mirror of
https://github.com/nzp-team/quakec.git
synced 2024-11-22 20:01:34 +00:00
976 lines
No EOL
24 KiB
C++
976 lines
No EOL
24 KiB
C++
/*
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server/ai/ai_core.qc
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ai stuff
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Copyright (C) 2021-2024 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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entity() Dog_FindEnemy;
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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() Respawn =
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{
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// cypress (20 dec 2023) -- whoever wrote this originally wasn't considering
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// many factors.. if a zombie respawns there's a chance it'll be in a
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// completely different playspace, where the initial window isn't visible
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// at all, and removeZombie() does not clear that field (rightfully so).
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// so i've replaced this with the same function i use to respawn zombies
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// inside of the playable area, which calls self.th_die() and fibs to the
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// zombie counter a little better, fixes that issue.
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// Kill it.
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self.th_die();
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// This is a pseudo-hack that just tells the rounds core that we should
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// spawn another.
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Current_Zombies--;
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Remaining_Zombies++;
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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.aistatus == "1" && 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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// cypress (17 dec 2023) -- fixed a nasty race condition here.
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// essentially, if a new zombie spawns in fast enough after
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// a zombie is currently/just finished hopping a spot, they will
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// end up always taking box1owner (the hoppable zombie)'s place,
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// regardless of whether or not there was someone else waiting.
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// apparently this is an issue i've created rather recently,
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// which does not make sense to me considering this is a pretty
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// glaring oversight that's been here since 2014. not my whoops?
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if(!self.goalentity.box1owner && !self.goalentity.box2owner && !self.goalentity.box3owner)
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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 == world)
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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 == world)
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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 == world)
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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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// sometimes, we've assigned a zombie a waiting-position
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// while another zombie is actively hopping. this can cause
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// a bit of gameplay slowdown since the zombie has to walk
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// to that waiting position, then to the hop spot (approx 1sec),
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// so let's do continuous checks here to see if box1 is free,
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// and claim it if so, in order to smooth the path and claim
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// that time. only do this if there isn't anyone else in the queue,
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// though.
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if (!self.goalentity.box1owner) {
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// Claim it as ours mid-walk, if there isn't someone else waiting.
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if ((self.goalentity.box2owner == self && !self.goalentity.box3owner) ||
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(self.goalentity.box3owner == self && !self.goalentity.box2owner)) {
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self.goalentity.box1owner = self;
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self.goalorigin = self.goalentity.box1;
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// Free up the spot we were walking to before.
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if (self.goalentity.box2owner == self) self.goalentity.box2owner = world;
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if (self.goalentity.box3owner == self) self.goalentity.box3owner = world;
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}
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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 + 0.05;
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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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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
|
|
//don't need to set goalorigin here
|
|
//self.used = WWINDOW;
|
|
self.chase_time = 0;
|
|
self.th_windowhop();
|
|
return;
|
|
} else {
|
|
self.tries++;
|
|
self.chase_time = time + 0.2;
|
|
if(self.tries > 10) {
|
|
if (!self.goalentity.owner)
|
|
self.goalentity.usedent = world;//free up the window if we've been waiting to hop
|
|
}
|
|
}
|
|
}
|
|
|
|
if(self.hop_step == 6) {
|
|
self.outside = FALSE;
|
|
self.goalentity.usedent = world;//free up the window, we're done hopping it
|
|
self.goalentity = world;
|
|
self.enemy = find_new_enemy(self);
|
|
//self.th_die();
|
|
self.th_walk();
|
|
//LinkZombiesHitbox();
|
|
//bprint (PRINT_HIGH, "Linked hitboxes");
|
|
}
|
|
}
|
|
|
|
|
|
//
|
|
// FTE's custom "tracemove" -- no way in hell I'm reimplementing SV_Move
|
|
// in QuakeC. So this is just a really bad traceline hack. We can't even
|
|
// use tracebox since that's limited by BSP hulls,
|
|
//
|
|
#ifdef FTE
|
|
inline float(vector start, vector min, vector max, vector end, float nomonsters, entity forent) tracemove =
|
|
#else
|
|
float(vector start, vector min, vector max, vector end, float nomonsters, entity forent) tracemove_fake =
|
|
#endif // FTE
|
|
{
|
|
makevectors(forent.angles);
|
|
|
|
// Top left of the box
|
|
traceline(start + '0 0 32' + v_right * -18, end, nomonsters, forent);
|
|
|
|
// Results Check
|
|
if (trace_ent != forent && trace_endpos != end)
|
|
return 0;
|
|
|
|
// Top right of the box
|
|
traceline(start + '0 0 32' + v_right * 18, end, nomonsters, forent);
|
|
|
|
// Results Check
|
|
if (trace_ent != forent && trace_endpos != end)
|
|
return 0;
|
|
|
|
// Bottom left of the box
|
|
traceline(start - '0 0 24' + v_right * -18, end, nomonsters, forent);
|
|
|
|
// Results Check
|
|
if (trace_ent != forent && trace_endpos != end)
|
|
return 0;
|
|
|
|
// Bottom right of the box
|
|
traceline(start - '0 0 24' + v_right * 18, end, nomonsters, forent);
|
|
|
|
// Results Check
|
|
if (trace_ent != forent && trace_endpos != end)
|
|
return 0;
|
|
|
|
return 1;
|
|
}
|
|
|
|
float() TryWalkToEnemy =
|
|
{
|
|
|
|
// Early out hack for FTE -- if there's tons of z-diff, GTFO!
|
|
float z_axis_diff = fabs(self.origin_z - self.enemy.origin_z);
|
|
if (z_axis_diff >= 30)
|
|
return 0;
|
|
|
|
// This has been a headache...
|
|
// TryWalkToEnemy is a system that attempts to ignore waypoints from a
|
|
// certain distance to simulate proper player-targeting. It does this
|
|
// using the custom builtin tracemove, which calls SV_Move to determine
|
|
// if it's possible for the enemy to walk directly to the target. This
|
|
// is problematic, however -- in that FTE does not feature this builtin
|
|
// since it's non-standard and was written by blubs. This means there
|
|
// needs to be improvisation, and as a result there is disparity here.
|
|
// See the custom tracemove() function for details on that.
|
|
// -- cypress (28 Nov 2023)
|
|
#ifdef FTE
|
|
float TraceResult = tracemove(self.origin, VEC_HULL_MIN, VEC_HULL_MAX, self.enemy.origin, TRUE, self);
|
|
#else
|
|
float TraceResult = tracemove_fake(self.origin, VEC_HULL_MIN, VEC_HULL_MAX, self.enemy.origin, TRUE, self);
|
|
#endif // FTE
|
|
|
|
if (TraceResult == 1) {
|
|
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
|
|
|
|
}
|
|
|
|
void(float dist) Inside_Walk = {
|
|
// Hellhounds should only change targets if current one is in Last Stand
|
|
if (self.classname == "ai_dog" && self.enemy.downed == true) {
|
|
self.enemy = Dog_FindEnemy();
|
|
}
|
|
// Normal Zombie time-out re-targeting
|
|
else if (self.classname != "ai_dog") {
|
|
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) {
|
|
if (self.classname == "ai_dog")
|
|
self.enemy = Dog_FindEnemy();
|
|
else
|
|
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;
|
|
|
|
if (!(self.flags & FL_ONGROUND) && self.watertype != CONTENT_WATER) {
|
|
|
|
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);
|
|
}
|
|
|
|
//
|
|
// Do_Zombie_AI()
|
|
// Behaves differently based on platform -- in FTE,
|
|
// all AI can afford to be executed at once. However,
|
|
// on every other platform there is a timed delay in
|
|
// place and only one zombie AI can be updated at a time.
|
|
//
|
|
void() Do_Zombie_AI =
|
|
{
|
|
entity z;
|
|
entity old_self;
|
|
|
|
#ifndef FTE
|
|
|
|
z = find(lastzombie,aistatus,"1");
|
|
if(z == world) {
|
|
z = find(world,aistatus,"1");
|
|
if(z == world) {
|
|
return;//no zombies alive.
|
|
}
|
|
}
|
|
|
|
old_self = self;
|
|
self = z;
|
|
|
|
if(z.classname == "ai_zombie")
|
|
Zombie_AI();
|
|
else if (z.classname == "ai_dog")
|
|
Hellhound_AI();
|
|
|
|
self = old_self;
|
|
lastzombie = z;
|
|
|
|
#else
|
|
|
|
z = find(world, aistatus, "1");
|
|
|
|
while(z != world) {
|
|
old_self = self;
|
|
self = z;
|
|
|
|
// Execute AI
|
|
if (z.classname == "ai_zombie")
|
|
Zombie_AI();
|
|
else if (z.classname == "ai_dog")
|
|
Hellhound_AI();
|
|
|
|
self = old_self;
|
|
z = find(z, aistatus, "1");
|
|
}
|
|
|
|
#endif // FTE
|
|
|
|
}
|
|
|
|
#ifdef FTE
|
|
|
|
void() AI_SetAllEnemiesBBOX =
|
|
{
|
|
entity zombies = find(world, classname, "ai_zombie");
|
|
|
|
while(zombies != world) {
|
|
if (zombies.aistatus == "1") {
|
|
zombies.last_solid = zombies.solid;
|
|
zombies.solid = SOLID_BBOX;
|
|
|
|
if (zombies.head) {
|
|
zombies.head.last_solid = zombies.head.solid;
|
|
zombies.head.solid = SOLID_BBOX;
|
|
}
|
|
|
|
if (zombies.larm) {
|
|
zombies.larm.last_solid = zombies.larm.solid;
|
|
zombies.larm.solid = SOLID_BBOX;
|
|
}
|
|
|
|
if (zombies.rarm) {
|
|
zombies.rarm.last_solid = zombies.rarm.solid;
|
|
zombies.rarm.solid = SOLID_BBOX;
|
|
}
|
|
}
|
|
|
|
zombies = find(zombies, classname, "ai_zombie");
|
|
}
|
|
}
|
|
|
|
void() AI_RevertEnemySolidState =
|
|
{
|
|
entity zombies = find(world, classname, "ai_zombie");
|
|
|
|
while(zombies != world) {
|
|
if (zombies.aistatus == "1") {
|
|
zombies.solid = zombies.last_solid;
|
|
|
|
if (zombies.head)
|
|
zombies.head.solid = zombies.head.last_solid;
|
|
if (zombies.larm)
|
|
zombies.larm.solid = zombies.larm.last_solid;
|
|
if (zombies.rarm)
|
|
zombies.rarm.solid = zombies.rarm.last_solid;
|
|
}
|
|
|
|
zombies = find(zombies, classname, "ai_zombie");
|
|
}
|
|
}
|
|
|
|
#endif // FTE
|