jediacademy/code/game/AI_Tusken.cpp

513 lines
14 KiB
C++

// leave this line at the top of all AI_xxxx.cpp files for PCH reasons...
#include "g_headers.h"
#include "b_local.h"
#include "g_nav.h"
#include "anims.h"
#include "g_navigator.h"
extern void CG_DrawAlert( vec3_t origin, float rating );
extern void G_AddVoiceEvent( gentity_t *self, int event, int speakDebounceTime );
extern void NPC_TempLookTarget( gentity_t *self, int lookEntNum, int minLookTime, int maxLookTime );
extern qboolean G_ExpandPointToBBox( vec3_t point, const vec3_t mins, const vec3_t maxs, int ignore, int clipmask );
extern void NPC_AimAdjust( int change );
extern qboolean FlyingCreature( gentity_t *ent );
extern int PM_AnimLength( int index, animNumber_t anim );
#define MAX_VIEW_DIST 1024
#define MAX_VIEW_SPEED 250
#define MAX_LIGHT_INTENSITY 255
#define MIN_LIGHT_THRESHOLD 0.1
#define DISTANCE_SCALE 0.25f
#define DISTANCE_THRESHOLD 0.075f
#define SPEED_SCALE 0.25f
#define FOV_SCALE 0.5f
#define LIGHT_SCALE 0.25f
#define REALIZE_THRESHOLD 0.6f
#define CAUTIOUS_THRESHOLD ( REALIZE_THRESHOLD * 0.75 )
qboolean NPC_CheckPlayerTeamStealth( void );
static qboolean enemyLOS;
static qboolean enemyCS;
static qboolean faceEnemy;
static qboolean move;
static qboolean shoot;
static float enemyDist;
//Local state enums
enum
{
LSTATE_NONE = 0,
LSTATE_UNDERFIRE,
LSTATE_INVESTIGATE,
};
/*
-------------------------
NPC_Tusken_Precache
-------------------------
*/
void NPC_Tusken_Precache( void )
{
int i;
for ( i = 1; i < 5; i ++ )
{
G_SoundIndex( va( "sound/weapons/tusken_staff/stickhit%d.wav", i ) );
}
}
void Tusken_ClearTimers( gentity_t *ent )
{
TIMER_Set( ent, "chatter", 0 );
TIMER_Set( ent, "duck", 0 );
TIMER_Set( ent, "stand", 0 );
TIMER_Set( ent, "shuffleTime", 0 );
TIMER_Set( ent, "sleepTime", 0 );
TIMER_Set( ent, "enemyLastVisible", 0 );
TIMER_Set( ent, "roamTime", 0 );
TIMER_Set( ent, "hideTime", 0 );
TIMER_Set( ent, "attackDelay", 0 ); //FIXME: Slant for difficulty levels
TIMER_Set( ent, "stick", 0 );
TIMER_Set( ent, "scoutTime", 0 );
TIMER_Set( ent, "flee", 0 );
TIMER_Set( ent, "taunting", 0 );
}
void NPC_Tusken_PlayConfusionSound( gentity_t *self )
{//FIXME: make this a custom sound in sound set
if ( self->health > 0 )
{
G_AddVoiceEvent( self, Q_irand(EV_CONFUSE1, EV_CONFUSE3), 2000 );
}
//reset him to be totally unaware again
TIMER_Set( self, "enemyLastVisible", 0 );
TIMER_Set( self, "flee", 0 );
self->NPC->squadState = SQUAD_IDLE;
self->NPC->tempBehavior = BS_DEFAULT;
//self->NPC->behaviorState = BS_PATROL;
G_ClearEnemy( self );//FIXME: or just self->enemy = NULL;?
self->NPC->investigateCount = 0;
}
/*
-------------------------
NPC_ST_Pain
-------------------------
*/
void NPC_Tusken_Pain( gentity_t *self, gentity_t *inflictor, gentity_t *other, vec3_t point, int damage, int mod )
{
self->NPC->localState = LSTATE_UNDERFIRE;
TIMER_Set( self, "duck", -1 );
TIMER_Set( self, "stand", 2000 );
NPC_Pain( self, inflictor, other, point, damage, mod );
if ( !damage && self->health > 0 )
{//FIXME: better way to know I was pushed
G_AddVoiceEvent( self, Q_irand(EV_PUSHED1, EV_PUSHED3), 2000 );
}
}
/*
-------------------------
ST_HoldPosition
-------------------------
*/
static void Tusken_HoldPosition( void )
{
NPC_FreeCombatPoint( NPCInfo->combatPoint, qtrue );
NPCInfo->goalEntity = NULL;
}
/*
-------------------------
ST_Move
-------------------------
*/
static qboolean Tusken_Move( void )
{
NPCInfo->combatMove = qtrue;//always move straight toward our goal
qboolean moved = NPC_MoveToGoal( qtrue );
//If our move failed, then reset
if ( moved == qfalse )
{//couldn't get to enemy
//just hang here
Tusken_HoldPosition();
}
return moved;
}
/*
-------------------------
NPC_BSTusken_Patrol
-------------------------
*/
void NPC_BSTusken_Patrol( void )
{//FIXME: pick up on bodies of dead buddies?
if ( NPCInfo->confusionTime < level.time )
{
//Look for any enemies
if ( NPCInfo->scriptFlags&SCF_LOOK_FOR_ENEMIES )
{
if ( NPC_CheckPlayerTeamStealth() )
{
//NPC_AngerSound();
NPC_UpdateAngles( qtrue, qtrue );
return;
}
}
if ( !(NPCInfo->scriptFlags&SCF_IGNORE_ALERTS) )
{
//Is there danger nearby
int alertEvent = NPC_CheckAlertEvents( qtrue, qtrue, -1, qfalse, AEL_SUSPICIOUS );
if ( NPC_CheckForDanger( alertEvent ) )
{
NPC_UpdateAngles( qtrue, qtrue );
return;
}
else
{//check for other alert events
//There is an event to look at
if ( alertEvent >= 0 )//&& level.alertEvents[alertEvent].ID != NPCInfo->lastAlertID )
{
//NPCInfo->lastAlertID = level.alertEvents[alertEvent].ID;
if ( level.alertEvents[alertEvent].level == AEL_DISCOVERED )
{
if ( level.alertEvents[alertEvent].owner &&
level.alertEvents[alertEvent].owner->client &&
level.alertEvents[alertEvent].owner->health >= 0 &&
level.alertEvents[alertEvent].owner->client->playerTeam == NPC->client->enemyTeam )
{//an enemy
G_SetEnemy( NPC, level.alertEvents[alertEvent].owner );
//NPCInfo->enemyLastSeenTime = level.time;
TIMER_Set( NPC, "attackDelay", Q_irand( 500, 2500 ) );
}
}
else
{//FIXME: get more suspicious over time?
//Save the position for movement (if necessary)
VectorCopy( level.alertEvents[alertEvent].position, NPCInfo->investigateGoal );
NPCInfo->investigateDebounceTime = level.time + Q_irand( 500, 1000 );
if ( level.alertEvents[alertEvent].level == AEL_SUSPICIOUS )
{//suspicious looks longer
NPCInfo->investigateDebounceTime += Q_irand( 500, 2500 );
}
}
}
}
if ( NPCInfo->investigateDebounceTime > level.time )
{//FIXME: walk over to it, maybe? Not if not chase enemies
//NOTE: stops walking or doing anything else below
vec3_t dir, angles;
float o_yaw, o_pitch;
VectorSubtract( NPCInfo->investigateGoal, NPC->client->renderInfo.eyePoint, dir );
vectoangles( dir, angles );
o_yaw = NPCInfo->desiredYaw;
o_pitch = NPCInfo->desiredPitch;
NPCInfo->desiredYaw = angles[YAW];
NPCInfo->desiredPitch = angles[PITCH];
NPC_UpdateAngles( qtrue, qtrue );
NPCInfo->desiredYaw = o_yaw;
NPCInfo->desiredPitch = o_pitch;
return;
}
}
}
//If we have somewhere to go, then do that
if ( UpdateGoal() )
{
ucmd.buttons |= BUTTON_WALKING;
NPC_MoveToGoal( qtrue );
}
NPC_UpdateAngles( qtrue, qtrue );
}
void NPC_Tusken_Taunt( void )
{
NPC_SetAnim( NPC, SETANIM_BOTH, BOTH_TUSKENTAUNT1, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD );
TIMER_Set( NPC, "taunting", NPC->client->ps.torsoAnimTimer );
TIMER_Set( NPC, "duck", -1 );
}
/*
-------------------------
NPC_BSTusken_Attack
-------------------------
*/
void NPC_BSTusken_Attack( void )
{
// IN PAIN
//---------
if ( NPC->painDebounceTime > level.time )
{
NPC_UpdateAngles( qtrue, qtrue );
return;
}
// IN FLEE
//---------
if ( TIMER_Done( NPC, "flee" ) && NPC_CheckForDanger( NPC_CheckAlertEvents( qtrue, qtrue, -1, qfalse, AEL_DANGER ) ) )
{
NPC_UpdateAngles( qtrue, qtrue );
return;
}
// UPDATE OUR ENEMY
//------------------
if (NPC_CheckEnemyExt()==qfalse || !NPC->enemy)
{
NPC_BSTusken_Patrol();
return;
}
enemyDist = Distance(NPC->enemy->currentOrigin, NPC->currentOrigin);
// Is The Current Enemy A Jawa?
//------------------------------
if (NPC->enemy->client && NPC->enemy->client->NPC_class==CLASS_JAWA)
{
// Make Sure His Enemy Is Me
//---------------------------
if (NPC->enemy->enemy!=NPC)
{
G_SetEnemy(NPC->enemy, NPC);
}
// Should We Forget About Our Current Enemy And Go After The Player?
//-------------------------------------------------------------------
if ((player) && // If There Is A Player Pointer
(player!=NPC->enemy) && // The Player Is Not Currently My Enemy
(Distance(player->currentOrigin, NPC->currentOrigin)<130.0f) && // The Player Is Close Enough
(NAV::InSameRegion(NPC, player)) // And In The Same Region
)
{
G_SetEnemy(NPC, player);
}
}
// Update Our Last Seen Time
//---------------------------
if (NPC_ClearLOS(NPC->enemy))
{
NPCInfo->enemyLastSeenTime = level.time;
}
// Check To See If We Are In Attack Range
//----------------------------------------
float boundsMin = (NPC->maxs[0]+NPC->enemy->maxs[0]);
float lungeRange = (boundsMin + 65.0f);
float strikeRange = (boundsMin + 40.0f);
bool meleeRange = (enemyDist<lungeRange);
bool meleeWeapon = (NPC->client->ps.weapon!=WP_TUSKEN_RIFLE);
bool canSeeEnemy = ((level.time - NPCInfo->enemyLastSeenTime)<3000);
// Check To Start Taunting
//-------------------------
if (canSeeEnemy && !meleeRange && TIMER_Done(NPC, "tuskenTauntCheck"))
{
TIMER_Set(NPC, "tuskenTauntCheck", Q_irand(2000, 6000));
if (!Q_irand(0,3))
{
NPC_Tusken_Taunt();
}
}
if (TIMER_Done(NPC, "taunting"))
{
// Should I Attack?
//------------------
if (meleeRange || (!meleeWeapon && canSeeEnemy))
{
if (!(NPCInfo->scriptFlags&SCF_FIRE_WEAPON) && // If This Flag Is On, It Calls Attack From Elsewhere
!(NPCInfo->scriptFlags&SCF_DONT_FIRE) && // If This Flag Is On, Don't Fire At All
(TIMER_Done(NPC, "attackDelay"))
)
{
ucmd.buttons &= ~BUTTON_ALT_ATTACK;
// If Not In Strike Range, Do Lunge, Or If We Don't Have The Staff, Just Shoot Normally
//--------------------------------------------------------------------------------------
if (enemyDist > strikeRange)
{
ucmd.buttons |= BUTTON_ALT_ATTACK;
}
WeaponThink( qtrue );
TIMER_Set(NPC, "attackDelay", NPCInfo->shotTime-level.time);
}
if ( !TIMER_Done( NPC, "duck" ) )
{
ucmd.upmove = -127;
}
}
// Or Should I Move?
//-------------------
else if (NPCInfo->scriptFlags & SCF_CHASE_ENEMIES)
{
NPCInfo->goalEntity = NPC->enemy;
NPCInfo->goalRadius = lungeRange;
Tusken_Move();
}
}
// UPDATE ANGLES
//---------------
if (canSeeEnemy)
{
NPC_FaceEnemy(qtrue);
}
NPC_UpdateAngles(qtrue, qtrue);
}
extern void G_Knockdown( gentity_t *self, gentity_t *attacker, const vec3_t pushDir, float strength, qboolean breakSaberLock );
void Tusken_StaffTrace( void )
{
if ( !NPC->ghoul2.size()
|| NPC->weaponModel[0] <= 0 )
{
return;
}
int boltIndex = gi.G2API_AddBolt(&NPC->ghoul2[NPC->weaponModel[0]], "*weapon");
if ( boltIndex != -1 )
{
int curTime = (cg.time?cg.time:level.time);
qboolean hit = qfalse;
int lastHit = ENTITYNUM_NONE;
for ( int time = curTime-25; time <= curTime+25&&!hit; time += 25 )
{
mdxaBone_t boltMatrix;
vec3_t tip, dir, base, angles={0,NPC->currentAngles[YAW],0};
vec3_t mins={-2,-2,-2},maxs={2,2,2};
trace_t trace;
gi.G2API_GetBoltMatrix( NPC->ghoul2, NPC->weaponModel[0],
boltIndex,
&boltMatrix, angles, NPC->currentOrigin, time,
NULL, NPC->s.modelScale );
gi.G2API_GiveMeVectorFromMatrix( boltMatrix, ORIGIN, base );
gi.G2API_GiveMeVectorFromMatrix( boltMatrix, NEGATIVE_Y, dir );
VectorMA( base, -20, dir, base );
VectorMA( base, 78, dir, tip );
#ifndef FINAL_BUILD
if ( d_saberCombat->integer > 1 )
{
G_DebugLine(base, tip, 1000, 0x000000ff, qtrue);
}
#endif
gi.trace( &trace, base, mins, maxs, tip, NPC->s.number, MASK_SHOT, G2_RETURNONHIT, 10 );
if ( trace.fraction < 1.0f && trace.entityNum != lastHit )
{//hit something
gentity_t *traceEnt = &g_entities[trace.entityNum];
if ( traceEnt->takedamage
&& (!traceEnt->client || traceEnt == NPC->enemy || traceEnt->client->NPC_class != NPC->client->NPC_class) )
{//smack
int dmg = Q_irand( 5, 10 ) * (g_spskill->integer+1);
//FIXME: debounce?
G_Sound( traceEnt, G_SoundIndex( va( "sound/weapons/tusken_staff/stickhit%d.wav", Q_irand( 1, 4 ) ) ) );
G_Damage( traceEnt, NPC, NPC, vec3_origin, trace.endpos, dmg, DAMAGE_NO_KNOCKBACK, MOD_MELEE );
if ( traceEnt->health > 0
&& ( (traceEnt->client&&traceEnt->client->NPC_class==CLASS_JAWA&&!Q_irand(0,1))
|| dmg > 19 ) )//FIXME: base on skill!
{//do pain on enemy
G_Knockdown( traceEnt, NPC, dir, 300, qtrue );
}
lastHit = trace.entityNum;
hit = qtrue;
}
}
}
}
}
qboolean G_TuskenAttackAnimDamage( gentity_t *self )
{
if (self->client->ps.torsoAnim==BOTH_TUSKENATTACK1 ||
self->client->ps.torsoAnim==BOTH_TUSKENATTACK2 ||
self->client->ps.torsoAnim==BOTH_TUSKENATTACK3 ||
self->client->ps.torsoAnim==BOTH_TUSKENLUNGE1)
{
float current = 0.0f;
int end = 0;
int start = 0;
if (!!gi.G2API_GetBoneAnimIndex(&
self->ghoul2[self->playerModel],
self->lowerLumbarBone,
level.time,
&current,
&start,
&end,
NULL,
NULL,
NULL))
{
float percentComplete = (current-start)/(end-start);
//gi.Printf("%f\n", percentComplete);
switch (self->client->ps.torsoAnim)
{
case BOTH_TUSKENATTACK1: return (percentComplete>0.3 && percentComplete<0.7);
case BOTH_TUSKENATTACK2: return (percentComplete>0.3 && percentComplete<0.7);
case BOTH_TUSKENATTACK3: return (percentComplete>0.1 && percentComplete<0.5);
case BOTH_TUSKENLUNGE1: return (percentComplete>0.3 && percentComplete<0.5);
}
}
}
return qfalse;
}
void NPC_BSTusken_Default( void )
{
if( NPCInfo->scriptFlags & SCF_FIRE_WEAPON )
{
WeaponThink( qtrue );
}
if ( G_TuskenAttackAnimDamage( NPC ) )
{
Tusken_StaffTrace();
}
if( !NPC->enemy )
{//don't have an enemy, look for one
NPC_BSTusken_Patrol();
}
else//if ( NPC->enemy )
{//have an enemy
NPC_BSTusken_Attack();
}
}