quake4-sdk/source/game/ai/AI_Manager.cpp

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2007-06-15 00:00:00 +00:00
#include "../../idlib/precompiled.h"
#pragma hdrstop
#include "../Game_local.h"
#include "AI.h"
#include "AI_Manager.h"
idVec4 aiTeamColor[AITEAM_NUM] = { idVec4 ( 0.0f, 1.0f, 0.0f, 1.0f ),
idVec4 ( 1.0f, 0.0f, 0.0f, 1.0f ) };
rvAIManager aiManager;
/*
================
rvAIManager::rvAIManager
================
*/
rvAIManager::rvAIManager ( void ) {
Clear();
}
/*
================
rvAIManager::IsActive
================
*/
bool rvAIManager::IsActive( void ){
if( gameLocal.isMultiplayer ){
return false;
}
return true;
}
/*
================
rvAIManager::RunFrame
================
*/
void rvAIManager::RunFrame ( void ){
if ( !IsActive() ) {
return;
}
// Pop the top simple think off the list
if ( !simpleThink.IsListEmpty() ) {
simpleThink.Next()->simpleThinkNode.Remove ( );
}
// Display current ai speeds
if ( ai_speeds.GetBool ( ) && thinkCount > 0 ) {
gameLocal.Printf ( "ai:%6i n:%2i s:%2i all:%5.2f t:%5.2f e:%5.2f m:%5.f\n",
gameLocal.framenum, thinkCount, simpleThinkCount,
timerThink.Milliseconds(),
timerTactical.Milliseconds(),
timerFindEnemy.Milliseconds(),
timerMove.Milliseconds() );
}
// RAVEN BEGIN
// cdr: Alternate Routes Bug
int i;
int j;
// look for reaches that are no longer blocked
for ( i=0; i<blockedReaches.Num(); i++ ) {
aiBlocked_t& b = blockedReaches[i];
// check all blockers for changes in position
for ( j=0; j<b.blockers.Num(); j++ ) {
if (gameLocal.GetTime()>b.time) {
break;
}
idEntityPtr<idEntity> blockent = b.blockers[j];
if (!blockent.IsValid() || blockent->DistanceTo(b.positions[j])>10.0f) {
break;
}
if (blockent->IsType(idAI::GetClassType())) {
idAI* blockentAI = static_cast<idAI*>(blockent.GetEntity());
if (blockentAI->move.moveDest.Dist2XY(b.positions[j])>100.0f) {
break;
}
}
}
// if any one of the blockers moved or no longer exists, re-enable this reach
if ( !b.blockers.Num() || j<b.blockers.Num() ) {
b.aas->SetReachabilityState(b.reach, true);
blockedReaches.RemoveIndex(i);
break;
}
// DEBUG GRAPHICS
if ( ai_debugMove.GetBool() ) {
gameRenderWorld->DebugLine( colorRed, b.reach->start, b.reach->start + idVec3(0,0,40.0f), gameLocal.msec );
for ( j=0; j<b.blockers.Num(); j++ ) {
if (b.blockers[j].IsValid()) {
gameRenderWorld->DebugArrow( colorRed, b.blockers[j]->GetPhysics()->GetOrigin(), b.reach->start, 8, gameLocal.msec );
}
}
}
}
// RAVEN END
timerThink.Clear ( );
timerTactical.Clear ( );
timerFindEnemy.Clear ( );
timerMove.Clear ( );
gameDebug.SetStatInt( "ai_thinkCount", thinkCount );
thinkCount = 0;
simpleThinkCount = 0;
// Draw any debugging information
DebugDraw ( );
}
/*
================
rvAIManager::Clear
================
*/
void rvAIManager::Clear( void ) {
thinkCount = 0;
simpleThinkCount = 0;
timerThink.Clear ( );
timerFindEnemy.Clear ( );
timerTactical.Clear ( );
timerMove.Clear ( );
blockedReaches.Clear ( );
helpers.Clear ( );
simpleThink.Clear ( );
avoids.Clear ( );
memset ( &teamTimers, 0, sizeof(teamTimers) );
}
/*
================
rvAIManager::UnMarkAllReachBlocked
================
*/
void rvAIManager::UnMarkAllReachBlocked( void )
{
for ( int i=0; i<blockedReaches.Num(); i++ ) {
blockedReaches[i].aas->SetReachabilityState(blockedReaches[i].reach, true);
}
}
/*
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rvAIManager::ReMarkAllReachBlocked
================
*/
void rvAIManager::ReMarkAllReachBlocked( void )
{
for ( int i=0; i<blockedReaches.Num(); i++ ) {
blockedReaches[i].aas->SetReachabilityState(blockedReaches[i].reach, false);
}
}
/*
================
rvAIManager::MarkReachBlocked
================
*/
void rvAIManager::MarkReachBlocked(idAAS* aas, idReachability* reach, const idList<idEntity*>& blockers) {
// only if not already blocked
if (!(reach->travelType&TFL_INVALID)) {
aiBlocked_t blocked;
blocked.aas = aas;
blocked.reach = reach;
blocked.time = gameLocal.GetTime() + 5000.0f;
for (int i=0; i<blockers.Num(); i++) {
if (blockers[i] && blockers[i]->GetPhysics() && (blockers[i]->GetPhysics()->IsAtRest() || blockers[i]->GetPhysics()->GetLinearVelocity().LengthSqr()<2500.0f)) {
blocked.blockers.Append(blockers[i]);
blocked.positions.Append(blockers[i]->GetPhysics()->GetOrigin());
}
}
if (blocked.blockers.Num()) {
aas->SetReachabilityState(reach, false);
blockedReaches.Append(blocked);
}
}
}
/*
================
rvAIManager::ReactToPlayerAttack
================
*/
void rvAIManager::ReactToPlayerAttack ( idPlayer* player, const idVec3 &origin, const idVec3 &dir ){
idActor* actor;
float expandSize;
// Check all enemies and see if they need to react
for ( actor = GetEnemyTeam ( (aiTeam_t)player->team ); actor; actor = actor->teamNode.Next() ) {
// Skip non ai entities
if ( !actor->IsType ( idAI::Type ) ) {
continue;
}
idAI *curAI = static_cast<idAI*>(actor);
// See if it will pass through an expanded bounding box
expandSize = curAI->spawnArgs.GetFloat( "shotAtReactionRange", "16" );
if ( !curAI->GetPhysics()->GetAbsBounds ( ).Expand(expandSize).LineIntersection ( origin, origin + dir * curAI->combat.visRange ) ) {
continue;
}
curAI->ReactToShotAt ( player, origin, dir );
}
}
/*
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rvAIManager::Save
================
*/
void rvAIManager::Save( idSaveGame *savefile ) const {
int i;
int j;
// Write out team list
for ( i = 0; i < AITEAM_NUM; i ++ ) {
idActor* actor;
savefile->WriteInt( teams[i].Num() );
for( actor = teams[i].Next(); actor != NULL; actor = actor->teamNode.Next() ) {
savefile->WriteObject( actor );
}
}
// Write out team timers
for ( i = 0; i < AITEAM_NUM; i ++ ) {
for ( j = 0; j < AITEAMTIMER_MAX; j ++ ) {
savefile->WriteInt ( teamTimers[i][j] );
}
}
// Write out team timers
savefile->WriteInt ( avoids.Num ( ) );
for ( i = 0; i < avoids.Num ( ); i ++ ) {
savefile->WriteVec3 ( avoids[i].origin );
savefile->WriteFloat ( avoids[i].radius );
savefile->WriteInt ( avoids[i].team );
}
}
/*
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rvAIManager::Restore
================
*/
void rvAIManager::Restore( idRestoreGame *savefile ){
int i;
int j;
Clear ( );
// Write out team list
for ( i = 0; i < AITEAM_NUM; i ++ ) {
idActor* actor;
savefile->ReadInt( j );
for ( ; j > 0; j -- ) {
savefile->ReadObject ( reinterpret_cast<idClass *&>( actor ) );
if ( actor ) {
actor->teamNode.AddToEnd ( teams[i] );
}
}
}
// Read team timers
memset ( teamTimers, 0, sizeof(teamTimers) );
for ( i = 0; i < AITEAM_NUM; i ++ ) {
for ( j = 0; j < AITEAMTIMER_MAX; j ++ ) {
savefile->ReadInt ( teamTimers[i][j] );
}
}
// Read in team timers
savefile->ReadInt ( j );
avoids.SetNum ( j );
for ( i = 0; i < j; i ++ ) {
savefile->ReadVec3 ( avoids[i].origin );
savefile->ReadFloat ( avoids[i].radius );
savefile->ReadInt ( avoids[i].team );
}
}
/*
=====================
rvAIManager::AddTeammate
=====================
*/
void rvAIManager::AddTeammate ( idActor* actor ) {
// If its already in a team least then ignore the call.
// NOTE: You have to call removeteammate before addteammate to switch the
// actor from one team to another
if ( actor->teamNode.InList ( ) ) {
return;
}
actor->teamNode.AddToEnd ( teams[actor->team] );
}
/*
=====================
rvAIManager::RemoveTeammate
=====================
*/
void rvAIManager::RemoveTeammate ( idActor* actor ) {
actor->teamNode.Remove ( );
}
/*
=====================
rvAIManager::IsSimpleThink
Determines whether or not the given AI entity should be simple thinking this frame
=====================
*/
bool rvAIManager::IsSimpleThink ( idAI* ai ) {
// no simple think if simple thinking is disabled or we are the head node
if ( ai_disableSimpleThink.GetBool() ) {
return false;
}
// Add to simple think list
if ( !ai->simpleThinkNode.InList ( ) ) {
ai->simpleThinkNode.AddToEnd ( simpleThink );
}
// If head of list then its a complex think
if ( ai->simpleThinkNode.Prev() == NULL ) {
return false;
}
return true;
}
/*
================
rvAIManager::GetEnemyTeam
================
*/
idActor* rvAIManager::GetEnemyTeam ( aiTeam_t team ) {
switch ( team ) {
case AITEAM_MARINE:
return teams[AITEAM_STROGG].Next();
case AITEAM_STROGG:
return teams[AITEAM_MARINE].Next();
}
return NULL;
}
/*
================
rvAIManager::GetAllyTeam
================
*/
idActor* rvAIManager::GetAllyTeam ( aiTeam_t team ) {
switch ( team ) {
case AITEAM_MARINE:
return teams[AITEAM_MARINE].Next();
case AITEAM_STROGG:
return teams[AITEAM_STROGG].Next();
}
return NULL;
}
/*
================
rvAIManager::ValidateDestination
Validate whether or not the destinations is a destination
================
*/
bool rvAIManager::ValidateDestination ( idAI* ai, const idVec3& dest, bool skipCurrent, idActor* skipActor ) const {
int i;
idBounds bounds;
idAI* ignore;
ignore = (!skipCurrent && ai && !ai->SkipCurrentDestination ( )) ? ai : NULL;
bounds = ai->GetPhysics()->GetBounds ( );
bounds.TranslateSelf ( dest );
bounds.ExpandSelf ( 16.0f );
// All teams and all actors on those teams
for ( i = 0; i < AITEAM_NUM; i ++ ) {
idActor* actor;
for ( actor = teams[i].Next(); actor; actor = actor->teamNode.Next() ) {
// Ignored?
if ( actor == ignore || actor == skipActor || actor->IsHidden ( ) ) {
continue;
}
// If the actor is AI that is moving we should check their destination rather than where they are now
if ( actor->IsType ( idAI::Type ) ) {
idAI* aiactor = static_cast<idAI*>(actor);
if ( aiactor->move.moveCommand >= NUM_NONMOVING_COMMANDS ) {
if ( bounds.IntersectsBounds ( aiactor->GetPhysics()->GetBounds().Translate ( aiactor->move.moveDest ) ) ) {
return false;
}
continue;
}
}
// Does the destination overlap this actor?
if ( bounds.IntersectsBounds ( actor->GetPhysics()->GetAbsBounds ( ) ) ) {
return false;
}
}
}
// Destinations inside an avoid area are invalid
for ( i = avoids.Num() - 1; i >= 0; i -- ) {
const aiAvoid_t& avoid = avoids[i];
// Skip all avoids that arent meant for this team
if ( avoid.team != -1 && ai->team != avoid.team ) {
continue;
}
// Skip if within range of the avoid
if ( (avoid.origin - dest).LengthSqr ( ) < Square ( avoid.radius ) ) {
if ( ai_debugMove.GetBool() || ai_debugTactical.GetBool() ) {
gameRenderWorld->DebugCircle( colorRed, avoid.origin, idVec3(0,0,1), avoid.radius, 25 );
}
return false;
}
}
return true;
}
/*
================
rvAIManager::NearestTeammateToPoint
Returns the teammate closest to the given point with the given parameters
================
*/
idActor* rvAIManager::NearestTeammateToPoint ( idActor* from, idVec3 point, bool nonPlayer, float maxRange, bool checkFOV, bool checkLOS ) {
idActor* actor = NULL;
idActor* closestActor = NULL;
float distSqr;
float bestDistSqr;
closestActor = 0x0;
bestDistSqr = Square ( maxRange );
// Iterate through all teammates
for( actor = aiManager.GetAllyTeam ( (aiTeam_t)from->team ); actor; actor = actor->teamNode.Next() ) {
//Hidden?
if ( actor->fl.hidden ) {
continue;
}
//Self?
if ( actor == from ) {
continue;
}
//Player?
if ( nonPlayer && actor->IsType( idPlayer::GetClassType() ) ) {
continue;
}
//Dead?
if ( actor->health <= 0 ) {
continue;
}
//Calc Range and check to see if closer before doing any complicated checks
distSqr = (point - actor->GetPhysics()->GetOrigin()).LengthSqr();
if ( distSqr >= bestDistSqr ) {
continue;
}
//point in actor's in FOV?
if ( checkFOV && !actor->CheckFOV( point ) ) {
continue;
}
//actor has clear LOS to point?
if ( checkLOS && !actor->CanSeeFrom ( from->GetEyePosition ( ), point, false ) ) {
continue;
}
// New best actor
bestDistSqr = distSqr;
closestActor = actor;
}
return closestActor;
}
/*
================
rvAIManager::NearestTeammateEnemy
Returns the closest enemy of an ally.
================
*/
idEntity* rvAIManager::NearestTeammateEnemy( idActor* from, float maxRange, bool checkFOV, bool checkLOS, idActor** closestAllyWithEnemy ) {
idActor* actor;
idAI* allyAI;
idEntity* allyEnemy;
idEntity* closestAllyEnemy;
float distSqr;
float bestDistSqr;
bestDistSqr = Square ( maxRange );
closestAllyEnemy = NULL;
// Optionally return the ally whos enemy it is
if ( closestAllyWithEnemy ) {
*closestAllyWithEnemy = NULL;
}
for( actor = aiManager.GetAllyTeam ( (aiTeam_t)from->team ); actor; actor = actor->teamNode.Next() ) {
//Hidden?
if ( actor->fl.hidden ) {
continue;
}
//Self?
if ( actor == from ) {
continue;
}
//Dead?
if ( actor->health <= 0 ) {
continue;
}
allyAI = dynamic_cast<idAI*>(actor);
if ( !allyAI ) {
//player?
allyEnemy = actor->EnemyWithMostHealth();
if ( !allyEnemy ) {
continue;
}
if ( allyEnemy->health <= 0 ) {
continue;
}
} else {
allyEnemy = allyAI->GetEnemy();
//has enemy?
if ( !allyEnemy ) {
continue;
}
//still alive?
if ( allyAI->enemy.fl.dead ) {
continue;
}
}
//Calc Range and check to see if closer before doing any complicated checks
distSqr = (actor->GetPhysics()->GetOrigin() - from->GetPhysics()->GetOrigin()).LengthSqr ( );
if ( distSqr >= bestDistSqr ) {
continue;
}
//point in actor's in FOV?
if ( checkFOV ) {
if ( !from->CheckFOV( actor->GetPhysics()->GetOrigin() ) ) {
continue;
}
}
//actor has clear LOS to point?
if ( checkLOS ) {
if ( !from->CanSee( actor, false ) ) {
continue;
}
}
bestDistSqr = distSqr;
closestAllyEnemy = allyEnemy;
if ( closestAllyWithEnemy ) {
*closestAllyWithEnemy = actor;
}
}
return closestAllyEnemy;
}
/*
================
rvAIManager::LocalTeamHasEnemies
Returns true if nearby members of my team have any enemies or if any nearby enemies have enemies that are nearby members of my team
================
*/
bool rvAIManager::LocalTeamHasEnemies ( idAI* self, float maxBuddyRange, float maxEnemyRange, bool checkPVS ) {
idActor* actor = NULL;
pvsHandle_t pvs;
if ( !self ) {
return false;
}
// Iterate through all teammates
for( actor = aiManager.GetAllyTeam ( (aiTeam_t)self->team ); actor; actor = actor->teamNode.Next() ) {
//Hidden?
if ( actor->fl.hidden ) {
continue;
}
//Dead?
if ( actor->health <= 0 ) {
continue;
}
if ( actor->IsType( idAI::GetClassType() ) ) {
//Has an enemy?
if ( !((idAI*)actor)->GetEnemy() ) {
continue;
}
//Has an enemy
if ( checkPVS ) {
// Setup our local variables used in the search
pvs = gameLocal.pvs.SetupCurrentPVS( actor->GetPVSAreas(), actor->GetNumPVSAreas() );
// If this enemy isnt in the same pvps then use them as a backup
if ( pvs.i > 0
&& pvs.i < MAX_CURRENT_PVS
&& !gameLocal.pvs.InCurrentPVS( pvs, ((idAI*)actor)->GetEnemy()->GetPVSAreas(), ((idAI*)actor)->GetEnemy()->GetNumPVSAreas() ) ) {
gameLocal.pvs.FreeCurrentPVS( pvs );
continue;
}
gameLocal.pvs.FreeCurrentPVS( pvs );
}
}
//close enough?
if ( actor != self && self->DistanceTo( actor->GetPhysics()->GetOrigin() ) > maxBuddyRange ) {
continue;
}
//Anyone mad at him?
if ( !actor->ClosestEnemyToPoint( actor->GetPhysics()->GetOrigin(), maxEnemyRange, true, checkPVS ) ) {
continue;
}
return true;
}
return false;
}
/*
================
rvAIManager::ActorIsBehindActor
Returns true if the given 'ambuser' is behind the given 'victim'
================
*/
bool rvAIManager::ActorIsBehindActor( idActor* ambusher, idActor* victim ) {
idVec3 dir2Ambusher = ambusher->GetPhysics()->GetOrigin() - victim->GetPhysics()->GetOrigin();
float dist = dir2Ambusher.Normalize();
if ( DotProduct(dir2Ambusher, victim->viewAxis[0] ) < 0 && dist < 200.0f ) {
return true;
}
return false;
}
/*
===============================================================================
rvAIManager - Helpers
===============================================================================
*/
/*
=====================
rvAIManager::RegisterHelper
=====================
*/
void rvAIManager::RegisterHelper ( rvAIHelper* helper ) {
helper->helperNode.AddToEnd ( helpers );
UpdateHelpers ( );
}
/*
=====================
rvAIManager::UnregisterHelper
=====================
*/
void rvAIManager::UnregisterHelper ( rvAIHelper* helper ) {
helper->helperNode.Remove ( );
UpdateHelpers ( );
}
/*
=====================
rvAIManager::FindClosestHelper
=====================
*/
rvAIHelper* rvAIManager::FindClosestHelper ( const idVec3& origin ) {
rvAIHelper* helper;
rvAIHelper* bestHelper;
float bestDist;
float dist;
bestDist = idMath::INFINITY;
bestHelper = NULL;
for ( helper = helpers.Next(); helper; helper = helper->helperNode.Next( ) ) {
dist = (origin - helper->GetPhysics()->GetOrigin()).LengthFast ( );
if ( dist < bestDist ) {
bestDist = dist;
bestHelper = helper;
}
}
return bestHelper;
}
/*
================
rvAIManager::UpdateHelpers
================
*/
void rvAIManager::UpdateHelpers ( void ) {
int i;
for ( i = 0; i < AITEAM_NUM; i ++ ) {
idActor* actor;
for ( actor = teams[i].Next(); actor; actor = actor->teamNode.Next() ) {
if ( actor->IsHidden ( ) || !actor->IsType ( idAI::Type ) ) {
continue;
}
static_cast<idAI*>(actor)->UpdateHelper ( );
}
}
}
/*
===============================================================================
rvAIManager - Debugging
===============================================================================
*/
/*
================
rvAIManager::DebugDraw
================
*/
void rvAIManager::DebugDraw ( void ) {
// Draw helpers?
if ( ai_debugHelpers.GetBool ( ) ) {
DebugDrawHelpers ( );
int i;
for ( i = 0; i < avoids.Num(); i ++ ) {
const aiAvoid_t& avoid = avoids[i];
gameRenderWorld->DebugCircle ( colorOrange, avoid.origin, idVec3(0,0,1), avoid.radius, 10, 0 );
}
}
}
/*
================
rvAIManager::DebugDrawHelpers
================
*/
void rvAIManager::DebugDrawHelpers ( void ) {
rvAIHelper* helper;
for ( helper = helpers.Next(); helper; helper = helper->helperNode.Next( ) ) {
helper->DrawDebugEntityInfo ( );
}
}