game-source/fbxa/bot_fight.qc

393 lines
8.5 KiB
C++

/***********************************************
* *
* 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"
.entity avoid;
float (entity e)
bot_size_player =
{
local float sz;
sz = e.health + e.armorvalue * e.armortype;
switch (e.weapon) {
case 4096:
sz -= 50;
break;
case 64:
sz += 60;
break;
case 32:
sz += 60;
break;
case 16:
sz += 50;
break;
case 8:
sz += 50;
break;
case 4:
sz += 40;
break;
case 2:
sz += 40;
break;
case 1:
sz += 10;
break;
default:
break;
}
if (e.items & 4194304) // Quad
sz += 200;
if (e.items & 1048576) // Invul
sz += 300;
if (e.items & 524288) // Invis
sz += 250;
return sz;
};
void ()
bot_dodge_stuff =
{
local entity foe;
local float foedist, avdist, foesz, flen, tsz;
local vector v;
if (waypoint_mode > WM_LOADED)
return;
self.avoid = NIL;
if (self.enemy) {
v = self.origin - realorigin (self.enemy);
foedist = vlen (v);
foesz = bot_size_player (self.enemy);
} else {
foedist = 3000;
foesz = 9999999;
}
avdist = 256;
foe = find (NIL, classname, "grenade");
while (foe) {
flen = vlen (foe.origin - self.origin);
if (flen < avdist) {
avdist = flen;
self.avoid = foe;
}
foe = find (foe, classname, "grenade");
}
if (!self.avoid) {
foe = find (NIL, classname, "missile");
while (foe) {
if (foe.owner != self) {
flen = vlen (foe.origin - self.origin);
if (flen < avdist) {
avdist = flen;
self.avoid = foe;
}
}
foe = find(foe, classname, "missile");
}
if (!self.avoid) {
foe = find(NIL, classname, "spike");
while (foe) {
if (foe.owner != self) {
flen = vlen(foe.origin - self.origin);
if (flen < avdist) {
avdist = flen;
self.avoid = foe;
}
}
foe = find (foe, classname, "spike");
}
}
}
if (coop) {
if (!self.enemy) {
foe = findradius (self.origin, foedist);
while (foe) {
if (foe.flags & FL_MONSTER) {
if (foe.health > 0) {
flen = vlen (foe.origin - self.origin);
if (flen < foedist) {
tsz = bot_size_player (foe);
if (tsz < foesz) {
if (fisible (foe)) {
self.enemy = foe;
foedist = flen;
foesz = tsz;
}
}
}
}
}
foe = foe.chain;
}
}
} else {
local integer i = 0;
for (i = 0; i < 32; i++) {
if (!(foe = players[i]))
continue;
if(foe != self) {
if (foe.modelindex != 0) {
if (foe.health > 0) {
if (!(teamplay && self.team == foe.team)) {
flen = vlen (foe.origin - self.origin);
if (flen < foedist) {
tsz = bot_size_player(foe);
if (tsz < foesz) {
if (fov(foe) || foe.b_sound > time || self.b_skill == 3) {
if (fisible (foe)) {
self.enemy = foe;
foedist = vlen (foe.origin - self.origin);
}
}
}
}
}
}
}
}
}
}
};
/*
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 (float wep)
weapon_range =
{
switch (wep) {
case 4096: // IT_AXE
return '48 0 64';
case 1: // IT_SHOTGUN
return '128 0 99999';
case 2: // IT_SUPER_SHOTGUN
return '128 0 99999';
case 4: // IT_NAILGUN
return '180 0 3000';
case 8: // IT_SUPER_NAILGUN
return '180 0 3000';
case 16: // IT_GRENADE_LAUNCHER
return '180 48 3000';
case 32: // IT_ROCKET_LAUNCHER
return '180 48 3000';
case 64: // IT_LIGHTNING
return '350 0 512';
default:
break;
}
};
/*
bot_weapon_switch
Pick a weapon based on range / ammo
*/
void (float brange)
bot_weapon_switch =
{
local float it, flag = 0, pulse = 0;
local vector v;
it = self.items & 127;
while (it) {
if ((self.ammo_rockets >= 1) && (it & 32)) {
flag = 32;
pulse = 7;
} else if (self.waterlevel <= 1 && self.ammo_cells >= 1 && (it & 64)) {
flag = 64;
pulse = 8;
} else if (self.ammo_nails >= 2 && (it & 8)) {
flag = 8;
pulse = 5;
} else if ((self.ammo_rockets >= 1) && (it & 16)) {
flag = 16;
pulse = 6;
} else if (self.ammo_shells >= 2 && (it & 2)) {
flag = 2;
pulse = 3;
} else if (self.ammo_nails >= 1 && (it & 4)) {
flag = 4;
pulse = 4;
} else if (self.ammo_shells >= 1 && (it & 1)) {
flag = 1;
pulse = 2;
} else {
if (pulse)
self.impulse = pulse;
return;
}
if (brange == -1) {
if (pulse)
self.impulse = pulse;
return;
}
v = weapon_range (flag);
if (brange < v_y || brange > v_z)
it = it - flag;
else {
if (pulse)
self.impulse = pulse;
return;
}
}
};
void ()
bot_shoot =
{
// quick little function to stop making him shoot the wrong way ! Argh
local float g;
g = angcomp (self.v_angle_x, self.b_angle_x);
if (fabs (g) > 30)
return; // argh, too far away
g = angcomp (self.v_angle_y, self.b_angle_y);
if (fabs (g) > 30)
return; // not again!
self.button0 = TRUE;
};
/*
Bot_fight_style
This is the core of the bot's thinking when
attacking an enemy.
*/
void ()
bot_fight_style =
{
local float foedist, mysz, foesz;
local vector v, v1 = '0 0 0', v2 = '0 0 0', org;
if (self.enemy.health <= 0) {
self.enemy = NIL;
return;
} else if (!self.enemy.takedamage) {
self.enemy = NIL;
return;
} else if (!fisible (self.enemy)) {
self.enemy = NIL;
return;
}
org = realorigin (self.enemy);
makevectors (self.v_angle);
// decide if I should shoot
foedist = vlen (org - self.origin);
v = weapon_range (self.weapon);
if (foedist > v_y && foedist < v_z) {
traceline (self.origin + self.view_ofs, self.origin + self.view_ofs + v_forward * v_z, FALSE, self);
if (vlen(trace_endpos - (self.origin + self.view_ofs)) >= v_y) {
// try to avoid shooting teammates
if (trace_ent.classname == "player")
if ((trace_ent.team == self.team && teamplay) || (coop))
return;
bot_shoot ();
}
} else
bot_weapon_switch (foedist);
if (!(self.b_aiflags & (AI_PRECISION | AI_BLIND | AI_OBSTRUCTED))) {
foesz = bot_size_player (self.enemy);
mysz = bot_size_player (self) + 5;
if (foesz > mysz) {
if (teamplay) {
if (random () < 0.02) {
bot_start_topic (5);
self.b_chattime = 1;
}
}
return;
} else if (mysz < 140)
return;
else if (self.avoid) {
if (self.avoid.velocity)
v = self.avoid.velocity;
else
v = normalize (self.avoid.origin - self.origin);
v1_x = v_y;
v1_y = v_y * -1;
v2_x = v_y;
v2_y = v_y * -1;
foedist = vlen (self.avoid.origin - (self.origin + v1));
if (foedist < vlen (self.avoid.origin - (self.origin + v2)))
frik_walkmove (v2);
else
frik_walkmove (v1);
} else if (!(self.enemy.flags & FL_MONSTER)) {
if (foedist + 32 < v_x)
frik_walkmove (self.origin - org);
else if (foedist - 32 > v_x)
frik_walkmove (org - self.origin);
else if (self.wallhug)
frik_walkmove (v_right);
else
frik_walkmove (v_right * -1);
}
} else {
foesz = bot_size_player (self.enemy);
mysz = bot_size_player (self) + 5;
if (foesz > mysz)
return;
else if (mysz < 140)
return;
self.keys &= 960;
}
};