SRB2/src/b_bot.c

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// SONIC ROBO BLAST 2
//-----------------------------------------------------------------------------
// Copyright (C) 2007-2016 by John "JTE" Muniz.
2018-11-25 12:35:38 +00:00
// Copyright (C) 2011-2018 by Sonic Team Junior.
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//
// This program is free software distributed under the
// terms of the GNU General Public License, version 2.
// See the 'LICENSE' file for more details.
//-----------------------------------------------------------------------------
/// \file b_bot.c
/// \brief Basic bot handling
#include "doomdef.h"
#include "d_player.h"
#include "g_game.h"
#include "r_main.h"
#include "p_local.h"
#include "b_bot.h"
#include "lua_hook.h"
// If you want multiple bots, variables like this will
// have to be stuffed in something accessible through player_t.
static boolean lastForward = false;
static boolean lastBlocked = false;
static boolean blocked = false;
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static boolean jump_last = false;
static boolean spin_last = false;
static UINT8 anxiety = 0;
static boolean panic = false;
static UINT8 flymode = 0;
static boolean spinmode = false;
static boolean thinkfly = false;
static mobj_t *overlay;
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static inline void B_BuildTailsTiccmd(mobj_t *sonic, mobj_t *tails, ticcmd_t *cmd)
{
boolean forward=false, backward=false, left=false, right=false, jump=false, spin=false;
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player_t *player = sonic->player, *bot = tails->player;
ticcmd_t *pcmd = &player->cmd;
boolean water = tails->eflags & MFE_UNDERWATER;
boolean flip = P_MobjFlip(tails);
boolean _2d = (tails->flags2 & MF2_TWOD) || twodlevel;
fixed_t scale = tails->scale;
fixed_t dist = P_AproxDistance(sonic->x - tails->x, sonic->y - tails->y);
fixed_t zdist = flip * (sonic->z - tails->z);
angle_t ang = R_PointToAngle2(tails->x, tails->y, sonic->x, sonic->y);
fixed_t pmom = P_AproxDistance(sonic->momx, sonic->momy);
fixed_t bmom = P_AproxDistance(tails->momx, tails->momy);
fixed_t followmax = 128 * 8 *scale;
fixed_t followthres = 92 * scale;
fixed_t followmin = 32 * scale;
fixed_t comfortheight = 96 * scale;
fixed_t touchdist = 24 * scale;
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// We can't follow Sonic if he's not around!
if (!sonic || sonic->health <= 0)
return;
#ifdef HAVE_BLUA
// Lua can handle it!
if (LUAh_BotAI(sonic, tails, cmd))
return;
#endif
if (tails->player->powers[pw_carry] == CR_MACESPIN || tails->player->powers[pw_carry] == CR_GENERIC)
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{
boolean isrelevant = (sonic->player->powers[pw_carry] == CR_MACESPIN || sonic->player->powers[pw_carry] == CR_GENERIC);
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dist = P_AproxDistance(tails->x-sonic->x, tails->y-sonic->y);
if (sonic->player->cmd.buttons & BT_JUMP && (sonic->player->pflags & PF_JUMPED) && isrelevant)
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cmd->buttons |= BT_JUMP;
if (isrelevant)
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{
cmd->forwardmove = sonic->player->cmd.forwardmove;
cmd->angleturn = abs((signed)(tails->angle - sonic->angle))>>16;
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if (sonic->angle < tails->angle)
cmd->angleturn = -cmd->angleturn;
} else if (dist > FixedMul(512*FRACUNIT, tails->scale))
cmd->buttons |= BT_JUMP;
return;
}
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// Adapted from CobaltBW's tails_AI.wad
// Check water
if (water)
{
followmin = 0;
followthres = 16*scale;
followmax >>= 1;
thinkfly = false;
}
// Check anxiety
if (spinmode)
{
anxiety = 0;
panic = false;
}
else if (dist > followmax || zdist > comfortheight)
{
anxiety = min(anxiety + 2, 70);
if (anxiety >= 70)
panic = true;
}
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else
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{
anxiety = max(anxiety - 1, 0);
panic = false;
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}
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// Orientation
if ((bot->pflags & (PF_SPINNING|PF_STARTDASH)) || flymode == 2)
{
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cmd->angleturn = (sonic->angle - tails->angle) >> FRACBITS;
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}
else
{
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cmd->angleturn = (ang - tails->angle) >> FRACBITS;
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}
// ********
// FLY MODE
// spinmode check
if (spinmode)
thinkfly = false;
else
{
// Activate co-op flight
if (thinkfly && player->pflags & PF_JUMPED)
{
if (!jump_last)
{
jump = true;
if (bot->pflags & PF_JUMPED)
{
flymode = 1;
thinkfly = false;
}
}
}
// Check positioning
// Thinker for co-op flight
if (!(water || pmom || bmom)
&& (dist < touchdist)
&& !(pcmd->forwardmove || pcmd->sidemove || player->dashspeed)
&& P_IsObjectOnGround(sonic) && P_IsObjectOnGround(tails)
&& !(player->pflags & PF_STASIS))
thinkfly = true;
else
thinkfly = false;
// Ready for takeoff
if (flymode == 1)
{
thinkfly = false;
if (zdist < -64*scale || (flip * tails->momz) > scale) // Make sure we're not too high up
spin = true;
else if (!jump_last)
jump = true;
// Abort if the player moves away or spins
if (dist > followthres || player->dashspeed)
flymode = 0;
// Set carried state
if (bot->pflags & PF_THOKKED && flymode == 1
&& !P_IsObjectOnGround(sonic)
&& dist < touchdist
&& zdist < 32*scale
&& flip * sonic->momz < 0)
{
P_SetTarget(&sonic->tracer, tails);
player->powers[pw_carry] = CR_PLAYER;
flymode = 2;
player->pflags &= ~PF_JUMPED;
}
}
// Read player inputs
else if (flymode == 2)
{
cmd->forwardmove = pcmd->forwardmove;
cmd->sidemove = pcmd->sidemove;
if (pcmd->buttons & BT_USE)
{
spin = true;
jump = false;
}
else if (!jump_last)
jump = true;
// End flymode
if (player->pflags & PF_JUMPED
|| player->powers[pw_carry] != CR_PLAYER
|| P_IsObjectOnGround(sonic))
{
player->powers[pw_carry] = CR_NONE;
P_SetTarget(&sonic->tracer, NULL);
flymode = 0;
}
}
}
if (flymode && P_IsObjectOnGround(tails) && !(pcmd->buttons & BT_JUMP))
flymode = 0;
// ********
// SPINNING
if (panic || flymode || !(player->pflags & PF_SPINNING) || (player->pflags & PF_JUMPED))
spinmode = false;
else
{
if (!_2d)
{
// Spindash
if (player->dashspeed)
{
if (dist < followthres && dist > touchdist) // Do positioning
{
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cmd->angleturn = (ang - tails->angle) >> FRACBITS;
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cmd->forwardmove = 50;
spinmode = true;
}
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else if (dist < touchdist)
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{
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if (!bmom && (!(bot->pflags & PF_SPINNING) || (bot->dashspeed && bot->pflags & PF_SPINNING)))
{
cmd->angleturn = (sonic->angle - tails->angle) >> FRACBITS;
spin = true;
}
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spinmode = true;
}
else
spinmode = 0;
}
// Spin
else if (player->dashspeed == bot->dashspeed && player->pflags & PF_SPINNING)
{
if (bot->pflags & PF_SPINNING || !spin_last)
{
spin = true;
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cmd->angleturn = (sonic->angle - tails->angle) >> FRACBITS;
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cmd->forwardmove = MAXPLMOVE;
spinmode = true;
}
else
spinmode = false;
}
}
// 2D mode
else
{
if ((player->dashspeed && !bmom) || (player->dashspeed == bot->dashspeed && player->pflags & PF_SPINNING))
{
spin = true;
spinmode = true;
}
}
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}
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// ********
// FOLLOW
if (!(flymode || spinmode))
{
// Too far
if (panic || dist > followthres)
{
if (!_2d)
cmd->forwardmove = MAXPLMOVE;
else if (sonic->x > tails->x)
cmd->sidemove = MAXPLMOVE;
else
cmd->sidemove = -MAXPLMOVE;
}
// Within threshold
else if (!panic && dist > followmin && abs(zdist) < 192*scale)
{
if (!_2d)
cmd->forwardmove = FixedHypot(pcmd->forwardmove, pcmd->sidemove);
else
cmd->sidemove = pcmd->sidemove;
}
// Below min
else if (dist < followmin)
{
// Copy inputs
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cmd->angleturn = (sonic->angle - tails->angle) >> FRACBITS;
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bot->drawangle = player->drawangle;
cmd->forwardmove = 8 * pcmd->forwardmove / 10;
cmd->sidemove = 8 * pcmd->sidemove / 10;
}
}
// ********
// JUMP
if (!(flymode || spinmode))
{
// Flying catch-up
if (bot->pflags & PF_THOKKED)
{
cmd->forwardmove = min(50, dist/scale/8);
if (zdist < -64*scale)
spin = true;
else if (zdist > 0 && !jump_last)
jump = true;
}
// Just landed
if (tails->eflags & MFE_JUSTHITFLOOR)
jump = false;
// Start jump
else if (!jump_last && !(bot->pflags & PF_JUMPED) && !(player->pflags & PF_SPINNING)
&& ((zdist > 32*scale && player->pflags & PF_JUMPED) // Following
|| (zdist > 64*scale && panic) // Vertical catch-up
|| (bmom < scale>>3 && dist > followthres && !(bot->powers[pw_carry])) // Stopped & not in carry state
|| (bot->pflags & PF_SPINNING && !(bot->pflags & PF_JUMPED)))) // Spinning
jump = true;
// Hold jump
else if (bot->pflags & PF_JUMPED && jump_last && tails->momz*flip > 0 && (zdist > 0 || panic))
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jump = true;
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// Start flying
else if (bot->pflags & PF_JUMPED && panic && !jump_last)
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jump = true;
}
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// ********
// HISTORY
jump_last = jump;
spin_last = spin;
// ********
// Thinkfly overlay
// doing this later :P
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// Turn the virtual keypresses into ticcmd_t.
B_KeysToTiccmd(tails, cmd, forward, backward, left, right, false, false, jump, spin);
// Update our status
lastForward = forward;
lastBlocked = blocked;
blocked = false;
}
void B_BuildTiccmd(player_t *player, ticcmd_t *cmd)
{
// Can't build a ticcmd if we aren't spawned...
if (!player->mo)
return;
if (player->playerstate == PST_DEAD)
{
if (B_CheckRespawn(player))
cmd->buttons |= BT_JUMP;
return;
}
// Bot AI isn't programmed in analog.
CV_SetValue(&cv_analog2, false);
#ifdef HAVE_BLUA
// Let Lua scripts build ticcmds
if (LUAh_BotTiccmd(player, cmd))
return;
#endif
// We don't have any main character AI, sorry. D:
if (player-players == consoleplayer)
return;
// Basic Tails AI
B_BuildTailsTiccmd(players[consoleplayer].mo, player->mo, cmd);
}
void B_KeysToTiccmd(mobj_t *mo, ticcmd_t *cmd, boolean forward, boolean backward, boolean left, boolean right, boolean strafeleft, boolean straferight, boolean jump, boolean spin)
{
// don't try to do stuff if your sonic is in a minecart or something
if (players[consoleplayer].powers[pw_carry])
return;
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// Turn the virtual keypresses into ticcmd_t.
if (twodlevel || mo->flags2 & MF2_TWOD) {
if (players[consoleplayer].climbing
|| mo->player->pflags & PF_GLIDING) {
// Don't mess with bot inputs during these unhandled movement conditions.
// The normal AI doesn't use abilities, so custom AI should be sending us exactly what it wants anyway.
if (forward)
cmd->forwardmove += MAXPLMOVE<<FRACBITS>>16;
if (backward)
cmd->forwardmove -= MAXPLMOVE<<FRACBITS>>16;
if (left || strafeleft)
cmd->sidemove -= MAXPLMOVE<<FRACBITS>>16;
if (right || straferight)
cmd->sidemove += MAXPLMOVE<<FRACBITS>>16;
} else {
// In standard 2D mode, interpret "forward" as "the way you're facing" and everything else as "the way you're not facing"
if (left || right)
backward = true;
left = right = false;
if (forward) {
if (mo->angle < ANGLE_90 || mo->angle > ANGLE_270)
right = true;
else
left = true;
} else if (backward) {
if (mo->angle < ANGLE_90 || mo->angle > ANGLE_270)
left = true;
else
right = true;
}
if (left || strafeleft)
cmd->sidemove -= MAXPLMOVE<<FRACBITS>>16;
if (right || straferight)
cmd->sidemove += MAXPLMOVE<<FRACBITS>>16;
}
} else {
if (forward)
cmd->forwardmove += MAXPLMOVE<<FRACBITS>>16;
if (backward)
cmd->forwardmove -= MAXPLMOVE<<FRACBITS>>16;
if (left)
cmd->angleturn += 1280;
if (right)
cmd->angleturn -= 1280;
if (strafeleft)
cmd->sidemove -= MAXPLMOVE<<FRACBITS>>16;
if (straferight)
cmd->sidemove += MAXPLMOVE<<FRACBITS>>16;
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// cap inputs so the bot can't accelerate faster diagonally
angle_t angle = R_PointToAngle2(0, 0, cmd->sidemove << FRACBITS, cmd->forwardmove << FRACBITS);
INT32 maxforward = abs(P_ReturnThrustY(NULL, angle, MAXPLMOVE));
INT32 maxside = abs(P_ReturnThrustX(NULL, angle, MAXPLMOVE));
cmd->forwardmove = max(min(cmd->forwardmove, maxforward), -maxforward);
cmd->sidemove = max(min(cmd->sidemove, maxside), -maxside);
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}
if (jump)
cmd->buttons |= BT_JUMP;
if (spin)
cmd->buttons |= BT_USE;
}
void B_MoveBlocked(player_t *player)
{
(void)player;
blocked = true;
}
boolean B_CheckRespawn(player_t *player)
{
mobj_t *sonic = players[consoleplayer].mo;
mobj_t *tails = player->mo;
// We can't follow Sonic if he's not around!
if (!sonic || sonic->health <= 0)
return false;
// Check if Sonic is busy first.
// If he's doing any of these things, he probably doesn't want to see us.
if (sonic->player->pflags & (PF_GLIDING|PF_SLIDING|PF_BOUNCING)
|| (sonic->player->panim != PA_IDLE && sonic->player->panim != PA_WALK)
|| (sonic->player->powers[pw_carry]))
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return false;
// Low ceiling, do not want!
if (sonic->eflags & MFE_VERTICALFLIP)
{
if (sonic->z - sonic->floorz < (sonic->player->exiting ? 5 : 2)*sonic->height)
return false;
}
else if (sonic->ceilingz - sonic->z < (sonic->player->exiting ? 6 : 3)*sonic->height)
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return false;
// If you're dead, wait a few seconds to respawn.
if (player->playerstate == PST_DEAD) {
if (player->deadtimer > 4*TICRATE)
return true;
return false;
}
// If you can't see Sonic, I guess we should?
if (!P_CheckSight(sonic, tails) && P_AproxDistance(P_AproxDistance(tails->x-sonic->x, tails->y-sonic->y), tails->z-sonic->z) > FixedMul(1024*FRACUNIT, tails->scale))
return true;
return false;
}
void B_RespawnBot(INT32 playernum)
{
player_t *player = &players[playernum];
fixed_t x,y,z;
mobj_t *sonic = players[consoleplayer].mo;
mobj_t *tails;
if (!sonic || sonic->health <= 0)
return;
player->bot = 1;
P_SpawnPlayer(playernum);
tails = player->mo;
x = sonic->x;
y = sonic->y;
if (sonic->eflags & MFE_VERTICALFLIP) {
tails->eflags |= MFE_VERTICALFLIP;
z = sonic->z - (512*sonic->scale);
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if (z < sonic->floorz)
z = sonic->floorz;
} else {
z = sonic->z + sonic->height + (512*sonic->scale);
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if (z > sonic->ceilingz - sonic->height)
z = sonic->ceilingz - sonic->height;
}
if (sonic->flags2 & MF2_OBJECTFLIP)
tails->flags2 |= MF2_OBJECTFLIP;
if (sonic->flags2 & MF2_TWOD)
tails->flags2 |= MF2_TWOD;
if (sonic->eflags & MFE_UNDERWATER)
tails->eflags |= MFE_UNDERWATER;
player->powers[pw_underwater] = sonic->player->powers[pw_underwater];
player->powers[pw_spacetime] = sonic->player->powers[pw_spacetime];
player->powers[pw_gravityboots] = sonic->player->powers[pw_gravityboots];
player->powers[pw_nocontrol] = sonic->player->powers[pw_nocontrol];
player->acceleration = sonic->player->acceleration;
player->accelstart = sonic->player->accelstart;
player->thrustfactor = sonic->player->thrustfactor;
player->normalspeed = sonic->player->normalspeed;
player->pflags |= PF_AUTOBRAKE|(sonic->player->pflags & PF_DIRECTIONCHAR);
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P_TeleportMove(tails, x, y, z);
if (player->charability == CA_FLY)
{
P_SetPlayerMobjState(tails, S_PLAY_FLY);
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tails->player->powers[pw_tailsfly] = (UINT16)-1;
}
else
P_SetPlayerMobjState(tails, S_PLAY_FALL);
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P_SetScale(tails, sonic->scale);
tails->destscale = sonic->destscale;
}