diff --git a/engine/code/game/ai_chat.c b/engine/code/game/ai_chat.c index 35a323f7..c19cac30 100644 --- a/engine/code/game/ai_chat.c +++ b/engine/code/game/ai_chat.c @@ -1261,4 +1261,3 @@ void BotChatTest(bot_state_t *bs) { trap_BotEnterChat(bs->cs, 0, CHAT_ALL); } } - diff --git a/engine/code/game/ai_cmd.c b/engine/code/game/ai_cmd.c index b87ac7f0..9eb4f141 100644 --- a/engine/code/game/ai_cmd.c +++ b/engine/code/game/ai_cmd.c @@ -1991,4 +1991,3 @@ int BotMatchMessage(bot_state_t *bs, char *message) { } return qtrue; } - diff --git a/engine/code/game/ai_dmnet.c b/engine/code/game/ai_dmnet.c index 41bfccb3..7f6c7060 100644 --- a/engine/code/game/ai_dmnet.c +++ b/engine/code/game/ai_dmnet.c @@ -96,13 +96,15 @@ void BotDumpNodeSwitches(bot_state_t *bs) { BotRecordNodeSwitch ================== */ -void BotRecordNodeSwitch(bot_state_t *bs, char *node, char *str) { +void BotRecordNodeSwitch(bot_state_t *bs, char *node, char *str, char *s) { char netname[MAX_NETNAME]; ClientName(bs->client, netname, sizeof(netname)); - Com_sprintf(nodeswitch[numnodeswitches], 144, "%s at %2.1f entered %s: %s\n", netname, FloatTime(), node, str); + Com_sprintf(nodeswitch[numnodeswitches], 144, "%s at %2.1f entered %s: %s from %s\n", netname, FloatTime(), node, str, s); #ifdef DEBUG - BotAI_Print(PRT_MESSAGE, "%s", nodeswitch[numnodeswitches]); + if (0) { + BotAI_Print(PRT_MESSAGE, "%s", nodeswitch[numnodeswitches]); + } #endif //DEBUG numnodeswitches++; } @@ -216,7 +218,7 @@ int BotNearbyGoal(bot_state_t *bs, int tfl, bot_goal_t *ltg, float range) { trap_BotGoalName(goal.number, buf, sizeof(buf)); BotAI_Print(PRT_MESSAGE, "%1.1f: new nearby goal %s\n", FloatTime(), buf); } - //*/ + */ return ret; } @@ -306,7 +308,7 @@ int BotGetItemLongTermGoal(bot_state_t *bs, int tfl, bot_goal_t *goal) { trap_BotGetTopGoal(bs->gs, goal); trap_BotGoalName(goal->number, buf, sizeof(buf)); BotAI_Print(PRT_MESSAGE, "%1.1f: new long term goal %s\n", FloatTime(), buf); - //*/ + */ bs->ltg_time = FloatTime() + 20; } else {//the bot gets sorta stuck with all the avoid timings, shouldn't happen though @@ -502,7 +504,7 @@ int BotGetLongTermGoal(bot_state_t *bs, int tfl, int retreat, bot_goal_t *goal) //BotAI_Print(PRT_MESSAGE, "new nearby goal %s\n", buf); //time the bot gets to pick up the nearby goal item bs->nbg_time = FloatTime() + 8; - AIEnter_Seek_NBG(bs); + AIEnter_Seek_NBG(bs, "BotLongTermGoal: go for air"); return qfalse; } // @@ -768,7 +770,7 @@ int BotGetLongTermGoal(bot_state_t *bs, int tfl, int retreat, bot_goal_t *goal) if( isRallyRace() ) { if (bs->ltgtype == LTG_WINRACE) { - AIEnter_MoveToNextCheckpoint( bs ); + AIEnter_MoveToNextCheckpoint( bs, "BotGetLongTermGoal" ); /* gentity_t *checkpoint = NULL; int num; @@ -1230,8 +1232,8 @@ int BotLongTermGoal(bot_state_t *bs, int tfl, int retreat, bot_goal_t *goal) { AIEnter_Intermission ================== */ -void AIEnter_Intermission(bot_state_t *bs) { - BotRecordNodeSwitch(bs, "intermission", ""); +void AIEnter_Intermission(bot_state_t *bs, char *s) { + BotRecordNodeSwitch(bs, "intermission", "", s); //reset the bot state BotResetState(bs); //check for end level chat @@ -1259,7 +1261,7 @@ int AINode_Intermission(bot_state_t *bs) { else { bs->stand_time = FloatTime() + 2; } - AIEnter_Stand(bs); + AIEnter_Stand(bs, "intermission: chat"); } return qtrue; } @@ -1269,8 +1271,8 @@ int AINode_Intermission(bot_state_t *bs) { AIEnter_Observer ================== */ -void AIEnter_Observer(bot_state_t *bs) { - BotRecordNodeSwitch(bs, "observer", ""); +void AIEnter_Observer(bot_state_t *bs, char *s) { + BotRecordNodeSwitch(bs, "observer", "", s); //reset the bot state BotResetState(bs); bs->ainode = AINode_Observer; @@ -1288,7 +1290,7 @@ int AINode_Observer(bot_state_t *bs) { //if the bot left observer mode if (!BotIsObserver(bs)) { - AIEnter_Stand(bs); + AIEnter_Stand(bs, "observer: left observer"); } return qtrue; } @@ -1298,8 +1300,8 @@ int AINode_Observer(bot_state_t *bs) { AIEnter_Stand ================== */ -void AIEnter_Stand(bot_state_t *bs) { - BotRecordNodeSwitch(bs, "stand", ""); +void AIEnter_Stand(bot_state_t *bs, char *s) { + BotRecordNodeSwitch(bs, "stand", "", s); bs->standfindenemy_time = FloatTime() + 1; bs->ainode = AINode_Stand; } @@ -1324,7 +1326,7 @@ int AINode_Stand(bot_state_t *bs) { } if (bs->standfindenemy_time < FloatTime()) { if (BotFindEnemy(bs, -1)) { - AIEnter_Battle_Fight(bs); + AIEnter_Battle_Fight(bs, "stand: found enemy"); return qfalse; } bs->standfindenemy_time = FloatTime() + 1; @@ -1334,7 +1336,7 @@ int AINode_Stand(bot_state_t *bs) { // when done standing if (bs->stand_time < FloatTime()) { trap_BotEnterChat(bs->cs, 0, bs->chatto); - AIEnter_Seek_LTG(bs); + AIEnter_Seek_LTG(bs, "stand: time out"); return qfalse; } // @@ -1346,8 +1348,8 @@ int AINode_Stand(bot_state_t *bs) { AIEnter_Respawn ================== */ -void AIEnter_Respawn(bot_state_t *bs) { - BotRecordNodeSwitch(bs, "respawn", ""); +void AIEnter_Respawn(bot_state_t *bs, char *s) { + BotRecordNodeSwitch(bs, "respawn", "", s); //reset some states trap_BotResetMoveState(bs->ms); trap_BotResetGoalState(bs->gs); @@ -1381,7 +1383,7 @@ int AINode_Respawn(bot_state_t *bs) { // if waiting for the actual respawn if (bs->respawn_wait) { if (!BotIsDead(bs)) { - AIEnter_Seek_LTG(bs); + AIEnter_Seek_LTG(bs, "respawn: respawned"); } else { trap_EA_Respawn(bs->client); @@ -1560,8 +1562,8 @@ void BotClearPath(bot_state_t *bs, bot_moveresult_t *moveresult) { AIEnter_Seek_ActivateEntity ================== */ -void AIEnter_Seek_ActivateEntity(bot_state_t *bs) { - BotRecordNodeSwitch(bs, "activate entity", ""); +void AIEnter_Seek_ActivateEntity(bot_state_t *bs, char *s) { + BotRecordNodeSwitch(bs, "activate entity", "", s); bs->ainode = AINode_Seek_ActivateEntity; } @@ -1584,19 +1586,19 @@ int AINode_Seek_ActivateEntity(bot_state_t *bs) { if (BotIsObserver(bs)) { BotClearActivateGoalStack(bs); - AIEnter_Observer(bs); + AIEnter_Observer(bs, "active entity: observer"); return qfalse; } //if in the intermission if (BotIntermission(bs)) { BotClearActivateGoalStack(bs); - AIEnter_Intermission(bs); + AIEnter_Intermission(bs, "activate entity: intermission"); return qfalse; } //respawn if dead if (BotIsDead(bs)) { BotClearActivateGoalStack(bs); - AIEnter_Respawn(bs); + AIEnter_Respawn(bs, "activate entity: bot dead"); return qfalse; } // @@ -1611,7 +1613,7 @@ int AINode_Seek_ActivateEntity(bot_state_t *bs) { // if the bot has no activate goal if (!bs->activatestack) { BotClearActivateGoalStack(bs); - AIEnter_Seek_NBG(bs); + AIEnter_Seek_NBG(bs, "activate entity: no goal"); return qfalse; } // @@ -1658,7 +1660,7 @@ int AINode_Seek_ActivateEntity(bot_state_t *bs) { bs->activatestack->time = FloatTime() + 10; return qfalse; } - AIEnter_Seek_NBG(bs); + AIEnter_Seek_NBG(bs, "activate entity: time out"); return qfalse; } memset(&moveresult, 0, sizeof(bot_moveresult_t)); @@ -1686,7 +1688,7 @@ int AINode_Seek_ActivateEntity(bot_state_t *bs) { bs->activatestack->time = FloatTime() + 10; return qfalse; } - AIEnter_Seek_NBG(bs); + AIEnter_Seek_NBG(bs, "activate entity: activated"); return qfalse; } //predict obstacles @@ -1761,14 +1763,14 @@ int AINode_Seek_ActivateEntity(bot_state_t *bs) { if (BotFindEnemy(bs, -1)) { if (BotWantsToRetreat(bs)) { //keep the current long term goal and retreat - AIEnter_Battle_NBG(bs); + AIEnter_Battle_NBG(bs, "activate entity: found enemy"); } else { trap_BotResetLastAvoidReach(bs->ms); //empty the goal stack trap_BotEmptyGoalStack(bs->gs); //go fight - AIEnter_Battle_Fight(bs); + AIEnter_Battle_Fight(bs, "activate entity: found enemy"); } BotClearActivateGoalStack(bs); } @@ -1780,16 +1782,16 @@ int AINode_Seek_ActivateEntity(bot_state_t *bs) { AIEnter_Seek_NBG ================== */ -void AIEnter_Seek_NBG(bot_state_t *bs) { +void AIEnter_Seek_NBG(bot_state_t *bs, char *s) { bot_goal_t goal; char buf[144]; if (trap_BotGetTopGoal(bs->gs, &goal)) { trap_BotGoalName(goal.number, buf, 144); - BotRecordNodeSwitch(bs, "seek NBG", buf); + BotRecordNodeSwitch(bs, "seek NBG", buf, s); } else { - BotRecordNodeSwitch(bs, "seek NBG", "no goal"); + BotRecordNodeSwitch(bs, "seek NBG", "no goal", s); } bs->ainode = AINode_Seek_NBG; } @@ -1809,17 +1811,17 @@ int AINode_Seek_NBG(bot_state_t *bs) { // END if (BotIsObserver(bs)) { - AIEnter_Observer(bs); + AIEnter_Observer(bs, "seek nbg: observer"); return qfalse; } //if in the intermission if (BotIntermission(bs)) { - AIEnter_Intermission(bs); + AIEnter_Intermission(bs, "seek nbg: intermision"); return qfalse; } //respawn if dead if (BotIsDead(bs)) { - AIEnter_Respawn(bs); + AIEnter_Respawn(bs, "seek nbg: bot dead"); return qfalse; } // @@ -1850,7 +1852,7 @@ int AINode_Seek_NBG(bot_state_t *bs) { //NOTE: we canNOT reset the check_time to zero because it would create an endless loop of node switches bs->check_time = FloatTime() + 0.05; //go back to seek ltg - AIEnter_Seek_LTG(bs); + AIEnter_Seek_LTG(bs, "seek nbg: time out"); return qfalse; } //predict obstacles @@ -1903,14 +1905,14 @@ int AINode_Seek_NBG(bot_state_t *bs) { if (BotFindEnemy(bs, -1)) { if (BotWantsToRetreat(bs)) { //keep the current long term goal and retreat - AIEnter_Battle_NBG(bs); + AIEnter_Battle_NBG(bs, "seek nbg: found enemy"); } else { trap_BotResetLastAvoidReach(bs->ms); //empty the goal stack trap_BotEmptyGoalStack(bs->gs); //go fight - AIEnter_Battle_Fight(bs); + AIEnter_Battle_Fight(bs, "seek nbg: found enemy"); } } return qtrue; @@ -1921,16 +1923,16 @@ int AINode_Seek_NBG(bot_state_t *bs) { AIEnter_Seek_LTG ================== */ -void AIEnter_Seek_LTG(bot_state_t *bs) { +void AIEnter_Seek_LTG(bot_state_t *bs, char *s) { bot_goal_t goal; char buf[144]; if (trap_BotGetTopGoal(bs->gs, &goal)) { trap_BotGoalName(goal.number, buf, 144); - BotRecordNodeSwitch(bs, "seek LTG", buf); + BotRecordNodeSwitch(bs, "seek LTG", buf, s); } else { - BotRecordNodeSwitch(bs, "seek LTG", "no goal"); + BotRecordNodeSwitch(bs, "seek LTG", "no goal", s); } bs->ainode = AINode_Seek_LTG; } @@ -1954,23 +1956,23 @@ int AINode_Seek_LTG(bot_state_t *bs) // END if (BotIsObserver(bs)) { - AIEnter_Observer(bs); + AIEnter_Observer(bs, "seek ltg: observer"); return qfalse; } //if in the intermission if (BotIntermission(bs)) { - AIEnter_Intermission(bs); + AIEnter_Intermission(bs, "seek ltg: intermission"); return qfalse; } //respawn if dead if (BotIsDead(bs)) { - AIEnter_Respawn(bs); + AIEnter_Respawn(bs, "seek ltg: bot dead"); return qfalse; } // if (BotChat_Random(bs)) { bs->stand_time = FloatTime() + BotChatTime(bs); - AIEnter_Stand(bs); + AIEnter_Stand(bs, "seek ltg: random chat"); return qfalse; } // @@ -1999,7 +2001,7 @@ int AINode_Seek_LTG(bot_state_t *bs) // END if (BotWantsToRetreat(bs)) { //keep the current long term goal and retreat - AIEnter_Battle_Retreat(bs); + AIEnter_Battle_Retreat(bs, "seek ltg: found enemy"); return qfalse; } else { @@ -2007,7 +2009,7 @@ int AINode_Seek_LTG(bot_state_t *bs) //empty the goal stack trap_BotEmptyGoalStack(bs->gs); //go fight - AIEnter_Battle_Fight(bs); + AIEnter_Battle_Fight(bs, "seek ltg: found enemy"); return qfalse; } } @@ -2052,17 +2054,15 @@ int AINode_Seek_LTG(bot_state_t *bs) //BotAI_Print(PRT_MESSAGE, "new nearby goal %s\n", buf); //time the bot gets to pick up the nearby goal item bs->nbg_time = FloatTime() + 4 + range * 0.01; - AIEnter_Seek_NBG(bs); + AIEnter_Seek_NBG(bs, "ltg seek: nbg"); return qfalse; } } //predict obstacles if (BotAIPredictObstacles(bs, &goal)) return qfalse; - //initialize the movement state BotSetupForMovement(bs); - //move towards the goal // Q3Rally Code Start /* @@ -2093,18 +2093,14 @@ int AINode_Seek_LTG(bot_state_t *bs) //BotAI_Print(PRT_MESSAGE, "movement failure %d\n", moveresult.traveltype); bs->ltg_time = 0; } - // BotAIBlocked(bs, &moveresult, qtrue); - // BotClearPath(bs, &moveresult); - //if the viewangles are used for the movement if (moveresult.flags & (MOVERESULT_MOVEMENTVIEWSET|MOVERESULT_MOVEMENTVIEW|MOVERESULT_SWIMVIEW)) { VectorCopy(moveresult.ideal_viewangles, bs->ideal_viewangles); } - //if waiting for something else if (moveresult.flags & MOVERESULT_WAITING) { if (random() < bs->thinktime * 0.8) { @@ -2131,10 +2127,8 @@ int AINode_Seek_LTG(bot_state_t *bs) } bs->ideal_viewangles[2] *= 0.5; } - //if the weapon is used for the bot movement if (moveresult.flags & MOVERESULT_MOVEMENTWEAPON) bs->weaponnum = moveresult.weapon; - // return qtrue; } @@ -2144,13 +2138,13 @@ int AINode_Seek_LTG(bot_state_t *bs) AIEnter_Battle_Fight ================== */ -void AIEnter_Battle_Fight(bot_state_t *bs) { +void AIEnter_Battle_Fight(bot_state_t *bs, char *s) { // Q3Rally Code Start if ( gametype == GT_RACING || gametype == GT_TEAM_RACING ) return; // END - BotRecordNodeSwitch(bs, "battle fight", ""); + BotRecordNodeSwitch(bs, "battle fight", "", s); trap_BotResetLastAvoidReach(bs->ms); bs->ainode = AINode_Battle_Fight; bs->flags &= ~BFL_FIGHTSUICIDAL; @@ -2161,13 +2155,13 @@ void AIEnter_Battle_Fight(bot_state_t *bs) { AIEnter_Battle_SuicidalFight ================== */ -void AIEnter_Battle_SuicidalFight(bot_state_t *bs) { +void AIEnter_Battle_SuicidalFight(bot_state_t *bs, char *s) { // Q3Rally Code Start // if ( gametype == GT_RACING ) // return; // END - BotRecordNodeSwitch(bs, "battle fight", ""); + BotRecordNodeSwitch(bs, "battle fight", "", s); trap_BotResetLastAvoidReach(bs->ms); bs->ainode = AINode_Battle_Fight; bs->flags |= BFL_FIGHTSUICIDAL; @@ -2189,18 +2183,18 @@ int AINode_Battle_Fight(bot_state_t *bs) { // END if (BotIsObserver(bs)) { - AIEnter_Observer(bs); + AIEnter_Observer(bs, "battle fight: observer"); return qfalse; } //if in the intermission if (BotIntermission(bs)) { - AIEnter_Intermission(bs); + AIEnter_Intermission(bs, "battle fight: intermission"); return qfalse; } //respawn if dead if (BotIsDead(bs)) { - AIEnter_Respawn(bs); + AIEnter_Respawn(bs, "battle fight: bot dead"); return qfalse; } //if there is another better enemy @@ -2211,7 +2205,7 @@ int AINode_Battle_Fight(bot_state_t *bs) { } //if no enemy if (bs->enemy < 0) { - AIEnter_Seek_LTG(bs); + AIEnter_Seek_LTG(bs, "battle fight: no enemy"); return qfalse; } // @@ -2225,11 +2219,11 @@ int AINode_Battle_Fight(bot_state_t *bs) { } if (bs->lastkilledplayer == bs->enemy && BotChat_Kill(bs)) { bs->stand_time = FloatTime() + BotChatTime(bs); - AIEnter_Stand(bs); + AIEnter_Stand(bs, "battle fight: enemy dead"); } else { bs->ltg_time = 0; - AIEnter_Seek_LTG(bs); + AIEnter_Seek_LTG(bs, "battle fight: enemy dead"); } return qfalse; } @@ -2242,7 +2236,7 @@ int AINode_Battle_Fight(bot_state_t *bs) { //if the enemy is invisible and not shooting the bot looses track easily if (EntityIsInvisible(&entinfo) && !EntityIsShooting(&entinfo)) { if (random() < 0.2) { - AIEnter_Seek_LTG(bs); + AIEnter_Seek_LTG(bs, "battle fight: invisible"); return qfalse; } } @@ -2270,7 +2264,7 @@ int AINode_Battle_Fight(bot_state_t *bs) { if (bs->lastframe_health > bs->inventory[INVENTORY_HEALTH]) { if (BotChat_HitNoDeath(bs)) { bs->stand_time = FloatTime() + BotChatTime(bs); - AIEnter_Stand(bs); + AIEnter_Stand(bs, "battle fight: chat health decreased"); return qfalse; } } @@ -2278,7 +2272,7 @@ int AINode_Battle_Fight(bot_state_t *bs) { if (bs->cur_ps.persistant[PERS_HITS] > bs->lasthitcount) { if (BotChat_HitNoKill(bs)) { bs->stand_time = FloatTime() + BotChatTime(bs); - AIEnter_Stand(bs); + AIEnter_Stand(bs, "battle fight: chat hit someone"); return qfalse; } } @@ -2294,11 +2288,11 @@ int AINode_Battle_Fight(bot_state_t *bs) { } #endif if (BotWantsToChase(bs)) { - AIEnter_Battle_Chase(bs); + AIEnter_Battle_Chase(bs, "battle fight: enemy out of sight"); return qfalse; } else { - AIEnter_Seek_LTG(bs); + AIEnter_Seek_LTG(bs, "battle fight: enemy out of sight"); return qfalse; } } @@ -2333,7 +2327,7 @@ int AINode_Battle_Fight(bot_state_t *bs) { //if the bot wants to retreat if (!(bs->flags & BFL_FIGHTSUICIDAL)) { if (BotWantsToRetreat(bs)) { - AIEnter_Battle_Retreat(bs); + AIEnter_Battle_Retreat(bs, "battle fight: wants to retreat"); return qtrue; } } @@ -2345,13 +2339,13 @@ int AINode_Battle_Fight(bot_state_t *bs) { AIEnter_Battle_Chase ================== */ -void AIEnter_Battle_Chase(bot_state_t *bs) { +void AIEnter_Battle_Chase(bot_state_t *bs, char *s) { // Q3Rally Code Start if ( gametype == GT_RACING || gametype == GT_TEAM_RACING ) return; // END - BotRecordNodeSwitch(bs, "battle chase", ""); + BotRecordNodeSwitch(bs, "battle chase", "", s); bs->chase_time = FloatTime(); bs->ainode = AINode_Battle_Chase; } @@ -2373,22 +2367,22 @@ int AINode_Battle_Chase(bot_state_t *bs) // END if (BotIsObserver(bs)) { - AIEnter_Observer(bs); + AIEnter_Observer(bs, "battle chase: observer"); return qfalse; } //if in the intermission if (BotIntermission(bs)) { - AIEnter_Intermission(bs); + AIEnter_Intermission(bs, "battle chase: intermission"); return qfalse; } //respawn if dead if (BotIsDead(bs)) { - AIEnter_Respawn(bs); + AIEnter_Respawn(bs, "battle chase: bot dead"); return qfalse; } //if no enemy if (bs->enemy < 0) { - AIEnter_Seek_LTG(bs); + AIEnter_Seek_LTG(bs, "battle chase: no enemy"); return qfalse; } //if the enemy is visible @@ -2396,17 +2390,17 @@ int AINode_Battle_Chase(bot_state_t *bs) // if (BotEntityVisible(bs->entitynum, bs->eye, bs->viewangles, 360, bs->enemy)) { if (BotEntityVisible(bs->entitynum, bs->eye, bs->cur_ps.viewangles, 360, bs->enemy)) { // END - AIEnter_Battle_Fight(bs); + AIEnter_Battle_Fight(bs, "battle chase"); return qfalse; } //if there is another enemy if (BotFindEnemy(bs, -1)) { - AIEnter_Battle_Fight(bs); + AIEnter_Battle_Fight(bs, "battle chase: better enemy"); return qfalse; } //there is no last enemy area if (!bs->lastenemyareanum) { - AIEnter_Seek_LTG(bs); + AIEnter_Seek_LTG(bs, "battle chase: no enemy area"); return qfalse; } // @@ -2430,7 +2424,7 @@ int AINode_Battle_Chase(bot_state_t *bs) if (trap_BotTouchingGoal(bs->origin, &goal)) bs->chase_time = 0; //if there's no chase time left if (!bs->chase_time || bs->chase_time < FloatTime() - 10) { - AIEnter_Seek_LTG(bs); + AIEnter_Seek_LTG(bs, "battle chase: time out"); return qfalse; } //check for nearby goals periodicly @@ -2442,7 +2436,7 @@ int AINode_Battle_Chase(bot_state_t *bs) //the bot gets 5 seconds to pick up the nearby goal item bs->nbg_time = FloatTime() + 0.1 * range + 1; trap_BotResetLastAvoidReach(bs->ms); - AIEnter_Battle_NBG(bs); + AIEnter_Battle_NBG(bs, "battle chase: nbg"); return qfalse; } } @@ -2489,7 +2483,7 @@ int AINode_Battle_Chase(bot_state_t *bs) if (bs->areanum == bs->lastenemyareanum) bs->chase_time = 0; //if the bot wants to retreat (the bot could have been damage during the chase) if (BotWantsToRetreat(bs)) { - AIEnter_Battle_Retreat(bs); + AIEnter_Battle_Retreat(bs, "battle chase: wants to retreat"); return qtrue; } return qtrue; @@ -2500,13 +2494,13 @@ int AINode_Battle_Chase(bot_state_t *bs) AIEnter_Battle_Retreat ================== */ -void AIEnter_Battle_Retreat(bot_state_t *bs) { +void AIEnter_Battle_Retreat(bot_state_t *bs, char *s) { // STONELANCE if ( gametype == GT_RACING || gametype == GT_TEAM_RACING ) return; // END - BotRecordNodeSwitch(bs, "battle retreat", ""); + BotRecordNodeSwitch(bs, "battle retreat", "", s); bs->ainode = AINode_Battle_Retreat; } @@ -2528,28 +2522,28 @@ int AINode_Battle_Retreat(bot_state_t *bs) { // END if (BotIsObserver(bs)) { - AIEnter_Observer(bs); + AIEnter_Observer(bs, "battle retreat: observer"); return qfalse; } //if in the intermission if (BotIntermission(bs)) { - AIEnter_Intermission(bs); + AIEnter_Intermission(bs, "battle retreat: intermission"); return qfalse; } //respawn if dead if (BotIsDead(bs)) { - AIEnter_Respawn(bs); + AIEnter_Respawn(bs, "battle retreat: bot dead"); return qfalse; } //if no enemy if (bs->enemy < 0) { - AIEnter_Seek_LTG(bs); + AIEnter_Seek_LTG(bs, "battle retreat: no enemy"); return qfalse; } // BotEntityInfo(bs->enemy, &entinfo); if (EntityIsDead(&entinfo)) { - AIEnter_Seek_LTG(bs); + AIEnter_Seek_LTG(bs, "battle retreat: enemy dead"); return qfalse; } //if there is another better enemy @@ -2572,7 +2566,7 @@ int AINode_Battle_Retreat(bot_state_t *bs) { //empty the goal stack, when chasing, only the enemy is the goal trap_BotEmptyGoalStack(bs->gs); //go chase the enemy - AIEnter_Battle_Chase(bs); + AIEnter_Battle_Chase(bs, "battle retreat: wants to chase"); return qfalse; } //update the last time the enemy was visible @@ -2601,14 +2595,14 @@ int AINode_Battle_Retreat(bot_state_t *bs) { } //if the enemy is NOT visible for 4 seconds if (bs->enemyvisible_time < FloatTime() - 4) { - AIEnter_Seek_LTG(bs); + AIEnter_Seek_LTG(bs, "battle retreat: lost enemy"); return qfalse; } //else if the enemy is NOT visible else if (bs->enemyvisible_time < FloatTime()) { //if there is another enemy if (BotFindEnemy(bs, -1)) { - AIEnter_Battle_Fight(bs); + AIEnter_Battle_Fight(bs, "battle retreat: another enemy"); return qfalse; } } @@ -2618,7 +2612,7 @@ int AINode_Battle_Retreat(bot_state_t *bs) { BotBattleUseItems(bs); //get the current long term goal while retreating if (!BotLongTermGoal(bs, bs->tfl, qtrue, &goal)) { - AIEnter_Battle_SuicidalFight(bs); + AIEnter_Battle_SuicidalFight(bs, "battle retreat: no way out"); return qfalse; } //check for nearby goals periodicly @@ -2647,7 +2641,7 @@ int AINode_Battle_Retreat(bot_state_t *bs) { trap_BotResetLastAvoidReach(bs->ms); //time the bot gets to pick up the nearby goal item bs->nbg_time = FloatTime() + range / 100 + 1; - AIEnter_Battle_NBG(bs); + AIEnter_Battle_NBG(bs, "battle retreat: nbg"); return qfalse; } } @@ -2704,13 +2698,13 @@ int AINode_Battle_Retreat(bot_state_t *bs) { AIEnter_Battle_NBG ================== */ -void AIEnter_Battle_NBG(bot_state_t *bs) { +void AIEnter_Battle_NBG(bot_state_t *bs, char *s) { // STONELANCE if ( gametype == GT_RACING || gametype == GT_TEAM_RACING ) return; // END - BotRecordNodeSwitch(bs, "battle NBG", ""); + BotRecordNodeSwitch(bs, "battle NBG", "", s); bs->ainode = AINode_Battle_NBG; } @@ -2732,28 +2726,28 @@ int AINode_Battle_NBG(bot_state_t *bs) { // END if (BotIsObserver(bs)) { - AIEnter_Observer(bs); + AIEnter_Observer(bs, "battle nbg: observer"); return qfalse; } //if in the intermission if (BotIntermission(bs)) { - AIEnter_Intermission(bs); + AIEnter_Intermission(bs, "battle nbg: intermission"); return qfalse; } //respawn if dead if (BotIsDead(bs)) { - AIEnter_Respawn(bs); + AIEnter_Respawn(bs, "battle nbg: bot dead"); return qfalse; } //if no enemy if (bs->enemy < 0) { - AIEnter_Seek_NBG(bs); + AIEnter_Seek_NBG(bs, "battle nbg: no enemy"); return qfalse; } // BotEntityInfo(bs->enemy, &entinfo); if (EntityIsDead(&entinfo)) { - AIEnter_Seek_NBG(bs); + AIEnter_Seek_NBG(bs, "battle nbg: enemy dead"); return qfalse; } // @@ -2803,8 +2797,10 @@ int AINode_Battle_NBG(bot_state_t *bs) { //pop the current goal from the stack trap_BotPopGoal(bs->gs); //if the bot still has a goal - if (trap_BotGetTopGoal(bs->gs, &goal)) AIEnter_Battle_Retreat(bs); - else AIEnter_Battle_Fight(bs); + if (trap_BotGetTopGoal(bs->gs, &goal)) + AIEnter_Battle_Retreat(bs, "battle nbg: time out"); + else + AIEnter_Battle_Fight(bs, "battle nbg: time out"); // return qfalse; } @@ -2866,12 +2862,12 @@ int AINode_Battle_NBG(bot_state_t *bs) { AIEnter_MoveToNextCheckpoint ================== */ -void AIEnter_MoveToNextCheckpoint( bot_state_t *bs ) +void AIEnter_MoveToNextCheckpoint( bot_state_t *bs, char *s ) { if ( !isRallyRace() ) return; - BotRecordNodeSwitch(bs, "move to next checkpoint", ""); + BotRecordNodeSwitch(bs, "move to next checkpoint", "", s); bs->ainode = AINode_MoveToNextCheckpoint; } @@ -3033,19 +3029,19 @@ int AINode_MoveToNextCheckpoint( bot_state_t *bs ) if (BotIsObserver(bs)) { BotClearActivateGoalStack(bs); - AIEnter_Observer(bs); + AIEnter_Observer(bs, "moveToNextCheckpoint: observer"); return qfalse; } //if in the intermission if (BotIntermission(bs)) { BotClearActivateGoalStack(bs); - AIEnter_Intermission(bs); + AIEnter_Intermission(bs, "moveToNextCheckpoint: intermission"); return qfalse; } //respawn if dead if (BotIsDead(bs)) { BotClearActivateGoalStack(bs); - AIEnter_Respawn(bs); + AIEnter_Respawn(bs, "moveToNextCheckpoint: dead"); return qfalse; } diff --git a/engine/code/game/ai_dmnet.h b/engine/code/game/ai_dmnet.h index 299a5a5f..3fb90844 100644 --- a/engine/code/game/ai_dmnet.h +++ b/engine/code/game/ai_dmnet.h @@ -33,18 +33,18 @@ Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA #define MAX_NODESWITCHES 50 -void AIEnter_Intermission(bot_state_t *bs); -void AIEnter_Observer(bot_state_t *bs); -void AIEnter_Respawn(bot_state_t *bs); -void AIEnter_Stand(bot_state_t *bs); -void AIEnter_Seek_ActivateEntity(bot_state_t *bs); -void AIEnter_Seek_NBG(bot_state_t *bs); -void AIEnter_Seek_LTG(bot_state_t *bs); -void AIEnter_Seek_Camp(bot_state_t *bs); -void AIEnter_Battle_Fight(bot_state_t *bs); -void AIEnter_Battle_Chase(bot_state_t *bs); -void AIEnter_Battle_Retreat(bot_state_t *bs); -void AIEnter_Battle_NBG(bot_state_t *bs); +void AIEnter_Intermission(bot_state_t *bs, char *s); +void AIEnter_Observer(bot_state_t *bs, char *s); +void AIEnter_Respawn(bot_state_t *bs, char *s); +void AIEnter_Stand(bot_state_t *bs, char *s); +void AIEnter_Seek_ActivateEntity(bot_state_t *bs, char *s); +void AIEnter_Seek_NBG(bot_state_t *bs, char *s); +void AIEnter_Seek_LTG(bot_state_t *bs, char *s); +void AIEnter_Seek_Camp(bot_state_t *bs, char *s); +void AIEnter_Battle_Fight(bot_state_t *bs, char *s); +void AIEnter_Battle_Chase(bot_state_t *bs, char *s); +void AIEnter_Battle_Retreat(bot_state_t *bs, char *s); +void AIEnter_Battle_NBG(bot_state_t *bs, char *s); int AINode_Intermission(bot_state_t *bs); int AINode_Observer(bot_state_t *bs); int AINode_Respawn(bot_state_t *bs); @@ -58,7 +58,7 @@ int AINode_Battle_Retreat(bot_state_t *bs); int AINode_Battle_NBG(bot_state_t *bs); // STONELANCE -void AIEnter_MoveToNextCheckpoint(bot_state_t *bs); +void AIEnter_MoveToNextCheckpoint(bot_state_t *bs, char *s); int AINode_MoveToNextCheckpoint(bot_state_t *bs); // END diff --git a/engine/code/game/ai_dmq3.c b/engine/code/game/ai_dmq3.c index 0ebbf4c3..7e4cf6cc 100644 --- a/engine/code/game/ai_dmq3.c +++ b/engine/code/game/ai_dmq3.c @@ -217,18 +217,6 @@ qboolean EntityIsDead(aas_entityinfo_t *entinfo) { return qfalse; } -/* -================== -EntityIsInvisible -================== -*/ -qboolean EntityIsInvisible(aas_entityinfo_t *entinfo) { - if (entinfo->powerups & (1 << PW_INVIS)) { - return qtrue; - } - return qfalse; -} - /* ================== EntityCarriesFlag @@ -246,6 +234,22 @@ qboolean EntityCarriesFlag(aas_entityinfo_t *entinfo) { return qfalse; } +/* +================== +EntityIsInvisible +================== +*/ +qboolean EntityIsInvisible(aas_entityinfo_t *entinfo) { + // the flag is always visible + if (EntityCarriesFlag(entinfo)) { + return qfalse; + } + if (entinfo->powerups & (1 << PW_INVIS)) { + return qtrue; + } + return qfalse; +} + /* ================== EntityIsShooting @@ -1607,7 +1611,7 @@ void BotSetupForMovement(bot_state_t *bs) { memset(&initmove, 0, sizeof(bot_initmove_t)); VectorCopy(bs->cur_ps.origin, initmove.origin); VectorCopy(bs->cur_ps.velocity, initmove.velocity); - VectorCopy(bs->cur_ps.origin, initmove.viewoffset); + VectorClear(initmove.viewoffset); initmove.viewoffset[2] += bs->cur_ps.viewheight; initmove.entitynum = bs->entitynum; initmove.client = bs->client; @@ -2257,7 +2261,6 @@ float BotAggression(bot_state_t *bs) { //if the bot can use the shotgun if (bs->inventory[INVENTORY_SHOTGUN] > 0 && bs->inventory[INVENTORY_SHELLS] > 10) return 50; - //otherwise the bot is not feeling too good return 0; } @@ -2539,7 +2542,7 @@ int BotWantsToCamp(bot_state_t *bs) { //if the bot isn't healthy enough if (BotAggression(bs) < 50) return qfalse; //the bot should have at least have the rocket launcher, the railgun or the bfg10k with some ammo - if ((bs->inventory[INVENTORY_ROCKETLAUNCHER] <= 0 || bs->inventory[INVENTORY_ROCKETS < 10]) && + if ((bs->inventory[INVENTORY_ROCKETLAUNCHER] <= 0 || bs->inventory[INVENTORY_ROCKETS] < 10) && (bs->inventory[INVENTORY_RAILGUN] <= 0 || bs->inventory[INVENTORY_SLUGS] < 10) && (bs->inventory[INVENTORY_BFG10K] <= 0 || bs->inventory[INVENTORY_BFGAMMO] < 10)) { return qfalse; @@ -3019,6 +3022,7 @@ int BotFindEnemy(bot_state_t *bs, int curenemy) { bs->enemysight_time = FloatTime(); bs->enemysuicide = qfalse; bs->enemydeath_time = 0; + bs->enemyvisible_time = FloatTime(); return qtrue; } } @@ -3090,6 +3094,7 @@ int BotFindEnemy(bot_state_t *bs, int curenemy) { else bs->enemysight_time = FloatTime(); bs->enemysuicide = qfalse; bs->enemydeath_time = 0; + bs->enemyvisible_time = FloatTime(); return qtrue; } return qfalse; @@ -3667,19 +3672,14 @@ void BotCheckAttack(bot_state_t *bs) { } } // -// STONELANCE - 1.27 bugfix + // VectorSubtract(bs->aimtarget, bs->eye, dir); -// END + // if (bs->weaponnum == WP_GAUNTLET) { if (VectorLengthSquared(dir) > Square(60)) { return; } } - // -// STONELANCE - 1.27 bugfix - line moved up -// VectorSubtract(bs->aimtarget, bs->eye, dir); -// END - // if (VectorLengthSquared(dir) < Square(100)) fov = 120; else @@ -3832,10 +3832,10 @@ void BotMapScripts(bot_state_t *bs) { BotSetMovedir ================== */ -vec3_t VEC_UP = {0, -1, 0}; -vec3_t MOVEDIR_UP = {0, 0, 1}; -vec3_t VEC_DOWN = {0, -2, 0}; -vec3_t MOVEDIR_DOWN = {0, 0, -1}; +static vec3_t VEC_UP = {0, -1, 0}; +static vec3_t MOVEDIR_UP = {0, 0, 1}; +static vec3_t VEC_DOWN = {0, -2, 0}; +static vec3_t MOVEDIR_DOWN = {0, 0, -1}; void BotSetMovedir(vec3_t angles, vec3_t movedir) { if (VectorCompare(angles, VEC_UP)) { @@ -4235,7 +4235,7 @@ BotGetActivateGoal //#define OBSTACLEDEBUG int BotGetActivateGoal(bot_state_t *bs, int entitynum, bot_activategoal_t *activategoal) { - int i, ent, cur_entities[10], spawnflags, modelindex, areas[10], numareas, t; + int i, ent, cur_entities[10], spawnflags, modelindex, areas[MAX_ACTIVATEAREAS*2], numareas, t; char model[MAX_INFO_STRING], tmpmodel[128]; char target[128], classname[128]; float health; @@ -4293,13 +4293,29 @@ int BotGetActivateGoal(bot_state_t *bs, int entitynum, bot_activategoal_t *activ VectorClear(angles); BotModelMinsMaxs(modelindex, ET_MOVER, 0, absmins, absmaxs); // - numareas = trap_AAS_BBoxAreas(absmins, absmaxs, areas, 10); + numareas = trap_AAS_BBoxAreas(absmins, absmaxs, areas, MAX_ACTIVATEAREAS*2); + // store the areas with reachabilities first for (i = 0; i < numareas; i++) { + if (activategoal->numareas >= MAX_ACTIVATEAREAS) + break; + if ( !trap_AAS_AreaReachability(areas[i]) ) { + continue; + } trap_AAS_AreaInfo(areas[i], &areainfo); if (areainfo.contents & AREACONTENTS_MOVER) { activategoal->areas[activategoal->numareas++] = areas[i]; + } + } + // store any remaining areas + for (i = 0; i < numareas; i++) { if (activategoal->numareas >= MAX_ACTIVATEAREAS) break; + if ( trap_AAS_AreaReachability(areas[i]) ) { + continue; + } + trap_AAS_AreaInfo(areas[i], &areainfo); + if (areainfo.contents & AREACONTENTS_MOVER) { + activategoal->areas[activategoal->numareas++] = areas[i]; } } } @@ -4424,7 +4440,7 @@ int BotGoForActivateGoal(bot_state_t *bs, bot_activategoal_t *activategoal) { // if (BotPushOntoActivateGoalStack(bs, activategoal)) { // enter the activate entity AI node - AIEnter_Seek_ActivateEntity(bs); + AIEnter_Seek_ActivateEntity(bs, "BotGoForActivateGoal"); return qtrue; } else { @@ -4765,7 +4781,7 @@ void BotCheckConsoleMessages(bot_state_t *bs) { //remove the console message trap_BotRemoveConsoleMessage(bs->cs, handle); bs->stand_time = FloatTime() + BotChatTime(bs); - AIEnter_Stand(bs); + AIEnter_Stand(bs, "BotCheckConsoleMessages: reply chat"); //EA_Say(bs->client, bs->cs.chatmessage); break; } @@ -5346,13 +5362,13 @@ void BotDeathmatchAI(bot_state_t *bs, float thinktime) { } //if the bot has no ai node if (!bs->ainode) { - AIEnter_Seek_LTG(bs); + AIEnter_Seek_LTG(bs, "BotDeathmatchAI: no ai node"); } //if the bot entered the game less than 8 seconds ago if (!bs->entergamechat && bs->entergame_time > FloatTime() - 8) { if (BotChat_EnterGame(bs)) { bs->stand_time = FloatTime() + BotChatTime(bs); - AIEnter_Stand(bs); + AIEnter_Stand(bs, "BotDeathmatchAI: chat enter game"); } bs->entergamechat = qtrue; } diff --git a/engine/code/game/ai_main.c b/engine/code/game/ai_main.c index 8bcf6c9a..5c5d4743 100644 --- a/engine/code/game/ai_main.c +++ b/engine/code/game/ai_main.c @@ -963,7 +963,6 @@ void BotUpdateInput(bot_state_t *bs, int time, int elapsed_time) { } //convert the bot input to a usercmd BotInputToUserCommand(&bi, &bs->lastucmd, bs->cur_ps.delta_angles, time); - //subtract the delta angles for (j = 0; j < 3; j++) { bs->viewangles[j] = AngleMod(bs->viewangles[j] - SHORT2ANGLE(bs->cur_ps.delta_angles[j])); @@ -1481,7 +1480,6 @@ int BotAIStartFrame(int time) { } //check if bot interbreeding is activated BotInterbreeding(); - //cap the bot think time if (bot_thinktime.integer > 200) { trap_Cvar_Set("bot_thinktime", "200"); @@ -1596,6 +1594,7 @@ int BotAIStartFrame(int time) { } } + // execute bot user commands every frame for( i = 0; i < MAX_CLIENTS; i++ ) { if( !botstates[i] || !botstates[i]->inuse ) { @@ -1641,10 +1640,11 @@ int BotInitLibrary(void) { trap_BotLibVarSet("g_gametype", buf); //bot developer mode and log file trap_BotLibVarSet("bot_developer", bot_developer.string); + trap_Cvar_VariableStringBuffer("logfile", buf, sizeof(buf)); trap_BotLibVarSet("log", buf); //no chatting trap_Cvar_VariableStringBuffer("bot_nochat", buf, sizeof(buf)); - if (strlen(buf)) trap_BotLibVarSet("nochat", "0"); + if (strlen(buf)) trap_BotLibVarSet("nochat", buf); //visualize jump pads trap_Cvar_VariableStringBuffer("bot_visualizejumppads", buf, sizeof(buf)); if (strlen(buf)) trap_BotLibVarSet("bot_visualizejumppads", buf); @@ -1673,9 +1673,9 @@ int BotInitLibrary(void) { //game directory trap_Cvar_VariableStringBuffer("fs_game", buf, sizeof(buf)); if (strlen(buf)) trap_BotLibVarSet("gamedir", buf); - //cd directory - trap_Cvar_VariableStringBuffer("fs_cdpath", buf, sizeof(buf)); - if (strlen(buf)) trap_BotLibVarSet("cddir", buf); + //home directory + trap_Cvar_VariableStringBuffer("fs_homepath", buf, sizeof(buf)); + if (strlen(buf)) trap_BotLibVarSet("homedir", buf); // #ifdef MISSIONPACK trap_BotLibDefine("MISSIONPACK"); @@ -1748,4 +1748,3 @@ int BotAIShutdown( int restart ) { return qtrue; } - diff --git a/engine/code/game/ai_team.c b/engine/code/game/ai_team.c index 0b49ec0e..db2afef0 100644 --- a/engine/code/game/ai_team.c +++ b/engine/code/game/ai_team.c @@ -2084,4 +2084,3 @@ void BotTeamAI(bot_state_t *bs) { } } - diff --git a/engine/code/game/ai_vcmd.c b/engine/code/game/ai_vcmd.c index 103801ea..f2ccb502 100644 --- a/engine/code/game/ai_vcmd.c +++ b/engine/code/game/ai_vcmd.c @@ -550,4 +550,3 @@ int BotVoiceChatCommand(bot_state_t *bs, int mode, char *voiceChat) { } return qfalse; } -