SRB2/src/b_bot.c
2023-07-25 11:05:29 -04:00

639 lines
18 KiB
C

// 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<<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 {
angle_t angle;
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;
// 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
tails->hnext->drawonlyforplayer = player->botleader; // Hide it from the other player in splitscreen, and yourself when spectating
if (P_IsLocalPlayer(player->botleader)) // Only display it on your own view. Don't display it for spectators
tails->hnext->flags2 &= ~MF2_DONTDRAW;
else
tails->hnext->flags2 |= MF2_DONTDRAW;
}