// SONIC ROBO BLAST 2 //----------------------------------------------------------------------------- // Copyright (C) 2007-2016 by John "JTE" Muniz. // Copyright (C) 2011-2018 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" // 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; 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; 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; 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; // Max follow distance before AI begins to enter "panic" 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 // 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) { boolean isrelevant = (sonic->player->powers[pw_carry] == CR_MACESPIN || sonic->player->powers[pw_carry] == CR_GENERIC); dist = P_AproxDistance(tails->x-sonic->x, tails->y-sonic->y); 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 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 || stalled) { anxiety = min(anxiety + 2, 70); if (anxiety >= 70) panic = true; } else { anxiety = max(anxiety - 1, 0); panic = false; } // Orientation if ((bot->pflags & (PF_SPINNING|PF_STARTDASH)) || flymode == 2) { cmd->angleturn = (sonic->angle - tails->angle) >> FRACBITS; } else { cmd->angleturn = (ang - tails->angle) >> FRACBITS; } // ******** // 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 while carrying 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 { cmd->angleturn = (ang - tails->angle) >> FRACBITS; cmd->forwardmove = 50; spinmode = true; } else if (dist < touchdist) { if (!bmom && (!(bot->pflags & PF_SPINNING) || (bot->dashspeed && bot->pflags & PF_SPINNING))) { cmd->angleturn = (sonic->angle - tails->angle) >> FRACBITS; spin = true; } spinmode = true; } else spinmode = false; } // Spin else if (player->dashspeed == bot->dashspeed && player->pflags & PF_SPINNING) { if (bot->pflags & PF_SPINNING || !spin_last) { spin = true; cmd->angleturn = (sonic->angle - tails->angle) >> FRACBITS; cmd->forwardmove = MAXPLMOVE; spinmode = true; } else spinmode = false; } } // 2D mode else { if (((player->dashspeed && !bmom) || (player->dashspeed == bot->dashspeed && (player->pflags & PF_SPINNING))) && ((bot->pflags & PF_SPINNING) || !spin_last)) { spin = true; spinmode = true; } } } // ******** // 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 cmd->angleturn = (sonic->angle - tails->angle) >> FRACBITS; bot->drawangle = ang; 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(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 && panic) // Vertical catch-up || (stalled && anxiety > 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 || panic)) jump = true; // Start flying else if (bot->pflags & PF_JUMPED && panic && !jump_last) jump = true; } // ******** // HISTORY jump_last = jump; spin_last = spin; // ******** // Thinkfly overlay // doing this later :P // 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; // 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<>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 { 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_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); } 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])) 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 = 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); 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->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); P_TeleportMove(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; }