1055 lines
27 KiB
C++
1055 lines
27 KiB
C++
// These utilities are meant for strictly non-player, non-team NPCs.
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// These functions are in their own file because they are only intended
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// for use with NPCs who's logic has been overriden from the original
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// AI code, and who's code resides in files with the AI_ prefix.
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// leave this line at the top of all AI_xxxx.cpp files for PCH reasons...
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#include "g_headers.h"
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#include "b_local.h"
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#include "g_nav.h"
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#include "g_navigator.h"
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#define MAX_RADIUS_ENTS 128
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#define DEFAULT_RADIUS 45
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//extern CNavigator navigator;
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extern cvar_t *d_noGroupAI;
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qboolean AI_ValidateGroupMember( AIGroupInfo_t *group, gentity_t *member );
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/*
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-------------------------
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AI_GetGroupSize
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-------------------------
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*/
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int AI_GetGroupSize( vec3_t origin, int radius, team_t playerTeam, gentity_t *avoid )
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{
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gentity_t *radiusEnts[ MAX_RADIUS_ENTS ];
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vec3_t mins, maxs;
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int numEnts, realCount = 0;
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//Setup the bbox to search in
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for ( int i = 0; i < 3; i++ )
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{
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mins[i] = origin[i] - radius;
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maxs[i] = origin[i] + radius;
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}
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//Get the number of entities in a given space
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numEnts = gi.EntitiesInBox( mins, maxs, radiusEnts, MAX_RADIUS_ENTS );
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//Cull this list
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for ( int j = 0; j < numEnts; j++ )
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{
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//Validate clients
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if ( radiusEnts[ j ]->client == NULL )
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continue;
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//Skip the requested avoid ent if present
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if ( ( avoid != NULL ) && ( radiusEnts[ j ] == avoid ) )
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continue;
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//Must be on the same team
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if ( radiusEnts[ j ]->client->playerTeam != playerTeam )
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continue;
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//Must be alive
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if ( radiusEnts[ j ]->health <= 0 )
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continue;
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realCount++;
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}
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return realCount;
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}
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//Overload
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int AI_GetGroupSize( gentity_t *ent, int radius )
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{
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if ( ( ent == NULL ) || ( ent->client == NULL ) )
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return -1;
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return AI_GetGroupSize( ent->currentOrigin, radius, ent->client->playerTeam, ent );
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}
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void AI_SetClosestBuddy( AIGroupInfo_t *group )
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{
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int i, j;
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int dist, bestDist;
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for ( i = 0; i < group->numGroup; i++ )
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{
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group->member[i].closestBuddy = ENTITYNUM_NONE;
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bestDist = Q3_INFINITE;
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for ( j = 0; j < group->numGroup; j++ )
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{
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dist = DistanceSquared( g_entities[group->member[i].number].currentOrigin, g_entities[group->member[j].number].currentOrigin );
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if ( dist < bestDist )
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{
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bestDist = dist;
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group->member[i].closestBuddy = group->member[j].number;
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}
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}
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}
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}
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void AI_SortGroupByPathCostToEnemy( AIGroupInfo_t *group )
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{
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AIGroupMember_t bestMembers[MAX_GROUP_MEMBERS];
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int i, j, k;
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qboolean sort = qfalse;
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if ( group->enemy != NULL )
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{//FIXME: just use enemy->waypoint?
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group->enemyWP = NAV::GetNearestNode(group->enemy);
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}
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else
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{
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group->enemyWP = WAYPOINT_NONE;
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}
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for ( i = 0; i < group->numGroup; i++ )
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{
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if ( group->enemyWP == WAYPOINT_NONE )
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{//FIXME: just use member->waypoint?
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group->member[i].waypoint = WAYPOINT_NONE;
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group->member[i].pathCostToEnemy = Q3_INFINITE;
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}
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else
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{//FIXME: just use member->waypoint?
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group->member[i].waypoint = NAV::GetNearestNode(group->enemy);
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if ( group->member[i].waypoint != WAYPOINT_NONE )
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{
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group->member[i].pathCostToEnemy = NAV::EstimateCostToGoal( group->member[i].waypoint, group->enemyWP );
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//at least one of us has a path, so do sorting
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sort = qtrue;
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}
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else
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{
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group->member[i].pathCostToEnemy = Q3_INFINITE;
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}
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}
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}
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//Now sort
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if ( sort )
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{
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//initialize bestMembers data
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for ( j = 0; j < group->numGroup; j++ )
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{
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bestMembers[j].number = ENTITYNUM_NONE;
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}
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for ( i = 0; i < group->numGroup; i++ )
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{
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for ( j = 0; j < group->numGroup; j++ )
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{
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if ( bestMembers[j].number != ENTITYNUM_NONE )
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{//slot occupied
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if ( group->member[i].pathCostToEnemy < bestMembers[j].pathCostToEnemy )
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{//this guy has a shorter path than the one currenly in this spot, bump him and put myself in here
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for ( k = group->numGroup; k > j; k++ )
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{
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memcpy( &bestMembers[k], &bestMembers[k-1], sizeof( bestMembers[k] ) );
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}
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memcpy( &bestMembers[j], &group->member[i], sizeof( bestMembers[j] ) );
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break;
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}
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}
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else
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{//slot unoccupied, reached end of list, throw self in here
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memcpy( &bestMembers[j], &group->member[i], sizeof( bestMembers[j] ) );
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break;
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}
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}
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}
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//Okay, now bestMembers is a sorted list, just copy it into group->members
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for ( i = 0; i < group->numGroup; i++ )
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{
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memcpy( &group->member[i], &bestMembers[i], sizeof( group->member[i] ) );
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}
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}
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}
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qboolean AI_FindSelfInPreviousGroup( gentity_t *self )
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{//go through other groups made this frame and see if any of those contain me already
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int i, j;
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for ( i = 0; i < MAX_FRAME_GROUPS; i++ )
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{
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if ( level.groups[i].numGroup )//&& level.groups[i].enemy != NULL )
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{//check this one
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for ( j = 0; j < level.groups[i].numGroup; j++ )
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{
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if ( level.groups[i].member[j].number == self->s.number )
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{
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self->NPC->group = &level.groups[i];
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return qtrue;
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}
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}
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}
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}
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return qfalse;
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}
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void AI_InsertGroupMember( AIGroupInfo_t *group, gentity_t *member )
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{
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//okay, you know what? Check this damn group and make sure we're not already in here!
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for ( int i = 0; i < group->numGroup; i++ )
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{
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if ( group->member[i].number == member->s.number )
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{//already in here
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break;
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}
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}
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if ( i < group->numGroup )
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{//found him in group already
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}
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else
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{//add him in
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group->member[group->numGroup++].number = member->s.number;
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group->numState[member->NPC->squadState]++;
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}
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if ( !group->commander || (member->NPC->rank > group->commander->NPC->rank) )
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{//keep track of highest rank
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group->commander = member;
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}
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member->NPC->group = group;
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}
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qboolean AI_TryJoinPreviousGroup( gentity_t *self )
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{//go through other groups made this frame and see if any of those have the same enemy as me... if so, add me in!
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int i;
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for ( i = 0; i < MAX_FRAME_GROUPS; i++ )
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{
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if ( level.groups[i].numGroup
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&& level.groups[i].numGroup < (MAX_GROUP_MEMBERS - 1)
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//&& level.groups[i].enemy != NULL
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&& level.groups[i].enemy == self->enemy )
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{//has members, not full and has my enemy
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if ( AI_ValidateGroupMember( &level.groups[i], self ) )
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{//I am a valid member for this group
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AI_InsertGroupMember( &level.groups[i], self );
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return qtrue;
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}
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}
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}
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return qfalse;
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}
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qboolean AI_GetNextEmptyGroup( gentity_t *self )
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{
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if ( AI_FindSelfInPreviousGroup( self ) )
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{//already in one, no need to make a new one
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return qfalse;
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}
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if ( AI_TryJoinPreviousGroup( self ) )
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{//try to just put us in one that already exists
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return qfalse;
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}
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//okay, make a whole new one, then
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for ( int i = 0; i < MAX_FRAME_GROUPS; i++ )
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{
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if ( !level.groups[i].numGroup )
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{//make a new one
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self->NPC->group = &level.groups[i];
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return qtrue;
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}
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}
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//if ( i >= MAX_FRAME_GROUPS )
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{//WTF? Out of groups!
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self->NPC->group = NULL;
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return qfalse;
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}
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}
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qboolean AI_ValidateNoEnemyGroupMember( AIGroupInfo_t *group, gentity_t *member )
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{
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if ( !group )
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{
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return qfalse;
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}
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vec3_t center;
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if ( group->commander )
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{
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VectorCopy( group->commander->currentOrigin, center );
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}
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else
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{//hmm, just pick the first member
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if ( group->member[0].number < 0 || group->member[0].number >= ENTITYNUM_WORLD )
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{
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return qfalse;
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}
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VectorCopy( g_entities[group->member[0].number].currentOrigin, center );
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}
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//FIXME: maybe it should be based on the center of the mass of the group, not the commander?
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if ( DistanceSquared( center, member->currentOrigin ) > 147456/*384*384*/ )
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{
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return qfalse;
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}
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if ( !gi.inPVS( member->currentOrigin, center ) )
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{//not within PVS of the group enemy
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return qfalse;
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}
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return qtrue;
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}
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qboolean AI_ValidateGroupMember( AIGroupInfo_t *group, gentity_t *member )
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{
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//Validate ents
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if ( member == NULL )
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return qfalse;
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//Validate clients
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if ( member->client == NULL )
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return qfalse;
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//Validate NPCs
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if ( member->NPC == NULL )
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return qfalse;
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//must be aware
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if ( member->NPC->confusionTime > level.time )
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return qfalse;
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//must be allowed to join groups
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if ( member->NPC->scriptFlags&SCF_NO_GROUPS )
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return qfalse;
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//Must not be in another group
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if ( member->NPC->group != NULL && member->NPC->group != group )
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{//FIXME: if that group's enemy is mine, why not absorb that group into mine?
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return qfalse;
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}
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//Must be alive
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if ( member->health <= 0 )
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return qfalse;
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//can't be in an emplaced gun
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if( member->s.eFlags & EF_LOCKED_TO_WEAPON )
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return qfalse;
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if( member->s.eFlags & EF_HELD_BY_RANCOR )
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return qfalse;
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if( member->s.eFlags & EF_HELD_BY_SAND_CREATURE )
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return qfalse;
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if( member->s.eFlags & EF_HELD_BY_WAMPA )
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return qfalse;
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//Must be on the same team
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if ( member->client->playerTeam != group->team )
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return qfalse;
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if ( member->client->ps.weapon == WP_SABER ||//!= self->s.weapon )
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member->client->ps.weapon == WP_THERMAL ||
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member->client->ps.weapon == WP_DISRUPTOR ||
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member->client->ps.weapon == WP_EMPLACED_GUN ||
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member->client->ps.weapon == WP_BOT_LASER || // Probe droid - Laser blast
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member->client->ps.weapon == WP_MELEE ||
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member->client->ps.weapon == WP_TURRET || // turret guns
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member->client->ps.weapon == WP_ATST_MAIN ||
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member->client->ps.weapon == WP_ATST_SIDE ||
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member->client->ps.weapon == WP_TIE_FIGHTER )
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{//not really a squad-type guy
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return qfalse;
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}
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if ( member->client->NPC_class == CLASS_ATST ||
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member->client->NPC_class == CLASS_PROBE ||
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member->client->NPC_class == CLASS_SEEKER ||
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member->client->NPC_class == CLASS_REMOTE ||
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member->client->NPC_class == CLASS_SENTRY ||
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member->client->NPC_class == CLASS_INTERROGATOR ||
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member->client->NPC_class == CLASS_MINEMONSTER ||
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member->client->NPC_class == CLASS_HOWLER ||
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member->client->NPC_class == CLASS_RANCOR ||
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member->client->NPC_class == CLASS_MARK1 ||
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member->client->NPC_class == CLASS_MARK2 )
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{//these kinds of enemies don't actually use this group AI
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return qfalse;
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}
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//should have same enemy
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if ( member->enemy != group->enemy )
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{
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if ( member->enemy != NULL )
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{//he's fighting someone else, leave him out
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return qfalse;
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}
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if ( !gi.inPVS( member->currentOrigin, group->enemy->currentOrigin ) )
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{//not within PVS of the group enemy
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return qfalse;
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}
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}
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else if ( group->enemy == NULL )
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{//if the group is a patrol group, only take those within the room and radius
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if ( !AI_ValidateNoEnemyGroupMember( group, member ) )
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{
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return qfalse;
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}
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}
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//must be actually in combat mode
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if ( !TIMER_Done( member, "interrogating" ) )
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return qfalse;
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//FIXME: need to have a route to enemy and/or clear shot?
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return qtrue;
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}
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/*
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-------------------------
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AI_GetGroup
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-------------------------
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*/
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//#define MAX_WAITERS 128
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void AI_GetGroup( gentity_t *self )
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{
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int i;
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gentity_t *member;//, *waiter;
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//int waiters[MAX_WAITERS];
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if ( !self || !self->NPC )
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{
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return;
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}
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if ( d_noGroupAI->integer )
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{
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self->NPC->group = NULL;
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return;
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}
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if ( !self->client )
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{
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self->NPC->group = NULL;
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return;
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}
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if ( self->NPC->scriptFlags&SCF_NO_GROUPS )
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{
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self->NPC->group = NULL;
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return;
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}
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if ( self->enemy && (!self->enemy->client || (level.time - self->NPC->enemyLastSeenTime > 7000 )))
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{
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self->NPC->group = NULL;
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return;
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}
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if ( !AI_GetNextEmptyGroup( self ) )
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{//either no more groups left or we're already in a group built earlier
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return;
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}
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//create a new one
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memset( self->NPC->group, 0, sizeof( AIGroupInfo_t ) );
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self->NPC->group->enemy = self->enemy;
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self->NPC->group->team = self->client->playerTeam;
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self->NPC->group->processed = qfalse;
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self->NPC->group->commander = self;
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self->NPC->group->memberValidateTime = level.time + 2000;
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self->NPC->group->activeMemberNum = 0;
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if ( self->NPC->group->enemy )
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{
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self->NPC->group->lastSeenEnemyTime = level.time;
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self->NPC->group->lastClearShotTime = level.time;
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VectorCopy( self->NPC->group->enemy->currentOrigin, self->NPC->group->enemyLastSeenPos );
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}
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// for ( i = 0, member = &g_entities[0]; i < globals.num_entities ; i++, member++)
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for ( i = 0; i < globals.num_entities ; i++)
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{
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if(!PInUse(i))
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continue;
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member = &g_entities[i];
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if ( !AI_ValidateGroupMember( self->NPC->group, member ) )
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{//FIXME: keep track of those who aren't angry yet and see if we should wake them after we assemble the core group
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continue;
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}
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//store it
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AI_InsertGroupMember( self->NPC->group, member );
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if ( self->NPC->group->numGroup >= (MAX_GROUP_MEMBERS - 1) )
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{//full
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break;
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}
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}
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/*
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//now go through waiters and see if any should join the group
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//NOTE: Some should hang back and probably not attack, so we can ambush
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//NOTE: only do this if calling for reinforcements?
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for ( i = 0; i < numWaiters; i++ )
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{
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waiter = &g_entities[waiters[i]];
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for ( j = 0; j < self->NPC->group->numGroup; j++ )
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{
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member = &g_entities[self->NPC->group->member[j];
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if ( gi.inPVS( waiter->currentOrigin, member->currentOrigin ) )
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{//this waiter is within PVS of a current member
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}
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}
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}
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*/
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if ( self->NPC->group->numGroup <= 0 )
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{//none in group
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self->NPC->group = NULL;
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return;
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}
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AI_SortGroupByPathCostToEnemy( self->NPC->group );
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AI_SetClosestBuddy( self->NPC->group );
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}
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void AI_SetNewGroupCommander( AIGroupInfo_t *group )
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{
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gentity_t *member = NULL;
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group->commander = NULL;
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for ( int i = 0; i < group->numGroup; i++ )
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{
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member = &g_entities[group->member[i].number];
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|
|
if ( !group->commander || (member && member->NPC && group->commander->NPC && member->NPC->rank > group->commander->NPC->rank) )
|
|
{//keep track of highest rank
|
|
group->commander = member;
|
|
}
|
|
}
|
|
}
|
|
|
|
void AI_DeleteGroupMember( AIGroupInfo_t *group, int memberNum )
|
|
{
|
|
if ( group->commander && group->commander->s.number == group->member[memberNum].number )
|
|
{
|
|
group->commander = NULL;
|
|
}
|
|
if ( g_entities[group->member[memberNum].number].NPC )
|
|
{
|
|
g_entities[group->member[memberNum].number].NPC->group = NULL;
|
|
}
|
|
for ( int i = memberNum; i < (group->numGroup-1); i++ )
|
|
{
|
|
memcpy( &group->member[i], &group->member[i+1], sizeof( group->member[i] ) );
|
|
}
|
|
if ( memberNum < group->activeMemberNum )
|
|
{
|
|
group->activeMemberNum--;
|
|
if ( group->activeMemberNum < 0 )
|
|
{
|
|
group->activeMemberNum = 0;
|
|
}
|
|
}
|
|
group->numGroup--;
|
|
if ( group->numGroup < 0 )
|
|
{
|
|
group->numGroup = 0;
|
|
}
|
|
AI_SetNewGroupCommander( group );
|
|
}
|
|
|
|
void AI_DeleteSelfFromGroup( gentity_t *self )
|
|
{
|
|
//FIXME: if killed, keep track of how many in group killed? To affect morale?
|
|
for ( int i = 0; i < self->NPC->group->numGroup; i++ )
|
|
{
|
|
if ( self->NPC->group->member[i].number == self->s.number )
|
|
{
|
|
AI_DeleteGroupMember( self->NPC->group, i );
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
|
|
extern void ST_AggressionAdjust( gentity_t *self, int change );
|
|
extern void ST_MarkToCover( gentity_t *self );
|
|
extern void ST_StartFlee( gentity_t *self, gentity_t *enemy, vec3_t dangerPoint, int dangerLevel, int minTime, int maxTime );
|
|
void AI_GroupMemberKilled( gentity_t *self )
|
|
{
|
|
/* AIGroupInfo_t *group = self->NPC->group;
|
|
gentity_t *member;
|
|
qboolean noflee = qfalse;
|
|
|
|
if ( !group )
|
|
{//what group?
|
|
return;
|
|
}
|
|
if ( !self || !self->NPC || self->NPC->rank < RANK_ENSIGN )
|
|
{//I'm not an officer, let's not really care for now
|
|
return;
|
|
}
|
|
//temporarily drop group morale for a few seconds
|
|
group->moraleAdjust -= self->NPC->rank;
|
|
//go through and drop aggression on my teammates (more cover, worse aim)
|
|
for ( int i = 0; i < group->numGroup; i++ )
|
|
{
|
|
member = &g_entities[group->member[i].number];
|
|
if ( member == self )
|
|
{
|
|
continue;
|
|
}
|
|
if ( member->NPC->rank > RANK_ENSIGN )
|
|
{//officers do not panic
|
|
noflee = qtrue;
|
|
}
|
|
else
|
|
{
|
|
ST_AggressionAdjust( member, -1 );
|
|
member->NPC->currentAim -= Q_irand( 0, 10 );//Q_irand( 0, 2);//drop their aim accuracy
|
|
}
|
|
}
|
|
//okay, if I'm the group commander, make everyone else flee
|
|
if ( group->commander != self )
|
|
{//I'm not the commander... hmm, should maybe a couple flee... maybe those near me?
|
|
return;
|
|
}
|
|
//now see if there is another of sufficient rank to keep them from fleeing
|
|
if ( !noflee )
|
|
{
|
|
self->NPC->group->speechDebounceTime = 0;
|
|
for ( int i = 0; i < group->numGroup; i++ )
|
|
{
|
|
member = &g_entities[group->member[i].number];
|
|
if ( member == self )
|
|
{
|
|
continue;
|
|
}
|
|
if ( member->NPC->rank < RANK_ENSIGN )
|
|
{//grunt
|
|
if ( group->enemy && DistanceSquared( member->currentOrigin, group->enemy->currentOrigin ) < 65536 )//256*256
|
|
{//those close to enemy run away!
|
|
ST_StartFlee( member, group->enemy, member->currentOrigin, AEL_DANGER_GREAT, 3000, 5000 );
|
|
}
|
|
else if ( DistanceSquared( member->currentOrigin, self->currentOrigin ) < 65536 )
|
|
{//those close to me run away!
|
|
ST_StartFlee( member, group->enemy, member->currentOrigin, AEL_DANGER_GREAT, 3000, 5000 );
|
|
}
|
|
else
|
|
{//else, maybe just a random chance
|
|
if ( Q_irand( 0, self->NPC->rank ) > member->NPC->rank )
|
|
{//lower rank they are, higher rank I am, more likely they are to flee
|
|
ST_StartFlee( member, group->enemy, member->currentOrigin, AEL_DANGER_GREAT, 3000, 5000 );
|
|
}
|
|
else
|
|
{
|
|
ST_MarkToCover( member );
|
|
}
|
|
}
|
|
member->NPC->currentAim -= Q_irand( 1, 15 ); //Q_irand( 1, 3 );//drop their aim accuracy even more
|
|
}
|
|
member->NPC->currentAim -= Q_irand( 1, 15 ); //Q_irand( 1, 3 );//drop their aim accuracy even more
|
|
}
|
|
}*/
|
|
}
|
|
|
|
void AI_GroupUpdateEnemyLastSeen( AIGroupInfo_t *group, vec3_t spot )
|
|
{
|
|
if ( !group )
|
|
{
|
|
return;
|
|
}
|
|
group->lastSeenEnemyTime = level.time;
|
|
VectorCopy( spot, group->enemyLastSeenPos );
|
|
}
|
|
|
|
void AI_GroupUpdateClearShotTime( AIGroupInfo_t *group )
|
|
{
|
|
if ( !group )
|
|
{
|
|
return;
|
|
}
|
|
group->lastClearShotTime = level.time;
|
|
}
|
|
|
|
void AI_GroupUpdateSquadstates( AIGroupInfo_t *group, gentity_t *member, int newSquadState )
|
|
{
|
|
if ( !group )
|
|
{
|
|
member->NPC->squadState = newSquadState;
|
|
return;
|
|
}
|
|
|
|
for ( int i = 0; i < group->numGroup; i++ )
|
|
{
|
|
if ( group->member[i].number == member->s.number )
|
|
{
|
|
group->numState[member->NPC->squadState]--;
|
|
member->NPC->squadState = newSquadState;
|
|
group->numState[member->NPC->squadState]++;
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
|
|
qboolean AI_RefreshGroup( AIGroupInfo_t *group )
|
|
{
|
|
gentity_t *member;
|
|
int i;//, j;
|
|
|
|
//see if we should merge with another group
|
|
for ( i = 0; i < MAX_FRAME_GROUPS; i++ )
|
|
{
|
|
if ( &level.groups[i] == group )
|
|
{
|
|
break;
|
|
}
|
|
else
|
|
{
|
|
if ( level.groups[i].enemy == group->enemy )
|
|
{//2 groups with same enemy
|
|
if ( level.groups[i].numGroup+group->numGroup < (MAX_GROUP_MEMBERS - 1) )
|
|
{//combining the members would fit in one group
|
|
qboolean deleteWhenDone = qtrue;
|
|
//combine the members of mine into theirs
|
|
for ( int j = 0; j < group->numGroup; j++ )
|
|
{
|
|
member = &g_entities[group->member[j].number];
|
|
if ( level.groups[i].enemy == NULL )
|
|
{//special case for groups without enemies, must be in range
|
|
if ( !AI_ValidateNoEnemyGroupMember( &level.groups[i], member ) )
|
|
{
|
|
deleteWhenDone = qfalse;
|
|
continue;
|
|
}
|
|
}
|
|
//remove this member from this group
|
|
AI_DeleteGroupMember( group, j );
|
|
//keep marker at same place since we deleted this guy and shifted everyone up one
|
|
j--;
|
|
//add them to the earlier group
|
|
AI_InsertGroupMember( &level.groups[i], member );
|
|
}
|
|
//return and delete this group
|
|
if ( deleteWhenDone )
|
|
{
|
|
return qfalse;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
//clear numStates
|
|
for ( i = 0; i < NUM_SQUAD_STATES; i++ )
|
|
{
|
|
group->numState[i] = 0;
|
|
}
|
|
|
|
//go through group and validate each membership
|
|
group->commander = NULL;
|
|
for ( i = 0; i < group->numGroup; i++ )
|
|
{
|
|
/*
|
|
//this checks for duplicate copies of one member in a group
|
|
for ( j = 0; j < group->numGroup; j++ )
|
|
{
|
|
if ( i != j )
|
|
{
|
|
if ( group->member[i].number == group->member[j].number )
|
|
{
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
if ( j < group->numGroup )
|
|
{//found a dupe!
|
|
gi.Printf( S_COLOR_RED"ERROR: member %s(%d) a duplicate group member!!!\n", g_entities[group->member[i].number].targetname, group->member[i].number );
|
|
AI_DeleteGroupMember( group, i );
|
|
i--;
|
|
continue;
|
|
}
|
|
*/
|
|
member = &g_entities[group->member[i].number];
|
|
|
|
//Must be alive
|
|
if ( member->health <= 0 )
|
|
{
|
|
AI_DeleteGroupMember( group, i );
|
|
//keep marker at same place since we deleted this guy and shifted everyone up one
|
|
i--;
|
|
}
|
|
else if ( group->memberValidateTime < level.time && !AI_ValidateGroupMember( group, member ) )
|
|
{
|
|
//remove this one from the group
|
|
AI_DeleteGroupMember( group, i );
|
|
//keep marker at same place since we deleted this guy and shifted everyone up one
|
|
i--;
|
|
}
|
|
else
|
|
{//membership is valid
|
|
//keep track of squadStates
|
|
group->numState[member->NPC->squadState]++;
|
|
if ( !group->commander || member->NPC->rank > group->commander->NPC->rank )
|
|
{//keep track of highest rank
|
|
group->commander = member;
|
|
}
|
|
}
|
|
}
|
|
if ( group->memberValidateTime < level.time )
|
|
{
|
|
group->memberValidateTime = level.time + Q_irand( 500, 2500 );
|
|
}
|
|
//Now add any new guys as long as we're not full
|
|
/*
|
|
for ( i = 0, member = &g_entities[0]; i < globals.num_entities && group->numGroup < (MAX_GROUP_MEMBERS - 1); i++, member++)
|
|
{
|
|
if ( !AI_ValidateGroupMember( group, member ) )
|
|
{//FIXME: keep track of those who aren't angry yet and see if we should wake them after we assemble the core group
|
|
continue;
|
|
}
|
|
if ( member->NPC->group == group )
|
|
{//DOH, already in our group
|
|
continue;
|
|
}
|
|
|
|
//store it
|
|
AI_InsertGroupMember( group, member );
|
|
}
|
|
*/
|
|
|
|
//calc the morale of this group
|
|
group->morale = group->moraleAdjust;
|
|
for ( i = 0; i < group->numGroup; i++ )
|
|
{
|
|
member = &g_entities[group->member[i].number];
|
|
if ( member->NPC->rank < RANK_ENSIGN )
|
|
{//grunts
|
|
group->morale++;
|
|
}
|
|
else
|
|
{
|
|
group->morale += member->NPC->rank;
|
|
}
|
|
if ( group->commander && debugNPCAI->integer )
|
|
{
|
|
G_DebugLine( group->commander->currentOrigin, member->currentOrigin, FRAMETIME, 0x00ff00ff, qtrue );
|
|
}
|
|
}
|
|
if ( group->enemy )
|
|
{//modify morale based on enemy health and weapon
|
|
if ( group->enemy->health < 10 )
|
|
{
|
|
group->morale += 10;
|
|
}
|
|
else if ( group->enemy->health < 25 )
|
|
{
|
|
group->morale += 5;
|
|
}
|
|
else if ( group->enemy->health < 50 )
|
|
{
|
|
group->morale += 2;
|
|
}
|
|
switch( group->enemy->s.weapon )
|
|
{
|
|
case WP_SABER:
|
|
group->morale -= 5;
|
|
break;
|
|
case WP_BRYAR_PISTOL:
|
|
case WP_BLASTER_PISTOL:
|
|
group->morale += 3;
|
|
break;
|
|
case WP_DISRUPTOR:
|
|
group->morale += 2;
|
|
break;
|
|
case WP_REPEATER:
|
|
group->morale -= 1;
|
|
break;
|
|
case WP_FLECHETTE:
|
|
group->morale -= 2;
|
|
break;
|
|
case WP_ROCKET_LAUNCHER:
|
|
group->morale -= 10;
|
|
break;
|
|
case WP_CONCUSSION:
|
|
group->morale -= 12;
|
|
break;
|
|
case WP_THERMAL:
|
|
group->morale -= 5;
|
|
break;
|
|
case WP_TRIP_MINE:
|
|
group->morale -= 3;
|
|
break;
|
|
case WP_DET_PACK:
|
|
group->morale -= 10;
|
|
break;
|
|
case WP_MELEE: // Any ol' melee attack
|
|
group->morale += 20;
|
|
break;
|
|
case WP_STUN_BATON:
|
|
group->morale += 10;
|
|
break;
|
|
case WP_EMPLACED_GUN:
|
|
group->morale -= 8;
|
|
break;
|
|
case WP_ATST_MAIN:
|
|
group->morale -= 8;
|
|
break;
|
|
case WP_ATST_SIDE:
|
|
group->morale -= 20;
|
|
break;
|
|
}
|
|
}
|
|
if ( group->moraleDebounce < level.time )
|
|
{//slowly degrade whatever moraleAdjusters we may have
|
|
if ( group->moraleAdjust > 0 )
|
|
{
|
|
group->moraleAdjust--;
|
|
}
|
|
else if ( group->moraleAdjust < 0 )
|
|
{
|
|
group->moraleAdjust++;
|
|
}
|
|
group->moraleDebounce = level.time + 1000;//FIXME: define?
|
|
}
|
|
//mark this group as not having been run this frame
|
|
group->processed = qfalse;
|
|
|
|
return (group->numGroup>0);
|
|
}
|
|
|
|
void AI_UpdateGroups( void )
|
|
{
|
|
if ( d_noGroupAI->integer )
|
|
{
|
|
return;
|
|
}
|
|
//Clear all Groups
|
|
for ( int i = 0; i < MAX_FRAME_GROUPS; i++ )
|
|
{
|
|
if ( !level.groups[i].numGroup || AI_RefreshGroup( &level.groups[i] ) == qfalse )//level.groups[i].enemy == NULL ||
|
|
{
|
|
memset( &level.groups[i], 0, sizeof( level.groups[i] ) );
|
|
}
|
|
}
|
|
}
|
|
|
|
qboolean AI_GroupContainsEntNum( AIGroupInfo_t *group, int entNum )
|
|
{
|
|
if ( !group )
|
|
{
|
|
return qfalse;
|
|
}
|
|
for ( int i = 0; i < group->numGroup; i++ )
|
|
{
|
|
if ( group->member[i].number == entNum )
|
|
{
|
|
return qtrue;
|
|
}
|
|
}
|
|
return qfalse;
|
|
}
|
|
//Overload
|
|
|
|
/*
|
|
void AI_GetGroup( AIGroupInfo_t &group, gentity_t *ent, int radius )
|
|
{
|
|
if ( ent->client == NULL )
|
|
return;
|
|
|
|
vec3_t temp, angles;
|
|
|
|
//FIXME: This is specialized code.. move?
|
|
if ( ent->enemy )
|
|
{
|
|
VectorSubtract( ent->enemy->currentOrigin, ent->currentOrigin, temp );
|
|
VectorNormalize( temp ); //FIXME: Needed?
|
|
vectoangles( temp, angles );
|
|
}
|
|
else
|
|
{
|
|
VectorCopy( ent->currentAngles, angles );
|
|
}
|
|
|
|
AI_GetGroup( group, ent->currentOrigin, ent->currentAngles, DEFAULT_RADIUS, radius, ent->client->playerTeam, ent, ent->enemy );
|
|
}
|
|
*/
|
|
|
|
/*
|
|
-------------------------
|
|
AI_DistributeAttack
|
|
-------------------------
|
|
*/
|
|
|
|
#define MAX_RADIUS_ENTS 128
|
|
|
|
gentity_t *AI_DistributeAttack( gentity_t *attacker, gentity_t *enemy, team_t team, int threshold )
|
|
{
|
|
//Don't take new targets
|
|
if ( NPC->svFlags & SVF_LOCKEDENEMY )
|
|
return enemy;
|
|
|
|
int numSurrounding = AI_GetGroupSize( enemy->currentOrigin, 48, team, attacker );
|
|
|
|
//First, see if we should look for the player
|
|
if ( enemy != &g_entities[0] )
|
|
{
|
|
int aroundPlayer = AI_GetGroupSize( g_entities[0].currentOrigin, 48, team, attacker );
|
|
|
|
//See if we're above our threshold
|
|
if ( aroundPlayer < threshold )
|
|
{
|
|
return &g_entities[0];
|
|
}
|
|
}
|
|
|
|
//See if our current enemy is still ok
|
|
if ( numSurrounding < threshold )
|
|
return enemy;
|
|
|
|
//Otherwise we need to take a new enemy if possible
|
|
vec3_t mins, maxs;
|
|
|
|
//Setup the bbox to search in
|
|
for ( int i = 0; i < 3; i++ )
|
|
{
|
|
mins[i] = enemy->currentOrigin[i] - 512;
|
|
maxs[i] = enemy->currentOrigin[i] + 512;
|
|
}
|
|
|
|
//Get the number of entities in a given space
|
|
gentity_t *radiusEnts[ MAX_RADIUS_ENTS ];
|
|
|
|
int numEnts = gi.EntitiesInBox( mins, maxs, radiusEnts, MAX_RADIUS_ENTS );
|
|
|
|
//Cull this list
|
|
for ( int j = 0; j < numEnts; j++ )
|
|
{
|
|
//Validate clients
|
|
if ( radiusEnts[ j ]->client == NULL )
|
|
continue;
|
|
|
|
//Skip the requested avoid ent if present
|
|
if ( ( radiusEnts[ j ] == enemy ) )
|
|
continue;
|
|
|
|
//Must be on the same team
|
|
if ( radiusEnts[ j ]->client->playerTeam != enemy->client->playerTeam )
|
|
continue;
|
|
|
|
//Must be alive
|
|
if ( radiusEnts[ j ]->health <= 0 )
|
|
continue;
|
|
|
|
//Must not be overwhelmed
|
|
if ( AI_GetGroupSize( radiusEnts[j]->currentOrigin, 48, team, attacker ) > threshold )
|
|
continue;
|
|
|
|
return radiusEnts[j];
|
|
}
|
|
|
|
return NULL;
|
|
}
|