jediacademy/code/game/AI_RocketTrooper.cpp

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2013-04-04 22:35:38 +00:00
#include "g_headers.h"
#include "b_local.h"
//#include "g_nav.h"
//#include "anims.h"
//#include "wp_saber.h"
extern qboolean PM_FlippingAnim( int anim );
extern void NPC_BSST_Patrol( void );
extern void RT_FlyStart( gentity_t *self );
extern qboolean Q3_TaskIDPending( gentity_t *ent, taskID_t taskType );
#define VELOCITY_DECAY 0.7f
#define RT_FLYING_STRAFE_VEL 60
#define RT_FLYING_STRAFE_DIS 200
#define RT_FLYING_UPWARD_PUSH 150
#define RT_FLYING_FORWARD_BASE_SPEED 50
#define RT_FLYING_FORWARD_MULTIPLIER 10
void RT_Precache( void )
{
G_SoundIndex( "sound/chars/boba/bf_blast-off.wav" );
G_SoundIndex( "sound/chars/boba/bf_jetpack_lp.wav" );
G_SoundIndex( "sound/chars/boba/bf_land.wav" );
G_EffectIndex( "rockettrooper/flameNEW" );
G_EffectIndex( "rockettrooper/light_cone" );//extern this? At least use a different one
}
extern void NPC_BehaviorSet_Stormtrooper( int bState );
void RT_RunStormtrooperAI( void )
{
int bState;
//Execute our bState
if(NPCInfo->tempBehavior)
{//Overrides normal behavior until cleared
bState = NPCInfo->tempBehavior;
}
else
{
if(!NPCInfo->behaviorState)
NPCInfo->behaviorState = NPCInfo->defaultBehavior;
bState = NPCInfo->behaviorState;
}
NPC_BehaviorSet_Stormtrooper( bState );
}
void RT_FireDecide( void )
{
qboolean enemyLOS = qfalse;
qboolean enemyCS = qfalse;
qboolean enemyInFOV = qfalse;
//qboolean move = qtrue;
qboolean faceEnemy = qfalse;
qboolean shoot = qfalse;
qboolean hitAlly = qfalse;
vec3_t impactPos;
float enemyDist;
if ( NPC->client->ps.groundEntityNum == ENTITYNUM_NONE
&& NPC->client->ps.forceJumpZStart
&& !PM_FlippingAnim( NPC->client->ps.legsAnim )
&& !Q_irand( 0, 10 ) )
{//take off
RT_FlyStart( NPC );
}
if ( !NPC->enemy )
{
return;
}
VectorClear( impactPos );
enemyDist = DistanceSquared( NPC->currentOrigin, NPC->enemy->currentOrigin );
vec3_t enemyDir, shootDir;
VectorSubtract( NPC->enemy->currentOrigin, NPC->currentOrigin, enemyDir );
VectorNormalize( enemyDir );
AngleVectors( NPC->client->ps.viewangles, shootDir, NULL, NULL );
float dot = DotProduct( enemyDir, shootDir );
if ( dot > 0.5f ||( enemyDist * (1.0f-dot)) < 10000 )
{//enemy is in front of me or they're very close and not behind me
enemyInFOV = qtrue;
}
if ( enemyDist < MIN_ROCKET_DIST_SQUARED )//128
{//enemy within 128
if ( (NPC->client->ps.weapon == WP_FLECHETTE || NPC->client->ps.weapon == WP_REPEATER) &&
(NPCInfo->scriptFlags & SCF_ALT_FIRE) )
{//shooting an explosive, but enemy too close, switch to primary fire
NPCInfo->scriptFlags &= ~SCF_ALT_FIRE;
//FIXME: we can never go back to alt-fire this way since, after this, we don't know if we were initially supposed to use alt-fire or not...
}
}
//can we see our target?
if ( TIMER_Done( NPC, "nextAttackDelay" ) && TIMER_Done( NPC, "flameTime" ) )
{
if ( NPC_ClearLOS( NPC->enemy ) )
{
NPCInfo->enemyLastSeenTime = level.time;
enemyLOS = qtrue;
if ( NPC->client->ps.weapon == WP_NONE )
{
enemyCS = qfalse;//not true, but should stop us from firing
}
else
{//can we shoot our target?
if ( (NPC->client->ps.weapon == WP_ROCKET_LAUNCHER
|| (NPC->client->ps.weapon == WP_CONCUSSION && !(NPCInfo->scriptFlags&SCF_ALT_FIRE))
|| (NPC->client->ps.weapon == WP_FLECHETTE && (NPCInfo->scriptFlags&SCF_ALT_FIRE))) && enemyDist < MIN_ROCKET_DIST_SQUARED )//128*128
{
enemyCS = qfalse;//not true, but should stop us from firing
hitAlly = qtrue;//us!
//FIXME: if too close, run away!
}
else if ( enemyInFOV )
{//if enemy is FOV, go ahead and check for shooting
int hit = NPC_ShotEntity( NPC->enemy, impactPos );
gentity_t *hitEnt = &g_entities[hit];
if ( hit == NPC->enemy->s.number
|| ( hitEnt && hitEnt->client && hitEnt->client->playerTeam == NPC->client->enemyTeam )
|| ( hitEnt && hitEnt->takedamage && ((hitEnt->svFlags&SVF_GLASS_BRUSH)||hitEnt->health < 40||NPC->s.weapon == WP_EMPLACED_GUN) ) )
{//can hit enemy or enemy ally or will hit glass or other minor breakable (or in emplaced gun), so shoot anyway
enemyCS = qtrue;
//NPC_AimAdjust( 2 );//adjust aim better longer we have clear shot at enemy
VectorCopy( NPC->enemy->currentOrigin, NPCInfo->enemyLastSeenLocation );
}
else
{//Hmm, have to get around this bastard
//NPC_AimAdjust( 1 );//adjust aim better longer we can see enemy
if ( hitEnt && hitEnt->client && hitEnt->client->playerTeam == NPC->client->playerTeam )
{//would hit an ally, don't fire!!!
hitAlly = qtrue;
}
else
{//Check and see where our shot *would* hit... if it's not close to the enemy (within 256?), then don't fire
}
}
}
else
{
enemyCS = qfalse;//not true, but should stop us from firing
}
}
}
else if ( gi.inPVS( NPC->enemy->currentOrigin, NPC->currentOrigin ) )
{
NPCInfo->enemyLastSeenTime = level.time;
faceEnemy = qtrue;
//NPC_AimAdjust( -1 );//adjust aim worse longer we cannot see enemy
}
if ( NPC->client->ps.weapon == WP_NONE )
{
faceEnemy = qfalse;
shoot = qfalse;
}
else
{
if ( enemyLOS )
{//FIXME: no need to face enemy if we're moving to some other goal and he's too far away to shoot?
faceEnemy = qtrue;
}
if ( enemyCS )
{
shoot = qtrue;
}
}
if ( !enemyCS )
{//if have a clear shot, always try
//See if we should continue to fire on their last position
//!TIMER_Done( NPC, "stick" ) ||
if ( !hitAlly //we're not going to hit an ally
&& enemyInFOV //enemy is in our FOV //FIXME: or we don't have a clear LOS?
&& NPCInfo->enemyLastSeenTime > 0 )//we've seen the enemy
{
if ( level.time - NPCInfo->enemyLastSeenTime < 10000 )//we have seem the enemy in the last 10 seconds
{
if ( !Q_irand( 0, 10 ) )
{
//Fire on the last known position
vec3_t muzzle, dir, angles;
qboolean tooClose = qfalse;
qboolean tooFar = qfalse;
CalcEntitySpot( NPC, SPOT_HEAD, muzzle );
if ( VectorCompare( impactPos, vec3_origin ) )
{//never checked ShotEntity this frame, so must do a trace...
trace_t tr;
//vec3_t mins = {-2,-2,-2}, maxs = {2,2,2};
vec3_t forward, end;
AngleVectors( NPC->client->ps.viewangles, forward, NULL, NULL );
VectorMA( muzzle, 8192, forward, end );
gi.trace( &tr, muzzle, vec3_origin, vec3_origin, end, NPC->s.number, MASK_SHOT );
VectorCopy( tr.endpos, impactPos );
}
//see if impact would be too close to me
float distThreshold = 16384/*128*128*/;//default
switch ( NPC->s.weapon )
{
case WP_ROCKET_LAUNCHER:
case WP_FLECHETTE:
case WP_THERMAL:
case WP_TRIP_MINE:
case WP_DET_PACK:
distThreshold = 65536/*256*256*/;
break;
case WP_REPEATER:
if ( NPCInfo->scriptFlags&SCF_ALT_FIRE )
{
distThreshold = 65536/*256*256*/;
}
break;
case WP_CONCUSSION:
if ( !(NPCInfo->scriptFlags&SCF_ALT_FIRE) )
{
distThreshold = 65536/*256*256*/;
}
break;
default:
break;
}
float dist = DistanceSquared( impactPos, muzzle );
if ( dist < distThreshold )
{//impact would be too close to me
tooClose = qtrue;
}
else if ( level.time - NPCInfo->enemyLastSeenTime > 5000 ||
(NPCInfo->group && level.time - NPCInfo->group->lastSeenEnemyTime > 5000 ))
{//we've haven't seen them in the last 5 seconds
//see if it's too far from where he is
distThreshold = 65536/*256*256*/;//default
switch ( NPC->s.weapon )
{
case WP_ROCKET_LAUNCHER:
case WP_FLECHETTE:
case WP_THERMAL:
case WP_TRIP_MINE:
case WP_DET_PACK:
distThreshold = 262144/*512*512*/;
break;
case WP_REPEATER:
if ( NPCInfo->scriptFlags&SCF_ALT_FIRE )
{
distThreshold = 262144/*512*512*/;
}
break;
case WP_CONCUSSION:
if ( !(NPCInfo->scriptFlags&SCF_ALT_FIRE) )
{
distThreshold = 262144/*512*512*/;
}
break;
default:
break;
}
dist = DistanceSquared( impactPos, NPCInfo->enemyLastSeenLocation );
if ( dist > distThreshold )
{//impact would be too far from enemy
tooFar = qtrue;
}
}
if ( !tooClose && !tooFar )
{//okay too shoot at last pos
VectorSubtract( NPCInfo->enemyLastSeenLocation, muzzle, dir );
VectorNormalize( dir );
vectoangles( dir, angles );
NPCInfo->desiredYaw = angles[YAW];
NPCInfo->desiredPitch = angles[PITCH];
shoot = qtrue;
faceEnemy = qfalse;
}
}
}
}
}
//FIXME: don't shoot right away!
if ( NPC->client->fireDelay )
{
if ( NPC->s.weapon == WP_ROCKET_LAUNCHER
|| (NPC->s.weapon == WP_CONCUSSION&&!(NPCInfo->scriptFlags&SCF_ALT_FIRE)) )
{
if ( !enemyLOS || !enemyCS )
{//cancel it
NPC->client->fireDelay = 0;
}
else
{//delay our next attempt
TIMER_Set( NPC, "nextAttackDelay", Q_irand( 1000, 3000 ) );//FIXME: base on g_spskill
}
}
}
else if ( shoot )
{//try to shoot if it's time
if ( TIMER_Done( NPC, "nextAttackDelay" ) )
{
if( !(NPCInfo->scriptFlags & SCF_FIRE_WEAPON) ) // we've already fired, no need to do it again here
{
WeaponThink( qtrue );
}
//NASTY
int altChance = 6;//FIXME: base on g_spskill
if ( NPC->s.weapon == WP_ROCKET_LAUNCHER )
{
if ( (ucmd.buttons&BUTTON_ATTACK)
&& !Q_irand( 0, altChance ) )
{//every now and then, shoot a homing rocket
ucmd.buttons &= ~BUTTON_ATTACK;
ucmd.buttons |= BUTTON_ALT_ATTACK;
NPC->client->fireDelay = Q_irand( 1000, 3000 );//FIXME: base on g_spskill
}
}
else if ( NPC->s.weapon == WP_CONCUSSION )
{
if ( (ucmd.buttons&BUTTON_ATTACK)
&& Q_irand( 0, altChance*5 ) )
{//fire the beam shot
ucmd.buttons &= ~BUTTON_ATTACK;
ucmd.buttons |= BUTTON_ALT_ATTACK;
TIMER_Set( NPC, "nextAttackDelay", Q_irand( 1500, 2500 ) );//FIXME: base on g_spskill
}
else
{//fire the rocket-like shot
TIMER_Set( NPC, "nextAttackDelay", Q_irand( 3000, 5000 ) );//FIXME: base on g_spskill
}
}
}
}
}
}
//=====================================================================================
//FLYING behavior
//=====================================================================================
qboolean RT_Flying( gentity_t *self )
{
return ((qboolean)(self->client->moveType==MT_FLYSWIM));
}
void RT_FlyStart( gentity_t *self )
{//switch to seeker AI for a while
if ( TIMER_Done( self, "jetRecharge" )
&& !RT_Flying( self ) )
{
self->client->ps.gravity = 0;
self->svFlags |= SVF_CUSTOM_GRAVITY;
self->client->moveType = MT_FLYSWIM;
//Inform NPC_HandleAIFlags we want to fly
self->NPC->aiFlags |= NPCAI_FLY;
self->lastInAirTime = level.time;
//start jet effect
self->client->jetPackTime = Q3_INFINITE;
if ( self->genericBolt1 != -1 )
{
G_PlayEffect( G_EffectIndex( "rockettrooper/flameNEW" ), self->playerModel, self->genericBolt1, self->s.number, self->currentOrigin, qtrue, qtrue );
}
if ( self->genericBolt2 != -1 )
{
G_PlayEffect( G_EffectIndex( "rockettrooper/flameNEW" ), self->playerModel, self->genericBolt2, self->s.number, self->currentOrigin, qtrue, qtrue );
}
//take-off sound
G_SoundOnEnt( self, CHAN_ITEM, "sound/chars/boba/bf_blast-off.wav" );
//jet loop sound
self->s.loopSound = G_SoundIndex( "sound/chars/boba/bf_jetpack_lp.wav" );
if ( self->NPC )
{
self->count = Q3_INFINITE; // SEEKER shot ammo count
}
}
}
void RT_FlyStop( gentity_t *self )
{
self->client->ps.gravity = g_gravity->value;
self->svFlags &= ~SVF_CUSTOM_GRAVITY;
self->client->moveType = MT_RUNJUMP;
//Stop the effect
self->client->jetPackTime = 0;
if ( self->genericBolt1 != -1 )
{
G_StopEffect("rockettrooper/flameNEW", self->playerModel, self->genericBolt1, self->s.number );
}
if ( self->genericBolt2 != -1 )
{
G_StopEffect("rockettrooper/flameNEW", self->playerModel, self->genericBolt2, self->s.number );
}
//stop jet loop sound
self->s.loopSound = 0;
G_SoundOnEnt( self, CHAN_ITEM, "sound/chars/boba/bf_land.wav" );
if ( self->NPC )
{
self->count = 0; // SEEKER shot ammo count
TIMER_Set( self, "jetRecharge", Q_irand( 1000, 5000 ) );
TIMER_Set( self, "jumpChaseDebounce", Q_irand( 500, 2000 ) );
}
}
void RT_JetPackEffect( int duration )
{
if ( NPC->genericBolt1 != -1 )
{
G_PlayEffect( G_EffectIndex( "rockettrooper/flameNEW" ), NPC->playerModel, NPC->genericBolt1, NPC->s.number, NPC->currentOrigin, duration, qtrue );
}
if ( NPC->genericBolt2 != -1 )
{
G_PlayEffect( G_EffectIndex( "rockettrooper/flameNEW" ), NPC->playerModel, NPC->genericBolt2, NPC->s.number, NPC->currentOrigin, duration, qtrue );
}
//take-off sound
G_SoundOnEnt( NPC, CHAN_ITEM, "sound/chars/boba/bf_blast-off.wav" );
}
void RT_Flying_ApplyFriction( float frictionScale )
{
if ( NPC->client->ps.velocity[0] )
{
NPC->client->ps.velocity[0] *= VELOCITY_DECAY;///frictionScale;
if ( fabs( NPC->client->ps.velocity[0] ) < 1 )
{
NPC->client->ps.velocity[0] = 0;
}
}
if ( NPC->client->ps.velocity[1] )
{
NPC->client->ps.velocity[1] *= VELOCITY_DECAY;///frictionScale;
if ( fabs( NPC->client->ps.velocity[1] ) < 1 )
{
NPC->client->ps.velocity[1] = 0;
}
}
}
void RT_Flying_MaintainHeight( void )
{
float dif = 0;
// Update our angles regardless
NPC_UpdateAngles( qtrue, qtrue );
if ( NPC->forcePushTime > level.time )
{//if being pushed, we don't have control over our movement
return;
}
if ( (NPC->client->ps.pm_flags&PMF_TIME_KNOCKBACK) )
{//don't slow down for a bit
if ( NPC->client->ps.pm_time > 0 )
{
VectorScale( NPC->client->ps.velocity, 0.9f, NPC->client->ps.velocity );
return;
}
}
/*
if ( (NPC->client->ps.eFlags&EF_FORCE_GRIPPED) )
{
RT_Flying_ApplyFriction( 3.0f );
return;
}
*/
// If we have an enemy, we should try to hover at or a little below enemy eye level
if ( NPC->enemy
&& (!Q3_TaskIDPending( NPC, TID_MOVE_NAV ) || !NPCInfo->goalEntity ) )
{
if (TIMER_Done( NPC, "heightChange" ))
{
TIMER_Set( NPC,"heightChange",Q_irand( 1000, 3000 ));
float enemyZHeight = NPC->enemy->currentOrigin[2];
if ( NPC->enemy->client
&& NPC->enemy->client->ps.groundEntityNum == ENTITYNUM_NONE
&& (NPC->enemy->client->ps.forcePowersActive&(1<<FP_LEVITATION)) )
{//so we don't go up when they force jump up at us
enemyZHeight = NPC->enemy->client->ps.forceJumpZStart;
}
// Find the height difference
dif = (enemyZHeight + Q_flrand( NPC->enemy->maxs[2]/2, NPC->enemy->maxs[2]+8 )) - NPC->currentOrigin[2];
float difFactor = 10.0f;
// cap to prevent dramatic height shifts
if ( fabs( dif ) > 2*difFactor )
{
if ( fabs( dif ) > 20*difFactor )
{
dif = ( dif < 0 ? -20*difFactor : 20*difFactor );
}
NPC->client->ps.velocity[2] = (NPC->client->ps.velocity[2]+dif)/2;
}
NPC->client->ps.velocity[2] *= Q_flrand( 0.85f, 1.25f );
}
else
{//don't get too far away from height of enemy...
float enemyZHeight = NPC->enemy->currentOrigin[2];
if ( NPC->enemy->client
&& NPC->enemy->client->ps.groundEntityNum == ENTITYNUM_NONE
&& (NPC->enemy->client->ps.forcePowersActive&(1<<FP_LEVITATION)) )
{//so we don't go up when they force jump up at us
enemyZHeight = NPC->enemy->client->ps.forceJumpZStart;
}
dif = NPC->currentOrigin[2] - (enemyZHeight+64);
float maxHeight = 200;
float hDist = DistanceHorizontal( NPC->enemy->currentOrigin, NPC->currentOrigin );
if ( hDist < 512 )
{
maxHeight *= hDist/512;
}
if ( dif > maxHeight )
{
if ( NPC->client->ps.velocity[2] > 0 )//FIXME: or: we can't see him anymore
{//slow down
if ( NPC->client->ps.velocity[2] )
{
NPC->client->ps.velocity[2] *= VELOCITY_DECAY;
if ( fabs( NPC->client->ps.velocity[2] ) < 2 )
{
NPC->client->ps.velocity[2] = 0;
}
}
}
else
{//start coming back down
NPC->client->ps.velocity[2] -= 4;
}
}
else if ( dif < -200 && NPC->client->ps.velocity[2] < 0 )//we're way below him
{
if ( NPC->client->ps.velocity[2] < 0 )//FIXME: or: we can't see him anymore
{//slow down
if ( NPC->client->ps.velocity[2] )
{
NPC->client->ps.velocity[2] *= VELOCITY_DECAY;
if ( fabs( NPC->client->ps.velocity[2] ) > -2 )
{
NPC->client->ps.velocity[2] = 0;
}
}
}
else
{//start going back up
NPC->client->ps.velocity[2] += 4;
}
}
}
}
else
{
gentity_t *goal = NULL;
if ( NPCInfo->goalEntity ) // Is there a goal?
{
goal = NPCInfo->goalEntity;
}
else
{
goal = NPCInfo->lastGoalEntity;
}
if ( goal )
{
dif = goal->currentOrigin[2] - NPC->currentOrigin[2];
}
else if ( VectorCompare( NPC->pos1, vec3_origin ) )
{//have a starting position as a reference point
dif = NPC->pos1[2] - NPC->currentOrigin[2];
}
if ( fabs( dif ) > 24 )
{
ucmd.upmove = ( ucmd.upmove < 0 ? -4 : 4 );
}
else
{
if ( NPC->client->ps.velocity[2] )
{
NPC->client->ps.velocity[2] *= VELOCITY_DECAY;
if ( fabs( NPC->client->ps.velocity[2] ) < 2 )
{
NPC->client->ps.velocity[2] = 0;
}
}
}
}
// Apply friction
RT_Flying_ApplyFriction( 1.0f );
}
void RT_Flying_Strafe( void )
{
int side;
vec3_t end, right, dir;
trace_t tr;
if ( random() > 0.7f
|| !NPC->enemy
|| !NPC->enemy->client )
{
// Do a regular style strafe
AngleVectors( NPC->client->renderInfo.eyeAngles, NULL, right, NULL );
// Pick a random strafe direction, then check to see if doing a strafe would be
// reasonably valid
side = ( rand() & 1 ) ? -1 : 1;
VectorMA( NPC->currentOrigin, RT_FLYING_STRAFE_DIS * side, right, end );
gi.trace( &tr, NPC->currentOrigin, NULL, NULL, end, NPC->s.number, MASK_SOLID );
// Close enough
if ( tr.fraction > 0.9f )
{
float vel = RT_FLYING_STRAFE_VEL+Q_flrand(-20,20);
VectorMA( NPC->client->ps.velocity, vel*side, right, NPC->client->ps.velocity );
if ( !Q_irand( 0, 3 ) )
{
// Add a slight upward push
float upPush = RT_FLYING_UPWARD_PUSH;
if ( NPC->client->ps.velocity[2] < 300 )
{
if ( NPC->client->ps.velocity[2] < 300+upPush )
{
NPC->client->ps.velocity[2] += upPush;
}
else
{
NPC->client->ps.velocity[2] = 300;
}
}
}
NPCInfo->standTime = level.time + 1000 + random() * 500;
}
}
else
{
// Do a strafe to try and keep on the side of their enemy
AngleVectors( NPC->enemy->client->renderInfo.eyeAngles, dir, right, NULL );
// Pick a random side
side = ( rand() & 1 ) ? -1 : 1;
float stDis = RT_FLYING_STRAFE_DIS*2.0f;
VectorMA( NPC->enemy->currentOrigin, stDis * side, right, end );
// then add a very small bit of random in front of/behind the player action
VectorMA( end, crandom() * 25, dir, end );
gi.trace( &tr, NPC->currentOrigin, NULL, NULL, end, NPC->s.number, MASK_SOLID );
// Close enough
if ( tr.fraction > 0.9f )
{
float vel = (RT_FLYING_STRAFE_VEL*4)+Q_flrand(-20,20);
VectorSubtract( tr.endpos, NPC->currentOrigin, dir );
dir[2] *= 0.25; // do less upward change
float dis = VectorNormalize( dir );
if ( dis > vel )
{
dis = vel;
}
// Try to move the desired enemy side
VectorMA( NPC->client->ps.velocity, dis, dir, NPC->client->ps.velocity );
if ( !Q_irand( 0, 3 ) )
{
float upPush = RT_FLYING_UPWARD_PUSH;
// Add a slight upward push
if ( NPC->client->ps.velocity[2] < 300 )
{
if ( NPC->client->ps.velocity[2] < 300+upPush )
{
NPC->client->ps.velocity[2] += upPush;
}
else
{
NPC->client->ps.velocity[2] = 300;
}
}
else if ( NPC->client->ps.velocity[2] > 300 )
{
NPC->client->ps.velocity[2] = 300;
}
}
NPCInfo->standTime = level.time + 2500 + random() * 500;
}
}
}
void RT_Flying_Hunt( qboolean visible, qboolean advance )
{
float distance, speed;
vec3_t forward;
if ( NPC->forcePushTime >= level.time )
//|| (NPC->client->ps.eFlags&EF_FORCE_GRIPPED) )
{//if being pushed, we don't have control over our movement
NPC->delay = 0;
return;
}
NPC_FaceEnemy( qtrue );
// If we're not supposed to stand still, pursue the player
if ( NPCInfo->standTime < level.time )
{
// Only strafe when we can see the player
if ( visible )
{
NPC->delay = 0;
RT_Flying_Strafe();
return;
}
}
// If we don't want to advance, stop here
if ( advance )
{
// Only try and navigate if the player is visible
if ( visible == qfalse )
{
// Move towards our goal
NPCInfo->goalEntity = NPC->enemy;
NPCInfo->goalRadius = 24;
NPC->delay = 0;
NPC_MoveToGoal(qtrue);
return;
}
}
//else move straight at/away from him
VectorSubtract( NPC->enemy->currentOrigin, NPC->currentOrigin, forward );
forward[2] *= 0.1f;
distance = VectorNormalize( forward );
speed = RT_FLYING_FORWARD_BASE_SPEED + RT_FLYING_FORWARD_MULTIPLIER * g_spskill->integer;
if ( advance && distance < Q_flrand( 256, 3096 ) )
{
NPC->delay = 0;
VectorMA( NPC->client->ps.velocity, speed, forward, NPC->client->ps.velocity );
}
else if ( distance < Q_flrand( 0, 128 ) )
{
if ( NPC->health <= 50 )
{//always back off
NPC->delay = 0;
}
else if ( !TIMER_Done( NPC, "backoffTime" ) )
{//still backing off from end of last delay
NPC->delay = 0;
}
else if ( !NPC->delay )
{//start a new delay
NPC->delay = Q_irand( 0, 10+(20*(2-g_spskill->integer)) );
}
else
{//continue the current delay
NPC->delay--;
}
if ( !NPC->delay )
{//delay done, now back off for a few seconds!
TIMER_Set( NPC, "backoffTime", Q_irand( 2000, 5000 ) );
VectorMA( NPC->client->ps.velocity, speed*-2, forward, NPC->client->ps.velocity );
}
}
else
{
NPC->delay = 0;
}
}
void RT_Flying_Ranged( qboolean visible, qboolean advance )
{
if ( NPCInfo->scriptFlags & SCF_CHASE_ENEMIES )
{
RT_Flying_Hunt( visible, advance );
}
}
void RT_Flying_Attack( void )
{
// Always keep a good height off the ground
RT_Flying_MaintainHeight();
// Rate our distance to the target, and our visibilty
float distance = DistanceHorizontalSquared( NPC->currentOrigin, NPC->enemy->currentOrigin );
qboolean visible = NPC_ClearLOS( NPC->enemy );
qboolean advance = (qboolean)(distance>(256.0f*256.0f));
// If we cannot see our target, move to see it
if ( visible == qfalse )
{
if ( NPCInfo->scriptFlags & SCF_CHASE_ENEMIES )
{
RT_Flying_Hunt( visible, advance );
return;
}
}
RT_Flying_Ranged( visible, advance );
}
void RT_Flying_Think( void )
{
if ( Q3_TaskIDPending( NPC, TID_MOVE_NAV )
&& UpdateGoal() )
{//being scripted to go to a certain spot, don't maintain height
if ( NPC_MoveToGoal( qtrue ) )
{//we could macro-nav to our goal
if ( NPC->enemy && NPC->enemy->health && NPC->enemy->inuse )
{
NPC_FaceEnemy( qtrue );
RT_FireDecide();
}
}
else
{//frick, no where to nav to, keep us in the air!
RT_Flying_MaintainHeight();
}
return;
}
if ( NPC->random == 0.0f )
{
// used to offset seekers around a circle so they don't occupy the same spot. This is not a fool-proof method.
NPC->random = random() * 6.3f; // roughly 2pi
}
if ( NPC->enemy && NPC->enemy->health && NPC->enemy->inuse )
{
RT_Flying_Attack();
RT_FireDecide();
return;
}
else
{
RT_Flying_MaintainHeight();
RT_RunStormtrooperAI();
return;
}
}
//=====================================================================================
//ON GROUND WITH ENEMY behavior
//=====================================================================================
//=====================================================================================
//DEFAULT behavior
//=====================================================================================
extern void RT_CheckJump( void );
void NPC_BSRT_Default( void )
{
//FIXME: custom pain and death funcs:
//pain3 is in air
//die in air is both_falldeath1
//attack1 is on ground, attack2 is in air
//FIXME: this doesn't belong here
if ( NPC->client->ps.groundEntityNum != ENTITYNUM_NONE )
{
if ( NPCInfo->rank >= RANK_LT )//&& !Q_irand( 0, 50 ) )
{//officers always stay in the air
NPC->client->ps.velocity[2] = Q_irand( 50, 125 );
NPC->NPC->aiFlags |= NPCAI_FLY; //fixme also, Inform NPC_HandleAIFlags we want to fly
}
}
if ( RT_Flying( NPC ) )
{//FIXME: only officers need do this, right?
RT_Flying_Think();
}
else if ( NPC->enemy != NULL )
{//rocketrooper on ground with enemy
UpdateGoal();
RT_RunStormtrooperAI();
RT_CheckJump();
//NPC_BSST_Default();//FIXME: add missile avoidance
//RT_Hunt();//NPC_BehaviorSet_Jedi( bState );
}
else
{//shouldn't have gotten in here
RT_RunStormtrooperAI();
//NPC_BSST_Patrol();
}
}