/*********************************************** * * * 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" /* -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= target_onstack checks to see if an entity is on the bot's stack -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= */ float(entity scot) target_onstack = { if (scot == NIL) return FALSE; else if (self.target1 == scot) return 1; else if (self.target2 == scot) return 2; else if (self.target3 == scot) return 3; else if (self.target4 == scot) return 4; else return FALSE; }; /* -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= target_add adds a new entity to the stack, since it's a LIFO stack, this will be the bot's new target1 -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= */ void(entity ent) target_add = { if (ent == NIL) return; if (target_onstack(ent)) return; self.target4 = self.target3; self.target3 = self.target2; self.target2 = self.target1; self.target1 = ent; self.search_time = time + 5; }; /* -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= target_drop 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, target1 waypoint, and you drop the health, the waypoint is gone too. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= */ void(entity ent) target_drop = { local float tg; tg = target_onstack(ent); if (tg == 1) { self.target1 = self.target2; self.target2 = self.target3; self.target3 = self.target4; self.target4 = NIL; } else if (tg == 2) { self.target1 = self.target3; self.target2 = self.target4; self.target3 = self.target4 = NIL; } else if (tg == 3) { self.target1 = self.target4; self.target2 = self.target3 = self.target4 = NIL; } else if (tg == 4) self.target1 = self.target2 = self.target3 = self.target4 = NIL; self.search_time = time + 5; }; /* -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= bot_lost Bot has lost its target. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= */ void(entity targ, float success) bot_lost = { if (!targ) return; target_drop(targ); if (targ.classname == "waypoint") targ.b_sound = targ.b_sound - (targ.b_sound & ClientBitFlag(self.b_clientno)); // find a new route if (!success) { self.target1 = self.target2 = self.target3 = self.target4 = NIL; self.last_way = FindWayPoint(self.current_way); ClearMyRoute(); self.b_aiflags = 0; } else { if (targ.classname == "item_artifact_invisibility") if (self.items & 524288) bot_start_topic(3); if (targ.flags & FL_ITEM) { if (!targ.model) targ._last = NIL; else targ._last = self; } } if (targ.classname != "player") targ.search_time = time + 5; }; /* -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= bot_check_lost decide if my most immediate target should be removed. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= */ void(entity targ) bot_check_lost = { local vector dist; dist = realorigin(targ) - self.origin; dist_z = 0; if (targ == NIL) return; // waypoints and items are lost if you get close enough to them else if (targ.flags & FL_ITEM) { if (vlen(targ.origin - self.origin) < 32) bot_lost(targ, TRUE); else if (!targ.model) bot_lost(targ, TRUE); } else if (targ.classname == "waypoint") { if (!(self.b_aiflags & (AI_SNIPER | AI_AMBUSH))) { if (self.b_aiflags & AI_RIDE_TRAIN) { if (vlen(targ.origin - self.origin) < 48) bot_lost(targ, TRUE); } else if (self.b_aiflags & AI_PRECISION) { if (vlen(targ.origin - self.origin) < 24) bot_lost(targ, TRUE); } else if (vlen(targ.origin - self.origin) < 32) bot_lost(targ, TRUE); } } else if (targ.classname == "temp_waypoint") { if (vlen(targ.origin - self.origin) < 32) bot_lost(targ, TRUE); } else if (targ.classname == "player") { if (targ.health <= 0) bot_lost(targ, TRUE); else if ((coop) || (teamplay && targ.team == self.team)) { if (targ.target1.classname == "player") { if (!targ.target1.ishuman) bot_lost(targ, TRUE); } else if (targ.teleport_time > time) { // try not to telefrag teammates self.keys = self.keys & 960; } else if (vlen(targ.origin - self.origin) < 128) { if (vlen(targ.origin - self.origin) < 48) frik_walkmove(self.origin - targ.origin); else { self.keys = self.keys & 960; bot_start_topic(4); } self.search_time = time + 5; // never time out } else if (!fisible(targ)) bot_lost(targ, FALSE); } else if (waypoint_mode > WM_LOADED) { if (vlen(targ.origin - self.origin) < 128) { bot_lost(targ, TRUE); } } } else if (targ.classname == "func_button") { // buttons are lost of their frame changes if (targ.frame) { bot_lost(targ, TRUE); if (self.enemy == targ) self.enemy = NIL; //if (self.target1) // bot_get_path(self.target1, TRUE); } } else if ((targ.movetype == MOVETYPE_NONE) && (targ.solid == SOLID_TRIGGER)) { // trigger_multiple style triggers are lost if their thinktime changes if (targ.nextthink >= time) { bot_lost(targ, TRUE); //if (self.target1) // bot_get_path(self.target1, TRUE); } } // lose any target way above the bot's head // FIXME: if the bot can fly in your mod.. if ((targ.origin_z - self.origin_z) > 64) { dist = targ.origin - self.origin; dist_z = 0; if (vlen(dist) < 32) if (self.flags & FL_ONGROUND) if(!frik_recognize_plat(FALSE)) bot_lost(targ, FALSE); } else if (targ.classname == "train") { if (frik_recognize_plat(FALSE)) bot_lost(targ, TRUE); } // targets are lost if the bot's search time has expired if (time > self.search_time) bot_lost(targ, FALSE); }; /* -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= bot_handle_ai This is a 0.10 addition. Handles any action based b_aiflags. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= */ void() bot_handle_ai = { 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 (self.b_aiflags & AI_WAIT) self.keys = self.keys & 960; if (self.b_aiflags & AI_DOORFLAG) { // was on a door when spawned b_temp3 = self; self = self.last_way; // if there is nothing there now if (!frik_recognize_plat(FALSE)) { newt = FindThing("door"); // this is likely the door responsible (crossfingers) self = b_temp3; if (self.b_aiflags & AI_DOOR_NO_OPEN) { if (newt.nextthink) self.keys = self.keys & 960; // wait until it closes else { bot_lost(self.last_way, FALSE); } } else { if (newt.targetname) { newt = find(NIL, target, newt.targetname); if (newt.health > 0) { self.enemy = newt; bot_weapon_switch(1); } else { // target_drop(self.last_way); target_add(newt); // bot_get_path(newt, TRUE); } } self.b_aiflags = self.b_aiflags - AI_DOORFLAG; } } else self = b_temp3; } if (self.b_aiflags & AI_JUMP) { if (self.flags & FL_ONGROUND) { bot_jump(); self.b_aiflags = self.b_aiflags - AI_JUMP; } } else if (self.b_aiflags & AI_SUPER_JUMP) { if (self.weapon != 32) self.impulse = 7; else if (self.flags & FL_ONGROUND) { self.b_aiflags = self.b_aiflags - AI_SUPER_JUMP; if (bot_can_rj(self)) { bot_jump(); self.v_angle_x = self.b_angle_x = 80; self.button0 = TRUE; } else bot_lost(self.target1, FALSE); } } if (self.b_aiflags & AI_SURFACE) { if (self.waterlevel > 2) { self.keys = KEY_MOVEUP; self.button2 = TRUE; // swim! } else self.b_aiflags = self.b_aiflags - AI_SURFACE; } if (self.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) b_temp3 = self; self = self.last_way; if (!frik_recognize_plat(FALSE)) { // if there is nothing there now self = b_temp3; self.keys = self.keys & 960; } else { self = b_temp3; if (frik_recognize_plat(FALSE)) { v = realorigin(trace_ent) + trace_ent.origin - self.origin; v_z = 0; if (vlen(v) < 24) self.keys = self.keys & 960; else { self.b_aiflags = self.b_aiflags | AI_PRECISION; self.keys = frik_KeysForDir(v); } } } } if (self.b_aiflags & AI_PLAT_BOTTOM) { newt = FindThing("plat"); if (newt.state != 1) { v = self.origin - realorigin(newt); v_z = 0; if (vlen(v) > 96) self.keys = self.keys & 960; else frik_walkmove(v); } else self.b_aiflags = self.b_aiflags - AI_PLAT_BOTTOM; } if (self.b_aiflags & AI_DIRECTIONAL) { if ((normalize(self.last_way.origin - self.origin) * self.b_dir) > 0.4) { self.b_aiflags = self.b_aiflags - AI_DIRECTIONAL; bot_lost(self.target1, TRUE); } } if (self.b_aiflags & AI_SNIPER) { self.b_aiflags = (self.b_aiflags | AI_WAIT | AI_PRECISION) - AI_SNIPER; // FIXME: Add a switch to wep command // FIXME: increase delay? } if (self.b_aiflags & AI_AMBUSH) { self.b_aiflags = (self.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 begin_route set of functions in bot_way.qc. This code, while it works pretty well, can get confused -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= */ void() bot_path = { local entity jj, tele; bot_check_lost(self.target1); if (!self.target1) { self.keys=0; return; } if (target_onstack(self.last_way)) return; // old waypoint still being hunted jj = FindRoute(self.last_way); if (!jj) { // this is an ugly hack if (self.target1.current_way != self.last_way) { if (self.target1.classname != "temp_waypoint") if (self.target1.classname != "player") bot_lost(self.target1, 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 self.b_aiflags = (jj.b_aiflags & AI_READAHEAD_TYPES) | (self.last_way.b_aiflags & AI_POINT_TYPES); target_add(jj); if (self.last_way) { if (CheckLinked(self.last_way, jj) == 2) { // waypoints are telelinked tele = FindThing("trigger_teleport"); // this is probbly the teleport responsible target_add(tele); } traceline(self.last_way.origin, jj.origin, FALSE, self); // check for blockage if (trace_fraction != 1) { if (trace_ent.classname == "door" && !(self.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) && (self.enemy == NIL)) { self.enemy = trace_ent; bot_weapon_switch(1); self.b_aiflags = self.b_aiflags | AI_BLIND; // nick knack paddy hack } else if (trace_ent.targetname) { tele = find(NIL, target, trace_ent.targetname); if (tele.health > 0) { self.enemy = tele; bot_weapon_switch(1); } else { // target_drop(jj); target_add(tele); // bot_get_path(tele, TRUE); self.b_aiflags = self.b_aiflags | AI_BLIND; // give a bot a bone return; } } } else if (trace_ent.classname == "func_wall") { // give up bot_lost(self.target1, FALSE); return; } } } // this is used for AI_DRIECTIONAL self.b_dir = normalize(jj.origin - self.last_way.origin); self.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 bot_check_lost to remove the target *!* float(entity thing) priority_for_thing = { local float thisp; thisp = 0; // This is the most executed function in the bot. Careful what you do here. if ((thing.flags & FL_ITEM) && thing.model && thing.search_time < time) { // ugly hack if (thing._last != self) thisp = 20; if (thing.classname == "item_artifact_super_damage") thisp = 65; else if (thing.classname == "item_artifact_invulnerability") thisp = 65; else if (thing.classname == "item_health") { if (thing.spawnflags & 2) thisp = 55; if (self.health < 40) thisp = thisp + 50; } else if (thing.model == "progs/armor.mdl") { if (self.armorvalue < 200) { if (thing.skin == 2) thisp = 60; else if (self.armorvalue < 100) thisp = thisp + 25; } } else if (thing.classname == "weapon_supershotgun") { if (!(self.items & 2)) // IT_SUPER_SHOTGUN thisp = 25; } else if (thing.classname == "weapon_nailgun") { if (!(self.items & 4)) // IT_NAILGUN thisp = 30; } else if (thing.classname == "weapon_supernailgun") { if (!(self.items & 8)) // IT_SUPER_NAILGUN thisp = 35; } else if (thing.classname == "weapon_grenadelauncher") { if (!(self.items & 16)) // IT_GRENADE_LAUNCHER thisp = 45; } else if (thing.classname == "weapon_rocketlauncher") { if (!(self.items & 32)) // IT_ROCKET_LAUNCHER thisp = 60; } else if (thing.classname == "weapon_lightning") { if (!(self.items & 64)) // IT_LIGHTNING thisp = 50; } } else if ((thing.flags & FL_MONSTER) && thing.health > 0) thisp = 45; else if (thing.classname == "player") { if (thing.health > 0) { if (thing == self) return 0; else { if (thing.items & IT_INVISIBILITY) //FIXME thisp = 2; else if (coop) { thisp = 100; if (thing.target1.classname == "player") if (!thing.target1.ishuman) return 0; } else if (teamplay && thing.team == self.team) { thisp = 100; if (thing.target1.classname == "player") return 0; } else thisp = 30; } } } else if (thing.classname == "waypoint") { if (thing.b_aiflags & AI_SNIPER) thisp = 30; else if (thing.b_aiflags & AI_AMBUSH) thisp = 30; } if (pointcontents(thing.origin) < -3) return 0; if (thisp) { if (thing.current_way) { // check to see if it's unreachable if (thing.current_way.items == -1) return 0; else thisp = thisp + (13000 - thing.current_way.items) * 0.05; } } return thisp; }; void(float scope) bot_look_for_crap = { local entity foe, best = NIL; local float thatp, bestp, dist; if (scope == 1) foe = findradius(self.origin, 13000); else foe = findradius(self.origin, 500); bestp = 1; while(foe) { thatp = priority_for_thing(foe); if (thatp) if (!scope) if (!sisible(foe)) thatp = 0; if (thatp > bestp) { bestp = thatp; best = foe; dist = vlen(self.origin - foe.origin); } foe = foe.chain; } if (best == NIL) return; if (!target_onstack(best)) { target_add(best); if (scope) { bot_get_path(best, FALSE); self.b_aiflags = self.b_aiflags | AI_WAIT; } } }; /* -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= bot_angle_set Sets the bots look keys & b_angle to point at the target - used for fighting and just generally making the bot look good. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= */ void() bot_angle_set = { local float h; local vector view; if (self.enemy) { if (self.enemy.items & 524288) if (random() > 0.2) return; if (self.missile_speed == 0) self.missile_speed = 10000; if (self.enemy.solid == SOLID_BSP) { view = (((self.enemy.absmin + self.enemy.absmax) * 0.5) - self.origin); } else { h = vlen(self.enemy.origin - self.origin) / self.missile_speed; if (self.enemy.flags & FL_ONGROUND) view = self.enemy.velocity * h; else view = (self.enemy.velocity - (sv_gravity * '0 0 1') * h) * h; view = self.enemy.origin + view; // FIXME: ? traceline(self.enemy.origin, view, FALSE, self); view = trace_endpos; if (self.weapon == 32) view = view - '0 0 22'; view = normalize(view - self.origin); } view = vectoangles(view); view_x = view_x * -1; self.b_angle = view; } else if (self.target1) { view = realorigin(self.target1); if (self.target1.flags & FL_ITEM) view = view + '0 0 48'; view = view - (self.origin + self.view_ofs); view = vectoangles(view); view_x = view_x * -1; self.b_angle = view; } else self.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 (self.b_skill == 3) { self.keys = self.keys & 63; self.v_angle = self.b_angle; while (self.v_angle_x < -180) self.v_angle_x = self.v_angle_x + 360; while (self.v_angle_x > 180) self.v_angle_x = self.v_angle_x - 360; } else if ((self.enemy == NIL || self.enemy.movetype == MOVETYPE_PUSH) && self.target1.classname != "player") { self.keys = self.keys & 63; self.v_angle = self.b_angle; while (self.v_angle_x < -180) self.v_angle_x = self.v_angle_x + 360; while (self.v_angle_x > 180) self.v_angle_x = self.v_angle_x - 360; } else if (self.b_skill < 2) { // skill 2 handled in bot_phys if (self.b_angle_x > 180) self.b_angle_x = self.b_angle_x - 360; self.keys = self.keys & 63; if (angcomp(self.b_angle_y, self.v_angle_y) > 10) self.keys = self.keys | KEY_LOOKLEFT; else if (angcomp(self.b_angle_y, self.v_angle_y) < -10) self.keys = self.keys | KEY_LOOKRIGHT; if (angcomp(self.b_angle_x, self.v_angle_x) < -10) self.keys = self.keys | KEY_LOOKUP; else if (angcomp(self.b_angle_x, self.v_angle_x) > 10) self.keys = self.keys | KEY_LOOKDOWN; } }; /* -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= BotAI This is the main ai loop. Though called every frame, the ai_time limits it's actual updating -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= */ float stagger_think; void() BotAI = { // am I dead? Fire randomly until I respawn // health < 1 is used because fractional healths show up as 0 on normal player // status bars, and the mod probably already compensated for that if (self.health < 1) { self.button0 = floor(random() * 2); self.button2 = 0; self.keys = 0; self.b_aiflags = 0; ClearMyRoute(); self.target1 = self.target2 = self.target3 = self.target4 = self.enemy = NIL; self.last_way = NIL; return; } // stagger the bot's AI out so they all don't think at the same time, causing game // 'spikes' if (self.b_skill < 2) { if (self.ai_time > time) return; self.ai_time = time + 0.05; if (bot_count > 0) { if ((time - stagger_think) < (0.1 / bot_count)) self.ai_time = self.ai_time + 0.1 / (2 * bot_count); } else return; } if (self.view_ofs == '0 0 0') bot_start_topic(7); stagger_think = time; // shut the bot's buttons off, various functions will turn them on by AI end self.button2 = 0; self.button0 = 0; // target1 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) bot_look_for_crap(TRUE); } self.b_aiflags = 0; self.keys = 0; } else if (self.target1) { frik_movetogoal(); bot_path(); } else { if (waypoint_mode < WM_EDITOR) { if(self.route_failed) { frik_bot_roam(); self.route_failed = 0; } else if(!begin_route()) { bot_look_for_crap(FALSE); } self.keys = 0; } else { self.b_aiflags = AI_WAIT; self.keys = 0; } } // bot_angle_set points the bot at it's goal (self.enemy or target1) bot_angle_set(); // 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 (self.enemy) bot_fight_style(); else if (random() < 0.2) if (random() < 0.2) bot_weapon_switch(-1); bot_dodge_stuff(); // checks to see if bot needs to start going up for air if (self.waterlevel > 2) { if (time > (self.air_finished - 2)) { traceline (self.origin, self.origin + '0 0 6800', TRUE, self); if (trace_inopen) { self.keys = KEY_MOVEUP; self.button2 = TRUE; // swim! return; // skip ai flags for now - this is life or death } } } // b_aiflags handling if (self.b_aiflags) bot_handle_ai(); else bot_chat(); // don't want chat to screw him up if he's rjing or something };