/*********************************************** * * * FrikBot General AI * * "The I'd rather be playing Quake 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" float stagger_think; @implementation Bot (AI) /* -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= targetOnstack checks to see if an entity is on the bot's stack -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= */ -(integer)targetOnstack:(Target)scot { if (scot == NIL) return FALSE; else if (targets[0] == scot) return 1; else if (targets[1] == scot) return 2; else if (targets[2] == scot) return 3; else if (targets[3] == scot) return 4; else return FALSE; } /* -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= targetAdd adds a new entity to the stack, since it's a LIFO stack, this will be the bot's new targets[0] -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= */ -(void)targetAdd:(Target)e { if (e == NIL) return; if ([self targetOnstack:e]) return; targets[3] = targets[2]; targets[2] = targets[1]; targets[1] = targets[0]; targets[0] = e; [self setSearchTime:time + 5]; } /* -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= targetDrop Removes an entity from the bot's target stack. The stack will empty everything up to the object So if you have target2 item_health, targets[0] waypoint, and you drop the health, the waypoint is gone too. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= */ -(void)targetDrop:(Target)e { switch ([self targetOnstack:e]) { case 1: targets[0] = targets[1]; targets[1] = targets[2]; targets[2] = targets[3]; targets[3] = NIL; break; case 2: targets[0] = targets[2]; targets[1] = targets[3]; targets[2] = targets[3] = NIL; break; case 3: targets[0] = targets[3]; targets[1] = targets[2] = targets[3] = NIL; break; case 4: targets[0] = targets[1] = targets[2] = targets[3] = NIL; default: break; } [self setSearchTime:time + 5]; } /* -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= bot_lost Bot has lost its target. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= */ -(void)lost:(Target)targ :(integer)success { if (!targ) return; [self targetDrop:targ]; if ([targ classname] == "waypoint") [(Waypoint)targ clearRouteForBot:self]; // find a new route if (!success) { targets[0] = targets[1] = targets[2] = targets[3] = NIL; last_way = [self findWaypoint:current_way]; [Waypoint clearMyRoute:self]; b_aiflags = 0; } else { if ([targ classname] == "item_artifact_invisibility") if (ent.items & IT_INVISIBILITY) [self startTopic:3]; if (targ.ent.flags & FL_ITEM) { if (!targ.ent.model) targ._last = NIL; else targ._last = self; } } if ([targ classname] != "player") [self setSearchTime:time + 5]; } /* -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= checkLost decide if my most immediate target should be removed. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= */ -(void)checkLost:(Target)targ { local vector dist; if (targ == NIL) return; dist = [targ realorigin] - ent.origin; dist_z = 0; // waypoints and items are lost if you get close enough to them if ([targ isKindOfClass:[Waypoint class]]) { local Waypoint way = (Waypoint) targ; if ([way classname] == "waypoint") { if (!(b_aiflags & (AI_SNIPER | AI_AMBUSH))) { if (b_aiflags & AI_RIDE_TRAIN) { if (vlen (way.origin - ent.origin) < 48) [self lost:way :TRUE]; } else if (b_aiflags & AI_PRECISION) { if (vlen (way.origin - ent.origin) < 24) [self lost:way :TRUE]; } else if (vlen (way.origin - ent.origin) < 32) [self lost:way :TRUE]; } } else { //temp_waypoint if (vlen (way.origin - ent.origin) < 32) [self lost:way :TRUE]; } } else if ([targ isKindOfClass:[Bot class]]) { local Bot bot = (Bot) targ; if (bot.ent.health <= 0) [self lost:bot :TRUE]; else if ((coop) || (teamplay && bot.ent.team == ent.team)) { if ([bot.targets[0] classname] == "player") { if (![bot.targets[0] ishuman]) [self lost:bot :TRUE]; } else if (bot.ent.teleport_time > time) { // try not to telefrag teammates keys &= ~KEY_MOVE; } else if (vlen (bot.ent.origin - ent.origin) < 128) { if (vlen (bot.ent.origin - ent.origin) < 48) [self walkmove: ent.origin - bot.ent.origin]; else { keys &= ~KEY_MOVE; [self startTopic:4]; } [self setSearchTime:time + 5]; // never time out } else if (![self canSee:bot]) [self lost:bot :FALSE]; } else if (waypoint_mode > WM_LOADED) { if (vlen (bot.ent.origin - ent.origin) < 128) { [self lost:bot :TRUE]; } } } else { if (targ.ent.flags & FL_ITEM) { if (vlen (targ.ent.origin - ent.origin) < 32) [self lost:targ :TRUE]; else if (!targ.ent.model) [self lost:targ :TRUE]; } else if (targ.ent.classname == "func_button") { // buttons are lost of their frame changes if (targ.ent.frame) { [self lost:targ :TRUE]; if (ent.enemy == targ.ent) ent.enemy = NIL; // if (target[0]) // [self getPath:target[0] :TRUE]; } } else if ((targ.ent.movetype == MOVETYPE_NONE) && (targ.ent.solid == SOLID_TRIGGER)) { // trigger_multiple style triggers are lost if their thinktime // changes if (targ.ent.nextthink >= time) { [self lost:targ :TRUE]; // if (target[0]) // [self getPath:target[0] :TRUE]; } } } // lose any target way above the bot's head // FIXME: if the bot can fly in your mod.. if ((targ.ent.origin_z - ent.origin_z) > 64) { dist = targ.ent.origin - ent.origin; dist_z = 0; if (vlen (dist) < 32) if (ent.flags & FL_ONGROUND) if (![self recognizePlat:FALSE]) [self lost:targ :FALSE]; } else if (targ.ent.classname == "train") { if ([self recognizePlat:FALSE]) [self lost:targ :TRUE]; } // targets are lost if the bot's search time has expired if (time > [self searchTime]) [self lost:targ :FALSE]; } /* -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= handleAI This is a 0.10 addition. Handles any action based b_aiflags. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= */ -(void)handleAI { local entity newt; local vector v; // handle ai flags -- note, not all aiflags are handled // here, just those that perform some sort of action // wait is used by the ai to stop the bot until his search time expires / or route changes if (b_aiflags & AI_WAIT) keys &= ~KEY_MOVE; if (b_aiflags & AI_DOORFLAG) { // was on a door when spawned // if there is nothing there now if (![last_way recognizePlat:FALSE]) { newt = [self findThing: "door"]; // this is likely the door responsible (crossfingers) if (b_aiflags & AI_DOOR_NO_OPEN) { if (newt.nextthink) keys &= ~KEY_MOVE; // wait until it closes else { [self lost:last_way :FALSE]; } } else { if (newt.targetname) { newt = find (NIL, target, newt.targetname); if (newt.health > 0) { ent.enemy = newt; [self weaponSwitch:1]; } else { // targetDrop (last_way); [self targetAdd:[Target forEntity:newt]]; // [self getPath:newt :TRUE]; } } b_aiflags &= ~AI_DOORFLAG; } } } if (b_aiflags & AI_JUMP) { if (ent.flags & FL_ONGROUND) { [self jump]; b_aiflags &= ~AI_JUMP; } } else if (b_aiflags & AI_SUPER_JUMP) { if (ent.weapon != 32) impulse = 7; else if (ent.flags & FL_ONGROUND) { b_aiflags &= ~AI_SUPER_JUMP; if ([self canRJ]) { [self jump]; ent.v_angle_x = b_angle.x = 80; buttons |= 1; } else [self lost: targets[0] :FALSE]; } } if (b_aiflags & AI_SURFACE) { if (ent.waterlevel > 2) { keys = KEY_MOVEUP; buttons |= 4; // swim! } else b_aiflags &= ~AI_SURFACE; } if (b_aiflags & AI_RIDE_TRAIN) { // simple, but effective // this can probably be used for a lot of different // things, not just trains (door elevators come to mind) if (![last_way recognizePlat:FALSE]) { // if there is nothing there now keys &= ~KEY_MOVE; } else { if ([self recognizePlat:FALSE]) { v = realorigin (trace_ent) + trace_ent.origin - ent.origin; v_z = 0; if (vlen (v) < 24) keys &= ~KEY_MOVE; else { b_aiflags |= AI_PRECISION; keys |= [self keysForDir:v]; } } } } if (b_aiflags & AI_PLAT_BOTTOM) { newt = [self findThing:"plat"]; if (newt.state != 1) { v = ent.origin - realorigin (newt); v_z = 0; if (vlen (v) > 96) keys &= ~KEY_MOVE; else [self walkmove:v]; } else b_aiflags &= ~AI_PLAT_BOTTOM; } if (b_aiflags & AI_DIRECTIONAL) { if ((normalize (last_way.origin - ent.origin) * b_dir) > 0.4) { b_aiflags &= ~AI_DIRECTIONAL; [self lost:targets[0] :TRUE]; } } if (b_aiflags & AI_SNIPER) { b_aiflags |= AI_WAIT | AI_PRECISION | AI_SNIPER; // FIXME: Add a switch to wep command // FIXME: increase delay? } if (b_aiflags & AI_AMBUSH) { b_aiflags |= AI_WAIT | AI_AMBUSH; // FIXME: Add a switch to wep command // FIXME: increase delay? } } /* -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= bot_path Bot will follow a route generated by the beginRoute set of functions in bot_way.qc. This code, while it works pretty well, can get confused -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= */ -(void)path { local Waypoint jj; local entity e, tele; [self checkLost:targets[0]]; if (!targets[0]) { keys=0; return; } if ([self targetOnstack:last_way]) return; // old waypoint still being hunted jj = [self findRoute:last_way]; if (!jj) { // this is an ugly hack if (targets[0].current_way != last_way) { local string cn = [targets[0] classname]; if (cn != "temp_waypoint") if (cn != "player") [self lost:targets[0] :FALSE]; } return; } // update the bot's special ai features // Readahed types are AI conditions to perform while heading to a waypoint // point types are AI flags that should be executed once reaching a waypoint b_aiflags = (jj.flags & AI_READAHEAD_TYPES) | (last_way.flags & AI_POINT_TYPES); [self targetAdd:jj]; if (last_way) { if ([last_way isLinkedTo:jj] == 2) { // waypoints are telelinked tele = [self findThing:"trigger_teleport"]; // this is probbly the teleport responsible [self targetAdd:[Target forEntity:tele]]; } traceline (last_way.origin, jj.origin, FALSE, ent); // check for blockage if (trace_fraction != 1) { if (trace_ent.classname == "door" && !(b_aiflags & AI_DOOR_NO_OPEN)) { // a door blocks the way // linked doors fix if (trace_ent.owner) trace_ent = trace_ent.owner; if ((trace_ent.health > 0) && (ent.enemy == NIL)) { ent.enemy = trace_ent; [self weaponSwitch:1]; b_aiflags |= AI_BLIND; // nick knack paddy hack } else if (trace_ent.targetname) { e = find (NIL, target, trace_ent.targetname); if (e.health > 0) { ent.enemy = e; [self weaponSwitch:1]; } else { // targetDrop (jj); [self targetAdd:[Target forEntity:e]]; // [self getPath:tele :TRUE]; b_aiflags |= AI_BLIND; // give a bot a bone return; } } } else if (trace_ent.classname == "func_wall") { // give up [self lost:targets[0] :FALSE]; return; } } } // this is used for AI_DRIECTIONAL b_dir = normalize (jj.origin - last_way.origin); last_way = jj; } /* -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Bot Priority Look. What a stupid name. This is where the bot finds things it wants to kill/grab. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= */ // priority scale // 0 - 10 virtually ignore // 10 - 30 normal item range // 30 - 50 bot will consider this a target worth changing course for // 50 - 90 bot will hunt these as vital items // *!* Make sure you add code to checkLost to remove the target *!* -(integer)priority:(Bot)bot { local integer p; if (ent.health <= 0) return 0; if (ent.items & IT_INVISIBILITY) //FIXME p = 2; else if (coop) { if (targets[0]) { if ([targets[0] classname] == "player") if (![targets[0] ishuman]) return 0; } p = 100; } else if (teamplay && ent.team == bot.ent.team) { if (targets[0]) { if ([targets[0] classname] == "player") return 0; } p = 100; } else p = 30; return p; } -(integer)priorityForThing:(Target)thing { local integer p; // This is the most executed function in the bot. Careful what you do here. if (pointcontents ([thing origin]) < -3) return 0; p = [thing priority:self]; if (thing.current_way) { // check to see if it's unreachable if (thing.current_way.items == -1) return 0; else p += (integer) ((13000 - thing.current_way.items) * 0.05); } return p; } -(void)lookForCrap:(integer)scope { local Target foe, best = NIL; local Waypoint way; local integer thatp, bestp; local float radius; if (scope == 1) radius = 13000; else radius = 500; foe = [Target forEntity:findradius (ent.origin, radius)]; bestp = 1; while (foe) { if (foe != self) { thatp = [self priorityForThing:foe]; if (thatp) if (!scope) if (!sisible (ent, foe.ent, foe.ent.origin)) thatp = 0; if (thatp > bestp) { bestp = thatp; best = foe; } } foe = [Target forEntity:foe.ent.chain]; } way = [Waypoint find:ent.origin radius:radius]; while (way) { thatp = [self priorityForThing:way]; if (thatp) if (!scope) if (!sisible (ent, NIL, way.origin)) thatp = 0; if (thatp > bestp) { bestp = thatp; best = way; } way = way.chain; } if (best == NIL) return; if (![self targetOnstack:best]) { [self targetAdd:best]; if (scope) { [self getPath:best :FALSE]; b_aiflags |= AI_WAIT; } } } /* -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= angleSet Sets the bots look keys & b_angle to point at the target - used for fighting and just generally making the bot look good. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= */ -(void)angleSet { local float h; local vector view; if (ent.enemy) { if (ent.enemy.items & IT_INVISIBILITY) if (random () > 0.2) return; if (missile_speed == 0) missile_speed = 10000; if (ent.enemy.solid == SOLID_BSP) { view = (((ent.enemy.absmin + ent.enemy.absmax) * 0.5) - ent.origin); } else { h = vlen (ent.enemy.origin - ent.origin) / missile_speed; if (ent.enemy.flags & FL_ONGROUND) view = ent.enemy.velocity * h; else view = (ent.enemy.velocity - (sv_gravity * '0 0 1') * h) * h; view = ent.enemy.origin + view; // FIXME: ? traceline (ent.enemy.origin, view, FALSE, ent); view = trace_endpos; if (ent.weapon == 32) view = view - '0 0 22'; view = normalize (view - ent.origin); } view = vectoangles (view); view_x = view_x * -1; b_angle = view; } else if (targets[0]) { view = [targets[0] realorigin]; if (targets[0].ent.flags & FL_ITEM) view = view + '0 0 48'; view -= (ent.origin + ent.view_ofs); view = vectoangles (view); view_x = -view_x; b_angle = view; } else b_angle.x = 0; // HACK HACK HACK HACK // The bot falls off ledges a lot because of "turning around" // so let the bot use instant turn around when not hunting a player if (b_skill == 3) { keys &= ~KEY_LOOK; ent.v_angle = b_angle; while (ent.v_angle.x < -180) ent.v_angle.x += 360; while (ent.v_angle.x > 180) ent.v_angle.x -= 360; } else if ((ent.enemy == NIL || ent.enemy.movetype == MOVETYPE_PUSH) && (targets[0] ? [targets[0] classname] != "player" : 1)) { keys &= ~KEY_LOOK; ent.v_angle = b_angle; while (ent.v_angle.x < -180) ent.v_angle.x += 360; while (ent.v_angle.x > 180) ent.v_angle.x -= 360; } else if (b_skill < 2) { // skill 2 handled in bot_phys if (b_angle.x > 180) b_angle.x -= 360; keys &= ~KEY_LOOK; if (angcomp (b_angle.y, ent.v_angle.y) > 10) keys |= KEY_LOOKLEFT; else if (angcomp(b_angle.y, ent.v_angle.y) < -10) keys |= KEY_LOOKRIGHT; if (angcomp(b_angle.x, ent.v_angle.x) < -10) keys |= KEY_LOOKUP; else if (angcomp (b_angle.x, ent.v_angle.x) > 10) keys |= KEY_LOOKDOWN; } } /* -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= BotAI This is the main ai loop. Though called every frame, the ai_time limits it's actual updating -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= */ -(void)AI { // am I dead? Fire randomly until I respawn // health < 1 is used because fractional healths show up as 0 on normal // playerstatus bars, and the mod probably already compensated for that if (ent.health < 1) { buttons = (integer) (random() * 2); keys = 0; b_aiflags = 0; [Waypoint clearMyRoute:self]; targets[0] = targets[1] = targets[2] = targets[3] = NIL; ent.enemy = NIL; last_way = NIL; return; } // stagger the bot's AI out so they all don't think at the same time, // causing game 'spikes' if (b_skill < 2) { if (ai_time > time) return; ai_time = time + 0.05; if (bot_count > 0) { if ((time - stagger_think) < (0.1 / bot_count)) ai_time += 0.1 / (2 * bot_count); } else return; } if (ent.view_ofs == '0 0 0') [self startTopic:7]; stagger_think = time; // shut the bot's buttons off, various functions will turn them on by AI // end buttons = 0; // targets[0] is like goalentity in normal Quake monster AI. // it's the bot's most immediate target if (route_table == self) { if (busy_waypoints <= 0) { if (waypoint_mode < WM_EDITOR) [self lookForCrap:TRUE]; } b_aiflags = 0; keys = 0; } else if (targets[0]) { [self movetogoal]; [self path]; } else { if (waypoint_mode < WM_EDITOR) { if (route_failed) { [self roam]; route_failed = 0; } else if (![self beginRoute]) { [self lookForCrap:FALSE]; } keys = 0; } else { b_aiflags = AI_WAIT; keys = 0; } } // angleSet points the bot at it's goal (ent.enemy or targets[0]) [self angleSet]; // fight my enemy. Enemy is probably a field QC coders will most likely // use a lot for their own needs, since it's unused on a normal player // FIXME if (ent.enemy) [self fightStyle]; else if (random () < 0.2) if (random () < 0.2) [self weaponSwitch:-1]; [self dodgeStuff]; // checks to see if bot needs to start going up for air if (ent.waterlevel > 2) { if (time > (ent.air_finished - 2)) { traceline (ent.origin, ent.origin + '0 0 6800', TRUE, ent); if (trace_inopen) { keys = KEY_MOVEUP; buttons |= 4; // swim! return; // skip ai flags for now - this is life or death } } } // b_aiflags handling // don't want chat to screw him up if he's concentrating if (b_aiflags) [self handleAI]; else [self chat]; } @end