jedioutcast/code/game/AI_Grenadier.cpp
2013-04-04 09:52:42 -05:00

668 lines
18 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 G_SoundOnEnt( gentity_t *ent, soundChannel_t channel, const char *soundPath );
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 CNavigator navigator;
#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,
};
void Grenadier_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 );
}
void NPC_Grenadier_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_Grenadier_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 Grenadier_HoldPosition( void )
{
NPC_FreeCombatPoint( NPCInfo->combatPoint, qtrue );
NPCInfo->goalEntity = NULL;
/*if ( TIMER_Done( NPC, "stand" ) )
{//FIXME: what if can't shoot from this pos?
TIMER_Set( NPC, "duck", Q_irand( 2000, 4000 ) );
}
*/
}
/*
-------------------------
ST_Move
-------------------------
*/
static qboolean Grenadier_Move( void )
{
NPCInfo->combatMove = qtrue;//always move straight toward our goal
qboolean moved = NPC_MoveToGoal( qtrue );
navInfo_t info;
//Get the move info
NAV_GetLastMove( info );
//FIXME: if we bump into another one of our guys and can't get around him, just stop!
//If we hit our target, then stop and fire!
if ( info.flags & NIF_COLLISION )
{
if ( info.blocker == NPC->enemy )
{
Grenadier_HoldPosition();
}
}
//If our move failed, then reset
if ( moved == qfalse )
{//couldn't get to enemy
if ( (NPCInfo->scriptFlags&SCF_CHASE_ENEMIES) && NPC->client->ps.weapon == WP_THERMAL && NPCInfo->goalEntity && NPCInfo->goalEntity == NPC->enemy )
{//we were running after enemy
//Try to find a combat point that can hit the enemy
int cpFlags = (CP_CLEAR|CP_HAS_ROUTE);
if ( NPCInfo->scriptFlags&SCF_USE_CP_NEAREST )
{
cpFlags &= ~(CP_FLANK|CP_APPROACH_ENEMY|CP_CLOSEST);
cpFlags |= CP_NEAREST;
}
int cp = NPC_FindCombatPoint( NPC->currentOrigin, NPC->currentOrigin, NPC->currentOrigin, cpFlags, 32 );
if ( cp == -1 && !(NPCInfo->scriptFlags&SCF_USE_CP_NEAREST) )
{//okay, try one by the enemy
cp = NPC_FindCombatPoint( NPC->currentOrigin, NPC->currentOrigin, NPC->enemy->currentOrigin, CP_CLEAR|CP_HAS_ROUTE|CP_HORZ_DIST_COLL, 32 );
}
//NOTE: there may be a perfectly valid one, just not one within CP_COLLECT_RADIUS of either me or him...
if ( cp != -1 )
{//found a combat point that has a clear shot to enemy
NPC_SetCombatPoint( cp );
NPC_SetMoveGoal( NPC, level.combatPoints[cp].origin, 8, qtrue, cp );
return moved;
}
}
//just hang here
Grenadier_HoldPosition();
}
return moved;
}
/*
-------------------------
NPC_BSGrenadier_Patrol
-------------------------
*/
void NPC_BSGrenadier_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() )
{
//NPCInfo->behaviorState = BS_HUNT_AND_KILL;//should be automatic now
//NPC_AngerSound();
NPC_UpdateAngles( qtrue, qtrue );
return;
}
}
if ( !(NPCInfo->scriptFlags&SCF_IGNORE_ALERTS) )
{
//Is there danger nearby
int alertEvent = NPC_CheckAlertEvents( qtrue, qtrue, 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 );
}
/*
-------------------------
NPC_BSGrenadier_Idle
-------------------------
*/
/*
void NPC_BSGrenadier_Idle( void )
{
//FIXME: check for other alert events?
//Is there danger nearby?
if ( NPC_CheckForDanger( NPC_CheckAlertEvents( qtrue, qtrue, qfalse, AEL_DANGER ) ) )
{
NPC_UpdateAngles( qtrue, qtrue );
return;
}
TIMER_Set( NPC, "roamTime", 2000 + Q_irand( 1000, 2000 ) );
NPC_UpdateAngles( qtrue, qtrue );
}
*/
/*
-------------------------
ST_CheckMoveState
-------------------------
*/
static void Grenadier_CheckMoveState( void )
{
//See if we're a scout
if ( !(NPCInfo->scriptFlags & SCF_CHASE_ENEMIES) )//behaviorState == BS_STAND_AND_SHOOT )
{
if ( NPCInfo->goalEntity == NPC->enemy )
{
move = qfalse;
return;
}
}
//See if we're running away
else if ( NPCInfo->squadState == SQUAD_RETREAT )
{
if ( TIMER_Done( NPC, "flee" ) )
{
NPCInfo->squadState = SQUAD_IDLE;
}
else
{
faceEnemy = qfalse;
}
}
/*
else if ( NPCInfo->squadState == SQUAD_IDLE )
{
if ( !NPCInfo->goalEntity )
{
move = qfalse;
return;
}
//Should keep moving toward player when we're out of range... right?
}
*/
//See if we're moving towards a goal, not the enemy
if ( ( NPCInfo->goalEntity != NPC->enemy ) && ( NPCInfo->goalEntity != NULL ) )
{
//Did we make it?
if ( NAV_HitNavGoal( NPC->currentOrigin, NPC->mins, NPC->maxs, NPCInfo->goalEntity->currentOrigin, 16 ) ||
( NPCInfo->squadState == SQUAD_SCOUT && enemyLOS && enemyDist <= 10000 ) )
{
int newSquadState = SQUAD_STAND_AND_SHOOT;
//we got where we wanted to go, set timers based on why we were running
switch ( NPCInfo->squadState )
{
case SQUAD_RETREAT://was running away
TIMER_Set( NPC, "duck", (NPC->max_health - NPC->health) * 100 );
TIMER_Set( NPC, "hideTime", Q_irand( 3000, 7000 ) );
newSquadState = SQUAD_COVER;
break;
case SQUAD_TRANSITION://was heading for a combat point
TIMER_Set( NPC, "hideTime", Q_irand( 2000, 4000 ) );
break;
case SQUAD_SCOUT://was running after player
break;
default:
break;
}
NPC_ReachedGoal();
//don't attack right away
TIMER_Set( NPC, "attackDelay", Q_irand( 250, 500 ) ); //FIXME: Slant for difficulty levels
//don't do something else just yet
TIMER_Set( NPC, "roamTime", Q_irand( 1000, 4000 ) );
//stop fleeing
if ( NPCInfo->squadState == SQUAD_RETREAT )
{
TIMER_Set( NPC, "flee", -level.time );
NPCInfo->squadState = SQUAD_IDLE;
}
return;
}
//keep going, hold of roamTimer until we get there
TIMER_Set( NPC, "roamTime", Q_irand( 4000, 8000 ) );
}
if ( !NPCInfo->goalEntity )
{
if ( NPCInfo->scriptFlags & SCF_CHASE_ENEMIES )
{
NPCInfo->goalEntity = NPC->enemy;
}
}
}
/*
-------------------------
ST_CheckFireState
-------------------------
*/
static void Grenadier_CheckFireState( void )
{
if ( enemyCS )
{//if have a clear shot, always try
return;
}
if ( NPCInfo->squadState == SQUAD_RETREAT || NPCInfo->squadState == SQUAD_TRANSITION || NPCInfo->squadState == SQUAD_SCOUT )
{//runners never try to fire at the last pos
return;
}
if ( !VectorCompare( NPC->client->ps.velocity, vec3_origin ) )
{//if moving at all, don't do this
return;
}
//continue to fire on their last position
/*
if ( !Q_irand( 0, 1 ) && NPCInfo->enemyLastSeenTime && level.time - NPCInfo->enemyLastSeenTime < 4000 )
{
//Fire on the last known position
vec3_t muzzle, dir, angles;
CalcEntitySpot( NPC, SPOT_WEAPON, muzzle );
VectorSubtract( NPCInfo->enemyLastSeenLocation, muzzle, dir );
VectorNormalize( dir );
vectoangles( dir, angles );
NPCInfo->desiredYaw = angles[YAW];
NPCInfo->desiredPitch = angles[PITCH];
//FIXME: they always throw toward enemy, so this will be very odd...
shoot = qtrue;
faceEnemy = qfalse;
return;
}
*/
}
qboolean Grenadier_EvaluateShot( int hit )
{
if ( !NPC->enemy )
{
return qfalse;
}
if ( hit == NPC->enemy->s.number || (&g_entities[hit] != NULL && (g_entities[hit].svFlags&SVF_GLASS_BRUSH)) )
{//can hit enemy or will hit glass, so shoot anyway
return qtrue;
}
return qfalse;
}
/*
-------------------------
NPC_BSGrenadier_Attack
-------------------------
*/
void NPC_BSGrenadier_Attack( void )
{
//Don't do anything if we're hurt
if ( NPC->painDebounceTime > level.time )
{
NPC_UpdateAngles( qtrue, qtrue );
return;
}
//NPC_CheckEnemy( qtrue, qfalse );
//If we don't have an enemy, just idle
if ( NPC_CheckEnemyExt() == qfalse )//!NPC->enemy )//
{
NPC->enemy = NULL;
NPC_BSGrenadier_Patrol();//FIXME: or patrol?
return;
}
if ( TIMER_Done( NPC, "flee" ) && NPC_CheckForDanger( NPC_CheckAlertEvents( qtrue, qtrue, qfalse, AEL_DANGER ) ) )
{//going to run
NPC_UpdateAngles( qtrue, qtrue );
return;
}
if ( !NPC->enemy )
{//WTF? somehow we lost our enemy?
NPC_BSGrenadier_Patrol();//FIXME: or patrol?
return;
}
enemyLOS = enemyCS = qfalse;
move = qtrue;
faceEnemy = qfalse;
shoot = qfalse;
enemyDist = DistanceSquared( NPC->enemy->currentOrigin, NPC->currentOrigin );
//See if we should switch to melee attack
if ( enemyDist < 16384 )//128
{
if ( NPC->client->ps.weapon == WP_THERMAL )
{//grenadier
trace_t trace;
gi.trace ( &trace, NPC->currentOrigin, NPC->enemy->mins, NPC->enemy->maxs, NPC->enemy->currentOrigin, NPC->s.number, NPC->enemy->clipmask );
if ( !trace.allsolid && !trace.startsolid && (trace.fraction == 1.0 || trace.entityNum == NPC->enemy->s.number ) )
{//I can get right to him
//reset fire-timing variables
NPC_ChangeWeapon( WP_MELEE );
if ( !(NPCInfo->scriptFlags&SCF_CHASE_ENEMIES) )//NPCInfo->behaviorState == BS_STAND_AND_SHOOT )
{//FIXME: should we be overriding scriptFlags?
NPCInfo->scriptFlags |= SCF_CHASE_ENEMIES;//NPCInfo->behaviorState = BS_HUNT_AND_KILL;
}
}
}
}
else if ( enemyDist > 65536 )//256
{
if ( NPC->client->ps.weapon == WP_MELEE && (NPC->client->ps.stats[STAT_WEAPONS]&(1<<WP_THERMAL)) )
{//fisticuffs, make switch to thermal if have it
//reset fire-timing variables
NPC_ChangeWeapon( WP_THERMAL );
}
}
//can we see our target?
if ( NPC_ClearLOS( NPC->enemy ) )
{
NPCInfo->enemyLastSeenTime = level.time;
enemyLOS = qtrue;
if ( NPC->client->ps.weapon == WP_MELEE )
{
if ( enemyDist <= 4096 && InFOV( NPC->enemy->currentOrigin, NPC->currentOrigin, NPC->client->ps.viewangles, 90, 45 ) )//within 64 & infront
{
VectorCopy( NPC->enemy->currentOrigin, NPCInfo->enemyLastSeenLocation );
enemyCS = qtrue;
}
}
else if ( InFOV( NPC->enemy->currentOrigin, NPC->currentOrigin, NPC->client->ps.viewangles, 45, 90 ) )
{//in front of me
//can we shoot our target?
//FIXME: how accurate/necessary is this check?
int hit = NPC_ShotEntity( NPC->enemy );
if ( hit == NPC->enemy->s.number )
{
VectorCopy( NPC->enemy->currentOrigin, NPCInfo->enemyLastSeenLocation );
float enemyHorzDist = DistanceHorizontalSquared( NPC->enemy->currentOrigin, NPC->currentOrigin );
if ( enemyHorzDist < 1048576 )
{//within 1024
enemyCS = qtrue;
NPC_AimAdjust( 2 );//adjust aim better longer we have clear shot at enemy
}
else
{
NPC_AimAdjust( 1 );//adjust aim better longer we can see enemy
}
}
}
}
else
{
NPC_AimAdjust( -1 );//adjust aim worse longer we cannot see enemy
}
/*
else if ( gi.inPVS( NPC->enemy->currentOrigin, NPC->currentOrigin ) )
{
NPCInfo->enemyLastSeenTime = level.time;
faceEnemy = qtrue;
}
*/
if ( enemyLOS )
{//FIXME: no need to face enemy if we're moving to some other goal and he's too far away to shoot?
faceEnemy = qtrue;
}
if ( enemyCS )
{
shoot = qtrue;
if ( NPC->client->ps.weapon == WP_THERMAL )
{//don't chase and throw
move = qfalse;
}
else if ( NPC->client->ps.weapon == WP_MELEE && enemyDist < (NPC->maxs[0]+NPC->enemy->maxs[0]+16)*(NPC->maxs[0]+NPC->enemy->maxs[0]+16) )
{//close enough
move = qfalse;
}
}//this should make him chase enemy when out of range...?
//Check for movement to take care of
Grenadier_CheckMoveState();
//See if we should override shooting decision with any special considerations
Grenadier_CheckFireState();
if ( move )
{//move toward goal
if ( NPCInfo->goalEntity )//&& ( NPCInfo->goalEntity != NPC->enemy || enemyDist > 10000 ) )//100 squared
{
move = Grenadier_Move();
}
else
{
move = qfalse;
}
}
if ( !move )
{
if ( !TIMER_Done( NPC, "duck" ) )
{
ucmd.upmove = -127;
}
//FIXME: what about leaning?
}
else
{//stop ducking!
TIMER_Set( NPC, "duck", -1 );
}
if ( !faceEnemy )
{//we want to face in the dir we're running
if ( move )
{//don't run away and shoot
NPCInfo->desiredYaw = NPCInfo->lastPathAngles[YAW];
NPCInfo->desiredPitch = 0;
shoot = qfalse;
}
NPC_UpdateAngles( qtrue, qtrue );
}
else// if ( faceEnemy )
{//face the enemy
NPC_FaceEnemy();
}
if ( NPCInfo->scriptFlags&SCF_DONT_FIRE )
{
shoot = qfalse;
}
//FIXME: don't shoot right away!
if ( shoot )
{//try to shoot if it's time
if ( TIMER_Done( NPC, "attackDelay" ) )
{
if( !(NPCInfo->scriptFlags & SCF_FIRE_WEAPON) ) // we've already fired, no need to do it again here
{
WeaponThink( qtrue );
TIMER_Set( NPC, "attackDelay", NPCInfo->shotTime-level.time );
}
}
}
}
void NPC_BSGrenadier_Default( void )
{
if( NPCInfo->scriptFlags & SCF_FIRE_WEAPON )
{
WeaponThink( qtrue );
}
if( !NPC->enemy )
{//don't have an enemy, look for one
NPC_BSGrenadier_Patrol();
}
else//if ( NPC->enemy )
{//have an enemy
NPC_BSGrenadier_Attack();
}
}