//----------------------------------------------------------------------------- // // $Id$ // //----------------------------------------------------------------------------- // // $Log$ // Revision 1.56 2005/02/15 16:33:39 makro // Tons of updates (entity tree attachment system, UI vectors) // // Revision 1.55 2003/03/09 21:30:38 jbravo // Adding unlagged. Still needs work. // // Revision 1.54 2003/02/27 07:33:58 jbravo // Bots stfy about flags. Its cases. Teamname fixes. TP style TP fixes. // // Revision 1.53 2003/01/08 04:46:26 jbravo // Wrote a new hackish model replacement system // // Revision 1.52 2002/11/17 20:14:15 jbravo // Itembanning added // // Revision 1.51 2002/09/29 16:06:44 jbravo // Work done at the HPWorld expo // // Revision 1.50 2002/07/22 06:34:46 niceass // cleaned up the powerup code // // Revision 1.49 2002/07/02 20:22:35 jbravo // Changed the files to use the right ui. // // Revision 1.48 2002/07/01 19:55:50 makro // Reorganized things a little // // Revision 1.47 2002/07/01 19:20:46 makro // Bots now use semi-auto when firing the mk23 from long range // // Revision 1.46 2002/06/16 20:06:13 jbravo // Reindented all the source files with "indent -kr -ut -i8 -l120 -lc120 -sob -bad -bap" // // Revision 1.45 2002/06/16 17:37:59 jbravo // Removed the MISSIONPACK ifdefs and missionpack only code. // // Revision 1.44 2002/06/15 15:02:05 makro // Recoded AI for weapon mode switching. Bots can now zoom with the sg // // Revision 1.43 2002/06/11 14:03:04 makro // Forgot (), heh // // Revision 1.42 2002/06/11 13:42:54 makro // Added a time limit for changing weapon modes for bots // // Revision 1.41 2002/06/06 20:04:10 makro // Checking teams // // Revision 1.40 2002/06/01 13:37:02 makro // Tweaked bandaging code // // Revision 1.39 2002/05/31 18:17:10 makro // Bot stuff. Added a server command that prints a line to a client // and everyone who is spectating him // // Revision 1.38 2002/05/30 21:18:28 makro // Bots should reload/bandage when roaming around // Added "pathtarget" key to all the entities // // Revision 1.37 2002/05/27 06:47:22 niceass // removed some kamakazi stuff // // Revision 1.36 2002/05/23 18:37:50 makro // Bots should crouch more often when they attack with a SSG // Made this depend on skill. Also, elevator stuff // // Revision 1.35 2002/05/19 15:43:51 makro // Bots now know about weapon modes. Just for grenades so far. // // Revision 1.34 2002/05/18 14:52:16 makro // Bot stuff. Other stuff. Just... stuff :p // // Revision 1.33 2002/05/11 19:18:20 makro // Sand surfaceparm // // Revision 1.32 2002/05/11 14:22:06 makro // Func_statics now reset at the beginning of each round // // Revision 1.31 2002/05/11 12:45:25 makro // Spectators can go through breakables and doors with // a targetname or health. Bots should crouch more/jump less // often when attacking at long range // // Revision 1.30 2002/05/10 13:21:53 makro // Mainly bot stuff. Also fixed a couple of crash bugs // // Revision 1.29 2002/05/05 15:18:02 makro // Fixed some crash bugs. Bot stuff. Triggerable func_statics. // Made flags only spawn in CTF mode // // Revision 1.28 2002/05/04 16:13:04 makro // Bots // // Revision 1.27 2002/05/04 01:21:47 makro // Crash bug :/ // // Revision 1.26 2002/05/04 01:03:42 makro // Bots // // Revision 1.25 2002/05/03 18:09:19 makro // Bot stuff. Jump kicks // // Revision 1.24 2002/05/02 23:05:25 makro // Loading screen. Jump kicks. Bot stuff // // Revision 1.23 2002/05/02 12:44:58 makro // Customizable color for the loading screen text. Bot stuff // // 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 on the ground is better than theirs // // Revision 1.20 2002/04/30 12:14:53 makro // Fixed a small warning // // Revision 1.19 2002/04/30 11:54:37 makro // Bots rule ! Also, added clips to give all. Maybe some other things // // Revision 1.18 2002/04/20 15:03:47 makro // More footstep sounds, a few other things // // Revision 1.17 2002/04/06 21:42:19 makro // Changes to bot code. New surfaceparm system. // // Revision 1.16 2002/04/05 18:52:26 makro // Cleaned things up a bit // // Revision 1.15 2002/04/04 18:06:44 makro // Improved door code. Bots reply to radio treport from teammates. // Improved reloading code. // // Revision 1.14 2002/04/03 17:46:14 makro // Fixed one more thing // // Revision 1.13 2002/04/03 17:39:36 makro // Made bots handle incoming radio spam better // // Revision 1.12 2002/04/03 16:33:20 makro // Bots now respond to radio commands // // Revision 1.11 2002/04/01 12:45:54 makro // Changed some weapon names // // Revision 1.9 2002/03/31 19:16:56 makro // Bandaging, reloading, opening rotating doors (still needs a lot of work), // shooting breakables // // Revision 1.8 2002/03/18 12:25:10 jbravo // Live players dont get fraglines, except their own. Cleanups and some // hacks to get bots to stop using knives only. // // Revision 1.7 2002/01/11 20:20:58 jbravo // Adding TP to main branch // // Revision 1.6 2002/01/11 19:48:29 jbravo // Formatted the source in non DOS format. // // Revision 1.5 2001/12/31 16:28:41 jbravo // I made a Booboo with the Log tag. // // //----------------------------------------------------------------------------- // Copyright (C) 1999-2000 Id Software, Inc. // /***************************************************************************** * name: ai_dmq3.c * * desc: Quake3 bot AI * * $Archive: /MissionPack/code/game/ai_dmq3.c $ * $Author$ * $Revision$ * $Modtime: 11/28/00 9:12a $ * $Date$ * *****************************************************************************/ // JBravo: Here be dragons. ioquake3's ai_dmq3.c rev 2116 meight have something for us. #include "g_local.h" #include "../botlib/botlib.h" #include "../botlib/be_aas.h" #include "../botlib/be_ea.h" #include "../botlib/be_ai_char.h" #include "../botlib/be_ai_chat.h" #include "../botlib/be_ai_gen.h" #include "../botlib/be_ai_goal.h" #include "../botlib/be_ai_move.h" #include "../botlib/be_ai_weap.h" // #include "ai_main.h" #include "ai_dmq3.h" #include "ai_chat.h" #include "ai_cmd.h" #include "ai_dmnet.h" #include "ai_team.h" // #include "chars.h" //characteristics #include "inv.h" //indexes into the inventory #include "syn.h" //synonyms #include "match.h" //string matching types and vars // for the voice chats //Blaze: was there a extra ../ here? #include "../ui/menudef.h" //Makro - to get rid of the warnings void Cmd_Bandage(gentity_t * ent); void G_Say(gentity_t * ent, gentity_t * target, int mode, const char *chatText); gentity_t *SelectRandomDeathmatchSpawnPoint(void); void Cmd_New_Weapon(gentity_t * ent); // from aasfile.h #define AREACONTENTS_MOVER 1024 #define AREACONTENTS_MODELNUMSHIFT 24 #define AREACONTENTS_MAXMODELNUM 0xFF #define AREACONTENTS_MODELNUM (AREACONTENTS_MAXMODELNUM << AREACONTENTS_MODELNUMSHIFT) #define IDEAL_ATTACKDIST 140 #define MAX_WAYPOINTS 128 // bot_waypoint_t botai_waypoints[MAX_WAYPOINTS]; bot_waypoint_t *botai_freewaypoints; //NOTE: not using a cvars which can be updated because the game should be reloaded anyway int gametype; //game type int maxclients; //maximum number of clients vmCvar_t bot_grapple; vmCvar_t bot_rocketjump; vmCvar_t bot_fastchat; vmCvar_t bot_nochat; vmCvar_t bot_testrchat; vmCvar_t bot_challenge; vmCvar_t bot_predictobstacles; vmCvar_t g_spSkill; extern vmCvar_t bot_developer; vec3_t lastteleport_origin; //last teleport event origin float lastteleport_time; //last teleport event time int max_bspmodelindex; //maximum BSP model index //CTF flag goals bot_goal_t ctf_redflag; bot_goal_t ctf_blueflag; #define MAX_ALTROUTEGOALS 32 int altroutegoals_setup; aas_altroutegoal_t red_altroutegoals[MAX_ALTROUTEGOALS]; int red_numaltroutegoals; aas_altroutegoal_t blue_altroutegoals[MAX_ALTROUTEGOALS]; int blue_numaltroutegoals; //Makro - the vector located on the line from src to dest dist units away void VectorTargetDist(vec3_t src, vec3_t dest, int dist, vec3_t final) { VectorSubtract(src, dest, final); VectorNormalize(final); VectorMA(src, dist, final, final); //VectorScale(final, dist, final); //VectorAdd(final, src, final); } /* ================== RQ3_Bot_ClipsForWeapon Added by Makro ================== */ int RQ3_Bot_ClipsForWeapon(bot_state_t * bs, int weapon) { switch (weapon) { case WP_PISTOL: return bs->inventory[INVENTORY_PISTOLCLIP]; break; case WP_AKIMBO: return bs->inventory[INVENTORY_AKIMBOCLIP]; break; case WP_M3: return bs->inventory[INVENTORY_M3CLIP]; break; case WP_HANDCANNON: return bs->inventory[INVENTORY_HANDCANNONCLIP]; break; case WP_MP5: return bs->inventory[INVENTORY_MP5CLIP]; break; case WP_M4: return bs->inventory[INVENTORY_M4CLIP]; break; case WP_SSG3000: return bs->inventory[INVENTORY_SSG3000CLIP]; break; default: return 0; break; } } /* ================== RQ3_Bot_CanReload Added by Makro ================== */ qboolean RQ3_Bot_CanReload(bot_state_t * bs, int weapon) { int clips = RQ3_Bot_ClipsForWeapon(bs, weapon); //If no clips or not a valid weapon if (!clips || !(bs->cur_ps.stats[STAT_WEAPONS] & (1 << weapon))) return qfalse; if (weapon == WP_AKIMBO || weapon == WP_HANDCANNON) return (clips >= 2); else return qtrue; } /* ================== BotAttack Added by Makro ================== */ void BotAttack(bot_state_t * bs) { //Makro - if the weapon isn't ready, stop if (bs->cur_ps.weaponstate != WEAPON_READY) { return; } //If the gun is empty if ((bs->cur_ps.ammo[bs->cur_ps.weapon]) == 0) { //If the bot has extra ammo if (RQ3_Bot_CanReload(bs, bs->cur_ps.weapon) >= 1) { //Cmd_Reload( &g_entities[bs->entitynum] ); trap_EA_Action(bs->client, ACTION_AFFIRMATIVE); #ifdef DEBUG BotAI_Print(PRT_MESSAGE, "empty weapon (%i), reloading\n", bs->cur_ps.weapon); #endif //DEBUG } } else { //Gun is not empty //trap_EA_Attack(bs->client); trap_EA_Action(bs->client, ACTION_ATTACK); } } /* ================== BotMoveTo Added by Makro ================== */ bot_moveresult_t BotMoveTo(bot_state_t * bs, vec3_t dest) { bot_goal_t goal; bot_moveresult_t moveresult; //create goal goal.entitynum = 0; VectorCopy(dest, goal.origin); VectorSet(goal.mins, -8, -8, -8); VectorSet(goal.maxs, 8, 8, 8); //VectorAdd(goal.mins, goal.origin, goal.mins); //VectorAdd(goal.maxs, goal.origin, goal.maxs); goal.areanum = trap_AAS_PointAreaNum(goal.origin); //initialize the movement state BotSetupForMovement(bs); //trap_BotMoveInDirection(bs->ms, dir, dist, MOVE_RUN); //trap_BotPushGoal(bs->gs, &goal); //move towards the goal trap_BotMoveToGoal(&moveresult, bs->ms, &goal, bs->tfl); //if movement failed if (moveresult.failure) { //G_Printf("BotMoveTo: moveresult.failure = 1\n"); //G_Printf("BotMoveTo: moveresult.blocked = %i\n", moveresult.blocked); //G_Printf("BotMoveTo: moveresult.type = %i\n", moveresult.type); //reset the avoid reach, otherwise bot is stuck in current area trap_BotResetAvoidReach(bs->ms); if (bs->activatestack != NULL) bs->activatestack->time = 0; } //G_Printf("BotMoveTo: moveresult.flags = %i\n", moveresult.flags); return moveresult; } /* ================== BotMoveTowardsEnt Added by Makro ================== */ void BotMoveTowardsEnt(bot_state_t * bs, vec3_t dest, int dist) { vec3_t dir; /* VectorTargetDist(bs->origin, dest, dist, dir); //dir[2] = bs->origin[2]; BotMoveTo(bs, dir); */ VectorSubtract(dest, bs->origin, dir); VectorNormalize(dir); BotSetupForMovement(bs); trap_BotMoveInDirection(bs->ms, dir, 400, MOVE_WALK); } /* ================== RQ3_Bot_GetWeaponMode Added by Makro ================== */ int RQ3_Bot_GetWeaponMode(bot_state_t * bs, int weapon) { switch (weapon) { case WP_GRENADE: { //long range if ((bs->cur_ps.persistant[PERS_WEAPONMODES] & RQ3_GRENMED) == RQ3_GRENMED && (bs->cur_ps.persistant[PERS_WEAPONMODES] & RQ3_GRENSHORT) == RQ3_GRENSHORT) { return 2; //medium range } else if ((bs->cur_ps.persistant[PERS_WEAPONMODES] & RQ3_GRENMED) == RQ3_GRENMED) { return 1; //short range } else { return 0; } } case WP_SSG3000: { //6x if ((bs->cur_ps.stats[STAT_RQ3] & RQ3_ZOOM_MED) == RQ3_ZOOM_MED && (bs->cur_ps.stats[STAT_RQ3] & RQ3_ZOOM_LOW) == RQ3_ZOOM_LOW) { return 3; //4x } else if ((bs->cur_ps.stats[STAT_RQ3] & RQ3_ZOOM_MED) == RQ3_ZOOM_MED) { return 2; //2x } else if ((bs->cur_ps.stats[STAT_RQ3] & RQ3_ZOOM_LOW) == RQ3_ZOOM_LOW) { return 1; //unzoomed } else { return 0; } } case WP_KNIFE: { if ((bs->cur_ps.persistant[PERS_WEAPONMODES] & RQ3_KNIFEMODE) == RQ3_KNIFEMODE) { //slashing return 0; } else { //throwing return 1; } } case WP_PISTOL: { if ((bs->cur_ps.persistant[PERS_WEAPONMODES] & RQ3_MK23MODE) == RQ3_MK23MODE) { //3rb return 1; } else { //full auto return 0; } } case WP_MP5: { if ((bs->cur_ps.persistant[PERS_WEAPONMODES] & RQ3_MP5MODE) == RQ3_MP5MODE) { //3rb return 1; } else { //normal return 0; } } case WP_M4: { if ((bs->cur_ps.persistant[PERS_WEAPONMODES] & RQ3_M4MODE) == RQ3_M4MODE) { //3rb return 1; } else { //normal return 0; } } default: return 0; } } /* ================== RQ3_Bot_SetWeaponMode Added by Makro ================== */ void RQ3_Bot_SetWeaponMode(bot_state_t * bs, int weapon, int mode) { //int i, modeCount, oldMode, press; float reactionTime = trap_Characteristic_BFloat(bs->character, CHARACTERISTIC_REACTIONTIME, 0, 1); //invalid weapon if (weapon <= WP_NONE || weapon >= WP_NUM_WEAPONS) return; /* Makro - old code //not holding the right weapon if (weapon != bs->cur_ps.weapon) return; */ //too soon ? //TODO: array with weapon mode change times for individual weapons ? if (FloatTime() < bs->weaponModeChange_time + 2 - reactionTime) return; /* Old code switch (bs->cur_ps.weapon) { case WP_PISTOL: case WP_KNIFE: modeCount = 2; break; case WP_MP5: case WP_M4: case WP_GRENADE: modeCount = 3; break; case WP_SSG3000: modeCount = 4; break; default: modeCount = 1; break; } //no modes available if (modeCount <= 1) return; mode = mode % modeCount; oldMode = RQ3_Bot_GetWeaponMode(bs, weapon) % modeCount; press = mode - oldMode; if (press < 0) press += modeCount; //use the weapon command "press" times for (i = 0; i < press; i++) { //changed it to use Slicer's new command //Cmd_Weapon( &g_entities[bs->entitynum] ); Cmd_New_Weapon( &g_entities[bs->entitynum] ); } */ //new code bs->weapMode[weapon] = mode; bs->weaponModeChange_time = FloatTime(); } /* ================== RQ3_Bot_GetWeaponInfo Added by Makro ================== */ //TODO: - set spreads here depending on what the player is doing - crouching, running etc. ? qboolean RQ3_Bot_GetWeaponInfo(bot_state_t * bs, int weaponstate, int weapon, void *weaponinfo) { //if the weapon is not valid if (weapon <= WP_NONE || weapon >= WP_NUM_WEAPONS) { #ifdef DEBUG BotAI_Print(PRT_MESSAGE, "Bot_GetWeaponInfo: weapon number out of range (%i)\n", weapon); #else //DEBUG if (trap_Cvar_VariableIntegerValue("developer")) { BotAI_Print(PRT_ERROR, "Bot_GetWeaponInfo: weapon number out of range (%i)\n", weapon); } return qfalse; #endif } else { weaponinfo_t *wi; int weaponMode = 0; trap_BotGetWeaponInfo(weaponstate, weapon, weaponinfo); wi = (weaponinfo_t *) weaponinfo; if (!wi) return qfalse; if (!wi->valid) return qfalse; weaponMode = RQ3_Bot_GetWeaponMode(bs, wi->number); if (wi->number == WP_GRENADE) { //long range if (weaponMode == 2) { wi->speed = GRENADE_LONG_SPEED; //medium range } else if (weaponMode == 1) { wi->speed = GRENADE_MEDIUM_SPEED; //short range } else { wi->speed = GRENADE_SHORT_SPEED; } } } return qtrue; } /* ================== BotSetUserInfo ================== */ void BotSetUserInfo(bot_state_t * bs, char *key, char *value) { char userinfo[MAX_INFO_STRING]; trap_GetUserinfo(bs->client, userinfo, sizeof(userinfo)); Info_SetValueForKey(userinfo, key, value); trap_SetUserinfo(bs->client, userinfo); ClientUserinfoChanged(bs->client); } /* ================== BotGetUserInfoKey Added by Makro ================== */ char *BotGetUserInfoKey(bot_state_t * bs, char *key) { char userinfo[MAX_INFO_STRING]; trap_GetUserinfo(bs->client, userinfo, sizeof(userinfo)); return Info_ValueForKey(userinfo, key); } /* ================== BotCTFCarryingFlag ================== */ int BotCTFCarryingFlag(bot_state_t * bs) { if (gametype != GT_CTF) return CTF_FLAG_NONE; if (bs->inventory[INVENTORY_REDFLAG] > 0) return CTF_FLAG_RED; else if (bs->inventory[INVENTORY_BLUEFLAG] > 0) return CTF_FLAG_BLUE; return CTF_FLAG_NONE; } /* ================== BotTeam ================== */ int BotTeam(bot_state_t * bs) { if (bs->client < 0 || bs->client >= MAX_CLIENTS) { return qfalse; } if (level.clients[bs->client].sess.sessionTeam == TEAM_RED) { return TEAM_RED; } else if (level.clients[bs->client].sess.sessionTeam == TEAM_BLUE) { return TEAM_BLUE; } return TEAM_FREE; } /* ================== BotOppositeTeam ================== */ int BotOppositeTeam(bot_state_t * bs) { switch (BotTeam(bs)) { case TEAM_RED: return TEAM_BLUE; case TEAM_BLUE: return TEAM_RED; default: return TEAM_FREE; } } /* ================== BotEnemyFlag ================== */ bot_goal_t *BotEnemyFlag(bot_state_t * bs) { if (BotTeam(bs) == TEAM_RED) { return &ctf_blueflag; } else { return &ctf_redflag; } } /* ================== BotTeamFlag ================== */ bot_goal_t *BotTeamFlag(bot_state_t * bs) { if (BotTeam(bs) == TEAM_RED) { return &ctf_redflag; } else { return &ctf_blueflag; } } /* ================== EntityIsDead ================== */ qboolean EntityIsDead(aas_entityinfo_t * entinfo) { playerState_t ps; if (entinfo->number >= 0 && entinfo->number < MAX_CLIENTS) { //retrieve the current client state BotAI_GetClientState(entinfo->number, &ps); //Makro - added health check if (ps.pm_type != PM_NORMAL || ps.stats[STAT_HEALTH] <= 0) return qtrue; } return qfalse; } /* ================== EntityCarriesFlag ================== */ qboolean EntityCarriesFlag(aas_entityinfo_t * entinfo) { if (entinfo->powerups & (1 << PW_REDFLAG)) return qtrue; if (entinfo->powerups & (1 << PW_BLUEFLAG)) return qtrue; return qfalse; } /* ================== EntityIsInvisible ================== */ qboolean EntityIsInvisible(aas_entityinfo_t * entinfo) { // the flag is always visible if (EntityCarriesFlag(entinfo)) { return qfalse; } return qfalse; } /* ================== EntityIsShooting ================== */ qboolean EntityIsShooting(aas_entityinfo_t * entinfo) { if (entinfo->flags & EF_FIRING) { return qtrue; } return qfalse; } /* ================== EntityIsChatting ================== */ qboolean EntityIsChatting(aas_entityinfo_t * entinfo) { if (entinfo->flags & EF_TALK) { return qtrue; } return qfalse; } /* ================== EntityHasQuad ================== */ qboolean EntityHasQuad(aas_entityinfo_t * entinfo) { return qfalse; } /* ================== BotRememberLastOrderedTask ================== */ void BotRememberLastOrderedTask(bot_state_t * bs) { if (!bs->ordered) { return; } bs->lastgoal_decisionmaker = bs->decisionmaker; bs->lastgoal_ltgtype = bs->ltgtype; memcpy(&bs->lastgoal_teamgoal, &bs->teamgoal, sizeof(bot_goal_t)); bs->lastgoal_teammate = bs->teammate; } /* ================== BotSetTeamStatus ================== */ void BotSetTeamStatus(bot_state_t * bs) { } /* ================== BotSetLastOrderedTask ================== */ int BotSetLastOrderedTask(bot_state_t * bs) { if (gametype == GT_CTF) { // don't go back to returning the flag if it's at the base if (bs->lastgoal_ltgtype == LTG_RETURNFLAG) { if (BotTeam(bs) == TEAM_RED) { if (bs->redflagstatus == 0) { bs->lastgoal_ltgtype = 0; } } else { if (bs->blueflagstatus == 0) { bs->lastgoal_ltgtype = 0; } } } } if (bs->lastgoal_ltgtype) { bs->decisionmaker = bs->lastgoal_decisionmaker; bs->ordered = qtrue; bs->ltgtype = bs->lastgoal_ltgtype; memcpy(&bs->teamgoal, &bs->lastgoal_teamgoal, sizeof(bot_goal_t)); bs->teammate = bs->lastgoal_teammate; bs->teamgoal_time = FloatTime() + 300; BotSetTeamStatus(bs); // if (gametype == GT_CTF) { if (bs->ltgtype == LTG_GETFLAG) { bot_goal_t *tb, *eb; int tt, et; tb = BotTeamFlag(bs); eb = BotEnemyFlag(bs); tt = trap_AAS_AreaTravelTimeToGoalArea(bs->areanum, bs->origin, tb->areanum, TFL_DEFAULT); et = trap_AAS_AreaTravelTimeToGoalArea(bs->areanum, bs->origin, eb->areanum, TFL_DEFAULT); // if the travel time towards the enemy base is larger than towards our base if (et > tt) { //get an alternative route goal towards the enemy base BotGetAlternateRouteGoal(bs, BotOppositeTeam(bs)); } } } return qtrue; } return qfalse; } /* ================== BotRefuseOrder ================== */ void BotRefuseOrder(bot_state_t * bs) { if (!bs->ordered) return; // if the bot was ordered to do something if (bs->order_time && bs->order_time > FloatTime() - 10) { trap_EA_Action(bs->client, ACTION_NEGATIVE); BotVoiceChat(bs, bs->decisionmaker, VOICECHAT_NO); bs->order_time = 0; } } /* ================== BotCTFSeekGoals ================== */ void BotCTFSeekGoals(bot_state_t * bs) { float rnd, l1, l2; int flagstatus, c; vec3_t dir; aas_entityinfo_t entinfo; //when carrying a flag in ctf the bot should rush to the base if (BotCTFCarryingFlag(bs)) { //if not already rushing to the base if (bs->ltgtype != LTG_RUSHBASE) { BotRefuseOrder(bs); bs->ltgtype = LTG_RUSHBASE; bs->teamgoal_time = FloatTime() + CTF_RUSHBASE_TIME; bs->rushbaseaway_time = 0; bs->decisionmaker = bs->client; bs->ordered = qfalse; // switch (BotTeam(bs)) { case TEAM_RED: VectorSubtract(bs->origin, ctf_blueflag.origin, dir); break; case TEAM_BLUE: VectorSubtract(bs->origin, ctf_redflag.origin, dir); break; default: VectorSet(dir, 999, 999, 999); break; } // if the bot picked up the flag very close to the enemy base if (VectorLength(dir) < 128) { // get an alternative route goal through the enemy base BotGetAlternateRouteGoal(bs, BotOppositeTeam(bs)); } else { // don't use any alt route goal, just get the hell out of the base bs->altroutegoal.areanum = 0; } BotSetUserInfo(bs, "teamtask", va("%d", TEAMTASK_OFFENSE)); BotVoiceChat(bs, -1, VOICECHAT_IHAVEFLAG); } else if (bs->rushbaseaway_time > FloatTime()) { if (BotTeam(bs) == TEAM_RED) flagstatus = bs->redflagstatus; else flagstatus = bs->blueflagstatus; //if the flag is back if (flagstatus == 0) { bs->rushbaseaway_time = 0; } } return; } // if the bot decided to follow someone if (bs->ltgtype == LTG_TEAMACCOMPANY && !bs->ordered) { // if the team mate being accompanied no longer carries the flag BotEntityInfo(bs->teammate, &entinfo); if (!EntityCarriesFlag(&entinfo)) { bs->ltgtype = 0; } } // if (BotTeam(bs) == TEAM_RED) flagstatus = bs->redflagstatus * 2 + bs->blueflagstatus; else flagstatus = bs->blueflagstatus * 2 + bs->redflagstatus; //if our team has the enemy flag and our flag is at the base if (flagstatus == 1) { // if (bs->owndecision_time < FloatTime()) { //if Not defending the base already if (!(bs->ltgtype == LTG_DEFENDKEYAREA && (bs->teamgoal.number == ctf_redflag.number || bs->teamgoal.number == ctf_blueflag.number))) { //if there is avisible team mate flag carrier c = BotTeamFlagCarrierVisible(bs); if (c >= 0 && // and not already following the team mate flag carrier (bs->ltgtype != LTG_TEAMACCOMPANY || bs->teammate != c)) { // BotRefuseOrder(bs); //follow the flag carrier bs->decisionmaker = bs->client; bs->ordered = qfalse; //the team mate bs->teammate = c; //last time the team mate was visible bs->teammatevisible_time = FloatTime(); //no message bs->teammessage_time = 0; //no arrive message bs->arrive_time = 1; // 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); bs->owndecision_time = FloatTime() + 5; } } } return; } //if the enemy has our flag else if (flagstatus == 2) { // if (bs->owndecision_time < FloatTime()) { //if enemy flag carrier is visible c = BotEnemyFlagCarrierVisible(bs); if (c >= 0) { //FIXME: fight enemy flag carrier } //if not already doing something important if (bs->ltgtype != LTG_GETFLAG && bs->ltgtype != LTG_RETURNFLAG && bs->ltgtype != LTG_TEAMHELP && bs->ltgtype != LTG_TEAMACCOMPANY && bs->ltgtype != LTG_CAMPORDER && bs->ltgtype != LTG_PATROL && bs->ltgtype != LTG_GETITEM) { BotRefuseOrder(bs); bs->decisionmaker = bs->client; bs->ordered = qfalse; // if (random() < 0.5) { //go for the enemy flag bs->ltgtype = LTG_GETFLAG; } else { bs->ltgtype = LTG_RETURNFLAG; } //no team message bs->teammessage_time = 0; //set the time the bot will stop getting the flag bs->teamgoal_time = FloatTime() + CTF_GETFLAG_TIME; //get an alternative route goal towards the enemy base BotGetAlternateRouteGoal(bs, BotOppositeTeam(bs)); // BotSetTeamStatus(bs); bs->owndecision_time = FloatTime() + 5; } } return; } //if both flags Not at their bases else if (flagstatus == 3) { // if (bs->owndecision_time < FloatTime()) { // if not trying to return the flag and not following the team flag carrier if (bs->ltgtype != LTG_RETURNFLAG && bs->ltgtype != LTG_TEAMACCOMPANY) { // c = BotTeamFlagCarrierVisible(bs); // if there is a visible team mate flag carrier if (c >= 0) { BotRefuseOrder(bs); //follow the flag carrier bs->decisionmaker = bs->client; bs->ordered = qfalse; //the team mate bs->teammate = c; //last time the team mate was visible bs->teammatevisible_time = FloatTime(); //no message bs->teammessage_time = 0; //no arrive message bs->arrive_time = 1; // 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); bs->owndecision_time = FloatTime() + 5; } else { BotRefuseOrder(bs); bs->decisionmaker = bs->client; bs->ordered = qfalse; //get the enemy flag bs->teammessage_time = FloatTime() + 2 * random(); //get the flag bs->ltgtype = LTG_RETURNFLAG; //set the time the bot will stop getting the flag bs->teamgoal_time = FloatTime() + CTF_RETURNFLAG_TIME; //get an alternative route goal towards the enemy base BotGetAlternateRouteGoal(bs, BotOppositeTeam(bs)); // BotSetTeamStatus(bs); bs->owndecision_time = FloatTime() + 5; } } } return; } // don't just do something wait for the bot team leader to give orders if (BotTeamLeader(bs)) { return; } // if the bot is ordered to do something if (bs->lastgoal_ltgtype) { bs->teamgoal_time += 60; } // if the bot decided to do something on it's own and has a last ordered goal if (!bs->ordered && bs->lastgoal_ltgtype) { bs->ltgtype = 0; } //if already a CTF or team goal if (bs->ltgtype == LTG_TEAMHELP || bs->ltgtype == LTG_TEAMACCOMPANY || bs->ltgtype == LTG_DEFENDKEYAREA || bs->ltgtype == LTG_GETFLAG || bs->ltgtype == LTG_RUSHBASE || bs->ltgtype == LTG_RETURNFLAG || bs->ltgtype == LTG_CAMPORDER || bs->ltgtype == LTG_PATROL || bs->ltgtype == LTG_GETITEM || bs->ltgtype == LTG_MAKELOVE_UNDER || bs->ltgtype == LTG_MAKELOVE_ONTOP) { return; } // if (BotSetLastOrderedTask(bs)) return; // if (bs->owndecision_time > FloatTime()) return;; //if the bot is roaming if (bs->ctfroam_time > FloatTime()) return; //if the bot has anough aggression to decide what to do if (BotAggression(bs) < 50) return; //set the time to send a message to the team mates bs->teammessage_time = FloatTime() + 2 * random(); // if (bs->teamtaskpreference & (TEAMTP_ATTACKER | TEAMTP_DEFENDER)) { if (bs->teamtaskpreference & TEAMTP_ATTACKER) { l1 = 0.7f; } else { l1 = 0.2f; } l2 = 0.9f; } else { l1 = 0.4f; l2 = 0.7f; } //get the flag or defend the base rnd = random(); if (rnd < l1 && ctf_redflag.areanum && ctf_blueflag.areanum) { bs->decisionmaker = bs->client; bs->ordered = qfalse; bs->ltgtype = LTG_GETFLAG; //set the time the bot will stop getting the flag bs->teamgoal_time = FloatTime() + CTF_GETFLAG_TIME; //get an alternative route goal towards the enemy base BotGetAlternateRouteGoal(bs, BotOppositeTeam(bs)); BotSetTeamStatus(bs); } else if (rnd < l2 && ctf_redflag.areanum && ctf_blueflag.areanum) { bs->decisionmaker = bs->client; bs->ordered = qfalse; // if (BotTeam(bs) == TEAM_RED) memcpy(&bs->teamgoal, &ctf_redflag, sizeof(bot_goal_t)); else memcpy(&bs->teamgoal, &ctf_blueflag, sizeof(bot_goal_t)); //set the ltg type bs->ltgtype = LTG_DEFENDKEYAREA; //set the time the bot stops defending the base bs->teamgoal_time = FloatTime() + TEAM_DEFENDKEYAREA_TIME; bs->defendaway_time = 0; BotSetTeamStatus(bs); } else { bs->ltgtype = 0; //set the time the bot will stop roaming bs->ctfroam_time = FloatTime() + CTF_ROAM_TIME; BotSetTeamStatus(bs); } bs->owndecision_time = FloatTime() + 5; #ifdef DEBUG BotPrintTeamGoal(bs); #endif //DEBUG } /* ================== BotCTFRetreatGoals ================== */ void BotCTFRetreatGoals(bot_state_t * bs) { //when carrying a flag in ctf the bot should rush to the base if (BotCTFCarryingFlag(bs)) { //if not already rushing to the base if (bs->ltgtype != LTG_RUSHBASE) { BotRefuseOrder(bs); bs->ltgtype = LTG_RUSHBASE; bs->teamgoal_time = FloatTime() + CTF_RUSHBASE_TIME; bs->rushbaseaway_time = 0; bs->decisionmaker = bs->client; bs->ordered = qfalse; BotSetTeamStatus(bs); } } } /* ================== BotRQ3TPSeekGoals Added by Makro ================== */ void BotRQ3TPSeekGoals(bot_state_t * bs) { /* int firstBot = -1, firstHuman = -1, leader = -1, i; static int maxclients; //if the bot already has a goal if (bs->ltgtype || bs->ltg_time < FloatTime()) return; if (!maxclients) maxclients = trap_Cvar_VariableIntegerValue("sv_maxclients"); //find the first human/bot teammates for ( i=0; i < MAX_CLIENTS && i < maxclients; 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 != -1) leader = firstHuman; else if (firstBot != -1) 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; // bs->ctfroam_time = FloatTime() + CTF_ROAM_TIME; 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 ================== */ void BotTeamGoals(bot_state_t * bs, int retreat) { //Makro - unused //bot_goal_t *goal; if (retreat) { if (gametype == GT_CTF) { BotCTFRetreatGoals(bs); } } else { if (gametype == GT_CTF) { //decide what to do in CTF mode BotCTFSeekGoals(bs); } //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 bs->order_time = 0; } /* ================== BotPointAreaNum ================== */ int BotPointAreaNum(vec3_t origin) { int areanum, numareas, areas[10]; vec3_t end; areanum = trap_AAS_PointAreaNum(origin); if (areanum) return areanum; VectorCopy(origin, end); end[2] += 10; numareas = trap_AAS_TraceAreas(origin, end, areas, NULL, 10); if (numareas > 0) return areas[0]; return 0; } /* ================== ClientName ================== */ char *ClientName(int client, char *name, int size) { char buf[MAX_INFO_STRING]; if (client < 0 || client >= MAX_CLIENTS) { BotAI_Print(PRT_ERROR, "ClientName: client out of range\n"); return "[client out of range]"; } trap_GetConfigstring(CS_PLAYERS + client, buf, sizeof(buf)); strncpy(name, Info_ValueForKey(buf, "n"), size - 1); name[size - 1] = '\0'; Q_CleanStr(name); return name; } /* ================== ClientSkin ================== */ char *ClientSkin(int client, char *skin, int size) { char buf[MAX_INFO_STRING]; if (client < 0 || client >= MAX_CLIENTS) { BotAI_Print(PRT_ERROR, "ClientSkin: client out of range\n"); return "[client out of range]"; } trap_GetConfigstring(CS_PLAYERS + client, buf, sizeof(buf)); strncpy(skin, Info_ValueForKey(buf, "model"), size - 1); skin[size - 1] = '\0'; return skin; } /* ================== ClientFromName ================== */ int ClientFromName(char *name) { int i; char buf[MAX_INFO_STRING]; static int maxclients; if (!maxclients) maxclients = trap_Cvar_VariableIntegerValue("sv_maxclients"); for (i = 0; i < maxclients && i < MAX_CLIENTS; i++) { trap_GetConfigstring(CS_PLAYERS + i, buf, sizeof(buf)); Q_CleanStr(buf); if (!Q_stricmp(Info_ValueForKey(buf, "n"), name)) return i; } return -1; } /* ================== ClientOnSameTeamFromName ================== */ int ClientOnSameTeamFromName(bot_state_t * bs, char *name) { int i; char buf[MAX_INFO_STRING]; static int maxclients; if (!maxclients) maxclients = trap_Cvar_VariableIntegerValue("sv_maxclients"); for (i = 0; i < maxclients && i < MAX_CLIENTS; i++) { if (!BotSameTeam(bs, i)) continue; trap_GetConfigstring(CS_PLAYERS + i, buf, sizeof(buf)); Q_CleanStr(buf); if (!Q_stricmp(Info_ValueForKey(buf, "n"), name)) return i; } return -1; } /* ================== stristr ================== */ char *stristr(char *str, char *charset) { int i; while (*str) { for (i = 0; charset[i] && str[i]; i++) { if (toupper(charset[i]) != toupper(str[i])) break; } if (!charset[i]) return str; str++; } return NULL; } /* ================== EasyClientName ================== */ char *EasyClientName(int client, char *buf, int size) { int i; char *str1, *str2, *ptr, c; char name[128] = {0}; ClientName(client, name, sizeof(name)); for (i = 0; name[i]; i++) name[i] &= 127; //remove all spaces for (ptr = strstr(name, " "); ptr; ptr = strstr(name, " ")) { memmove(ptr, ptr + 1, strlen(ptr + 1) + 1); } //check for [x] and ]x[ clan names str1 = strstr(name, "["); str2 = strstr(name, "]"); if (str1 && str2) { if (str2 > str1) memmove(str1, str2 + 1, strlen(str2 + 1) + 1); else memmove(str2, str1 + 1, strlen(str1 + 1) + 1); } //remove Mr prefix if ((name[0] == 'm' || name[0] == 'M') && (name[1] == 'r' || name[1] == 'R')) { memmove(name, name + 2, strlen(name + 2) + 1); } //only allow lower case alphabet characters ptr = name; while (*ptr) { c = *ptr; if ((c >= 'a' && c <= 'z') || (c >= '0' && c <= '9') || c == '_') { ptr++; } else if (c >= 'A' && c <= 'Z') { *ptr += 'a' - 'A'; ptr++; } else { memmove(ptr, ptr + 1, strlen(ptr + 1) + 1); } } strncpy(buf, name, size - 1); buf[size - 1] = '\0'; return buf; } /* ================== BotSynonymContext ================== */ int BotSynonymContext(bot_state_t * bs) { int context; context = CONTEXT_NORMAL | CONTEXT_NEARBYITEM | CONTEXT_NAMES; // if (gametype == GT_CTF) { if (BotTeam(bs) == TEAM_RED) context |= CONTEXT_CTFREDTEAM; else context |= CONTEXT_CTFBLUETEAM; } return context; } /* ==================================== RQ3_Bot_WeaponFitness Added by Makro We have to take into account factors that the trap calls don't seem to ==================================== */ #define Score_M3_1 50 #define Score_M3_2 65 #define Score_M3_3 80 #define Score_HC_1 50 #define Score_HC_2 65 #define Score_HC_3 80 #define PLAYER_SIZE_X 30.0f #define PLAYER_SIZE_Y 49.0f float RQ3_Bot_WeaponFitness(bot_state_t * bs, int weapon) { int dist = sqrt(bs->inventory[ENEMY_HORIZONTAL_DIST] * bs->inventory[ENEMY_HORIZONTAL_DIST] + bs->inventory[ENEMY_HEIGHT] * bs->inventory[ENEMY_HEIGHT]); if (dist <= 0) { dist = 8; } //no ammo if (bs->cur_ps.ammo[weapon] <= 0 && !RQ3_Bot_CanReload(bs, weapon)) return 0; //psx * psy / ((hs * d / 8192) * (vs * d / 8192)) switch (weapon) { case WP_PISTOL: return (float) PLAYER_SIZE_X *PLAYER_SIZE_Y / ((PISTOL_SPREAD * dist / 8192) * (PISTOL_SPREAD * dist / 8192)) * bs->inventory[INVENTORY_PISTOLAMMO] * PISTOL_DAMAGE; case WP_AKIMBO: return (float) PLAYER_SIZE_X *PLAYER_SIZE_Y / ((PISTOL_SPREAD * dist / 8192) * (PISTOL_SPREAD * dist / 8192)) * bs->inventory[INVENTORY_AKIMBOAMMO] * PISTOL_DAMAGE; case WP_M3: return (float) PLAYER_SIZE_X *PLAYER_SIZE_Y / ((DEFAULT_M3_HSPREAD * dist / 8192) * (DEFAULT_M3_VSPREAD * dist / 8192)) * bs->inventory[INVENTORY_M3AMMO] * M3_DAMAGE * 10; case WP_HANDCANNON: return (float) PLAYER_SIZE_X *PLAYER_SIZE_Y / ((DEFAULT_SHOTGUN_HSPREAD * dist / 8192) * (DEFAULT_SHOTGUN_VSPREAD * dist / 8192)) * bs->inventory[INVENTORY_HANDCANNONAMMO] * HANDCANNON_DAMAGE * 10; case WP_M4: return (float) PLAYER_SIZE_X *PLAYER_SIZE_Y / ((M4_SPREAD * dist / 8192) * (M4_SPREAD * dist / 8192)) * bs->inventory[INVENTORY_M4AMMO] * M4_DAMAGE; case WP_MP5: return (float) PLAYER_SIZE_X *PLAYER_SIZE_Y / ((MP5_SPREAD * dist / 8192) * (MP5_SPREAD * dist / 8192)) * bs->inventory[INVENTORY_MP5AMMO] * MP5_DAMAGE; case WP_SSG3000: return (float) PLAYER_SIZE_X *PLAYER_SIZE_Y / ((SNIPER_SPREAD * dist / 8192) * (SNIPER_SPREAD * dist / 8192)) * bs->inventory[INVENTORY_SSG3000AMMO] * SNIPER_DAMAGE; case WP_KNIFE: return 0.1f; case WP_GRENADE: return 1.0f; default: return 0; } } /* ====================== RQ3_Bot_ChooseBestFightWeapon Added by Makro ====================== */ int RQ3_Bot_ChooseBestFightWeapon(bot_state_t * bs) { /* int i; for (i=WP_NONE+1; icur_ps.stats[STAT_WEAPONS] & (1 << i)) == (1 << i)) { BotAI_Print(PRT_MESSAGE, "Weapon %i: %f\n", i, RQ3_Bot_WeaponFitness(bs, i)); } } */ return trap_BotChooseBestFightWeapon(bs->ws, bs->inventory); } /* ================== RQ3_Bot_ChooseWeaponMode Added by Makro ================== */ void RQ3_Bot_ChooseWeaponMode(bot_state_t * bs) { //distance from the enemy int dist; if (bs->enemy != -1) { dist = sqrt(bs->inventory[ENEMY_HORIZONTAL_DIST] * bs->inventory[ENEMY_HORIZONTAL_DIST] + bs->inventory[ENEMY_HEIGHT] * bs->inventory[ENEMY_HEIGHT]); } else { dist = 8; } if (dist <= 0) { dist = 8; } if (bs->weaponnum == WP_GRENADE) { //long range if (dist > 800) { RQ3_Bot_SetWeaponMode(bs, WP_GRENADE, 2); //medium range } else if (dist > 400) { RQ3_Bot_SetWeaponMode(bs, WP_GRENADE, 1); //short range } else { RQ3_Bot_SetWeaponMode(bs, WP_GRENADE, 0); } } else if (bs->weaponnum == WP_SSG3000) { //2x if (bs->enemy != -1 && dist > 600) { RQ3_Bot_SetWeaponMode(bs, WP_SSG3000, 1); //unzoomed } else { RQ3_Bot_SetWeaponMode(bs, WP_SSG3000, 0); } } else if (bs->weaponnum == WP_PISTOL) { if (dist > 800) { //semi-auto RQ3_Bot_SetWeaponMode(bs, WP_PISTOL, 1); } else { //full auto RQ3_Bot_SetWeaponMode(bs, WP_PISTOL, 0); } } } /* ================== BotChooseWeapon ================== */ void BotChooseWeapon(bot_state_t * bs) { int newweaponnum; //Makro - don't change weapons while bandaging if (bs->cur_ps.weaponstate == WEAPON_BANDAGING) { return; } // JBravo: Force the bot to use a pistol when he decides to go for a case. if (bs->ltgtype == LTG_GETFLAG) { bs->weaponnum = WP_PISTOL; RQ3_Bot_ChooseWeaponMode(bs); } else if (bs->cur_ps.weaponstate == WEAPON_RAISING || bs->cur_ps.weaponstate == WEAPON_DROPPING) { trap_EA_SelectWeapon(bs->client, bs->weaponnum); //Makro - choose weapon mode RQ3_Bot_ChooseWeaponMode(bs); } else { //Makro - new function //newweaponnum = trap_BotChooseBestFightWeapon(bs->ws, bs->inventory); newweaponnum = RQ3_Bot_ChooseBestFightWeapon(bs); if (bs->weaponnum != newweaponnum) bs->weaponchange_time = FloatTime(); // JBravo: test hack // Makro - test unhack :P bs->weaponnum = newweaponnum; //bs->weaponnum = WP_PISTOL; //BotAI_Print(PRT_MESSAGE, "bs->weaponnum = %d\n", bs->weaponnum); trap_EA_SelectWeapon(bs->client, bs->weaponnum); //Makro - choose weapon mode RQ3_Bot_ChooseWeaponMode(bs); } } /* ================== BotSetupForMovement ================== */ void BotSetupForMovement(bot_state_t * bs) { bot_initmove_t initmove; memset(&initmove, 0, sizeof(bot_initmove_t)); VectorCopy(bs->cur_ps.origin, initmove.origin); VectorCopy(bs->cur_ps.velocity, initmove.velocity); VectorClear(initmove.viewoffset); initmove.viewoffset[2] += bs->cur_ps.viewheight; initmove.entitynum = bs->entitynum; initmove.client = bs->client; initmove.thinktime = bs->thinktime; //set the onground flag if (bs->cur_ps.groundEntityNum != ENTITYNUM_NONE) initmove.or_moveflags |= MFL_ONGROUND; //set the teleported flag if ((bs->cur_ps.pm_flags & PMF_TIME_KNOCKBACK) && (bs->cur_ps.pm_time > 0)) { initmove.or_moveflags |= MFL_TELEPORTED; } //set the waterjump flag if ((bs->cur_ps.pm_flags & PMF_TIME_WATERJUMP) && (bs->cur_ps.pm_time > 0)) { initmove.or_moveflags |= MFL_WATERJUMP; } //set presence type if (bs->cur_ps.pm_flags & PMF_DUCKED) initmove.presencetype = PRESENCE_CROUCH; else initmove.presencetype = PRESENCE_NORMAL; // if (bs->walker > 0.5) initmove.or_moveflags |= MFL_WALK; // VectorCopy(bs->viewangles, initmove.viewangles); // trap_BotInitMoveState(bs->ms, &initmove); } /* ================== BotCheckItemPickup ================== */ void BotCheckItemPickup(bot_state_t * bs, int *oldinventory) { } /* ================== BotUpdateInventory ================== */ void BotUpdateInventory(bot_state_t * bs) { 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); memcpy(oldinventory, bs->inventory, sizeof(oldinventory)); //armor bs->inventory[INVENTORY_ARMOR] = bs->cur_ps.stats[STAT_ARMOR]; // WEAPONS // //Blaze: Reaction Weapons bs->inventory[INVENTORY_KNIFE] = (bs->cur_ps.stats[STAT_WEAPONS] & (1 << WP_KNIFE)) != 0; bs->inventory[INVENTORY_PISTOL] = (bs->cur_ps.stats[STAT_WEAPONS] & (1 << WP_PISTOL)) != 0; bs->inventory[INVENTORY_M4] = (bs->cur_ps.stats[STAT_WEAPONS] & (1 << WP_M4)) != 0; bs->inventory[INVENTORY_SSG3000] = (bs->cur_ps.stats[STAT_WEAPONS] & (1 << WP_SSG3000)) != 0; bs->inventory[INVENTORY_MP5] = (bs->cur_ps.stats[STAT_WEAPONS] & (1 << WP_MP5)) != 0; bs->inventory[INVENTORY_HANDCANNON] = (bs->cur_ps.stats[STAT_WEAPONS] & (1 << WP_HANDCANNON)) != 0; bs->inventory[INVENTORY_M3] = (bs->cur_ps.stats[STAT_WEAPONS] & (1 << WP_M3)) != 0; bs->inventory[INVENTORY_AKIMBO] = (bs->cur_ps.stats[STAT_WEAPONS] & (1 << WP_AKIMBO)) != 0; bs->inventory[INVENTORY_GRENADE] = (bs->cur_ps.stats[STAT_WEAPONS] & (1 << WP_GRENADE)) != 0; // CLIPS // //Makro - adding clip info //Note - this stuff is also added to the ammo info, so bots know they still have ammo for their guns bs->inventory[INVENTORY_KNIFECLIP] = ent->client->numClips[WP_KNIFE]; bs->inventory[INVENTORY_PISTOLCLIP] = ent->client->numClips[WP_PISTOL]; bs->inventory[INVENTORY_M3CLIP] = ent->client->numClips[WP_M3]; bs->inventory[INVENTORY_SSG3000CLIP] = ent->client->numClips[WP_SSG3000]; bs->inventory[INVENTORY_MP5CLIP] = ent->client->numClips[WP_MP5]; bs->inventory[INVENTORY_M4CLIP] = ent->client->numClips[WP_M4]; amt = ent->client->numClips[WP_HANDCANNON]; if (amt < 2) amt = 0; bs->inventory[INVENTORY_HANDCANNONCLIP] = amt; amt = ent->client->numClips[WP_AKIMBO]; if (amt < 2) amt = 0; bs->inventory[INVENTORY_AKIMBOCLIP] = amt; bs->inventory[INVENTORY_GRENADECLIP] = ent->client->numClips[WP_GRENADE]; // AMMO // //Makro - clips should be taken into account bs->inventory[INVENTORY_PISTOLAMMO] = bs->cur_ps.ammo[WP_PISTOL] + bs->inventory[INVENTORY_PISTOLCLIP] * RQ3_PISTOL_CLIP; bs->inventory[INVENTORY_KNIFEAMMO] = bs->cur_ps.ammo[WP_KNIFE]; bs->inventory[INVENTORY_M4AMMO] = bs->cur_ps.ammo[WP_M4] + bs->inventory[INVENTORY_M4CLIP] * RQ3_M4_CLIP; bs->inventory[INVENTORY_SSG3000AMMO] = bs->cur_ps.ammo[WP_SSG3000] + bs->inventory[INVENTORY_SSG3000CLIP]; bs->inventory[INVENTORY_MP5AMMO] = bs->cur_ps.ammo[WP_MP5] + bs->inventory[INVENTORY_MP5CLIP] * RQ3_MP5_CLIP; //Blaze: Same ammo for shotgun and handcannon //Makro - this was odd //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] + bs->inventory[INVENTORY_M3CLIP]; amt = bs->cur_ps.ammo[WP_HANDCANNON] + bs->inventory[INVENTORY_HANDCANNONCLIP]; //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] + bs->inventory[INVENTORY_AKIMBOCLIP] * RQ3_PISTOL_CLIP; bs->inventory[INVENTORY_GRENADEAMMO] = bs->cur_ps.ammo[WP_GRENADE]; // bs->inventory[INVENTORY_BFGAMMO] = bs->cur_ps.ammo[WP_BFG]; //powerups bs->inventory[INVENTORY_HEALTH] = bs->cur_ps.stats[STAT_HEALTH]; //bs->inventory[INVENTORY_TELEPORTER] = bs->cur_ps.stats[STAT_HOLDABLE_ITEM] == MODELINDEX_TELEPORTER; //bs->inventory[INVENTORY_MEDKIT] = bs->cur_ps.stats[STAT_HOLDABLE_ITEM] == MODELINDEX_MEDKIT; bs->inventory[INVENTORY_REDFLAG] = bs->cur_ps.powerups[PW_REDFLAG] != 0; bs->inventory[INVENTORY_BLUEFLAG] = bs->cur_ps.powerups[PW_BLUEFLAG] != 0; /* 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]); BotAI_Print(PRT_MESSAGE, "PISTOL: %i / %i\n", bs->inventory[INVENTORY_PISTOL], bs->inventory[INVENTORY_PISTOLAMMO]); BotAI_Print(PRT_MESSAGE, "AKIMBO: %i / %i\n", bs->inventory[INVENTORY_AKIMBO], bs->inventory[INVENTORY_AKIMBOAMMO]); BotAI_Print(PRT_MESSAGE, "M3 : %i / %i\n", bs->inventory[INVENTORY_M3], bs->inventory[INVENTORY_M3AMMO]); BotAI_Print(PRT_MESSAGE, "HC : %i / %i\n", bs->inventory[INVENTORY_HANDCANNON], bs->inventory[INVENTORY_HANDCANNONAMMO]); BotAI_Print(PRT_MESSAGE, "MP5 : %i / %i\n", bs->inventory[INVENTORY_MP5], bs->inventory[INVENTORY_MP5AMMO]); BotAI_Print(PRT_MESSAGE, "M4 : %i / %i\n", bs->inventory[INVENTORY_M4], bs->inventory[INVENTORY_M4AMMO]); 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); //Makro - new weapon mode switching code if (RQ3_Bot_GetWeaponMode(bs, bs->cur_ps.weapon) != bs->weapMode[bs->cur_ps.weapon]) { if (bs->weaponModeClick_time + 0.1 < FloatTime()) { if (bs->cur_ps.weaponstate == WEAPON_READY) { Cmd_New_Weapon(&g_entities[bs->entitynum]); } bs->weaponModeClick_time = FloatTime(); } } } /* ================== BotUpdateBattleInventory ================== */ void BotUpdateBattleInventory(bot_state_t * bs, int enemy) { vec3_t dir; aas_entityinfo_t entinfo; BotEntityInfo(enemy, &entinfo); VectorSubtract(entinfo.origin, bs->origin, dir); bs->inventory[ENEMY_HEIGHT] = (int) dir[2]; dir[2] = 0; bs->inventory[ENEMY_HORIZONTAL_DIST] = (int) VectorLength(dir); //FIXME: add num visible enemies and num visible team mates to the inventory } /* ================== RQ3_Bot_NeedToBandage Added by Makro ================== */ int RQ3_Bot_NeedToBandage(bot_state_t * bs) { if ((bs->cur_ps.stats[STAT_RQ3] & RQ3_LEGDAMAGE) == RQ3_LEGDAMAGE) return 2; if ((bs->cur_ps.stats[STAT_RQ3] & RQ3_BANDAGE_NEED) == RQ3_BANDAGE_NEED) return 1; return 0; } /* ================== RQ3_Bot_CheckBandage Added by Makro ================== */ qboolean RQ3_Bot_CheckBandage(bot_state_t * bs) { qboolean doBandage = qfalse; if ((bs->flags & BFL_FIGHTSUICIDAL) == BFL_FIGHTSUICIDAL) return qfalse; if (bs->inventory[INVENTORY_HEALTH] > 20) doBandage = (random() > (float) bs->inventory[INVENTORY_HEALTH] / 100.0f); else doBandage = qtrue; return doBandage; } /* ================== RQ3_Bot_RQ3_Bot_IdleActions Added by Makro ================== */ void RQ3_Bot_IdleActions(bot_state_t * bs) { int damage = RQ3_Bot_NeedToBandage(bs); int ammo = bs->cur_ps.ammo[bs->cur_ps.weapon]; int weapon = bs->cur_ps.weapon; //float reactiontime = trap_Characteristic_BFloat(bs->character, CHARACTERISTIC_REACTIONTIME, 0, 1); //always unzoom SSG when idle if (RQ3_Bot_GetWeaponMode(bs, WP_SSG3000)) { RQ3_Bot_SetWeaponMode(bs, WP_SSG3000, 0); } //too soon to reload/bandage again ? if (bs->idleAction_time > FloatTime()) return; //check if the bot needs to bandage if (damage && RQ3_Bot_CheckBandage(bs)) { if (bs->cur_ps.weaponstate != WEAPON_BANDAGING) { Cmd_Bandage(&g_entities[bs->entitynum]); bs->idleAction_time = FloatTime() + 4; return; } } //check if the bot needs to reload if (ammo == 0 || (weapon == WP_SSG3000 && ammo < RQ3_SSG3000_AMMO) || (weapon == WP_M3 && ammo < RQ3_M3_AMMO)) { if (RQ3_Bot_CanReload(bs, weapon)) { trap_EA_Action(bs->client, ACTION_AFFIRMATIVE); bs->idleAction_time = FloatTime() + 1; return; } } return; } /* ================== BotBattleUseItems ================== */ void BotBattleUseItems(bot_state_t * bs) { //Makro - bot was hit; if very low on health, bandage immediately, otherwise, bandage randomly /* if ( bs->lastframe_health > bs->inventory[INVENTORY_HEALTH] ) { if (RQ3_Bot_CheckBandage(bs)) //Makro - if not bandaging already if (bs->cur_ps.weaponstate != WEAPON_BANDAGING) { Cmd_Bandage( &g_entities[bs->entitynum] ); } } */ //On second though, bots shouldn't bandage at all during combat if (bs->inventory[INVENTORY_HEALTH] < 40) { if (bs->inventory[INVENTORY_TELEPORTER] > 0) { if (!BotCTFCarryingFlag(bs)) { trap_EA_Use(bs->client); } } } if (bs->inventory[INVENTORY_HEALTH] < 60) { if (bs->inventory[INVENTORY_MEDKIT] > 0) { trap_EA_Use(bs->client); } } } /* ================== BotSetTeleportTime ================== */ void BotSetTeleportTime(bot_state_t * bs) { if ((bs->cur_ps.eFlags ^ bs->last_eFlags) & EF_TELEPORT_BIT) { bs->teleport_time = FloatTime(); } bs->last_eFlags = bs->cur_ps.eFlags; } /* ================== BotIsDead ================== */ qboolean BotIsDead(bot_state_t * bs) { return (bs->cur_ps.pm_type == PM_DEAD); } /* ================== BotIsObserver ================== */ qboolean BotIsObserver(bot_state_t * bs) { char buf[MAX_INFO_STRING]; if (bs->cur_ps.pm_type == PM_SPECTATOR) return qtrue; trap_GetConfigstring(CS_PLAYERS + bs->client, buf, sizeof(buf)); if (atoi(Info_ValueForKey(buf, "t")) == TEAM_SPECTATOR) return qtrue; return qfalse; } /* ================== BotIntermission ================== */ qboolean BotIntermission(bot_state_t * bs) { //NOTE: we shouldn't be looking at the game code... if (level.intermissiontime) return qtrue; return (bs->cur_ps.pm_type == PM_FREEZE || bs->cur_ps.pm_type == PM_INTERMISSION); } /* ================== BotInLavaOrSlime ================== */ qboolean BotInLavaOrSlime(bot_state_t * bs) { vec3_t feet; VectorCopy(bs->origin, feet); feet[2] -= 23; return (trap_AAS_PointContents(feet) & (CONTENTS_LAVA | CONTENTS_SLIME)); } /* ================== BotCreateWayPoint ================== */ bot_waypoint_t *BotCreateWayPoint(char *name, vec3_t origin, int areanum) { bot_waypoint_t *wp; vec3_t waypointmins = { -8, -8, -8 }, waypointmaxs = { 8, 8, 8}; wp = botai_freewaypoints; if (!wp) { BotAI_Print(PRT_WARNING, "BotCreateWayPoint: Out of waypoints\n"); return NULL; } botai_freewaypoints = botai_freewaypoints->next; Q_strncpyz(wp->name, name, sizeof(wp->name)); VectorCopy(origin, wp->goal.origin); VectorCopy(waypointmins, wp->goal.mins); VectorCopy(waypointmaxs, wp->goal.maxs); wp->goal.areanum = areanum; wp->next = NULL; wp->prev = NULL; return wp; } /* ================== BotFindWayPoint ================== */ bot_waypoint_t *BotFindWayPoint(bot_waypoint_t * waypoints, char *name) { bot_waypoint_t *wp; for (wp = waypoints; wp; wp = wp->next) { if (!Q_stricmp(wp->name, name)) return wp; } return NULL; } /* ================== BotFreeWaypoints ================== */ void BotFreeWaypoints(bot_waypoint_t * wp) { bot_waypoint_t *nextwp; for (; wp; wp = nextwp) { nextwp = wp->next; wp->next = botai_freewaypoints; botai_freewaypoints = wp; } } /* ================== BotInitWaypoints ================== */ void BotInitWaypoints(void) { int i; botai_freewaypoints = NULL; for (i = 0; i < MAX_WAYPOINTS; i++) { botai_waypoints[i].next = botai_freewaypoints; botai_freewaypoints = &botai_waypoints[i]; } } /* ================== TeamPlayIsOn ================== */ int TeamPlayIsOn(void) { return (gametype >= GT_TEAM); } /* ================== BotAggression ================== */ float BotAggression(bot_state_t * bs) { //if the enemy is located way higher than the bot if (bs->inventory[ENEMY_HEIGHT] > 200) return 0; //if the bot is very low on health if (bs->inventory[INVENTORY_HEALTH] < 60) return 0; //if the bot is low on health // Elder: ignore armor checks /* if (bs->inventory[INVENTORY_HEALTH] < 80) { //if the bot has insufficient armor if (bs->inventory[INVENTORY_ARMOR] < 40) return 0; } */ //if the bot can use the Handcannon if (bs->inventory[INVENTORY_HANDCANNON] > 0 && bs->inventory[INVENTORY_HANDCANNONAMMO] >= 2) return 100; //if the bot can use the Sniper if (bs->inventory[INVENTORY_SSG3000] > 0 && bs->inventory[INVENTORY_SSG3000] > 3) return 95; //if the bot can use the MP5 if (bs->inventory[INVENTORY_MP5] > 0 && bs->inventory[INVENTORY_MP5AMMO] > 10) return 90; //if the bot can use the M4 if (bs->inventory[INVENTORY_M4] > 0 && bs->inventory[INVENTORY_M4AMMO] > 5) return 90; //if the bot can use the plasmagun if (bs->inventory[INVENTORY_M3] > 0 && bs->inventory[INVENTORY_M3AMMO] > 4) return 85; //if the bot can use the grenade launcher if (bs->inventory[INVENTORY_GRENADE] > 0 && bs->inventory[INVENTORY_GRENADE] > 2) return 80; // if the bot can use akimbos if (bs->inventory[INVENTORY_AKIMBO] > 0 && bs->inventory[INVENTORY_AKIMBOAMMO] > 4) return 80; //if the bot can use the shotgun //if (bs->inventory[INVENTORY_SHOTGUN] > 0 && // bs->inventory[INVENTORY_SHELLS] > 10) return 50; //otherwise the bot is not feeling too good return 0; } /* ================== BotFeelingBad ================== */ float BotFeelingBad(bot_state_t * bs) { if (bs->weaponnum == WP_KNIFE) { return 100; } if (bs->inventory[INVENTORY_HEALTH] < 40) { return 100; } if (bs->weaponnum == WP_PISTOL) { return 90; } if (bs->inventory[INVENTORY_HEALTH] < 60) { return 80; } return 0; } /* ================== BotWantsToRetreat ================== */ int BotWantsToRetreat(bot_state_t * bs) { aas_entityinfo_t entinfo; if (gametype == GT_CTF) { //always retreat when carrying a CTF flag if (BotCTFCarryingFlag(bs)) return qtrue; } if (bs->enemy >= 0) { //if the enemy is carrying a flag BotEntityInfo(bs->enemy, &entinfo); if (EntityCarriesFlag(&entinfo)) return qfalse; } //if the bot is getting the flag if (bs->ltgtype == LTG_GETFLAG) return qtrue; // if (BotAggression(bs) < 50) return qtrue; return qfalse; } /* ================== BotWantsToChase ================== */ int BotWantsToChase(bot_state_t * bs) { aas_entityinfo_t entinfo; if (gametype == GT_CTF) { //never chase when carrying a CTF flag if (BotCTFCarryingFlag(bs)) return qfalse; //always chase if the enemy is carrying a flag BotEntityInfo(bs->enemy, &entinfo); if (EntityCarriesFlag(&entinfo)) return qtrue; } //if the bot is getting the flag if (bs->ltgtype == LTG_GETFLAG) return qfalse; // if (BotAggression(bs) > 50) return qtrue; return qfalse; } /* ================== BotWantsToHelp ================== */ int BotWantsToHelp(bot_state_t * bs) { return qtrue; } /* ================== BotCanAndWantsToRocketJump ================== */ int BotCanAndWantsToRocketJump(bot_state_t * bs) { return qfalse; //No Rocketjumping /* float rocketjumper; //if rocket jumping is disabled if (!bot_rocketjump.integer) return qfalse; //if no rocket launcher if (bs->inventory[INVENTORY_ROCKETLAUNCHER] <= 0) return qfalse; //if low on rockets if (bs->inventory[INVENTORY_ROCKETS] < 3) return qfalse; //never rocket jump with the Quad if (bs->inventory[INVENTORY_QUAD]) return qfalse; //if low on health if (bs->inventory[INVENTORY_HEALTH] < 60) return qfalse; //if not full health if (bs->inventory[INVENTORY_HEALTH] < 90) { //if the bot has insufficient armor if (bs->inventory[INVENTORY_ARMOR] < 40) return qfalse; } rocketjumper = trap_Characteristic_BFloat(bs->character, CHARACTERISTIC_WEAPONJUMPING, 0, 1); if (rocketjumper < 0.5) return qfalse; return qtrue; */ } /* ================== BotHasPersistantPowerupAndWeapon ================== */ int BotHasPersistantPowerupAndWeapon(bot_state_t * bs) { //if the bot is very low on health if (bs->inventory[INVENTORY_HEALTH] < 60) return qfalse; //if the bot is low on health if (bs->inventory[INVENTORY_HEALTH] < 80) { //if the bot has insufficient armor if (bs->inventory[INVENTORY_ARMOR] < 40) return qfalse; } //if the bot can use the bfg if (bs->inventory[INVENTORY_M4] > 0 && bs->inventory[INVENTORY_M4AMMO] > 7) return qtrue; //if the bot can use the railgun if (bs->inventory[INVENTORY_SSG3000] > 0 && bs->inventory[INVENTORY_SSG3000] > 5) return qtrue; //if the bot can use the lightning gun if (bs->inventory[INVENTORY_MP5] > 0 && bs->inventory[INVENTORY_MP5AMMO] > 50) return qtrue; //if the bot can use the rocketlauncher if (bs->inventory[INVENTORY_HANDCANNON] > 0 && bs->inventory[INVENTORY_M3AMMO] > 5) return qtrue; // /*if (bs->inventory[INVENTORY_NAILGUN] > 0 && bs->inventory[INVENTORY_NAILS] > 5) return qtrue; // if (bs->inventory[INVENTORY_PROXLAUNCHER] > 0 && bs->inventory[INVENTORY_MINES] > 5) return qtrue; // if (bs->inventory[INVENTORY_CHAINGUN] > 0 && bs->inventory[INVENTORY_BELT] > 40) return qtrue; //if the bot can use the plasmagun if (bs->inventory[INVENTORY_PLASMAGUN] > 0 && bs->inventory[INVENTORY_CELLS] > 20) return qtrue; */ return qfalse; } /* ================== BotGoCamp ================== */ void BotGoCamp(bot_state_t * bs, bot_goal_t * goal) { float camper; bs->decisionmaker = bs->client; //set message time to zero so bot will NOT show any message bs->teammessage_time = 0; //set the ltg type bs->ltgtype = LTG_CAMP; //set the team goal memcpy(&bs->teamgoal, goal, sizeof(bot_goal_t)); //get the team goal time camper = trap_Characteristic_BFloat(bs->character, CHARACTERISTIC_CAMPER, 0, 1); if (camper > 0.99) bs->teamgoal_time = FloatTime() + 99999; else bs->teamgoal_time = FloatTime() + 120 + 180 * camper + random() * 15; //set the last time the bot started camping bs->camp_time = FloatTime(); //the teammate that requested the camping bs->teammate = 0; //do NOT type arrive message bs->arrive_time = 1; } /* ================== BotWantsToCamp ================== */ int BotWantsToCamp(bot_state_t * bs) { float camper; int cs, traveltime, besttraveltime; bot_goal_t goal, bestgoal; camper = trap_Characteristic_BFloat(bs->character, CHARACTERISTIC_CAMPER, 0, 1); if (camper < 0.1) return qfalse; //if the bot has a team goal if (bs->ltgtype == LTG_TEAMHELP || bs->ltgtype == LTG_TEAMACCOMPANY || bs->ltgtype == LTG_DEFENDKEYAREA || bs->ltgtype == LTG_GETFLAG || bs->ltgtype == LTG_RUSHBASE || bs->ltgtype == LTG_CAMP || bs->ltgtype == LTG_CAMPORDER || bs->ltgtype == LTG_PATROL) { return qfalse; } //if camped recently if (bs->camp_time > FloatTime() - 60 + 300 * (1 - camper)) return qfalse; // if (random() > camper) { bs->camp_time = FloatTime(); return qfalse; } //if the bot isn't healthy anough if (BotAggression(bs) < 50) return qfalse; //the bot should have at least have the rocket launcher, the railgun or the bfg10k with some ammo // Elder: changed a few of the numbers //Makro - fixed a typo - bs->inventory[INVENTORY_M3AMMO < 5] if ((bs->inventory[INVENTORY_HANDCANNON] <= 0 || bs->inventory[INVENTORY_M3AMMO] < 5) && (bs->inventory[INVENTORY_M4] <= 0 || bs->inventory[INVENTORY_M4AMMO] < 10) && (bs->inventory[INVENTORY_SSG3000] <= 0 || bs->inventory[INVENTORY_SSG3000AMMO] < 6)) { return qfalse; } //find the closest camp spot besttraveltime = 99999; for (cs = trap_BotGetNextCampSpotGoal(0, &goal); cs; cs = trap_BotGetNextCampSpotGoal(cs, &goal)) { traveltime = trap_AAS_AreaTravelTimeToGoalArea(bs->areanum, bs->origin, goal.areanum, TFL_DEFAULT); if (traveltime && traveltime < besttraveltime) { besttraveltime = traveltime; memcpy(&bestgoal, &goal, sizeof(bot_goal_t)); } } if (besttraveltime > 150) return qfalse; //ok found a camp spot, go camp there BotGoCamp(bs, &bestgoal); bs->ordered = qfalse; // return qtrue; } /* ================== BotDontAvoid ================== */ void BotDontAvoid(bot_state_t * bs, char *itemname) { bot_goal_t goal; int num; num = trap_BotGetLevelItemGoal(-1, itemname, &goal); while (num >= 0) { trap_BotRemoveFromAvoidGoals(bs->gs, goal.number); num = trap_BotGetLevelItemGoal(num, itemname, &goal); } } /* ================== BotGoForPowerups ================== */ void BotGoForPowerups(bot_state_t * bs) { //don't avoid any of the powerups anymore //Makro - replaced with Q3 items /* BotDontAvoid(bs, "Quad Damage"); BotDontAvoid(bs, "Regeneration"); BotDontAvoid(bs, "Battle Suit"); BotDontAvoid(bs, "Speed"); BotDontAvoid(bs, "Invisibility"); */ BotDontAvoid(bs, RQ3_KEVLAR_NAME); BotDontAvoid(bs, RQ3_LASER_NAME); BotDontAvoid(bs, RQ3_BANDOLIER_NAME); BotDontAvoid(bs, RQ3_SLIPPERS_NAME); BotDontAvoid(bs, RQ3_SILENCER_NAME); //BotDontAvoid(bs, "Flight"); //reset the long term goal time so the bot will go for the powerup //NOTE: the long term goal type doesn't change bs->ltg_time = 0; } /* ================== BotRoamGoal ================== */ void BotRoamGoal(bot_state_t * bs, vec3_t goal) { int pc, i; float len, rnd; vec3_t dir, bestorg, belowbestorg; bsp_trace_t trace; for (i = 0; i < 10; i++) { //start at the bot origin VectorCopy(bs->origin, bestorg); rnd = random(); if (rnd > 0.25) { //add a random value to the x-coordinate if (random() < 0.5) bestorg[0] -= 800 * random() + 100; else bestorg[0] += 800 * random() + 100; } if (rnd < 0.75) { //add a random value to the y-coordinate if (random() < 0.5) bestorg[1] -= 800 * random() + 100; else bestorg[1] += 800 * random() + 100; } //add a random value to the z-coordinate (NOTE: 48 = maxjump?) bestorg[2] += 2 * 48 * crandom(); //trace a line from the origin to the roam target BotAI_Trace(&trace, bs->origin, NULL, NULL, bestorg, bs->entitynum, MASK_SOLID); //direction and length towards the roam target VectorSubtract(trace.endpos, bs->origin, dir); len = VectorNormalize(dir); //if the roam target is far away anough if (len > 200) { //the roam target is in the given direction before walls VectorScale(dir, len * trace.fraction - 40, dir); VectorAdd(bs->origin, dir, bestorg); //get the coordinates of the floor below the roam target belowbestorg[0] = bestorg[0]; belowbestorg[1] = bestorg[1]; belowbestorg[2] = bestorg[2] - 800; BotAI_Trace(&trace, bestorg, NULL, NULL, belowbestorg, bs->entitynum, MASK_SOLID); // if (!trace.startsolid) { trace.endpos[2]++; pc = trap_PointContents(trace.endpos, bs->entitynum); if (!(pc & (CONTENTS_LAVA | CONTENTS_SLIME))) { VectorCopy(bestorg, goal); return; } } } } VectorCopy(bestorg, goal); } /* ================== BotAttackMove ================== */ bot_moveresult_t BotAttackMove(bot_state_t * bs, int tfl) { int movetype, i, attackentity; float attack_skill, jumper, croucher, dist, strafechange_time; float attack_dist, attack_range; vec3_t forward, backward, sideward, hordir, up = { 0, 0, 1 }; aas_entityinfo_t entinfo; bot_moveresult_t moveresult; bot_goal_t goal; attackentity = bs->enemy; // if (bs->attackchase_time > FloatTime()) { //create the chase goal goal.entitynum = attackentity; goal.areanum = bs->lastenemyareanum; VectorCopy(bs->lastenemyorigin, goal.origin); VectorSet(goal.mins, -8, -8, -8); VectorSet(goal.maxs, 8, 8, 8); //initialize the movement state BotSetupForMovement(bs); //move towards the goal trap_BotMoveToGoal(&moveresult, bs->ms, &goal, tfl); return moveresult; } // memset(&moveresult, 0, sizeof(bot_moveresult_t)); // attack_skill = trap_Characteristic_BFloat(bs->character, CHARACTERISTIC_ATTACK_SKILL, 0, 1); jumper = trap_Characteristic_BFloat(bs->character, CHARACTERISTIC_JUMPER, 0, 1); croucher = trap_Characteristic_BFloat(bs->character, CHARACTERISTIC_CROUCHER, 0, 1); //if the bot is really stupid if (attack_skill < 0.2) return moveresult; //initialize the movement state BotSetupForMovement(bs); //get the enemy entity info BotEntityInfo(attackentity, &entinfo); //direction towards the enemy VectorSubtract(entinfo.origin, bs->origin, forward); //the distance towards the enemy dist = VectorNormalize(forward); //Makro - for long range attacks the bots should crouch more often // same for sniper now; also added skill as a factor if (dist > 512 || (dist > 128 && bs->cur_ps.weapon == WP_SSG3000)) { croucher = Com_Clamp(0.1f, 1, croucher * (attack_skill + 1)); jumper = Com_Clamp(0, 1, jumper / (attack_skill + 1)); } VectorNegate(forward, backward); //walk, crouch or jump movetype = MOVE_WALK; // if (bs->attackcrouch_time < FloatTime() - 1) { if (random() < jumper) { movetype = MOVE_JUMP; } //wait at least one second before crouching again else if (bs->attackcrouch_time < FloatTime() - 1 && random() < croucher) { bs->attackcrouch_time = FloatTime() + croucher * 5; } } if (bs->attackcrouch_time > FloatTime()) movetype = MOVE_CROUCH; //if the bot should jump if (movetype == MOVE_JUMP) { //if jumped last frame if (bs->attackjump_time > FloatTime()) { movetype = MOVE_WALK; } else { bs->attackjump_time = FloatTime() + 1; } } if (bs->cur_ps.weapon == WP_KNIFE) { attack_dist = 0; attack_range = 0; } else { attack_dist = IDEAL_ATTACKDIST; attack_range = 40; } //if the bot is stupid if (attack_skill <= 0.4) { //just walk to or away from the enemy if (dist > attack_dist + attack_range) { if (trap_BotMoveInDirection(bs->ms, forward, 400, movetype)) return moveresult; } if (dist < attack_dist - attack_range) { if (trap_BotMoveInDirection(bs->ms, backward, 400, movetype)) return moveresult; } return moveresult; } //increase the strafe time bs->attackstrafe_time += bs->thinktime; //get the strafe change time strafechange_time = 0.4 + (1 - attack_skill) * 0.2; if (attack_skill > 0.7) strafechange_time += crandom() * 0.2; //if the strafe direction should be changed if (bs->attackstrafe_time > strafechange_time) { //some magic number :) if (random() > 0.935) { //flip the strafe direction bs->flags ^= BFL_STRAFERIGHT; bs->attackstrafe_time = 0; } } // for (i = 0; i < 2; i++) { hordir[0] = forward[0]; hordir[1] = forward[1]; hordir[2] = 0; VectorNormalize(hordir); //get the sideward vector CrossProduct(hordir, up, sideward); //reverse the vector depending on the strafe direction if (bs->flags & BFL_STRAFERIGHT) VectorNegate(sideward, sideward); //randomly go back a little if (random() > 0.9) { VectorAdd(sideward, backward, sideward); } else { //walk forward or backward to get at the ideal attack distance if (dist > attack_dist + attack_range) { VectorAdd(sideward, forward, sideward); } else if (dist < attack_dist - attack_range) { VectorAdd(sideward, backward, sideward); } } //perform the movement if (trap_BotMoveInDirection(bs->ms, sideward, 400, movetype)) return moveresult; //movement failed, flip the strafe direction bs->flags ^= BFL_STRAFERIGHT; bs->attackstrafe_time = 0; } //bot couldn't do any usefull movement // bs->attackchase_time = AAS_Time() + 6; return moveresult; } /* ================== BotSameTeam ================== */ int BotSameTeam(bot_state_t * bs, int entnum) { // char info1[1024], info2[1024]; int team1, team2; if (bs->client < 0 || bs->client >= MAX_CLIENTS) { return qfalse; } if (entnum < 0 || entnum >= MAX_CLIENTS) { return qfalse; } if (gametype >= GT_TEAM) { //Makro - added teamplay code; changed some stuff team1 = g_entities[bs->client].client->sess.savedTeam; team2 = g_entities[entnum].client->sess.savedTeam; if (team1 == TEAM_SPECTATOR || team2 == TEAM_SPECTATOR) return qfalse; if (team1 == team2) return qtrue; } return qfalse; } /* ================== InFieldOfVision ================== */ qboolean InFieldOfVision(vec3_t viewangles, float fov, vec3_t angles) { int i; float diff, angle; for (i = 0; i < 2; i++) { angle = AngleMod(viewangles[i]); angles[i] = AngleMod(angles[i]); diff = angles[i] - angle; if (angles[i] > angle) { if (diff > 180.0) diff -= 360.0; } else { if (diff < -180.0) diff += 360.0; } if (diff > 0) { if (diff > fov * 0.5) return qfalse; } else { if (diff < -fov * 0.5) return qfalse; } } return qtrue; } /* ================== BotEntityVisible returns visibility in the range [0, 1] taking fog and water surfaces into account ================== */ float BotEntityVisible(int viewer, vec3_t eye, vec3_t viewangles, float fov, int ent) { int i, contents_mask, passent, hitent, infog, inwater, otherinfog, pc; float squaredfogdist, waterfactor, vis, bestvis; bsp_trace_t trace; aas_entityinfo_t entinfo; vec3_t dir, entangles, start, end, middle; //calculate middle of bounding box BotEntityInfo(ent, &entinfo); VectorAdd(entinfo.mins, entinfo.maxs, middle); VectorScale(middle, 0.5, middle); VectorAdd(entinfo.origin, middle, middle); //check if entity is within field of vision VectorSubtract(middle, eye, dir); vectoangles(dir, entangles); if (!InFieldOfVision(viewangles, fov, entangles)) return 0; // pc = trap_AAS_PointContents(eye); infog = (pc & CONTENTS_FOG); inwater = (pc & (CONTENTS_LAVA | CONTENTS_SLIME | CONTENTS_WATER)); // bestvis = 0; for (i = 0; i < 3; i++) { //if the point is not in potential visible sight //if (!AAS_inPVS(eye, middle)) continue; // contents_mask = CONTENTS_SOLID | CONTENTS_PLAYERCLIP; passent = viewer; hitent = ent; VectorCopy(eye, start); VectorCopy(middle, end); //if the entity is in water, lava or slime if (trap_AAS_PointContents(middle) & (CONTENTS_LAVA | CONTENTS_SLIME | CONTENTS_WATER)) { contents_mask |= (CONTENTS_LAVA | CONTENTS_SLIME | CONTENTS_WATER); } //if eye is in water, lava or slime if (inwater) { if (!(contents_mask & (CONTENTS_LAVA | CONTENTS_SLIME | CONTENTS_WATER))) { passent = ent; hitent = viewer; VectorCopy(middle, start); VectorCopy(eye, end); } contents_mask ^= (CONTENTS_LAVA | CONTENTS_SLIME | CONTENTS_WATER); } //trace from start to end BotAI_Trace(&trace, start, NULL, NULL, end, passent, contents_mask); //if water was hit waterfactor = 1.0; //note: trace.contents is always 0, see BotAI_Trace if (trace.contents & (CONTENTS_LAVA | CONTENTS_SLIME | CONTENTS_WATER)) { //if the water surface is translucent if (1) { //trace through the water contents_mask &= ~(CONTENTS_LAVA | CONTENTS_SLIME | CONTENTS_WATER); BotAI_Trace(&trace, trace.endpos, NULL, NULL, end, passent, contents_mask); waterfactor = 0.5; } } //if a full trace or the hitent was hit if (trace.fraction >= 1 || trace.ent == hitent) { //check for fog, assuming there's only one fog brush where //either the viewer or the entity is in or both are in otherinfog = (trap_AAS_PointContents(middle) & CONTENTS_FOG); if (infog && otherinfog) { VectorSubtract(trace.endpos, eye, dir); squaredfogdist = VectorLengthSquared(dir); } else if (infog) { VectorCopy(trace.endpos, start); BotAI_Trace(&trace, start, NULL, NULL, eye, viewer, CONTENTS_FOG); VectorSubtract(eye, trace.endpos, dir); squaredfogdist = VectorLengthSquared(dir); } else if (otherinfog) { VectorCopy(trace.endpos, end); BotAI_Trace(&trace, eye, NULL, NULL, end, viewer, CONTENTS_FOG); VectorSubtract(end, trace.endpos, dir); squaredfogdist = VectorLengthSquared(dir); } else { //if the entity and the viewer are not in fog assume there's no fog in between squaredfogdist = 0; } //decrease visibility with the view distance through fog vis = 1 / ((squaredfogdist * 0.001) < 1 ? 1 : (squaredfogdist * 0.001)); //if entering water visibility is reduced vis *= waterfactor; // if (vis > bestvis) bestvis = vis; //if pretty much no fog if (bestvis >= 0.95) return bestvis; } //check bottom and top of bounding box as well if (i == 0) middle[2] += entinfo.mins[2]; else if (i == 1) middle[2] += entinfo.maxs[2] - entinfo.mins[2]; } return bestvis; } /* ================== BotFindEnemy ================== */ int BotFindEnemy(bot_state_t * bs, int curenemy) { int i, healthdecrease; float f, alertness, easyfragger, vis; float squaredist, cursquaredist; aas_entityinfo_t entinfo, curenemyinfo; vec3_t dir, angles; alertness = trap_Characteristic_BFloat(bs->character, CHARACTERISTIC_ALERTNESS, 0, 1); easyfragger = trap_Characteristic_BFloat(bs->character, CHARACTERISTIC_EASY_FRAGGER, 0, 1); //check if the health decreased healthdecrease = bs->lasthealth > bs->inventory[INVENTORY_HEALTH]; //remember the current health value bs->lasthealth = bs->inventory[INVENTORY_HEALTH]; // if (curenemy >= 0) { BotEntityInfo(curenemy, &curenemyinfo); if (EntityCarriesFlag(&curenemyinfo)) return qfalse; VectorSubtract(curenemyinfo.origin, bs->origin, dir); cursquaredist = VectorLengthSquared(dir); } else { cursquaredist = 0; } for (i = 0; i < maxclients && i < MAX_CLIENTS; i++) { if (i == bs->client) continue; //if it's the current enemy if (i == curenemy) continue; // BotEntityInfo(i, &entinfo); // if (!entinfo.valid) continue; //if the enemy isn't dead and the enemy isn't the bot self if (EntityIsDead(&entinfo) || entinfo.number == bs->entitynum) continue; //if the enemy is invisible and not shooting if (EntityIsInvisible(&entinfo) && !EntityIsShooting(&entinfo)) { continue; } // JBravo: unlagged if (g_entities[i].flags & FL_NOTARGET) { continue; } //if not an easy fragger don't shoot at chatting players if (easyfragger < 0.5 && EntityIsChatting(&entinfo)) continue; // if (lastteleport_time > FloatTime() - 3) { VectorSubtract(entinfo.origin, lastteleport_origin, dir); if (VectorLengthSquared(dir) < Square(70)) continue; } //calculate the distance towards the enemy VectorSubtract(entinfo.origin, bs->origin, dir); squaredist = VectorLengthSquared(dir); //if this entity is not carrying a flag if (!EntityCarriesFlag(&entinfo)) { //if this enemy is further away than the current one if (curenemy >= 0 && squaredist > cursquaredist) continue; } //end if //if the bot has no if (squaredist > Square(900.0 + alertness * 4000.0)) continue; //if on the same team if (BotSameTeam(bs, i)) continue; //if the bot's health decreased or the enemy is shooting if (curenemy < 0 && (healthdecrease || EntityIsShooting(&entinfo))) f = 360; else f = 90 + 90 - (90 - (squaredist > Square(810) ? Square(810) : squaredist) / (810 * 9)); //check if the enemy is visible vis = BotEntityVisible(bs->entitynum, bs->eye, bs->viewangles, f, i); if (vis <= 0) continue; //if the enemy is quite far away, not shooting and the bot is not damaged if (curenemy < 0 && squaredist > Square(100) && !healthdecrease && !EntityIsShooting(&entinfo)) { //check if we can avoid this enemy VectorSubtract(bs->origin, entinfo.origin, dir); vectoangles(dir, angles); //if the bot isn't in the fov of the enemy if (!InFieldOfVision(entinfo.angles, 90, angles)) { //update some stuff for this enemy BotUpdateBattleInventory(bs, i); //if the bot doesn't really want to fight if (BotWantsToRetreat(bs)) continue; } } //found an enemy bs->enemy = entinfo.number; if (curenemy >= 0) bs->enemysight_time = FloatTime() - 2; else bs->enemysight_time = FloatTime(); bs->enemysuicide = qfalse; bs->enemydeath_time = 0; bs->enemyvisible_time = FloatTime(); return qtrue; } return qfalse; } /* ================== BotTeamFlagCarrierVisible ================== */ int BotTeamFlagCarrierVisible(bot_state_t * bs) { int i; float vis; aas_entityinfo_t entinfo; for (i = 0; i < maxclients && i < MAX_CLIENTS; i++) { if (i == bs->client) continue; // BotEntityInfo(i, &entinfo); //if this player is active if (!entinfo.valid) continue; //if this player is carrying a flag if (!EntityCarriesFlag(&entinfo)) continue; //if the flag carrier is not on the same team if (!BotSameTeam(bs, i)) continue; //if the flag carrier is not visible vis = BotEntityVisible(bs->entitynum, bs->eye, bs->viewangles, 360, i); if (vis <= 0) continue; // return i; } return -1; } /* ================== BotTeamFlagCarrier ================== */ int BotTeamFlagCarrier(bot_state_t * bs) { int i; aas_entityinfo_t entinfo; for (i = 0; i < maxclients && i < MAX_CLIENTS; i++) { if (i == bs->client) continue; // BotEntityInfo(i, &entinfo); //if this player is active if (!entinfo.valid) continue; //if this player is carrying a flag if (!EntityCarriesFlag(&entinfo)) continue; //if the flag carrier is not on the same team if (!BotSameTeam(bs, i)) continue; // return i; } return -1; } /* ================== BotEnemyFlagCarrierVisible ================== */ int BotEnemyFlagCarrierVisible(bot_state_t * bs) { int i; float vis; aas_entityinfo_t entinfo; for (i = 0; i < maxclients && i < MAX_CLIENTS; i++) { if (i == bs->client) continue; // BotEntityInfo(i, &entinfo); //if this player is active if (!entinfo.valid) continue; //if this player is carrying a flag if (!EntityCarriesFlag(&entinfo)) continue; //if the flag carrier is on the same team if (BotSameTeam(bs, i)) continue; //if the flag carrier is not visible vis = BotEntityVisible(bs->entitynum, bs->eye, bs->viewangles, 360, i); if (vis <= 0) continue; // return i; } return -1; } /* ================== BotVisibleTeamMatesAndEnemies ================== */ void BotVisibleTeamMatesAndEnemies(bot_state_t * bs, int *teammates, int *enemies, float range) { int i; float vis; aas_entityinfo_t entinfo; vec3_t dir; if (teammates) *teammates = 0; if (enemies) *enemies = 0; for (i = 0; i < maxclients && i < MAX_CLIENTS; i++) { if (i == bs->client) continue; // BotEntityInfo(i, &entinfo); //if this player is active if (!entinfo.valid) continue; //if this player is carrying a flag if (!EntityCarriesFlag(&entinfo)) continue; //if not within range VectorSubtract(entinfo.origin, bs->origin, dir); if (VectorLengthSquared(dir) > Square(range)) continue; //if the flag carrier is not visible vis = BotEntityVisible(bs->entitynum, bs->eye, bs->viewangles, 360, i); if (vis <= 0) continue; //if the flag carrier is on the same team if (BotSameTeam(bs, i)) { if (teammates) (*teammates)++; } else { if (enemies) (*enemies)++; } } } /* ================== BotAimAtEnemy ================== */ void BotAimAtEnemy(bot_state_t * bs) { int enemyvisible; float dist, f, aim_skill, aim_accuracy, speed, reactiontime; vec3_t dir, bestorigin, end, start, groundtarget, cmdmove, enemyvelocity; vec3_t mins = { -4, -4, -4 }, maxs = { 4, 4, 4}; weaponinfo_t wi; aas_entityinfo_t entinfo; bot_goal_t goal; bsp_trace_t trace; vec3_t target; //if the bot has no enemy if (bs->enemy < 0) { return; } //get the enemy entity information BotEntityInfo(bs->enemy, &entinfo); //if this is not a player (should be an obelisk) if (bs->enemy >= MAX_CLIENTS) { //if the obelisk is visible VectorCopy(entinfo.origin, target); //aim at the obelisk VectorSubtract(target, bs->eye, dir); vectoangles(dir, bs->ideal_viewangles); //set the aim target before trying to attack VectorCopy(target, bs->aimtarget); return; } // //BotAI_Print(PRT_MESSAGE, "client %d: aiming at client %d\n", bs->entitynum, bs->enemy); // aim_skill = trap_Characteristic_BFloat(bs->character, CHARACTERISTIC_AIM_SKILL, 0, 1); aim_accuracy = trap_Characteristic_BFloat(bs->character, CHARACTERISTIC_AIM_ACCURACY, 0, 1); // if (aim_skill > 0.95) { //don't aim too early reactiontime = 0.5 * trap_Characteristic_BFloat(bs->character, CHARACTERISTIC_REACTIONTIME, 0, 1); if (bs->enemysight_time > FloatTime() - reactiontime) return; if (bs->teleport_time > FloatTime() - reactiontime) return; } //get the weapon information //trap_BotGetWeaponInfo(bs->ws, bs->weaponnum, &wi); //Makro - new function; if weapon/weapon info not ok, stop if (!RQ3_Bot_GetWeaponInfo(bs, bs->ws, bs->weaponnum, &wi)) return; //get the weapon specific aim accuracy and or aim skill //Blaze: just gonna set the Characteristic aim to machinegun for all of these, but I am still doing the if's so we can edit it later for bot support //Blaze: Reaction Pistol if (wi.number == WP_PISTOL) { aim_accuracy = trap_Characteristic_BFloat(bs->character, CHARACTERISTIC_AIM_ACCURACY_MACHINEGUN, 0, 1); } //Blaze: Reaction Knife if (wi.number == WP_KNIFE) { aim_accuracy = trap_Characteristic_BFloat(bs->character, CHARACTERISTIC_AIM_ACCURACY_MACHINEGUN, 0, 1); } //Blaze: Reaction M4 if (wi.number == WP_M4) { aim_accuracy = trap_Characteristic_BFloat(bs->character, CHARACTERISTIC_AIM_ACCURACY_MACHINEGUN, 0, 1); } //Blaze: Reaction SSG3000 if (wi.number == WP_SSG3000) { aim_accuracy = trap_Characteristic_BFloat(bs->character, CHARACTERISTIC_AIM_ACCURACY_MACHINEGUN, 0, 1); } //Blaze: Reaction MP5 if (wi.number == WP_MP5) { aim_accuracy = trap_Characteristic_BFloat(bs->character, CHARACTERISTIC_AIM_ACCURACY_MACHINEGUN, 0, 1); } //Blaze: Reaction HandCannon //Makro - using shotgun accuracy for now if (wi.number == WP_HANDCANNON) { aim_accuracy = trap_Characteristic_BFloat(bs->character, CHARACTERISTIC_AIM_ACCURACY_SHOTGUN, 0, 1); } //Blaze: Reaction Shotgun //Makro - using shotgun accuracy for now if (wi.number == WP_M3) { aim_accuracy = trap_Characteristic_BFloat(bs->character, CHARACTERISTIC_AIM_ACCURACY_SHOTGUN, 0, 1); } //Blaze: Reaction Akimbo if (wi.number == WP_AKIMBO) { aim_accuracy = trap_Characteristic_BFloat(bs->character, CHARACTERISTIC_AIM_ACCURACY_MACHINEGUN, 0, 1); } //Blaze: Reaction Grenade //Makro - changed to grenade launcher accuracy if (wi.number == WP_GRENADE) { aim_accuracy = trap_Characteristic_BFloat(bs->character, CHARACTERISTIC_AIM_ACCURACY_GRENADELAUNCHER, 0, 1); } // if (aim_accuracy <= 0) aim_accuracy = 0.0001f; //get the enemy entity information BotEntityInfo(bs->enemy, &entinfo); //if the enemy is invisible then shoot crappy most of the time if (EntityIsInvisible(&entinfo)) { if (random() > 0.1) aim_accuracy *= 0.4f; } // VectorSubtract(entinfo.origin, entinfo.lastvisorigin, enemyvelocity); VectorScale(enemyvelocity, 1 / entinfo.update_time, enemyvelocity); //enemy origin and velocity is remembered every 0.5 seconds if (bs->enemyposition_time < FloatTime()) { // bs->enemyposition_time = FloatTime() + 0.5; VectorCopy(enemyvelocity, bs->enemyvelocity); VectorCopy(entinfo.origin, bs->enemyorigin); } //if not extremely skilled if (aim_skill < 0.9) { VectorSubtract(entinfo.origin, bs->enemyorigin, dir); //if the enemy moved a bit if (VectorLengthSquared(dir) > Square(48)) { //if the enemy changed direction if (DotProduct(bs->enemyvelocity, enemyvelocity) < 0) { //aim accuracy should be worse now aim_accuracy *= 0.7f; } } } //check visibility of enemy enemyvisible = BotEntityVisible(bs->entitynum, bs->eye, bs->viewangles, 360, bs->enemy); //if the enemy is visible if (enemyvisible) { // VectorCopy(entinfo.origin, bestorigin); bestorigin[2] += 8; //get the start point shooting from //NOTE: the x and y projectile start offsets are ignored VectorCopy(bs->origin, start); start[2] += bs->cur_ps.viewheight; start[2] += wi.offset[2]; // BotAI_Trace(&trace, start, mins, maxs, bestorigin, bs->entitynum, MASK_SHOT); //if the enemy is NOT hit if (trace.fraction <= 1 && trace.ent != entinfo.number) { bestorigin[2] += 16; } //if it is not an instant hit weapon the bot might want to predict the enemy if (wi.speed) { // VectorSubtract(bestorigin, bs->origin, dir); dist = VectorLength(dir); VectorSubtract(entinfo.origin, bs->enemyorigin, dir); //if the enemy is NOT pretty far away and strafing just small steps left and right if (!(dist > 100 && VectorLengthSquared(dir) < Square(32))) { //if skilled anough do exact prediction if (aim_skill > 0.8 && //if the weapon is ready to fire bs->cur_ps.weaponstate == WEAPON_READY) { aas_clientmove_t move; vec3_t origin; VectorSubtract(entinfo.origin, bs->origin, dir); //distance towards the enemy dist = VectorLength(dir); //direction the enemy is moving in VectorSubtract(entinfo.origin, entinfo.lastvisorigin, dir); // VectorScale(dir, 1 / entinfo.update_time, dir); // VectorCopy(entinfo.origin, origin); origin[2] += 1; // VectorClear(cmdmove); //AAS_ClearShownDebugLines(); trap_AAS_PredictClientMovement(&move, bs->enemy, origin, PRESENCE_CROUCH, qfalse, dir, cmdmove, 0, dist * 10 / wi.speed, 0.1f, 0, 0, qfalse); VectorCopy(move.endpos, bestorigin); //BotAI_Print(PRT_MESSAGE, "%1.1f predicted speed = %f, frames = %f\n", FloatTime(), VectorLength(dir), dist * 10 / wi.speed); } //if not that skilled do linear prediction else if (aim_skill > 0.4) { VectorSubtract(entinfo.origin, bs->origin, dir); //distance towards the enemy dist = VectorLength(dir); //direction the enemy is moving in VectorSubtract(entinfo.origin, entinfo.lastvisorigin, dir); dir[2] = 0; // speed = VectorNormalize(dir) / entinfo.update_time; //botimport.Print(PRT_MESSAGE, "speed = %f, wi->speed = %f\n", speed, wi->speed); //best spot to aim at VectorMA(entinfo.origin, (dist / wi.speed) * speed, dir, bestorigin); } } } //if the projectile does radial damage if (aim_skill > 0.6 && wi.proj.damagetype & DAMAGETYPE_RADIAL) { //if the enemy isn't standing significantly higher than the bot if (entinfo.origin[2] < bs->origin[2] + 16) { //try to aim at the ground in front of the enemy VectorCopy(entinfo.origin, end); end[2] -= 64; BotAI_Trace(&trace, entinfo.origin, NULL, NULL, end, entinfo.number, MASK_SHOT); // VectorCopy(bestorigin, groundtarget); if (trace.startsolid) groundtarget[2] = entinfo.origin[2] - 16; else groundtarget[2] = trace.endpos[2] - 8; //trace a line from projectile start to ground target BotAI_Trace(&trace, start, NULL, NULL, groundtarget, bs->entitynum, MASK_SHOT); //if hitpoint is not vertically too far from the ground target if (fabs(trace.endpos[2] - groundtarget[2]) < 50) { VectorSubtract(trace.endpos, groundtarget, dir); //if the hitpoint is near anough the ground target if (VectorLengthSquared(dir) < Square(60)) { VectorSubtract(trace.endpos, start, dir); //if the hitpoint is far anough from the bot if (VectorLengthSquared(dir) > Square(100)) { //check if the bot is visible from the ground target trace.endpos[2] += 1; BotAI_Trace(&trace, trace.endpos, NULL, NULL, entinfo.origin, entinfo.number, MASK_SHOT); if (trace.fraction >= 1) { //botimport.Print(PRT_MESSAGE, "%1.1f aiming at ground\n", AAS_Time()); VectorCopy(groundtarget, bestorigin); } } } } } } bestorigin[0] += 20 * crandom() * (1 - aim_accuracy); bestorigin[1] += 20 * crandom() * (1 - aim_accuracy); bestorigin[2] += 10 * crandom() * (1 - aim_accuracy); } else { // VectorCopy(bs->lastenemyorigin, bestorigin); bestorigin[2] += 8; //if the bot is skilled anough if (aim_skill > 0.5) { //do prediction shots around corners //Blaze: Knifes are the only thing bots would need to do predictions shots with, but will need lots of tweaking if (wi.number == WP_KNIFE) { //create the chase goal goal.entitynum = bs->client; goal.areanum = bs->areanum; VectorCopy(bs->eye, goal.origin); VectorSet(goal.mins, -8, -8, -8); VectorSet(goal.maxs, 8, 8, 8); // if (trap_BotPredictVisiblePosition (bs->lastenemyorigin, bs->lastenemyareanum, &goal, TFL_DEFAULT, target)) { VectorSubtract(target, bs->eye, dir); if (VectorLengthSquared(dir) > Square(80)) { VectorCopy(target, bestorigin); bestorigin[2] -= 20; } } aim_accuracy = 1; } } } // if (enemyvisible) { BotAI_Trace(&trace, bs->eye, NULL, NULL, bestorigin, bs->entitynum, MASK_SHOT); VectorCopy(trace.endpos, bs->aimtarget); } else { VectorCopy(bestorigin, bs->aimtarget); } //get aim direction VectorSubtract(bestorigin, bs->eye, dir); // //Blaze: dont wanna have non hitscan weapons here I think like the knife or Grenades if (wi.number == WP_PISTOL || wi.number == WP_M4 || wi.number == WP_SSG3000 || wi.number == WP_MP5 || wi.number == WP_HANDCANNON || wi.number == WP_M3 || wi.number == WP_AKIMBO) { //distance towards the enemy dist = VectorLength(dir); if (dist > 150) dist = 150; f = 0.6 + dist / 150 * 0.4; aim_accuracy *= f; } //add some random stuff to the aim direction depending on the aim accuracy //Makro - bots look even more stupid than they are with this //if (aim_accuracy < 0.8) { // VectorNormalize(dir); // for (i = 0; i < 3; i++) dir[i] += 0.3 * crandom() * (1 - aim_accuracy); //} //set the ideal view angles vectoangles(dir, bs->ideal_viewangles); //take the weapon spread into account for lower skilled bots bs->ideal_viewangles[PITCH] += 6 * wi.vspread * crandom() * (1 - aim_accuracy); bs->ideal_viewangles[PITCH] = AngleMod(bs->ideal_viewangles[PITCH]); bs->ideal_viewangles[YAW] += 6 * wi.hspread * crandom() * (1 - aim_accuracy); bs->ideal_viewangles[YAW] = AngleMod(bs->ideal_viewangles[YAW]); //if the bots should be really challenging if (bot_challenge.integer) { //if the bot is really accurate and has the enemy in view for some time if (aim_accuracy > 0.9 && bs->enemysight_time < FloatTime() - 1) { //set the view angles directly if (bs->ideal_viewangles[PITCH] > 180) bs->ideal_viewangles[PITCH] -= 360; VectorCopy(bs->ideal_viewangles, bs->viewangles); trap_EA_View(bs->client, bs->viewangles); } } } /* ================== BotCheckAttack ================== */ void BotCheckAttack(bot_state_t * bs) { float points, reactiontime, fov, firethrottle; int attackentity; bsp_trace_t bsptrace; //float selfpreservation; vec3_t forward, right, start, end, dir, angles; weaponinfo_t wi; bsp_trace_t trace; aas_entityinfo_t entinfo; vec3_t mins = { -8, -8, -8 }, maxs = { 8, 8, 8}; attackentity = bs->enemy; // BotEntityInfo(attackentity, &entinfo); // if not attacking a player if (attackentity >= MAX_CLIENTS) { } // //Makro - we need the weapon info sooner //get the weapon info //trap_BotGetWeaponInfo(bs->ws, bs->weaponnum, &wi); //Makro - new function; if weapon/weapon info not ok, stop if (!RQ3_Bot_GetWeaponInfo(bs, bs->ws, bs->weaponnum, &wi)) return; reactiontime = trap_Characteristic_BFloat(bs->character, CHARACTERISTIC_REACTIONTIME, 0, 1); if (bs->enemysight_time > FloatTime() - reactiontime) return; if (bs->teleport_time > FloatTime() - reactiontime) return; //if changing weapons //Makro - changed from 0.1 to an expression that takes into account weapon info if (bs->weaponchange_time > FloatTime() - 0.1 - wi.activate) return; //check fire throttle characteristic if (bs->firethrottlewait_time > FloatTime()) return; firethrottle = trap_Characteristic_BFloat(bs->character, CHARACTERISTIC_FIRETHROTTLE, 0, 1); if (bs->firethrottleshoot_time < FloatTime()) { if (random() > firethrottle) { bs->firethrottlewait_time = FloatTime() + firethrottle; bs->firethrottleshoot_time = 0; } else { bs->firethrottleshoot_time = FloatTime() + 1 - firethrottle; bs->firethrottlewait_time = 0; } } // // VectorSubtract(bs->aimtarget, bs->eye, dir); // if (bs->weaponnum == WP_KNIFE) { if (VectorLengthSquared(dir) > Square(60)) { return; } } if (VectorLengthSquared(dir) < Square(100)) fov = 120; else fov = 50; // vectoangles(dir, angles); if (!InFieldOfVision(bs->viewangles, fov, angles)) return; BotAI_Trace(&bsptrace, bs->eye, NULL, NULL, bs->aimtarget, bs->client, CONTENTS_SOLID | CONTENTS_PLAYERCLIP); if (bsptrace.fraction < 1 && bsptrace.ent != attackentity) return; //Makro - get weapon info sooner; was here before //get the start point shooting from VectorCopy(bs->origin, start); start[2] += bs->cur_ps.viewheight; AngleVectors(bs->viewangles, forward, right, NULL); start[0] += forward[0] * wi.offset[0] + right[0] * wi.offset[1]; start[1] += forward[1] * wi.offset[0] + right[1] * wi.offset[1]; start[2] += forward[2] * wi.offset[0] + right[2] * wi.offset[1] + wi.offset[2]; //end point aiming at VectorMA(start, 1000, forward, end); //a little back to make sure not inside a very close enemy VectorMA(start, -12, forward, start); BotAI_Trace(&trace, start, mins, maxs, end, bs->entitynum, MASK_SHOT); //if the entity is a client if (trace.ent >= 0 && trace.ent < MAX_CLIENTS) { if (trace.ent != attackentity) { //if a teammate is hit if (BotSameTeam(bs, trace.ent)) return; } } //if won't hit the enemy or not attacking a player (obelisk) if (trace.ent != attackentity || attackentity >= MAX_CLIENTS) { //if the projectile does radial damage if (wi.proj.damagetype & DAMAGETYPE_RADIAL) { if (trace.fraction * 1000 < wi.proj.radius) { points = (wi.proj.damage - 0.5 * trace.fraction * 1000) * 0.5; if (points > 0) { return; } } //FIXME: check if a teammate gets radial damage } } //if fire has to be release to activate weapon if (wi.flags & WFL_FIRERELEASED) { if (bs->flags & BFL_ATTACKED) { //Makro - using custom function to allow in-combat reloads //trap_EA_Attack(bs->client); BotAttack(bs); } } else { //Makro - using custom function to allow in-combat reloads //trap_EA_Attack(bs->client); BotAttack(bs); } bs->flags ^= BFL_ATTACKED; } /* ================== BotMapScripts ================== */ void BotMapScripts(bot_state_t * bs) { char info[1024]; char mapname[128]; int i, shootbutton; float aim_accuracy; aas_entityinfo_t entinfo; vec3_t dir; trap_GetServerinfo(info, sizeof(info)); strncpy(mapname, Info_ValueForKey(info, "mapname"), sizeof(mapname) - 1); mapname[sizeof(mapname) - 1] = '\0'; if (!Q_stricmp(mapname, "q3tourney6")) { vec3_t mins = { 700, 204, 672 }, maxs = { 964, 468, 680}; vec3_t buttonorg = { 304, 352, 920 }; //NOTE: NEVER use the func_bobbing in q3tourney6 bs->tfl &= ~TFL_FUNCBOB; //if the bot is below the bounding box if (bs->origin[0] > mins[0] && bs->origin[0] < maxs[0]) { if (bs->origin[1] > mins[1] && bs->origin[1] < maxs[1]) { if (bs->origin[2] < mins[2]) { return; } } } shootbutton = qfalse; //if an enemy is below this bounding box then shoot the button for (i = 0; i < maxclients && i < MAX_CLIENTS; i++) { if (i == bs->client) continue; // BotEntityInfo(i, &entinfo); // if (!entinfo.valid) continue; //if the enemy isn't dead and the enemy isn't the bot self if (EntityIsDead(&entinfo) || entinfo.number == bs->entitynum) continue; // if (entinfo.origin[0] > mins[0] && entinfo.origin[0] < maxs[0]) { if (entinfo.origin[1] > mins[1] && entinfo.origin[1] < maxs[1]) { if (entinfo.origin[2] < mins[2]) { //if there's a team mate below the crusher if (BotSameTeam(bs, i)) { shootbutton = qfalse; break; } else { shootbutton = qtrue; } } } } } if (shootbutton) { bs->flags |= BFL_IDEALVIEWSET; VectorSubtract(buttonorg, bs->eye, dir); vectoangles(dir, bs->ideal_viewangles); aim_accuracy = trap_Characteristic_BFloat(bs->character, CHARACTERISTIC_AIM_ACCURACY, 0, 1); bs->ideal_viewangles[PITCH] += 8 * crandom() * (1 - aim_accuracy); bs->ideal_viewangles[PITCH] = AngleMod(bs->ideal_viewangles[PITCH]); bs->ideal_viewangles[YAW] += 8 * crandom() * (1 - aim_accuracy); bs->ideal_viewangles[YAW] = AngleMod(bs->ideal_viewangles[YAW]); // if (InFieldOfVision(bs->viewangles, 20, bs->ideal_viewangles)) { //Makro - using custom function to allow in-combat reloads //trap_EA_Attack(bs->client); BotAttack(bs); } } } else if (!Q_stricmp(mapname, "mpq3tourney6")) { //NOTE: NEVER use the func_bobbing in mpq3tourney6 bs->tfl &= ~TFL_FUNCBOB; } } /* ================== BotSetMovedir ================== */ // bk001205 - made these static static vec3_t VEC_UP = { 0, -1, 0 }; static vec3_t MOVEDIR_UP = { 0, 0, 1 }; static vec3_t VEC_DOWN = { 0, -2, 0 }; static vec3_t MOVEDIR_DOWN = { 0, 0, -1 }; void BotSetMovedir(vec3_t angles, vec3_t movedir) { if (VectorCompare(angles, VEC_UP)) { VectorCopy(MOVEDIR_UP, movedir); } else if (VectorCompare(angles, VEC_DOWN)) { VectorCopy(MOVEDIR_DOWN, movedir); } else { AngleVectors(angles, movedir, NULL, NULL); } } /* ================== BotModelMinsMaxs this is ugly ================== */ int BotModelMinsMaxs(int modelindex, int eType, int contents, vec3_t mins, vec3_t maxs) { gentity_t *ent; int i; //Makro - started from 0 //ent = &g_entities[0]; ent = &g_entities[MAX_CLIENTS]; for (i = MAX_CLIENTS; i < level.num_entities; i++, ent++) { if (!ent->inuse) { continue; } if (eType && ent->s.eType != eType) { continue; } if (contents && ent->r.contents != contents) { continue; } if (ent->s.modelindex == modelindex) { if (mins) VectorAdd(ent->r.currentOrigin, ent->r.mins, mins); if (maxs) VectorAdd(ent->r.currentOrigin, ent->r.maxs, maxs); return i; } } if (mins) VectorClear(mins); if (maxs) VectorClear(maxs); return 0; } /* ================== BotFuncButtonGoal ================== */ int BotFuncButtonActivateGoal(bot_state_t * bs, int bspent, bot_activategoal_t * activategoal) { int i, areas[10], numareas, modelindex, entitynum; char model[128]; float lip, dist, health, angle; vec3_t size, start, end, mins, maxs, angles, points[10]; vec3_t movedir, origin, goalorigin, bboxmins, bboxmaxs; vec3_t extramins = { 1, 1, 1 }, extramaxs = { -1, -1, -1}; bsp_trace_t bsptrace; activategoal->shoot = qfalse; VectorClear(activategoal->target); //create a bot goal towards the button trap_AAS_ValueForBSPEpairKey(bspent, "model", model, sizeof(model)); if (!*model) return qfalse; modelindex = atoi(model + 1); if (!modelindex) return qfalse; VectorClear(angles); entitynum = BotModelMinsMaxs(modelindex, ET_MOVER, 0, mins, maxs); //get the lip of the button trap_AAS_FloatForBSPEpairKey(bspent, "lip", &lip); if (!lip) lip = 4; //get the move direction from the angle trap_AAS_FloatForBSPEpairKey(bspent, "angle", &angle); VectorSet(angles, 0, angle, 0); BotSetMovedir(angles, movedir); //button size VectorSubtract(maxs, mins, size); //button origin VectorAdd(mins, maxs, origin); VectorScale(origin, 0.5, origin); //touch distance of the button dist = fabs(movedir[0]) * size[0] + fabs(movedir[1]) * size[1] + fabs(movedir[2]) * size[2]; dist *= 0.5; // trap_AAS_FloatForBSPEpairKey(bspent, "health", &health); //if the button is shootable if (health) { //calculate the shoot target VectorMA(origin, -dist, movedir, goalorigin); // VectorCopy(goalorigin, activategoal->target); activategoal->shoot = qtrue; // BotAI_Trace(&bsptrace, bs->eye, NULL, NULL, goalorigin, bs->entitynum, MASK_SHOT); // if the button is visible from the current position if (bsptrace.fraction >= 1.0 || bsptrace.ent == entitynum) { // activategoal->goal.entitynum = entitynum; //NOTE: this is the entity number of the shootable button activategoal->goal.number = 0; activategoal->goal.flags = 0; VectorCopy(bs->origin, activategoal->goal.origin); activategoal->goal.areanum = bs->areanum; VectorSet(activategoal->goal.mins, -8, -8, -8); VectorSet(activategoal->goal.maxs, 8, 8, 8); // return qtrue; } else { //create a goal from where the button is visible and shoot at the button from there //add bounding box size to the dist trap_AAS_PresenceTypeBoundingBox(PRESENCE_CROUCH, bboxmins, bboxmaxs); for (i = 0; i < 3; i++) { if (movedir[i] < 0) dist += fabs(movedir[i]) * fabs(bboxmaxs[i]); else dist += fabs(movedir[i]) * fabs(bboxmins[i]); } //calculate the goal origin VectorMA(origin, -dist, movedir, goalorigin); // VectorCopy(goalorigin, start); start[2] += 24; VectorCopy(start, end); end[2] -= 512; numareas = trap_AAS_TraceAreas(start, end, areas, points, 10); // for (i = numareas - 1; i >= 0; i--) { if (trap_AAS_AreaReachability(areas[i])) { break; } } if (i < 0) { // FIXME: trace forward and maybe in other directions to find a valid area } if (i >= 0) { // VectorCopy(points[i], activategoal->goal.origin); activategoal->goal.areanum = areas[i]; VectorSet(activategoal->goal.mins, 8, 8, 8); VectorSet(activategoal->goal.maxs, -8, -8, -8); // for (i = 0; i < 3; i++) { if (movedir[i] < 0) activategoal->goal.maxs[i] += fabs(movedir[i]) * fabs(extramaxs[i]); else activategoal->goal.mins[i] += fabs(movedir[i]) * fabs(extramins[i]); } //end for // activategoal->goal.entitynum = entitynum; activategoal->goal.number = 0; activategoal->goal.flags = 0; return qtrue; } } return qfalse; } else { //add bounding box size to the dist trap_AAS_PresenceTypeBoundingBox(PRESENCE_CROUCH, bboxmins, bboxmaxs); for (i = 0; i < 3; i++) { if (movedir[i] < 0) dist += fabs(movedir[i]) * fabs(bboxmaxs[i]); else dist += fabs(movedir[i]) * fabs(bboxmins[i]); } //calculate the goal origin VectorMA(origin, -dist, movedir, goalorigin); // VectorCopy(goalorigin, start); start[2] += 24; VectorCopy(start, end); end[2] -= 100; numareas = trap_AAS_TraceAreas(start, end, areas, NULL, 10); // for (i = 0; i < numareas; i++) { if (trap_AAS_AreaReachability(areas[i])) { break; } } if (i < numareas) { // VectorCopy(origin, activategoal->goal.origin); activategoal->goal.areanum = areas[i]; VectorSubtract(mins, origin, activategoal->goal.mins); VectorSubtract(maxs, origin, activategoal->goal.maxs); // for (i = 0; i < 3; i++) { if (movedir[i] < 0) activategoal->goal.maxs[i] += fabs(movedir[i]) * fabs(extramaxs[i]); else activategoal->goal.mins[i] += fabs(movedir[i]) * fabs(extramins[i]); } //end for // activategoal->goal.entitynum = entitynum; activategoal->goal.number = 0; activategoal->goal.flags = 0; return qtrue; } } return qfalse; } /* ================== BotFuncDoorGoal ================== */ int BotFuncDoorActivateGoal(bot_state_t * bs, int bspent, bot_activategoal_t * activategoal) { int modelindex, entitynum; char model[MAX_INFO_STRING]; vec3_t mins, maxs, origin; //shoot at the shootable door trap_AAS_ValueForBSPEpairKey(bspent, "model", model, sizeof(model)); if (!*model) return qfalse; modelindex = atoi(model + 1); if (!modelindex) return qfalse; //VectorClear(angles); entitynum = BotModelMinsMaxs(modelindex, ET_MOVER, 0, mins, maxs); //door origin VectorAdd(mins, maxs, origin); VectorScale(origin, 0.5, origin); VectorCopy(origin, activategoal->target); activategoal->shoot = qtrue; activategoal->goal.entitynum = entitynum; //NOTE: this is the entity number of the shootable door activategoal->goal.number = 0; activategoal->goal.flags = 0; VectorCopy(bs->origin, activategoal->goal.origin); activategoal->goal.areanum = bs->areanum; VectorSet(activategoal->goal.mins, -8, -8, -8); VectorSet(activategoal->goal.maxs, 8, 8, 8); return qtrue; } /* ==================================== BotFuncBreakableGoal Added by Makro Basically a rip off of the previous function ! ==================================== */ int BotFuncBreakableGoal(bot_state_t * bs, int bspent, bot_activategoal_t * activategoal) { int modelindex, entitynum; char model[MAX_INFO_STRING]; vec3_t mins, maxs, origin; //shoot at the func_breakable trap_AAS_ValueForBSPEpairKey(bspent, "model", model, sizeof(model)); if (!*model) return qfalse; modelindex = atoi(model + 1); if (!modelindex) return qfalse; //VectorClear(angles); //Makro - changing from ET_BREAKABLE to 0 entitynum = BotModelMinsMaxs(modelindex, 0, 0, mins, maxs); //breakable origin VectorAdd(mins, maxs, origin); VectorScale(origin, 0.5, origin); VectorCopy(origin, activategoal->target); activategoal->shoot = qtrue; activategoal->goal.entitynum = entitynum; activategoal->goal.number = 0; activategoal->goal.flags = 0; //activategoal->weapon = WP_NUM_WEAPONS; activategoal->noWeapon = qtrue; //Makro - hmm, not quite sure this is right, but they did it for func_doors VectorCopy(bs->origin, activategoal->goal.origin); activategoal->goal.areanum = bs->areanum; VectorSet(activategoal->goal.mins, -8, -8, -8); VectorSet(activategoal->goal.maxs, 8, 8, 8); return qtrue; } /* ==================================== BotFuncDoorRotatingActivateGoal Added by Makro ==================================== */ int BotFuncDoorRotatingActivateGoal(bot_state_t * bs, int bspent, bot_activategoal_t * activategoal) { int modelindex, entitynum; char model[MAX_INFO_STRING]; vec3_t mins, maxs, origin, angles; trap_AAS_ValueForBSPEpairKey(bspent, "model", model, sizeof(model)); if (!*model) return qfalse; modelindex = atoi(model + 1); if (!modelindex) return qfalse; VectorClear(angles); entitynum = BotModelMinsMaxs(modelindex, ET_MOVER, 0, mins, maxs); //door origin VectorAdd(mins, maxs, origin); VectorScale(origin, 0.5, origin); activategoal->goal.entitynum = entitynum; VectorTargetDist(bs->origin, origin, -48, activategoal->origin); activategoal->openDoor = qtrue; activategoal->goal.number = 0; activategoal->goal.flags = 0; //VectorCopy(bs->origin, activategoal->goal.origin); VectorCopy(activategoal->origin, activategoal->goal.origin); activategoal->goal.areanum = bs->areanum; VectorSet(activategoal->goal.mins, -8, -8, -8); VectorSet(activategoal->goal.maxs, 8, 8, 8); return qtrue; } /* ================== BotTriggerMultipleGoal ================== */ int BotTriggerMultipleActivateGoal(bot_state_t * bs, int bspent, bot_activategoal_t * activategoal) { int i, areas[10], numareas, modelindex, entitynum; char model[128]; vec3_t start, end, mins, maxs, angles; vec3_t origin, goalorigin; activategoal->shoot = qfalse; VectorClear(activategoal->target); //create a bot goal towards the trigger trap_AAS_ValueForBSPEpairKey(bspent, "model", model, sizeof(model)); if (!*model) return qfalse; modelindex = atoi(model + 1); if (!modelindex) return qfalse; VectorClear(angles); entitynum = BotModelMinsMaxs(modelindex, 0, CONTENTS_TRIGGER, mins, maxs); //trigger origin VectorAdd(mins, maxs, origin); VectorScale(origin, 0.5, origin); VectorCopy(origin, goalorigin); // VectorCopy(goalorigin, start); start[2] += 24; VectorCopy(start, end); end[2] -= 100; numareas = trap_AAS_TraceAreas(start, end, areas, NULL, 10); // for (i = 0; i < numareas; i++) { if (trap_AAS_AreaReachability(areas[i])) { break; } } if (i < numareas) { VectorCopy(origin, activategoal->goal.origin); activategoal->goal.areanum = areas[i]; VectorSubtract(mins, origin, activategoal->goal.mins); VectorSubtract(maxs, origin, activategoal->goal.maxs); // activategoal->goal.entitynum = entitynum; activategoal->goal.number = 0; activategoal->goal.flags = 0; return qtrue; } return qfalse; } /* ================== BotPopFromActivateGoalStack ================== */ int BotPopFromActivateGoalStack(bot_state_t * bs) { if (!bs->activatestack) return qfalse; BotEnableActivateGoalAreas(bs->activatestack, qtrue); bs->activatestack->inuse = qfalse; bs->activatestack->justused_time = FloatTime(); bs->activatestack = bs->activatestack->next; return qtrue; } /* ================== BotPushOntoActivateGoalStack ================== */ int BotPushOntoActivateGoalStack(bot_state_t * bs, bot_activategoal_t * activategoal) { int i, best; float besttime; best = -1; besttime = FloatTime() + 9999; // for (i = 0; i < MAX_ACTIVATESTACK; i++) { if (!bs->activategoalheap[i].inuse) { if (bs->activategoalheap[i].justused_time < besttime) { besttime = bs->activategoalheap[i].justused_time; best = i; } } } if (best != -1) { memcpy(&bs->activategoalheap[best], activategoal, sizeof(bot_activategoal_t)); bs->activategoalheap[best].inuse = qtrue; bs->activategoalheap[best].next = bs->activatestack; bs->activatestack = &bs->activategoalheap[best]; return qtrue; } return qfalse; } /* ================== BotClearActivateGoalStack ================== */ void BotClearActivateGoalStack(bot_state_t * bs) { while (bs->activatestack) BotPopFromActivateGoalStack(bs); } /* ================== BotEnableActivateGoalAreas ================== */ void BotEnableActivateGoalAreas(bot_activategoal_t * activategoal, int enable) { int i; if (activategoal->areasdisabled == !enable) return; for (i = 0; i < activategoal->numareas; i++) trap_AAS_EnableRoutingArea(activategoal->areas[i], enable); activategoal->areasdisabled = !enable; } /* ================== BotIsGoingToActivateEntity ================== */ int BotIsGoingToActivateEntity(bot_state_t * bs, int entitynum) { bot_activategoal_t *a; int i; for (a = bs->activatestack; a; a = a->next) { if (a->time < FloatTime()) continue; if (a->goal.entitynum == entitynum) return qtrue; } for (i = 0; i < MAX_ACTIVATESTACK; i++) { if (bs->activategoalheap[i].inuse) continue; // if (bs->activategoalheap[i].goal.entitynum == entitynum) { // if the bot went for this goal less than 2 seconds ago if (bs->activategoalheap[i].justused_time > FloatTime() - 2) return qtrue; } } return qfalse; } /* ================== BotGetActivateGoal returns the number of the bsp entity to activate goal->entitynum will be set to the game entity to activate ================== */ //#define OBSTACLEDEBUG int BotGetActivateGoal(bot_state_t * bs, int entitynum, bot_activategoal_t * activategoal) { int i, ent, cur_entities[10], spawnflags, modelindex, areas[MAX_ACTIVATEAREAS * 2], numareas, t; char model[MAX_INFO_STRING], tmpmodel[128]; char target[128], classname[128]; float health; char targetname[10][128]; aas_entityinfo_t entinfo; aas_areainfo_t areainfo; vec3_t origin, angles, absmins, absmaxs; memset(activategoal, 0, sizeof(bot_activategoal_t)); BotEntityInfo(entitynum, &entinfo); Com_sprintf(model, sizeof(model), "*%d", entinfo.modelindex); for (ent = trap_AAS_NextBSPEntity(0); ent; ent = trap_AAS_NextBSPEntity(ent)) { if (!trap_AAS_ValueForBSPEpairKey(ent, "model", tmpmodel, sizeof(tmpmodel))) continue; if (!strcmp(model, tmpmodel)) break; } if (!ent) { BotAI_Print(PRT_ERROR, "BotGetActivateGoal: no entity found with model %s\n", model); return 0; } trap_AAS_ValueForBSPEpairKey(ent, "classname", classname, sizeof(classname)); if (!*classname) { BotAI_Print(PRT_ERROR, "BotGetActivateGoal: entity with model %s has no classname\n", model); return 0; } //if it is a door //Makro - or a door_rotating if (!strcmp(classname, "func_door") || !strcmp(classname, "func_door_rotating")) { qboolean rotating = (strcmp(classname, "func_door_rotating") == 0); if (trap_AAS_FloatForBSPEpairKey(ent, "health", &health)) { //if the door has health then the door must be shot to open if (health) { BotFuncDoorActivateGoal(bs, ent, activategoal); return ent; } } // trap_AAS_IntForBSPEpairKey(ent, "spawnflags", &spawnflags); // if the door starts open then just wait for the door to return // Makro - only if toggle is not set if ((spawnflags & 1) && !(spawnflags & 8)) return 0; //get the door origin if (!trap_AAS_VectorForBSPEpairKey(ent, "origin", origin)) { VectorClear(origin); } //if the door is open or opening already //Makro - different code for rotating doors if (!rotating) { if (!VectorCompare(origin, entinfo.origin)) return 0; } else { if (g_entities[entinfo.number].moverState == ROTATOR_1TO2 || g_entities[entinfo.number].moverState == ROTATOR_2TO1) return 0; } // store all the areas the door is in trap_AAS_ValueForBSPEpairKey(ent, "model", model, sizeof(model)); if (*model) { modelindex = atoi(model + 1); if (modelindex) { VectorClear(angles); BotModelMinsMaxs(modelindex, ET_MOVER, 0, absmins, absmaxs); // numareas = trap_AAS_BBoxAreas(absmins, absmaxs, areas, MAX_ACTIVATEAREAS * 2); // store the areas with reachabilities first for (i = 0; i < numareas; i++) { if (activategoal->numareas >= MAX_ACTIVATEAREAS) break; if (!trap_AAS_AreaReachability(areas[i])) { continue; } trap_AAS_AreaInfo(areas[i], &areainfo); if (areainfo.contents & AREACONTENTS_MOVER) { activategoal->areas[activategoal->numareas++] = areas[i]; } } // store any remaining areas for (i = 0; i < numareas; i++) { if (activategoal->numareas >= MAX_ACTIVATEAREAS) break; if (trap_AAS_AreaReachability(areas[i])) { continue; } trap_AAS_AreaInfo(areas[i], &areainfo); if (areainfo.contents & AREACONTENTS_MOVER) { activategoal->areas[activategoal->numareas++] = areas[i]; } } } //Makro - open the door if (!g_entities[entinfo.number].targetname) { if (!rotating) { Cmd_OpenDoor(&g_entities[bs->entitynum]); return 0; } else { BotMoveTowardsEnt(bs, entinfo.origin, -80); //BotMoveTowardsEnt(bs, g_entities[entinfo.number].s.origin2, -80); //BotFuncDoorRotatingActivateGoal(bs, ent, activategoal); Cmd_OpenDoor(&g_entities[bs->entitynum]); return 0; } } } } //if it is some glass if (!strcmp(classname, "func_breakable")) { //disable all areas the blocking entity is in BotEnableActivateGoalAreas(activategoal, qfalse); //nothing the bot can do to unbreakable glass if (g_entities[entinfo.number].unbreakable) return 0; if (!g_entities[entinfo.number].targetname) { BotFuncBreakableGoal(bs, ent, activategoal); return ent; } } /* Handled above now //Makro - checking for rotating doors if ( !strcmp(classname, "func_door_rotating") ) { //if door is moving, wait till it stops if ( g_entities[entitynum].moverState == ROTATOR_1TO2 || g_entities[entitynum].moverState == ROTATOR_2TO1 || (g_entities[entitynum].targetname) ) { BotMoveTowardsEnt(bs, entinfo.origin, -80); if ( g_entities[entitynum].targetname == NULL ) { return 0; } } else { //Cmd_OpenDoor( &g_entities[bs->entitynum] ); BotFuncDoorRotatingActivateGoal(bs, ent, activategoal); //disable all areas the blocking entity is in BotEnableActivateGoalAreas( activategoal, qfalse ); return ent; } } */ // if the bot is blocked by or standing on top of a button if (!strcmp(classname, "func_button")) { return 0; } // get the targetname so we can find an entity with a matching target if (!trap_AAS_ValueForBSPEpairKey(ent, "targetname", targetname[0], sizeof(targetname[0]))) { if (bot_developer.integer) { BotAI_Print(PRT_ERROR, "BotGetActivateGoal: entity with model \"%s\" has no targetname\n", model); } return 0; } // allow tree-like activation cur_entities[0] = trap_AAS_NextBSPEntity(0); for (i = 0; i >= 0 && i < 10;) { for (ent = cur_entities[i]; ent; ent = trap_AAS_NextBSPEntity(ent)) { if (!trap_AAS_ValueForBSPEpairKey(ent, "target", target, sizeof(target))) continue; if (!strcmp(targetname[i], target)) { cur_entities[i] = trap_AAS_NextBSPEntity(ent); break; } } if (!ent) { if (bot_developer.integer) { BotAI_Print(PRT_ERROR, "BotGetActivateGoal: no entity with target \"%s\"\n", targetname[i]); } i--; continue; } if (!trap_AAS_ValueForBSPEpairKey(ent, "classname", classname, sizeof(classname))) { if (bot_developer.integer) { BotAI_Print(PRT_ERROR, "BotGetActivateGoal: entity with target \"%s\" has no classname\n", targetname[i]); } continue; } // BSP button model if (!strcmp(classname, "func_button")) { // if (!BotFuncButtonActivateGoal(bs, ent, activategoal)) continue; // if the bot tries to activate this button already if (bs->activatestack && bs->activatestack->inuse && bs->activatestack->goal.entitynum == activategoal->goal.entitynum && bs->activatestack->time > FloatTime() && bs->activatestack->start_time < FloatTime() - 2) continue; // if the bot is in a reachability area if (trap_AAS_AreaReachability(bs->areanum)) { // disable all areas the blocking entity is in BotEnableActivateGoalAreas(activategoal, qfalse); // t = trap_AAS_AreaTravelTimeToGoalArea(bs->areanum, bs->origin, activategoal->goal.areanum, bs->tfl); // if the button is not reachable if (!t) { continue; } activategoal->time = FloatTime() + t * 0.01 + 5; } return ent; } // invisible trigger multiple box else if (!strcmp(classname, "trigger_multiple")) { // if (!BotTriggerMultipleActivateGoal(bs, ent, activategoal)) continue; // if the bot tries to activate this trigger already if (bs->activatestack && bs->activatestack->inuse && bs->activatestack->goal.entitynum == activategoal->goal.entitynum && bs->activatestack->time > FloatTime() && bs->activatestack->start_time < FloatTime() - 2) continue; // if the bot is in a reachability area if (trap_AAS_AreaReachability(bs->areanum)) { // disable all areas the blocking entity is in BotEnableActivateGoalAreas(activategoal, qfalse); // t = trap_AAS_AreaTravelTimeToGoalArea(bs->areanum, bs->origin, activategoal->goal.areanum, bs->tfl); // if the trigger is not reachable if (!t) { continue; } activategoal->time = FloatTime() + t * 0.01 + 5; } return ent; } else if (!strcmp(classname, "func_timer")) { // just skip the func_timer continue; } // the actual button or trigger might be linked through a target_relay or target_delay else if (!strcmp(classname, "target_relay") || !strcmp(classname, "target_delay")) { if (trap_AAS_ValueForBSPEpairKey(ent, "targetname", targetname[i + 1], sizeof(targetname[0]))) { i++; cur_entities[i] = trap_AAS_NextBSPEntity(0); } } } #ifdef OBSTACLEDEBUG BotAI_Print(PRT_ERROR, "BotGetActivateGoal: no valid activator for entity with target \"%s\"\n", targetname[0]); #endif return 0; } /* ================== BotGoForActivateGoal ================== */ int BotGoForActivateGoal(bot_state_t * bs, bot_activategoal_t * activategoal) { aas_entityinfo_t activateinfo; activategoal->inuse = qtrue; if (!activategoal->time) activategoal->time = FloatTime() + 10; activategoal->start_time = FloatTime(); BotEntityInfo(activategoal->goal.entitynum, &activateinfo); VectorCopy(activateinfo.origin, activategoal->origin); // if (BotPushOntoActivateGoalStack(bs, activategoal)) { // enter the activate entity AI node AIEnter_Seek_ActivateEntity(bs, "BotGoForActivateGoal"); return qtrue; } else { // enable any routing areas that were disabled BotEnableActivateGoalAreas(activategoal, qtrue); return qfalse; } } /* ================== BotPrintActivateGoalInfo ================== */ void BotPrintActivateGoalInfo(bot_state_t * bs, bot_activategoal_t * activategoal, int bspent) { char netname[MAX_NETNAME]; char classname[128]; char buf[128]; ClientName(bs->client, netname, sizeof(netname)); trap_AAS_ValueForBSPEpairKey(bspent, "classname", classname, sizeof(classname)); if (activategoal->shoot) { Com_sprintf(buf, sizeof(buf), "%s: I have to shoot at a %s from %1.1f %1.1f %1.1f in area %d\n", netname, classname, activategoal->goal.origin[0], activategoal->goal.origin[1], activategoal->goal.origin[2], activategoal->goal.areanum); } else { Com_sprintf(buf, sizeof(buf), "%s: I have to activate a %s at %1.1f %1.1f %1.1f in area %d\n", netname, classname, activategoal->goal.origin[0], activategoal->goal.origin[1], activategoal->goal.origin[2], activategoal->goal.areanum); } trap_EA_Say(bs->client, buf); } /* ================== BotRandomMove ================== */ void BotRandomMove(bot_state_t * bs, bot_moveresult_t * moveresult) { vec3_t dir, angles; angles[0] = 0; angles[1] = random() * 360; angles[2] = 0; AngleVectors(angles, dir, NULL, NULL); trap_BotMoveInDirection(bs->ms, dir, 400, MOVE_WALK); moveresult->failure = qfalse; VectorCopy(dir, moveresult->movedir); } /* ================== BotAIBlocked Very basic handling of bots being blocked by other entities. Check what kind of entity is blocking the bot and try to activate it. If that's not an option then try to walk around or over the entity. Before the bot ends in this part of the AI it should predict which doors to open, which buttons to activate etc. ================== */ void BotAIBlocked(bot_state_t * bs, bot_moveresult_t * moveresult, int activate) { #ifdef OBSTACLEDEBUG char netname[MAX_NETNAME]; #endif int movetype, bspent; vec3_t hordir, sideward, angles, up = {0, 0, 1}; //vec3_t start, end, mins, maxs; aas_entityinfo_t entinfo; bot_activategoal_t activategoal; // if the bot is not blocked by anything if (!moveresult->blocked) { bs->notblocked_time = FloatTime(); return; } // if stuck in a solid area if (moveresult->type == RESULTTYPE_INSOLIDAREA) { // move in a random direction in the hope to get out BotRandomMove(bs, moveresult); // return; } // get info for the entity that is blocking the bot BotEntityInfo(moveresult->blockentity, &entinfo); #ifdef OBSTACLEDEBUG ClientName(bs->client, netname, sizeof(netname)); BotAI_Print(PRT_MESSAGE, "%s: I'm blocked by model %d\n", netname, entinfo.modelindex); // JBravo: silencing a compiler warning by commenting out text after endif #endif /* OBSTACLEDEBUG */ // if blocked by a bsp model and the bot wants to activate it if (activate && entinfo.modelindex > 0 && entinfo.modelindex <= max_bspmodelindex) { // find the bsp entity which should be activated in order to get the blocking entity out of the way bspent = BotGetActivateGoal(bs, entinfo.number, &activategoal); if (bspent) { // if (bs->activatestack && !bs->activatestack->inuse) bs->activatestack = NULL; // if not already trying to activate this entity if (!BotIsGoingToActivateEntity(bs, activategoal.goal.entitynum)) { // BotGoForActivateGoal(bs, &activategoal); } // if ontop of an obstacle or // if the bot is not in a reachability area it'll still // need some dynamic obstacle avoidance, otherwise return if (!(moveresult->flags & MOVERESULT_ONTOPOFOBSTACLE) && trap_AAS_AreaReachability(bs->areanum)) return; } else { // enable any routing areas that were disabled BotEnableActivateGoalAreas(&activategoal, qtrue); } } //just some basic dynamic obstacle avoidance code hordir[0] = moveresult->movedir[0]; hordir[1] = moveresult->movedir[1]; hordir[2] = 0; //if no direction just take a random direction if (VectorNormalize(hordir) < 0.1) { VectorSet(angles, 0, 360 * random(), 0); AngleVectors(angles, hordir, NULL, NULL); } // //if (moveresult->flags & MOVERESULT_ONTOPOFOBSTACLE) movetype = MOVE_JUMP; //else movetype = MOVE_WALK; //if there's an obstacle at the bot's feet and head then //the bot might be able to crouch through //VectorCopy(bs->origin, start); //start[2] += 18; //VectorMA(start, 5, hordir, end); //VectorSet(mins, -16, -16, -24); //VectorSet(maxs, 16, 16, 4); // //bsptrace = AAS_Trace(start, mins, maxs, end, bs->entitynum, MASK_PLAYERSOLID); //if (bsptrace.fraction >= 1) movetype = MOVE_CROUCH; //get the sideward vector CrossProduct(hordir, up, sideward); // if (bs->flags & BFL_AVOIDRIGHT) VectorNegate(sideward, sideward); //try to crouch straight forward? if (movetype != MOVE_CROUCH || !trap_BotMoveInDirection(bs->ms, hordir, 400, movetype)) { //perform the movement if (!trap_BotMoveInDirection(bs->ms, sideward, 400, movetype)) { //flip the avoid direction flag bs->flags ^= BFL_AVOIDRIGHT; //flip the direction // VectorNegate(sideward, sideward); VectorMA(sideward, -1, hordir, sideward); //move in the other direction trap_BotMoveInDirection(bs->ms, sideward, 400, movetype); } } // if (bs->notblocked_time < FloatTime() - 0.4) { // just reset goals and hope the bot will go into another direction? //is this still needed?? if (bs->ainode == AINode_Seek_NBG) bs->nbg_time = 0; else if (bs->ainode == AINode_Seek_LTG) bs->ltg_time = 0; } } /* ================== BotAIPredictObstacles Predict the route towards the goal and check if the bot will be blocked by certain obstacles. When the bot has obstacles on it's path the bot should figure out if they can be removed by activating certain entities. ================== */ int BotAIPredictObstacles(bot_state_t * bs, bot_goal_t * goal) { int modelnum, entitynum, bspent; bot_activategoal_t activategoal; aas_predictroute_t route; if (!bot_predictobstacles.integer) return qfalse; // always predict when the goal change or at regular intervals if (bs->predictobstacles_goalareanum == goal->areanum && bs->predictobstacles_time > FloatTime() - 6) { return qfalse; } bs->predictobstacles_goalareanum = goal->areanum; bs->predictobstacles_time = FloatTime(); // predict at most 100 areas or 10 seconds ahead trap_AAS_PredictRoute(&route, bs->areanum, bs->origin, goal->areanum, bs->tfl, 100, 1000, RSE_USETRAVELTYPE | RSE_ENTERCONTENTS, AREACONTENTS_MOVER, TFL_BRIDGE, 0); // if bot has to travel through an area with a mover if (route.stopevent & RSE_ENTERCONTENTS) { // if the bot will run into a mover if (route.endcontents & AREACONTENTS_MOVER) { //NOTE: this only works with bspc 2.1 or higher modelnum = (route.endcontents & AREACONTENTS_MODELNUM) >> AREACONTENTS_MODELNUMSHIFT; if (modelnum) { // entitynum = BotModelMinsMaxs(modelnum, ET_MOVER, 0, NULL, NULL); if (entitynum) { //NOTE: BotGetActivateGoal already checks if the door is open or not bspent = BotGetActivateGoal(bs, entitynum, &activategoal); if (bspent) { // if (bs->activatestack && !bs->activatestack->inuse) bs->activatestack = NULL; // if not already trying to activate this entity if (!BotIsGoingToActivateEntity(bs, activategoal.goal.entitynum)) { // //BotAI_Print(PRT_MESSAGE, "blocked by mover model %d, entity %d ?\n", modelnum, entitynum); // BotGoForActivateGoal(bs, &activategoal); return qtrue; } else { // enable any routing areas that were disabled BotEnableActivateGoalAreas(&activategoal, qtrue); } } } } } } else if (route.stopevent & RSE_USETRAVELTYPE) { if (route.endtravelflags & TFL_BRIDGE) { //FIXME: check if the bridge is available to travel over } } return qfalse; } #define BOT_RADIO_REPLY_TIME 2 /* ================== BotReplyToRadioMessage Added by Makro ================== */ void BotReplyToRadioMessage(bot_state_t * bs, char *msg, int handle) { //Must be in a team-based game to reply if (gametype < GT_TEAM) { return; } //Bot must be alive to report if (!BotIsDead(bs)) { char *token; char *initial = msg; token = COM_ParseExt(&msg, qtrue); if (!Q_stricmp(token, "radio")) { qboolean willreply; //The bot is more likely to reply if you don't spam him with treport's if (bs->radioresponse_count > 15) { willreply = (random() < 0.3); } else if (bs->radioresponse_count > 10) { willreply = (random() < 0.5); } else if (bs->radioresponse_count > 5) { willreply = (random() < 0.7); } else { willreply = (random() < 0.9); } //Bots won't reply to ALL radio messages; they do have a life, you know if ((willreply) && (FloatTime() > BOT_RADIO_REPLY_TIME + bs->radioresponse_time) /*&& (bs->radioresponse_count < 20) */ ) { char *sender = COM_ParseExt(&msg, qtrue); qboolean responded = qfalse; //Lazy bots if (random() < 0.5) { //sender = Q_strlwr(sender); EasyClientName(ClientFromName(sender), sender, 32); } if (strstr(msg, "treport")) { //Team, report in G_Say(&g_entities[bs->entitynum], NULL, SAY_TEAM, va("%s, I have a $W with $A ammo and $H health", sender)); responded = qtrue; } /* if (strstr(msg, "im_hit")) { int senderId = ClientFromName(sender); if (senderId != -1) { BotMoveTo(bs, g_entities[senderId].r.currentOrigin); G_Printf("%s: coming over to %s\n", g_entities[bs->entitynum].client->pers.netname, g_entities[senderId].client->pers.netname); responded = qtrue; } } */ if (responded) { bs->radioresponse_time = FloatTime(); bs->radioresponse_count++; } //TODO: // - Add code that makes the bot move towards // the player that sent the radio message // - Prioritize teamdown, taking_f, im_hit // over enemyd and enemys // - Make the bot talk dirty to spammers } } msg = initial; } } /* ================== BotCheckRadioMessage Added by Makro ================== */ qboolean BotCheckRadioMessage(bot_state_t * bs, char *msg, int handle) { char *token; char *initial = msg; //Must be in a team-based game to reply if (gametype < GT_TEAM) { return qfalse; } token = COM_ParseExt(&msg, qtrue); msg = initial; if (!Q_stricmp(token, "radio")) { return qtrue; } return qfalse; } /* ================== BotCheckConsoleMessages ================== */ void BotCheckConsoleMessages(bot_state_t * bs) { char botname[MAX_NETNAME], message[MAX_MESSAGE_SIZE], netname[MAX_NETNAME], *ptr; float chat_reply; int context, handle; bot_consolemessage_t m; bot_match_t match; qboolean radio; //the name of this bot ClientName(bs->client, botname, sizeof(botname)); // while ((handle = trap_BotNextConsoleMessage(bs->cs, &m)) != 0) { //if the chat state is flooded with messages the bot will read them quickly if (trap_BotNumConsoleMessages(bs->cs) < 10) { //if it is a chat message the bot needs some time to read it if (m.type == CMS_CHAT && m.time > FloatTime() - (1 + random())) break; } //Makro - check for radio commands radio = BotCheckRadioMessage(bs, m.message, handle); if (radio) { //The bot needs at least two seconds to reply if (FloatTime() > (m.time + 2 + random() * 2)) { BotReplyToRadioMessage(bs, m.message, handle); //remove the console message trap_BotRemoveConsoleMessage(bs->cs, handle); continue; } else { //Too soon to reply break; } } // ptr = m.message; //if it is a chat message then don't unify white spaces and don't //replace synonyms in the netname if (m.type == CMS_CHAT) { // if (trap_BotFindMatch(m.message, &match, MTCONTEXT_REPLYCHAT)) { ptr = m.message + match.variables[MESSAGE].offset; } } //unify the white spaces in the message trap_UnifyWhiteSpaces(ptr); //replace synonyms in the right context context = BotSynonymContext(bs); trap_BotReplaceSynonyms(ptr, context); //if there's no match if (!BotMatchMessage(bs, m.message)) { //if it is a chat message if (m.type == CMS_CHAT && !bot_nochat.integer) { // if (!trap_BotFindMatch(m.message, &match, MTCONTEXT_REPLYCHAT)) { trap_BotRemoveConsoleMessage(bs->cs, handle); continue; } //don't use eliza chats with team messages if (match.subtype & ST_TEAM) { trap_BotRemoveConsoleMessage(bs->cs, handle); continue; } // trap_BotMatchVariable(&match, NETNAME, netname, sizeof(netname)); trap_BotMatchVariable(&match, MESSAGE, message, sizeof(message)); //if this is a message from the bot self if (bs->client == ClientFromName(netname)) { trap_BotRemoveConsoleMessage(bs->cs, handle); continue; } //unify the message trap_UnifyWhiteSpaces(message); // trap_Cvar_Update(&bot_testrchat); if (bot_testrchat.integer) { // trap_BotLibVarSet("bot_testrchat", "1"); //if bot replies with a chat message if (trap_BotReplyChat(bs->cs, message, context, CONTEXT_REPLY, NULL, NULL, NULL, NULL, NULL, NULL, botname, netname)) { BotAI_Print(PRT_MESSAGE, "------------------------\n"); } else { BotAI_Print(PRT_MESSAGE, "**** no valid reply ****\n"); } } //if at a valid chat position and not chatting already and not in teamplay else if (bs->ainode != AINode_Stand && BotValidChatPosition(bs) && !TeamPlayIsOn()) { chat_reply = trap_Characteristic_BFloat(bs->character, CHARACTERISTIC_CHAT_REPLY, 0, 1); if (random() < 1.5 / (NumBots() + 1) && random() < chat_reply) { //if bot replies with a chat message if (trap_BotReplyChat(bs->cs, message, context, CONTEXT_REPLY, NULL, NULL, NULL, NULL, NULL, NULL, botname, netname)) { //remove the console message trap_BotRemoveConsoleMessage(bs->cs, handle); bs->stand_time = FloatTime() + BotChatTime(bs); AIEnter_Stand(bs, "BotCheckConsoleMessages: reply chat"); //EA_Say(bs->client, bs->cs.chatmessage); break; } } } } } //remove the console message trap_BotRemoveConsoleMessage(bs->cs, handle); } } /* ================== BotCheckEvents ================== */ void BotCheckForGrenades(bot_state_t * bs, entityState_t * state) { // if this is not a grenade if (state->eType != ET_MISSILE || state->weapon != WP_GRENADE) return; // try to avoid the grenade trap_BotAddAvoidSpot(bs->ms, state->pos.trBase, 160, AVOID_ALWAYS); } /* ================== BotCheckEvents ================== */ void BotCheckEvents(bot_state_t * bs, entityState_t * state) { int event; char buf[128]; //NOTE: this sucks, we're accessing the gentity_t directly //but there's no other fast way to do it right now if (bs->entityeventTime[state->number] == g_entities[state->number].eventTime) { return; } bs->entityeventTime[state->number] = g_entities[state->number].eventTime; //if it's an event only entity if (state->eType > ET_EVENTS) { event = (state->eType - ET_EVENTS) & ~EV_EVENT_BITS; } else { event = state->event & ~EV_EVENT_BITS; } // switch (event) { //client obituary event case EV_OBITUARY: { int target, attacker, mod; target = state->otherEntityNum; attacker = state->otherEntityNum2; mod = state->eventParm; // if (target == bs->client) { bs->botdeathtype = mod; bs->lastkilledby = attacker; // if (target == attacker || target == ENTITYNUM_NONE || target == ENTITYNUM_WORLD) bs->botsuicide = qtrue; else bs->botsuicide = qfalse; // bs->num_deaths++; } //else if this client was killed by the bot else if (attacker == bs->client) { bs->enemydeathtype = mod; bs->lastkilledplayer = target; bs->killedenemy_time = FloatTime(); // bs->num_kills++; } else if (attacker == bs->enemy && target == attacker) { bs->enemysuicide = qtrue; } break; } case EV_GLOBAL_SOUND: { if (state->eventParm < 0 || state->eventParm >= MAX_SOUNDS) { BotAI_Print(PRT_ERROR, "EV_GLOBAL_SOUND: eventParm (%d) out of range\n", state->eventParm); break; } trap_GetConfigstring(CS_SOUNDS + state->eventParm, buf, sizeof(buf)); /* if (!strcmp(buf, "sound/teamplay/flagret_red.wav")) { //red flag is returned bs->redflagstatus = 0; bs->flagstatuschanged = qtrue; } else if (!strcmp(buf, "sound/teamplay/flagret_blu.wav")) { //blue flag is returned bs->blueflagstatus = 0; bs->flagstatuschanged = qtrue; } else */ if (!strcmp(buf, "sound/items/poweruprespawn.wav")) { //powerup respawned... go get it BotGoForPowerups(bs); } break; } case EV_GLOBAL_TEAM_SOUND: { if (gametype == GT_CTF) { switch (state->eventParm) { case GTS_RED_CAPTURE: bs->blueflagstatus = 0; bs->redflagstatus = 0; bs->flagstatuschanged = qtrue; break; //see BotMatch_CTF case GTS_BLUE_CAPTURE: bs->blueflagstatus = 0; bs->redflagstatus = 0; bs->flagstatuschanged = qtrue; break; //see BotMatch_CTF case GTS_RED_RETURN: //blue flag is returned bs->blueflagstatus = 0; bs->flagstatuschanged = qtrue; break; case GTS_BLUE_RETURN: //red flag is returned bs->redflagstatus = 0; bs->flagstatuschanged = qtrue; break; case GTS_RED_TAKEN: //blue flag is taken bs->blueflagstatus = 1; bs->flagstatuschanged = qtrue; break; //see BotMatch_CTF case GTS_BLUE_TAKEN: //red flag is taken bs->redflagstatus = 1; bs->flagstatuschanged = qtrue; break; //see BotMatch_CTF } } break; } case EV_PLAYER_TELEPORT_IN: { VectorCopy(state->origin, lastteleport_origin); lastteleport_time = FloatTime(); break; } case EV_GENERAL_SOUND: { //if this sound is played on the bot if (state->number == bs->client) { if (state->eventParm < 0 || state->eventParm >= MAX_SOUNDS) { BotAI_Print(PRT_ERROR, "EV_GENERAL_SOUND: eventParm (%d) out of range\n", state->eventParm); break; } //check out the sound trap_GetConfigstring(CS_SOUNDS + state->eventParm, buf, sizeof(buf)); //if falling into a death pit if (!strcmp(buf, "*falling1.wav")) { //if the bot has a personal teleporter if (bs->inventory[INVENTORY_TELEPORTER] > 0) { //use the holdable item trap_EA_Use(bs->client); } } } break; } case EV_FOOTSTEP: case EV_FOOTSTEP_METAL: case EV_FOOTSTEP_GRASS: // Elder: new surfaces case EV_FOOTSTEP_WOOD: case EV_FOOTSTEP_CARPET: case EV_FOOTSTEP_METAL2: case EV_FOOTSTEP_GRAVEL: case EV_FOOTSTEP_SNOW: // JBravo: new surfaces case EV_FOOTSTEP_MUD: case EV_FOOTSTEP_WOOD2: case EV_FOOTSTEP_HARDMETAL: case EV_FOOTSTEP_LEAVES: // Makro: new surfaces case EV_FOOTSTEP_CEMENT: case EV_FOOTSTEP_MARBLE: case EV_FOOTSTEP_SNOW2: case EV_FOOTSTEP_HARDSTEPS: case EV_FOOTSTEP_SAND: case EV_FOOTSPLASH: case EV_FOOTWADE: case EV_SWIM: case EV_FALL_SHORT: break; case EV_FALL_MEDIUM: case EV_FALL_FAR: case EV_FALL_FAR_NOSOUND: // Makro - check for falling damage { if (RQ3_Bot_NeedToBandage(bs) == 2) { qboolean willBandage = qfalse; //Makro - this is the attack skill, we should be using the overall skill int skill = trap_Characteristic_BFloat(bs->character, CHARACTERISTIC_ATTACK_SKILL, 0, 1); //if the bot isn't in the middle of a fight if (bs->enemy == -1) { if (BotFindEnemy(bs, -1)) { //if an enemy is nearby, a smart bot won't bandage willBandage = (random() > skill); } else { //but it will otherwise willBandage = (random() > (1.0f - skill)); } } else { //smart bots don't bandage during a fight willBandage = (random() > skill); } if (willBandage) { Cmd_Bandage(&g_entities[bs->entitynum]); } } } case EV_STEP_4: case EV_STEP_8: case EV_STEP_12: case EV_STEP_16: case EV_JUMP_PAD: case EV_JUMP: case EV_TAUNT: case EV_WATER_TOUCH: case EV_WATER_LEAVE: case EV_WATER_UNDER: case EV_WATER_CLEAR: case EV_ITEM_PICKUP: case EV_GLOBAL_ITEM_PICKUP: case EV_NOAMMO: case EV_CHANGE_WEAPON: case EV_FIRE_WEAPON: //FIXME: either add to sound queue or mark player as someone making noise break; case EV_USE_ITEM0: case EV_USE_ITEM1: case EV_USE_ITEM2: case EV_USE_ITEM3: case EV_USE_ITEM4: case EV_USE_ITEM5: case EV_USE_ITEM6: case EV_USE_ITEM7: case EV_USE_ITEM8: case EV_USE_ITEM9: case EV_USE_ITEM10: case EV_USE_ITEM11: case EV_USE_ITEM12: case EV_USE_ITEM13: case EV_USE_ITEM14: case EV_USE_ITEM15: break; } } /* ================== BotCheckSnapshot ================== */ void BotCheckSnapshot(bot_state_t * bs) { int ent; entityState_t state; //remove all avoid spots trap_BotAddAvoidSpot(bs->ms, vec3_origin, 0, AVOID_CLEAR); //reset kamikaze body bs->kamikazebody = 0; //reset number of proxmines bs->numproxmines = 0; // ent = 0; while ((ent = BotAI_GetSnapshotEntity(bs->client, ent, &state)) != -1) { //check the entity state for events BotCheckEvents(bs, &state); //check for grenades the bot should avoid BotCheckForGrenades(bs, &state); } //check the player state for events BotAI_GetEntityState(bs->client, &state); //copy the player state events to the entity state state.event = bs->cur_ps.externalEvent; state.eventParm = bs->cur_ps.externalEventParm; // BotCheckEvents(bs, &state); } /* ================== BotCheckAir ================== */ void BotCheckAir(bot_state_t * bs) { bs->lastair_time = FloatTime(); } /* ================== BotAlternateRoute ================== */ bot_goal_t *BotAlternateRoute(bot_state_t * bs, bot_goal_t * goal) { int t; // if the bot has an alternative route goal if (bs->altroutegoal.areanum) { // if (bs->reachedaltroutegoal_time) return goal; // travel time towards alternative route goal t = trap_AAS_AreaTravelTimeToGoalArea(bs->areanum, bs->origin, bs->altroutegoal.areanum, bs->tfl); if (t && t < 20) { //BotAI_Print(PRT_MESSAGE, "reached alternate route goal\n"); bs->reachedaltroutegoal_time = FloatTime(); } memcpy(goal, &bs->altroutegoal, sizeof(bot_goal_t)); return &bs->altroutegoal; } return goal; } /* ================== BotGetAlternateRouteGoal ================== */ int BotGetAlternateRouteGoal(bot_state_t * bs, int base) { aas_altroutegoal_t *altroutegoals; bot_goal_t *goal; int numaltroutegoals, rnd; if (base == TEAM_RED) { altroutegoals = red_altroutegoals; numaltroutegoals = red_numaltroutegoals; } else { altroutegoals = blue_altroutegoals; numaltroutegoals = blue_numaltroutegoals; } if (!numaltroutegoals) return qfalse; rnd = (float) random() * numaltroutegoals; if (rnd >= numaltroutegoals) rnd = numaltroutegoals - 1; goal = &bs->altroutegoal; goal->areanum = altroutegoals[rnd].areanum; VectorCopy(altroutegoals[rnd].origin, goal->origin); VectorSet(goal->mins, -8, -8, -8); VectorSet(goal->maxs, 8, 8, 8); goal->entitynum = 0; goal->iteminfo = 0; goal->number = 0; goal->flags = 0; // bs->reachedaltroutegoal_time = 0; return qtrue; } /* ================== BotSetupAlternateRouteGoals ================== */ void BotSetupAlternativeRouteGoals(void) { if (altroutegoals_setup) return; altroutegoals_setup = qtrue; } /* ================== BotDeathmatchAI ================== */ void BotDeathmatchAI(bot_state_t * bs, float thinktime) { char gender[144], name[144], buf[144]; char userinfo[MAX_INFO_STRING]; int i; //if the bot has just been setup if (bs->setupcount > 0) { bs->setupcount--; if (bs->setupcount > 0) return; //get the gender characteristic trap_Characteristic_String(bs->character, CHARACTERISTIC_GENDER, gender, sizeof(gender)); //set the bot gender trap_GetUserinfo(bs->client, userinfo, sizeof(userinfo)); Info_SetValueForKey(userinfo, "sex", gender); trap_SetUserinfo(bs->client, userinfo); //set the team if (!bs->map_restart && g_gametype.integer != GT_TOURNAMENT) { Com_sprintf(buf, sizeof(buf), "team %s", bs->settings.team); trap_EA_Command(bs->client, buf); } //set the chat gender if (gender[0] == 'm') trap_BotSetChatGender(bs->cs, CHAT_GENDERMALE); else if (gender[0] == 'f') trap_BotSetChatGender(bs->cs, CHAT_GENDERFEMALE); else trap_BotSetChatGender(bs->cs, CHAT_GENDERLESS); //set the chat name ClientName(bs->client, name, sizeof(name)); trap_BotSetChatName(bs->cs, name, bs->client); // bs->lastframe_health = bs->inventory[INVENTORY_HEALTH]; bs->lasthitcount = bs->cur_ps.persistant[PERS_HITS]; // bs->setupcount = 0; // BotSetupAlternativeRouteGoals(); } //no ideal view set bs->flags &= ~BFL_IDEALVIEWSET; // if (!BotIntermission(bs)) { //set the teleport time BotSetTeleportTime(bs); //update some inventory values BotUpdateInventory(bs); //check out the snapshot BotCheckSnapshot(bs); //check for air BotCheckAir(bs); } //check the console messages BotCheckConsoleMessages(bs); //if not in the intermission and not in observer mode if (!BotIntermission(bs) && !BotIsObserver(bs)) { //do team AI BotTeamAI(bs); } //if the bot has no ai node if (!bs->ainode) { AIEnter_Seek_LTG(bs, "BotDeathmatchAI: no ai node"); } //if the bot entered the game less than 8 seconds ago if (!bs->entergamechat && bs->entergame_time > FloatTime() - 8) { if (BotChat_EnterGame(bs)) { bs->stand_time = FloatTime() + BotChatTime(bs); AIEnter_Stand(bs, "BotDeathmatchAI: chat enter game"); } bs->entergamechat = qtrue; } //reset the node switches from the previous frame BotResetNodeSwitches(); //execute AI nodes for (i = 0; i < MAX_NODESWITCHES; i++) { if (bs->ainode(bs)) break; } //if the bot removed itself :) if (!bs->inuse) return; //if the bot executed too many AI nodes if (i >= MAX_NODESWITCHES) { trap_BotDumpGoalStack(bs->gs); trap_BotDumpAvoidGoals(bs->gs); BotDumpNodeSwitches(bs); ClientName(bs->client, name, sizeof(name)); BotAI_Print(PRT_ERROR, "%s at %1.1f switched more than %d AI nodes\n", name, FloatTime(), MAX_NODESWITCHES); } // bs->lastframe_health = bs->inventory[INVENTORY_HEALTH]; bs->lasthitcount = bs->cur_ps.persistant[PERS_HITS]; } /* ================== BotSetEntityNumForGoalWithModel ================== */ void BotSetEntityNumForGoalWithModel(bot_goal_t * goal, int eType, char *modelname) { gentity_t *ent; int i, modelindex; vec3_t dir; modelindex = G_ModelIndex(modelname); ent = &g_entities[0]; for (i = 0; i < level.num_entities; i++, ent++) { if (!ent->inuse) { continue; } if (eType && ent->s.eType != eType) { continue; } if (ent->s.modelindex != modelindex) { continue; } VectorSubtract(goal->origin, ent->s.origin, dir); if (VectorLengthSquared(dir) < Square(10)) { goal->entitynum = i; return; } } } /* ================== BotSetEntityNumForGoal ================== */ void BotSetEntityNumForGoal(bot_goal_t * goal, char *classname) { gentity_t *ent; int i; vec3_t dir; ent = &g_entities[0]; for (i = 0; i < level.num_entities; i++, ent++) { if (!ent->inuse) { continue; } if (!Q_stricmp(ent->classname, classname)) { continue; } VectorSubtract(goal->origin, ent->s.origin, dir); if (VectorLengthSquared(dir) < Square(10)) { goal->entitynum = i; return; } } } /* ================== BotGoalForBSPEntity ================== */ int BotGoalForBSPEntity(char *classname, bot_goal_t * goal) { char value[MAX_INFO_STRING]; vec3_t origin, start, end; int ent, numareas, areas[10]; memset(goal, 0, sizeof(bot_goal_t)); for (ent = trap_AAS_NextBSPEntity(0); ent; ent = trap_AAS_NextBSPEntity(ent)) { if (!trap_AAS_ValueForBSPEpairKey(ent, "classname", value, sizeof(value))) continue; if (!strcmp(value, classname)) { if (!trap_AAS_VectorForBSPEpairKey(ent, "origin", origin)) return qfalse; VectorCopy(origin, goal->origin); VectorCopy(origin, start); start[2] -= 32; VectorCopy(origin, end); end[2] += 32; numareas = trap_AAS_TraceAreas(start, end, areas, NULL, 10); if (!numareas) return qfalse; goal->areanum = areas[0]; return qtrue; } } return qfalse; } /* ================== BotSetupDeathmatchAI ================== */ void BotSetupDeathmatchAI(void) { int ent, modelnum; char model[128]; gametype = trap_Cvar_VariableIntegerValue("g_gametype"); maxclients = trap_Cvar_VariableIntegerValue("sv_maxclients"); trap_Cvar_Register(&bot_rocketjump, "bot_rocketjump", "1", 0); trap_Cvar_Register(&bot_grapple, "bot_grapple", "0", 0); trap_Cvar_Register(&bot_fastchat, "bot_fastchat", "0", 0); trap_Cvar_Register(&bot_nochat, "bot_nochat", "0", 0); trap_Cvar_Register(&bot_testrchat, "bot_testrchat", "0", 0); trap_Cvar_Register(&bot_challenge, "bot_challenge", "0", 0); trap_Cvar_Register(&bot_predictobstacles, "bot_predictobstacles", "1", 0); trap_Cvar_Register(&g_spSkill, "g_spSkill", "2", 0); // if (gametype == GT_CTF) { if (trap_BotGetLevelItemGoal(-1, "Silver Case", &ctf_redflag) < 0) BotAI_Print(PRT_WARNING, "CTB without Silver Case\n"); if (trap_BotGetLevelItemGoal(-1, "Black Case", &ctf_blueflag) < 0) BotAI_Print(PRT_WARNING, "CTB without Black Case\n"); } max_bspmodelindex = 0; for (ent = trap_AAS_NextBSPEntity(0); ent; ent = trap_AAS_NextBSPEntity(ent)) { if (!trap_AAS_ValueForBSPEpairKey(ent, "model", model, sizeof(model))) continue; if (model[0] == '*') { modelnum = atoi(model + 1); if (modelnum > max_bspmodelindex) max_bspmodelindex = modelnum; } } //initialize the waypoint heap BotInitWaypoints(); } /* ================== BotShutdownDeathmatchAI ================== */ void BotShutdownDeathmatchAI(void) { altroutegoals_setup = qfalse; }