/*********************************************** * * * FrikBot Movement AI * * "The slightly better movement AI" * * * ***********************************************/ /* This program is in the Public Domain. My crack legal team would like to add: RYAN "FRIKAC" SMITH IS PROVIDING THIS SOFTWARE "AS IS" AND MAKES NO WARRANTY, EXPRESS OR IMPLIED, AS TO THE ACCURACY, CAPABILITY, EFFICIENCY, MERCHANTABILITY, OR FUNCTIONING OF THIS SOFTWARE AND/OR DOCUMENTATION. IN NO EVENT WILL RYAN "FRIKAC" SMITH BE LIABLE FOR ANY GENERAL, CONSEQUENTIAL, INDIRECT, INCIDENTAL, EXEMPLARY, OR SPECIAL DAMAGES, EVEN IF RYAN "FRIKAC" SMITH HAS BEEN ADVISED OF THE POSSIBILITY OF SUCH DAMAGES, IRRESPECTIVE OF THE CAUSE OF SUCH DAMAGES. You accept this software on the condition that you indemnify and hold harmless Ryan "FrikaC" Smith from any and all liability or damages to third parties, including attorney fees, court costs, and other related costs and expenses, arising out of your use of this software irrespective of the cause of said liability. The export from the United States or the subsequent reexport of this software is subject to compliance with United States export control and munitions control restrictions. You agree that in the event you seek to export this software, you assume full responsibility for obtaining all necessary export licenses and approvals and for assuring compliance with applicable reexport restrictions. Any reproduction of this software must contain this notice in its entirety. */ #include "libfrikbot.h" integer bot_move_linker; @implementation Bot (Move) - (void) jump { // TODO check for precision, etc. ent.button2 = TRUE; } - (integer) can_rj { // this returns true of the bot can rocket/superjump/hook // if your mod doesn't have an RL you can just return FALSE all the time // if it has a hook or some other means for the bot to get to high places // you can check here for that capability // am I dumb? if (b_skill == 0) return FALSE; // quad = bad if (ent.items & IT_QUAD) return FALSE; // do I have rockets & RL? if (!((ent.items & IT_ROCKET_LAUNCHER) && (ent.ammo_rockets > 0))) return FALSE; // do I have pent? if (ent.items & IT_INVULNERABILITY) return TRUE; if (ent.health > 50) return TRUE; else return FALSE; } - (integer) recognize_plat: (integer) flag { local integer ret; ret = [super recognize_plat:flag]; if (ret) { if (flag) { // afect bot movement too if (keys & KEY_MOVEUP) { if (trace_ent.velocity_z > 0) keys &= ~KEY_MOVE; } else if (keys & KEY_MOVEDOWN) { if (trace_ent.velocity_z < 0) keys &= ~KEY_MOVE; } } } return ret; } -(integer)keysForDir: (vector) sdir { local integer outkeys; local float tang; local vector keydir; outkeys = 0; if (sdir_x || sdir_y) { // Everything is tested against 60 degrees, this allows the bot to // overlap the keys 30 degrees on each diagonal 45 degrees might look // more realistic keydir = vectoangles (sdir); tang = angcomp (keydir_y, ent.v_angle_y); if ((tang <= 150) && (tang >= 30)) outkeys |= KEY_MOVELEFT; else if ((tang >= -150) && (tang <= -30)) outkeys |= KEY_MOVERIGHT; if (fabs(tang) <= 60) outkeys |= KEY_MOVEFORWARD; else if (fabs(tang) >= 120) outkeys |= KEY_MOVEBACK; } if (sdir_z > 0.7) outkeys |= KEY_MOVEUP; else if (sdir_z < 0.7) outkeys |= KEY_MOVEDOWN; return outkeys; } /* frik_obstructed Bot has hit a ledge or wall that he should manuever around. */ -(void)obstructed: (vector) whichway : (integer) danger { local float dist; local vector disway, org; // TODO: something if (b_aiflags & AI_BLIND) return; org = [targets[0] realorigin]; if (danger) { b_aiflags |= AI_DANGER; keys = [self keysForDir:'0 0 0' - whichway]; } if (b_aiflags & AI_PRECISION) return; if (targets[0]) { if (b_aiflags & AI_OBSTRUCTED) { if (!(b_aiflags & AI_DANGER)) { b_aiflags &= ~AI_OBSTRUCTED; return; } else if (!danger) return; } obs_dir = whichway; disway_x = whichway_y * -1; disway_y = whichway_x; disway_z = 0; dist = vlen (org - (ent.origin + disway)); disway_x = whichway_y; disway_y = whichway_x * -1; wallhug = (vlen (org - (ent.origin + disway)) > dist); b_aiflags |= AI_OBSTRUCTED; } else { disway_x = whichway_y * -1; disway_y = whichway_x; disway_z = 0; dist = vlen (disway - obs_dir); disway_x = whichway_y; disway_y = whichway_x * -1; wallhug = (vlen (disway - obs_dir) < dist); obs_dir = whichway; b_aiflags |= AI_OBSTRUCTED; } } /* frik_obstacles Detects small bumps the bot needs to jump over or ledges the bot should avoid falling in. Also responsible for jumping gaps. */ -(void)obstacles { local vector start, stop, ang; local float test, conts, dist, hgt; if (!(ent.flags & FL_ONGROUND)) return; if (b_aiflags & AI_BLIND) return; ang = normalize(ent.velocity); ang_z = 0; start = ent.origin + ang * 32; // ahem start_z = ent.origin_z + ent.maxs_z; stop = start; stop_z = ent.origin_z + ent.mins_z; traceline (start, stop - '0 0 256', TRUE, ent); if (trace_allsolid || trace_startsolid) return; hgt = trace_endpos_z - stop_z; if (hgt > 18) { [self jump]; return; } if (hgt >= 0) return; conts = pointcontents (trace_endpos + '0 0 4'); start = stop - '0 0 8'; stop = start + ang * 256; traceline (start, stop, TRUE, ent); test = vlen(trace_endpos - start); if (test <= 20) return; // it's a walkable gap, do nothing ang_x = ent.velocity_y * -1; ang_y = ent.velocity_x; ang = normalize (ang); traceline (start - (ang * 10), start + (ang * 10), TRUE, ent); if ((trace_fraction != 1) || trace_startsolid) return; // gap is only 20 wide, walkable ang = ent.velocity; ang_z = 0; dist = ((540 / sv_gravity) * vlen (ang))/* + 32*/; if (test > dist) { // I can't make it if (conts < -3) { // bad stuff down dare [self obstructed: ang :TRUE]; return; } else { if (targets[0]) { stop = [targets[0] realorigin]; if ((stop_z - ent.origin_z) < -32) return; // safe to fall } [self obstructed: ang :FALSE]; return; } } else { ang = normalize(ang); //look for a ledge traceline (ent.origin, ent.origin + (ang * (test + 20)), TRUE, ent); if (trace_fraction != 1) { if (conts < -3) { // bad stuff down dare [self obstructed: ang :TRUE]; return; } else { if (targets[0]) { stop = [targets[0] realorigin]; if ((stop_z - ent.origin_z) < -32) return; // safe to fall } [self obstructed: ang :FALSE]; return; } } if (targets[0]) { // getting furter away from my target? test = vlen ([targets[0] origin] - (ang + ent.origin)); if (test > vlen ([targets[0] origin] - ent.origin)) { if (conts < -3) { // bad stuff down dare [self obstructed: ang :TRUE]; return; } else { [self obstructed: ang :FALSE]; return; } } } } if (hgt < -18) { if (targets[0]) { stop = [targets[0] realorigin]; if ((stop_z - ent.origin_z) < -32) return; // safe to fall } [self jump]; } // go for it } /* After frik_obstructed, the bot uses the following funtion to move "around" the obstacle I have no idea how well it will work */ -(void)dodge_obstruction { local vector way, org; local float oflags, yaw; if (!(b_aiflags & AI_OBSTRUCTED)) return; if ((b_aiflags & (AI_BLIND | AI_PRECISION)) || !(ent.flags & FL_ONGROUND)) { b_aiflags &= ~AI_OBSTRUCTED; return; } // perform a walkmove check to see if the obs_dir is still obstructed // walkmove is less forgiving than frik_obstacles, so I dunno // how well this will work oflags = ent.flags; org = ent.origin; yaw = vectoyaw (obs_dir); if (walkmove (yaw, 32)) b_aiflags &= ~AI_OBSTRUCTED; else { if (b_aiflags & AI_DANGER) { way = '0 0 0' - obs_dir; } else if (wallhug) { way.x = obs_dir.y * -1; way.y = obs_dir.x; } else { way.x = obs_dir.y; way.y = obs_dir.x * -1; } way_z = 0; keys &= ~KEY_MOVE; keys |= [self keysForDir: way]; } // fix the bot ent.origin = org; ent.flags = oflags; } /* movetogoal and walkmove replacements blah */ -(void) movetogoal { local vector way; local float g; if (targets[0] == NIL) { makevectors(v_angle); [self walkmove: v_forward]; return; } way = [targets[0] realorigin] - ent.origin; if (vlen(way) < 25) { keys &= ~KEY_MOVE; return; } way = normalize (way); keys &= ~KEY_MOVE; keys |= [self keysForDir: way]; [self dodge_obstruction]; [self recognize_plat: TRUE]; if (b_aiflags & AI_PRECISION) { g = angcomp (v_angle.x, b_angle.x); if (fabs (g) > 10) keys &= ~KEY_MOVE; g = angcomp (v_angle.y, b_angle.y); if (fabs(g) > 10) keys &= ~KEY_MOVE; } } -(integer)walkmove: (vector) weird { // okay so it's not walkmove // sue me keys &= ~KEY_MOVE; keys |= [self keysForDir: weird]; [self dodge_obstruction]; [self recognize_plat: TRUE]; if (b_aiflags & AI_OBSTRUCTED) return FALSE; else return TRUE; } /* -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= The "hook" method of navigation. This nav system is copyrighted 1999 by Ryan "Frika C" Smith, keep that in mind when you steal it. I brought this back because normal roaming won't work - the bot gets distracted by it's own waypoints. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= */ -(void)roam { local float loopcount, flag, dist; local vector org, ang, org1; loopcount = 26; flag = FALSE; while ((loopcount > 0) && !flag) { loopcount--; org = ent.origin + ent.view_ofs; ang = ent.angles; ang_y = frik_anglemod (ang_y - 90 + (180 * random ())); ang_x = 0; // avoid upward sloping makevectors (ang); traceline (org, org + v_forward * 2300, TRUE, ent); if (trace_fraction != 1) { org1 = trace_endpos; ang = normalize (trace_plane_normal); ang_z = 0; // avoid upward sloping traceline (org1, org1 + (ang * 2300), TRUE, ent); if ((trace_fraction != 1) && (vlen(trace_endpos - org1) >= 64)) { org = trace_endpos; traceline (org, ent.origin + ent.view_ofs, TRUE, ent); if (trace_fraction != 1) { dist = vlen (org1 - org) /2; org = org1 + (ang * dist); traceline(org, org - '0 0 48', TRUE, ent); if (trace_fraction != 1) { [self spawnTempWaypoint:org]; flag = TRUE; } } } } } b_angle.y = v_angle.y + 10; } @end