mirror of
https://github.com/ReactionQuake3/reaction.git
synced 2024-11-23 20:52:16 +00:00
Improved reloading and ammo handling for akimbo/hc
This commit is contained in:
parent
af0912c2ba
commit
a1c3ad1fa5
2 changed files with 146 additions and 53 deletions
|
@ -5,6 +5,9 @@
|
|||
//-----------------------------------------------------------------------------
|
||||
//
|
||||
// $Log$
|
||||
// Revision 1.18 2002/05/02 00:12:22 makro
|
||||
// Improved reloading and ammo handling for akimbo/hc
|
||||
//
|
||||
// Revision 1.17 2002/05/01 05:32:45 makro
|
||||
// Bots reload akimbos/handcannons. Also, they can decide whether
|
||||
// or not an item in the ground is better than theirs
|
||||
|
@ -309,6 +312,7 @@ int RQ3_Bot_ComboScore(int weapon, holdable_t item)
|
|||
case HI_BANDOLIER: return 80;
|
||||
case HI_SILENCER: return 30;
|
||||
case HI_SLIPPERS: return 80;
|
||||
default: return 0;
|
||||
}
|
||||
break;
|
||||
//MP5
|
||||
|
@ -319,6 +323,7 @@ int RQ3_Bot_ComboScore(int weapon, holdable_t item)
|
|||
case HI_BANDOLIER: return 70;
|
||||
case HI_SILENCER: return 80;
|
||||
case HI_SLIPPERS: return 40;
|
||||
default: return 0;
|
||||
}
|
||||
break;
|
||||
//HANDCANNON
|
||||
|
@ -329,6 +334,7 @@ int RQ3_Bot_ComboScore(int weapon, holdable_t item)
|
|||
case HI_BANDOLIER: return 90;
|
||||
case HI_SILENCER: return 30;
|
||||
case HI_SLIPPERS: return 90;
|
||||
default: return 0;
|
||||
}
|
||||
break;
|
||||
//SSG3000
|
||||
|
@ -339,6 +345,7 @@ int RQ3_Bot_ComboScore(int weapon, holdable_t item)
|
|||
case HI_BANDOLIER: return 80;
|
||||
case HI_SILENCER: return 90;
|
||||
case HI_SLIPPERS: return 40;
|
||||
default: return 0;
|
||||
}
|
||||
break;
|
||||
//M4
|
||||
|
@ -349,6 +356,7 @@ int RQ3_Bot_ComboScore(int weapon, holdable_t item)
|
|||
case HI_BANDOLIER: return 80;
|
||||
case HI_SILENCER: return 30;
|
||||
case HI_SLIPPERS: return 40;
|
||||
default: return 0;
|
||||
}
|
||||
break;
|
||||
}
|
||||
|
@ -364,37 +372,41 @@ Added by Makro
|
|||
*/
|
||||
qboolean RQ3_Bot_NeedToDropStuff(bot_state_t *bs, bot_goal_t *goal) {
|
||||
//if the bot doesn't have an item or it didn't reach one
|
||||
if (!g_entities[goal->entitynum].item)
|
||||
if ( !g_entities[goal->entitynum].item )
|
||||
return qfalse;
|
||||
if ( bs->cur_ps.stats[STAT_HOLDABLE_ITEM] < 1 || bs->cur_ps.stats[STAT_HOLDABLE_ITEM] >= bg_numItems || g_entities[goal->entitynum].item->giType != IT_HOLDABLE)
|
||||
return qfalse;
|
||||
else
|
||||
{
|
||||
holdable_t oldItem = bg_itemlist[bs->cur_ps.stats[STAT_HOLDABLE_ITEM]].giTag;
|
||||
holdable_t newItem = g_entities[goal->entitynum].item->giTag;
|
||||
int i, oldScore, newScore;
|
||||
//if the two items are identical
|
||||
if (oldItem == newItem) return qfalse;
|
||||
//if the bot can pick up an item
|
||||
if ( g_entities[goal->entitynum].item->giType == IT_HOLDABLE ) {
|
||||
if ( bs->cur_ps.stats[STAT_HOLDABLE_ITEM] < 1 || bs->cur_ps.stats[STAT_HOLDABLE_ITEM] >= bg_numItems )
|
||||
return qfalse;
|
||||
else {
|
||||
holdable_t oldItem = bg_itemlist[bs->cur_ps.stats[STAT_HOLDABLE_ITEM]].giTag;
|
||||
holdable_t newItem = g_entities[goal->entitynum].item->giTag;
|
||||
int i, oldScore, newScore;
|
||||
//if the two items are identical
|
||||
if ( oldItem == newItem ) return qfalse;
|
||||
|
||||
newScore = oldScore = 0;
|
||||
//check all the weapons
|
||||
for (i = 0; i < MAX_WEAPONS; i++) {
|
||||
//if the bot has the weapon
|
||||
if ( bs->cur_ps.stats[STAT_WEAPONS] & (1 << i) ) {
|
||||
//get the score for it
|
||||
oldScore += RQ3_Bot_ComboScore(i, oldItem);
|
||||
newScore += RQ3_Bot_ComboScore(i, newItem);
|
||||
newScore = oldScore = 0;
|
||||
//check all the weapons
|
||||
for ( i = 0; i < MAX_WEAPONS; i++ ) {
|
||||
//if the bot has the weapon
|
||||
if ( bs->cur_ps.stats[STAT_WEAPONS] & (1 << i) ) {
|
||||
//get the score for it
|
||||
oldScore += RQ3_Bot_ComboScore(i, oldItem);
|
||||
newScore += RQ3_Bot_ComboScore(i, newItem);
|
||||
}
|
||||
}
|
||||
|
||||
//FIXME - special code is needed for the bandolier, since throwing it away
|
||||
//will also throw one of the weapons
|
||||
if (newScore > oldScore) {
|
||||
Cmd_DropItem_f( &g_entities[bs->entitynum] );
|
||||
return qtrue;
|
||||
}
|
||||
}
|
||||
|
||||
//FIXME - special code is needed for the bandolier, since throwing it away
|
||||
//will also throw one of the weapons
|
||||
if (newScore > oldScore) {
|
||||
Cmd_DropItem_f( &g_entities[bs->entitynum] );
|
||||
return qtrue;
|
||||
}
|
||||
|
||||
|
||||
//if the bot can pick up a weapon
|
||||
} else if ( g_entities[goal->entitynum].item->giType == IT_WEAPON ) {
|
||||
//Code coming soon :P
|
||||
return qfalse;
|
||||
}
|
||||
|
||||
return qfalse;
|
||||
|
|
|
@ -5,6 +5,9 @@
|
|||
//-----------------------------------------------------------------------------
|
||||
//
|
||||
// $Log$
|
||||
// Revision 1.22 2002/05/02 00:12:22 makro
|
||||
// Improved reloading and ammo handling for akimbo/hc
|
||||
//
|
||||
// Revision 1.21 2002/05/01 05:32:45 makro
|
||||
// Bots reload akimbos/handcannons. Also, they can decide whether
|
||||
// or not an item in the ground is better than theirs
|
||||
|
@ -294,7 +297,7 @@ Added by Makro
|
|||
void BotMoveTowardsEnt(bot_state_t *bs, vec3_t dest, int dist) {
|
||||
vec3_t dir;
|
||||
|
||||
//VectorTargetDist(bs->origin, dest, dist, dir);
|
||||
VectorTargetDist(bs->origin, dest, dist, dir);
|
||||
//dir[2] = bs->origin[2];
|
||||
/*
|
||||
if (bot_developer.integer == 2) {
|
||||
|
@ -1517,6 +1520,62 @@ void BotHarvesterRetreatGoals(bot_state_t *bs) {
|
|||
}
|
||||
#endif
|
||||
|
||||
/*
|
||||
==================
|
||||
BotRQ3TPSeekGoals
|
||||
|
||||
Added by Makro
|
||||
==================
|
||||
*/
|
||||
void BotRQ3TPSeekGoals( bot_state_t *bs ) {
|
||||
int firstBot = 0, firstHuman = 0, leader = 0, i;
|
||||
|
||||
//if the bot already has a goal
|
||||
if (bs->ltgtype)
|
||||
return;
|
||||
|
||||
//find the first human/bot teammates
|
||||
for ( i=0; i<MAX_CLIENTS; i++ ) {
|
||||
if ( !(g_entities[i].inuse) || !(g_entities[i].client) )
|
||||
continue;
|
||||
if (!BotSameTeam(bs, i))
|
||||
continue;
|
||||
if (g_entities[i].r.svFlags & SVF_BOT) {
|
||||
if (i != bs->entitynum)
|
||||
firstBot = i;
|
||||
} else {
|
||||
firstHuman = i;
|
||||
}
|
||||
if (firstHuman && firstBot)
|
||||
break;
|
||||
}
|
||||
|
||||
if (firstHuman)
|
||||
leader = firstHuman;
|
||||
else if (firstBot)
|
||||
leader = firstBot;
|
||||
else
|
||||
return;
|
||||
|
||||
//the team mate
|
||||
bs->teammate = leader;
|
||||
bs->decisionmaker = bs->client;
|
||||
bs->ordered = qfalse;
|
||||
//no message
|
||||
bs->teammessage_time = 0;
|
||||
//no arrive message
|
||||
//bs->arrive_time = 0;
|
||||
//
|
||||
BotVoiceChat(bs, bs->teammate, VOICECHAT_ONFOLLOW);
|
||||
//get the team goal time
|
||||
bs->teamgoal_time = FloatTime() + TEAM_ACCOMPANY_TIME;
|
||||
bs->ltgtype = LTG_TEAMACCOMPANY;
|
||||
bs->formation_dist = 3.5 * 32; //3.5 meter
|
||||
BotSetTeamStatus(bs);
|
||||
|
||||
return;
|
||||
}
|
||||
|
||||
/*
|
||||
==================
|
||||
BotTeamGoals
|
||||
|
@ -1557,6 +1616,10 @@ void BotTeamGoals(bot_state_t *bs, int retreat) {
|
|||
BotHarvesterSeekGoals(bs);
|
||||
}
|
||||
#endif
|
||||
//Makro - decide what to do in TP mode
|
||||
else if (gametype == GT_TEAMPLAY) {
|
||||
BotRQ3TPSeekGoals(bs);
|
||||
}
|
||||
}
|
||||
// reset the order time which is used to see if
|
||||
// we decided to refuse an order
|
||||
|
@ -1926,11 +1989,12 @@ BotUpdateInventory
|
|||
==================
|
||||
*/
|
||||
void BotUpdateInventory(bot_state_t *bs) {
|
||||
int oldinventory[MAX_ITEMS];
|
||||
gentity_t *ent = &g_entities[bs->entitynum];
|
||||
int oldinventory[MAX_ITEMS];
|
||||
gentity_t *ent = &g_entities[bs->entitynum];
|
||||
int amt = 0;
|
||||
|
||||
//DEBUG STUFF
|
||||
qboolean showInfo = (trap_Cvar_VariableIntegerValue("bot_RQ3_report") != 0);
|
||||
//qboolean showInfo = (trap_Cvar_VariableIntegerValue("bot_RQ3_report") != 0);
|
||||
|
||||
|
||||
memcpy(oldinventory, bs->inventory, sizeof(oldinventory));
|
||||
|
@ -1959,10 +2023,18 @@ void BotUpdateInventory(bot_state_t *bs) {
|
|||
//bs->inventory[INVENTORY_M3AMMO] = bs->cur_ps.ammo[WP_HANDCANNON];
|
||||
//bs->inventory[INVENTORY_M3AMMO] = bs->cur_ps.ammo[WP_M3];
|
||||
bs->inventory[INVENTORY_M3AMMO] = bs->cur_ps.ammo[WP_M3] + ent->client->numClips[WP_M3];
|
||||
bs->inventory[INVENTORY_HANDCANNONAMMO] = bs->cur_ps.ammo[WP_HANDCANNON] + ent->client->numClips[WP_HANDCANNON];
|
||||
amt = bs->cur_ps.ammo[WP_HANDCANNON] + ent->client->numClips[WP_HANDCANNON];
|
||||
//Makro - hackish, but oh well... bots shouldn't want to use a HC when they only have one shell left
|
||||
if (amt < 2)
|
||||
amt = 0;
|
||||
bs->inventory[INVENTORY_HANDCANNONAMMO] = amt;
|
||||
//Blaze: Same ammo for Pistol and Akimbo Pistols
|
||||
//bs->inventory[INVENTORY_PISTOLAMMO] = bs->cur_ps.ammo[WP_AKIMBO];
|
||||
bs->inventory[INVENTORY_AKIMBOAMMO] = bs->cur_ps.ammo[WP_AKIMBO] + ent->client->numClips[WP_AKIMBO] * RQ3_PISTOL_CLIP;
|
||||
//Makro - same hack for akimbos
|
||||
amt = bs->cur_ps.ammo[WP_AKIMBO] + ent->client->numClips[WP_AKIMBO] * RQ3_PISTOL_CLIP;
|
||||
if (amt < 2)
|
||||
amt = 0;
|
||||
bs->inventory[INVENTORY_AKIMBOAMMO] = amt;
|
||||
bs->inventory[INVENTORY_GRENADEAMMO] = bs->cur_ps.ammo[WP_GRENADE];
|
||||
|
||||
// bs->inventory[INVENTORY_BFGAMMO] = bs->cur_ps.ammo[WP_BFG];
|
||||
|
@ -2013,6 +2085,7 @@ void BotUpdateInventory(bot_state_t *bs) {
|
|||
bs->inventory[INVENTORY_AKIMBOCLIP] = ent->client->numClips[WP_AKIMBO];
|
||||
bs->inventory[INVENTORY_GRENADECLIP] = ent->client->numClips[WP_GRENADE];
|
||||
|
||||
/*
|
||||
if (showInfo) {
|
||||
BotAI_Print(PRT_MESSAGE, "Inventory for %s :\n-----------------\n", ent->client->pers.netname);
|
||||
BotAI_Print(PRT_MESSAGE, "KNIFE : %i / %i\n", bs->inventory[INVENTORY_KNIFE], bs->inventory[INVENTORY_KNIFEAMMO]);
|
||||
|
@ -2025,7 +2098,7 @@ void BotUpdateInventory(bot_state_t *bs) {
|
|||
BotAI_Print(PRT_MESSAGE, "M26 G : %i / %i\n", bs->inventory[INVENTORY_GRENADE], bs->inventory[INVENTORY_GRENADEAMMO]);
|
||||
trap_Cvar_Set("bot_RQ3_report", "0");
|
||||
}
|
||||
|
||||
*/
|
||||
BotCheckItemPickup(bs, oldinventory);
|
||||
}
|
||||
|
||||
|
@ -2266,33 +2339,41 @@ void BotUseInvulnerability(bot_state_t *bs) {
|
|||
}
|
||||
#endif
|
||||
|
||||
/*
|
||||
==================
|
||||
RQ3_Bot_CheckBandage
|
||||
|
||||
Added by Makro
|
||||
==================
|
||||
*/
|
||||
qboolean RQ3_Bot_CheckBandage( bot_state_t *bs ) {
|
||||
qboolean doBandage = qfalse;
|
||||
|
||||
if (bs->inventory[INVENTORY_HEALTH] > 20)
|
||||
doBandage = (random() > (float) bs->inventory[INVENTORY_HEALTH] / 100.0f);
|
||||
else
|
||||
doBandage = qtrue;
|
||||
|
||||
return doBandage;
|
||||
}
|
||||
|
||||
/*
|
||||
==================
|
||||
BotBattleUseItems
|
||||
==================
|
||||
*/
|
||||
void BotBattleUseItems(bot_state_t *bs) {
|
||||
qboolean doBandage = qfalse;
|
||||
//Makro - bot was hit; if very low on health, bandage immediately, otherwise, bandage randomly
|
||||
if ( bs->lastframe_health > bs->inventory[INVENTORY_HEALTH] ) {
|
||||
if (bs->inventory[INVENTORY_HEALTH] <= 20) {
|
||||
doBandage = qtrue;
|
||||
} else {
|
||||
if ( (int) (random() * (float) (bs->inventory[INVENTORY_HEALTH])) == 0) {
|
||||
doBandage = qtrue;
|
||||
}
|
||||
}
|
||||
if (RQ3_Bot_CheckBandage(bs))
|
||||
//Makro - if not bandaging already
|
||||
if (bs->cur_ps.weaponstate != WEAPON_BANDAGING)
|
||||
Cmd_Bandage( &g_entities[bs->entitynum] );
|
||||
/*
|
||||
if (bot_developer.integer == 2) {
|
||||
G_Printf(va("^5BOT CODE: ^7Bandaging with %i health\n", bs->inventory[INVENTORY_HEALTH]));
|
||||
}
|
||||
if (doBandage) {
|
||||
//Makro - if not bandaging already
|
||||
if (bs->cur_ps.weaponstate != WEAPON_BANDAGING) {
|
||||
Cmd_Bandage( &g_entities[bs->entitynum] );
|
||||
}
|
||||
/*
|
||||
if (bot_developer.integer == 2) {
|
||||
G_Printf(va("^5BOT CODE: ^7Bandaging with %i health\n", bs->inventory[INVENTORY_HEALTH]));
|
||||
}
|
||||
*/
|
||||
*/
|
||||
}
|
||||
|
||||
if (bs->inventory[INVENTORY_HEALTH] < 40) {
|
||||
|
@ -5143,7 +5224,7 @@ void BotCheckConsoleMessages(bot_state_t *bs) {
|
|||
radio = BotCheckRadioMessage(bs, m.message, handle);
|
||||
if ( radio ) {
|
||||
//The bot needs at least two seconds to reply
|
||||
if ( FloatTime() > (m.time + 2 + random()) ) {
|
||||
if ( FloatTime() > (m.time + 2 + random() * 2) ) {
|
||||
BotReplyToRadioMessage(bs, m.message, handle);
|
||||
//remove the console message
|
||||
trap_BotRemoveConsoleMessage(bs->cs, handle);
|
||||
|
|
Loading…
Reference in a new issue