mirror of
https://github.com/ReactionQuake3/reaction.git
synced 2024-11-29 07:22:47 +00:00
2948 lines
84 KiB
C
2948 lines
84 KiB
C
//-----------------------------------------------------------------------------
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//
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// $Id$
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//
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//-----------------------------------------------------------------------------
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//
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// $Log$
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// Revision 1.31 2002/07/02 20:22:35 jbravo
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// Changed the files to use the right ui.
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//
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// Revision 1.30 2002/06/16 20:06:13 jbravo
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// Reindented all the source files with "indent -kr -ut -i8 -l120 -lc120 -sob -bad -bap"
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//
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// Revision 1.29 2002/06/16 17:37:59 jbravo
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// Removed the MISSIONPACK ifdefs and missionpack only code.
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//
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// Revision 1.28 2002/06/05 19:16:22 makro
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// Made bots choose the ssg in teamplay
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//
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// Revision 1.27 2002/06/01 13:37:02 makro
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// Tweaked bandaging code
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//
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// Revision 1.26 2002/05/30 21:18:28 makro
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// Bots should reload/bandage when roaming around
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// Added "pathtarget" key to all the entities
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//
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// Revision 1.25 2002/05/11 14:22:06 makro
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// Func_statics now reset at the beginning of each round
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//
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// Revision 1.24 2002/05/10 13:21:53 makro
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// Mainly bot stuff. Also fixed a couple of crash bugs
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//
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// Revision 1.23 2002/05/05 15:18:02 makro
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// Fixed some crash bugs. Bot stuff. Triggerable func_statics.
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// Made flags only spawn in CTF mode
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//
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// Revision 1.22 2002/05/04 16:13:04 makro
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// Bots
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//
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// Revision 1.21 2002/05/03 18:09:19 makro
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// Bot stuff. Jump kicks
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//
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// Revision 1.20 2002/05/02 23:05:25 makro
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// Loading screen. Jump kicks. Bot stuff
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//
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// Revision 1.19 2002/05/02 12:44:58 makro
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// Customizable color for the loading screen text. Bot stuff
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//
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// Revision 1.18 2002/05/02 00:12:22 makro
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// Improved reloading and ammo handling for akimbo/hc
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//
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// Revision 1.17 2002/05/01 05:32:45 makro
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// Bots reload akimbos/handcannons. Also, they can decide whether
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// or not an item on the ground is better than theirs
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//
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// Revision 1.16 2002/04/30 11:54:37 makro
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// Bots rule ! Also, added clips to give all. Maybe some other things
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//
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// Revision 1.15 2002/04/14 21:49:52 makro
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// Stuff
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//
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// Revision 1.14 2002/04/06 21:42:19 makro
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// Changes to bot code. New surfaceparm system.
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//
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// Revision 1.13 2002/04/05 18:52:26 makro
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// Cleaned things up a bit
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//
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// Revision 1.12 2002/04/04 18:06:44 makro
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// Improved door code. Bots reply to radio treport from teammates.
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// Improved reloading code.
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//
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// Revision 1.11 2002/04/03 17:39:36 makro
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// Made bots handle incoming radio spam better
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//
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// Revision 1.10 2002/04/03 16:33:20 makro
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// Bots now respond to radio commands
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//
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// Revision 1.9 2002/04/01 12:45:54 makro
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// Changed some weapon names
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//
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// Revision 1.7 2002/03/31 19:16:56 makro
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// Bandaging, reloading, opening rotating doors (still needs a lot of work),
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// shooting breakables
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//
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// Revision 1.6 2002/01/11 19:48:29 jbravo
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// Formatted the source in non DOS format.
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//
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// Revision 1.5 2001/12/31 16:28:41 jbravo
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// I made a Booboo with the Log tag.
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//
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//
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//-----------------------------------------------------------------------------
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// Copyright (C) 1999-2000 Id Software, Inc.
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//
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/*****************************************************************************
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* name: ai_dmnet.c
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*
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* desc: Quake3 bot AI
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*
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* $Archive: /MissionPack/code/game/ai_dmnet.c $
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* $Author$
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* $Revision$
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* $Modtime: 11/14/00 2:42p $
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* $Date$
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*
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*****************************************************************************/
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#include "g_local.h"
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#include "../botlib/botlib.h"
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#include "../botlib/be_aas.h"
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#include "../botlib/be_ea.h"
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#include "../botlib/be_ai_char.h"
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#include "../botlib/be_ai_chat.h"
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#include "../botlib/be_ai_gen.h"
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#include "../botlib/be_ai_goal.h"
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#include "../botlib/be_ai_move.h"
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#include "../botlib/be_ai_weap.h"
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//
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#include "ai_main.h"
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#include "ai_dmq3.h"
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#include "ai_chat.h"
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#include "ai_cmd.h"
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#include "ai_dmnet.h"
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#include "ai_team.h"
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//data file headers
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#include "chars.h" //characteristics
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#include "inv.h" //indexes into the inventory
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#include "syn.h" //synonyms
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#include "match.h" //string matching types and vars
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// for the voice chats
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//Blaze: was there a extra ../ here?
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#include "../ui/menudef.h"
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//Makro - to get rid of the warnings
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void Cmd_Bandage(gentity_t * ent);
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void Cmd_DropItem_f(gentity_t * ent);
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void Cmd_DropWeapon_f(gentity_t * ent);
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//goal flag, see ../botlib/be_ai_goal.h for the other GFL_*
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#define GFL_AIR 128
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int numnodeswitches;
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char nodeswitch[MAX_NODESWITCHES + 1][144];
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#define LOOKAHEAD_DISTANCE 300
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/*
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==================
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BotResetNodeSwitches
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==================
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*/
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void BotResetNodeSwitches(void)
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{
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numnodeswitches = 0;
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}
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/*
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==================
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BotDumpNodeSwitches
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==================
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*/
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void BotDumpNodeSwitches(bot_state_t * bs)
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{
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int i;
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char netname[MAX_NETNAME];
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ClientName(bs->client, netname, sizeof(netname));
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BotAI_Print(PRT_MESSAGE, "%s at %1.1f switched more than %d AI nodes\n", netname, FloatTime(),
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MAX_NODESWITCHES);
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for (i = 0; i < numnodeswitches; i++) {
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BotAI_Print(PRT_MESSAGE, "%s", nodeswitch[i]);
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}
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BotAI_Print(PRT_FATAL, "");
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}
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/*
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==================
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BotRecordNodeSwitch
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==================
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*/
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void BotRecordNodeSwitch(bot_state_t * bs, char *node, char *str, char *s)
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{
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char netname[MAX_NETNAME];
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ClientName(bs->client, netname, sizeof(netname));
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Com_sprintf(nodeswitch[numnodeswitches], 144, "%s at %2.1f entered %s: %s from %s\n", netname, FloatTime(),
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node, str, s);
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#ifdef DEBUG
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if (0) {
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BotAI_Print(PRT_MESSAGE, "%s", nodeswitch[numnodeswitches]);
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}
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#endif //DEBUG
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numnodeswitches++;
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}
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/*
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==================
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BotGetAirGoal
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==================
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*/
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int BotGetAirGoal(bot_state_t * bs, bot_goal_t * goal)
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{
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bsp_trace_t bsptrace;
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vec3_t end, mins = { -15, -15, -2 }, maxs = {
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15, 15, 2};
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int areanum;
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//trace up until we hit solid
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VectorCopy(bs->origin, end);
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end[2] += 1000;
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BotAI_Trace(&bsptrace, bs->origin, mins, maxs, end, bs->entitynum, CONTENTS_SOLID | CONTENTS_PLAYERCLIP);
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//trace down until we hit water
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VectorCopy(bsptrace.endpos, end);
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BotAI_Trace(&bsptrace, end, mins, maxs, bs->origin, bs->entitynum,
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CONTENTS_WATER | CONTENTS_SLIME | CONTENTS_LAVA);
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//if we found the water surface
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if (bsptrace.fraction > 0) {
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areanum = BotPointAreaNum(bsptrace.endpos);
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if (areanum) {
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VectorCopy(bsptrace.endpos, goal->origin);
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goal->origin[2] -= 2;
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goal->areanum = areanum;
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goal->mins[0] = -15;
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goal->mins[1] = -15;
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goal->mins[2] = -1;
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goal->maxs[0] = 15;
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goal->maxs[1] = 15;
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goal->maxs[2] = 1;
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goal->flags = GFL_AIR;
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goal->number = 0;
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goal->iteminfo = 0;
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goal->entitynum = 0;
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return qtrue;
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}
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}
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return qfalse;
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}
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/*
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==================
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BotGoForAir
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==================
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*/
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int BotGoForAir(bot_state_t * bs, int tfl, bot_goal_t * ltg, float range)
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{
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bot_goal_t goal;
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//if the bot needs air
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if (bs->lastair_time < FloatTime() - 6) {
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//
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#ifdef DEBUG
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//BotAI_Print(PRT_MESSAGE, "going for air\n");
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#endif //DEBUG
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//if we can find an air goal
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if (BotGetAirGoal(bs, &goal)) {
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trap_BotPushGoal(bs->gs, &goal);
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return qtrue;
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} else {
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//get a nearby goal outside the water
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while (trap_BotChooseNBGItem(bs->gs, bs->origin, bs->inventory, tfl, ltg, range)) {
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trap_BotGetTopGoal(bs->gs, &goal);
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//if the goal is not in water
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if (!
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(trap_AAS_PointContents(goal.origin) &
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(CONTENTS_WATER | CONTENTS_SLIME | CONTENTS_LAVA))) {
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return qtrue;
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}
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trap_BotPopGoal(bs->gs);
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}
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trap_BotResetAvoidGoals(bs->gs);
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}
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}
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return qfalse;
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}
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/*
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==================
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BotNearbyGoal
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==================
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*/
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int BotNearbyGoal(bot_state_t * bs, int tfl, bot_goal_t * ltg, float range)
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{
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int ret;
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//check if the bot should go for air
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if (BotGoForAir(bs, tfl, ltg, range))
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return qtrue;
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//if the bot is carrying the enemy flag
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if (BotCTFCarryingFlag(bs)) {
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//if the bot is just a few secs away from the base
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if (trap_AAS_AreaTravelTimeToGoalArea(bs->areanum, bs->origin, bs->teamgoal.areanum, TFL_DEFAULT) < 300) {
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//make the range really small
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range = 50;
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}
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}
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//
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ret = trap_BotChooseNBGItem(bs->gs, bs->origin, bs->inventory, tfl, ltg, range);
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/*
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if (ret)
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{
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char buf[128];
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//get the goal at the top of the stack
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trap_BotGetTopGoal(bs->gs, &goal);
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trap_BotGoalName(goal.number, buf, sizeof(buf));
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BotAI_Print(PRT_MESSAGE, "%1.1f: new nearby goal %s\n", FloatTime(), buf);
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}
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*/
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return ret;
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}
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/*
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==================
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RQ3_Bot_WeaponToDrop
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Added by Makro
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==================
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*/
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int RQ3_Bot_WeaponToDrop(bot_state_t * bs)
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{
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if (bs->cur_ps.weapon <= WP_NONE || bs->cur_ps.weapon >= WP_NUM_WEAPONS)
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return WP_NONE;
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if (bs->cur_ps.weapon == WP_PISTOL || bs->cur_ps.weapon == WP_KNIFE ||
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bs->cur_ps.weapon == WP_AKIMBO || bs->cur_ps.weapon == WP_GRENADE) {
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//no special weapon selected
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if (bs->inventory[INVENTORY_M4])
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return WP_M4;
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else if (bs->inventory[INVENTORY_M3])
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return WP_M3;
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else if (bs->inventory[INVENTORY_MP5])
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return WP_MP5;
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else if (bs->inventory[INVENTORY_HANDCANNON])
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return WP_HANDCANNON;
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else if (bs->inventory[INVENTORY_SSG3000])
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return WP_SSG3000;
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} else {
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return bs->cur_ps.weapon;
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}
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return WP_NONE;
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}
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/*
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====================================
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RQ3_Bot_ComboScore
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Added by Makro
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Note - lots of factors should be
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considered here; they aren't :/
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====================================
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*/
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int RQ3_Bot_ComboScore(int weapon, holdable_t item)
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{
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if (item != HI_KEVLAR || item != HI_LASER || item != HI_BANDOLIER || item != HI_SLIPPERS || item != HI_SILENCER)
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return 0;
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switch (weapon) {
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//Shotgun
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case WP_M3:
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switch (item) {
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case HI_KEVLAR:
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return 100;
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case HI_LASER:
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return 30;
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case HI_BANDOLIER:
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return 80;
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case HI_SILENCER:
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return 30;
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case HI_SLIPPERS:
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return 80;
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default:
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return 0;
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}
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break;
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//MP5
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case WP_MP5:
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switch (item) {
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case HI_KEVLAR:
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return 90;
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case HI_LASER:
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return 100;
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case HI_BANDOLIER:
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return 70;
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case HI_SILENCER:
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return 80;
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case HI_SLIPPERS:
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return 40;
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default:
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return 0;
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}
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break;
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//HANDCANNON
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case WP_HANDCANNON:
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switch (item) {
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case HI_KEVLAR:
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return 90;
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case HI_LASER:
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return 30;
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case HI_BANDOLIER:
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return 90;
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case HI_SILENCER:
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return 30;
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case HI_SLIPPERS:
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return 90;
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default:
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return 0;
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}
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break;
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//SSG3000
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case WP_SSG3000:
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switch (item) {
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case HI_KEVLAR:
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return 100;
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case HI_LASER:
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return 40;
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case HI_BANDOLIER:
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return 80;
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case HI_SILENCER:
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return 90;
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case HI_SLIPPERS:
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return 40;
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default:
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return 0;
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}
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break;
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//M4
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case WP_M4:
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switch (item) {
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case HI_KEVLAR:
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return 100;
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case HI_LASER:
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return 90;
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case HI_BANDOLIER:
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return 80;
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case HI_SILENCER:
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return 30;
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case HI_SLIPPERS:
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return 40;
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default:
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return 0;
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}
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break;
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}
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return 0;
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}
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/*
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==================
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RQ3_Bot_NeedToDropStuff
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Added by Makro
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==================
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*/
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qboolean RQ3_Bot_NeedToDropStuff(bot_state_t * bs, bot_goal_t * goal)
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{
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float attack_skill = trap_Characteristic_BFloat(bs->character, CHARACTERISTIC_ATTACK_SKILL, 0, 1);
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int itemType = IT_BAD;
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//check the bot skill
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if (random() < (1 - attack_skill))
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return qfalse;
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//if the bot doesn't have an item
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if (!g_entities[goal->entitynum].item)
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//no need to worry about dropping it
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return qfalse;
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itemType = g_entities[goal->entitynum].item->giType;
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//if the bot can pick up an item
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if (itemType == IT_HOLDABLE) {
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if (bs->cur_ps.stats[STAT_HOLDABLE_ITEM] < 1 || bs->cur_ps.stats[STAT_HOLDABLE_ITEM] >= bg_numItems)
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return qfalse;
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else {
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holdable_t oldItem = bg_itemlist[bs->cur_ps.stats[STAT_HOLDABLE_ITEM]].giTag;
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holdable_t newItem = g_entities[goal->entitynum].item->giTag;
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int i, oldScore, newScore, dropWeapon = WP_NONE;
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//if the two items are identical
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if (oldItem == newItem)
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return qfalse;
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//if the bot drops the bandolier a weapon might be dropped, too
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if (oldItem == HI_BANDOLIER
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&& g_entities[bs->entitynum].client->uniqueWeapons > g_RQ3_maxWeapons.integer)
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dropWeapon = RQ3_Bot_WeaponToDrop(bs);
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if (dropWeapon != WP_NONE) {
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//if the bot doesn't have any ammo for the dropped weapon
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if (bs->cur_ps.ammo[dropWeapon] <= 0 && !RQ3_Bot_CanReload(bs, dropWeapon)) {
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//it shouldn't care whether or not it's dropped
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dropWeapon = WP_NONE;
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}
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}
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newScore = oldScore = 0;
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//check all the weapons
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for (i = 0; i < MAX_WEAPONS; i++) {
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//if the bot has the weapon
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if (bs->cur_ps.stats[STAT_WEAPONS] & (1 << i)) {
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//get the score for it
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oldScore += RQ3_Bot_ComboScore(i, oldItem);
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//don't add the score for a weapon if it's going to be dropped
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if (i != dropWeapon)
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newScore += RQ3_Bot_ComboScore(i, newItem);
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}
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}
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//if the new item is better
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if (newScore > oldScore) {
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Cmd_DropItem_f(&g_entities[bs->entitynum]);
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return qtrue;
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}
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}
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//if the bot can pick up a weapon
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} else if (itemType == IT_WEAPON) {
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int dropWeapon = RQ3_Bot_WeaponToDrop(bs);
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|
|
|
if (dropWeapon == WP_NONE)
|
|
return qfalse;
|
|
if (bs->cur_ps.ammo[dropWeapon])
|
|
return qfalse;
|
|
if (RQ3_Bot_CanReload(bs, dropWeapon))
|
|
return qfalse;
|
|
//Makro - the current weapon is empty, drop it
|
|
Cmd_DropWeapon_f(&g_entities[bs->entitynum]);
|
|
#ifdef DEBUG
|
|
BotAI_Print(PRT_MESSAGE, "droppping weapon %i\n", dropWeapon);
|
|
#endif //DEBUG
|
|
|
|
return qtrue;
|
|
}
|
|
|
|
return qfalse;
|
|
}
|
|
|
|
/*
|
|
==================
|
|
BotReachedGoal
|
|
==================
|
|
*/
|
|
int BotReachedGoal(bot_state_t * bs, bot_goal_t * goal)
|
|
{
|
|
if (goal->flags & GFL_ITEM) {
|
|
//if touching the goal
|
|
if (trap_BotTouchingGoal(bs->origin, goal)) {
|
|
if (!(goal->flags & GFL_DROPPED)) {
|
|
//Makro - check if the bot picked up a better weapon or item
|
|
RQ3_Bot_NeedToDropStuff(bs, goal);
|
|
//also added a TP check
|
|
if (gametype != GT_TEAMPLAY) {
|
|
trap_BotSetAvoidGoalTime(bs->gs, goal->number, -1);
|
|
} else {
|
|
trap_BotSetAvoidGoalTime(bs->gs, goal->number,
|
|
FloatTime() + 20.0f + random() * 20.0f);
|
|
}
|
|
}
|
|
/*
|
|
if (g_entities[goal->entitynum].classname) {
|
|
G_Printf(va("^5BOT CODE: ^7Reached item of type (%s)\n", g_entities[goal->entitynum].classname));
|
|
}
|
|
*/
|
|
return qtrue;
|
|
}
|
|
//if the goal isn't there
|
|
if (trap_BotItemGoalInVisButNotVisible(bs->entitynum, bs->eye, bs->viewangles, goal)) {
|
|
/*
|
|
float avoidtime;
|
|
int t;
|
|
|
|
avoidtime = trap_BotAvoidGoalTime(bs->gs, goal->number);
|
|
if (avoidtime > 0) {
|
|
t = trap_AAS_AreaTravelTimeToGoalArea(bs->areanum, bs->origin, goal->areanum, bs->tfl);
|
|
if ((float) t * 0.009 < avoidtime)
|
|
return qtrue;
|
|
}
|
|
*/
|
|
return qtrue;
|
|
}
|
|
//if in the goal area and below or above the goal and not swimming
|
|
if (bs->areanum == goal->areanum) {
|
|
if (bs->origin[0] > goal->origin[0] + goal->mins[0]
|
|
&& bs->origin[0] < goal->origin[0] + goal->maxs[0]) {
|
|
if (bs->origin[1] > goal->origin[1] + goal->mins[1]
|
|
&& bs->origin[1] < goal->origin[1] + goal->maxs[1]) {
|
|
if (!trap_AAS_Swimming(bs->origin)) {
|
|
return qtrue;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
} else if (goal->flags & GFL_AIR) {
|
|
//if touching the goal
|
|
if (trap_BotTouchingGoal(bs->origin, goal))
|
|
return qtrue;
|
|
//if the bot got air
|
|
if (bs->lastair_time > FloatTime() - 1)
|
|
return qtrue;
|
|
} else {
|
|
//if touching the goal
|
|
if (trap_BotTouchingGoal(bs->origin, goal))
|
|
return qtrue;
|
|
}
|
|
return qfalse;
|
|
}
|
|
|
|
/*
|
|
==================
|
|
BotGetItemLongTermGoal
|
|
==================
|
|
*/
|
|
int BotGetItemLongTermGoal(bot_state_t * bs, int tfl, bot_goal_t * goal)
|
|
{
|
|
//if the bot has no goal
|
|
if (!trap_BotGetTopGoal(bs->gs, goal)) {
|
|
//BotAI_Print(PRT_MESSAGE, "no ltg on stack\n");
|
|
bs->ltg_time = 0;
|
|
}
|
|
//if the bot touches the current goal
|
|
else if (BotReachedGoal(bs, goal)) {
|
|
BotChooseWeapon(bs);
|
|
bs->ltg_time = 0;
|
|
}
|
|
//if it is time to find a new long term goal
|
|
if (bs->ltg_time < FloatTime()) {
|
|
//pop the current goal from the stack
|
|
trap_BotPopGoal(bs->gs);
|
|
//BotAI_Print(PRT_MESSAGE, "%s: choosing new ltg\n", ClientName(bs->client, netname, sizeof(netname)));
|
|
//choose a new goal
|
|
//BotAI_Print(PRT_MESSAGE, "%6.1f client %d: BotChooseLTGItem\n", FloatTime(), bs->client);
|
|
if (trap_BotChooseLTGItem(bs->gs, bs->origin, bs->inventory, tfl)) {
|
|
/*
|
|
char buf[128];
|
|
//get the goal at the top of the stack
|
|
trap_BotGetTopGoal(bs->gs, goal);
|
|
trap_BotGoalName(goal->number, buf, sizeof(buf));
|
|
BotAI_Print(PRT_MESSAGE, "%1.1f: new long term goal %s\n", FloatTime(), buf);
|
|
*/
|
|
bs->ltg_time = FloatTime() + 20;
|
|
} else { //the bot gets sorta stuck with all the avoid timings, shouldn't happen though
|
|
//
|
|
#ifdef DEBUG
|
|
char netname[128];
|
|
|
|
BotAI_Print(PRT_MESSAGE, "%s: no valid ltg (probably stuck)\n",
|
|
ClientName(bs->client, netname, sizeof(netname)));
|
|
#endif
|
|
//trap_BotDumpAvoidGoals(bs->gs);
|
|
//reset the avoid goals and the avoid reach
|
|
trap_BotResetAvoidGoals(bs->gs);
|
|
trap_BotResetAvoidReach(bs->ms);
|
|
}
|
|
//get the goal at the top of the stack
|
|
return trap_BotGetTopGoal(bs->gs, goal);
|
|
}
|
|
return qtrue;
|
|
}
|
|
|
|
/*
|
|
==================
|
|
BotGetLongTermGoal
|
|
|
|
we could also create a seperate AI node for every long term goal type
|
|
however this saves us a lot of code
|
|
==================
|
|
*/
|
|
int BotGetLongTermGoal(bot_state_t * bs, int tfl, int retreat, bot_goal_t * goal)
|
|
{
|
|
vec3_t target, dir, dir2;
|
|
char netname[MAX_NETNAME];
|
|
char buf[MAX_MESSAGE_SIZE];
|
|
int areanum;
|
|
float croucher;
|
|
aas_entityinfo_t entinfo, botinfo;
|
|
bot_waypoint_t *wp;
|
|
|
|
if (bs->ltgtype == LTG_TEAMHELP && !retreat) {
|
|
//check for bot typing status message
|
|
if (bs->teammessage_time && bs->teammessage_time < FloatTime()) {
|
|
BotAI_BotInitialChat(bs, "help_start", EasyClientName(bs->teammate, netname, sizeof(netname)),
|
|
NULL);
|
|
trap_BotEnterChat(bs->cs, bs->decisionmaker, CHAT_TELL);
|
|
BotVoiceChatOnly(bs, bs->decisionmaker, VOICECHAT_YES);
|
|
//Makro - ACTION_AFFIRMATIVE = reload in RQ3
|
|
//trap_EA_Action(bs->client, ACTION_AFFIRMATIVE);
|
|
bs->teammessage_time = 0;
|
|
}
|
|
//if trying to help the team mate for more than a minute
|
|
if (bs->teamgoal_time < FloatTime())
|
|
bs->ltgtype = 0;
|
|
//if the team mate IS visible for quite some time
|
|
if (bs->teammatevisible_time < FloatTime() - 10)
|
|
bs->ltgtype = 0;
|
|
//get entity information of the companion
|
|
BotEntityInfo(bs->teammate, &entinfo);
|
|
//if the team mate is visible
|
|
if (BotEntityVisible(bs->entitynum, bs->eye, bs->viewangles, 360, bs->teammate)) {
|
|
//if close just stand still there
|
|
VectorSubtract(entinfo.origin, bs->origin, dir);
|
|
if (VectorLengthSquared(dir) < Square(100)) {
|
|
trap_BotResetAvoidReach(bs->ms);
|
|
return qfalse;
|
|
}
|
|
} else {
|
|
//last time the bot was NOT visible
|
|
bs->teammatevisible_time = FloatTime();
|
|
}
|
|
//if the entity information is valid (entity in PVS)
|
|
if (entinfo.valid) {
|
|
areanum = BotPointAreaNum(entinfo.origin);
|
|
if (areanum && trap_AAS_AreaReachability(areanum)) {
|
|
//update team goal
|
|
bs->teamgoal.entitynum = bs->teammate;
|
|
bs->teamgoal.areanum = areanum;
|
|
VectorCopy(entinfo.origin, bs->teamgoal.origin);
|
|
VectorSet(bs->teamgoal.mins, -8, -8, -8);
|
|
VectorSet(bs->teamgoal.maxs, 8, 8, 8);
|
|
}
|
|
}
|
|
memcpy(goal, &bs->teamgoal, sizeof(bot_goal_t));
|
|
return qtrue;
|
|
}
|
|
//if the bot accompanies someone
|
|
if (bs->ltgtype == LTG_TEAMACCOMPANY && !retreat) {
|
|
//check for bot typing status message
|
|
if (bs->teammessage_time && bs->teammessage_time < FloatTime()) {
|
|
BotAI_BotInitialChat(bs, "accompany_start",
|
|
EasyClientName(bs->teammate, netname, sizeof(netname)), NULL);
|
|
trap_BotEnterChat(bs->cs, bs->decisionmaker, CHAT_TELL);
|
|
BotVoiceChatOnly(bs, bs->decisionmaker, VOICECHAT_YES);
|
|
//Makro - ACTION_AFFIRMATIVE = reload in RQ3
|
|
//trap_EA_Action(bs->client, ACTION_AFFIRMATIVE);
|
|
bs->teammessage_time = 0;
|
|
}
|
|
//if accompanying the companion for 3 minutes
|
|
if (bs->teamgoal_time < FloatTime()) {
|
|
BotAI_BotInitialChat(bs, "accompany_stop",
|
|
EasyClientName(bs->teammate, netname, sizeof(netname)), NULL);
|
|
trap_BotEnterChat(bs->cs, bs->teammate, CHAT_TELL);
|
|
bs->ltgtype = 0;
|
|
}
|
|
//get entity information of the companion
|
|
BotEntityInfo(bs->teammate, &entinfo);
|
|
//if the companion is visible
|
|
if (BotEntityVisible(bs->entitynum, bs->eye, bs->viewangles, 360, bs->teammate)) {
|
|
//update visible time
|
|
bs->teammatevisible_time = FloatTime();
|
|
VectorSubtract(entinfo.origin, bs->origin, dir);
|
|
if (VectorLengthSquared(dir) < Square(bs->formation_dist)) {
|
|
//
|
|
// if the client being followed bumps into this bot then
|
|
// the bot should back up
|
|
BotEntityInfo(bs->entitynum, &botinfo);
|
|
// if the followed client is not standing ontop of the bot
|
|
if (botinfo.origin[2] + botinfo.maxs[2] > entinfo.origin[2] + entinfo.mins[2]) {
|
|
// if the bounding boxes touch each other
|
|
if (botinfo.origin[0] + botinfo.maxs[0] >
|
|
entinfo.origin[0] + entinfo.mins[0] - 4
|
|
&& botinfo.origin[0] + botinfo.mins[0] <
|
|
entinfo.origin[0] + entinfo.maxs[0] + 4) {
|
|
if (botinfo.origin[1] + botinfo.maxs[1] >
|
|
entinfo.origin[1] + entinfo.mins[1] - 4
|
|
&& botinfo.origin[1] + botinfo.mins[1] <
|
|
entinfo.origin[1] + entinfo.maxs[1] + 4) {
|
|
if (botinfo.origin[2] + botinfo.maxs[2] >
|
|
entinfo.origin[2] + entinfo.mins[2] - 4
|
|
&& botinfo.origin[2] + botinfo.mins[2] <
|
|
entinfo.origin[2] + entinfo.maxs[2] + 4) {
|
|
// if the followed client looks in the direction of this bot
|
|
AngleVectors(entinfo.angles, dir, NULL, NULL);
|
|
dir[2] = 0;
|
|
VectorNormalize(dir);
|
|
//VectorSubtract(entinfo.origin, entinfo.lastvisorigin, dir);
|
|
VectorSubtract(bs->origin, entinfo.origin, dir2);
|
|
VectorNormalize(dir2);
|
|
if (DotProduct(dir, dir2) > 0.7) {
|
|
// back up
|
|
BotSetupForMovement(bs);
|
|
trap_BotMoveInDirection(bs->ms, dir2, 400,
|
|
MOVE_WALK);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
//check if the bot wants to crouch
|
|
//don't crouch if crouched less than 5 seconds ago
|
|
if (bs->attackcrouch_time < FloatTime() - 5) {
|
|
croucher =
|
|
trap_Characteristic_BFloat(bs->character, CHARACTERISTIC_CROUCHER, 0, 1);
|
|
if (random() < bs->thinktime * croucher) {
|
|
bs->attackcrouch_time = FloatTime() + 5 + croucher * 15;
|
|
}
|
|
}
|
|
//don't crouch when swimming
|
|
if (trap_AAS_Swimming(bs->origin))
|
|
bs->attackcrouch_time = FloatTime() - 1;
|
|
//if not arrived yet or arived some time ago
|
|
if (bs->arrive_time < FloatTime() - 2) {
|
|
//if not arrived yet
|
|
if (!bs->arrive_time) {
|
|
trap_EA_Gesture(bs->client);
|
|
BotAI_BotInitialChat(bs, "accompany_arrive",
|
|
EasyClientName(bs->teammate, netname,
|
|
sizeof(netname)), NULL);
|
|
trap_BotEnterChat(bs->cs, bs->teammate, CHAT_TELL);
|
|
bs->arrive_time = FloatTime();
|
|
}
|
|
//if the bot wants to crouch
|
|
else if (bs->attackcrouch_time > FloatTime()) {
|
|
trap_EA_Crouch(bs->client);
|
|
}
|
|
//else do some model taunts
|
|
else if (random() < bs->thinktime * 0.05) {
|
|
//do a gesture :)
|
|
trap_EA_Gesture(bs->client);
|
|
}
|
|
}
|
|
//if just arrived look at the companion
|
|
if (bs->arrive_time > FloatTime() - 2) {
|
|
VectorSubtract(entinfo.origin, bs->origin, dir);
|
|
vectoangles(dir, bs->ideal_viewangles);
|
|
bs->ideal_viewangles[2] *= 0.5;
|
|
}
|
|
//else look strategically around for enemies
|
|
else if (random() < bs->thinktime * 0.8) {
|
|
BotRoamGoal(bs, target);
|
|
VectorSubtract(target, bs->origin, dir);
|
|
vectoangles(dir, bs->ideal_viewangles);
|
|
bs->ideal_viewangles[2] *= 0.5;
|
|
}
|
|
//check if the bot wants to go for air
|
|
if (BotGoForAir(bs, bs->tfl, &bs->teamgoal, 400)) {
|
|
trap_BotResetLastAvoidReach(bs->ms);
|
|
//get the goal at the top of the stack
|
|
//trap_BotGetTopGoal(bs->gs, &tmpgoal);
|
|
//trap_BotGoalName(tmpgoal.number, buf, 144);
|
|
//BotAI_Print(PRT_MESSAGE, "new nearby goal %s\n", buf);
|
|
//time the bot gets to pick up the nearby goal item
|
|
bs->nbg_time = FloatTime() + 8;
|
|
AIEnter_Seek_NBG(bs, "BotLongTermGoal: go for air");
|
|
return qfalse;
|
|
}
|
|
//
|
|
trap_BotResetAvoidReach(bs->ms);
|
|
return qfalse;
|
|
}
|
|
}
|
|
//if the entity information is valid (entity in PVS)
|
|
if (entinfo.valid) {
|
|
areanum = BotPointAreaNum(entinfo.origin);
|
|
if (areanum && trap_AAS_AreaReachability(areanum)) {
|
|
//update team goal
|
|
bs->teamgoal.entitynum = bs->teammate;
|
|
bs->teamgoal.areanum = areanum;
|
|
VectorCopy(entinfo.origin, bs->teamgoal.origin);
|
|
VectorSet(bs->teamgoal.mins, -8, -8, -8);
|
|
VectorSet(bs->teamgoal.maxs, 8, 8, 8);
|
|
}
|
|
}
|
|
//the goal the bot should go for
|
|
memcpy(goal, &bs->teamgoal, sizeof(bot_goal_t));
|
|
//if the companion is NOT visible for too long
|
|
if (bs->teammatevisible_time < FloatTime() - 60) {
|
|
BotAI_BotInitialChat(bs, "accompany_cannotfind",
|
|
EasyClientName(bs->teammate, netname, sizeof(netname)), NULL);
|
|
trap_BotEnterChat(bs->cs, bs->teammate, CHAT_TELL);
|
|
bs->ltgtype = 0;
|
|
// just to make sure the bot won't spam this message
|
|
bs->teammatevisible_time = FloatTime();
|
|
}
|
|
return qtrue;
|
|
}
|
|
//
|
|
if (bs->ltgtype == LTG_DEFENDKEYAREA) {
|
|
if (trap_AAS_AreaTravelTimeToGoalArea(bs->areanum, bs->origin,
|
|
bs->teamgoal.areanum, TFL_DEFAULT) > bs->defendaway_range) {
|
|
bs->defendaway_time = 0;
|
|
}
|
|
}
|
|
//if defending a key area
|
|
if (bs->ltgtype == LTG_DEFENDKEYAREA && !retreat && bs->defendaway_time < FloatTime()) {
|
|
//check for bot typing status message
|
|
if (bs->teammessage_time && bs->teammessage_time < FloatTime()) {
|
|
trap_BotGoalName(bs->teamgoal.number, buf, sizeof(buf));
|
|
BotAI_BotInitialChat(bs, "defend_start", buf, NULL);
|
|
trap_BotEnterChat(bs->cs, 0, CHAT_TEAM);
|
|
BotVoiceChatOnly(bs, -1, VOICECHAT_ONDEFENSE);
|
|
bs->teammessage_time = 0;
|
|
}
|
|
//set the bot goal
|
|
memcpy(goal, &bs->teamgoal, sizeof(bot_goal_t));
|
|
//stop after 2 minutes
|
|
if (bs->teamgoal_time < FloatTime()) {
|
|
trap_BotGoalName(bs->teamgoal.number, buf, sizeof(buf));
|
|
BotAI_BotInitialChat(bs, "defend_stop", buf, NULL);
|
|
trap_BotEnterChat(bs->cs, 0, CHAT_TEAM);
|
|
bs->ltgtype = 0;
|
|
}
|
|
//if very close... go away for some time
|
|
VectorSubtract(goal->origin, bs->origin, dir);
|
|
if (VectorLengthSquared(dir) < Square(70)) {
|
|
trap_BotResetAvoidReach(bs->ms);
|
|
bs->defendaway_time = FloatTime() + 3 + 3 * random();
|
|
if (BotHasPersistantPowerupAndWeapon(bs)) {
|
|
bs->defendaway_range = 100;
|
|
} else {
|
|
bs->defendaway_range = 350;
|
|
}
|
|
}
|
|
return qtrue;
|
|
}
|
|
//going to kill someone
|
|
if (bs->ltgtype == LTG_KILL && !retreat) {
|
|
//check for bot typing status message
|
|
if (bs->teammessage_time && bs->teammessage_time < FloatTime()) {
|
|
EasyClientName(bs->teamgoal.entitynum, buf, sizeof(buf));
|
|
BotAI_BotInitialChat(bs, "kill_start", buf, NULL);
|
|
trap_BotEnterChat(bs->cs, bs->decisionmaker, CHAT_TELL);
|
|
bs->teammessage_time = 0;
|
|
}
|
|
//
|
|
if (bs->lastkilledplayer == bs->teamgoal.entitynum) {
|
|
EasyClientName(bs->teamgoal.entitynum, buf, sizeof(buf));
|
|
BotAI_BotInitialChat(bs, "kill_done", buf, NULL);
|
|
trap_BotEnterChat(bs->cs, bs->decisionmaker, CHAT_TELL);
|
|
bs->lastkilledplayer = -1;
|
|
bs->ltgtype = 0;
|
|
}
|
|
//
|
|
if (bs->teamgoal_time < FloatTime()) {
|
|
bs->ltgtype = 0;
|
|
}
|
|
//just roam around
|
|
return BotGetItemLongTermGoal(bs, tfl, goal);
|
|
}
|
|
//get an item
|
|
if (bs->ltgtype == LTG_GETITEM && !retreat) {
|
|
//check for bot typing status message
|
|
if (bs->teammessage_time && bs->teammessage_time < FloatTime()) {
|
|
trap_BotGoalName(bs->teamgoal.number, buf, sizeof(buf));
|
|
BotAI_BotInitialChat(bs, "getitem_start", buf, NULL);
|
|
trap_BotEnterChat(bs->cs, bs->decisionmaker, CHAT_TELL);
|
|
BotVoiceChatOnly(bs, bs->decisionmaker, VOICECHAT_YES);
|
|
//Makro - ACTION_AFFIRMATIVE = reload in RQ3
|
|
//trap_EA_Action(bs->client, ACTION_AFFIRMATIVE);
|
|
bs->teammessage_time = 0;
|
|
}
|
|
//set the bot goal
|
|
memcpy(goal, &bs->teamgoal, sizeof(bot_goal_t));
|
|
//stop after some time
|
|
if (bs->teamgoal_time < FloatTime()) {
|
|
bs->ltgtype = 0;
|
|
}
|
|
//
|
|
if (trap_BotItemGoalInVisButNotVisible(bs->entitynum, bs->eye, bs->viewangles, goal)) {
|
|
trap_BotGoalName(bs->teamgoal.number, buf, sizeof(buf));
|
|
BotAI_BotInitialChat(bs, "getitem_notthere", buf, NULL);
|
|
trap_BotEnterChat(bs->cs, bs->decisionmaker, CHAT_TELL);
|
|
bs->ltgtype = 0;
|
|
} else if (BotReachedGoal(bs, goal)) {
|
|
trap_BotGoalName(bs->teamgoal.number, buf, sizeof(buf));
|
|
BotAI_BotInitialChat(bs, "getitem_gotit", buf, NULL);
|
|
trap_BotEnterChat(bs->cs, bs->decisionmaker, CHAT_TELL);
|
|
bs->ltgtype = 0;
|
|
}
|
|
return qtrue;
|
|
}
|
|
//if camping somewhere
|
|
if ((bs->ltgtype == LTG_CAMP || bs->ltgtype == LTG_CAMPORDER) && !retreat) {
|
|
//check for bot typing status message
|
|
if (bs->teammessage_time && bs->teammessage_time < FloatTime()) {
|
|
if (bs->ltgtype == LTG_CAMPORDER) {
|
|
BotAI_BotInitialChat(bs, "camp_start",
|
|
EasyClientName(bs->teammate, netname, sizeof(netname)), NULL);
|
|
trap_BotEnterChat(bs->cs, bs->decisionmaker, CHAT_TELL);
|
|
BotVoiceChatOnly(bs, bs->decisionmaker, VOICECHAT_YES);
|
|
//Makro - ACTION_AFFIRMATIVE = reload in RQ3
|
|
//trap_EA_Action(bs->client, ACTION_AFFIRMATIVE);
|
|
}
|
|
bs->teammessage_time = 0;
|
|
}
|
|
//set the bot goal
|
|
memcpy(goal, &bs->teamgoal, sizeof(bot_goal_t));
|
|
//
|
|
if (bs->teamgoal_time < FloatTime()) {
|
|
if (bs->ltgtype == LTG_CAMPORDER) {
|
|
BotAI_BotInitialChat(bs, "camp_stop", NULL);
|
|
trap_BotEnterChat(bs->cs, bs->decisionmaker, CHAT_TELL);
|
|
}
|
|
bs->ltgtype = 0;
|
|
}
|
|
//if really near the camp spot
|
|
VectorSubtract(goal->origin, bs->origin, dir);
|
|
if (VectorLengthSquared(dir) < Square(60)) {
|
|
//if not arrived yet
|
|
if (!bs->arrive_time) {
|
|
if (bs->ltgtype == LTG_CAMPORDER) {
|
|
BotAI_BotInitialChat(bs, "camp_arrive",
|
|
EasyClientName(bs->teammate, netname, sizeof(netname)),
|
|
NULL);
|
|
trap_BotEnterChat(bs->cs, bs->decisionmaker, CHAT_TELL);
|
|
BotVoiceChatOnly(bs, bs->decisionmaker, VOICECHAT_INPOSITION);
|
|
}
|
|
bs->arrive_time = FloatTime();
|
|
}
|
|
//look strategically around for enemies
|
|
if (random() < bs->thinktime * 0.8) {
|
|
BotRoamGoal(bs, target);
|
|
VectorSubtract(target, bs->origin, dir);
|
|
vectoangles(dir, bs->ideal_viewangles);
|
|
bs->ideal_viewangles[2] *= 0.5;
|
|
}
|
|
//check if the bot wants to crouch
|
|
//don't crouch if crouched less than 5 seconds ago
|
|
if (bs->attackcrouch_time < FloatTime() - 5) {
|
|
croucher = trap_Characteristic_BFloat(bs->character, CHARACTERISTIC_CROUCHER, 0, 1);
|
|
if (random() < bs->thinktime * croucher) {
|
|
bs->attackcrouch_time = FloatTime() + 5 + croucher * 15;
|
|
}
|
|
}
|
|
//if the bot wants to crouch
|
|
if (bs->attackcrouch_time > FloatTime()) {
|
|
trap_EA_Crouch(bs->client);
|
|
}
|
|
//don't crouch when swimming
|
|
if (trap_AAS_Swimming(bs->origin))
|
|
bs->attackcrouch_time = FloatTime() - 1;
|
|
//make sure the bot is not gonna drown
|
|
if (trap_PointContents(bs->eye, bs->entitynum) &
|
|
(CONTENTS_WATER | CONTENTS_SLIME | CONTENTS_LAVA)) {
|
|
if (bs->ltgtype == LTG_CAMPORDER) {
|
|
BotAI_BotInitialChat(bs, "camp_stop", NULL);
|
|
trap_BotEnterChat(bs->cs, bs->decisionmaker, CHAT_TELL);
|
|
//
|
|
if (bs->lastgoal_ltgtype == LTG_CAMPORDER) {
|
|
bs->lastgoal_ltgtype = 0;
|
|
}
|
|
}
|
|
bs->ltgtype = 0;
|
|
}
|
|
//
|
|
//if (bs->camp_range > 0) {
|
|
//FIXME: move around a bit
|
|
//}
|
|
//
|
|
trap_BotResetAvoidReach(bs->ms);
|
|
return qfalse;
|
|
}
|
|
return qtrue;
|
|
}
|
|
//patrolling along several waypoints
|
|
if (bs->ltgtype == LTG_PATROL && !retreat) {
|
|
//check for bot typing status message
|
|
if (bs->teammessage_time && bs->teammessage_time < FloatTime()) {
|
|
strcpy(buf, "");
|
|
for (wp = bs->patrolpoints; wp; wp = wp->next) {
|
|
strcat(buf, wp->name);
|
|
if (wp->next)
|
|
strcat(buf, " to ");
|
|
}
|
|
BotAI_BotInitialChat(bs, "patrol_start", buf, NULL);
|
|
trap_BotEnterChat(bs->cs, bs->decisionmaker, CHAT_TELL);
|
|
BotVoiceChatOnly(bs, bs->decisionmaker, VOICECHAT_YES);
|
|
//Makro - ACTION_AFFIRMATIVE = reload in RQ3
|
|
//trap_EA_Action(bs->client, ACTION_AFFIRMATIVE);
|
|
bs->teammessage_time = 0;
|
|
}
|
|
//
|
|
if (!bs->curpatrolpoint) {
|
|
bs->ltgtype = 0;
|
|
return qfalse;
|
|
}
|
|
//if the bot touches the current goal
|
|
if (trap_BotTouchingGoal(bs->origin, &bs->curpatrolpoint->goal)) {
|
|
if (bs->patrolflags & PATROL_BACK) {
|
|
if (bs->curpatrolpoint->prev) {
|
|
bs->curpatrolpoint = bs->curpatrolpoint->prev;
|
|
} else {
|
|
bs->curpatrolpoint = bs->curpatrolpoint->next;
|
|
bs->patrolflags &= ~PATROL_BACK;
|
|
}
|
|
} else {
|
|
if (bs->curpatrolpoint->next) {
|
|
bs->curpatrolpoint = bs->curpatrolpoint->next;
|
|
} else {
|
|
bs->curpatrolpoint = bs->curpatrolpoint->prev;
|
|
bs->patrolflags |= PATROL_BACK;
|
|
}
|
|
}
|
|
}
|
|
//stop after 5 minutes
|
|
if (bs->teamgoal_time < FloatTime()) {
|
|
BotAI_BotInitialChat(bs, "patrol_stop", NULL);
|
|
trap_BotEnterChat(bs->cs, bs->decisionmaker, CHAT_TELL);
|
|
bs->ltgtype = 0;
|
|
}
|
|
if (!bs->curpatrolpoint) {
|
|
bs->ltgtype = 0;
|
|
return qfalse;
|
|
}
|
|
memcpy(goal, &bs->curpatrolpoint->goal, sizeof(bot_goal_t));
|
|
return qtrue;
|
|
}
|
|
#ifdef CTF
|
|
if (gametype == GT_CTF) {
|
|
//if going for enemy flag
|
|
if (bs->ltgtype == LTG_GETFLAG) {
|
|
//check for bot typing status message
|
|
if (bs->teammessage_time && bs->teammessage_time < FloatTime()) {
|
|
BotAI_BotInitialChat(bs, "captureflag_start", NULL);
|
|
trap_BotEnterChat(bs->cs, 0, CHAT_TEAM);
|
|
BotVoiceChatOnly(bs, -1, VOICECHAT_ONGETFLAG);
|
|
bs->teammessage_time = 0;
|
|
}
|
|
//
|
|
switch (BotTeam(bs)) {
|
|
case TEAM_RED:
|
|
memcpy(goal, &ctf_blueflag, sizeof(bot_goal_t));
|
|
break;
|
|
case TEAM_BLUE:
|
|
memcpy(goal, &ctf_redflag, sizeof(bot_goal_t));
|
|
break;
|
|
default:
|
|
bs->ltgtype = 0;
|
|
return qfalse;
|
|
}
|
|
//if touching the flag
|
|
if (trap_BotTouchingGoal(bs->origin, goal)) {
|
|
// make sure the bot knows the flag isn't there anymore
|
|
switch (BotTeam(bs)) {
|
|
case TEAM_RED:
|
|
bs->blueflagstatus = 1;
|
|
break;
|
|
case TEAM_BLUE:
|
|
bs->redflagstatus = 1;
|
|
break;
|
|
}
|
|
bs->ltgtype = 0;
|
|
}
|
|
//stop after 3 minutes
|
|
if (bs->teamgoal_time < FloatTime()) {
|
|
bs->ltgtype = 0;
|
|
}
|
|
BotAlternateRoute(bs, goal);
|
|
return qtrue;
|
|
}
|
|
//if rushing to the base
|
|
if (bs->ltgtype == LTG_RUSHBASE && bs->rushbaseaway_time < FloatTime()) {
|
|
switch (BotTeam(bs)) {
|
|
case TEAM_RED:
|
|
memcpy(goal, &ctf_redflag, sizeof(bot_goal_t));
|
|
break;
|
|
case TEAM_BLUE:
|
|
memcpy(goal, &ctf_blueflag, sizeof(bot_goal_t));
|
|
break;
|
|
default:
|
|
bs->ltgtype = 0;
|
|
return qfalse;
|
|
}
|
|
//if not carrying the flag anymore
|
|
if (!BotCTFCarryingFlag(bs))
|
|
bs->ltgtype = 0;
|
|
//quit rushing after 2 minutes
|
|
if (bs->teamgoal_time < FloatTime())
|
|
bs->ltgtype = 0;
|
|
//if touching the base flag the bot should loose the enemy flag
|
|
if (trap_BotTouchingGoal(bs->origin, goal)) {
|
|
//if the bot is still carrying the enemy flag then the
|
|
//base flag is gone, now just walk near the base a bit
|
|
if (BotCTFCarryingFlag(bs)) {
|
|
trap_BotResetAvoidReach(bs->ms);
|
|
bs->rushbaseaway_time = FloatTime() + 5 + 10 * random();
|
|
//FIXME: add chat to tell the others to get back the flag
|
|
} else {
|
|
bs->ltgtype = 0;
|
|
}
|
|
}
|
|
BotAlternateRoute(bs, goal);
|
|
return qtrue;
|
|
}
|
|
//returning flag
|
|
if (bs->ltgtype == LTG_RETURNFLAG) {
|
|
//check for bot typing status message
|
|
if (bs->teammessage_time && bs->teammessage_time < FloatTime()) {
|
|
BotAI_BotInitialChat(bs, "returnflag_start", NULL);
|
|
trap_BotEnterChat(bs->cs, 0, CHAT_TEAM);
|
|
BotVoiceChatOnly(bs, -1, VOICECHAT_ONRETURNFLAG);
|
|
bs->teammessage_time = 0;
|
|
}
|
|
//
|
|
switch (BotTeam(bs)) {
|
|
case TEAM_RED:
|
|
memcpy(goal, &ctf_blueflag, sizeof(bot_goal_t));
|
|
break;
|
|
case TEAM_BLUE:
|
|
memcpy(goal, &ctf_redflag, sizeof(bot_goal_t));
|
|
break;
|
|
default:
|
|
bs->ltgtype = 0;
|
|
return qfalse;
|
|
}
|
|
//if touching the flag
|
|
if (trap_BotTouchingGoal(bs->origin, goal))
|
|
bs->ltgtype = 0;
|
|
//stop after 3 minutes
|
|
if (bs->teamgoal_time < FloatTime()) {
|
|
bs->ltgtype = 0;
|
|
}
|
|
BotAlternateRoute(bs, goal);
|
|
return qtrue;
|
|
}
|
|
}
|
|
#endif //CTF
|
|
//normal goal stuff
|
|
return BotGetItemLongTermGoal(bs, tfl, goal);
|
|
}
|
|
|
|
/*
|
|
==================
|
|
BotLongTermGoal
|
|
==================
|
|
*/
|
|
int BotLongTermGoal(bot_state_t * bs, int tfl, int retreat, bot_goal_t * goal)
|
|
{
|
|
aas_entityinfo_t entinfo;
|
|
char teammate[MAX_MESSAGE_SIZE];
|
|
float squaredist;
|
|
int areanum;
|
|
vec3_t dir;
|
|
|
|
//FIXME: also have air long term goals?
|
|
//
|
|
//if the bot is leading someone and not retreating
|
|
if (bs->lead_time > 0 && !retreat) {
|
|
if (bs->lead_time < FloatTime()) {
|
|
BotAI_BotInitialChat(bs, "lead_stop",
|
|
EasyClientName(bs->lead_teammate, teammate, sizeof(teammate)), NULL);
|
|
trap_BotEnterChat(bs->cs, bs->teammate, CHAT_TELL);
|
|
bs->lead_time = 0;
|
|
return BotGetLongTermGoal(bs, tfl, retreat, goal);
|
|
}
|
|
//
|
|
if (bs->leadmessage_time < 0 && -bs->leadmessage_time < FloatTime()) {
|
|
BotAI_BotInitialChat(bs, "followme",
|
|
EasyClientName(bs->lead_teammate, teammate, sizeof(teammate)), NULL);
|
|
trap_BotEnterChat(bs->cs, bs->teammate, CHAT_TELL);
|
|
bs->leadmessage_time = FloatTime();
|
|
}
|
|
//get entity information of the companion
|
|
BotEntityInfo(bs->lead_teammate, &entinfo);
|
|
//
|
|
if (entinfo.valid) {
|
|
areanum = BotPointAreaNum(entinfo.origin);
|
|
if (areanum && trap_AAS_AreaReachability(areanum)) {
|
|
//update team goal
|
|
bs->lead_teamgoal.entitynum = bs->lead_teammate;
|
|
bs->lead_teamgoal.areanum = areanum;
|
|
VectorCopy(entinfo.origin, bs->lead_teamgoal.origin);
|
|
VectorSet(bs->lead_teamgoal.mins, -8, -8, -8);
|
|
VectorSet(bs->lead_teamgoal.maxs, 8, 8, 8);
|
|
}
|
|
}
|
|
//if the team mate is visible
|
|
if (BotEntityVisible(bs->entitynum, bs->eye, bs->viewangles, 360, bs->lead_teammate)) {
|
|
bs->leadvisible_time = FloatTime();
|
|
}
|
|
//if the team mate is not visible for 1 seconds
|
|
if (bs->leadvisible_time < FloatTime() - 1) {
|
|
bs->leadbackup_time = FloatTime() + 2;
|
|
}
|
|
//distance towards the team mate
|
|
VectorSubtract(bs->origin, bs->lead_teamgoal.origin, dir);
|
|
squaredist = VectorLengthSquared(dir);
|
|
//if backing up towards the team mate
|
|
if (bs->leadbackup_time > FloatTime()) {
|
|
if (bs->leadmessage_time < FloatTime() - 20) {
|
|
BotAI_BotInitialChat(bs, "followme",
|
|
EasyClientName(bs->lead_teammate, teammate, sizeof(teammate)),
|
|
NULL);
|
|
trap_BotEnterChat(bs->cs, bs->teammate, CHAT_TELL);
|
|
bs->leadmessage_time = FloatTime();
|
|
}
|
|
//if very close to the team mate
|
|
if (squaredist < Square(100)) {
|
|
bs->leadbackup_time = 0;
|
|
}
|
|
//the bot should go back to the team mate
|
|
memcpy(goal, &bs->lead_teamgoal, sizeof(bot_goal_t));
|
|
return qtrue;
|
|
} else {
|
|
//if quite distant from the team mate
|
|
if (squaredist > Square(500)) {
|
|
if (bs->leadmessage_time < FloatTime() - 20) {
|
|
BotAI_BotInitialChat(bs, "followme",
|
|
EasyClientName(bs->lead_teammate, teammate,
|
|
sizeof(teammate)), NULL);
|
|
trap_BotEnterChat(bs->cs, bs->teammate, CHAT_TELL);
|
|
bs->leadmessage_time = FloatTime();
|
|
}
|
|
//look at the team mate
|
|
VectorSubtract(entinfo.origin, bs->origin, dir);
|
|
vectoangles(dir, bs->ideal_viewangles);
|
|
bs->ideal_viewangles[2] *= 0.5;
|
|
//just wait for the team mate
|
|
return qfalse;
|
|
}
|
|
}
|
|
}
|
|
return BotGetLongTermGoal(bs, tfl, retreat, goal);
|
|
}
|
|
|
|
/*
|
|
==================
|
|
AIEnter_Intermission
|
|
==================
|
|
*/
|
|
void AIEnter_Intermission(bot_state_t * bs, char *s)
|
|
{
|
|
BotRecordNodeSwitch(bs, "intermission", "", s);
|
|
//reset the bot state
|
|
BotResetState(bs);
|
|
//check for end level chat
|
|
if (BotChat_EndLevel(bs)) {
|
|
trap_BotEnterChat(bs->cs, 0, bs->chatto);
|
|
}
|
|
bs->ainode = AINode_Intermission;
|
|
}
|
|
|
|
/*
|
|
==================
|
|
AINode_Intermission
|
|
==================
|
|
*/
|
|
int AINode_Intermission(bot_state_t * bs)
|
|
{
|
|
//if the intermission ended
|
|
if (!BotIntermission(bs)) {
|
|
if (BotChat_StartLevel(bs)) {
|
|
bs->stand_time = FloatTime() + BotChatTime(bs);
|
|
} else {
|
|
bs->stand_time = FloatTime() + 2;
|
|
}
|
|
AIEnter_Stand(bs, "intermission: chat");
|
|
}
|
|
return qtrue;
|
|
}
|
|
|
|
/*
|
|
==================
|
|
AIEnter_Observer
|
|
==================
|
|
*/
|
|
void AIEnter_Observer(bot_state_t * bs, char *s)
|
|
{
|
|
BotRecordNodeSwitch(bs, "observer", "", s);
|
|
//reset the bot state
|
|
BotResetState(bs);
|
|
bs->ainode = AINode_Observer;
|
|
}
|
|
|
|
/*
|
|
==================
|
|
AINode_Observer
|
|
==================
|
|
*/
|
|
int AINode_Observer(bot_state_t * bs)
|
|
{
|
|
//if the bot left observer mode
|
|
if (!BotIsObserver(bs)) {
|
|
AIEnter_Stand(bs, "observer: left observer");
|
|
}
|
|
return qtrue;
|
|
}
|
|
|
|
/*
|
|
==================
|
|
AIEnter_Stand
|
|
==================
|
|
*/
|
|
void AIEnter_Stand(bot_state_t * bs, char *s)
|
|
{
|
|
BotRecordNodeSwitch(bs, "stand", "", s);
|
|
bs->standfindenemy_time = FloatTime() + 1;
|
|
bs->ainode = AINode_Stand;
|
|
}
|
|
|
|
/*
|
|
==================
|
|
AINode_Stand
|
|
==================
|
|
*/
|
|
int AINode_Stand(bot_state_t * bs)
|
|
{
|
|
|
|
//if the bot's health decreased
|
|
if (bs->lastframe_health > bs->inventory[INVENTORY_HEALTH]) {
|
|
if (BotChat_HitTalking(bs)) {
|
|
bs->standfindenemy_time = FloatTime() + BotChatTime(bs) + 0.1;
|
|
bs->stand_time = FloatTime() + BotChatTime(bs) + 0.1;
|
|
}
|
|
|
|
if (RQ3_Bot_CheckBandage(bs)) {
|
|
//Makro - if not bandaging already
|
|
if (bs->cur_ps.weaponstate != WEAPON_BANDAGING) {
|
|
Cmd_Bandage(&g_entities[bs->entitynum]);
|
|
//Not 100% sure this will work, but oh well...
|
|
AIEnter_Battle_Retreat(bs, "stand: bandaging");
|
|
return qfalse;
|
|
}
|
|
}
|
|
}
|
|
if (bs->standfindenemy_time < FloatTime()) {
|
|
if (BotFindEnemy(bs, -1)) {
|
|
AIEnter_Battle_Fight(bs, "stand: found enemy");
|
|
return qfalse;
|
|
}
|
|
bs->standfindenemy_time = FloatTime() + 1;
|
|
}
|
|
// put up chat icon
|
|
trap_EA_Talk(bs->client);
|
|
// when done standing
|
|
if (bs->stand_time < FloatTime()) {
|
|
trap_BotEnterChat(bs->cs, 0, bs->chatto);
|
|
AIEnter_Seek_LTG(bs, "stand: time out");
|
|
return qfalse;
|
|
}
|
|
//
|
|
return qtrue;
|
|
}
|
|
|
|
typedef struct {
|
|
weapon_t weapon;
|
|
holdable_t item;
|
|
} RQ3_TPCombo_t;
|
|
|
|
static RQ3_TPCombo_t RQ3_TPCombos[] = {
|
|
{WP_M4, HI_LASER},
|
|
{WP_M4, HI_KEVLAR},
|
|
{WP_M4, HI_BANDOLIER},
|
|
{WP_MP5, HI_LASER},
|
|
{WP_MP5, HI_SILENCER},
|
|
{WP_MP5, HI_KEVLAR},
|
|
{WP_MP5, HI_BANDOLIER},
|
|
{WP_M3, HI_KEVLAR},
|
|
{WP_M3, HI_BANDOLIER},
|
|
{WP_M3, HI_SLIPPERS},
|
|
{WP_HANDCANNON, HI_KEVLAR},
|
|
{WP_HANDCANNON, HI_BANDOLIER},
|
|
{WP_HANDCANNON, HI_SLIPPERS},
|
|
{WP_SSG3000, HI_SILENCER},
|
|
{WP_SSG3000, HI_KEVLAR},
|
|
{WP_SSG3000, HI_BANDOLIER},
|
|
{WP_SSG3000, HI_SLIPPERS},
|
|
{WP_AKIMBO, HI_KEVLAR},
|
|
{WP_AKIMBO, HI_BANDOLIER}
|
|
};
|
|
|
|
static int num_RQ3_TPCombos = sizeof(RQ3_TPCombos) / sizeof(RQ3_TPCombo_t);
|
|
|
|
/*
|
|
==================
|
|
AIEnter_Respawn
|
|
==================
|
|
*/
|
|
void AIEnter_Respawn(bot_state_t * bs, char *s)
|
|
{
|
|
BotRecordNodeSwitch(bs, "respawn", "", s);
|
|
//reset some states
|
|
trap_BotResetMoveState(bs->ms);
|
|
trap_BotResetGoalState(bs->gs);
|
|
trap_BotResetAvoidGoals(bs->gs);
|
|
trap_BotResetAvoidReach(bs->ms);
|
|
//if the bot wants to chat
|
|
if (BotChat_Death(bs)) {
|
|
bs->respawn_time = FloatTime() + BotChatTime(bs);
|
|
bs->respawnchat_time = FloatTime();
|
|
} else {
|
|
bs->respawn_time = FloatTime() + 1 + random();
|
|
bs->respawnchat_time = 0;
|
|
}
|
|
|
|
//Makro - the last time the bot responded to a radio message
|
|
bs->radioresponse_time = 0;
|
|
//Makro - how many times the bot responded to radio messages
|
|
bs->radioresponse_count = 0;
|
|
|
|
//set respawn state
|
|
//Makro - special code for TP; played a little with those numbers
|
|
if (gametype != GT_TEAMPLAY) {
|
|
bs->standfindenemy_time = FloatTime() + 3;
|
|
bs->stand_time = FloatTime() + 10;
|
|
bs->check_time = FloatTime() + 4;
|
|
} else {
|
|
weapon_t tpW = WP_NONE + atoi(BotGetUserInfoKey(bs, "tpw"));
|
|
holdable_t tpI = HI_NONE + atoi(BotGetUserInfoKey(bs, "tpi"));
|
|
int index = 0;
|
|
|
|
bs->standfindenemy_time = bs->check_time = FloatTime() + 1;
|
|
bs->stand_time = 5;
|
|
//don't use the same combo all the time
|
|
if (random() > 0.2f) {
|
|
//choose a random weapon/item
|
|
index = (int) (random() * (num_RQ3_TPCombos - 0.1));
|
|
tpW = RQ3_TPCombos[index].weapon;
|
|
tpI = RQ3_TPCombos[index].item;
|
|
}
|
|
if (tpW <= WP_NONE || tpW >= WP_NUM_WEAPONS || tpI <= HI_NONE || tpI >= HI_NUM_HOLDABLE) {
|
|
#ifdef DEBUG
|
|
BotAI_Print(PRT_WARNING, "Bad combo %i/%i, index is %i\n", tpW, tpI, index);
|
|
#endif
|
|
tpW = WP_M4;
|
|
tpI = HI_LASER;
|
|
}
|
|
g_entities[bs->entitynum].client->teamplayWeapon = tpW;
|
|
g_entities[bs->entitynum].client->teamplayItem = tpI;
|
|
}
|
|
bs->respawn_wait = qfalse;
|
|
bs->ainode = AINode_Respawn;
|
|
}
|
|
|
|
/*
|
|
==================
|
|
AINode_Respawn
|
|
==================
|
|
*/
|
|
int AINode_Respawn(bot_state_t * bs)
|
|
{
|
|
// if waiting for the actual respawn
|
|
if (bs->respawn_wait) {
|
|
if (!BotIsDead(bs)) {
|
|
AIEnter_Seek_LTG(bs, "respawn: respawned");
|
|
} else {
|
|
trap_EA_Respawn(bs->client);
|
|
}
|
|
} else if (bs->respawn_time < FloatTime()) {
|
|
//wait until respawned
|
|
bs->respawn_wait = qtrue;
|
|
//elementary action respawn
|
|
trap_EA_Respawn(bs->client);
|
|
//
|
|
if (bs->respawnchat_time) {
|
|
trap_BotEnterChat(bs->cs, 0, bs->chatto);
|
|
bs->enemy = -1;
|
|
}
|
|
}
|
|
if (bs->respawnchat_time && bs->respawnchat_time < FloatTime() - 0.5) {
|
|
trap_EA_Talk(bs->client);
|
|
}
|
|
//
|
|
return qtrue;
|
|
}
|
|
|
|
/*
|
|
==================
|
|
BotSelectActivateWeapon
|
|
==================
|
|
*/
|
|
int BotSelectActivateWeapon(bot_state_t * bs)
|
|
{
|
|
//
|
|
//Makro - I'm pretty sure it should be WP_ and not WEAPONINDEX_
|
|
if (bs->inventory[INVENTORY_PISTOL] > 0 && bs->inventory[INVENTORY_PISTOLAMMO] > 0)
|
|
// return WEAPONINDEX_PISTOL;
|
|
return WP_PISTOL;
|
|
else if (bs->inventory[INVENTORY_M3] > 0 && bs->inventory[INVENTORY_M3AMMO] > 0)
|
|
// return WEAPONINDEX_M3;
|
|
return WP_M3;
|
|
else if (bs->inventory[INVENTORY_M4] > 0 && bs->inventory[INVENTORY_M4AMMO] > 0)
|
|
// return WEAPONINDEX_M4;
|
|
return WP_M4;
|
|
else if (bs->inventory[INVENTORY_MP5] > 0 && bs->inventory[INVENTORY_MP5AMMO] > 0)
|
|
// return WEAPONINDEX_MP5;
|
|
return WP_MP5;
|
|
else if (bs->inventory[INVENTORY_SSG3000] > 0 && bs->inventory[INVENTORY_SSG3000AMMO] > 0)
|
|
// return WEAPONINDEX_SSG3000;
|
|
return WP_SSG3000;
|
|
else if (bs->inventory[INVENTORY_HANDCANNON] > 0 && bs->inventory[INVENTORY_M3AMMO] > 0)
|
|
// return WEAPONINDEX_HANDCANNON;
|
|
return WP_HANDCANNON;
|
|
else if (bs->inventory[INVENTORY_AKIMBO] > 0 && bs->inventory[INVENTORY_AKIMBOAMMO] > 0)
|
|
// return WEAPONINDEX_AKIMBO;
|
|
return WP_AKIMBO;
|
|
else {
|
|
return -1;
|
|
}
|
|
}
|
|
|
|
/*
|
|
==================
|
|
BotClearPath
|
|
|
|
try to deactivate obstacles like proximity mines on the bot's path
|
|
==================
|
|
*/
|
|
void BotClearPath(bot_state_t * bs, bot_moveresult_t * moveresult)
|
|
{
|
|
int i, bestmine;
|
|
float dist, bestdist;
|
|
vec3_t target, dir;
|
|
bsp_trace_t bsptrace;
|
|
entityState_t state;
|
|
|
|
// if there is a dead body wearing kamikze nearby
|
|
if (bs->kamikazebody) {
|
|
// if the bot's view angles and weapon are not used for movement
|
|
if (!(moveresult->flags & (MOVERESULT_MOVEMENTVIEW | MOVERESULT_MOVEMENTWEAPON))) {
|
|
//
|
|
BotAI_GetEntityState(bs->kamikazebody, &state);
|
|
VectorCopy(state.pos.trBase, target);
|
|
target[2] += 8;
|
|
VectorSubtract(target, bs->eye, dir);
|
|
vectoangles(dir, moveresult->ideal_viewangles);
|
|
//
|
|
moveresult->weapon = BotSelectActivateWeapon(bs);
|
|
if (moveresult->weapon == -1) {
|
|
// FIXME: run away!
|
|
moveresult->weapon = 0;
|
|
}
|
|
if (moveresult->weapon) {
|
|
//
|
|
moveresult->flags |= MOVERESULT_MOVEMENTWEAPON | MOVERESULT_MOVEMENTVIEW;
|
|
// if holding the right weapon
|
|
if (bs->cur_ps.weapon == moveresult->weapon) {
|
|
// if the bot is pretty close with it's aim
|
|
if (InFieldOfVision(bs->viewangles, 20, moveresult->ideal_viewangles)) {
|
|
//
|
|
BotAI_Trace(&bsptrace, bs->eye, NULL, NULL, target, bs->entitynum,
|
|
MASK_SHOT);
|
|
// if the mine is visible from the current position
|
|
if (bsptrace.fraction >= 1.0 || bsptrace.ent == state.number) {
|
|
// shoot at the mine
|
|
//Makro - using custom function to allow in-combat reloads
|
|
//trap_EA_Attack(bs->client);
|
|
BotAttack(bs);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
if (moveresult->flags & MOVERESULT_BLOCKEDBYAVOIDSPOT) {
|
|
bs->blockedbyavoidspot_time = FloatTime() + 5;
|
|
}
|
|
// if blocked by an avoid spot and the view angles and weapon are used for movement
|
|
if (bs->blockedbyavoidspot_time > FloatTime() &&
|
|
!(moveresult->flags & (MOVERESULT_MOVEMENTVIEW | MOVERESULT_MOVEMENTWEAPON))) {
|
|
bestdist = 300;
|
|
bestmine = -1;
|
|
for (i = 0; i < bs->numproxmines; i++) {
|
|
BotAI_GetEntityState(bs->proxmines[i], &state);
|
|
VectorSubtract(state.pos.trBase, bs->origin, dir);
|
|
dist = VectorLength(dir);
|
|
if (dist < bestdist) {
|
|
bestdist = dist;
|
|
bestmine = i;
|
|
}
|
|
}
|
|
if (bestmine != -1) {
|
|
//
|
|
// state->generic1 == TEAM_RED || state->generic1 == TEAM_BLUE
|
|
//
|
|
// deactivate prox mines in the bot's path by shooting
|
|
// rockets or plasma cells etc. at them
|
|
BotAI_GetEntityState(bs->proxmines[bestmine], &state);
|
|
VectorCopy(state.pos.trBase, target);
|
|
target[2] += 2;
|
|
VectorSubtract(target, bs->eye, dir);
|
|
vectoangles(dir, moveresult->ideal_viewangles);
|
|
// if the bot has a weapon that does splash damage
|
|
//Blaze: Just grenades
|
|
if (bs->inventory[INVENTORY_GRENADE] > 0 && bs->inventory[INVENTORY_GRENADEAMMO] > 0)
|
|
//Makro - changing to WP_ constants
|
|
//moveresult->weapon = WEAPONINDEX_GRENADE;
|
|
moveresult->weapon = WP_GRENADE;
|
|
/*else if (bs->inventory[INVENTORY_ROCKETLAUNCHER] > 0 && bs->inventory[INVENTORY_ROCKETS] > 0)
|
|
moveresult->weapon = WEAPONINDEX_ROCKET_LAUNCHER;
|
|
else if (bs->inventory[INVENTORY_BFG10K] > 0 && bs->inventory[INVENTORY_BFGAMMO] > 0)
|
|
moveresult->weapon = WEAPONINDEX_BFG;
|
|
*/
|
|
else {
|
|
moveresult->weapon = 0;
|
|
}
|
|
if (moveresult->weapon) {
|
|
//
|
|
moveresult->flags |= MOVERESULT_MOVEMENTWEAPON | MOVERESULT_MOVEMENTVIEW;
|
|
// if holding the right weapon
|
|
if (bs->cur_ps.weapon == moveresult->weapon) {
|
|
// if the bot is pretty close with it's aim
|
|
if (InFieldOfVision(bs->viewangles, 20, moveresult->ideal_viewangles)) {
|
|
//
|
|
BotAI_Trace(&bsptrace, bs->eye, NULL, NULL, target, bs->entitynum,
|
|
MASK_SHOT);
|
|
// if the mine is visible from the current position
|
|
if (bsptrace.fraction >= 1.0 || bsptrace.ent == state.number) {
|
|
// shoot at the mine
|
|
//Makro - using custom function to allow in-combat reloads
|
|
//trap_EA_Attack(bs->client);
|
|
BotAttack(bs);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
/*
|
|
==================
|
|
AIEnter_Seek_ActivateEntity
|
|
==================
|
|
*/
|
|
void AIEnter_Seek_ActivateEntity(bot_state_t * bs, char *s)
|
|
{
|
|
BotRecordNodeSwitch(bs, "activate entity", "", s);
|
|
//Makro - check if the bot needs to reload/bandage
|
|
RQ3_Bot_IdleActions(bs);
|
|
bs->ainode = AINode_Seek_ActivateEntity;
|
|
}
|
|
|
|
/*
|
|
==================
|
|
AINode_Seek_Activate_Entity
|
|
==================
|
|
*/
|
|
int AINode_Seek_ActivateEntity(bot_state_t * bs)
|
|
{
|
|
bot_goal_t *goal;
|
|
vec3_t target, dir, ideal_viewangles;
|
|
bot_moveresult_t moveresult;
|
|
int targetvisible;
|
|
bsp_trace_t bsptrace;
|
|
aas_entityinfo_t entinfo;
|
|
|
|
if (BotIsObserver(bs)) {
|
|
BotClearActivateGoalStack(bs);
|
|
AIEnter_Observer(bs, "active entity: observer");
|
|
return qfalse;
|
|
}
|
|
//if in the intermission
|
|
if (BotIntermission(bs)) {
|
|
BotClearActivateGoalStack(bs);
|
|
AIEnter_Intermission(bs, "activate entity: intermission");
|
|
return qfalse;
|
|
}
|
|
//respawn if dead
|
|
if (BotIsDead(bs)) {
|
|
BotClearActivateGoalStack(bs);
|
|
AIEnter_Respawn(bs, "activate entity: bot dead");
|
|
return qfalse;
|
|
}
|
|
//
|
|
bs->tfl = TFL_DEFAULT;
|
|
if (bot_grapple.integer)
|
|
bs->tfl |= TFL_GRAPPLEHOOK;
|
|
//if in lava or slime the bot should be able to get out
|
|
if (BotInLavaOrSlime(bs))
|
|
bs->tfl |= TFL_LAVA | TFL_SLIME;
|
|
//map specific code
|
|
BotMapScripts(bs);
|
|
//no enemy
|
|
bs->enemy = -1;
|
|
// if the bot has no activate goal
|
|
if (!bs->activatestack) {
|
|
BotClearActivateGoalStack(bs);
|
|
AIEnter_Seek_NBG(bs, "activate entity: no goal");
|
|
return qfalse;
|
|
}
|
|
//
|
|
goal = &bs->activatestack->goal;
|
|
// initialize target being visible to false
|
|
targetvisible = qfalse;
|
|
|
|
//Makro - if the bot has to open a door
|
|
if (bs->activatestack->openDoor) {
|
|
//int dist;
|
|
BotEntityInfo(goal->entitynum, &entinfo);
|
|
//dist = Distance(bs->origin, entinfo.origin);
|
|
if (trap_BotTouchingGoal(bs->origin, goal)) {
|
|
/*
|
|
if (bot_developer.integer == 2) {
|
|
G_Printf(va("^5BOT CODE: ^7Reached door at (%i %i %i) from (%i %i %i)\n",
|
|
(int) (bs->origin[0]), (int) (bs->origin[1]), (int) (bs->origin[2]),
|
|
(int) (entinfo.origin[0]), (int) (entinfo.origin[1]), (int) (entinfo.origin[2])));
|
|
}
|
|
*/
|
|
BotPopFromActivateGoalStack(bs);
|
|
//bs->activatestack->time = 0;
|
|
Cmd_OpenDoor(&g_entities[bs->entitynum]);
|
|
BotMoveTowardsEnt(bs, entinfo.origin, -64);
|
|
return qfalse;
|
|
}
|
|
|
|
}
|
|
// if the bot has to shoot at a target to activate something
|
|
if (bs->activatestack->shoot) {
|
|
//
|
|
BotAI_Trace(&bsptrace, bs->eye, NULL, NULL, bs->activatestack->target, bs->entitynum, MASK_SHOT);
|
|
// if the shootable entity is visible from the current position
|
|
if (bsptrace.fraction >= 1.0 || bsptrace.ent == goal->entitynum) {
|
|
targetvisible = qtrue;
|
|
// if holding the right weapon
|
|
// Makro - or if no weapon is set for the goal
|
|
if (bs->cur_ps.weapon == bs->activatestack->weapon || bs->activatestack->noWeapon) {
|
|
VectorSubtract(bs->activatestack->target, bs->eye, dir);
|
|
vectoangles(dir, ideal_viewangles);
|
|
// if the bot is pretty close with it's aim
|
|
if (InFieldOfVision(bs->viewangles, 20, ideal_viewangles)) {
|
|
//Makro - using custom function to allow in-combat reloads
|
|
//trap_EA_Attack(bs->client);
|
|
#ifdef DEBUG
|
|
BotAI_Print(PRT_MESSAGE, "attacking an entity; weapon = %i, required = %i\n",
|
|
bs->cur_ps.weapon, bs->activatestack->weapon);
|
|
#endif //DEBUG
|
|
BotAttack(bs);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
// if the shoot target is visible
|
|
if (targetvisible) {
|
|
// get the entity info of the entity the bot is shooting at
|
|
BotEntityInfo(goal->entitynum, &entinfo);
|
|
// if the entity the bot shoots at moved
|
|
// Makro - or if the entity is no longer in use - for func_breakables
|
|
if (!VectorCompare(bs->activatestack->origin, entinfo.origin) || !(g_entities[entinfo.number].r.linked)) {
|
|
#ifdef DEBUG
|
|
BotAI_Print(PRT_MESSAGE, "hit shootable button or trigger\n");
|
|
#endif //DEBUG
|
|
bs->activatestack->time = 0;
|
|
}
|
|
// if the activate goal has been activated or the bot takes too long
|
|
if (bs->activatestack->time < FloatTime()) {
|
|
BotPopFromActivateGoalStack(bs);
|
|
// if there are more activate goals on the stack
|
|
if (bs->activatestack) {
|
|
bs->activatestack->time = FloatTime() + 10;
|
|
return qfalse;
|
|
}
|
|
AIEnter_Seek_NBG(bs, "activate entity: time out");
|
|
return qfalse;
|
|
}
|
|
memset(&moveresult, 0, sizeof(bot_moveresult_t));
|
|
} else {
|
|
//if the bot has no goal
|
|
if (!goal) {
|
|
bs->activatestack->time = 0;
|
|
}
|
|
// if the bot does not have a shoot goal
|
|
else if (!bs->activatestack->shoot) {
|
|
//if the bot touches the current goal
|
|
if (trap_BotTouchingGoal(bs->origin, goal)) {
|
|
#ifdef DEBUG
|
|
BotAI_Print(PRT_MESSAGE, "touched button or trigger\n");
|
|
#endif //DEBUG
|
|
bs->activatestack->time = 0;
|
|
}
|
|
}
|
|
// if the activate goal has been activated or the bot takes too long
|
|
if (bs->activatestack->time < FloatTime()) {
|
|
BotPopFromActivateGoalStack(bs);
|
|
// if there are more activate goals on the stack
|
|
if (bs->activatestack) {
|
|
bs->activatestack->time = FloatTime() + 10;
|
|
return qfalse;
|
|
}
|
|
AIEnter_Seek_NBG(bs, "activate entity: activated");
|
|
return qfalse;
|
|
}
|
|
//predict obstacles
|
|
if (BotAIPredictObstacles(bs, goal))
|
|
return qfalse;
|
|
//initialize the movement state
|
|
BotSetupForMovement(bs);
|
|
//move towards the goal
|
|
trap_BotMoveToGoal(&moveresult, bs->ms, goal, bs->tfl);
|
|
//if the movement failed
|
|
if (moveresult.failure) {
|
|
//reset the avoid reach, otherwise bot is stuck in current area
|
|
trap_BotResetAvoidReach(bs->ms);
|
|
//
|
|
bs->activatestack->time = 0;
|
|
}
|
|
//check if the bot is blocked
|
|
BotAIBlocked(bs, &moveresult, qtrue);
|
|
}
|
|
//
|
|
BotClearPath(bs, &moveresult);
|
|
// if the bot has to shoot to activate
|
|
if (bs->activatestack->shoot) {
|
|
// if the view angles aren't yet used for the movement
|
|
if (!(moveresult.flags & MOVERESULT_MOVEMENTVIEW)) {
|
|
VectorSubtract(bs->activatestack->target, bs->eye, dir);
|
|
vectoangles(dir, moveresult.ideal_viewangles);
|
|
moveresult.flags |= MOVERESULT_MOVEMENTVIEW;
|
|
}
|
|
// if there's no weapon yet used for the movement
|
|
if (!(moveresult.flags & MOVERESULT_MOVEMENTWEAPON)) {
|
|
moveresult.flags |= MOVERESULT_MOVEMENTWEAPON;
|
|
//
|
|
bs->activatestack->weapon = BotSelectActivateWeapon(bs);
|
|
if (bs->activatestack->weapon == -1) {
|
|
//FIXME: find a decent weapon first
|
|
bs->activatestack->weapon = 0;
|
|
}
|
|
moveresult.weapon = bs->activatestack->weapon;
|
|
}
|
|
}
|
|
// if the ideal view angles are set for movement
|
|
if (moveresult.flags & (MOVERESULT_MOVEMENTVIEWSET | MOVERESULT_MOVEMENTVIEW | MOVERESULT_SWIMVIEW)) {
|
|
VectorCopy(moveresult.ideal_viewangles, bs->ideal_viewangles);
|
|
}
|
|
//if waiting for something
|
|
else if (moveresult.flags & MOVERESULT_WAITING) {
|
|
if (random() < bs->thinktime * 0.8) {
|
|
BotRoamGoal(bs, target);
|
|
VectorSubtract(target, bs->origin, dir);
|
|
vectoangles(dir, bs->ideal_viewangles);
|
|
bs->ideal_viewangles[2] *= 0.5;
|
|
}
|
|
} else if (!(bs->flags & BFL_IDEALVIEWSET)) {
|
|
if (trap_BotMovementViewTarget(bs->ms, goal, bs->tfl, 300, target)) {
|
|
VectorSubtract(target, bs->origin, dir);
|
|
vectoangles(dir, bs->ideal_viewangles);
|
|
} else {
|
|
vectoangles(moveresult.movedir, bs->ideal_viewangles);
|
|
}
|
|
bs->ideal_viewangles[2] *= 0.5;
|
|
}
|
|
//if the weapon is used for the bot movement
|
|
if (moveresult.flags & MOVERESULT_MOVEMENTWEAPON)
|
|
bs->weaponnum = moveresult.weapon;
|
|
//if there is an enemy
|
|
if (BotFindEnemy(bs, -1)) {
|
|
if (BotWantsToRetreat(bs)) {
|
|
//keep the current long term goal and retreat
|
|
AIEnter_Battle_NBG(bs, "activate entity: found enemy");
|
|
} else {
|
|
trap_BotResetLastAvoidReach(bs->ms);
|
|
//empty the goal stack
|
|
trap_BotEmptyGoalStack(bs->gs);
|
|
//go fight
|
|
AIEnter_Battle_Fight(bs, "activate entity: found enemy");
|
|
}
|
|
BotClearActivateGoalStack(bs);
|
|
}
|
|
return qtrue;
|
|
}
|
|
|
|
/*
|
|
==================
|
|
AIEnter_Seek_NBG
|
|
==================
|
|
*/
|
|
void AIEnter_Seek_NBG(bot_state_t * bs, char *s)
|
|
{
|
|
bot_goal_t goal;
|
|
char buf[144];
|
|
|
|
if (trap_BotGetTopGoal(bs->gs, &goal)) {
|
|
trap_BotGoalName(goal.number, buf, 144);
|
|
BotRecordNodeSwitch(bs, "seek NBG", buf, s);
|
|
} else {
|
|
BotRecordNodeSwitch(bs, "seek NBG", "no goal", s);
|
|
}
|
|
//Makro - check if the bot needs to reload/bandage
|
|
RQ3_Bot_IdleActions(bs);
|
|
bs->ainode = AINode_Seek_NBG;
|
|
}
|
|
|
|
/*
|
|
==================
|
|
AINode_Seek_NBG
|
|
==================
|
|
*/
|
|
int AINode_Seek_NBG(bot_state_t * bs)
|
|
{
|
|
bot_goal_t goal;
|
|
vec3_t target, dir;
|
|
bot_moveresult_t moveresult;
|
|
|
|
if (BotIsObserver(bs)) {
|
|
AIEnter_Observer(bs, "seek nbg: observer");
|
|
return qfalse;
|
|
}
|
|
//if in the intermission
|
|
if (BotIntermission(bs)) {
|
|
AIEnter_Intermission(bs, "seek nbg: intermision");
|
|
return qfalse;
|
|
}
|
|
//respawn if dead
|
|
if (BotIsDead(bs)) {
|
|
AIEnter_Respawn(bs, "seek nbg: bot dead");
|
|
return qfalse;
|
|
}
|
|
//
|
|
bs->tfl = TFL_DEFAULT;
|
|
if (bot_grapple.integer)
|
|
bs->tfl |= TFL_GRAPPLEHOOK;
|
|
//if in lava or slime the bot should be able to get out
|
|
if (BotInLavaOrSlime(bs))
|
|
bs->tfl |= TFL_LAVA | TFL_SLIME;
|
|
//
|
|
if (BotCanAndWantsToRocketJump(bs)) {
|
|
bs->tfl |= TFL_ROCKETJUMP;
|
|
}
|
|
//map specific code
|
|
BotMapScripts(bs);
|
|
|
|
//Makro - check if the bot needs to reload/bandage
|
|
RQ3_Bot_IdleActions(bs);
|
|
|
|
//no enemy
|
|
bs->enemy = -1;
|
|
//if the bot has no goal
|
|
if (!trap_BotGetTopGoal(bs->gs, &goal))
|
|
bs->nbg_time = 0;
|
|
//if the bot touches the current goal
|
|
else if (BotReachedGoal(bs, &goal)) {
|
|
BotChooseWeapon(bs);
|
|
bs->nbg_time = 0;
|
|
}
|
|
//
|
|
if (bs->nbg_time < FloatTime()) {
|
|
//pop the current goal from the stack
|
|
trap_BotPopGoal(bs->gs);
|
|
//check for new nearby items right away
|
|
//NOTE: we canNOT reset the check_time to zero because it would create an endless loop of node switches
|
|
bs->check_time = FloatTime() + 0.05;
|
|
//go back to seek ltg
|
|
AIEnter_Seek_LTG(bs, "seek nbg: time out");
|
|
return qfalse;
|
|
}
|
|
//predict obstacles
|
|
if (BotAIPredictObstacles(bs, &goal))
|
|
return qfalse;
|
|
//initialize the movement state
|
|
BotSetupForMovement(bs);
|
|
//move towards the goal
|
|
trap_BotMoveToGoal(&moveresult, bs->ms, &goal, bs->tfl);
|
|
//if the movement failed
|
|
if (moveresult.failure) {
|
|
//reset the avoid reach, otherwise bot is stuck in current area
|
|
trap_BotResetAvoidReach(bs->ms);
|
|
bs->nbg_time = 0;
|
|
}
|
|
//check if the bot is blocked
|
|
BotAIBlocked(bs, &moveresult, qtrue);
|
|
//
|
|
BotClearPath(bs, &moveresult);
|
|
//if the viewangles are used for the movement
|
|
if (moveresult.flags & (MOVERESULT_MOVEMENTVIEWSET | MOVERESULT_MOVEMENTVIEW | MOVERESULT_SWIMVIEW)) {
|
|
VectorCopy(moveresult.ideal_viewangles, bs->ideal_viewangles);
|
|
}
|
|
//if waiting for something
|
|
else if (moveresult.flags & MOVERESULT_WAITING) {
|
|
if (random() < bs->thinktime * 0.8) {
|
|
BotRoamGoal(bs, target);
|
|
VectorSubtract(target, bs->origin, dir);
|
|
vectoangles(dir, bs->ideal_viewangles);
|
|
bs->ideal_viewangles[2] *= 0.5;
|
|
}
|
|
} else if (!(bs->flags & BFL_IDEALVIEWSET)) {
|
|
if (!trap_BotGetSecondGoal(bs->gs, &goal))
|
|
trap_BotGetTopGoal(bs->gs, &goal);
|
|
if (trap_BotMovementViewTarget(bs->ms, &goal, bs->tfl, 300, target)) {
|
|
VectorSubtract(target, bs->origin, dir);
|
|
vectoangles(dir, bs->ideal_viewangles);
|
|
}
|
|
//FIXME: look at cluster portals?
|
|
else
|
|
vectoangles(moveresult.movedir, bs->ideal_viewangles);
|
|
bs->ideal_viewangles[2] *= 0.5;
|
|
}
|
|
//if the weapon is used for the bot movement
|
|
if (moveresult.flags & MOVERESULT_MOVEMENTWEAPON)
|
|
bs->weaponnum = moveresult.weapon;
|
|
//if there is an enemy
|
|
if (BotFindEnemy(bs, -1)) {
|
|
if (BotWantsToRetreat(bs)) {
|
|
//keep the current long term goal and retreat
|
|
AIEnter_Battle_NBG(bs, "seek nbg: found enemy");
|
|
} else {
|
|
trap_BotResetLastAvoidReach(bs->ms);
|
|
//empty the goal stack
|
|
trap_BotEmptyGoalStack(bs->gs);
|
|
//go fight
|
|
AIEnter_Battle_Fight(bs, "seek nbg: found enemy");
|
|
}
|
|
}
|
|
return qtrue;
|
|
}
|
|
|
|
/*
|
|
==================
|
|
AIEnter_Seek_LTG
|
|
==================
|
|
*/
|
|
void AIEnter_Seek_LTG(bot_state_t * bs, char *s)
|
|
{
|
|
bot_goal_t goal;
|
|
char buf[144];
|
|
|
|
if (trap_BotGetTopGoal(bs->gs, &goal)) {
|
|
trap_BotGoalName(goal.number, buf, 144);
|
|
BotRecordNodeSwitch(bs, "seek LTG", buf, s);
|
|
} else {
|
|
BotRecordNodeSwitch(bs, "seek LTG", "no goal", s);
|
|
}
|
|
//Makro - check if the bot needs to reload/bandage
|
|
RQ3_Bot_IdleActions(bs);
|
|
bs->ainode = AINode_Seek_LTG;
|
|
}
|
|
|
|
/*
|
|
==================
|
|
AINode_Seek_LTG
|
|
==================
|
|
*/
|
|
int AINode_Seek_LTG(bot_state_t * bs)
|
|
{
|
|
bot_goal_t goal;
|
|
vec3_t target, dir;
|
|
bot_moveresult_t moveresult;
|
|
int range;
|
|
|
|
//char buf[128];
|
|
//bot_goal_t tmpgoal;
|
|
|
|
if (BotIsObserver(bs)) {
|
|
AIEnter_Observer(bs, "seek ltg: observer");
|
|
return qfalse;
|
|
}
|
|
//if in the intermission
|
|
if (BotIntermission(bs)) {
|
|
AIEnter_Intermission(bs, "seek ltg: intermission");
|
|
return qfalse;
|
|
}
|
|
//respawn if dead
|
|
if (BotIsDead(bs)) {
|
|
AIEnter_Respawn(bs, "seek ltg: bot dead");
|
|
return qfalse;
|
|
}
|
|
//
|
|
if (BotChat_Random(bs)) {
|
|
bs->stand_time = FloatTime() + BotChatTime(bs);
|
|
AIEnter_Stand(bs, "seek ltg: random chat");
|
|
return qfalse;
|
|
}
|
|
//
|
|
bs->tfl = TFL_DEFAULT;
|
|
if (bot_grapple.integer)
|
|
bs->tfl |= TFL_GRAPPLEHOOK;
|
|
//if in lava or slime the bot should be able to get out
|
|
if (BotInLavaOrSlime(bs))
|
|
bs->tfl |= TFL_LAVA | TFL_SLIME;
|
|
//
|
|
if (BotCanAndWantsToRocketJump(bs)) {
|
|
bs->tfl |= TFL_ROCKETJUMP;
|
|
}
|
|
//map specific code
|
|
BotMapScripts(bs);
|
|
|
|
//Makro - check if the bot needs to reload/bandage
|
|
RQ3_Bot_IdleActions(bs);
|
|
|
|
//no enemy
|
|
bs->enemy = -1;
|
|
//
|
|
if (bs->killedenemy_time > FloatTime() - 2) {
|
|
if (random() < bs->thinktime * 1) {
|
|
trap_EA_Gesture(bs->client);
|
|
}
|
|
}
|
|
//if there is an enemy
|
|
if (BotFindEnemy(bs, -1)) {
|
|
if (BotWantsToRetreat(bs)) {
|
|
//keep the current long term goal and retreat
|
|
AIEnter_Battle_Retreat(bs, "seek ltg: found enemy");
|
|
return qfalse;
|
|
} else {
|
|
trap_BotResetLastAvoidReach(bs->ms);
|
|
//empty the goal stack
|
|
trap_BotEmptyGoalStack(bs->gs);
|
|
//go fight
|
|
AIEnter_Battle_Fight(bs, "seek ltg: found enemy");
|
|
return qfalse;
|
|
}
|
|
}
|
|
//
|
|
BotTeamGoals(bs, qfalse);
|
|
//get the current long term goal
|
|
if (!BotLongTermGoal(bs, bs->tfl, qfalse, &goal)) {
|
|
return qtrue;
|
|
}
|
|
//check for nearby goals periodicly
|
|
if (bs->check_time < FloatTime()) {
|
|
bs->check_time = FloatTime() + 0.5;
|
|
//check if the bot wants to camp
|
|
BotWantsToCamp(bs);
|
|
//
|
|
if (bs->ltgtype == LTG_DEFENDKEYAREA)
|
|
range = 400;
|
|
else
|
|
range = 150;
|
|
//
|
|
#ifdef CTF
|
|
if (gametype == GT_CTF) {
|
|
//if carrying a flag the bot shouldn't be distracted too much
|
|
if (BotCTFCarryingFlag(bs))
|
|
range = 50;
|
|
}
|
|
#endif //CTF
|
|
if (BotNearbyGoal(bs, bs->tfl, &goal, range)) {
|
|
trap_BotResetLastAvoidReach(bs->ms);
|
|
//get the goal at the top of the stack
|
|
//trap_BotGetTopGoal(bs->gs, &tmpgoal);
|
|
//trap_BotGoalName(tmpgoal.number, buf, 144);
|
|
//BotAI_Print(PRT_MESSAGE, "new nearby goal %s\n", buf);
|
|
//time the bot gets to pick up the nearby goal item
|
|
bs->nbg_time = FloatTime() + 4 + range * 0.01;
|
|
AIEnter_Seek_NBG(bs, "ltg seek: nbg");
|
|
return qfalse;
|
|
}
|
|
}
|
|
//predict obstacles
|
|
if (BotAIPredictObstacles(bs, &goal))
|
|
return qfalse;
|
|
//initialize the movement state
|
|
BotSetupForMovement(bs);
|
|
//move towards the goal
|
|
trap_BotMoveToGoal(&moveresult, bs->ms, &goal, bs->tfl);
|
|
//if the movement failed
|
|
if (moveresult.failure) {
|
|
//reset the avoid reach, otherwise bot is stuck in current area
|
|
trap_BotResetAvoidReach(bs->ms);
|
|
//BotAI_Print(PRT_MESSAGE, "movement failure %d\n", moveresult.traveltype);
|
|
bs->ltg_time = 0;
|
|
}
|
|
//
|
|
BotAIBlocked(bs, &moveresult, qtrue);
|
|
//
|
|
BotClearPath(bs, &moveresult);
|
|
//if the viewangles are used for the movement
|
|
if (moveresult.flags & (MOVERESULT_MOVEMENTVIEWSET | MOVERESULT_MOVEMENTVIEW | MOVERESULT_SWIMVIEW)) {
|
|
VectorCopy(moveresult.ideal_viewangles, bs->ideal_viewangles);
|
|
}
|
|
//if waiting for something
|
|
else if (moveresult.flags & MOVERESULT_WAITING) {
|
|
if (random() < bs->thinktime * 0.8) {
|
|
BotRoamGoal(bs, target);
|
|
VectorSubtract(target, bs->origin, dir);
|
|
vectoangles(dir, bs->ideal_viewangles);
|
|
bs->ideal_viewangles[2] *= 0.5;
|
|
}
|
|
} else if (!(bs->flags & BFL_IDEALVIEWSET)) {
|
|
if (trap_BotMovementViewTarget(bs->ms, &goal, bs->tfl, 300, target)) {
|
|
VectorSubtract(target, bs->origin, dir);
|
|
vectoangles(dir, bs->ideal_viewangles);
|
|
}
|
|
//FIXME: look at cluster portals?
|
|
else if (VectorLengthSquared(moveresult.movedir)) {
|
|
vectoangles(moveresult.movedir, bs->ideal_viewangles);
|
|
} else if (random() < bs->thinktime * 0.8) {
|
|
BotRoamGoal(bs, target);
|
|
VectorSubtract(target, bs->origin, dir);
|
|
vectoangles(dir, bs->ideal_viewangles);
|
|
bs->ideal_viewangles[2] *= 0.5;
|
|
}
|
|
bs->ideal_viewangles[2] *= 0.5;
|
|
}
|
|
//if the weapon is used for the bot movement
|
|
if (moveresult.flags & MOVERESULT_MOVEMENTWEAPON)
|
|
bs->weaponnum = moveresult.weapon;
|
|
//
|
|
return qtrue;
|
|
}
|
|
|
|
/*
|
|
==================
|
|
AIEnter_Battle_Fight
|
|
==================
|
|
*/
|
|
void AIEnter_Battle_Fight(bot_state_t * bs, char *s)
|
|
{
|
|
float attack_skill = trap_Characteristic_BFloat(bs->character, CHARACTERISTIC_ATTACK_SKILL, 0, 1);
|
|
|
|
BotRecordNodeSwitch(bs, "battle fight", "", s);
|
|
trap_BotResetLastAvoidReach(bs->ms);
|
|
//Makro - check if the bot has leg damage
|
|
if (RQ3_Bot_NeedToBandage(bs) == 2) {
|
|
if (random() > attack_skill) {
|
|
if (bs->cur_ps.weaponstate != WEAPON_BANDAGING) {
|
|
Cmd_Bandage(&g_entities[bs->entitynum]);
|
|
}
|
|
}
|
|
}
|
|
bs->ainode = AINode_Battle_Fight;
|
|
}
|
|
|
|
/*
|
|
==================
|
|
AIEnter_Battle_SuicidalFight
|
|
==================
|
|
*/
|
|
void AIEnter_Battle_SuicidalFight(bot_state_t * bs, char *s)
|
|
{
|
|
BotRecordNodeSwitch(bs, "battle fight", "", s);
|
|
trap_BotResetLastAvoidReach(bs->ms);
|
|
bs->ainode = AINode_Battle_Fight;
|
|
bs->flags |= BFL_FIGHTSUICIDAL;
|
|
}
|
|
|
|
/*
|
|
==================
|
|
AINode_Battle_Fight
|
|
==================
|
|
*/
|
|
int AINode_Battle_Fight(bot_state_t * bs)
|
|
{
|
|
int areanum;
|
|
vec3_t target;
|
|
aas_entityinfo_t entinfo;
|
|
bot_moveresult_t moveresult;
|
|
|
|
if (BotIsObserver(bs)) {
|
|
AIEnter_Observer(bs, "battle fight: observer");
|
|
return qfalse;
|
|
}
|
|
//if in the intermission
|
|
if (BotIntermission(bs)) {
|
|
AIEnter_Intermission(bs, "battle fight: intermission");
|
|
return qfalse;
|
|
}
|
|
//respawn if dead
|
|
if (BotIsDead(bs)) {
|
|
AIEnter_Respawn(bs, "battle fight: bot dead");
|
|
return qfalse;
|
|
}
|
|
//if there is another better enemy
|
|
if (BotFindEnemy(bs, bs->enemy)) {
|
|
#ifdef DEBUG
|
|
BotAI_Print(PRT_MESSAGE, "found new better enemy\n");
|
|
#endif
|
|
}
|
|
//if no enemy
|
|
if (bs->enemy < 0) {
|
|
AIEnter_Seek_LTG(bs, "battle fight: no enemy");
|
|
return qfalse;
|
|
}
|
|
//
|
|
BotEntityInfo(bs->enemy, &entinfo);
|
|
//if the enemy is dead
|
|
if (bs->enemydeath_time) {
|
|
if (bs->enemydeath_time < FloatTime() - 1.0) {
|
|
bs->enemydeath_time = 0;
|
|
if (random() > 0.3f) {
|
|
//Makro - check if the bot needs to bandage
|
|
if (RQ3_Bot_NeedToBandage(bs) != 0) {
|
|
if (RQ3_Bot_CheckBandage(bs)) {
|
|
if (bs->cur_ps.weaponstate != WEAPON_BANDAGING) {
|
|
Cmd_Bandage(&g_entities[bs->entitynum]);
|
|
}
|
|
}
|
|
}
|
|
} //
|
|
if (bs->enemysuicide) {
|
|
BotChat_EnemySuicide(bs);
|
|
}
|
|
if (bs->lastkilledplayer == bs->enemy && BotChat_Kill(bs)) {
|
|
bs->stand_time = FloatTime() + BotChatTime(bs);
|
|
AIEnter_Stand(bs, "battle fight: enemy dead");
|
|
} else {
|
|
bs->ltg_time = 0;
|
|
AIEnter_Seek_LTG(bs, "battle fight: enemy dead");
|
|
}
|
|
return qfalse;
|
|
}
|
|
} else {
|
|
if (EntityIsDead(&entinfo)) {
|
|
bs->enemydeath_time = FloatTime();
|
|
}
|
|
}
|
|
//if the enemy is invisible and not shooting the bot looses track easily
|
|
if (EntityIsInvisible(&entinfo) && !EntityIsShooting(&entinfo)) {
|
|
if (random() < 0.2) {
|
|
AIEnter_Seek_LTG(bs, "battle fight: invisible");
|
|
return qfalse;
|
|
}
|
|
}
|
|
//
|
|
VectorCopy(entinfo.origin, target);
|
|
// if not a player enemy
|
|
if (bs->enemy >= MAX_CLIENTS) {
|
|
}
|
|
//update the reachability area and origin if possible
|
|
areanum = BotPointAreaNum(target);
|
|
if (areanum && trap_AAS_AreaReachability(areanum)) {
|
|
VectorCopy(target, bs->lastenemyorigin);
|
|
bs->lastenemyareanum = areanum;
|
|
}
|
|
//update the attack inventory values
|
|
BotUpdateBattleInventory(bs, bs->enemy);
|
|
//if the bot's health decreased
|
|
if (bs->lastframe_health > bs->inventory[INVENTORY_HEALTH]) {
|
|
if (BotChat_HitNoDeath(bs)) {
|
|
bs->stand_time = FloatTime() + BotChatTime(bs);
|
|
AIEnter_Stand(bs, "battle fight: chat health decreased");
|
|
return qfalse;
|
|
}
|
|
}
|
|
//if the bot hit someone
|
|
if (bs->cur_ps.persistant[PERS_HITS] > bs->lasthitcount) {
|
|
if (BotChat_HitNoKill(bs)) {
|
|
bs->stand_time = FloatTime() + BotChatTime(bs);
|
|
AIEnter_Stand(bs, "battle fight: chat hit someone");
|
|
return qfalse;
|
|
}
|
|
}
|
|
//if the enemy is not visible
|
|
if (!BotEntityVisible(bs->entitynum, bs->eye, bs->viewangles, 360, bs->enemy)) {
|
|
if (BotWantsToChase(bs)) {
|
|
AIEnter_Battle_Chase(bs, "battle fight: enemy out of sight");
|
|
return qfalse;
|
|
} else {
|
|
AIEnter_Seek_LTG(bs, "battle fight: enemy out of sight");
|
|
return qfalse;
|
|
}
|
|
}
|
|
//use holdable items
|
|
BotBattleUseItems(bs);
|
|
//
|
|
bs->tfl = TFL_DEFAULT;
|
|
if (bot_grapple.integer)
|
|
bs->tfl |= TFL_GRAPPLEHOOK;
|
|
//if in lava or slime the bot should be able to get out
|
|
if (BotInLavaOrSlime(bs))
|
|
bs->tfl |= TFL_LAVA | TFL_SLIME;
|
|
//
|
|
if (BotCanAndWantsToRocketJump(bs)) {
|
|
bs->tfl |= TFL_ROCKETJUMP;
|
|
}
|
|
//choose the best weapon to fight with
|
|
BotChooseWeapon(bs);
|
|
//do attack movements
|
|
moveresult = BotAttackMove(bs, bs->tfl);
|
|
//if the movement failed
|
|
if (moveresult.failure) {
|
|
//reset the avoid reach, otherwise bot is stuck in current area
|
|
trap_BotResetAvoidReach(bs->ms);
|
|
//BotAI_Print(PRT_MESSAGE, "movement failure %d\n", moveresult.traveltype);
|
|
bs->ltg_time = 0;
|
|
}
|
|
//
|
|
BotAIBlocked(bs, &moveresult, qfalse);
|
|
//aim at the enemy
|
|
BotAimAtEnemy(bs);
|
|
//attack the enemy if possible
|
|
BotCheckAttack(bs);
|
|
//if the bot wants to retreat
|
|
if (!(bs->flags & BFL_FIGHTSUICIDAL)) {
|
|
if (BotWantsToRetreat(bs)) {
|
|
AIEnter_Battle_Retreat(bs, "battle fight: wants to retreat");
|
|
return qtrue;
|
|
}
|
|
}
|
|
return qtrue;
|
|
}
|
|
|
|
/*
|
|
==================
|
|
AIEnter_Battle_Chase
|
|
==================
|
|
*/
|
|
void AIEnter_Battle_Chase(bot_state_t * bs, char *s)
|
|
{
|
|
BotRecordNodeSwitch(bs, "battle chase", "", s);
|
|
bs->chase_time = FloatTime();
|
|
bs->ainode = AINode_Battle_Chase;
|
|
}
|
|
|
|
/*
|
|
==================
|
|
AINode_Battle_Chase
|
|
==================
|
|
*/
|
|
int AINode_Battle_Chase(bot_state_t * bs)
|
|
{
|
|
bot_goal_t goal;
|
|
vec3_t target, dir;
|
|
bot_moveresult_t moveresult;
|
|
float range;
|
|
|
|
if (BotIsObserver(bs)) {
|
|
AIEnter_Observer(bs, "battle chase: observer");
|
|
return qfalse;
|
|
}
|
|
//if in the intermission
|
|
if (BotIntermission(bs)) {
|
|
AIEnter_Intermission(bs, "battle chase: intermission");
|
|
return qfalse;
|
|
}
|
|
//respawn if dead
|
|
if (BotIsDead(bs)) {
|
|
AIEnter_Respawn(bs, "battle chase: bot dead");
|
|
return qfalse;
|
|
}
|
|
//if no enemy
|
|
if (bs->enemy < 0) {
|
|
AIEnter_Seek_LTG(bs, "battle chase: no enemy");
|
|
return qfalse;
|
|
}
|
|
//if the enemy is visible
|
|
if (BotEntityVisible(bs->entitynum, bs->eye, bs->viewangles, 360, bs->enemy)) {
|
|
AIEnter_Battle_Fight(bs, "battle chase");
|
|
return qfalse;
|
|
}
|
|
//if there is another enemy
|
|
if (BotFindEnemy(bs, -1)) {
|
|
AIEnter_Battle_Fight(bs, "battle chase: better enemy");
|
|
return qfalse;
|
|
}
|
|
//there is no last enemy area
|
|
if (!bs->lastenemyareanum) {
|
|
AIEnter_Seek_LTG(bs, "battle chase: no enemy area");
|
|
return qfalse;
|
|
}
|
|
//
|
|
bs->tfl = TFL_DEFAULT;
|
|
if (bot_grapple.integer)
|
|
bs->tfl |= TFL_GRAPPLEHOOK;
|
|
//if in lava or slime the bot should be able to get out
|
|
if (BotInLavaOrSlime(bs))
|
|
bs->tfl |= TFL_LAVA | TFL_SLIME;
|
|
//
|
|
if (BotCanAndWantsToRocketJump(bs)) {
|
|
bs->tfl |= TFL_ROCKETJUMP;
|
|
}
|
|
//map specific code
|
|
BotMapScripts(bs);
|
|
//create the chase goal
|
|
goal.entitynum = bs->enemy;
|
|
goal.areanum = bs->lastenemyareanum;
|
|
VectorCopy(bs->lastenemyorigin, goal.origin);
|
|
VectorSet(goal.mins, -8, -8, -8);
|
|
VectorSet(goal.maxs, 8, 8, 8);
|
|
//if the last seen enemy spot is reached the enemy could not be found
|
|
if (trap_BotTouchingGoal(bs->origin, &goal))
|
|
bs->chase_time = 0;
|
|
//if there's no chase time left
|
|
if (!bs->chase_time || bs->chase_time < FloatTime() - 10) {
|
|
AIEnter_Seek_LTG(bs, "battle chase: time out");
|
|
return qfalse;
|
|
}
|
|
//check for nearby goals periodicly
|
|
if (bs->check_time < FloatTime()) {
|
|
bs->check_time = FloatTime() + 1;
|
|
range = 150;
|
|
//
|
|
if (BotNearbyGoal(bs, bs->tfl, &goal, range)) {
|
|
//the bot gets 5 seconds to pick up the nearby goal item
|
|
bs->nbg_time = FloatTime() + 0.1 * range + 1;
|
|
trap_BotResetLastAvoidReach(bs->ms);
|
|
AIEnter_Battle_NBG(bs, "battle chase: nbg");
|
|
return qfalse;
|
|
}
|
|
}
|
|
//
|
|
BotUpdateBattleInventory(bs, bs->enemy);
|
|
//initialize the movement state
|
|
BotSetupForMovement(bs);
|
|
//move towards the goal
|
|
trap_BotMoveToGoal(&moveresult, bs->ms, &goal, bs->tfl);
|
|
//if the movement failed
|
|
if (moveresult.failure) {
|
|
//reset the avoid reach, otherwise bot is stuck in current area
|
|
trap_BotResetAvoidReach(bs->ms);
|
|
//BotAI_Print(PRT_MESSAGE, "movement failure %d\n", moveresult.traveltype);
|
|
bs->ltg_time = 0;
|
|
}
|
|
//
|
|
BotAIBlocked(bs, &moveresult, qfalse);
|
|
//
|
|
if (moveresult.flags & (MOVERESULT_MOVEMENTVIEWSET | MOVERESULT_MOVEMENTVIEW | MOVERESULT_SWIMVIEW)) {
|
|
VectorCopy(moveresult.ideal_viewangles, bs->ideal_viewangles);
|
|
} else if (!(bs->flags & BFL_IDEALVIEWSET)) {
|
|
if (bs->chase_time > FloatTime() - 2) {
|
|
BotAimAtEnemy(bs);
|
|
} else {
|
|
if (trap_BotMovementViewTarget(bs->ms, &goal, bs->tfl, 300, target)) {
|
|
VectorSubtract(target, bs->origin, dir);
|
|
vectoangles(dir, bs->ideal_viewangles);
|
|
} else {
|
|
vectoangles(moveresult.movedir, bs->ideal_viewangles);
|
|
}
|
|
}
|
|
bs->ideal_viewangles[2] *= 0.5;
|
|
}
|
|
//if the weapon is used for the bot movement
|
|
if (moveresult.flags & MOVERESULT_MOVEMENTWEAPON)
|
|
bs->weaponnum = moveresult.weapon;
|
|
//if the bot is in the area the enemy was last seen in
|
|
if (bs->areanum == bs->lastenemyareanum)
|
|
bs->chase_time = 0;
|
|
//if the bot wants to retreat (the bot could have been damage during the chase)
|
|
if (BotWantsToRetreat(bs)) {
|
|
AIEnter_Battle_Retreat(bs, "battle chase: wants to retreat");
|
|
return qtrue;
|
|
}
|
|
return qtrue;
|
|
}
|
|
|
|
/*
|
|
==================
|
|
AIEnter_Battle_Retreat
|
|
==================
|
|
*/
|
|
void AIEnter_Battle_Retreat(bot_state_t * bs, char *s)
|
|
{
|
|
BotRecordNodeSwitch(bs, "battle retreat", "", s);
|
|
bs->ainode = AINode_Battle_Retreat;
|
|
}
|
|
|
|
/*
|
|
==================
|
|
AINode_Battle_Retreat
|
|
==================
|
|
*/
|
|
int AINode_Battle_Retreat(bot_state_t * bs)
|
|
{
|
|
bot_goal_t goal;
|
|
aas_entityinfo_t entinfo;
|
|
bot_moveresult_t moveresult;
|
|
vec3_t target, dir;
|
|
float attack_skill, range;
|
|
int areanum;
|
|
|
|
if (BotIsObserver(bs)) {
|
|
AIEnter_Observer(bs, "battle retreat: observer");
|
|
return qfalse;
|
|
}
|
|
//if in the intermission
|
|
if (BotIntermission(bs)) {
|
|
AIEnter_Intermission(bs, "battle retreat: intermission");
|
|
return qfalse;
|
|
}
|
|
//respawn if dead
|
|
if (BotIsDead(bs)) {
|
|
AIEnter_Respawn(bs, "battle retreat: bot dead");
|
|
return qfalse;
|
|
}
|
|
//if no enemy
|
|
if (bs->enemy < 0) {
|
|
AIEnter_Seek_LTG(bs, "battle retreat: no enemy");
|
|
return qfalse;
|
|
}
|
|
//
|
|
BotEntityInfo(bs->enemy, &entinfo);
|
|
if (EntityIsDead(&entinfo)) {
|
|
AIEnter_Seek_LTG(bs, "battle retreat: enemy dead");
|
|
return qfalse;
|
|
}
|
|
//if there is another better enemy
|
|
if (BotFindEnemy(bs, bs->enemy)) {
|
|
#ifdef DEBUG
|
|
BotAI_Print(PRT_MESSAGE, "found new better enemy\n");
|
|
#endif
|
|
}
|
|
//
|
|
bs->tfl = TFL_DEFAULT;
|
|
if (bot_grapple.integer)
|
|
bs->tfl |= TFL_GRAPPLEHOOK;
|
|
//if in lava or slime the bot should be able to get out
|
|
if (BotInLavaOrSlime(bs))
|
|
bs->tfl |= TFL_LAVA | TFL_SLIME;
|
|
//map specific code
|
|
BotMapScripts(bs);
|
|
//update the attack inventory values
|
|
BotUpdateBattleInventory(bs, bs->enemy);
|
|
//if the bot doesn't want to retreat anymore... probably picked up some nice items
|
|
if (BotWantsToChase(bs)) {
|
|
//empty the goal stack, when chasing, only the enemy is the goal
|
|
trap_BotEmptyGoalStack(bs->gs);
|
|
//go chase the enemy
|
|
AIEnter_Battle_Chase(bs, "battle retreat: wants to chase");
|
|
return qfalse;
|
|
}
|
|
//update the last time the enemy was visible
|
|
if (BotEntityVisible(bs->entitynum, bs->eye, bs->viewangles, 360, bs->enemy)) {
|
|
bs->enemyvisible_time = FloatTime();
|
|
VectorCopy(entinfo.origin, target);
|
|
// if not a player enemy
|
|
if (bs->enemy >= MAX_CLIENTS) {
|
|
}
|
|
//update the reachability area and origin if possible
|
|
areanum = BotPointAreaNum(target);
|
|
if (areanum && trap_AAS_AreaReachability(areanum)) {
|
|
VectorCopy(target, bs->lastenemyorigin);
|
|
bs->lastenemyareanum = areanum;
|
|
}
|
|
}
|
|
//if the enemy is NOT visible for 4 seconds
|
|
if (bs->enemyvisible_time < FloatTime() - 4) {
|
|
//Makro - bot retreating, enemy not in sight - a good time to bandage
|
|
//if (bs->lastframe_health > bs->inventory[INVENTORY_HEALTH]) {
|
|
if (random() > 0.3f) {
|
|
if (RQ3_Bot_NeedToBandage(bs)) {
|
|
//If not bandaging already
|
|
if (bs->cur_ps.weaponstate != WEAPON_BANDAGING) {
|
|
Cmd_Bandage(&g_entities[bs->entitynum]);
|
|
}
|
|
}
|
|
}
|
|
AIEnter_Seek_LTG(bs, "battle retreat: lost enemy");
|
|
return qfalse;
|
|
}
|
|
//else if the enemy is NOT visible
|
|
else if (bs->enemyvisible_time < FloatTime()) {
|
|
//if there is another enemy
|
|
if (BotFindEnemy(bs, -1)) {
|
|
if (random() < 0.5f) {
|
|
//if the bot is hurt
|
|
if (RQ3_Bot_NeedToBandage(bs)) {
|
|
//If the bot wants to bandage and not bandaging already
|
|
if (bs->cur_ps.weaponstate != WEAPON_BANDAGING && RQ3_Bot_CheckBandage(bs)) {
|
|
Cmd_Bandage(&g_entities[bs->entitynum]);
|
|
}
|
|
}
|
|
}
|
|
AIEnter_Battle_Fight(bs, "battle retreat: another enemy");
|
|
return qfalse;
|
|
} else {
|
|
if (RQ3_Bot_NeedToBandage(bs) != 0) {
|
|
//If not bandaging already
|
|
if (bs->cur_ps.weaponstate != WEAPON_BANDAGING) {
|
|
Cmd_Bandage(&g_entities[bs->entitynum]);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
//
|
|
BotTeamGoals(bs, qtrue);
|
|
//use holdable items
|
|
BotBattleUseItems(bs);
|
|
//get the current long term goal while retreating
|
|
if (!BotLongTermGoal(bs, bs->tfl, qtrue, &goal)) {
|
|
AIEnter_Battle_SuicidalFight(bs, "battle retreat: no way out");
|
|
return qfalse;
|
|
}
|
|
//check for nearby goals periodicly
|
|
if (bs->check_time < FloatTime()) {
|
|
bs->check_time = FloatTime() + 1;
|
|
range = 150;
|
|
#ifdef CTF
|
|
if (gametype == GT_CTF) {
|
|
//if carrying a flag the bot shouldn't be distracted too much
|
|
if (BotCTFCarryingFlag(bs))
|
|
range = 50;
|
|
}
|
|
#endif //CTF
|
|
if (BotNearbyGoal(bs, bs->tfl, &goal, range)) {
|
|
trap_BotResetLastAvoidReach(bs->ms);
|
|
//time the bot gets to pick up the nearby goal item
|
|
bs->nbg_time = FloatTime() + range / 100 + 1;
|
|
AIEnter_Battle_NBG(bs, "battle retreat: nbg");
|
|
return qfalse;
|
|
}
|
|
}
|
|
//initialize the movement state
|
|
BotSetupForMovement(bs);
|
|
//move towards the goal
|
|
trap_BotMoveToGoal(&moveresult, bs->ms, &goal, bs->tfl);
|
|
//if the movement failed
|
|
if (moveresult.failure) {
|
|
//reset the avoid reach, otherwise bot is stuck in current area
|
|
trap_BotResetAvoidReach(bs->ms);
|
|
//BotAI_Print(PRT_MESSAGE, "movement failure %d\n", moveresult.traveltype);
|
|
bs->ltg_time = 0;
|
|
}
|
|
//
|
|
BotAIBlocked(bs, &moveresult, qfalse);
|
|
//choose the best weapon to fight with
|
|
BotChooseWeapon(bs);
|
|
//if the view is fixed for the movement
|
|
if (moveresult.flags & (MOVERESULT_MOVEMENTVIEW | MOVERESULT_SWIMVIEW)) {
|
|
VectorCopy(moveresult.ideal_viewangles, bs->ideal_viewangles);
|
|
} else if (!(moveresult.flags & MOVERESULT_MOVEMENTVIEWSET)
|
|
&& !(bs->flags & BFL_IDEALVIEWSET)) {
|
|
attack_skill = trap_Characteristic_BFloat(bs->character, CHARACTERISTIC_ATTACK_SKILL, 0, 1);
|
|
//if the bot is skilled anough
|
|
if (attack_skill > 0.3) {
|
|
BotAimAtEnemy(bs);
|
|
} else {
|
|
if (trap_BotMovementViewTarget(bs->ms, &goal, bs->tfl, 300, target)) {
|
|
VectorSubtract(target, bs->origin, dir);
|
|
vectoangles(dir, bs->ideal_viewangles);
|
|
} else {
|
|
vectoangles(moveresult.movedir, bs->ideal_viewangles);
|
|
}
|
|
bs->ideal_viewangles[2] *= 0.5;
|
|
}
|
|
}
|
|
//if the weapon is used for the bot movement
|
|
if (moveresult.flags & MOVERESULT_MOVEMENTWEAPON)
|
|
bs->weaponnum = moveresult.weapon;
|
|
//attack the enemy if possible
|
|
BotCheckAttack(bs);
|
|
//
|
|
return qtrue;
|
|
}
|
|
|
|
/*
|
|
==================
|
|
AIEnter_Battle_NBG
|
|
==================
|
|
*/
|
|
void AIEnter_Battle_NBG(bot_state_t * bs, char *s)
|
|
{
|
|
BotRecordNodeSwitch(bs, "battle NBG", "", s);
|
|
bs->ainode = AINode_Battle_NBG;
|
|
}
|
|
|
|
/*
|
|
==================
|
|
AINode_Battle_NBG
|
|
==================
|
|
*/
|
|
int AINode_Battle_NBG(bot_state_t * bs)
|
|
{
|
|
int areanum;
|
|
bot_goal_t goal;
|
|
aas_entityinfo_t entinfo;
|
|
bot_moveresult_t moveresult;
|
|
float attack_skill;
|
|
vec3_t target, dir;
|
|
|
|
if (BotIsObserver(bs)) {
|
|
AIEnter_Observer(bs, "battle nbg: observer");
|
|
return qfalse;
|
|
}
|
|
//if in the intermission
|
|
if (BotIntermission(bs)) {
|
|
AIEnter_Intermission(bs, "battle nbg: intermission");
|
|
return qfalse;
|
|
}
|
|
//respawn if dead
|
|
if (BotIsDead(bs)) {
|
|
AIEnter_Respawn(bs, "battle nbg: bot dead");
|
|
return qfalse;
|
|
}
|
|
//if no enemy
|
|
if (bs->enemy < 0) {
|
|
AIEnter_Seek_NBG(bs, "battle nbg: no enemy");
|
|
return qfalse;
|
|
}
|
|
//
|
|
BotEntityInfo(bs->enemy, &entinfo);
|
|
if (EntityIsDead(&entinfo)) {
|
|
AIEnter_Seek_NBG(bs, "battle nbg: enemy dead");
|
|
return qfalse;
|
|
}
|
|
//
|
|
bs->tfl = TFL_DEFAULT;
|
|
if (bot_grapple.integer)
|
|
bs->tfl |= TFL_GRAPPLEHOOK;
|
|
//if in lava or slime the bot should be able to get out
|
|
if (BotInLavaOrSlime(bs))
|
|
bs->tfl |= TFL_LAVA | TFL_SLIME;
|
|
//
|
|
if (BotCanAndWantsToRocketJump(bs)) {
|
|
bs->tfl |= TFL_ROCKETJUMP;
|
|
}
|
|
//map specific code
|
|
BotMapScripts(bs);
|
|
//update the last time the enemy was visible
|
|
if (BotEntityVisible(bs->entitynum, bs->eye, bs->viewangles, 360, bs->enemy)) {
|
|
bs->enemyvisible_time = FloatTime();
|
|
VectorCopy(entinfo.origin, target);
|
|
// if not a player enemy
|
|
if (bs->enemy >= MAX_CLIENTS) {
|
|
}
|
|
//update the reachability area and origin if possible
|
|
areanum = BotPointAreaNum(target);
|
|
if (areanum && trap_AAS_AreaReachability(areanum)) {
|
|
VectorCopy(target, bs->lastenemyorigin);
|
|
bs->lastenemyareanum = areanum;
|
|
}
|
|
}
|
|
//if the bot has no goal or touches the current goal
|
|
if (!trap_BotGetTopGoal(bs->gs, &goal)) {
|
|
bs->nbg_time = 0;
|
|
} else if (BotReachedGoal(bs, &goal)) {
|
|
bs->nbg_time = 0;
|
|
}
|
|
//
|
|
if (bs->nbg_time < FloatTime()) {
|
|
//pop the current goal from the stack
|
|
trap_BotPopGoal(bs->gs);
|
|
//if the bot still has a goal
|
|
if (trap_BotGetTopGoal(bs->gs, &goal))
|
|
AIEnter_Battle_Retreat(bs, "battle nbg: time out");
|
|
else
|
|
AIEnter_Battle_Fight(bs, "battle nbg: time out");
|
|
//
|
|
return qfalse;
|
|
}
|
|
//initialize the movement state
|
|
BotSetupForMovement(bs);
|
|
//move towards the goal
|
|
trap_BotMoveToGoal(&moveresult, bs->ms, &goal, bs->tfl);
|
|
//if the movement failed
|
|
if (moveresult.failure) {
|
|
//reset the avoid reach, otherwise bot is stuck in current area
|
|
trap_BotResetAvoidReach(bs->ms);
|
|
//BotAI_Print(PRT_MESSAGE, "movement failure %d\n", moveresult.traveltype);
|
|
bs->nbg_time = 0;
|
|
}
|
|
//
|
|
BotAIBlocked(bs, &moveresult, qfalse);
|
|
//update the attack inventory values
|
|
BotUpdateBattleInventory(bs, bs->enemy);
|
|
//choose the best weapon to fight with
|
|
BotChooseWeapon(bs);
|
|
//if the view is fixed for the movement
|
|
if (moveresult.flags & (MOVERESULT_MOVEMENTVIEW | MOVERESULT_SWIMVIEW)) {
|
|
VectorCopy(moveresult.ideal_viewangles, bs->ideal_viewangles);
|
|
} else if (!(moveresult.flags & MOVERESULT_MOVEMENTVIEWSET)
|
|
&& !(bs->flags & BFL_IDEALVIEWSET)) {
|
|
attack_skill = trap_Characteristic_BFloat(bs->character, CHARACTERISTIC_ATTACK_SKILL, 0, 1);
|
|
//if the bot is skilled anough and the enemy is visible
|
|
if (attack_skill > 0.3) {
|
|
//&& BotEntityVisible(bs->entitynum, bs->eye, bs->viewangles, 360, bs->enemy)
|
|
BotAimAtEnemy(bs);
|
|
} else {
|
|
if (trap_BotMovementViewTarget(bs->ms, &goal, bs->tfl, 300, target)) {
|
|
VectorSubtract(target, bs->origin, dir);
|
|
vectoangles(dir, bs->ideal_viewangles);
|
|
} else {
|
|
vectoangles(moveresult.movedir, bs->ideal_viewangles);
|
|
}
|
|
bs->ideal_viewangles[2] *= 0.5;
|
|
}
|
|
}
|
|
//if the weapon is used for the bot movement
|
|
if (moveresult.flags & MOVERESULT_MOVEMENTWEAPON)
|
|
bs->weaponnum = moveresult.weapon;
|
|
//attack the enemy if possible
|
|
BotCheckAttack(bs);
|
|
//
|
|
return qtrue;
|
|
}
|