
TIMER_Set( NPC, "verifyCP", Q_irand( 1000, 3000 ) );//don't make sure you're in your CP for 1 - 3 seconds
|
|
NPC_SetCombatPoint( cp );
|
|
NPC_SetMoveGoal( NPC, level.combatPoints[cp].origin, 8, qtrue, cp );
|
|
//okay, try a move right now to see if we can even get there
|
|
|
|
//if ( ST_Move() )
|
|
{//we actually can get to it, so okay to say you're going there.
|
|
//FIXME: Hmm... any way we can store this move info so we don't have to do it again
|
|
// when our turn to think comes up?
|
|
|
|
//set us up so others know we're on the move
|
|
if ( squadState != SQUAD_IDLE )
|
|
{
|
|
AI_GroupUpdateSquadstates( group, NPC, squadState );
|
|
}
|
|
else if ( cpFlags&CP_FLEE )
|
|
{//outright running for your life
|
|
AI_GroupUpdateSquadstates( group, NPC, SQUAD_RETREAT );
|
|
}
|
|
else
|
|
{//any other kind of transition between combat points
|
|
AI_GroupUpdateSquadstates( group, NPC, SQUAD_TRANSITION );
|
|
}
|
|
|
|
//unless we're trying to flee, walk slowly
|
|
if ( !(cpFlags_org&CP_FLEE) )
|
|
{
|
|
//ucmd.buttons |= BUTTON_CAREFUL;
|
|
}
|
|
|
|
/*
|
|
if ( scouting )
|
|
{//successfully chasing enemy
|
|
ST_Speech( NPC, SPEECH_CHASE, 0.0f );
|
|
//don't say this again
|
|
//group->speechDebounceTime = level.time + 5000;
|
|
}
|
|
//flanking:
|
|
else */if ( cpFlags & CP_FLANK )
|
|
{
|
|
if ( group->numGroup > 1 )
|
|
{
|
|
NPC_ST_StoreMovementSpeech( SPEECH_OUTFLANK, -1 );
|
|
}
|
|
}
|
|
else
|
|
{//okay, let's cheat
|
|
if ( group->numGroup > 1 )
|
|
{
|
|
float dot = 1.0f;
|
|
if ( !Q_irand( 0, 3 ) )
|
|
{//25% of the time, see if we're flanking the enemy
|
|
vec3_t eDir2Me, eDir2CP;
|
|
|
|
VectorSubtract( NPC->currentOrigin, group->enemy->currentOrigin, eDir2Me );
|
|
VectorNormalize( eDir2Me );
|
|
|
|
VectorSubtract( level.combatPoints[NPCInfo->combatPoint].origin, group->enemy->currentOrigin, eDir2CP );
|
|
VectorNormalize( eDir2CP );
|
|
|
|
dot = DotProduct( eDir2Me, eDir2CP );
|
|
}
|
|
|
|
if ( dot < 0.4 )
|
|
{//flanking!
|
|
NPC_ST_StoreMovementSpeech( SPEECH_OUTFLANK, -1 );
|
|
}
|
|
else if ( !Q_irand( 0, 10 ) )
|
|
{//regular movement
|
|
NPC_ST_StoreMovementSpeech( SPEECH_YELL, 0.2f );//was SPEECH_COVER
|
|
}
|
|
}
|
|
}
|
|
/*
|
|
else if ( cpFlags & CP_CLOSEST || cpFlags & CP_APPROACH_ENEMY )
|
|
{
|
|
if ( group->numGroup > 1 )
|
|
{
|
|
NPC_ST_StoreMovementSpeech( SPEECH_CHASE, 0.4f );
|
|
}
|
|
}
|
|
*/
|
|
}//else: nothing, a failed move should clear the combatPoint and you can try again next frame
|
|
}
|
|
else if ( NPCInfo->squadState == SQUAD_SCOUT )
|
|
{//we couldn't find a combatPoint by the player, so just go after him directly
|
|
ST_HuntEnemy( NPC );
|
|
//set me into scout mode
|
|
AI_GroupUpdateSquadstates( group, NPC, SQUAD_SCOUT );
|
|
//AI should take care of rest
|
|
}
|
|
}
|
|
}
|
|
|
|
RestoreNPCGlobals();
|
|
return;
|
|
}
|
|
|
|
/*
|
|
-------------------------
|
|
NPC_BSST_Attack
|
|
-------------------------
|
|
*/
|
|
|
|
void NPC_BSST_Attack( void )
|
|
{
|
|
//Don't do anything if we're hurt
|
|
if ( NPC->painDebounceTime > level.time )
|
|
{
|
|
NPC_UpdateAngles( qtrue, qtrue );
|
|
return;
|
|
}
|
|
|
|
//NPC_CheckEnemy( qtrue, qfalse );
|
|
//If we don't have an enemy, just idle
|
|
if ( NPC_CheckEnemyExt() == qfalse )//!NPC->enemy )//
|
|
{
|
|
NPC->enemy = NULL;
|
|
if( NPC->client->playerTeam == TEAM_PLAYER )
|
|
{
|
|
NPC_BSPatrol();
|
|
}
|
|
else
|
|
{
|
|
NPC_BSST_Patrol();//FIXME: or patrol?
|
|
}
|
|
return;
|
|
}
|
|
|
|
//FIXME: put some sort of delay into the guys depending on how they saw you...?
|
|
|
|
//Get our group info
|
|
if ( TIMER_Done( NPC, "interrogating" ) )
|
|
{
|
|
AI_GetGroup( NPC );//, 45, 512, NPC->enemy );
|
|
}
|
|
else
|
|
{
|
|
//FIXME: when done interrogating, I should send out a team alert!
|
|
}
|
|
|
|
if ( NPCInfo->group )
|
|
{//I belong to a squad of guys - we should *always* have a group
|
|
if ( !NPCInfo->group->processed )
|
|
{//I'm the first ent in my group, I'll make the command decisions
|
|
#if AI_TIMERS
|
|
int startTime = GetTime(0);
|
|
#endif// AI_TIMERS
|
|
ST_Commander();
|
|
#if AI_TIMERS
|
|
int commTime = GetTime ( startTime );
|
|
if ( commTime > 20 )
|
|
{
|
|
gi.Printf( S_COLOR_RED"ERROR: Commander time: %d\n", commTime );
|
|
}
|
|
else if ( commTime > 10 )
|
|
{
|
|
gi.Printf( S_COLOR_YELLOW"WARNING: Commander time: %d\n", commTime );
|
|
}
|
|
else if ( commTime > 2 )
|
|
{
|
|
gi.Printf( S_COLOR_GREEN"Commander time: %d\n", commTime );
|
|
}
|
|
#endif// AI_TIMERS
|
|
}
|
|
}
|
|
else if ( TIMER_Done( NPC, "flee" ) && NPC_CheckForDanger( NPC_CheckAlertEvents( qtrue, qtrue, -1, qfalse, AEL_DANGER ) ) )
|
|
{//not already fleeing, and going to run
|
|
ST_Speech( NPC, SPEECH_COVER, 0 );
|
|
NPC_UpdateAngles( qtrue, qtrue );
|
|
return;
|
|
}
|
|
|
|
if ( !NPC->enemy )
|
|
{//WTF? somehow we lost our enemy?
|
|
NPC_BSST_Patrol();//FIXME: or patrol?
|
|
return;
|
|
}
|
|
|
|
enemyLOS = enemyCS = enemyInFOV = qfalse;
|
|
move = qtrue;
|
|
faceEnemy = qfalse;
|
|
shoot = qfalse;
|
|
hitAlly = qfalse;
|
|
VectorClear( impactPos );
|
|
enemyDist = DistanceSquared( NPC->currentOrigin, NPC->enemy->currentOrigin );
|
|
|
|
vec3_t enemyDir, shootDir;
|
|
VectorSubtract( NPC->enemy->currentOrigin, NPC->currentOrigin, enemyDir );
|
|
VectorNormalize( enemyDir );
|
|
AngleVectors( NPC->client->ps.viewangles, shootDir, NULL, NULL );
|
|
float dot = DotProduct( enemyDir, shootDir );
|
|
if ( dot > 0.5f ||( enemyDist * (1.0f-dot)) < 10000 )
|
|
{//enemy is in front of me or they're very close and not behind me
|
|
enemyInFOV = qtrue;
|
|
}
|
|
|
|
if ( enemyDist < MIN_ROCKET_DIST_SQUARED )//128
|
|
{//enemy within 128
|
|
if ( (NPC->client->ps.weapon == WP_FLECHETTE || NPC->client->ps.weapon == WP_REPEATER) &&
|
|
(NPCInfo->scriptFlags & SCF_ALT_FIRE) )
|
|
{//shooting an explosive, but enemy too close, switch to primary fire
|
|
NPCInfo->scriptFlags &= ~SCF_ALT_FIRE;
|
|
//FIXME: we can never go back to alt-fire this way since, after this, we don't know if we were initially supposed to use alt-fire or not...
|
|
}
|
|
}
|
|
else if ( enemyDist > 65536 )//256 squared
|
|
{
|
|
if ( NPC->client->ps.weapon == WP_DISRUPTOR )
|
|
{//sniping... should be assumed
|
|
if ( !(NPCInfo->scriptFlags&SCF_ALT_FIRE) )
|
|
{//use primary fire
|
|
NPCInfo->scriptFlags |= SCF_ALT_FIRE;
|
|
//reset fire-timing variables
|
|
NPC_ChangeWeapon( WP_DISRUPTOR );
|
|
NPC_UpdateAngles( qtrue, qtrue );
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
|
|
//can we see our target?
|
|
if ( NPC_ClearLOS( NPC->enemy ) )
|
|
{
|
|
AI_GroupUpdateEnemyLastSeen( NPCInfo->group, NPC->enemy->currentOrigin );
|
|
NPCInfo->enemyLastSeenTime = level.time;
|
|
enemyLOS = qtrue;
|
|
|
|
if ( NPC->client->ps.weapon == WP_NONE )
|
|
{
|
|
enemyCS = qfalse;//not true, but should stop us from firing
|
|
NPC_AimAdjust( -1 );//adjust aim worse longer we have no weapon
|
|
}
|
|
else
|
|
{//can we shoot our target?
|
|
if ( (NPC->client->ps.weapon == WP_ROCKET_LAUNCHER || (NPC->client->ps.weapon == WP_FLECHETTE && (NPCInfo->scriptFlags&SCF_ALT_FIRE))) && enemyDist < MIN_ROCKET_DIST_SQUARED )//128*128
|
|
{
|
|
enemyCS = qfalse;//not true, but should stop us from firing
|
|
hitAlly = qtrue;//us!
|
|
//FIXME: if too close, run away!
|
|
}
|
|
else if ( enemyInFOV )
|
|
{//if enemy is FOV, go ahead and check for shooting
|
|
int hit = NPC_ShotEntity( NPC->enemy, impactPos );
|
|
gentity_t *hitEnt = &g_entities[hit];
|
|
|
|
if ( hit == NPC->enemy->s.number
|
|
|| ( hitEnt && hitEnt->client && hitEnt->client->playerTeam == NPC->client->enemyTeam )
|
|
|| ( hitEnt && hitEnt->takedamage && ((hitEnt->svFlags&SVF_GLASS_BRUSH)||hitEnt->health < 40||NPC->s.weapon == WP_EMPLACED_GUN) ) )
|
|
{//can hit enemy or enemy ally or will hit glass or other minor breakable (or in emplaced gun), so shoot anyway
|
|
AI_GroupUpdateClearShotTime( NPCInfo->group );
|
|
enemyCS = qtrue;
|
|
NPC_AimAdjust( 2 );//adjust aim better longer we have clear shot at enemy
|
|
VectorCopy( NPC->enemy->currentOrigin, NPCInfo->enemyLastSeenLocation );
|
|
}
|
|
else
|
|
{//Hmm, have to get around this bastard
|
|
NPC_AimAdjust( 1 );//adjust aim better longer we can see enemy
|
|
ST_ResolveBlockedShot( hit );
|
|
if ( hitEnt && hitEnt->client && hitEnt->client->playerTeam == NPC->client->playerTeam )
|
|
{//would hit an ally, don't fire!!!
|
|
hitAlly = qtrue;
|
|
}
|
|
else
|
|
{//Check and see where our shot *would* hit... if it's not close to the enemy (within 256?), then don't fire
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
enemyCS = qfalse;//not true, but should stop us from firing
|
|
}
|
|
}
|
|
}
|
|
else if ( gi.inPVS( NPC->enemy->currentOrigin, NPC->currentOrigin ) )
|
|
{
|
|
NPCInfo->enemyLastSeenTime = level.time;
|
|
faceEnemy = qtrue;
|
|
NPC_AimAdjust( -1 );//adjust aim worse longer we cannot see enemy
|
|
}
|
|
|
|
if ( NPC->client->ps.weapon == WP_NONE )
|
|
{
|
|
faceEnemy = qfalse;
|
|
shoot = qfalse;
|
|
}
|
|
else
|
|
{
|
|
if ( enemyLOS )
|
|
{//FIXME: no need to face enemy if we're moving to some other goal and he's too far away to shoot?
|
|
faceEnemy = qtrue;
|
|
}
|
|
if ( enemyCS )
|
|
{
|
|
shoot = qtrue;
|
|
}
|
|
}
|
|
|
|
//Check for movement to take care of
|
|
ST_CheckMoveState();
|
|
|
|
//See if we should override shooting decision with any special considerations
|
|
ST_CheckFireState();
|
|
|
|
if ( faceEnemy )
|
|
{//face the enemy
|
|
NPC_FaceEnemy( qtrue );
|
|
}
|
|
|
|
if ( !(NPCInfo->scriptFlags&SCF_CHASE_ENEMIES) )
|
|
{//not supposed to chase my enemies
|
|
if ( NPCInfo->goalEntity == NPC->enemy )
|
|
{//goal is my entity, so don't move
|
|
move = qfalse;
|
|
}
|
|
}
|
|
|
|
if ( NPC->client->fireDelay && NPC->s.weapon == WP_ROCKET_LAUNCHER )
|
|
{
|
|
move = qfalse;
|
|
}
|
|
|
|
if ( move )
|
|
{//move toward goal
|
|
if ( NPCInfo->goalEntity )//&& ( NPCInfo->goalEntity != NPC->enemy || enemyDist > 10000 ) )//100 squared
|
|
{
|
|
move = ST_Move();
|
|
}
|
|
else
|
|
{
|
|
move = qfalse;
|
|
}
|
|
}
|
|
|
|
if ( !move )
|
|
{
|
|
if ( !TIMER_Done( NPC, "duck" ) )
|
|
{
|
|
ucmd.upmove = -127;
|
|
}
|
|
//FIXME: what about leaning?
|
|
}
|
|
else
|
|
{//stop ducking!
|
|
TIMER_Set( NPC, "duck", -1 );
|
|
}
|
|
|
|
if ( !TIMER_Done( NPC, "flee" ) )
|
|
{//running away
|
|
faceEnemy = qfalse;
|
|
}
|
|
|
|
//FIXME: check scf_face_move_dir here?
|
|
|
|
if ( !faceEnemy )
|
|
{//we want to face in the dir we're running
|
|
if ( !move )
|
|
{//if we haven't moved, we should look in the direction we last looked?
|
|
VectorCopy( NPC->client->ps.viewangles, NPCInfo->lastPathAngles );
|
|
}
|
|
NPCInfo->desiredYaw = NPCInfo->lastPathAngles[YAW];
|
|
NPCInfo->desiredPitch = 0;
|
|
NPC_UpdateAngles( qtrue, qtrue );
|
|
if ( move )
|
|
{//don't run away and shoot
|
|
shoot = qfalse;
|
|
}
|
|
}
|
|
|
|
if ( NPCInfo->scriptFlags & SCF_DONT_FIRE )
|
|
{
|
|
shoot = qfalse;
|
|
}
|
|
|
|
if ( NPC->enemy && NPC->enemy->enemy )
|
|
{
|
|
if ( NPC->enemy->s.weapon == WP_SABER && NPC->enemy->enemy->s.weapon == WP_SABER )
|
|
{//don't shoot at an enemy jedi who is fighting another jedi, for fear of injuring one or causing rogue blaster deflections (a la Obi Wan/Vader duel at end of ANH)
|
|
shoot = qfalse;
|
|
}
|
|
}
|
|
//FIXME: don't shoot right away!
|
|
if ( NPC->client->fireDelay )
|
|
{
|
|
if ( NPC->s.weapon == WP_ROCKET_LAUNCHER )
|
|
{
|
|
if ( !enemyLOS || !enemyCS )
|
|
{//cancel it
|
|
NPC->client->fireDelay = 0;
|
|
}
|
|
else
|
|
{//delay our next attempt
|
|
TIMER_Set( NPC, "attackDelay", Q_irand( 3000, 5000 ) );
|
|
}
|
|
}
|
|
}
|
|
else if ( shoot )
|
|
{//try to shoot if it's time
|
|
if ( TIMER_Done( NPC, "attackDelay" ) )
|
|
{
|
|
if( !(NPCInfo->scriptFlags & SCF_FIRE_WEAPON) ) // we've already fired, no need to do it again here
|
|
{
|
|
WeaponThink( qtrue );
|
|
}
|
|
//NASTY
|
|
if ( NPC->s.weapon == WP_ROCKET_LAUNCHER
|
|
&& (ucmd.buttons&BUTTON_ATTACK)
|
|
&& !move
|
|
&& g_spskill->integer > 1
|
|
&& !Q_irand( 0, 3 ) )
|
|
{//every now and then, shoot a homing rocket
|
|
ucmd.buttons &= ~BUTTON_ATTACK;
|
|
ucmd.buttons |= BUTTON_ALT_ATTACK;
|
|
NPC->client->fireDelay = Q_irand( 1000, 2500 );
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
void NPC_BSST_Default( void )
|
|
{
|
|
if( NPCInfo->scriptFlags & SCF_FIRE_WEAPON )
|
|
{
|
|
WeaponThink( qtrue );
|
|
}
|
|
|
|
if( !NPC->enemy )
|
|
{//don't have an enemy, look for one
|
|
NPC_BSST_Patrol();
|
|
}
|
|
else //if ( NPC->enemy )
|
|
{//have an enemy
|
|
NPC_CheckGetNewWeapon();
|
|
NPC_BSST_Attack();
|
|
}
|
|
}
|