/*********************************************** * * * FrikBot Fight Code * * "Because I ain't no Ghandi code" * * * ***********************************************/ /* 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_fight_linker; /* weapon_range _x "sweet spot range" - try to maintain this range if possible _y minimum range bot can be to be effective (rl/gl) (move away) _z maximum range bot can be to be effective (lg/axe) (move in) */ vector (integer wep) weapon_range = { switch (wep) { case IT_AXE: return '48 0 64'; case IT_SHOTGUN: return '128 0 99999'; case IT_SUPER_SHOTGUN: return '128 0 99999'; case IT_NAILGUN: return '180 0 3000'; case IT_SUPER_NAILGUN: return '180 0 3000'; case IT_GRENADE_LAUNCHER: return '180 48 3000'; case IT_ROCKET_LAUNCHER: return '180 48 3000'; case IT_LIGHTNING: return '350 0 512'; default: break; } }; @implementation Bot (Fight) -(float)sizePlayer:(entity)e { local float sz; sz = e.health + e.armorvalue * e.armortype; switch (e.weapon) { case IT_AXE: sz -= 50; break; case IT_LIGHTNING: sz += 60; break; case IT_ROCKET_LAUNCHER: sz += 60; break; case IT_GRENADE_LAUNCHER: sz += 50; break; case IT_SUPER_NAILGUN: sz += 50; break; case IT_NAILGUN: sz += 40; break; case IT_SUPER_SHOTGUN: sz += 40; break; case IT_SHOTGUN: sz += 10; break; default: break; } if (e.items & IT_QUAD) sz += 200; if (e.items & IT_INVULNERABILITY) sz += 300; if (e.items & IT_INVISIBILITY) sz += 250; return sz; } -(void)dodgeStuff { local entity foe; local float foedist, avdist, foesz, flen, tsz; local vector v; if (waypoint_mode > WM_LOADED) return; avoid = NIL; if (ent.enemy) { v = ent.origin - realorigin (ent.enemy); foedist = vlen (v); foesz = [self sizePlayer:ent.enemy]; } else { foedist = 3000; foesz = 9999999; } avdist = 256; foe = find (NIL, classname, "grenade"); while (foe) { flen = vlen (foe.origin - ent.origin); if (flen < avdist) { avdist = flen; avoid = foe; } foe = find (foe, classname, "grenade"); } if (!avoid) { foe = find (NIL, classname, "missile"); while (foe) { if (foe.owner != ent) { flen = vlen (foe.origin - ent.origin); if (flen < avdist) { avdist = flen; avoid = foe; } } foe = find(foe, classname, "missile"); } if (!avoid) { foe = find(NIL, classname, "spike"); while (foe) { if (foe.owner != ent) { flen = vlen(foe.origin - ent.origin); if (flen < avdist) { avdist = flen; avoid = foe; } } foe = find (foe, classname, "spike"); } } } if (coop) { if (!ent.enemy) { foe = findradius (ent.origin, foedist); while (foe) { if (foe.flags & FL_MONSTER) { if (foe.health > 0) { flen = vlen (foe.origin - ent.origin); if (flen < foedist) { tsz = [self sizePlayer:foe]; if (tsz < foesz) { if ([self canSee:foe]) { ent.enemy = foe; foedist = flen; foesz = tsz; } } } } } foe = foe.chain; } } } else { local integer i = 0; local Bot foe; for (i = 0; i < 32; i++) { if (!(foe = players[i])) continue; if(foe != self) { if (foe.ent.modelindex != 0) { if (foe.ent.health > 0) { if (!(teamplay && ent.team == foe.ent.team)) { flen = vlen (foe.ent.origin - ent.origin); if (flen < foedist) { tsz = [self sizePlayer:foe]; if (tsz < foesz) { if ([self fov:foe.ent] || foe.b_sound > time || b_skill == 3) { if ([self canSee:foe]) { ent.enemy = foe.ent; foedist = vlen ([foe origin] - ent.origin); } } } } } } } } } } } /* weaponSwitch Pick a weapon based on range / ammo */ -(void)weaponSwitch:(float)brange { local integer it, flag = 0, pulse = 0; local vector v; it = (integer) ent.items & 127; while (it) { if ((ent.ammo_rockets >= 1) && (it & 32)) { flag = 32; pulse = 7; } else if (ent.waterlevel <= 1 && ent.ammo_cells >= 1 && (it & 64)) { flag = 64; pulse = 8; } else if (ent.ammo_nails >= 2 && (it & 8)) { flag = 8; pulse = 5; } else if ((ent.ammo_rockets >= 1) && (it & 16)) { flag = 16; pulse = 6; } else if (ent.ammo_shells >= 2 && (it & 2)) { flag = 2; pulse = 3; } else if (ent.ammo_nails >= 1 && (it & 4)) { flag = 4; pulse = 4; } else if (ent.ammo_shells >= 1 && (it & 1)) { flag = 1; pulse = 2; } else { if (pulse) impulse = pulse; return; } if (brange == -1) { if (pulse) impulse = pulse; return; } v = weapon_range (flag); if (brange < v_y || brange > v_z) it &= ~flag; else { if (pulse) impulse = pulse; return; } } } -(void)shoot { // quick little function to stop making him shoot the wrong way ! Argh local float g; g = angcomp (ent.v_angle_x, b_angle.x); if (fabs (g) > 30) return; // argh, too far away g = angcomp (ent.v_angle_y, b_angle.y); if (fabs (g) > 30) return; // not again! buttons |= 1; } /* fightStyle This is the core of the bot's thinking when attacking an enemy. */ -(void)fightStyle { local float foedist, mysz, foesz; local vector v, v1 = '0 0 0', v2 = '0 0 0', org; if (ent.enemy.health <= 0) { ent.enemy = NIL; return; } else if (!ent.enemy.takedamage) { ent.enemy = NIL; return; } else if (![self canSee:ent.enemy]) { ent.enemy = NIL; return; } org = realorigin (ent.enemy); makevectors (ent.v_angle); // decide if I should shoot foedist = vlen (org - ent.origin); v = weapon_range ((integer)ent.weapon); if (foedist > v_y && foedist < v_z) { traceline (ent.origin + ent.view_ofs, ent.origin + ent.view_ofs + v_forward * v_z, FALSE, ent); if (vlen(trace_endpos - (ent.origin + ent.view_ofs)) >= v_y) { // try to avoid shooting teammates if (trace_ent.classname == "player") if ((trace_ent.team == ent.team && teamplay) || (coop)) return; [self shoot]; } } else [self weaponSwitch:foedist]; if (!(b_aiflags & (AI_PRECISION | AI_BLIND | AI_OBSTRUCTED))) { foesz = [self sizePlayer:ent.enemy]; mysz = [self sizePlayer:self] + 5; if (foesz > mysz) { if (teamplay) { if (random () < 0.02) { [self startTopic:5]; b_chattime = 1; } } return; } else if (mysz < 140) return; else if (avoid) { if (avoid.velocity) v = avoid.velocity; else v = normalize (avoid.origin - ent.origin); v1_x = v_y; v1_y = v_y * -1; v2_x = v_y; v2_y = v_y * -1; foedist = vlen (avoid.origin - (ent.origin + v1)); if (foedist < vlen (avoid.origin - (ent.origin + v2))) [self walkmove:v2]; else [self walkmove:v1]; } else if (!(ent.enemy.flags & FL_MONSTER)) { if (foedist + 32 < v_x) [self walkmove:ent.origin - org]; else if (foedist - 32 > v_x) [self walkmove:org - ent.origin]; else if (wallhug) [self walkmove:v_right]; else [self walkmove:v_right * -1]; } } else { foesz = [self sizePlayer:ent.enemy]; mysz = [self sizePlayer:self] + 5; if (foesz > mysz) return; else if (mysz < 140) return; keys &= ~KEY_MOVE; } } @end