// SONIC ROBO BLAST 2 //----------------------------------------------------------------------------- // Copyright (C) 2007-2016 by John "JTE" Muniz. // Copyright (C) 2011-2023 by Sonic Team Junior. // // 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" #include "i_system.h" // I_BaseTiccmd void B_UpdateBotleader(player_t *player) { UINT32 i; fixed_t dist; fixed_t neardist = INT32_MAX; player_t *nearplayer = NULL; //Find new botleader for (i = 0; i < MAXPLAYERS; i++) { if (players[i].bot || players[i].playerstate != PST_LIVE || players[i].spectator || !players[i].mo) continue; if (!player->botleader) { player->botleader = &players[i]; // set default return; } if (!player->mo) return; //Update best candidate based on nearest distance dist = R_PointToDist2(player->mo->x, player->mo->y, players[i].mo->x, players[i].mo->y); if (neardist > dist) { neardist = dist; nearplayer = &players[i]; } } //Set botleader to best candidate (or null if none available) player->botleader = nearplayer; } static inline void B_ResetAI(botmem_t *mem) { mem->thinkstate = AI_FOLLOW; mem->catchup_tics = 0; } static 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; player_t *player = sonic->player, *bot = tails->player; ticcmd_t *pcmd = &player->cmd; botmem_t *mem = &bot->botmem; boolean water = (tails->eflags & MFE_UNDERWATER); SINT8 flip = P_MobjFlip(tails); boolean _2d = (tails->flags2 & MF2_TWOD) || twodlevel; fixed_t scale = tails->scale; boolean jump_last = (bot->lastbuttons & BT_JUMP); boolean spin_last = (bot->lastbuttons & BT_SPIN); fixed_t dist = P_AproxDistance(sonic->x - tails->x, sonic->y - tails->y); fixed_t zdist = flip * (sonic->z - tails->z); angle_t ang = sonic->angle; fixed_t pmom = P_AproxDistance(sonic->momx, sonic->momy); fixed_t bmom = P_AproxDistance(tails->momx, tails->momy); fixed_t followmax = 128 * 8 * scale; // Max follow distance before AI begins to enter catchup state fixed_t followthres = 92 * scale; // Distance that AI will try to reach fixed_t followmin = 32 * scale; fixed_t comfortheight = 96 * scale; fixed_t touchdist = 24 * scale; boolean stalled = (bmom < scale >> 1) && dist > followthres; // Helps to see if the AI is having trouble catching up boolean samepos = (sonic->x == tails->x && sonic->y == tails->y); boolean blocked = bot->blocked; if (!samepos) ang = R_PointToAngle2(tails->x, tails->y, sonic->x, sonic->y); // Lua can handle it! if (LUA_HookBotAI(sonic, tails, cmd)) return; // We can't follow Sonic if he's not around! if (!sonic || sonic->health <= 0) { mem->thinkstate = AI_STANDBY; return; } else if (mem->thinkstate == AI_STANDBY) mem->thinkstate = AI_FOLLOW; if (tails->player->powers[pw_carry] == CR_MACESPIN || tails->player->powers[pw_carry] == CR_GENERIC) { boolean isrelevant = (sonic->player->powers[pw_carry] == CR_MACESPIN || sonic->player->powers[pw_carry] == CR_GENERIC); if (sonic->player->cmd.buttons & BT_JUMP && (sonic->player->pflags & PF_JUMPED) && isrelevant) cmd->buttons |= BT_JUMP; if (isrelevant) { cmd->forwardmove = sonic->player->cmd.forwardmove; cmd->angleturn = abs((signed)(tails->angle - sonic->angle))>>16; if (sonic->angle < tails->angle) cmd->angleturn = -cmd->angleturn; } else if (dist > FixedMul(512*FRACUNIT, tails->scale)) cmd->buttons |= BT_JUMP; return; } // Adapted from clairebun's tails_AI.wad // Check water if (water) { followmin = 0; followthres = 16*scale; followmax >>= 1; if (mem->thinkstate == AI_THINKFLY) mem->thinkstate = AI_FOLLOW; } // Update catchup_tics if (mem->thinkstate == AI_SPINFOLLOW) { mem->catchup_tics = 0; } else if (dist > followmax || zdist > comfortheight || stalled) { mem->catchup_tics = min(mem->catchup_tics + 2, 70); if (mem->catchup_tics >= 70) mem->thinkstate = AI_CATCHUP; } else { mem->catchup_tics = max(mem->catchup_tics - 1, 0); if (mem->thinkstate == AI_CATCHUP) mem->thinkstate = AI_FOLLOW; } // Orientation // cmd->angleturn won't be relative to player angle, since we're not going through G_BuildTiccmd. if (bot->pflags & (PF_SPINNING|PF_STARTDASH)) { cmd->angleturn = (sonic->angle) >> 16; // NOT FRACBITS DAMNIT } else if (mem->thinkstate == AI_FLYCARRY) { cmd->angleturn = sonic->player->cmd.angleturn; } else { cmd->angleturn = (ang) >> 16; // NOT FRACBITS DAMNIT } // ******** // FLY MODE // exiting check if (player->exiting && mem->thinkstate == AI_THINKFLY) mem->thinkstate = AI_FOLLOW; else { // Activate co-op flight if (mem->thinkstate == AI_THINKFLY && player->pflags & PF_JUMPED) { if (!jump_last) { jump = true; mem->thinkstate = AI_FLYSTANDBY; bot->pflags |= PF_CANCARRY; } } // Check positioning // Thinker for co-op flight if (!(water || pmom || bmom) && (dist < touchdist && !samepos) && !(pcmd->forwardmove || pcmd->sidemove || player->dashspeed) && P_IsObjectOnGround(sonic) && P_IsObjectOnGround(tails) && !(player->pflags & PF_STASIS) && !(player->exiting) && bot->charability == CA_FLY) mem->thinkstate = AI_THINKFLY; else if (mem->thinkstate == AI_THINKFLY) mem->thinkstate = AI_FOLLOW; // Set carried state if (player->powers[pw_carry] == CR_PLAYER && sonic->tracer == tails) { mem->thinkstate = AI_FLYCARRY; } // Ready for takeoff if (mem->thinkstate == AI_FLYSTANDBY) { 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) mem->thinkstate = AI_FOLLOW; } // Read player inputs while carrying else if (mem->thinkstate == AI_FLYCARRY) { cmd->forwardmove = pcmd->forwardmove; cmd->sidemove = pcmd->sidemove; if (pcmd->buttons & BT_SPIN) { spin = true; jump = false; } else if (!jump_last) jump = true; // End flymode if (player->powers[pw_carry] != CR_PLAYER) { mem->thinkstate = AI_FOLLOW; } } } if (P_IsObjectOnGround(tails) && !(pcmd->buttons & BT_JUMP) && (mem->thinkstate == AI_FLYSTANDBY || mem->thinkstate == AI_FLYCARRY)) mem->thinkstate = AI_FOLLOW; // ******** // SPINNING if (!(player->pflags & (PF_SPINNING|PF_STARTDASH)) && mem->thinkstate == AI_SPINFOLLOW) mem->thinkstate = AI_FOLLOW; else if (mem->thinkstate == AI_FOLLOW || mem->thinkstate == AI_SPINFOLLOW) { if (!_2d) { // Spindash if (player->dashspeed) { if (dist < followthres && dist > touchdist) // Do positioning { cmd->angleturn = (ang) >> 16; // NOT FRACBITS DAMNIT cmd->forwardmove = 50; mem->thinkstate = AI_SPINFOLLOW; } else if (dist < touchdist) { if (!bmom && (!(bot->pflags & PF_SPINNING) || (bot->dashspeed && bot->pflags & PF_SPINNING))) { cmd->angleturn = (sonic->angle) >> 16; // NOT FRACBITS DAMNIT spin = true; } mem->thinkstate = AI_SPINFOLLOW; } else mem->thinkstate = AI_FOLLOW; } // Spin else if (player->dashspeed == bot->dashspeed && player->pflags & PF_SPINNING) { if (bot->pflags & PF_SPINNING || !spin_last) { spin = true; cmd->angleturn = (sonic->angle) >> 16; // NOT FRACBITS DAMNIT cmd->forwardmove = MAXPLMOVE; mem->thinkstate = AI_SPINFOLLOW; } else mem->thinkstate = AI_FOLLOW; } } // 2D mode else { if (((player->dashspeed && !bmom) || (player->dashspeed == bot->dashspeed && (player->pflags & PF_SPINNING))) && ((bot->pflags & PF_SPINNING) || !spin_last)) { spin = true; mem->thinkstate = AI_SPINFOLLOW; } else mem->thinkstate = AI_FOLLOW; } } // ******** // FOLLOW if (mem->thinkstate == AI_FOLLOW || mem->thinkstate == AI_CATCHUP) { // Too far if (mem->thinkstate == AI_CATCHUP || dist > followthres) { if (!_2d) cmd->forwardmove = MAXPLMOVE; else if (sonic->x > tails->x) cmd->sidemove = MAXPLMOVE; else cmd->sidemove = -MAXPLMOVE; } // Within threshold else if (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 cmd->angleturn = (sonic->angle) >> 16; // NOT FRACBITS DAMNIT cmd->forwardmove = 8 * pcmd->forwardmove / 10; cmd->sidemove = 8 * pcmd->sidemove / 10; } } // ******** // JUMP if (mem->thinkstate == AI_FOLLOW || mem->thinkstate == AI_CATCHUP || (mem->thinkstate == AI_SPINFOLLOW && player->pflags & PF_JUMPED)) { // Flying catch-up if (bot->pflags & PF_THOKKED) { cmd->forwardmove = min(MAXPLMOVE, (dist/scale)>>3); 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 && mem->thinkstate == AI_CATCHUP) // Vertical catch-up || (stalled && mem->catchup_tics > 20 && bot->powers[pw_carry] == CR_NONE) //|| (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 || mem->thinkstate == AI_CATCHUP)) jump = true; // Start flying else if (bot->pflags & PF_JUMPED && mem->thinkstate == AI_CATCHUP && !jump_last && bot->charability == CA_FLY) jump = true; } // ******** // HISTORY //jump_last = jump; //spin_last = spin; // Turn the virtual keypresses into ticcmd_t. B_KeysToTiccmd(tails, cmd, forward, backward, left, right, false, false, jump, spin); // Update our status mem->lastForward = forward; mem->lastBlocked = blocked; } void B_BuildTiccmd(player_t *player, ticcmd_t *cmd) { G_CopyTiccmd(cmd, I_BaseTiccmd(), 1); // empty, or external driver // 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_analog[1], false); // Let Lua scripts build ticcmds if (LUA_HookTiccmd(player, cmd, HOOK(BotTiccmd))) return; // Make sure we have a valid main character to follow B_UpdateBotleader(player); if (!player->botleader) return; // Single Player Tails AI //B_BuildTailsTiccmd(players[consoleplayer].mo, player->mo, cmd); B_BuildTailsTiccmd(player->botleader->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) { player_t *player = mo->player; // don't try to do stuff if your sonic is in a minecart or something if (player->botleader && player->botleader->powers[pw_carry] && player->botleader->powers[pw_carry] != CR_PLAYER) return; // Turn the virtual keypresses into ticcmd_t. if (twodlevel || mo->flags2 & MF2_TWOD) { if (player->botleader->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<>16; if (backward) cmd->forwardmove -= MAXPLMOVE<>16; if (left || strafeleft) cmd->sidemove -= MAXPLMOVE<>16; if (right || straferight) cmd->sidemove += MAXPLMOVE<>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<>16; if (right || straferight) cmd->sidemove += MAXPLMOVE<>16; } } else { angle_t angle; if (forward) cmd->forwardmove += MAXPLMOVE<>16; if (backward) cmd->forwardmove -= MAXPLMOVE<>16; if (left) cmd->angleturn += 1280; if (right) cmd->angleturn -= 1280; if (strafeleft) cmd->sidemove -= MAXPLMOVE<>16; if (straferight) cmd->sidemove += MAXPLMOVE<>16; // cap inputs so the bot can't accelerate faster diagonally 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); } } if (jump) cmd->buttons |= BT_JUMP; if (spin) cmd->buttons |= BT_SPIN; } void B_MoveBlocked(player_t *player) { (void)player; player->blocked = true; } boolean B_CheckRespawn(player_t *player) { mobj_t *sonic; mobj_t *tails = player->mo; //We don't have a main player to spawn to! if (!player->botleader) return false; sonic = player->botleader->mo; // We can't follow Sonic if he's not around! if (!sonic || sonic->health <= 0) return false; // B_RespawnBot doesn't do anything if the condition above this isn't met { UINT8 shouldForce = LUA_Hook2Mobj(sonic, tails, MOBJ_HOOK(BotRespawn)); if (P_MobjWasRemoved(sonic) || P_MobjWasRemoved(tails)) return (shouldForce == 1); // mobj was removed if (shouldForce == 1) return true; else if (shouldForce == 2) 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] && sonic->player->powers[pw_carry] != CR_PLAYER)) 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) 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; mobj_t *tails; if (!player->botleader) return; sonic = player->botleader->mo; if (!sonic || sonic->health <= 0) return; B_ResetAI(&player->botmem); player->bot = BOT_2PAI; 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); if (z < sonic->floorz) z = sonic->floorz; } else { z = sonic->z + sonic->height + (512*sonic->scale); 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->pflags |= PF_AUTOBRAKE|(sonic->player->pflags & PF_DIRECTIONCHAR); P_SetOrigin(tails, x, y, z); if (player->charability == CA_FLY) { P_SetPlayerMobjState(tails, S_PLAY_FLY); tails->player->powers[pw_tailsfly] = (UINT16)-1; } else P_SetPlayerMobjState(tails, S_PLAY_FALL); P_SetScale(tails, sonic->scale); tails->destscale = sonic->destscale; } void B_HandleFlightIndicator(player_t *player) { mobj_t *tails = player->mo; botmem_t *mem = &player->botmem; boolean shouldExist; if (!tails) return; shouldExist = (mem->thinkstate == AI_THINKFLY) && player->botleader && player->bot == BOT_2PAI && player->playerstate == PST_LIVE; // check whether the indicator doesn't exist if (P_MobjWasRemoved(tails->hnext)) { // if it shouldn't exist, everything is fine if (!shouldExist) return; // otherwise, spawn it P_SetTarget(&tails->hnext, P_SpawnMobjFromMobj(tails, 0, 0, 0, MT_OVERLAY)); P_SetTarget(&tails->hnext->target, tails); P_SetTarget(&tails->hnext->hprev, tails); P_SetMobjState(tails->hnext, S_FLIGHTINDICATOR); } // if the mobj isn't a flight indicator, let's not mess with it if (tails->hnext->type != MT_OVERLAY || (tails->hnext->state != states+S_FLIGHTINDICATOR)) return; // if it shouldn't exist, remove it if (!shouldExist) { P_RemoveMobj(tails->hnext); P_SetTarget(&tails->hnext, NULL); return; } // otherwise, update its visibility if (P_IsLocalPlayer(player->botleader)) tails->hnext->flags2 &= ~MF2_DONTDRAW; else tails->hnext->flags2 |= MF2_DONTDRAW; }