mirror of
https://git.code.sf.net/p/quake/game-source
synced 2024-11-29 07:02:29 +00:00
a13dad4b08
don't really grok waypoints yet)
249 lines
5.5 KiB
R
249 lines
5.5 KiB
R
/***********************************************
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* *
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* FrikBot Waypoints *
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* "The better than roaming AI" *
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* *
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***********************************************/
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/*
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This program is in the Public Domain. My crack legal
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team would like to add:
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RYAN "FRIKAC" SMITH IS PROVIDING THIS SOFTWARE "AS IS"
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AND MAKES NO WARRANTY, EXPRESS OR IMPLIED, AS TO THE
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ACCURACY, CAPABILITY, EFFICIENCY, MERCHANTABILITY, OR
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FUNCTIONING OF THIS SOFTWARE AND/OR DOCUMENTATION. IN
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NO EVENT WILL RYAN "FRIKAC" SMITH BE LIABLE FOR ANY
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GENERAL, CONSEQUENTIAL, INDIRECT, INCIDENTAL,
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EXEMPLARY, OR SPECIAL DAMAGES, EVEN IF RYAN "FRIKAC"
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SMITH HAS BEEN ADVISED OF THE POSSIBILITY OF SUCH
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DAMAGES, IRRESPECTIVE OF THE CAUSE OF SUCH DAMAGES.
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You accept this software on the condition that you
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indemnify and hold harmless Ryan "FrikaC" Smith from
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any and all liability or damages to third parties,
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including attorney fees, court costs, and other
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related costs and expenses, arising out of your use
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of this software irrespective of the cause of said
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liability.
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The export from the United States or the subsequent
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reexport of this software is subject to compliance
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with United States export control and munitions
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control restrictions. You agree that in the event you
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seek to export this software, you assume full
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responsibility for obtaining all necessary export
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licenses and approvals and for assuring compliance
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with applicable reexport restrictions.
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Any reproduction of this software must contain
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this notice in its entirety.
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*/
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#include "libfrikbot.h"
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#include "Array.h"
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#include "hash.h"
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#include "List.h"
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@static hashtab_t target_tab;
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struct target_s = {
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@defs (Target)
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};
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@static unsigned (void []ele, void []unused) target_get_hash =
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{
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local Target t = ele;
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return ((unsigned[])&t.ent)[0];
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};
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@static integer (void []e1, void[]e2, void []unused) target_compare =
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{
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local Target t1 = e1;
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local Target t2 = e2;
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return t1.ent == t2.ent;
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};
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@implementation Target
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+(Target)forEntity:(entity)e
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{
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local Target t;
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local struct target_s ele;
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if (!e)
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return NIL;
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if (e.classname == "player")
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return e.@this;
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if (!target_tab) {
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target_tab = Hash_NewTable (1021, NIL, NIL, NIL);
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Hash_SetHashCompare (target_tab, target_get_hash, target_compare);
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}
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ele.ent = e;
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t = Hash_FindElement (target_tab, &ele);
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if (t)
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return t;
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t = [[Target alloc] init];
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t.ent = e;
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Hash_AddElement (target_tab, t);
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return t;
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}
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-(vector)realorigin
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{
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return realorigin (ent);
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}
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-(vector)origin
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{
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return ent.origin;
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}
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-(integer)canSee:(Target)targ ignoring:(entity)ignore
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{
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local vector spot1, spot2;
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spot1 = ent.origin;
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spot2 = [targ realorigin];
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do {
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traceline (spot1, spot2, TRUE, ignore);
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spot1 = realorigin(trace_ent);
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ignore = trace_ent;
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} while ((trace_ent != world) && (trace_fraction != 1));
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if (trace_endpos == spot2)
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return TRUE;
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else
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return FALSE;
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}
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-(void)setOrigin:(vector)org
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{
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}
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- (integer) recognizePlat: (integer) flag
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{
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local vector org = [self origin];
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traceline (org, org - '0 0 64', TRUE, ent);
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if (trace_ent != NIL)
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return TRUE;
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else
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return FALSE;
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}
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-(integer)ishuman
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{
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return 0;
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}
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-(integer)priority:(Bot)bot
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{
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if ((ent.flags & FL_ITEM) && ent.model && ent.search_time < time) {
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// ugly hack
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if (_last != bot)
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return 20;
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if (ent.classname == "item_artifact_super_damage")
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return 65;
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else if (ent.classname == "item_artifact_invulnerability")
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return 65;
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else if (ent.classname == "item_health") {
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if (ent.spawnflags & 2)
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return 55;
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if (bot.ent.health < 40)
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return 55 + 50;
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} else if (ent.model == "progs/armor.mdl") {
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if (bot.ent.armorvalue < 200) {
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if (ent.skin == 2)
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return 60;
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else if (bot.ent.armorvalue < 100)
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return 60 + 25;
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}
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} else if (ent.classname == "weapon_supershotgun") {
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if (!(bot.ent.items & IT_SUPER_SHOTGUN))
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return 25;
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} else if (ent.classname == "weapon_nailgun") {
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if (!(bot.ent.items & IT_NAILGUN))
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return 30;
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} else if (ent.classname == "weapon_supernailgun") {
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if (!(bot.ent.items & IT_SUPER_NAILGUN))
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return 35;
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} else if (ent.classname == "weapon_grenadelauncher") {
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if (!(bot.ent.items & IT_GRENADE_LAUNCHER))
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return 45;
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} else if (ent.classname == "weapon_rocketlauncher") {
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if (!(bot.ent.items & IT_ROCKET_LAUNCHER))
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return 60;
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} else if (ent.classname == "weapon_lightning") {
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if (!(bot.ent.items & IT_LIGHTNING))
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return 50;
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}
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} else if ((ent.flags & FL_MONSTER) && ent.health > 0)
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return 45;
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return 0;
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}
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/*
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FindWaypoint
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This is used quite a bit, by many different
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functions big lag causer
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Finds the closest, fisible, waypoint to e
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*/
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-(Waypoint)findWaypoint:(Waypoint)start
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{
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local Waypoint best, t;
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local float dst, tdst;
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local vector org;
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local integer count, i;
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local integer ishuman = [self ishuman];
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org = [self realorigin];
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if (start) {
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dst = vlen ([start origin] - org);
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best = start;
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} else {
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dst = 100000;
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best = NIL;
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}
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count = [waypoint_array count];
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for (i = 0; i < count; i++) {
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t = [waypoint_array getItemAt:i];
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// real players cut through ignore types
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if (dst < 20)
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return best;
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if (!(t.flags & AI_IGNORE_TYPES) || ishuman) {
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tdst = vlen (t.origin - org);
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if (tdst < dst) {
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if (sisible (ent, NIL, t.origin)) {
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dst = tdst;
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best = t;
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}
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}
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}
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}
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return best;
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}
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-(float)searchTime
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{
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return ent.search_time;
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}
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-(void)setSearchTime:(float)st
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{
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ent.search_time = st;
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}
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-(string)classname
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{
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return ent.classname;
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}
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@end
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