etqw-sdk/source/game/botai/BotAI_VMoveNet.cpp
2008-05-29 00:00:00 +00:00

1088 lines
35 KiB
C++

// Copyright (C) 2007 Id Software, Inc.
//
#include "../precompiled.h"
#pragma hdrstop
#include "../Game_local.h"
#include "../ContentMask.h"
#include "BotThreadData.h"
#include "BotAI_Main.h"
/*
================
idBotAI::Bot_FindBestVehicleCombatMovement
Finds the best combat movement for the bot while in a vehicle.
================
*/
bool idBotAI::Bot_FindBestVehicleCombatMovement() {
bool vehicleCanRamClient; //mal: sounds a bit... dirty, doesn't it?
bool vehicleGunnerSeatOpen;
bool hasAttackedCriticalMate = false;
bool enemyReachable = false;
bool enemyHasVehicle = false;
proxyInfo_t enemyVehicleInfo;
const clientInfo_t& enemyPlayerInfo = botWorld->clientInfo[ enemy ];
if ( enemyPlayerInfo.proxyInfo.entNum != CLIENT_HAS_NO_VEHICLE ) {
GetVehicleInfo( enemyPlayerInfo.proxyInfo.entNum, enemyVehicleInfo );
enemyHasVehicle = true;
}
combatMoveFailedCount = 0;
combatMoveTime = -1;
if ( botInfo->proxyInfo.weapon == NULL_VEHICLE_WEAPON && botVehicleInfo->driverEntNum != botNum ) {
return false;
} //mal: this shouldn't really ever happen, but may if the bot is moving between positions in a vehicle. Or if a human entered/exited a vehicle at just the right/wrong time.
if ( ( botInfo->proxyInfo.weapon == MINIGUN || botInfo->proxyInfo.weapon == LAW || botInfo->proxyInfo.weapon == PERSONAL_WEAPON ) && botVehicleInfo->driverEntNum != botNum ) {
VEHICLE_COMBAT_MOVEMENT_STATE = &idBotAI::Enter_Vehicle_NULL_Movement; //mal: just sit there, and shoot the enemy.
return true;
}
if ( botVehicleInfo->type > ICARUS ) {
VEHICLE_COMBAT_MOVEMENT_STATE = &idBotAI::Enter_Vehicle_Air_Movement;
return true;
}
//mal: this more often then not causes issues
/*
if ( enemyHasVehicle ) {
if ( enemyVehicleInfo.type == HOG && enemyInfo.enemyDist < 3000.0f && botVehicleInfo->driverEntNum == botNum ) { //mal: never stand around if a hog has us in his sights.
VEHICLE_COMBAT_MOVEMENT_STATE = &idBotAI::Enter_Vehicle_Random_Movement;
return true;
}
}
*/
vehicleGunnerSeatOpen = VehicleHasGunnerSeatOpen( botInfo->proxyInfo.entNum );
if ( enemyPlayerInfo.lastAttackClient > - 1 && enemyPlayerInfo.lastAttackClient < MAX_CLIENTS ) {
if ( botWorld->clientInfo[ enemyPlayerInfo.lastAttackClient ].team == botInfo->team && enemyPlayerInfo.lastAttackClientTime + 3000 > botWorld->gameLocalInfo.time ) {
if ( Client_IsCriticalForCurrentObj( enemyPlayerInfo.lastAttackClient, 2000.0f ) || ClientHasObj( enemyPlayerInfo.lastAttackClient ) ) {
hasAttackedCriticalMate = true;
}
}
}
Bot_SetupVehicleMove( vec3_zero, enemy, ACTION_NULL );
if ( botAAS.hasPath && botAAS.path.travelTime < Bot_ApproxTravelTimeToLocation( botInfo->origin, enemyPlayerInfo.origin, true ) * TRAVEL_TIME_MULTIPLY ) {
enemyReachable = true;
}
if ( botInfo->proxyInfo.weapon == NULL_VEHICLE_WEAPON && botVehicleInfo->driverEntNum == botNum ) {
vehicleCanRamClient = Bot_VehicleCanRamClient( enemy );
if ( botVehicleInfo->type == HOG ) {
if ( vehicleCanRamClient && InFrontOfVehicle( botVehicleInfo->entNum, enemyPlayerInfo.origin, true ) ) {
VEHICLE_COMBAT_MOVEMENT_STATE = &idBotAI::Enter_Vehicle_Ram_Attack_Movement; //mal: ram them! Thats our only weapon.
return true;
}
if ( enemyReachable && enemyHasVehicle ) {
if ( enemyVehicleInfo.type != HUSKY ) {
VEHICLE_COMBAT_MOVEMENT_STATE = &idBotAI::Enter_Vehicle_Chase_Movement; //mal: move in for a closer kill, THEN ram them.
return true;
}
}
}
if ( botVehicleInfo->type == BADGER && enemyInfo.enemyDist < 1500.0f && vehicleCanRamClient && enemyPlayerInfo.proxyInfo.entNum == CLIENT_HAS_NO_VEHICLE && botVehicleInfo->driverEntNum == botNum ) {
VEHICLE_COMBAT_MOVEMENT_STATE = &idBotAI::Enter_Vehicle_Ram_Attack_Movement; //mal: 10 points! Fun for the whole family.
return true;
}
if ( !vehicleGunnerSeatOpen ) {
if ( enemyInfo.enemyDist < 2500.0f ) {
VEHICLE_COMBAT_MOVEMENT_STATE = &idBotAI::Enter_Vehicle_Stand_Ground_Movement; //mal: just sit there, let our gunner get a chance to kill the enemy.
} else {
if ( enemyReachable || enemyInfo.enemyDist > 1500.0f ) {
VEHICLE_COMBAT_MOVEMENT_STATE = &idBotAI::Enter_Vehicle_Chase_Movement; //mal: move in for a closer kill.
} else {
VEHICLE_COMBAT_MOVEMENT_STATE = &idBotAI::Enter_Vehicle_Stand_Ground_Movement; //mal: just sit there, let our gunner get a chance to kill the enemy.
}
}
return true;
} else {
if ( enemyPlayerInfo.proxyInfo.entNum == CLIENT_HAS_NO_VEHICLE ) {
if ( enemyInfo.enemyDist < 6000.0f && ( vehicleCanRamClient || hasAttackedCriticalMate ) ) { //mal: if an important mate is under attack, we'll fight to the end, even if its just to draw the enemies fire.
VEHICLE_COMBAT_MOVEMENT_STATE = &idBotAI::Enter_Vehicle_Ram_Attack_Movement; //mal: ram them! Thats our only weapon.
return true;
}
} else {
Bot_IgnoreEnemy( enemy, 15000 );
return false;
} //mal: if all else fails, we have no choice but to ignore this enemy.
}
}
if ( ( botInfo->proxyInfo.weapon == MINIGUN || botInfo->proxyInfo.weapon == LAW || botInfo->proxyInfo.weapon == PERSONAL_WEAPON ) && botVehicleInfo->driverEntNum != botNum ) {
VEHICLE_COMBAT_MOVEMENT_STATE = &idBotAI::Enter_Vehicle_NULL_Movement; //mal: just sit there, and shoot the enemy.
return true;
}
if ( ( botInfo->proxyInfo.weapon == MINIGUN || botInfo->proxyInfo.weapon == LAW || botInfo->proxyInfo.weapon == PERSONAL_WEAPON ) && botVehicleInfo->driverEntNum == botNum ) {
if ( botThreadData.random.RandomInt( 100 ) > 50 && enemyInfo.enemyDist < 1500.0f ) {
VEHICLE_COMBAT_MOVEMENT_STATE = &idBotAI::Enter_Vehicle_Stand_Ground_Movement;
} else {
VEHICLE_COMBAT_MOVEMENT_STATE = &idBotAI::Enter_Vehicle_Chase_Movement; //mal: move around a bit to make ourselves harder to hit.
}
return true;
}
if ( botVehicleInfo->type == GOLIATH && botVehicleInfo->driverEntNum == botNum ) {
VEHICLE_COMBAT_MOVEMENT_STATE = &idBotAI::Enter_Vehicle_Stand_Ground_Movement;
return true;
}
if ( botInfo->proxyInfo.weapon == TANK_GUN && botVehicleInfo->driverEntNum == botNum ) {
if ( !enemyReachable && enemyInfo.enemyDist < 3000.0f ) { //mal: dont do chase movement of our enemy, if we cant reach him.
VEHICLE_COMBAT_MOVEMENT_STATE = &idBotAI::Enter_Vehicle_Stand_Ground_Movement;
} else {
if ( enemyAcquireTime + 10000 < botWorld->gameLocalInfo.time && botInfo->lastAttackClientTime + 10000 < botWorld->gameLocalInfo.time ) {
proxyInfo_t enemyVehicleInfo;
GetVehicleInfo( enemyPlayerInfo.proxyInfo.entNum, enemyVehicleInfo );
if ( enemyVehicleInfo.entNum != 0 && enemyVehicleInfo.type >= ICARUS ) { //mal: dont chase air vehicles around - this looks retarded.
VEHICLE_COMBAT_MOVEMENT_STATE = &idBotAI::Enter_Vehicle_Stand_Ground_Movement;
} else {
VEHICLE_COMBAT_MOVEMENT_STATE = &idBotAI::Enter_Vehicle_Chase_Movement; //mal: haven't had much success hitting our enemy - so chase him for a better shot.
}
} else {
// if ( botThreadData.random.RandomInt( 100 ) > 40 ) {
VEHICLE_COMBAT_MOVEMENT_STATE = &idBotAI::Enter_Vehicle_Stand_Ground_Movement;
// } else {
// VEHICLE_COMBAT_MOVEMENT_STATE = &idBotAI::Enter_Vehicle_Chase_Movement; //mal: move around a bit to make ourselves harder to hit.
// }
}
}
return true;
}
//mal_TODO: add support for air vehicles too......
botThreadData.Warning( "Can't find a move that suits bot %i and his vehicle!", botNum );
return false;
}
/*
================
idBotAI::Enter_Vehicle_Stand_Ground_Movement
================
*/
bool idBotAI::Enter_Vehicle_Stand_Ground_Movement() {
VEHICLE_COMBAT_MOVEMENT_STATE = &idBotAI::Vehicle_Stand_Ground_Movement;
combatMoveType = VEHICLE_STAND_GROUND;
combatMoveDir = NULL_DIR;
combatMoveFailedCount = 0;
combatMoveTime = 0;
lastMoveNode = "Vehicle Stand Ground";
vehicleAINodeSwitch.nodeSwitchCount++;
return true;
}
/*
================
idBotAI::Vehicle_Stand_Ground_Movement
================
*/
bool idBotAI::Vehicle_Stand_Ground_Movement() {
// int result;
bool enemyHasVehicle = false;
float tooCloseDist = 750.0f;
proxyInfo_t enemyVehicleInfo;
idVec3 vec;
if ( combatMoveFailedCount >= 10 ) {
VEHICLE_COMBAT_MOVEMENT_STATE = NULL;
return false;
}
if ( botWorld->clientInfo[ enemy ].proxyInfo.entNum != CLIENT_HAS_NO_VEHICLE ) {
GetVehicleInfo( botWorld->clientInfo[ enemy ].proxyInfo.entNum, enemyVehicleInfo );
enemyHasVehicle = true;
}
if ( combatDangerExists ) {
Bot_SetupVehicleQuickMove( botInfo->origin, false ); //mal: just path to itself, if its in an obstacle, it will freak and avoid it.
if ( MoveIsInvalid() ) {
VEHICLE_COMBAT_MOVEMENT_STATE = NULL;
return false;
}
vec = botAAS.path.moveGoal - botInfo->origin;
if ( vec.LengthSqr() > Square( 25.0f ) ) {
Bot_MoveToGoal( botAAS.path.moveGoal, vec3_zero, SPRINT, NULLMOVETYPE );
}
return true;
}
if ( botVehicleInfo->type == TROJAN && botVehicleInfo->driverEntNum == botNum ) {
if ( !InFrontOfVehicle( botVehicleInfo->entNum, botWorld->clientInfo[ enemy ].origin ) ) {
Bot_SetupVehicleMove( vec3_zero, enemy, ACTION_NULL );
if ( MoveIsInvalid() ) {
VEHICLE_COMBAT_MOVEMENT_STATE = NULL;
return false;
}
Bot_MoveToGoal( botAAS.path.moveGoal, vec3_zero, RUN, NULLMOVETYPE );
return true;
}
}
/*
if ( ( !botInfo->proxyInfo.weaponIsReady && botInfo->proxyInfo.weapon == TANK_GUN ) || combatMoveTime < botWorld->gameLocalInfo.time && !vehicleInfo.inSiegeMode ) {
if ( combatMoveDir == NULL_DIR ) {
result = botThreadData.random.RandomInt( 4 );
if ( result == 0 ) {
combatMoveDir = FORWARD;
} else if ( result == 1 ) {
combatMoveDir = BACK;
} else if ( result == 2 ) {
combatMoveDir = RIGHT;
} else {
combatMoveDir = LEFT;
}
combatMoveTime = botWorld->gameLocalInfo.time + 2000;
}
if ( Bot_CanMove( combatMoveDir, 300.0f, true ) ) {
Bot_MoveToGoal( botCanMoveGoal, vec3_zero, RUN, NULLMOVETYPE );
} else {
combatMoveDir = NULL_DIR;
combatMoveFailedCount++;
}
return true;
}
*/
if ( enemyInfo.enemyDist < tooCloseDist ) {
if ( botVehicleInfo->type == GOLIATH ) {
const clientInfo_t& enemyPlayer = botWorld->clientInfo[ enemy ];
botUcmd->botCmds.exitSiegeMode = true;
if ( enemyPlayer.proxyInfo.entNum == CLIENT_HAS_NO_VEHICLE ) {
Bot_MoveToGoal( vec3_zero, vec3_zero, NULLMOVEFLAG, TAUNT_MOVE );
return true;
}
}
if ( enemyInfo.enemyInfont ) {
if ( Bot_VehicleCanMove( BACK, 100.0f, true )) {
Bot_MoveToGoal( botCanMoveGoal, vec3_zero, REVERSE, NULLMOVETYPE );
} else if ( Bot_VehicleCanMove( RIGHT, 100.0f, true ) ) {
Bot_MoveToGoal( botCanMoveGoal, vec3_zero, REVERSE, NULLMOVETYPE );
} else if ( Bot_VehicleCanMove( LEFT, 100.0f, true ) ) {
Bot_MoveToGoal( botCanMoveGoal, vec3_zero, REVERSE, NULLMOVETYPE );
} else {
combatMoveFailedCount++;
}
} else {
if ( Bot_VehicleCanMove( FORWARD, 100.0f, true )) {
Bot_MoveToGoal( botCanMoveGoal, vec3_zero, RUN, NULLMOVETYPE );
} else if ( Bot_VehicleCanMove( RIGHT, 100.0f, true ) ) {
Bot_MoveToGoal( botCanMoveGoal, vec3_zero, RUN, NULLMOVETYPE );
} else if ( Bot_VehicleCanMove( LEFT, 100.0f, true ) ) {
Bot_MoveToGoal( botCanMoveGoal, vec3_zero, RUN, NULLMOVETYPE );
} else {
combatMoveFailedCount++;
}
}
return true;
}
if ( botVehicleInfo->type == GOLIATH && !botVehicleInfo->inSiegeMode ) {
idVec3 enemyOrg = botWorld->clientInfo[ enemy ].origin;
trace_t trace;
botThreadData.clip->TracePointExt( CLIP_DEBUG_PARMS trace, botVehicleInfo->origin, enemyOrg, BOT_VISIBILITY_TRACE_MASK, GetGameEntity( botNum ), GetGameEntity( botVehicleInfo->entNum ) );
if ( enemyInfo.enemyDist > 1200.0f && trace.fraction == 1.0f ) {
botUcmd->botCmds.enterSiegeMode = true;
}
} else if ( botVehicleInfo->type == DESECRATOR ) {
if ( enemyHasVehicle && enemyVehicleInfo.type != TITAN ) {
if ( enemyInfo.enemyDist > 1500.0f ) {
botUcmd->botCmds.enterSiegeMode = true;
}
} /* else {
if ( combatMoveTime < botWorld->gameLocalInfo.time ) { //mal_NOTE: this just caused more problems then its worth.
if ( combatMoveDir == NULL_DIR ) {
if ( botThreadData.random.RandomInt( 100 ) > 50 ) {
combatMoveDir = RIGHT;
} else {
combatMoveDir = LEFT;
}
} else {
if ( combatMoveDir == RIGHT ) {
combatMoveDir = LEFT;
} else {
combatMoveDir = RIGHT;
}
}
combatMoveTime = botWorld->gameLocalInfo.time + 5000;
}
if ( combatMoveDir == RIGHT ) {
Bot_MoveToGoal( vec3_zero, vec3_zero, NULLMOVEFLAG, LEAN_RIGHT );
} else {
Bot_MoveToGoal( vec3_zero, vec3_zero, NULLMOVEFLAG, LEAN_LEFT );
}
return true;
} */
}
Bot_MoveToGoal( vec3_zero, vec3_zero, NULLMOVEFLAG, FULL_STOP ); //mal: hit the brakes!
return true;
}
/*
================
idBotAI::Enter_Vehicle_NULL_Movement
Used by vehicle gunners.
================
*/
bool idBotAI::Enter_Vehicle_NULL_Movement() {
VEHICLE_COMBAT_MOVEMENT_STATE = &idBotAI::Vehicle_NULL_Movement;
combatMoveType = VEHICLE_NULL_MOVEMENT;
lastMoveNode = "Vehicle NULL Move";
vehicleAINodeSwitch.nodeSwitchCount++;
return true;
}
/*
================
idBotAI::Vehicle_NULL_Movement
================
*/
bool idBotAI::Vehicle_NULL_Movement() {
if ( botInfo->proxyInfo.weapon == NULL_VEHICLE_WEAPON ) {
VEHICLE_COMBAT_MOVEMENT_STATE = NULL; //mal:- instead of doing this, just forget enemy!?? OR
return false;
}
if ( botVehicleInfo->driverEntNum == botNum ) {
VEHICLE_COMBAT_MOVEMENT_STATE = NULL; //mal: this just isn't working out, try something else.
return false;
}
return true;
}
/*
================
idBotAI::Enter_Vehicle_Random_Movement
================
*/
bool idBotAI::Enter_Vehicle_Random_Movement() {
VEHICLE_COMBAT_MOVEMENT_STATE = &idBotAI::Vehicle_Random_Movement;
combatMoveType = VEHICLE_RANDOM_MOVEMENT;
combatMoveDir = NULL_DIR;
combatMoveFailedCount = 0;
combatMoveTime = 0;
lastMoveNode = "Vehicle Random Move";
vehicleAINodeSwitch.nodeSwitchCount++;
return true;
}
/*
================
idBotAI::Vehicle_Random_Movement
================
*/
bool idBotAI::Vehicle_Random_Movement() {
float tooCloseDist = 750.0f;
idVec3 vec;
if ( combatMoveFailedCount >= 10 ) {
VEHICLE_COMBAT_MOVEMENT_STATE = NULL; //mal: this just isn't working out, try something else.
return false;
}
if ( combatDangerExists ) {
Bot_SetupVehicleQuickMove( botInfo->origin, false ); //mal: just path to itself, if its in an obstacle, it will freak and avoid it.
if ( MoveIsInvalid() ) {
VEHICLE_COMBAT_MOVEMENT_STATE = NULL;
return false;
}
vec = botAAS.path.moveGoal - botInfo->origin;
if ( vec.LengthSqr() > Square( 25.0f ) ) {
Bot_MoveToGoal( botAAS.path.moveGoal, vec3_zero, SPRINT, NULLMOVETYPE );
}
return true;
}
if ( combatMoveDir == NULL_DIR || combatMoveTime < botWorld->gameLocalInfo.time ) {
if ( botThreadData.random.RandomInt( 100 ) > 50 ) {
if ( botThreadData.random.RandomInt( 100 ) > 50 ) {
combatMoveDir = RIGHT;
} else {
combatMoveDir = LEFT;
}
} else {
if ( botThreadData.random.RandomInt( 100 ) > 50 ) {
combatMoveDir = FORWARD;
} else {
combatMoveDir = BACK;
}
}
if ( Bot_VehicleCanMove( combatMoveDir, 300.0f, true ) ) {
combatMoveTime = botWorld->gameLocalInfo.time + 7000;
} else {
combatMoveFailedCount++;
}
return true;
}
if ( enemyInfo.enemyDist < tooCloseDist ) {
if ( enemyInfo.enemyInfont ) {
if ( Bot_VehicleCanMove( BACK, 100.0f, true )) {
Bot_MoveToGoal( botCanMoveGoal, vec3_zero, RUN, NULLMOVETYPE );
} else {
VEHICLE_COMBAT_MOVEMENT_STATE = NULL;
}
} else {
if ( Bot_VehicleCanMove( FORWARD, 100.0f, true )) {
Bot_MoveToGoal( botCanMoveGoal, vec3_zero, RUN, NULLMOVETYPE );
} else {
VEHICLE_COMBAT_MOVEMENT_STATE = NULL;
}
}
return true;
}
if ( Bot_VehicleCanMove( combatMoveDir, 300.0f, true ) ) {
Bot_MoveToGoal( botCanMoveGoal, vec3_zero, RUN, NULLMOVETYPE );
} else {
combatMoveDir = NULL_DIR;
combatMoveFailedCount++;
}
return true;
}
/*
================
idBotAI::Enter_Vehicle_Ram_Attack_Movement
================
*/
bool idBotAI::Enter_Vehicle_Ram_Attack_Movement() {
VEHICLE_COMBAT_MOVEMENT_STATE = &idBotAI::Vehicle_Ram_Attack_Movement;
combatMoveType = VEHICLE_RAM_ATTACK_MOVEMENT;
lastMoveNode = "Vehicle Ram Attack";
vehicleAINodeSwitch.nodeSwitchCount++;
return true;
}
/*
================
idBotAI::Vehicle_Ram_Attack_Movement
================
*/
bool idBotAI::Vehicle_Ram_Attack_Movement() {
proxyInfo_t enemyVehicleInfo;
idBox enemyBox;
if ( enemyInfo.enemyDist < 700.0f && botVehicleInfo->forwardSpeed < 100.0f && botVehicleInfo->type != HOG ) { //mal: somethings holding us up, we can't ram at this speed/dist!
VEHICLE_COMBAT_MOVEMENT_STATE = NULL;
return false;
}
if ( !Bot_VehicleCanRamClient( enemy ) ) {
VEHICLE_COMBAT_MOVEMENT_STATE = NULL;
return false;
}
if ( botWorld->clientInfo[ enemy ].proxyInfo.entNum != CLIENT_HAS_NO_VEHICLE ) {
GetVehicleInfo( botWorld->clientInfo[ enemy ].proxyInfo.entNum, enemyVehicleInfo );
enemyBox = idBox( enemyVehicleInfo.bbox, enemyVehicleInfo.origin, enemyVehicleInfo.axis );
} else {
enemyBox = idBox( botWorld->clientInfo[ enemy ].localBounds, botWorld->clientInfo[ enemy ].origin, botWorld->clientInfo[ enemy ].bodyAxis );
}
if ( !InFrontOfVehicle( botVehicleInfo->entNum, enemyBox.GetCenter(), false ) ) {
VEHICLE_COMBAT_MOVEMENT_STATE = NULL;
return false;
}
Bot_MoveToGoal( enemyBox.GetCenter(), vec3_zero, SPRINT_ATTACK, NULLMOVETYPE ); //mal: Prepare for ramming speed! Ram them until they're dead, or we are....
Bot_LookAtLocation( enemyBox.GetCenter(), SMOOTH_TURN );
return true;
}
/*
================
idBotAI::Enter_Vehicle_Chase_Movement
================
*/
bool idBotAI::Enter_Vehicle_Chase_Movement() {
VEHICLE_COMBAT_MOVEMENT_STATE = &idBotAI::Vehicle_Chase_Movement;
combatMoveType = VEHICLE_CHASE_MOVEMENT;
lastMoveNode = "Vehicle Chase Move";
vehicleAINodeSwitch.nodeSwitchCount++;
return true;
}
/*
================
idBotAI::Vehicle_Chase_Movement
================
*/
bool idBotAI::Vehicle_Chase_Movement() {
if ( enemyInfo.enemyDist > 900.0f ) {
Bot_SetupVehicleMove( vec3_zero, enemy, ACTION_NULL );
if ( MoveIsInvalid() ) {
Bot_IgnoreEnemy( enemy, ENEMY_IGNORE_TIME ); //mal: no valid path to this client for some reason - ignore him for a while
Bot_ResetEnemy();
return false;
}
Bot_MoveToGoal( botAAS.path.moveGoal, vec3_zero, RUN, NULLMOVETYPE );
}
if ( botVehicleInfo->type == HOG && Bot_VehicleCanRamClient( enemy ) ) {
VEHICLE_COMBAT_MOVEMENT_STATE = NULL;
return true;
}
if ( enemyInfo.enemyDist < 700.0f ) {
VEHICLE_COMBAT_MOVEMENT_STATE = NULL;
}
return true;
}
/*
================
idBotAI::Enter_Vehicle_Air_Movement
================
*/
bool idBotAI::Enter_Vehicle_Air_Movement() {
proxyInfo_t enemyVehicleInfo;
combatMoveType = VEHICLE_AIR_MOVEMENT;
combatMoveActionGoal = ACTION_NULL;
combatMoveTooCloseRange = 0.0f;
if ( botWorld->clientInfo[ enemy ].proxyInfo.entNum != CLIENT_HAS_NO_VEHICLE ) {
GetVehicleInfo( botWorld->clientInfo[ enemy ].proxyInfo.entNum, enemyVehicleInfo );
if ( enemyVehicleInfo.isAirborneVehicle ) {
if ( botVehicleInfo->type == BUFFALO ) {
VEHICLE_COMBAT_MOVEMENT_STATE = &idBotAI::Buffalo_Air_To_Air_Movement;
lastMoveNode = "Buffalo Air To Air Combat";
combatMoveTime = botWorld->gameLocalInfo.time + 500;
} else {
VEHICLE_COMBAT_MOVEMENT_STATE = &idBotAI::Vehicle_Air_To_Air_Movement;
lastMoveNode = "Vehicle Air To Air Combat";
}
} else {
if ( botVehicleInfo->type == BUFFALO ) {
VEHICLE_COMBAT_MOVEMENT_STATE = &idBotAI::Buffalo_Air_To_Ground_Movement;
lastMoveNode = "Buffalo Air To Ground Combat";
combatMoveTime = botWorld->gameLocalInfo.time + 500;
} else {
combatKeepMovingTime = 0;
VEHICLE_COMBAT_MOVEMENT_STATE = &idBotAI::Vehicle_Air_To_Ground_Movement;
lastMoveNode = "Vehicle Air To Ground Combat";
}
}
} else {
if ( botVehicleInfo->type == BUFFALO ) {
VEHICLE_COMBAT_MOVEMENT_STATE = &idBotAI::Buffalo_Air_To_Ground_Movement;
lastMoveNode = "Buffalo Air To Ground Combat";
combatMoveTime = botWorld->gameLocalInfo.time + 500;
} else {
combatKeepMovingTime = 0;
VEHICLE_COMBAT_MOVEMENT_STATE = &idBotAI::Vehicle_Air_To_Ground_Movement;
lastMoveNode = "Vehicle Air To Ground Combat";
}
}
rocketTime = 0;
return true;
}
/*
================
idBotAI::Vehicle_Air_To_Air_Movement
Air to Air specific attack case.
Special case: Air vehicles can't attack one way, while move in another. So they need to have their attack/move unified.
This is a bit of a hack, but theres no time to do anything else. :-(
================
*/
bool idBotAI::Vehicle_Air_To_Air_Movement() {
bool overRideLook = false;
bool enemyInFront;
bool botInFrontOfEnemy;
float desiredRange;
float tooCloseDist;
float dist;
proxyInfo_t enemyVehicleInfo;
idVec3 enemyOrg;
idVec3 vec;
if ( botWorld->clientInfo[ enemy ].proxyInfo.entNum == CLIENT_HAS_NO_VEHICLE ) {
Bot_ResetEnemy();
return false;
}
GetVehicleInfo( botWorld->clientInfo[ enemy ].proxyInfo.entNum, enemyVehicleInfo );
enemyOrg = enemyVehicleInfo.origin;
vec = enemyOrg - botVehicleInfo->origin;
vec.z = 0.0f;
dist = vec.LengthSqr();
float tempDist = vec.LengthFast();
Bot_CheckVehicleAttack(); //mal: always see if we can get a shot off.
if ( botInfo->enemyHasLockon && dist < Square( 6000.0f ) && botWorld->gameLocalInfo.botSkill == BOT_SKILL_EASY ) { //mal: OH NOES!1 Panic and run for it.
Bot_IgnoreEnemy( enemy, 3000 );
Bot_ResetEnemy();
return false;
}
if ( botVehicleInfo->type == ANANSI ) {
desiredRange = 5000.0f;
tooCloseDist = 2500.0f;
if ( Bot_CheckEnemyHasLockOn( enemy ) && botWorld->gameLocalInfo.botSkill > BOT_SKILL_EASY && botWorld->gameLocalInfo.botSkill != BOT_SKILL_DEMO ) { //mal: they need a bit of an edge
botUcmd->botCmds.launchDecoysNow = true;
}
if ( dist < Square( tooCloseDist ) && combatMoveTime < botWorld->gameLocalInfo.time && botWorld->gameLocalInfo.botSkill > BOT_SKILL_EASY ) {
combatMoveDir = BACK;
combatMoveTime = botWorld->gameLocalInfo.time + 5000;
botUcmd->botCmds.launchDecoys = true; //mal: we're exposing our flank, so fire some decoys to cover our move.
}
if ( combatMoveTime > botWorld->gameLocalInfo.time ) {
if ( !InAirVehicleGunSights( enemyVehicleInfo.entNum, botInfo->origin ) ) { //mal: he can't see us anymore, so attack!
combatMoveTime = 0;
overRideLook = true;
}
}
if ( combatMoveTime > 0 ) {
vec = enemyOrg;
vec += ( -desiredRange * enemyVehicleInfo.axis[ 0 ] );
if ( !botThreadData.Nav_IsDirectPath( AAS_VEHICLE, botInfo->team, botInfo->areaNumVehicle, botInfo->aasVehicleOrigin, vec ) ) {
combatMoveTime = 0;
return true;
}
Bot_SetupVehicleMove( vec, -1, ACTION_NULL );
if ( MoveIsInvalid() ) {
combatMoveTime = 0;
return true;
}
Bot_MoveToGoal( botAAS.path.moveGoal, vec3_zero, RUN, NULLMOVETYPE );
Bot_LookAtLocation( botAAS.path.viewGoal, SMOOTH_TURN );
return true;
}
} else { //must be in a hornet
desiredRange = 2500.0f; //mal: was 1500
tooCloseDist = 0.0f;
if ( dist < Square( desiredRange ) && combatMoveTime < botWorld->gameLocalInfo.time && botWorld->gameLocalInfo.botSkill > BOT_SKILL_EASY ) {
int n = botThreadData.random.RandomInt( 3 ); //mal: we're too close, so manuever around our enemy and fire. low skill bots need not apply.
if ( n == 0 ) {
combatMoveDir = BACK;
} else if ( n == 1 ) {
combatMoveDir = RIGHT;
} else {
combatMoveDir = LEFT;
}
combatMoveTime = botWorld->gameLocalInfo.time + 5000;
botUcmd->botCmds.launchDecoys = true; //mal: we're exposing our flank, so fire some decoys to cover our move.
}
if ( combatMoveTime > botWorld->gameLocalInfo.time ) {
if ( !InAirVehicleGunSights( enemyVehicleInfo.entNum, botInfo->origin ) ) { //mal: he can't see us anymore, so attack!
combatMoveTime = 0;
overRideLook = true;
}
}
if ( combatMoveTime > 0 ) {
vec = enemyOrg;
if ( combatMoveDir == BACK ) {
vec += ( -desiredRange * botInfo->viewAxis[ 0 ] ); //mal: this seems wrong, but it works SO well.
} else if ( combatMoveDir == RIGHT ) {
vec += ( desiredRange * ( botInfo->viewAxis[ 1 ] * -1 ) );
} else if ( combatMoveDir == LEFT ) {
vec += ( -desiredRange * ( botInfo->viewAxis[ 1 ] * -1 ) );
}
if ( !botThreadData.Nav_IsDirectPath( AAS_VEHICLE, botInfo->team, botInfo->areaNumVehicle, botInfo->aasVehicleOrigin, vec ) ) {
combatMoveTime = 0;
return true;
}
Bot_SetupVehicleMove( vec, -1, ACTION_NULL );
if ( MoveIsInvalid() ) {
combatMoveTime = 0;
return true;
}
Bot_MoveToGoal( botAAS.path.moveGoal, vec3_zero, RUN, NULLMOVETYPE );
Bot_LookAtLocation( botAAS.path.viewGoal, SMOOTH_TURN );
return true;
}
}
enemyInFront = InFrontOfVehicle( botVehicleInfo->entNum, enemyOrg );
botInFrontOfEnemy = InFrontOfVehicle( enemyVehicleInfo.entNum, botInfo->origin );
if ( dist > Square( desiredRange ) ) {
Bot_SetupVehicleMove( vec3_zero, enemy, ACTION_NULL );
if ( MoveIsInvalid() ) {
Bot_IgnoreEnemy( enemy, ENEMY_IGNORE_TIME ); //mal: no valid path to this client for some reason - ignore him for a while
Bot_ResetEnemy();
return false;
}
//mal: if we're just moving into range of the target, we'll try to get a lock. If not ( or in danger ) we'll gun it. Fighter pilot mantra: speed is life.
Bot_MoveToGoal( botAAS.path.moveGoal, vec3_zero, RUN, ( botInFrontOfEnemy && enemyInFront && dist > Square( 6000.0f ) && botVehicleInfo->forwardSpeed > 1500.0f && !botInfo->enemyHasLockon ) ? AIR_COAST : NULLMOVETYPE );
if ( enemyInFront || overRideLook ) {
Bot_LookAtEntity( enemy, SMOOTH_TURN );
} else {
Bot_LookAtLocation( botAAS.path.viewGoal, SMOOTH_TURN );
}
} else {
Bot_SetupVehicleMove( vec3_zero, enemy, ACTION_NULL ); //mal: still want to take into account obstacles, so do a move check.
if ( MoveIsInvalid() ) {
Bot_IgnoreEnemy( enemy, ENEMY_IGNORE_TIME ); //mal: no valid path to this client for some reason - ignore him for a while
Bot_ResetEnemy();
return false;
}
Bot_MoveToGoal( botAAS.path.moveGoal, vec3_zero, RUN, ( botAAS.obstacleNum == -1 ) ? AIR_BRAKE : NULLMOVETYPE );
Bot_LookAtEntity( enemy, SMOOTH_TURN );
}
return true;
}
/*
================
idBotAI::Vehicle_Air_To_Ground_Movement
Ground Specific attack case.
Special case: Air vehicles can't attack one way, while move in another. So they need to have their attack/move unified.
This is a bit of a hack, but theres no time to do anything else. :-(
================
*/
bool idBotAI::Vehicle_Air_To_Ground_Movement() {
bool overRideLook = false;
bool inVehicle = false;
float desiredRange = 5800.0f;
float tooCloseRange = 2700.0f;
float enemySpeed = 0.0f;
float dist;
proxyInfo_t enemyVehicleInfo;
idVec3 enemyOrg;
idVec3 vec;
if ( botWorld->clientInfo[ enemy ].proxyInfo.entNum != CLIENT_HAS_NO_VEHICLE ) {
GetVehicleInfo( botWorld->clientInfo[ enemy ].proxyInfo.entNum, enemyVehicleInfo );
enemyOrg = enemyVehicleInfo.origin;
inVehicle = true;
} else {
enemyOrg = botWorld->clientInfo[ enemy ].origin;
}
enemySpeed = botWorld->clientInfo[ enemy ].xySpeed;
vec = enemyOrg - botVehicleInfo->origin;
vec[ 2 ] = 0.0f;
dist = vec.LengthSqr();
Bot_CheckVehicleAttack(); //mal: always see if we can get a shot off.
if ( botInfo->enemyHasLockon && dist < Square( 6000.0f ) && botWorld->gameLocalInfo.botSkill > BOT_SKILL_EASY ) { //mal: OH NOES! Panic and run for it.
Bot_IgnoreEnemy( enemy, 3000 );
Bot_ResetEnemy();
return false;
}
//mal: we're too close, so manuever around our enemy and fire.
if ( dist < Square( tooCloseRange ) && combatMoveTime < botWorld->gameLocalInfo.time && enemySpeed < SPRINTING_SPEED ) { //mal: if they're moving fast, just let them move into our crosshairs..
int actionNumber = ACTION_NULL;
if ( botWorld->gameLocalInfo.botSkill > BOT_SKILL_EASY ) {
actionNumber = Bot_FindNearbySafeActionToMoveToward( botInfo->origin, ( desiredRange ) );
}
if ( actionNumber != -1 ) {
combatMoveActionGoal = actionNumber;
combatMoveTime = botWorld->gameLocalInfo.time + 10000;
combatMoveTooCloseRange = ( inVehicle ) ? 5000.0f : tooCloseRange + 1000.0f;
} else {
int n = botThreadData.random.RandomInt( 3 );
if ( n == 0 ) {
combatMoveDir = BACK;
} else if ( n == 1 ) {
combatMoveDir = RIGHT;
} else {
combatMoveDir = LEFT;
}
combatMoveTime = botWorld->gameLocalInfo.time + 5000;
combatMoveTooCloseRange = tooCloseRange;
}
}
if ( combatMoveTime > botWorld->gameLocalInfo.time ) {
if ( dist > Square( combatMoveTooCloseRange ) ) { //mal: we're far enough away to get a shot - attack.
combatMoveTime = 0;
combatMoveActionGoal = ACTION_NULL;
overRideLook = true;
}
}
if ( combatMoveTime > botWorld->gameLocalInfo.time ) {
if ( combatMoveActionGoal != ACTION_NULL ) {
Bot_SetupVehicleMove( vec3_zero, -1, combatMoveActionGoal );
} else {
vec = enemyOrg;
if ( combatMoveDir == BACK ) {
vec += ( -tooCloseRange * botWorld->clientInfo[ enemy ].viewAxis[ 0 ] );
} else if ( combatMoveDir == RIGHT ) {
vec += ( tooCloseRange * ( botWorld->clientInfo[ enemy ].viewAxis[ 1 ] * -1 ) );
} else if ( combatMoveDir == LEFT ) {
vec += ( -tooCloseRange * ( botWorld->clientInfo[ enemy ].viewAxis[ 1 ] * -1 ) );
}
vec.z = botVehicleInfo->origin.z;
if ( !botThreadData.Nav_IsDirectPath( AAS_VEHICLE, botInfo->team, botInfo->areaNumVehicle, botInfo->aasVehicleOrigin, vec ) ) {
combatMoveTime = 0;
return true;
}
Bot_SetupVehicleMove( vec, -1, ACTION_NULL );
}
if ( MoveIsInvalid() ) {
combatMoveTime = 0;
combatMoveActionGoal = ACTION_NULL;
return true;
}
Bot_MoveToGoal( botAAS.path.moveGoal, vec3_zero, RUN, NULLMOVETYPE );
Bot_LookAtLocation( botAAS.path.viewGoal, SMOOTH_TURN );
return true;
}
if ( dist > Square( desiredRange ) ) {
Bot_SetupVehicleMove( vec3_zero, enemy, ACTION_NULL );
if ( MoveIsInvalid() ) {
Bot_IgnoreEnemy( enemy, ENEMY_IGNORE_TIME ); //mal: no valid path to this client for some reason - ignore him for a while
Bot_ResetEnemy();
return false;
}
Bot_MoveToGoal( botAAS.path.moveGoal, vec3_zero, RUN, NULLMOVETYPE );
if ( InFrontOfVehicle( botVehicleInfo->entNum, enemyOrg ) || overRideLook ) {
Bot_LookAtEntity( enemy, SMOOTH_TURN );
} else {
Bot_LookAtLocation( botAAS.path.viewGoal, SMOOTH_TURN );
}
} else {
Bot_SetupVehicleMove( vec3_zero, enemy, ACTION_NULL ); //mal: still want to take into account obstacles, so do a move check.
if ( MoveIsInvalid() ) {
Bot_IgnoreEnemy( enemy, ENEMY_IGNORE_TIME ); //mal: no valid path to this client for some reason - ignore him for a while
Bot_ResetEnemy();
return false;
}
botMoveTypes_t defaultMoveType = AIR_BRAKE;
if ( botWorld->gameLocalInfo.botSkill > BOT_SKILL_EASY && Bot_VehicleIsUnderAVTAttack() != -1 || Bot_CheckIfEnemyHasUsInTheirSightsWhenInAirVehicle() || Bot_CheckEnemyHasLockOn( -1, true ) || combatKeepMovingTime > botWorld->gameLocalInfo.time ) { //mal: do a bombing run if someone is shooting at us!
defaultMoveType = NULLMOVETYPE;
if ( combatKeepMovingTime < botWorld->gameLocalInfo.time ) {
combatKeepMovingTime = botWorld->gameLocalInfo.time + FLYER_AVOID_DANGER_TIME;
}
}
Bot_MoveToGoal( botAAS.path.moveGoal, vec3_zero, RUN, ( botAAS.obstacleNum == -1 ) ? defaultMoveType : NULLMOVETYPE );
Bot_LookAtEntity( enemy, SMOOTH_TURN );
}
return true;
}
/*
================
idBotAI::Buffalo_Air_To_Ground_Movement
Ground Specific attack case for the buffalo
================
*/
bool idBotAI::Buffalo_Air_To_Ground_Movement() {
float desiredRange = 4500.0f;
const clientInfo_t& enemyPlayerInfo = botWorld->clientInfo[ enemy ];
idVec3 distToTarget = enemyPlayerInfo.origin - botVehicleInfo->origin;
distToTarget.z = 0.0f;
if ( distToTarget.LengthSqr() > Square( desiredRange ) ) {
Bot_SetupVehicleMove( vec3_zero, enemy, ACTION_NULL );
if ( MoveIsInvalid() ) {
Bot_IgnoreEnemy( enemy, ENEMY_IGNORE_TIME ); //mal: no valid path to this client for some reason - ignore him for a while
Bot_ResetEnemy();
return false;
}
combatMoveTime = botWorld->gameLocalInfo.time + 500;
Bot_MoveToGoal( botAAS.path.moveGoal, vec3_zero, RUN, NULLMOVETYPE );
Bot_LookAtLocation( botAAS.path.viewGoal, SMOOTH_TURN );
return true;
}
if ( InFrontOfVehicle( botVehicleInfo->entNum, enemyPlayerInfo.origin ) && combatMoveTime < botWorld->gameLocalInfo.time ) {
if ( botVehicleInfo->xyspeed < 100.0f ) {
Bot_LookAtEntity( enemy, SMOOTH_TURN );
botUcmd->botCmds.topHat = true;
}
Bot_CheckVehicleAttack(); //mal: always see if we can get a shot off.
}
Bot_MoveToGoal( vec3_zero, vec3_zero, NULLMOVEFLAG, FULL_STOP );
return true;
}
/*
================
idBotAI::Buffalo_Air_To_Air_Movement
Air to Air specific attack case for the buffalo.
================
*/
bool idBotAI::Buffalo_Air_To_Air_Movement() {
float desiredRange = 4500.0f;
const clientInfo_t& enemyPlayerInfo = botWorld->clientInfo[ enemy ];
idVec3 vec = enemyPlayerInfo.origin - botVehicleInfo->origin;
vec[ 2 ] = 0.0f;
float distSqr = vec.LengthSqr();
if ( distSqr > Square( desiredRange ) ) {
Bot_SetupVehicleMove( vec3_zero, enemy, ACTION_NULL );
if ( MoveIsInvalid() ) {
Bot_IgnoreEnemy( enemy, ENEMY_IGNORE_TIME ); //mal: no valid path to this client for some reason - ignore him for a while
Bot_ResetEnemy();
return false;
}
Bot_MoveToGoal( botAAS.path.moveGoal, vec3_zero, RUN, NULLMOVETYPE );
if ( InFrontOfVehicle( botVehicleInfo->entNum, enemyPlayerInfo.origin ) ) {
Bot_LookAtEntity( enemy, SMOOTH_TURN );
botUcmd->botCmds.topHat = true;
Bot_CheckVehicleAttack(); //mal: always see if we can get a shot off.
} else {
Bot_LookAtLocation( botAAS.path.viewGoal, SMOOTH_TURN );
}
return true;
}
if ( InFrontOfVehicle( botVehicleInfo->entNum, enemyPlayerInfo.origin ) ) {
Bot_LookAtEntity( enemy, SMOOTH_TURN );
botUcmd->botCmds.topHat = true;
Bot_CheckVehicleAttack(); //mal: always see if we can get a shot off.
}
Bot_MoveToGoal( vec3_zero, vec3_zero, NULLMOVEFLAG, FULL_STOP );
return true;
}