mirror of
https://git.code.sf.net/p/quake/game-source
synced 2024-11-10 22:52:05 +00:00
452 lines
10 KiB
C++
452 lines
10 KiB
C++
/***********************************************
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* *
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* FrikBot Movement AI *
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* "The slightly better movement 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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@implementation Bot (Move)
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- (void) jump
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{
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// TODO check for precision, etc.
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ent.button2 = TRUE;
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}
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- (integer) can_rj
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{
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// this returns true of the bot can rocket/superjump/hook
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// if your mod doesn't have an RL you can just return FALSE all the time
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// if it has a hook or some other means for the bot to get to high places
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// you can check here for that capability
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// am I dumb?
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if (b_skill == 0)
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return FALSE;
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// quad = bad
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if (ent.items & 4194304)
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return FALSE;
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// do I have rockets & RL?
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if (!((ent.items & 32) && (ent.ammo_rockets > 0)))
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return FALSE;
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// do I have pent?
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if (ent.items & 1048576)
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return TRUE;
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if (ent.health > 50)
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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) recognize_plat: (integer) flag
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{
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if ((ent.classname != "waypoint") && !(ent.flags & FL_ONGROUND))
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return FALSE;
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traceline (ent.origin, ent.origin - '0 0 64', TRUE, ent);
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if (trace_ent != NIL) {
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if (flag) {
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// afect bot movement too
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if (keys & KEY_MOVEUP) {
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if (trace_ent.velocity_z > 0)
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keys &= 960; // 960 is all view keys
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} else if (keys & KEY_MOVEDOWN) {
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if (trace_ent.velocity_z < 0)
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keys &= 960;
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}
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}
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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)keysForDir: (vector) sdir
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{
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local integer outkeys;
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local float tang;
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local vector keydir;
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outkeys = 0;
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if (sdir_x || sdir_y) {
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// Everything is tested against 60 degrees, this allows the bot to
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// overlap the keys 30 degrees on each diagonal 45 degrees might look
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// more realistic
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keydir = vectoangles (sdir);
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tang = angcomp (keydir_y, ent.v_angle_y);
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if ((tang <= 150) && (tang >= 30))
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outkeys |= KEY_MOVELEFT;
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else if ((tang >= -150) && (tang <= -30))
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outkeys |= KEY_MOVERIGHT;
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if (fabs(tang) <= 60)
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outkeys |= KEY_MOVEFORWARD;
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else if (fabs(tang) >= 120)
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outkeys |= KEY_MOVEBACK;
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}
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if (sdir_z > 0.7)
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outkeys |= KEY_MOVEUP;
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else if (sdir_z < 0.7)
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outkeys |= KEY_MOVEDOWN;
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return outkeys;
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}
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/*
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frik_obstructed
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Bot has hit a ledge or wall that he should
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manuever around.
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*/
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-(void)obstructed: (vector) whichway : (integer) danger
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{
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local float dist;
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local vector disway, org;
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// TODO: something
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if (b_aiflags & AI_BLIND)
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return;
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org = realorigin(targets[0]);
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if (danger) {
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b_aiflags |= AI_DANGER;
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keys = [self keysForDir:'0 0 0' - whichway];
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}
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if (b_aiflags & AI_PRECISION)
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return;
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if (targets[0]) {
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if (b_aiflags & AI_OBSTRUCTED) {
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if (!(b_aiflags & AI_DANGER)) {
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b_aiflags &= ~AI_OBSTRUCTED;
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return;
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} else if (!danger)
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return;
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}
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obs_dir = whichway;
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disway_x = whichway_y * -1;
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disway_y = whichway_x;
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disway_z = 0;
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dist = vlen (org - (ent.origin + disway));
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disway_x = whichway_y;
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disway_y = whichway_x * -1;
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wallhug = (vlen (org - (ent.origin + disway)) > dist);
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b_aiflags |= AI_OBSTRUCTED;
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} else {
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disway_x = whichway_y * -1;
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disway_y = whichway_x;
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disway_z = 0;
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dist = vlen (disway - obs_dir);
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disway_x = whichway_y;
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disway_y = whichway_x * -1;
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wallhug = (vlen (disway - obs_dir) < dist);
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obs_dir = whichway;
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b_aiflags |= AI_OBSTRUCTED;
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}
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}
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/*
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frik_obstacles
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Detects small bumps the bot needs to jump over
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or ledges the bot should avoid falling in.
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Also responsible for jumping gaps.
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*/
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-(void)obstacles
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{
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local vector start, stop, ang;
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local float test, conts, dist, hgt;
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if (!(ent.flags & FL_ONGROUND))
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return;
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if (b_aiflags & AI_BLIND)
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return;
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ang = normalize(ent.velocity);
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ang_z = 0;
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start = ent.origin + ang * 32; // ahem
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start_z = ent.origin_z + ent.maxs_z;
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stop = start;
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stop_z = ent.origin_z + ent.mins_z;
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traceline (start, stop - '0 0 256', TRUE, ent);
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if (trace_allsolid || trace_startsolid)
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return;
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hgt = trace_endpos_z - stop_z;
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if (hgt > 18) {
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[self jump];
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return;
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}
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if (hgt >= 0)
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return;
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conts = pointcontents (trace_endpos + '0 0 4');
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start = stop - '0 0 8';
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stop = start + ang * 256;
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traceline (start, stop, TRUE, ent);
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test = vlen(trace_endpos - start);
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if (test <= 20)
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return; // it's a walkable gap, do nothing
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ang_x = ent.velocity_y * -1;
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ang_y = ent.velocity_x;
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ang = normalize (ang);
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traceline (start - (ang * 10), start + (ang * 10), TRUE, ent);
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if ((trace_fraction != 1) || trace_startsolid)
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return; // gap is only 20 wide, walkable
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ang = ent.velocity;
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ang_z = 0;
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dist = ((540 / sv_gravity) * vlen (ang))/* + 32*/;
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if (test > dist) {
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// I can't make it
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if (conts < -3) {
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// bad stuff down dare
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[self obstructed: ang :TRUE];
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return;
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} else {
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if (targets[0]) {
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stop = realorigin(targets[0]);
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if ((stop_z - ent.origin_z) < -32)
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return; // safe to fall
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}
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[self obstructed: ang :FALSE];
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return;
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}
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} else {
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ang = normalize(ang);
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//look for a ledge
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traceline (ent.origin, ent.origin + (ang * (test + 20)), TRUE, ent);
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if (trace_fraction != 1) {
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if (conts < -3) {
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// bad stuff down dare
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[self obstructed: ang :TRUE];
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return;
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} else {
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if (targets[0]) {
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stop = realorigin(targets[0]);
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if ((stop_z - ent.origin_z) < -32)
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return; // safe to fall
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}
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[self obstructed: ang :FALSE];
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return;
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}
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}
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if (targets[0]) {
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// getting furter away from my target?
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test = vlen (targets[0].origin - (ang + ent.origin));
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if (test > vlen (targets[0].origin - ent.origin)) {
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if (conts < -3) {
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// bad stuff down dare
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[self obstructed: ang :TRUE];
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return;
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} else {
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[self obstructed: ang :FALSE];
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return;
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}
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}
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}
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}
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if (hgt < -18) {
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if (targets[0]) {
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stop = realorigin (targets[0]);
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if ((stop_z - ent.origin_z) < -32)
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return; // safe to fall
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}
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[self jump];
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}
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// go for it
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}
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/*
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After frik_obstructed, the bot uses the
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following funtion to move "around" the obstacle
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I have no idea how well it will work
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*/
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-(void)dodge_obstruction
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{
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local vector way, org;
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local float oflags, yaw;
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if (!(b_aiflags & AI_OBSTRUCTED))
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return;
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if ((b_aiflags & (AI_BLIND | AI_PRECISION))
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|| !(ent.flags & FL_ONGROUND)) {
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b_aiflags &= ~AI_OBSTRUCTED;
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return;
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}
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// perform a walkmove check to see if the obs_dir is still obstructed
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// walkmove is less forgiving than frik_obstacles, so I dunno
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// how well this will work
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oflags = ent.flags;
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org = ent.origin;
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yaw = vectoyaw (obs_dir);
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if (walkmove (yaw, 32))
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b_aiflags &= ~AI_OBSTRUCTED;
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else {
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if (b_aiflags & AI_DANGER) {
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way = '0 0 0' - obs_dir;
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} else if (wallhug) {
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way.x = obs_dir.y * -1;
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way.y = obs_dir.x;
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} else {
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way.x = obs_dir.y;
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way.y = obs_dir.x * -1;
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}
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way_z = 0;
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keys &= 960;
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keys |= [self keysForDir: way];
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}
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// fix the bot
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ent.origin = org;
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ent.flags = oflags;
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}
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/*
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movetogoal and walkmove replacements
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blah
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*/
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-(void) movetogoal
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{
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local vector way;
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local float g;
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if (targets[0] == NIL) {
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makevectors(v_angle);
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[self walkmove: v_forward];
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return;
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}
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way = realorigin(targets[0]) - ent.origin;
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if (vlen(way) < 25) {
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keys = keys & 960;
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return;
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}
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way = normalize (way);
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keys &= 960;
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keys |= [self keysForDir: way];
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[self dodge_obstruction];
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[self recognize_plat: TRUE];
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if (b_aiflags & AI_PRECISION) {
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g = angcomp (v_angle.x, b_angle.x);
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if (fabs (g) > 10)
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keys &= 960;
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g = angcomp (v_angle.y, b_angle.y);
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if (fabs(g) > 10)
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keys &= 960;
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}
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}
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-(integer)walkmove: (vector) weird
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{
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// okay so it's not walkmove
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// sue me
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keys &= 960;
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keys |= [self keysForDir: weird];
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[self dodge_obstruction];
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[self recognize_plat: TRUE];
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if (b_aiflags & AI_OBSTRUCTED)
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return FALSE;
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else
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return TRUE;
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}
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/*
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-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
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The "hook" method of navigation. This nav
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system is copyrighted 1999 by Ryan "Frika C"
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Smith, keep that in mind when you steal it.
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I brought this back because normal roaming
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won't work - the bot gets distracted by it's
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own waypoints.
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-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
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*/
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-(void)roam
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{
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local float loopcount, flag, dist;
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local vector org, ang, org1;
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loopcount = 26;
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flag = FALSE;
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while ((loopcount > 0) && !flag) {
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loopcount--;
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org = ent.origin + ent.view_ofs;
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ang = ent.angles;
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ang_y = frik_anglemod (ang_y - 90 + (180 * random ()));
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ang_x = 0; // avoid upward sloping
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makevectors (ang);
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traceline (org, org + v_forward * 2300, TRUE, ent);
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if (trace_fraction != 1) {
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org1 = trace_endpos;
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ang = normalize (trace_plane_normal);
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ang_z = 0; // avoid upward sloping
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traceline (org1, org1 + (ang * 2300), TRUE, ent);
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if ((trace_fraction != 1) && (vlen(trace_endpos - org1) >= 64)) {
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org = trace_endpos;
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traceline (org, ent.origin + ent.view_ofs, TRUE, ent);
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if (trace_fraction != 1) {
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dist = vlen (org1 - org) /2;
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org = org1 + (ang * dist);
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traceline(org, org - '0 0 48', TRUE, ent);
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if (trace_fraction != 1) {
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[self spawnTempWaypoint:org];
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flag = TRUE;
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}
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}
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}
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}
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}
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b_angle.y = v_angle.y + 10;
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}
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@end
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