mirror of
https://github.com/nzp-team/quakec.git
synced 2024-11-16 01:02:11 +00:00
880 lines
No EOL
21 KiB
C++
880 lines
No EOL
21 KiB
C++
/*
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server/ai/ai_core.qc
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ai stuff
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Copyright (C) 2021-2022 NZ:P Team
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This program is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to:
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Free Software Foundation, Inc.
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59 Temple Place - Suite 330
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Boston, MA 02111-1307, USA
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*/
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void(float what) play_sound_z;
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void() LinkZombiesHitbox;
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void() path_corner_touch =
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{
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self.origin_z = self.origin_z + 32;
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setorigin(self, self.origin);
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self.classname = "path_corner";
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self.movetype = MOVETYPE_NONE;
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self.solid = SOLID_NOT;
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self.touch = SUB_Null;
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setsize(self, '0 0 0 ', '0 0 0');
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if(!self.target)
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{
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if (self.spawnflags & 1)
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return;
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bprint(PRINT_HIGH, "path_corner with name: ");
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bprint(PRINT_HIGH, self.targetname);
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bprint(PRINT_HIGH, " has no target!\n");
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}
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}
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//We want the path corner to drop to the ground and then we set it up 32 units so it's exact
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void() path_corner =
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{
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self.classname = "path_corner_set";
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self.movetype = MOVETYPE_BOUNCE;
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self.solid = SOLID_BBOX;
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self.touch = path_corner_touch;
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setsize(self, '0 0 0 ', '0 0 0');
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};
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void removeZombie();
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void() Respawn =
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{
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Current_Zombies--;
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removeZombie();
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};
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entity(entity blarg) find_new_enemy =
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{
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entity targets;
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entity best_target;
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float best_distance;
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float distance;
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best_distance = 10000;
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best_target = world;
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if (blarg.classname == "ai_zombie" || blarg.classname == "ai_dog") {
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// Monkey Bomb (TODO -- if multiple, target first one thrown)
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targets = find(world, classname, "monkey_bomb");
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if (targets != world && blarg.classname != "ai_dog") {
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best_target = targets;
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return best_target;
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}
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// Now, try and find a viable player
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targets = find(world, classname, "player");
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while(targets != world) {
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// Don't target downed players.
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if (targets.downed == true || targets.isspec == true) {
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targets = find(targets, classname, "player");
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continue;
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}
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// Found one, let's see if it's closer than our last ideal target.
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distance = vlen(blarg.origin - targets.origin);
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if (distance < best_distance) {
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best_target = targets;
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best_distance = distance;
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}
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// Continue iterating
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targets = find(targets, classname, "player");
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}
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// Return a good player if we found one.
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if (best_target != world)
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return best_target;
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// We couldn't find a good player. How about a horde point?
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targets = find(world, classname, "zombie_horde_point");
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while(targets != world) {
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// Found one, let's see if it's closer than our last ideal target.
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distance = vlen(blarg.origin - targets.origin);
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if (distance < best_distance) {
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best_target = targets;
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best_distance = distance;
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}
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// Continue iterating
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targets = find(targets, classname, "zombie_horde_point");
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}
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// Last chance -- try a player spawn point.
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targets = find(world, classname, "info_player_1_spawn");
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while(targets != world) {
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// Found one, let's see if it's closer than our last ideal target.
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distance = vlen(blarg.origin - targets.origin);
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if (distance < best_distance) {
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best_target = targets;
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best_distance = distance;
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}
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// Continue iterating
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targets = find(targets, classname, "info_player_1_spawn");
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}
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// Return a horde point if we found one.
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if (best_target != world)
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return best_target;
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}
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// We didn't have much luck, just return the world.
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return best_target;
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};
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float() avoid_zombies =
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{
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local entity ent;
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ent = findradius(self.origin,23);//22.67
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makevectors(self.angles);
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float left_amount, right_amount;
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left_amount = right_amount = 0;
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while(ent)
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{
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if(ent.classname == "ai_zombie" && ent != self)
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{
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local vector vec_b;
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local float dot;
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//vec_b = normalize(self.origin - ent.origin);
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//dot = v_right * vec_b;
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//dot = self.angles_y - (dot > 0.5) ? 90 : 270;
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vec_b = (self.origin - ent.origin);
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dot = (v_right_x * vec_b_x) + (v_right_y * vec_b_y);//dot product
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if(dot > 0)// on right
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right_amount++;
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else// on left
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left_amount++;
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}
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ent = ent.chain;
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}
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if(left_amount + right_amount == 0)
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return 0;
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return (left_amount > right_amount) ? 15 : -15;
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};
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float() push_away_zombies =
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{
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local entity ent;
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ent = findradius(self.origin,11);
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float return_value;
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return_value = 0;
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while(ent)
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{
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if(ent.classname == "ai_zombie" && ent != self)
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{
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vector push;
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push = ent.origin - self.origin;
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push_z = 0;
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push = normalize(push) * 10;
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ent.velocity += push;
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return_value = 1;
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}
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ent = ent.chain;
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}
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return return_value;
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}
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void(float dist, vector vec) do_walk_to_vec =
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{
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if(dist == 0)
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return;
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self.ideal_yaw = vectoyaw(vec - self.origin);
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if(self.outside == false)
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{
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// this is a performance net negative for like 0 gain in horde space.
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push_away_zombies();
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}
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ChangeYaw();
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vector new_velocity;
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float len;
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len = vlen(self.origin - vec);
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if(dist > len)//if we're moving past our goal position
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{
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dist = len;
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}
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//This movement method is moving directly towards the goal, regardless of where our yaw is facing (fixes several issues)
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new_velocity = normalize(vec - self.origin) * dist * 10;
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new_velocity_z = self.velocity_z;
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self.velocity = new_velocity;
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};
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void(float dist) do_walk =
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{
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do_walk_to_vec(dist,self.goalentity.origin);
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};
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void(float dist) walk_to_window =
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{
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do_walk_to_vec(dist,self.goalorigin);
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};
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// unused
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void(vector org, float scale) interpolateToVector =
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{
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self.origin_x += (org_x - self.origin_x) * scale;
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self.origin_y += (org_y - self.origin_y) * scale;
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setorigin(self,self.origin);
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self.zoom = 1;//value to let engine know to not check for collisions
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}
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float(vector where) nearby =
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{
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if(self.classname == "ai_zombie" || self.classname == "ai_dog")
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{
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float xdist;
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float ydist;
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float zdist;
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xdist = fabs(self.origin_x - where_x);
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ydist = fabs(self.origin_y - where_y);
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zdist = fabs(self.origin_z - where_z);
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if(xdist < 4 && ydist < 4)//horizontal distance is fairly close
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{
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if(zdist < 50)//vertical distance just has to be arbitrarily close
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{
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return 1;
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}
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}
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return 0;
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}
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return 0;
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};
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void(float dist) Window_Walk =
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{
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if(self.reload_delay < time)
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Respawn();
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if(self.hop_step == 0)//following path corners
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{
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if(self.goalentity == world)
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{
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if((!self.target) && (self.outside == TRUE))
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{
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bprint(PRINT_HIGH, "Error: Outside zombie spawn point has no target.\n");
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Respawn();
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}
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self.goalentity = find(world,targetname, self.target);
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if(!self.goalentity)
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{
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bprint(PRINT_HIGH, "Error: Outside zombie spawn point target does not exist.\n");
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Respawn();
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}
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}
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if(self.goalentity.classname == "path_corner" && nearby(self.goalentity.origin))
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{
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if (self.goalentity.spawnflags & 1) //this path corner sets zombie on inside.
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{
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self.outside = FALSE;
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self.goalentity = world;
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self.enemy = find_new_enemy(self);
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self.th_walk();
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return;
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}
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self.reload_delay = time + 30;
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self.goalentity = find(world,targetname,self.goalentity.target);
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//Assumption is that when the zombie is outside, we can always walk from one path_corner to the next in a straight line, any devation should be corrected by the mapper
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}
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do_walk(dist);
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if(self.goalentity.classname == "window")
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{
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if(!self.goalentity.box1owner)
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{
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//self.used = WBOX1;
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self.goalentity.box1owner = self;
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self.goalorigin = self.goalentity.box1;
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self.hop_step = 3;
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self.reload_delay = time + 30;
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}
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else if(!self.goalentity.box2owner)
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{
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//self.used = WBOX2;
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self.goalentity.box2owner = self;
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self.goalorigin = self.goalentity.box2;
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self.hop_step = 3;
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self.reload_delay = time + 30;
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}
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else if(!self.goalentity.box3owner)
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{
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//self.used = WBOX3;
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self.goalentity.box3owner = self;
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self.goalorigin = self.goalentity.box3;
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self.hop_step = 3;
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self.reload_delay = time + 30;
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}
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else if(vlen(self.origin - self.goalentity.origin) < 150)
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{
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//we don't claim the idlebox
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//self.used = WIDLEBOX;
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self.goalorigin = self.goalentity.idlebox;
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self.hop_step = 1;
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self.reload_delay = time + 30;
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}
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//else we continue walking to window until we either find one that's good, or we are close enough to chase idle_spot
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}
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}
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else if(self.hop_step == 1)//walking to the window's idle location
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{
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if(nearby(self.goalorigin))
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{
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self.hop_step = 2;
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self.reload_delay = time + 30;
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self.th_idle();
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}
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else
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{
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walk_to_window(dist);
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}
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}
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else if(self.hop_step == 2)//we're at idle box, waiting for a window attack box to be free...
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{
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if(!self.goalentity.box1owner)
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{
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//self.used = WBOX1;
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self.goalentity.box1owner = self;
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self.goalorigin = self.goalentity.box1;
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self.hop_step = 3;
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self.reload_delay = time + 30;
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self.th_walk();
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}
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else if(!self.goalentity.box2owner)
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{
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//self.used = WBOX2;
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self.goalentity.box2owner = self;
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self.goalorigin = self.goalentity.box2;
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self.hop_step = 3;
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self.reload_delay = time + 30;
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self.th_walk();
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}
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else if(!self.goalentity.box3owner)
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{
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//self.used = WBOX3;
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self.goalentity.box3owner = self;
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self.goalorigin = self.goalentity.box3;
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self.hop_step = 3;
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self.reload_delay = time + 30;
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self.th_walk();
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}
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}
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else if(self.hop_step == 3)//walking to window attack box
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{
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if(nearby(self.goalorigin))
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{
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self.hop_step = 4;
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self.reload_delay = time + 30;
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self.th_idle();
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}
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else
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{
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walk_to_window(dist);
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}
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}
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else if(self.hop_step == 4)//attacking box
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{
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if(self.chase_time < time)
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{
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if(self.angles_z != self.goalentity.angles_z)
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{
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self.ideal_yaw = self.goalentity.angles_z;
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ChangeYaw();
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return;
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}
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if(self.goalentity.health > 0 && !self.goalentity.owner)
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{
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self.reload_delay = time + 30;
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self.th_melee();
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if(rounds <= 5)
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self.chase_time = time + 1.5;
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else
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self.chase_time = time + 0.75;
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return;
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} else if (self.goalentity.owner) {
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self.chase_time = time + 0.15;
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return;
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}
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}
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if(self.goalentity.health <= 0 && !self.goalentity.owner)
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{
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self.outside = 2;
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self.chase_time = 0;
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self.hop_step = 0;
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}
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else return;
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}
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};
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//
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// kind of a shoddy fix, but essentially what we do to fix
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// issues with zomb ents colliding with each other during hopping
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// is make sure we wait a bit longer before freeing the window for
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// another usage.
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//
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void() free_window =
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{
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self.usedent = world;
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}
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void(float dist) Window_Hop =
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{
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if(self.hop_step == 0) {
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if(self.goalentity.box1owner == self) {//we're at center box.
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self.hop_step = 4;
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} else {
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self.hop_step = 1;//wait for box1 to be free so we can claim it and walk to it.
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self.th_idle();
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}
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}
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if(self.hop_step == 1) {//waiting idly for box1 to be free, when free, we will claim it.
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if(!self.goalentity.box1owner || self.goalentity.box1owner == self) {
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self.goalentity.box1owner = self;
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if(self.goalentity.box2owner == self)
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self.goalentity.box2owner = world;
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if(self.goalentity.box3owner == self)
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self.goalentity.box3owner = world;
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//self.used = WBOX1;
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self.goalorigin = self.goalentity.box1;
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self.hop_step = 2;
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self.th_walk();
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}
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}
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if(self.hop_step == 2) {//we've claimed it, walk to box1
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if(nearby(self.goalorigin)) {
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self.hop_step = 4;
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self.angles = self.goalentity.angles;
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} else {
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walk_to_window(dist);
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}
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}
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if(self.hop_step == 4 && self.chase_time < time) {//we're at this step because we already own box1, so don't even check if window is busy...
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if(!self.goalentity.usedent) {
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self.hop_step = 5;
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self.angles = self.goalentity.angles;
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self.goalentity.box1owner = world;//free box1
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self.goalentity.usedent = self;//we own the window
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//don't need to set goalorigin here
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//self.used = WWINDOW;
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self.chase_time = 0;
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self.th_windowhop();
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return;
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} else {
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self.tries++;
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self.chase_time = time + 0.2;
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if(self.tries > 10) {
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// wait enough time before freeing window, to give time for zomb to move.
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if (!self.goalentity.owner) {
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self.goalentity.think = free_window;
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self.goalentity.nextthink = time + 0.5;
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}
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//self.goalentity.usedent = world;//free up the window if we've been waiting to hop
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}
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}
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}
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if(self.hop_step == 6) {
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self.outside = FALSE;
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//self.goalentity.usedent = world;//free up the window, we're done hopping it
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//self.used = 0;
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if (!self.goalentity.owner) {
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self.goalentity.think = free_window;
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self.goalentity.nextthink = time + 0.5;
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}
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self.goalentity = world;
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self.enemy = find_new_enemy(self);
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//self.th_die();
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self.th_walk();
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//LinkZombiesHitbox();
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//bprint (PRINT_HIGH, "Linked hitboxes");
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}
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}
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float() TryWalkToEnemy =
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{
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// TryWalkToEnemy attempts to see if a Zombie can ignore waypoints
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// and just charge straight towards its enemy. Originally, this was
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// pretty broken and limited. If it could draw a line from its origin
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// to the player's, it'd walk right towards it. This was an issue if
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// only the zombies's torso was exposed but not the head (meaning it
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// could not fit in a walkable space). It now performs both a head
|
|
// trace and a foot trace. It also makes sure the Z (up/down) axis
|
|
// between the two entities are in close proximity to avoid neglecting
|
|
// staircases. -- cypress (30 Oct 2023)
|
|
float TraceResultHead, TraceResultFeet;
|
|
TraceResultHead = tracemove(self.origin + '0 0 32',VEC_HULL_MIN,VEC_HULL_MAX,self.enemy.origin,TRUE,self);
|
|
TraceResultFeet = tracemove(self.origin - '0 0 24',VEC_HULL_MIN,VEC_HULL_MAX,self.enemy.origin,TRUE,self);
|
|
float z_axis_diff = fabs(self.origin_z - self.enemy.origin_z);
|
|
if(TraceResultHead == 1 && TraceResultFeet == 1 && z_axis_diff <= 30) {
|
|
self.goalentity = self.enemy;
|
|
self.chase_time = time + 7;
|
|
return 1;
|
|
} else {
|
|
return 0;
|
|
}
|
|
};
|
|
|
|
void() PathfindToEnemy =
|
|
{
|
|
float path_result;
|
|
float path_failure;
|
|
|
|
//just to stop any warns.
|
|
path_failure = 0;
|
|
|
|
#ifndef FTE
|
|
|
|
path_result = Do_Pathfind_psp(self, self.enemy);
|
|
|
|
#else
|
|
|
|
path_result = Do_Pathfind(self, self.enemy);
|
|
|
|
#endif // FTE
|
|
|
|
if (path_result >= 1) {
|
|
|
|
#ifndef FTE
|
|
|
|
self.goaldummy.origin = Get_First_Waypoint(self, self.origin, VEC_HULL_MIN, VEC_HULL_MAX);
|
|
setorigin(self.goaldummy, self.goaldummy.origin);
|
|
path_failure = path_result;
|
|
|
|
#else
|
|
|
|
self.goalway = path_result;
|
|
setorigin(self.goaldummy,waypoints[self.goalway].org);
|
|
path_failure = self.goalway;
|
|
|
|
#endif // FTE
|
|
|
|
self.goalentity = self.goaldummy;
|
|
self.chase_time = time + 7;
|
|
|
|
} else if (path_failure == -1) {
|
|
self.goalentity = self.enemy;
|
|
self.chase_time = time + 6;
|
|
} else {
|
|
|
|
#ifdef FTE
|
|
|
|
bprint(PRINT_HIGH, "FirstPathfind Failure\n");
|
|
|
|
#endif // FTE
|
|
|
|
}
|
|
}
|
|
|
|
void() NextPathfindToEnemy {
|
|
// same as PathfindToEnemy on non-FTE platforms
|
|
|
|
#ifndef FTE
|
|
|
|
float path_success;
|
|
path_success = Do_Pathfind_psp(self,self.enemy);
|
|
if(path_success ==1) {
|
|
self.goaldummy.origin = Get_Next_Waypoint(self,self.origin,VEC_HULL_MIN,VEC_HULL_MAX);
|
|
setorigin(self.goaldummy,self.goaldummy.origin);
|
|
self.goalentity = self.goaldummy;
|
|
self.chase_time = time + 7;
|
|
} else if(path_success == -1){
|
|
self.goalentity = self.enemy;
|
|
self.chase_time = time + 6;
|
|
} else {
|
|
bprint(PRINT_HIGH, "NextPathfind Failure\n"); // this lags like hell
|
|
}
|
|
|
|
#else
|
|
|
|
self.way_cur++;
|
|
|
|
if (self.way_cur < 40 && self.way_path[self.way_cur] != -1) {
|
|
self.goalway = self.way_path[self.way_cur];
|
|
setorigin(self.goaldummy,waypoints[self.goalway-1].org);
|
|
} else {
|
|
self.way_cur = 0;
|
|
}
|
|
|
|
#endif // FTE
|
|
|
|
}
|
|
|
|
#ifdef FTE
|
|
|
|
inline float(vector start, vector min, vector max, vector end, float nomonsters, entity forent) tracemove
|
|
{
|
|
//was tracebox
|
|
traceline(start,end,nomonsters,forent);
|
|
|
|
if(trace_ent == forent || trace_endpos == end) {
|
|
return 1;
|
|
} else {
|
|
return 0;
|
|
}
|
|
}
|
|
|
|
#endif // FTE
|
|
|
|
void(float dist) Inside_Walk = {
|
|
if(self.enemy_timeout < time || self.enemy == world || self.enemy.downed == true) {
|
|
self.enemy_timeout = time + 5;
|
|
local entity oldEnemy;
|
|
oldEnemy = self.enemy;
|
|
self.enemy = find_new_enemy(self);
|
|
}
|
|
//================Check for proximity to player ===========
|
|
if(vlen(self.enemy.origin - self.origin) < 60) {
|
|
if(self.enemy.classname == "monkey_bomb" && self.classname != "ai_dog") {
|
|
self.th_idle();
|
|
}
|
|
|
|
if(self.attack_delay < time) {
|
|
self.attack_delay = time + 1 + (1 * random());
|
|
|
|
if (self.enemy.health)
|
|
self.th_melee();
|
|
|
|
if (self.enemy.downed == true)
|
|
self.enemy = find_new_enemy(self);
|
|
self.goalentity = self.enemy;
|
|
self.chase_time = time + 5;
|
|
}
|
|
return;
|
|
}
|
|
|
|
if(vlen(self.enemy.origin - self.origin) < 600) {//50 feet
|
|
if(self.goalentity == self.enemy && self.chase_enemy_time > time) {
|
|
return;
|
|
}
|
|
if(TryWalkToEnemy())
|
|
{
|
|
self.chase_enemy_time = time + 0.5;
|
|
return;
|
|
}
|
|
}
|
|
|
|
if(self.goalentity == self.enemy) {
|
|
self.goalentity = self.goaldummy;
|
|
self.chase_time = 0;
|
|
}
|
|
//============= No Target ====================
|
|
if(self.goalentity == world) {//not sure when this would ever occur... but whatever.
|
|
self.goalentity = self.goaldummy;
|
|
}
|
|
//============ GoalDummy is Target ============
|
|
if(self.goalentity == self.goaldummy) {
|
|
if(nearby(self.goaldummy.origin)) {
|
|
|
|
#ifndef FTE
|
|
|
|
NextPathfindToEnemy();
|
|
|
|
#else
|
|
|
|
PathfindToEnemy();
|
|
|
|
#endif // FTE
|
|
|
|
}
|
|
|
|
if(self.chase_time < time) {
|
|
if(self.goaldummy.origin != world.origin && tracemove(self.origin,VEC_HULL_MIN,VEC_HULL_MAX,self.goalentity.origin,TRUE,self) == 1) {
|
|
self.chase_time = time + 7;
|
|
} else {
|
|
PathfindToEnemy();
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
.float droptime;
|
|
void(float dist) Zombie_Walk = {
|
|
//Resetting velocity from last frame (except for vertical)
|
|
self.velocity_x = 0;
|
|
self.velocity_y = 0;
|
|
//self.flags = self.flags | FL_PARTIALGROUND;
|
|
|
|
//check_onfire();
|
|
if (!(self.flags & FL_ONGROUND)) {
|
|
|
|
if (!self.droptime) {
|
|
self.droptime = time + 1;
|
|
} else if (self.droptime < time) {
|
|
self.droptime = 0;
|
|
//bprint(PRINT_HIGH, "not on ground\n");
|
|
if (self.classname != "ai_dog")
|
|
self.th_fall();
|
|
return;
|
|
}
|
|
}
|
|
|
|
if(self.outside == TRUE) {
|
|
//handle special walk case for walking to org
|
|
Window_Walk(dist);
|
|
return;
|
|
}
|
|
|
|
if(self.outside == 2) {
|
|
//play_sound_z(2);
|
|
Window_Hop(dist);
|
|
//handle special walk case for walking to org
|
|
return;
|
|
}
|
|
if(self.outside == FALSE) {
|
|
if(self.goalentity == self.enemy) {
|
|
if(vlen(self.origin - self.enemy.origin) < 60) {
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
do_walk(dist);
|
|
}
|
|
|
|
void() Zombie_AI = {
|
|
//dist = 0;
|
|
float dist = 0;
|
|
self.flags = self.flags | FL_PARTIALGROUND;
|
|
//check_onfire();
|
|
|
|
if(self.outside == TRUE) {
|
|
play_sound_z(2);
|
|
//self.calc_time = time + (0.3 * random());
|
|
//Window_Walk(dist);
|
|
return;
|
|
} else if(self.outside == 2) {
|
|
play_sound_z(2);
|
|
//Window_Hop(0);
|
|
return;
|
|
} else if(self.outside == FALSE) {
|
|
play_sound_z(2);
|
|
//self.calc_time = time + (0.25 + (0.15 * random()));
|
|
Inside_Walk(dist);
|
|
}
|
|
}
|
|
|
|
void() Hellhound_AI =
|
|
{
|
|
Inside_Walk(0);
|
|
}
|
|
|
|
//This function ensures that only one zombie's ai is done at a time, brings down lag significantly
|
|
void() Do_Zombie_AI = {
|
|
local entity z;
|
|
|
|
z = find(lastzombie,aistatus,"1");
|
|
if(z == world) {
|
|
z = find(world,aistatus,"1");
|
|
if(z == world) {
|
|
return;//no zombies alive.
|
|
}
|
|
}
|
|
local entity oself;
|
|
oself = self;
|
|
self = z;
|
|
if(z.classname == "ai_zombie")
|
|
Zombie_AI();
|
|
else if (z.classname == "ai_dog")
|
|
Hellhound_AI();
|
|
self = oself;
|
|
lastzombie = z;
|
|
}
|
|
|
|
#ifdef FTE
|
|
|
|
void() AI_SetAllEnemiesBBOX =
|
|
{
|
|
entity list;
|
|
|
|
// First target zombies
|
|
list = find(world, classname, "ai_zombie");
|
|
while (list != world) {
|
|
list.last_solid = list.solid;
|
|
list.solid = SOLID_BBOX;
|
|
list.had_solid_modified = true;
|
|
|
|
if (list.head) {
|
|
list.head.last_solid = list.head.solid;
|
|
list.head.solid = SOLID_BBOX;
|
|
list.head.had_solid_modified = true;
|
|
}
|
|
if (list.larm) {
|
|
list.larm.last_solid = list.larm.solid;
|
|
list.larm.solid = SOLID_BBOX;
|
|
list.larm.had_solid_modified = true;
|
|
}
|
|
if (list.rarm) {
|
|
list.rarm.last_solid = list.rarm.solid;
|
|
list.rarm.solid = SOLID_BBOX;
|
|
list.larm.had_solid_modified = true;
|
|
}
|
|
|
|
list = find(list, classname, "ai_zombie");
|
|
}
|
|
|
|
// Now Dogs
|
|
list = find(world, classname, "ai_dog");
|
|
while (list != world) {
|
|
list.last_solid = list.solid;
|
|
list.solid = SOLID_BBOX;
|
|
list.had_solid_modified = true;
|
|
|
|
list = find(list, classname, "ai_dog");
|
|
}
|
|
}
|
|
|
|
void() AI_RevertEnemySolidState =
|
|
{
|
|
entity list;
|
|
|
|
list = findfloat(world, had_solid_modified, true);
|
|
|
|
while (list != world) {
|
|
list.solid = list.last_solid;
|
|
list.had_solid_modified = false;
|
|
|
|
list = findfloat(list, had_solid_modified, true);
|
|
}
|
|
}
|
|
|
|
#endif // FTE
|