//////////////////////////////////////////////////////////////////////////////////////// // RAVEN SOFTWARE - STAR WARS: JK II // (c) 2002 Activision // // Boba Fett // --------- // Ah yes, this file is pretty messy. I've tried to move everything in here, but in fact // a lot of his AI occurs in the seeker and jedi AI files. Some of these functions // // // //////////////////////////////////////////////////////////////////////////////////////// #include "g_headers.h" #include "b_local.h" //////////////////////////////////////////////////////////////////////////////////////// // Forward References Of Functions //////////////////////////////////////////////////////////////////////////////////////// void Boba_Precache( void ); void Boba_DustFallNear(const vec3_t origin, int dustcount); void Boba_ChangeWeapon(int wp); qboolean Boba_StopKnockdown(gentity_t *self, gentity_t *pusher, const vec3_t pushDir, qboolean forceKnockdown = qfalse); // Flight Related Functions (also used by Rocket Trooper) //-------------------------------------------------------- qboolean Boba_Flying( gentity_t *self ); void Boba_FlyStart( gentity_t *self ); void Boba_FlyStop( gentity_t *self ); // Called From NPC_Pain() //----------------------------- void Boba_Pain( gentity_t *self, gentity_t *inflictor, int damage, int mod); // Local: Flame Thrower Weapon //----------------------------- void Boba_FireFlameThrower( gentity_t *self ); void Boba_StopFlameThrower( gentity_t *self ); void Boba_StartFlameThrower( gentity_t *self ); void Boba_DoFlameThrower( gentity_t *self ); // Local: Other Tactics //---------------------- void Boba_DoAmbushWait( gentity_t *self); void Boba_DoSniper( gentity_t *self); // Local: Respawning //------------------- bool Boba_Respawn(); // Called From Within AI_Jedi && AI_Seeker //----------------------------------------- void Boba_Fire(); void Boba_FireDecide(); // Local: Called From Tactics() //---------------------------- void Boba_TacticsSelect(); bool Boba_CanSeeEnemy( gentity_t *self ); // Called From NPC_RunBehavior() //------------------------------- void Boba_Update(); // Always Called First, Before Any Other Thinking bool Boba_Tactics(); // If returns true, Jedi and Seeker AI not used bool Boba_Flee(); // If returns true, Jedi and Seeker AI not used //////////////////////////////////////////////////////////////////////////////////////// // External Functions //////////////////////////////////////////////////////////////////////////////////////// extern void G_SoundAtSpot( vec3_t org, int soundIndex, qboolean broadcast ); extern void G_CreateG2AttachedWeaponModel( gentity_t *ent, const char *weaponModel, int boltNum, int weaponNum ); extern void ChangeWeapon( gentity_t *ent, int newWeapon ); extern void WP_ResistForcePush( gentity_t *self, gentity_t *pusher, qboolean noPenalty ); extern void ForceJump( gentity_t *self, usercmd_t *ucmd ); extern void G_Knockdown( gentity_t *self, gentity_t *attacker, const vec3_t pushDir, float strength, qboolean breakSaberLock ); //////////////////////////////////////////////////////////////////////////////////////// // External Data //////////////////////////////////////////////////////////////////////////////////////// extern cvar_t* g_bobaDebug; //////////////////////////////////////////////////////////////////////////////////////// // Boba Debug Output //////////////////////////////////////////////////////////////////////////////////////// #ifndef FINAL_BUILD #if !defined(CTYPE_H_INC) #include #define CTYPE_H_INC #endif #if !defined(STDARG_H_INC) #include #define STDARG_H_INC #endif #if !defined(STDIO_H_INC) #include #define STDIO_H_INC #endif void Boba_Printf(const char * format, ...) { if (g_bobaDebug->integer==0) { return; } static char string[2][1024]; // in case this is called by nested functions static int index = 0; static char nFormat[300]; char* buf; // Tack On The Standard Format Around The Given Format //----------------------------------------------------- sprintf(nFormat, "[BOBA %8d] %s\n", level.time, format); // Resolve Remaining Elipsis Parameters Into Newly Formated String //----------------------------------------------------------------- buf = string[index & 1]; index++; va_list argptr; va_start (argptr, format); vsprintf (buf, nFormat, argptr); va_end (argptr); // Print It To Debug Output Console //---------------------------------- gi.Printf(buf); } #else void Boba_Printf(const char * format, ...) { } #endif //////////////////////////////////////////////////////////////////////////////////////// // Defines //////////////////////////////////////////////////////////////////////////////////////// #define BOBA_FLAMEDURATION 3000 #define BOBA_FLAMETHROWRANGE 128 #define BOBA_FLAMETHROWSIZE 40 #define BOBA_FLAMETHROWDAMAGEMIN 1//10 #define BOBA_FLAMETHROWDAMAGEMAX 5//40 #define BOBA_ROCKETRANGEMIN 300 #define BOBA_ROCKETRANGEMAX 2000 //////////////////////////////////////////////////////////////////////////////////////// // Global Data //////////////////////////////////////////////////////////////////////////////////////// bool BobaHadDeathScript = false; bool BobaActive = false; vec3_t BobaFootStepLoc; int BobaFootStepCount = 0; vec3_t AverageEnemyDirection; int AverageEnemyDirectionSamples; //////////////////////////////////////////////////////////////////////////////////////// // Enums //////////////////////////////////////////////////////////////////////////////////////// enum EBobaTacticsState { BTS_NONE, // Attack //-------- BTS_RIFLE, // Uses Jedi / Seeker Movement BTS_MISSILE, // Uses Jedi / Seeker Movement BTS_SNIPER, // Uses Special Movement Internal To This File BTS_FLAMETHROW, // Locked In Place // Waiting //--------- BTS_AMBUSHWAIT, // Goto CP & Wait BTS_MAX }; //////////////////////////////////////////////////////////////////////////////////////// // //////////////////////////////////////////////////////////////////////////////////////// void Boba_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_SoundIndex( "sound/weapons/boba/bf_flame.mp3" ); G_SoundIndex( "sound/player/footsteps/boot1" ); G_SoundIndex( "sound/player/footsteps/boot2" ); G_SoundIndex( "sound/player/footsteps/boot3" ); G_SoundIndex( "sound/player/footsteps/boot4" ); G_EffectIndex( "boba/jetSP" ); G_EffectIndex( "boba/fthrw" ); G_EffectIndex( "volumetric/black_smoke" ); G_EffectIndex( "chunks/dustFall" ); AverageEnemyDirectionSamples = 0; VectorClear(AverageEnemyDirection); BobaHadDeathScript = false; BobaActive = true; BobaFootStepCount = 0; } //////////////////////////////////////////////////////////////////////////////////////// // //////////////////////////////////////////////////////////////////////////////////////// void Boba_DustFallNear(const vec3_t origin, int dustcount) { if (!BobaActive) { return; } trace_t testTrace; vec3_t testDirection; vec3_t testStartPos; vec3_t testEndPos; VectorCopy(origin, testStartPos); for (int i=0; iinuse)?(0):(ENTITYNUM_NONE), MASK_SHOT ); if (!testTrace.startsolid && !testTrace.allsolid && testTrace.fraction>0.1f && testTrace.fraction<0.9f) { G_PlayEffect( "chunks/dustFall", testTrace.endpos, testTrace.plane.normal ); } } } //////////////////////////////////////////////////////////////////////////////////////// // This is just a super silly wrapper around NPC_Change Weapon //////////////////////////////////////////////////////////////////////////////////////// void Boba_ChangeWeapon( int wp ) { if ( NPC->s.weapon == wp ) { return; } NPC_ChangeWeapon( wp ); G_AddEvent( NPC, EV_GENERAL_SOUND, G_SoundIndex( "sound/weapons/change.wav" )); } //////////////////////////////////////////////////////////////////////////////////////// // Choose an "anti-knockdown" response //////////////////////////////////////////////////////////////////////////////////////// qboolean Boba_StopKnockdown( gentity_t *self, gentity_t *pusher, const vec3_t pushDir, qboolean forceKnockdown ) { if ( self->client->NPC_class != CLASS_BOBAFETT ) { return qfalse; } if ( self->client->moveType == MT_FLYSWIM ) {//can't knock me down when I'm flying return qtrue; } vec3_t pDir, fwd, right, ang = {0, self->currentAngles[YAW], 0}; float fDot, rDot; int strafeTime = Q_irand( 1000, 2000 ); AngleVectors( ang, fwd, right, NULL ); VectorNormalize2( pushDir, pDir ); fDot = DotProduct( pDir, fwd ); rDot = DotProduct( pDir, right ); if ( Q_irand( 0, 2 ) ) {//flip or roll with it usercmd_t tempCmd; if ( fDot >= 0.4f ) { tempCmd.forwardmove = 127; TIMER_Set( self, "moveforward", strafeTime ); } else if ( fDot <= -0.4f ) { tempCmd.forwardmove = -127; TIMER_Set( self, "moveback", strafeTime ); } else if ( rDot > 0 ) { tempCmd.rightmove = 127; TIMER_Set( self, "strafeRight", strafeTime ); TIMER_Set( self, "strafeLeft", -1 ); } else { tempCmd.rightmove = -127; TIMER_Set( self, "strafeLeft", strafeTime ); TIMER_Set( self, "strafeRight", -1 ); } G_AddEvent( self, EV_JUMP, 0 ); if ( !Q_irand( 0, 1 ) ) {//flip self->client->ps.forceJumpCharge = 280;//FIXME: calc this intelligently? ForceJump( self, &tempCmd ); } else {//roll TIMER_Set( self, "duck", strafeTime ); } self->painDebounceTime = 0;//so we do something } else if ( !Q_irand( 0, 1 ) && forceKnockdown ) {//resist WP_ResistForcePush( self, pusher, qtrue ); } else {//fall down return qfalse; } return qtrue; } //////////////////////////////////////////////////////////////////////////////////////// // Is this entity flying //////////////////////////////////////////////////////////////////////////////////////// qboolean Boba_Flying( gentity_t *self ) { assert(self && self->client && self->client->NPC_class==CLASS_BOBAFETT);//self->NPC && return ((qboolean)(self->client->moveType==MT_FLYSWIM)); } //////////////////////////////////////////////////////////////////////////////////////// // //////////////////////////////////////////////////////////////////////////////////////// bool Boba_CanSeeEnemy( gentity_t *self ) { assert(self && self->NPC && self->client && self->client->NPC_class==CLASS_BOBAFETT); return ((level.time - self->NPC->enemyLastSeenTime)<1000); } //////////////////////////////////////////////////////////////////////////////////////// // //////////////////////////////////////////////////////////////////////////////////////// void Boba_Pain( gentity_t *self, gentity_t *inflictor, int damage, int mod) { if (mod==MOD_SABER && !(NPCInfo->aiFlags&NPCAI_FLAMETHROW)) { TIMER_Set( self, "Boba_TacticsSelect", 0); // Hurt By The Saber, Time To Try Something New } if (self->NPC->aiFlags&NPCAI_FLAMETHROW) { NPC_SetAnim( self, SETANIM_TORSO, BOTH_FORCELIGHTNING_HOLD, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD ); self->client->ps.torsoAnimTimer = level.time - TIMER_Get(self, "falmeTime"); } } //////////////////////////////////////////////////////////////////////////////////////// // //////////////////////////////////////////////////////////////////////////////////////// void Boba_FlyStart( gentity_t *self ) {//switch to seeker AI for a while if ( TIMER_Done( self, "jetRecharge" ) && !Boba_Flying( self ) ) { self->client->ps.gravity = 0; self->svFlags |= SVF_CUSTOM_GRAVITY; self->client->moveType = MT_FLYSWIM; //start jet effect self->client->jetPackTime = level.time + Q_irand( 3000, 10000 ); if ( self->genericBolt1 != -1 ) { G_PlayEffect( G_EffectIndex( "boba/jetSP" ), self->playerModel, self->genericBolt1, self->s.number, self->currentOrigin, qtrue, qtrue ); } if ( self->genericBolt2 != -1 ) { G_PlayEffect( G_EffectIndex( "boba/jetSP" ), 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 Boba_FlyStop( gentity_t *self ) { self->client->ps.gravity = g_gravity->value; self->svFlags &= ~SVF_CUSTOM_GRAVITY; self->client->moveType = MT_RUNJUMP; //Stop effect self->client->jetPackTime = 0; if ( self->genericBolt1 != -1 ) { G_StopEffect( "boba/jetSP", self->playerModel, self->genericBolt1, self->s.number ); } if ( self->genericBolt2 != -1 ) { G_StopEffect( "boba/jetSP", self->playerModel, self->genericBolt2, self->s.number ); } //stop jet loop sound G_SoundOnEnt( self, CHAN_ITEM, "sound/chars/boba/bf_land.wav" ); self->s.loopSound = 0; 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 ) ); } } //////////////////////////////////////////////////////////////////////////////////////// // This func actually does the damage inflicting traces //////////////////////////////////////////////////////////////////////////////////////// void Boba_FireFlameThrower( gentity_t *self ) { trace_t tr; vec3_t start, end, dir; CVec3 traceMins(self->mins); CVec3 traceMaxs(self->maxs); gentity_t* traceEnt = NULL; int damage = Q_irand( BOBA_FLAMETHROWDAMAGEMIN, BOBA_FLAMETHROWDAMAGEMAX ); AngleVectors(self->currentAngles, dir, 0, 0); dir[2] = 0.0f; VectorCopy(self->currentOrigin, start); traceMins *= 0.5f; traceMaxs *= 0.5f; start[2] += 40.0f; VectorMA( start, 150.0f, dir, end ); if (g_bobaDebug->integer) { CG_DrawEdge(start, end, EDGE_IMPACT_POSSIBLE); } gi.trace( &tr, start, self->mins, self->maxs, end, self->s.number, MASK_SHOT); traceEnt = &g_entities[tr.entityNum]; if ( tr.entityNum < ENTITYNUM_WORLD && traceEnt->takedamage ) { G_Damage( traceEnt, self, self, dir, tr.endpos, damage, DAMAGE_NO_ARMOR|DAMAGE_NO_KNOCKBACK|DAMAGE_NO_HIT_LOC|DAMAGE_IGNORE_TEAM, MOD_LAVA, HL_NONE ); if (traceEnt->health>0) { // G_Knockdown( traceEnt, self, dir, Q_irand(200, 330), qfalse); G_Throw(traceEnt, dir, 30); } } } //////////////////////////////////////////////////////////////////////////////////////// // //////////////////////////////////////////////////////////////////////////////////////// void Boba_StopFlameThrower( gentity_t *self ) { if ( self->s.number < MAX_CLIENTS ) { self->client->ps.torsoAnimTimer = 0; G_StopEffect( G_EffectIndex("boba/fthrw"), self->playerModel, self->genericBolt3, self->s.number); return; } if ((NPCInfo->aiFlags&NPCAI_FLAMETHROW)) { self->NPC->aiFlags &= ~NPCAI_FLAMETHROW; self->client->ps.torsoAnimTimer = 0; TIMER_Set( self, "flameTime", 0); TIMER_Set( self, "nextAttackDelay", 0); TIMER_Set( self, "Boba_TacticsSelect", 0); // G_SoundOnEnt( self, CHAN_WEAPON, "sound/effects/flameoff.mp3" ); G_StopEffect( G_EffectIndex("boba/fthrw"), self->playerModel, self->genericBolt3, self->s.number); Boba_Printf("FlameThrower OFF"); } } //////////////////////////////////////////////////////////////////////////////////////// // //////////////////////////////////////////////////////////////////////////////////////// void Boba_StartFlameThrower( gentity_t *self ) { if (!(NPCInfo->aiFlags&NPCAI_FLAMETHROW)) { NPC_SetAnim( self, SETANIM_TORSO, BOTH_FORCELIGHTNING_HOLD, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD ); self->NPC->aiFlags |= NPCAI_FLAMETHROW; self->client->ps.torsoAnimTimer = BOBA_FLAMEDURATION; TIMER_Set( self, "flameTime", BOBA_FLAMEDURATION); TIMER_Set( self, "nextAttackDelay", BOBA_FLAMEDURATION); TIMER_Set( self, "nextFlameDelay", BOBA_FLAMEDURATION*2); TIMER_Set( self, "Boba_TacticsSelect", BOBA_FLAMEDURATION); G_SoundOnEnt( self, CHAN_WEAPON, "sound/weapons/boba/bf_flame.mp3" ); G_PlayEffect( G_EffectIndex("boba/fthrw"), self->playerModel, self->genericBolt3, self->s.number, self->s.origin, 1 ); Boba_Printf("FlameThrower ON"); } } //////////////////////////////////////////////////////////////////////////////////////// // //////////////////////////////////////////////////////////////////////////////////////// void Boba_DoFlameThrower( gentity_t *self ) { if ( self->s.number < MAX_CLIENTS ) { if ( self->client ) { if ( !self->client->ps.forcePowerDuration[FP_LIGHTNING] ) { NPC_SetAnim( self, SETANIM_TORSO, BOTH_FORCELIGHTNING_HOLD, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD ); self->client->ps.torsoAnimTimer = BOBA_FLAMEDURATION; G_SoundOnEnt( self, CHAN_WEAPON, "sound/weapons/boba/bf_flame.mp3" ); G_PlayEffect( G_EffectIndex("boba/fthrw"), self->playerModel, self->genericBolt3, self->s.number, self->s.origin, 1 ); self->client->ps.forcePowerDuration[FP_LIGHTNING] = 1; } Boba_FireFlameThrower( self ); } return; } if (!(NPCInfo->aiFlags&NPCAI_FLAMETHROW) && TIMER_Done(self, "nextAttackDelay")) { Boba_StartFlameThrower( self ); } if ( (NPCInfo->aiFlags&NPCAI_FLAMETHROW)) { Boba_FireFlameThrower( self ); } } //////////////////////////////////////////////////////////////////////////////////////// // //////////////////////////////////////////////////////////////////////////////////////// void Boba_DoAmbushWait( gentity_t *self) { } //////////////////////////////////////////////////////////////////////////////////////// // //////////////////////////////////////////////////////////////////////////////////////// void Boba_DoSniper( gentity_t *self) { if (TIMER_Done(NPC, "PickNewSniperPoint")) { TIMER_Set(NPC, "PickNewSniperPoint", Q_irand(15000, 25000)); int SniperPoint = NPC_FindCombatPoint(NPC->currentOrigin, 0, NPC->currentOrigin, CP_SNIPE|CP_CLEAR|CP_HAS_ROUTE|CP_TRYFAR|CP_HORZ_DIST_COLL, 0, -1); if (SniperPoint!=-1) { NPC_SetCombatPoint(SniperPoint); NPC_SetMoveGoal( NPC, level.combatPoints[SniperPoint].origin, 20, qtrue, SniperPoint ); } } if (Distance(NPC->currentOrigin, level.combatPoints[NPCInfo->combatPoint].origin)<50.0f) { Boba_FireDecide(); } bool IsOnAPath = !!NPC_MoveToGoal(qtrue); // Resolve Blocked Problems //-------------------------- if (NPCInfo->aiFlags&NPCAI_BLOCKED && NPC->client->moveType!=MT_FLYSWIM && ((level.time - NPCInfo->blockedDebounceTime)>3000) ) { Boba_Printf("BLOCKED: Attempting Jump"); if (IsOnAPath) { if (!NPC_TryJump(NPCInfo->blockedTargetPosition)) { Boba_Printf(" Failed"); } } } NPC_FaceEnemy(qtrue); NPC_UpdateAngles( qtrue, qtrue ); } //////////////////////////////////////////////////////////////////////////////////////// // Call This function to make Boba actually shoot his current weapon //////////////////////////////////////////////////////////////////////////////////////// void Boba_Fire() { WeaponThink(qtrue); // If Actually Fired, Decide To Apply Alt Fire And Calc Next Attack Delay //------------------------------------------------------------------------ if (ucmd.buttons&BUTTON_ATTACK) { switch (NPC->s.weapon) { case WP_ROCKET_LAUNCHER: TIMER_Set( NPC, "nextAttackDelay", Q_irand(1000, 2000)); // Occasionally Shoot A Homing Missile //------------------------------------- if (!Q_irand(0,3)) { ucmd.buttons &= ~BUTTON_ATTACK; ucmd.buttons |= BUTTON_ALT_ATTACK; NPC->client->fireDelay = Q_irand( 1000, 3000 ); } break; case WP_DISRUPTOR: TIMER_Set(NPC, "nextAttackDelay", Q_irand(1000, 4000)); // Occasionally Alt-Fire //----------------------- if (!Q_irand(0,3)) { ucmd.buttons &= ~BUTTON_ATTACK; ucmd.buttons |= BUTTON_ALT_ATTACK; NPC->client->fireDelay = Q_irand( 1000, 3000 ); } break; case WP_BLASTER: if (TIMER_Done(NPC, "nextBlasterAltFireDecide")) { if (Q_irand(0, (NPC->count*2)+3)>2) { TIMER_Set(NPC, "nextBlasterAltFireDecide", Q_irand(3000, 8000)); if (!(NPCInfo->scriptFlags&SCF_ALT_FIRE)) { Boba_Printf("ALT FIRE On"); NPCInfo->scriptFlags |= SCF_ALT_FIRE; NPC_ChangeWeapon(WP_BLASTER); // Update Delay Timers } } else { TIMER_Set(NPC, "nextBlasterAltFireDecide", Q_irand(2000, 5000)); if ( (NPCInfo->scriptFlags&SCF_ALT_FIRE)) { Boba_Printf("ALT FIRE Off"); NPCInfo->scriptFlags &=~SCF_ALT_FIRE; NPC_ChangeWeapon(WP_BLASTER); // Update Delay Timers } } } // Occasionally Alt Fire //----------------------- if (NPCInfo->scriptFlags&SCF_ALT_FIRE) { ucmd.buttons &= ~BUTTON_ATTACK; ucmd.buttons |= BUTTON_ALT_ATTACK; } break; } } } //////////////////////////////////////////////////////////////////////////////////////// // Call this function to see if Fett should fire his current weapon //////////////////////////////////////////////////////////////////////////////////////// void Boba_FireDecide( void ) { // Any Reason Not To Shoot? //-------------------------- if (!NPC || // Only NPCs !NPC->client || // Only Clients NPC->client->NPC_class!=CLASS_BOBAFETT || // Only Boba !NPC->enemy || // Only If There Is An Enemy NPC->s.weapon==WP_NONE || // Only If Using A Valid Weapon !TIMER_Done(NPC, "nextAttackDelay") || // Only If Ready To Shoot Again !Boba_CanSeeEnemy(NPC) // Only If Enemy Recently Seen ) { return; } // Now Check Weapon Specific Parameters To See If We Should Shoot Or Not //----------------------------------------------------------------------- switch (NPC->s.weapon) { case WP_ROCKET_LAUNCHER: if (Distance(NPC->currentOrigin, NPC->enemy->currentOrigin)>400.0f) { Boba_Fire(); } break; case WP_DISRUPTOR: // TODO: Add Conditions Here Boba_Fire(); break; case WP_BLASTER: // TODO: Add Conditions Here Boba_Fire(); break; } } //////////////////////////////////////////////////////////////////////////////////////// // Tactics avaliable to Boba Fett: // -------------------------------- // BTS_RIFLE, // Uses Jedi / Seeker Movement // BTS_MISSILE, // Uses Jedi / Seeker Movement // BTS_SNIPER, // Uses Special Movement Internal To This File // BTS_FLAMETHROW, // Locked In Place // BTS_AMBUSHWAIT, // Goto CP & Wait // // // Weapons available to Boba Fett: // -------------------------------- // WP_NONE (Flame Thrower) // WP_ROCKET_LAUNCHER // WP_BLASTER // WP_DISRUPTOR // //////////////////////////////////////////////////////////////////////////////////////// void Boba_TacticsSelect() { // Don't Change Tactics For A Little While //------------------------------------------ TIMER_Set(NPC, "Boba_TacticsSelect", Q_irand(8000, 15000)); int nextState = NPCInfo->localState; // Get Some Data That Will Help With The Selection Of The Next Tactic //-------------------------------------------------------------------- bool enemyAlive = (NPC->enemy->health>0); float enemyDistance = Distance(NPC->currentOrigin, NPC->enemy->currentOrigin); bool enemyInFlameRange = (enemyDistanceBOBA_ROCKETRANGEMIN && enemyDistancecount), he will be less likely to // choose the blaster, and more likely to go for the missile launcher nextState = (!enemyInRocketRange || Q_irand(0, NPC->count)<1)?(BTS_RIFLE):(BTS_MISSILE); } // Hmmm... Havn't Seen The Player In A While, We Might Want To Try Something Sneaky //----------------------------------------------------------------------------------- else { bool SnipePointsNear = false; // TODO bool AmbushPointNear = false; // TODO if (Q_irand(0, NPC->count)>0) { int SniperPoint = NPC_FindCombatPoint(NPC->currentOrigin, 0, NPC->currentOrigin, CP_SNIPE|CP_CLEAR|CP_HAS_ROUTE|CP_TRYFAR|CP_HORZ_DIST_COLL, 0, -1); if (SniperPoint!=-1) { NPC_SetCombatPoint(SniperPoint); NPC_SetMoveGoal( NPC, level.combatPoints[SniperPoint].origin, 20, qtrue, SniperPoint ); TIMER_Set(NPC, "PickNewSniperPoint", Q_irand(15000, 25000)); SnipePointsNear = true; } } if (SnipePointsNear && TIMER_Done(NPC, "Boba_NoSniperTime")) { TIMER_Set(NPC, "Boba_NoSniperTime", 120000); // Don't snipe again for a while TIMER_Set(NPC, "Boba_TacticsSelect", Q_irand(35000, 45000));// More patience here nextState = BTS_SNIPER; } else if (AmbushPointNear) { TIMER_Set(NPC, "Boba_TacticsSelect", Q_irand(15000, 25000));// More patience here nextState = BTS_AMBUSHWAIT; } else { nextState = (!enemyInRocketRange || Q_irand(0, NPC->count)<1)?(BTS_RIFLE):(BTS_MISSILE); } } // The Next State Has Been Selected, Now Change Weapon If Necessary //------------------------------------------------------------------ if (nextState!=NPCInfo->localState) { NPCInfo->localState = nextState; switch (NPCInfo->localState) { case BTS_FLAMETHROW: Boba_Printf("NEW TACTIC: Flame Thrower"); Boba_ChangeWeapon(WP_NONE); Boba_DoFlameThrower(NPC); break; case BTS_RIFLE: Boba_Printf("NEW TACTIC: Rifle"); Boba_ChangeWeapon(WP_BLASTER); break; case BTS_MISSILE: Boba_Printf("NEW TACTIC: Rocket Launcher"); Boba_ChangeWeapon(WP_ROCKET_LAUNCHER); break; case BTS_SNIPER: Boba_Printf("NEW TACTIC: Sniper"); Boba_ChangeWeapon(WP_DISRUPTOR); break; case BTS_AMBUSHWAIT: Boba_Printf("NEW TACTIC: Ambush"); Boba_ChangeWeapon(WP_NONE); break; } } } //////////////////////////////////////////////////////////////////////////////////////// // Tactics // // This function is called right after Update() // If returns true, Jedi and Seeker AI not used for movement // //////////////////////////////////////////////////////////////////////////////////////// bool Boba_Tactics() { if (!NPC->enemy) { return false; } // Think About Changing Tactics //------------------------------ if (TIMER_Done(NPC, "Boba_TacticsSelect")) { Boba_TacticsSelect(); } // These Tactics Require Seeker & Jedi Movement //---------------------------------------------- if (!NPCInfo->localState || NPCInfo->localState==BTS_RIFLE || NPCInfo->localState==BTS_MISSILE) { return false; } // Flame Thrower - Locked In Place //--------------------------------- if (NPCInfo->localState==BTS_FLAMETHROW) { Boba_DoFlameThrower( NPC ); } // Sniper - Move Around, And Take Shots //-------------------------------------- else if (NPCInfo->localState==BTS_SNIPER) { Boba_DoSniper( NPC ); } // Ambush Wait //------------ else if (NPCInfo->localState==BTS_AMBUSHWAIT) { Boba_DoAmbushWait( NPC ); } NPC_FacePosition( NPC->enemy->currentOrigin, qtrue); NPC_UpdateAngles(qtrue, qtrue); return true; // Do Not Use Normal Jedi Or Seeker Movement } //////////////////////////////////////////////////////////////////////////////////////// // //////////////////////////////////////////////////////////////////////////////////////// bool Boba_Respawn() { int cp = -1; // Try To Predict Where The Enemy Is Going //----------------------------------------- if (AverageEnemyDirectionSamples && NPC->behaviorSet[BSET_DEATH]==0) { vec3_t endPos; VectorMA(NPC->enemy->currentOrigin, 1000.0f / (float)AverageEnemyDirectionSamples, AverageEnemyDirection, endPos); cp = NPC_FindCombatPoint(endPos, 0, endPos, CP_FLEE|CP_TRYFAR|CP_HORZ_DIST_COLL, 0, -1); Boba_Printf("Attempting Predictive Spawn Point"); } // If That Failed, Try To Go Directly To The Enemy //------------------------------------------------- if (cp==-1) { cp = NPC_FindCombatPoint(NPC->enemy->currentOrigin, 0, NPC->enemy->currentOrigin, CP_FLEE|CP_TRYFAR|CP_HORZ_DIST_COLL, 0, -1); Boba_Printf("Attempting Closest Current Spawn Point"); } // If We've Found One, Go There //------------------------------ if (cp!=-1) { NPC_SetCombatPoint( cp ); NPCInfo->surrenderTime = 0; NPC->health = NPC->max_health; NPC->svFlags &=~SVF_NOCLIENT; NPC->count ++; // This is the number of times spawned G_SetOrigin(NPC, level.combatPoints[cp].origin); AverageEnemyDirectionSamples = 0; VectorClear(AverageEnemyDirection); Boba_Printf("Found Spawn Point (%d)", cp); return true; } assert(0); // Yea, that's bad... Boba_Printf("FAILED TO FIND SPAWN POINT"); return false; } //////////////////////////////////////////////////////////////////////////////////////// // //////////////////////////////////////////////////////////////////////////////////////// void Boba_Update() { // Never Forget The Player... Never. //----------------------------------- if (player && player->inuse && !NPC->enemy) { G_SetEnemy(NPC, player); NPC->svFlags |= SVF_LOCKEDENEMY; // Don't forget about the enemy once you've found him } // Hey, This Is Boba, He Tests The Trace All The Time //---------------------------------------------------- if (NPC->enemy) { if (!(NPC->svFlags&SVF_NOCLIENT)) { trace_t testTrace; vec3_t eyes; CalcEntitySpot( NPC, SPOT_HEAD_LEAN, eyes ); gi.trace (&testTrace, eyes, NULL, NULL, NPC->enemy->currentOrigin, NPC->s.number, MASK_SHOT); bool wasSeen = Boba_CanSeeEnemy(NPC); if (!testTrace.startsolid && !testTrace.allsolid && testTrace.entityNum == NPC->enemy->s.number) { NPCInfo->enemyLastSeenTime = level.time; NPCInfo->enemyLastHeardTime = level.time; VectorCopy(NPC->enemy->currentOrigin, NPCInfo->enemyLastSeenLocation); VectorCopy(NPC->enemy->currentOrigin, NPCInfo->enemyLastHeardLocation); } else if (gi.inPVS( NPC->enemy->currentOrigin, NPC->currentOrigin)) { NPCInfo->enemyLastHeardTime = level.time; VectorCopy(NPC->enemy->currentOrigin, NPCInfo->enemyLastHeardLocation); } if (g_bobaDebug->integer) { bool nowSeen = Boba_CanSeeEnemy(NPC); if (!wasSeen && nowSeen) { Boba_Printf("Enemy Seen"); } if (wasSeen && !nowSeen) { Boba_Printf("Enemy Lost"); } CG_DrawEdge(NPC->currentOrigin, NPC->enemy->currentOrigin, (nowSeen)?(EDGE_IMPACT_SAFE):(EDGE_IMPACT_POSSIBLE)); } } if (!NPCInfo->surrenderTime) { if ((level.time - NPCInfo->enemyLastSeenTime)>20000 && TIMER_Done(NPC, "TooLongGoneRespawn")) { TIMER_Set(NPC, "TooLongGoneRespawn", 30000); // Give him some time to get to you before trying again Boba_Printf("Gone Too Long, Attempting Respawn Even Though Not Hiding"); Boba_Respawn(); } } } // Make Sure He Always Appears In The Last Area With Full Health When His Death Script Is Turned On //-------------------------------------------------------------------------------------------------- if (!BobaHadDeathScript && NPC->behaviorSet[BSET_DEATH]!=0) { if (!gi.inPVS(NPC->enemy->currentOrigin, NPC->currentOrigin)) { Boba_Printf("Attempting Final Battle Spawn..."); if (Boba_Respawn()) { BobaHadDeathScript = true; } else { Boba_Printf("Failed"); } } } // Don't Forget To Turn Off That Flame Thrower, Mr. Fett - You're Waisting Precious Natural Gases //------------------------------------------------------------------------------------------------ if ((NPCInfo->aiFlags&NPCAI_FLAMETHROW) && (TIMER_Done(NPC, "flameTime"))) { Boba_StopFlameThrower(NPC); } // Occasionally A Jump Turns Into A Rocket Fly //--------------------------------------------- if ( NPC->client->ps.groundEntityNum == ENTITYNUM_NONE && NPC->client->ps.forceJumpZStart && !Q_irand( 0, 10 ) ) {//take off Boba_FlyStart( NPC ); } // If Hurting, Try To Run Away //----------------------------- if (!NPCInfo->surrenderTime && (NPC->healthmax_health/10)) { Boba_Printf("Time To Surrender, Searching For Flee Point"); // Find The Closest Flee Point That I Can Get To //----------------------------------------------- int cp = NPC_FindCombatPoint(NPC->currentOrigin, 0, NPC->currentOrigin, CP_FLEE|CP_HAS_ROUTE|CP_TRYFAR|CP_HORZ_DIST_COLL, 0, -1); if (cp!=-1) { NPC_SetCombatPoint( cp ); NPC_SetMoveGoal( NPC, level.combatPoints[cp].origin, 8, qtrue, cp ); if (NPC->count<6) { NPCInfo->surrenderTime = level.time + Q_irand(5000, 10000) + 1000*(6-NPC->count); } else { NPCInfo->surrenderTime = level.time + Q_irand(5000, 10000); } } else { Boba_Printf(" Failure"); } } } //////////////////////////////////////////////////////////////////////////////////////// // //////////////////////////////////////////////////////////////////////////////////////// bool Boba_Flee() { bool EnemyRecentlySeen = ((level.time - NPCInfo->enemyLastSeenTime)<10000); bool ReachedEscapePoint = (Distance(level.combatPoints[NPCInfo->combatPoint].origin, NPC->currentOrigin)<50.0f); bool HasBeenGoneEnough = (level.time>NPCInfo->surrenderTime || (level.time - NPCInfo->enemyLastSeenTime)>400000); // Is It Time To Come Back For Some More? //---------------------------------------- if (!EnemyRecentlySeen || ReachedEscapePoint) { NPC->svFlags |= SVF_NOCLIENT; if (HasBeenGoneEnough) { if ((level.time - NPCInfo->enemyLastSeenTime)>400000) { Boba_Printf(" Gone Too Long, Attempting Respawn"); } if (Boba_Respawn()) { return true; } } else if (ReachedEscapePoint && (NPCInfo->surrenderTime - level.time)>3000) { if (TIMER_Done(NPC, "SpookPlayerTimer")) { vec3_t testDirection; TIMER_Set(NPC, "SpookPlayerTimer", Q_irand(2000, 10000)); switch(Q_irand(0, 1)) { case 0: Boba_Printf("SPOOK: Dust"); Boba_DustFallNear(NPC->enemy->currentOrigin, Q_irand(1,2)); break; case 1: Boba_Printf("SPOOK: Footsteps"); testDirection[0] = (random() * 0.5f) - 1.0f; testDirection[0] += (testDirection[0]>0.0f)?(0.5f):(-0.5f); testDirection[1] = (random() * 0.5f) - 1.0f; testDirection[1] += (testDirection[1]>0.0f)?(0.5f):(-0.5f); testDirection[2] = 1.0f; VectorMA(NPC->enemy->currentOrigin, 400.0f, testDirection, BobaFootStepLoc); BobaFootStepCount = Q_irand(3,8); break; } } if (BobaFootStepCount && TIMER_Done(NPC, "BobaFootStepFakeTimer")) { TIMER_Set(NPC, "BobaFootStepFakeTimer", Q_irand(300, 800)); BobaFootStepCount --; G_SoundAtSpot(BobaFootStepLoc, G_SoundIndex(va("sound/player/footsteps/boot%d", Q_irand(1,4))), qtrue); } if (TIMER_Done(NPC, "ResampleEnemyDirection") && NPC->enemy->resultspeed>10.0f) { TIMER_Set(NPC, "ResampleEnemyDirection", Q_irand(500, 1000)); AverageEnemyDirectionSamples ++; vec3_t moveDir; VectorCopy(NPC->enemy->client->ps.velocity, moveDir); VectorNormalize(moveDir); VectorAdd(AverageEnemyDirection, moveDir, AverageEnemyDirection); } if (g_bobaDebug->integer && AverageEnemyDirectionSamples) { vec3_t endPos; VectorMA(NPC->enemy->currentOrigin, 500.0f / (float)AverageEnemyDirectionSamples, AverageEnemyDirection, endPos); CG_DrawEdge(NPC->enemy->currentOrigin, endPos, EDGE_IMPACT_POSSIBLE); } } } else { NPCInfo->surrenderTime += 100; } // Finish The Flame Thrower First... //----------------------------------- if (NPCInfo->aiFlags&NPCAI_FLAMETHROW) { Boba_DoFlameThrower( NPC ); NPC_FacePosition( NPC->enemy->currentOrigin, qtrue); NPC_UpdateAngles(qtrue, qtrue); return true; } bool IsOnAPath = !!NPC_MoveToGoal(qtrue); if (!ReachedEscapePoint && NPCInfo->aiFlags&NPCAI_BLOCKED && NPC->client->moveType!=MT_FLYSWIM && ((level.time - NPCInfo->blockedDebounceTime)>1000) ) { if (!Boba_CanSeeEnemy(NPC) && Distance(NPC->currentOrigin, level.combatPoints[NPCInfo->combatPoint].origin)<200) { Boba_Printf("BLOCKED: Just Teleporting There"); G_SetOrigin(NPC, level.combatPoints[NPCInfo->combatPoint].origin); } else { Boba_Printf("BLOCKED: Attempting Jump"); if (IsOnAPath) { if (NPC_TryJump(NPCInfo->blockedTargetPosition)) { } else { Boba_Printf(" Failed"); } } else if (EnemyRecentlySeen) { if (NPC_TryJump(NPCInfo->enemyLastSeenLocation)) { } else { Boba_Printf(" Failed"); } } } } NPC_UpdateAngles( qtrue, qtrue ); return true; }