jkxr/Projects/Android/jni/OpenJK/codeJK2/game/AI_Stormtrooper.cpp

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/*
===========================================================================
Copyright (C) 2000 - 2013, Raven Software, Inc.
Copyright (C) 2001 - 2013, Activision, Inc.
Copyright (C) 2013 - 2015, OpenJK contributors
This file is part of the OpenJK source code.
OpenJK is free software; you can redistribute it and/or modify it
under the terms of the GNU General Public License version 2 as
published by the Free Software Foundation.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, see <http://www.gnu.org/licenses/>.
===========================================================================
*/
#include "g_headers.h"
#include "b_local.h"
#include "g_nav.h"
#include "anims.h"
#include "g_navigator.h"
extern void CG_DrawAlert( vec3_t origin, float rating );
extern void G_AddVoiceEvent( gentity_t *self, int event, int speakDebounceTime );
extern void AI_GroupUpdateSquadstates( AIGroupInfo_t *group, gentity_t *member, int newSquadState );
extern qboolean AI_GroupContainsEntNum( AIGroupInfo_t *group, int entNum );
extern void AI_GroupUpdateEnemyLastSeen( AIGroupInfo_t *group, vec3_t spot );
extern void AI_GroupUpdateClearShotTime( AIGroupInfo_t *group );
extern void NPC_TempLookTarget( gentity_t *self, int lookEntNum, int minLookTime, int maxLookTime );
extern qboolean G_ExpandPointToBBox( vec3_t point, const vec3_t mins, const vec3_t maxs, int ignore, int clipmask );
extern void ChangeWeapon( gentity_t *ent, int newWeapon );
extern void NPC_CheckGetNewWeapon( void );
extern qboolean Q3_TaskIDPending( gentity_t *ent, taskID_t taskType );
extern int GetTime ( int lastTime );
extern void NPC_AimAdjust( int change );
extern qboolean FlyingCreature( gentity_t *ent );
extern CNavigator navigator;
extern cvar_t *d_asynchronousGroupAI;
#define MAX_VIEW_DIST 1024
#define MAX_VIEW_SPEED 250
#define MAX_LIGHT_INTENSITY 255
#define MIN_LIGHT_THRESHOLD 0.1
#define ST_MIN_LIGHT_THRESHOLD 30
#define ST_MAX_LIGHT_THRESHOLD 180
#define DISTANCE_THRESHOLD 0.075f
#define DISTANCE_SCALE 0.35f //These first three get your base detection rating, ideally add up to 1
#define FOV_SCALE 0.40f //
#define LIGHT_SCALE 0.25f //
#define SPEED_SCALE 0.25f //These next two are bonuses
#define TURNING_SCALE 0.25f //
#define REALIZE_THRESHOLD 0.6f
#define CAUTIOUS_THRESHOLD ( REALIZE_THRESHOLD * 0.75 )
#define MIN_ROCKET_DIST_SQUARED 16384//128*128
qboolean NPC_CheckPlayerTeamStealth( void );
static qboolean enemyLOS;
static qboolean enemyCS;
static qboolean enemyInFOV;
static qboolean hitAlly;
static qboolean faceEnemy;
static qboolean AImove;
static qboolean shoot;
static float enemyDist;
static vec3_t impactPos;
int groupSpeechDebounceTime[TEAM_NUM_TEAMS];//used to stop several group AI from speaking all at once
//Local state enums
enum
{
LSTATE_NONE = 0,
LSTATE_UNDERFIRE,
LSTATE_INVESTIGATE,
};
void ST_AggressionAdjust( gentity_t *self, int change )
{
int upper_threshold, lower_threshold;
self->NPC->stats.aggression += change;
//FIXME: base this on initial NPC stats
if ( self->client->playerTeam == TEAM_PLAYER )
{//good guys are less aggressive
upper_threshold = 7;
lower_threshold = 1;
}
else
{//bad guys are more aggressive
upper_threshold = 10;
lower_threshold = 3;
}
if ( self->NPC->stats.aggression > upper_threshold )
{
self->NPC->stats.aggression = upper_threshold;
}
else if ( self->NPC->stats.aggression < lower_threshold )
{
self->NPC->stats.aggression = lower_threshold;
}
}
void ST_ClearTimers( gentity_t *ent )
{
TIMER_Set( ent, "chatter", 0 );
TIMER_Set( ent, "duck", 0 );
TIMER_Set( ent, "stand", 0 );
TIMER_Set( ent, "shuffleTime", 0 );
TIMER_Set( ent, "sleepTime", 0 );
TIMER_Set( ent, "enemyLastVisible", 0 );
TIMER_Set( ent, "roamTime", 0 );
TIMER_Set( ent, "hideTime", 0 );
TIMER_Set( ent, "attackDelay", 0 ); //FIXME: Slant for difficulty levels
TIMER_Set( ent, "stick", 0 );
TIMER_Set( ent, "scoutTime", 0 );
TIMER_Set( ent, "flee", 0 );
TIMER_Set( ent, "interrogating", 0 );
TIMER_Set( ent, "verifyCP", 0 );
}
enum
{
SPEECH_CHASE,
SPEECH_CONFUSED,
SPEECH_COVER,
SPEECH_DETECTED,
SPEECH_GIVEUP,
SPEECH_LOOK,
SPEECH_LOST,
SPEECH_OUTFLANK,
SPEECH_ESCAPING,
SPEECH_SIGHT,
SPEECH_SOUND,
SPEECH_SUSPICIOUS,
SPEECH_YELL,
SPEECH_PUSHED
};
static void ST_Speech( gentity_t *self, int speechType, float failChance )
{
if ( Q_flrand(0.0f, 1.0f) < failChance )
{
return;
}
if ( failChance >= 0 )
{//a negative failChance makes it always talk
if ( self->NPC->group )
{//group AI speech debounce timer
if ( self->NPC->group->speechDebounceTime > level.time )
{
return;
}
/*
else if ( !self->NPC->group->enemy )
{
if ( groupSpeechDebounceTime[self->client->playerTeam] > level.time )
{
return;
}
}
*/
}
else if ( !TIMER_Done( self, "chatter" ) )
{//personal timer
return;
}
else if ( groupSpeechDebounceTime[self->client->playerTeam] > level.time )
{//for those not in group AI
//FIXME: let certain speech types interrupt others? Let closer NPCs interrupt farther away ones?
return;
}
}
if ( self->NPC->group )
{//So they don't all speak at once...
//FIXME: if they're not yet mad, they have no group, so distracting a group of them makes them all speak!
self->NPC->group->speechDebounceTime = level.time + Q_irand( 2000, 4000 );
}
else
{
TIMER_Set( self, "chatter", Q_irand( 2000, 4000 ) );
}
groupSpeechDebounceTime[self->client->playerTeam] = level.time + Q_irand( 2000, 4000 );
if ( self->NPC->blockedSpeechDebounceTime > level.time )
{
return;
}
switch( speechType )
{
case SPEECH_CHASE:
G_AddVoiceEvent( self, Q_irand(EV_CHASE1, EV_CHASE3), 2000 );
break;
case SPEECH_CONFUSED:
G_AddVoiceEvent( self, Q_irand(EV_CONFUSE1, EV_CONFUSE3), 2000 );
break;
case SPEECH_COVER:
G_AddVoiceEvent( self, Q_irand(EV_COVER1, EV_COVER5), 2000 );
break;
case SPEECH_DETECTED:
G_AddVoiceEvent( self, Q_irand(EV_DETECTED1, EV_DETECTED5), 2000 );
break;
case SPEECH_GIVEUP:
G_AddVoiceEvent( self, Q_irand(EV_GIVEUP1, EV_GIVEUP4), 2000 );
break;
case SPEECH_LOOK:
G_AddVoiceEvent( self, Q_irand(EV_LOOK1, EV_LOOK2), 2000 );
break;
case SPEECH_LOST:
G_AddVoiceEvent( self, EV_LOST1, 2000 );
break;
case SPEECH_OUTFLANK:
G_AddVoiceEvent( self, Q_irand(EV_OUTFLANK1, EV_OUTFLANK2), 2000 );
break;
case SPEECH_ESCAPING:
G_AddVoiceEvent( self, Q_irand(EV_ESCAPING1, EV_ESCAPING3), 2000 );
break;
case SPEECH_SIGHT:
G_AddVoiceEvent( self, Q_irand(EV_SIGHT1, EV_SIGHT3), 2000 );
break;
case SPEECH_SOUND:
G_AddVoiceEvent( self, Q_irand(EV_SOUND1, EV_SOUND3), 2000 );
break;
case SPEECH_SUSPICIOUS:
G_AddVoiceEvent( self, Q_irand(EV_SUSPICIOUS1, EV_SUSPICIOUS5), 2000 );
break;
case SPEECH_YELL:
G_AddVoiceEvent( self, Q_irand( EV_ANGER1, EV_ANGER3 ), 2000 );
break;
case SPEECH_PUSHED:
G_AddVoiceEvent( self, Q_irand( EV_PUSHED1, EV_PUSHED3 ), 2000 );
break;
default:
break;
}
self->NPC->blockedSpeechDebounceTime = level.time + 2000;
}
void ST_MarkToCover( gentity_t *self )
{
if ( !self || !self->NPC )
{
return;
}
self->NPC->localState = LSTATE_UNDERFIRE;
TIMER_Set( self, "attackDelay", Q_irand( 500, 2500 ) );
ST_AggressionAdjust( self, -3 );
if ( self->NPC->group && self->NPC->group->numGroup > 1 )
{
ST_Speech( self, SPEECH_COVER, 0 );//FIXME: flee sound?
}
}
void ST_StartFlee( gentity_t *self, gentity_t *enemy, vec3_t dangerPoint, int dangerLevel, int minTime, int maxTime )
{
if ( !self || !self->NPC )
{
return;
}
G_StartFlee( self, enemy, dangerPoint, dangerLevel, minTime, maxTime );
if ( self->NPC->group && self->NPC->group->numGroup > 1 )
{
ST_Speech( self, SPEECH_COVER, 0 );//FIXME: flee sound?
}
}
/*
-------------------------
NPC_ST_Pain
-------------------------
*/
void NPC_ST_Pain( gentity_t *self, gentity_t *inflictor, gentity_t *other, vec3_t point, int damage, int mod,int hitLoc )
{
self->NPC->localState = LSTATE_UNDERFIRE;
TIMER_Set( self, "duck", -1 );
TIMER_Set( self, "hideTime", -1 );
TIMER_Set( self, "stand", 2000 );
NPC_Pain( self, inflictor, other, point, damage, mod, hitLoc );
if ( !damage && self->health > 0 )
{//FIXME: better way to know I was pushed
G_AddVoiceEvent( self, Q_irand(EV_PUSHED1, EV_PUSHED3), 2000 );
}
}
/*
-------------------------
ST_HoldPosition
-------------------------
*/
static void ST_HoldPosition( void )
{
if ( NPCInfo->squadState == SQUAD_RETREAT )
{
TIMER_Set( NPC, "flee", -level.time );
}
TIMER_Set( NPC, "verifyCP", Q_irand( 1000, 3000 ) );//don't look for another one for a few seconds
NPC_FreeCombatPoint( NPCInfo->combatPoint, qtrue );
//NPCInfo->combatPoint = -1;//???
if ( !Q3_TaskIDPending( NPC, TID_MOVE_NAV ) )
{//don't have a script waiting for me to get to my point, okay to stop trying and stand
AI_GroupUpdateSquadstates( NPCInfo->group, NPC, SQUAD_STAND_AND_SHOOT );
NPCInfo->goalEntity = NULL;
}
/*if ( TIMER_Done( NPC, "stand" ) )
{//FIXME: what if can't shoot from this pos?
TIMER_Set( NPC, "duck", Q_irand( 2000, 4000 ) );
}
*/
}
void NPC_ST_SayMovementSpeech( void )
{
if ( !NPCInfo->movementSpeech )
{
return;
}
if ( NPCInfo->group &&
NPCInfo->group->commander &&
NPCInfo->group->commander->client &&
NPCInfo->group->commander->client->NPC_class == CLASS_IMPERIAL &&
!Q_irand( 0, 3 ) )
{//imperial (commander) gives the order
ST_Speech( NPCInfo->group->commander, NPCInfo->movementSpeech, NPCInfo->movementSpeechChance );
}
else
{//really don't want to say this unless we can actually get there...
ST_Speech( NPC, NPCInfo->movementSpeech, NPCInfo->movementSpeechChance );
}
NPCInfo->movementSpeech = 0;
NPCInfo->movementSpeechChance = 0.0f;
}
void NPC_ST_StoreMovementSpeech( int speech, float chance )
{
NPCInfo->movementSpeech = speech;
NPCInfo->movementSpeechChance = chance;
}
/*
-------------------------
ST_Move
-------------------------
*/
void ST_TransferMoveGoal( gentity_t *self, gentity_t *other );
static qboolean ST_Move( void )
{
NPCInfo->combatMove = qtrue;//always move straight toward our goal
qboolean moved = NPC_MoveToGoal( qtrue );
navInfo_t info;
//Get the move info
NAV_GetLastMove( info );
//FIXME: if we bump into another one of our guys and can't get around him, just stop!
//If we hit our target, then stop and fire!
if ( info.flags & NIF_COLLISION )
{
if ( info.blocker == NPC->enemy )
{
ST_HoldPosition();
}
}
//If our move failed, then reset
if ( moved == qfalse )
{//FIXME: if we're going to a combat point, need to pick a different one
if ( !Q3_TaskIDPending( NPC, TID_MOVE_NAV ) )
{//can't transfer movegoal or stop when a script we're running is waiting to complete
if ( info.blocker && info.blocker->NPC && NPCInfo->group != NULL && info.blocker->NPC->group == NPCInfo->group )//(NPCInfo->aiFlags&NPCAI_BLOCKED) && NPCInfo->group != NULL )
{//dammit, something is in our way
//see if it's one of ours
for ( int j = 0; j < NPCInfo->group->numGroup; j++ )
{
if ( NPCInfo->group->member[j].number == NPCInfo->blockingEntNum )
{//we're being blocked by one of our own, pass our goal onto them and I'll stand still
ST_TransferMoveGoal( NPC, &g_entities[NPCInfo->group->member[j].number] );
break;
}
}
}
ST_HoldPosition();
}
}
else
{
//First time you successfully move, say what it is you're doing
NPC_ST_SayMovementSpeech();
}
return moved;
}
/*
-------------------------
NPC_ST_SleepShuffle
-------------------------
*/
static void NPC_ST_SleepShuffle( void )
{
//Play an awake script if we have one
if ( G_ActivateBehavior( NPC, BSET_AWAKE) )
{
return;
}
//Automate some movement and noise
if ( TIMER_Done( NPC, "shuffleTime" ) )
{
//TODO: Play sleeping shuffle animation
//int soundIndex = Q_irand( 0, 1 );
/*
switch ( soundIndex )
{
case 0:
G_Sound( NPC, G_SoundIndex("sound/chars/imperialsleeper1/scav4/hunh.mp3") );
break;
case 1:
G_Sound( NPC, G_SoundIndex("sound/chars/imperialsleeper3/scav4/tryingtosleep.wav") );
break;
}
*/
TIMER_Set( NPC, "shuffleTime", 4000 );
TIMER_Set( NPC, "sleepTime", 2000 );
return;
}
//They made another noise while we were stirring, see if we can see them
if ( TIMER_Done( NPC, "sleepTime" ) )
{
NPC_CheckPlayerTeamStealth();
TIMER_Set( NPC, "sleepTime", 2000 );
}
}
/*
-------------------------
NPC_ST_Sleep
-------------------------
*/
void NPC_BSST_Sleep( void )
{
int alertEvent = NPC_CheckAlertEvents( qfalse, qtrue );//only check sounds since we're alseep!
//There is an event we heard
if ( alertEvent >= 0 )
{
//See if it was enough to wake us up
if ( level.alertEvents[alertEvent].level == AEL_DISCOVERED && (NPCInfo->scriptFlags&SCF_LOOK_FOR_ENEMIES) )
{
if ( &g_entities[0] && g_entities[0].health > 0 )
{
G_SetEnemy( NPC, &g_entities[0] );
return;
}
}
//Otherwise just stir a bit
NPC_ST_SleepShuffle();
return;
}
}
/*
-------------------------
NPC_CheckEnemyStealth
-------------------------
*/
qboolean NPC_CheckEnemyStealth( gentity_t *target )
{
float target_dist, minDist = 40;//any closer than 40 and we definitely notice
//In case we aquired one some other way
if ( NPC->enemy != NULL )
return qtrue;
//Ignore notarget
if ( target->flags & FL_NOTARGET )
return qfalse;
if ( target->health <= 0 )
{
return qfalse;
}
if ( target->client->ps.weapon == WP_SABER && target->client->ps.saberActive && !target->client->ps.saberInFlight )
{//if target has saber in hand and activated, we wake up even sooner even if not facing him
minDist = 100;
}
//If the target is this close, then wake up regardless
if ( (target_dist = DistanceSquared( target->currentOrigin, NPC->currentOrigin )) < (minDist*minDist) && (NPCInfo->scriptFlags&SCF_LOOK_FOR_ENEMIES) )
{
G_SetEnemy( NPC, target );
NPCInfo->enemyLastSeenTime = level.time;
TIMER_Set( NPC, "attackDelay", Q_irand( 500, 2500 ) );
return qtrue;
}
float maxViewDist = MAX_VIEW_DIST;
if ( NPCInfo->stats.visrange > maxViewDist )
{//FIXME: should we always just set maxViewDist to this?
maxViewDist = NPCInfo->stats.visrange;
}
if ( target_dist > (maxViewDist*maxViewDist) )
{//out of possible visRange
return qfalse;
}
//Check FOV first
if ( InFOV( target, NPC, NPCInfo->stats.hfov, NPCInfo->stats.vfov ) == qfalse )
return qfalse;
qboolean clearLOS = ( target->client->ps.leanofs ) ? NPC_ClearLOS( target->client->renderInfo.eyePoint ) : NPC_ClearLOS( target );
//Now check for clear line of vision
if ( clearLOS )
{
if ( target->client->NPC_class == CLASS_ATST )
{//can't miss 'em!
G_SetEnemy( NPC, target );
TIMER_Set( NPC, "attackDelay", Q_irand( 500, 2500 ) );
return qtrue;
}
vec3_t targ_org = {target->currentOrigin[0],target->currentOrigin[1],target->currentOrigin[2]+target->maxs[2]-4};
float hAngle_perc = NPC_GetHFOVPercentage( targ_org, NPC->client->renderInfo.eyePoint, NPC->client->renderInfo.eyeAngles, NPCInfo->stats.hfov );
float vAngle_perc = NPC_GetVFOVPercentage( targ_org, NPC->client->renderInfo.eyePoint, NPC->client->renderInfo.eyeAngles, NPCInfo->stats.vfov );
//Scale them vertically some, and horizontally pretty harshly
vAngle_perc *= vAngle_perc;//( vAngle_perc * vAngle_perc );
hAngle_perc *= ( hAngle_perc * hAngle_perc );
//Cap our vertical vision severely
//if ( vAngle_perc <= 0.3f ) // was 0.5f
// return qfalse;
//Assess the player's current status
target_dist = Distance( target->currentOrigin, NPC->currentOrigin );
float target_speed = VectorLength( target->client->ps.velocity );
int target_crouching = ( target->client->usercmd.upmove < 0 );
float dist_rating = ( target_dist / maxViewDist );
float speed_rating = ( target_speed / MAX_VIEW_SPEED );
float turning_rating = AngleDelta( target->client->ps.viewangles[PITCH], target->lastAngles[PITCH] )/180.0f + AngleDelta( target->client->ps.viewangles[YAW], target->lastAngles[YAW] )/180.0f;
float light_level = ( target->lightLevel / MAX_LIGHT_INTENSITY );
float FOV_perc = 1.0f - ( hAngle_perc + vAngle_perc ) * 0.5f; //FIXME: Dunno about the average...
float vis_rating = 0.0f;
//Too dark
if ( light_level < MIN_LIGHT_THRESHOLD )
return qfalse;
//Too close?
if ( dist_rating < DISTANCE_THRESHOLD )
{
G_SetEnemy( NPC, target );
TIMER_Set( NPC, "attackDelay", Q_irand( 500, 2500 ) );
return qtrue;
}
//Out of range
if ( dist_rating > 1.0f )
return qfalse;
//Cap our speed checks
if ( speed_rating > 1.0f )
speed_rating = 1.0f;
//Calculate the distance, fov and light influences
//...Visibilty linearly wanes over distance
float dist_influence = DISTANCE_SCALE * ( ( 1.0f - dist_rating ) );
//...As the percentage out of the FOV increases, straight perception suffers on an exponential scale
float fov_influence = FOV_SCALE * ( 1.0f - FOV_perc );
//...Lack of light hides, abundance of light exposes
float light_influence = ( light_level - 0.5f ) * LIGHT_SCALE;
//Calculate our base rating
float target_rating = dist_influence + fov_influence + light_influence;
//Now award any final bonuses to this number
int contents = gi.pointcontents( targ_org, target->s.number );
if ( contents&CONTENTS_WATER )
{
int myContents = gi.pointcontents( NPC->client->renderInfo.eyePoint, NPC->s.number );
if ( !(myContents&CONTENTS_WATER) )
{//I'm not in water
if ( NPC->client->NPC_class == CLASS_SWAMPTROOPER )
{//these guys can see in in/through water pretty well
vis_rating = 0.10f;//10% bonus
}
else
{
vis_rating = 0.35f;//35% bonus
}
}
else
{//else, if we're both in water
if ( NPC->client->NPC_class == CLASS_SWAMPTROOPER )
{//I can see him just fine
}
else
{
vis_rating = 0.15f;//15% bonus
}
}
}
else
{//not in water
if ( contents&CONTENTS_FOG )
{
vis_rating = 0.15f;//15% bonus
}
}
target_rating *= (1.0f - vis_rating);
//...Motion draws the eye quickly
target_rating += speed_rating * SPEED_SCALE;
target_rating += turning_rating * TURNING_SCALE;
//FIXME: check to see if they're animating, too? But can we do something as simple as frame != oldframe?
//...Smaller targets are harder to indentify
if ( target_crouching )
{
target_rating *= 0.9f; //10% bonus
}
//If he's violated the threshold, then realize him
//float difficulty_scale = 1.0f + (2.0f-g_spskill->value);//if playing on easy, 20% harder to be seen...?
float realize, cautious;
if ( NPC->client->NPC_class == CLASS_SWAMPTROOPER )
{//swamptroopers can see much better
realize = (float)CAUTIOUS_THRESHOLD/**difficulty_scale*/;
cautious = (float)CAUTIOUS_THRESHOLD * 0.75f/**difficulty_scale*/;
}
else
{
realize = (float)REALIZE_THRESHOLD/**difficulty_scale*/;
cautious = (float)CAUTIOUS_THRESHOLD * 0.75f/**difficulty_scale*/;
}
if ( target_rating > realize && (NPCInfo->scriptFlags&SCF_LOOK_FOR_ENEMIES) )
{
G_SetEnemy( NPC, target );
NPCInfo->enemyLastSeenTime = level.time;
TIMER_Set( NPC, "attackDelay", Q_irand( 500, 2500 ) );
return qtrue;
}
//If he's above the caution threshold, then realize him in a few seconds unless he moves to cover
if ( target_rating > cautious && !(NPCInfo->scriptFlags&SCF_IGNORE_ALERTS) )
{//FIXME: ambushing guys should never talk
if ( TIMER_Done( NPC, "enemyLastVisible" ) )
{//If we haven't already, start the counter
int lookTime = Q_irand( 4500, 8500 );
//NPCInfo->timeEnemyLastVisible = level.time + 2000;
TIMER_Set( NPC, "enemyLastVisible", lookTime );
//TODO: Play a sound along the lines of, "Huh? What was that?"
ST_Speech( NPC, SPEECH_SIGHT, 0 );
NPC_TempLookTarget( NPC, target->s.number, lookTime, lookTime );
//FIXME: set desired yaw and pitch towards this guy?
}
else if ( TIMER_Get( NPC, "enemyLastVisible" ) <= level.time + 500 && (NPCInfo->scriptFlags&SCF_LOOK_FOR_ENEMIES) ) //FIXME: Is this reliable?
{
if ( NPCInfo->rank < RANK_LT && !Q_irand( 0, 2 ) )
{
int interrogateTime = Q_irand( 2000, 4000 );
ST_Speech( NPC, SPEECH_SUSPICIOUS, 0 );
TIMER_Set( NPC, "interrogating", interrogateTime );
G_SetEnemy( NPC, target );
NPCInfo->enemyLastSeenTime = level.time;
TIMER_Set( NPC, "attackDelay", interrogateTime );
TIMER_Set( NPC, "stand", interrogateTime );
}
else
{
G_SetEnemy( NPC, target );
NPCInfo->enemyLastSeenTime = level.time;
//FIXME: ambush guys (like those popping out of water) shouldn't delay...
TIMER_Set( NPC, "attackDelay", Q_irand( 500, 2500 ) );
TIMER_Set( NPC, "stand", Q_irand( 500, 2500 ) );
}
return qtrue;
}
return qfalse;
}
}
return qfalse;
}
qboolean NPC_CheckPlayerTeamStealth( void )
{
/*
//NOTENOTE: For now, all stealh checks go against the player, since
// he is the main focus. Squad members and rivals do not
// fall into this category and will be ignored.
NPC_CheckEnemyStealth( &g_entities[0] ); //Change this pointer to assess other entities
*/
gentity_t *enemy;
for ( int i = 0; i < ENTITYNUM_WORLD; i++ )
{
if(!PInUse(i))
continue;
enemy = &g_entities[i];
if ( enemy && enemy->client && NPC_ValidEnemy( enemy ) && enemy->client->playerTeam == NPC->client->enemyTeam )
{
if ( NPC_CheckEnemyStealth( enemy ) ) //Change this pointer to assess other entities
{
return qtrue;
}
}
}
return qfalse;
}
/*
-------------------------
NPC_ST_InvestigateEvent
-------------------------
*/
#define MAX_CHECK_THRESHOLD 1
static qboolean NPC_ST_InvestigateEvent( int eventID, bool extraSuspicious )
{
//If they've given themselves away, just take them as an enemy
if ( NPCInfo->confusionTime < level.time )
{
if ( level.alertEvents[eventID].level == AEL_DISCOVERED && (NPCInfo->scriptFlags&SCF_LOOK_FOR_ENEMIES) )
{
NPCInfo->lastAlertID = level.alertEvents[eventID].ID;
if ( !level.alertEvents[eventID].owner ||
!level.alertEvents[eventID].owner->client ||
level.alertEvents[eventID].owner->health <= 0 ||
level.alertEvents[eventID].owner->client->playerTeam != NPC->client->enemyTeam )
{//not an enemy
return qfalse;
}
//FIXME: what if can't actually see enemy, don't know where he is... should we make them just become very alert and start looking for him? Or just let combat AI handle this... (act as if you lost him)
//ST_Speech( NPC, SPEECH_CHARGE, 0 );
G_SetEnemy( NPC, level.alertEvents[eventID].owner );
NPCInfo->enemyLastSeenTime = level.time;
TIMER_Set( NPC, "attackDelay", Q_irand( 500, 2500 ) );
if ( level.alertEvents[eventID].type == AET_SOUND )
{//heard him, didn't see him, stick for a bit
TIMER_Set( NPC, "roamTime", Q_irand( 500, 2500 ) );
}
return qtrue;
}
}
//don't look at the same alert twice
if ( level.alertEvents[eventID].ID == NPCInfo->lastAlertID )
{
return qfalse;
}
NPCInfo->lastAlertID = level.alertEvents[eventID].ID;
//Must be ready to take another sound event
/*
if ( NPCInfo->investigateSoundDebounceTime > level.time )
{
return qfalse;
}
*/
if ( level.alertEvents[eventID].type == AET_SIGHT )
{//sight alert, check the light level
if ( level.alertEvents[eventID].light < Q_irand( ST_MIN_LIGHT_THRESHOLD, ST_MAX_LIGHT_THRESHOLD ) )
{//below my threshhold of potentially seeing
return qfalse;
}
}
//Save the position for movement (if necessary)
VectorCopy( level.alertEvents[eventID].position, NPCInfo->investigateGoal );
//First awareness of it
NPCInfo->investigateCount += ( extraSuspicious ) ? 2 : 1;
//Clamp the value
if ( NPCInfo->investigateCount > 4 )
NPCInfo->investigateCount = 4;
//See if we should walk over and investigate
if ( level.alertEvents[eventID].level > AEL_MINOR && NPCInfo->investigateCount > 1 && (NPCInfo->scriptFlags&SCF_CHASE_ENEMIES) )
{
//make it so they can walk right to this point and look at it rather than having to use combatPoints
if ( G_ExpandPointToBBox( NPCInfo->investigateGoal, NPC->mins, NPC->maxs, NPC->s.number, ((NPC->clipmask&~CONTENTS_BODY)|CONTENTS_BOTCLIP) ) )
{//we were able to move the investigateGoal to a point in which our bbox would fit
//drop the goal to the ground so we can get at it
vec3_t end;
trace_t trace;
VectorCopy( NPCInfo->investigateGoal, end );
end[2] -= 512;//FIXME: not always right? What if it's even higher, somehow?
gi.trace( &trace, NPCInfo->investigateGoal, NPC->mins, NPC->maxs, end, ENTITYNUM_NONE, ((NPC->clipmask&~CONTENTS_BODY)|CONTENTS_BOTCLIP), G2_NOCOLLIDE, 0 );
if ( trace.fraction >= 1.0f )
{//too high to even bother
//FIXME: look at them???
}
else
{
VectorCopy( trace.endpos, NPCInfo->investigateGoal );
NPC_SetMoveGoal( NPC, NPCInfo->investigateGoal, 16, qtrue );
NPCInfo->localState = LSTATE_INVESTIGATE;
}
}
else
{
int id = NPC_FindCombatPoint( NPCInfo->investigateGoal, NPCInfo->investigateGoal, NPCInfo->investigateGoal, CP_INVESTIGATE|CP_HAS_ROUTE, 0 );
if ( id != -1 )
{
NPC_SetMoveGoal( NPC, level.combatPoints[id].origin, 16, qtrue, id );
NPCInfo->localState = LSTATE_INVESTIGATE;
}
}
//Say something
//FIXME: only if have others in group... these should be responses?
if ( NPCInfo->investigateDebounceTime+NPCInfo->pauseTime > level.time )
{//was already investigating
if ( NPCInfo->group &&
NPCInfo->group->commander &&
NPCInfo->group->commander->client &&
NPCInfo->group->commander->client->NPC_class == CLASS_IMPERIAL &&
!Q_irand( 0, 3 ) )
{
ST_Speech( NPCInfo->group->commander, SPEECH_LOOK, 0 );//FIXME: "I'll go check it out" type sounds
}
else
{
ST_Speech( NPC, SPEECH_LOOK, 0 );//FIXME: "I'll go check it out" type sounds
}
}
else
{
if ( level.alertEvents[eventID].type == AET_SIGHT )
{
ST_Speech( NPC, SPEECH_SIGHT, 0 );
}
else if ( level.alertEvents[eventID].type == AET_SOUND )
{
ST_Speech( NPC, SPEECH_SOUND, 0 );
}
}
//Setup the debounce info
NPCInfo->investigateDebounceTime = NPCInfo->investigateCount * 5000;
NPCInfo->investigateSoundDebounceTime = level.time + 2000;
NPCInfo->pauseTime = level.time;
}
else
{//just look?
//Say something
if ( level.alertEvents[eventID].type == AET_SIGHT )
{
ST_Speech( NPC, SPEECH_SIGHT, 0 );
}
else if ( level.alertEvents[eventID].type == AET_SOUND )
{
ST_Speech( NPC, SPEECH_SOUND, 0 );
}
//Setup the debounce info
NPCInfo->investigateDebounceTime = NPCInfo->investigateCount * 1000;
NPCInfo->investigateSoundDebounceTime = level.time + 1000;
NPCInfo->pauseTime = level.time;
VectorCopy( level.alertEvents[eventID].position, NPCInfo->investigateGoal );
}
if ( level.alertEvents[eventID].level >= AEL_DANGER )
{
NPCInfo->investigateDebounceTime = Q_irand( 500, 2500 );
}
//Start investigating
NPCInfo->tempBehavior = BS_INVESTIGATE;
return qtrue;
}
/*
-------------------------
ST_OffsetLook
-------------------------
*/
static void ST_OffsetLook( float offset, vec3_t out )
{
vec3_t angles, forward, temp;
GetAnglesForDirection( NPC->currentOrigin, NPCInfo->investigateGoal, angles );
angles[YAW] += offset;
AngleVectors( angles, forward, NULL, NULL );
VectorMA( NPC->currentOrigin, 64, forward, out );
CalcEntitySpot( NPC, SPOT_HEAD, temp );
out[2] = temp[2];
}
/*
-------------------------
ST_LookAround
-------------------------
*/
static void ST_LookAround( void )
{
vec3_t lookPos;
float perc = (float) ( level.time - NPCInfo->pauseTime ) / (float) NPCInfo->investigateDebounceTime;
//Keep looking at the spot
if ( perc < 0.25 )
{
VectorCopy( NPCInfo->investigateGoal, lookPos );
}
else if ( perc < 0.5f ) //Look up but straight ahead
{
ST_OffsetLook( 0.0f, lookPos );
}
else if ( perc < 0.75f ) //Look right
{
ST_OffsetLook( 45.0f, lookPos );
}
else //Look left
{
ST_OffsetLook( -45.0f, lookPos );
}
NPC_FacePosition( lookPos );
}
/*
-------------------------
NPC_BSST_Investigate
-------------------------
*/
void NPC_BSST_Investigate( void )
{
//get group- mainly for group speech debouncing, but may use for group scouting/investigating AI, too
AI_GetGroup( NPC );
if( NPCInfo->scriptFlags & SCF_FIRE_WEAPON )
{
WeaponThink( qtrue );
}
if ( NPCInfo->confusionTime < level.time )
{
if ( NPCInfo->scriptFlags&SCF_LOOK_FOR_ENEMIES )
{
//Look for an enemy
if ( NPC_CheckPlayerTeamStealth() )
{
//NPCInfo->behaviorState = BS_HUNT_AND_KILL;//should be auto now
ST_Speech( NPC, SPEECH_DETECTED, 0 );
NPCInfo->tempBehavior = BS_DEFAULT;
NPC_UpdateAngles( qtrue, qtrue );
return;
}
}
}
if ( !(NPCInfo->scriptFlags&SCF_IGNORE_ALERTS) )
{
int alertEvent = NPC_CheckAlertEvents( qtrue, qtrue, NPCInfo->lastAlertID );
//There is an event to look at
if ( alertEvent >= 0 )
{
if ( NPCInfo->confusionTime < level.time )
{
if ( NPC_CheckForDanger( alertEvent ) )
{//running like hell
ST_Speech( NPC, SPEECH_COVER, 0 );//FIXME: flee sound?
return;
}
}
if ( level.alertEvents[alertEvent].ID != NPCInfo->lastAlertID )
{
NPC_ST_InvestigateEvent( alertEvent, qtrue );
}
}
}
//If we're done looking, then just return to what we were doing
if ( ( NPCInfo->investigateDebounceTime + NPCInfo->pauseTime ) < level.time )
{
NPCInfo->tempBehavior = BS_DEFAULT;
NPCInfo->goalEntity = UpdateGoal();
NPC_UpdateAngles( qtrue, qtrue );
//Say something
ST_Speech( NPC, SPEECH_GIVEUP, 0 );
return;
}
//FIXME: else, look for new alerts
//See if we're searching for the noise's origin
if ( NPCInfo->localState == LSTATE_INVESTIGATE && (NPCInfo->goalEntity!=NULL) )
{
//See if we're there
if ( NAV_HitNavGoal( NPC->currentOrigin, NPC->mins, NPC->maxs, NPCInfo->goalEntity->currentOrigin, 32, FlyingCreature( NPC ) ) == qfalse )
{
ucmd.buttons |= BUTTON_WALKING;
//Try and move there
if ( NPC_MoveToGoal( qtrue ) )
{
//Bump our times
NPCInfo->investigateDebounceTime = NPCInfo->investigateCount * 5000;
NPCInfo->pauseTime = level.time;
NPC_UpdateAngles( qtrue, qtrue );
return;
}
}
//Otherwise we're done or have given up
//Say something
//ST_Speech( NPC, SPEECH_LOOK, 0.33f );
NPCInfo->localState = LSTATE_NONE;
}
//Look around
ST_LookAround();
}
/*
-------------------------
NPC_BSST_Patrol
-------------------------
*/
void NPC_BSST_Patrol( void )
{//FIXME: pick up on bodies of dead buddies?
//get group- mainly for group speech debouncing, but may use for group scouting/investigating AI, too
AI_GetGroup( NPC );
if ( NPCInfo->confusionTime < level.time )
{
//Look for any enemies
if ( NPCInfo->scriptFlags&SCF_LOOK_FOR_ENEMIES )
{
if ( NPC_CheckPlayerTeamStealth() )
{
//NPCInfo->behaviorState = BS_HUNT_AND_KILL;//should be auto now
//NPC_AngerSound();
NPC_UpdateAngles( qtrue, qtrue );
return;
}
}
}
if ( !(NPCInfo->scriptFlags&SCF_IGNORE_ALERTS) )
{
int alertEvent = NPC_CheckAlertEvents( qtrue, qtrue );
//There is an event to look at
if ( alertEvent >= 0 )
{
if ( NPC_ST_InvestigateEvent( alertEvent, qfalse ) )
{//actually going to investigate it
NPC_UpdateAngles( qtrue, qtrue );
return;
}
}
}
//If we have somewhere to go, then do that
if ( UpdateGoal() )
{
ucmd.buttons |= BUTTON_WALKING;
//ST_Move( NPCInfo->goalEntity );
NPC_MoveToGoal( qtrue );
}
else// if ( !(NPCInfo->scriptFlags&SCF_IGNORE_ALERTS) )
{
if ( NPC->client->NPC_class != CLASS_IMPERIAL && NPC->client->NPC_class != CLASS_IMPWORKER )
{//imperials do not look around
if ( TIMER_Done( NPC, "enemyLastVisible" ) )
{//nothing suspicious, look around
if ( !Q_irand( 0, 30 ) )
{
NPCInfo->desiredYaw = NPC->s.angles[1] + Q_irand( -90, 90 );
}
if ( !Q_irand( 0, 30 ) )
{
NPCInfo->desiredPitch = Q_irand( -20, 20 );
}
}
}
}
NPC_UpdateAngles( qtrue, qtrue );
//TEMP hack for Imperial stand anim
if ( NPC->client->NPC_class == CLASS_IMPERIAL || NPC->client->NPC_class == CLASS_IMPWORKER )
{//hack
if ( ucmd.forwardmove || ucmd.rightmove || ucmd.upmove )
{//moving
if( (!NPC->client->ps.torsoAnimTimer) || (NPC->client->ps.torsoAnim == BOTH_STAND4) )
{
if ( (ucmd.buttons&BUTTON_WALKING) && !(NPCInfo->scriptFlags&SCF_RUNNING) )
{//not running, only set upper anim
// No longer overrides scripted anims
NPC_SetAnim( NPC, SETANIM_TORSO, BOTH_STAND4, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD );
NPC->client->ps.torsoAnimTimer = 200;
}
}
}
else
{//standing still, set both torso and legs anim
// No longer overrides scripted anims
if( ( !NPC->client->ps.torsoAnimTimer || (NPC->client->ps.torsoAnim == BOTH_STAND4) ) &&
( !NPC->client->ps.legsAnimTimer || (NPC->client->ps.legsAnim == BOTH_STAND4) ) )
{
NPC_SetAnim( NPC, SETANIM_BOTH, BOTH_STAND4, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD );
NPC->client->ps.torsoAnimTimer = NPC->client->ps.legsAnimTimer = 200;
}
}
//FIXME: this is a disgusting hack that is supposed to make the Imperials start with their weapon holstered- need a better way
if ( NPC->client->ps.weapon != WP_NONE )
{
ChangeWeapon( NPC, WP_NONE );
NPC->client->ps.weapon = WP_NONE;
NPC->client->ps.weaponstate = WEAPON_READY;
if ( NPC->weaponModel >= 0 )
{
gi.G2API_RemoveGhoul2Model( NPC->ghoul2, NPC->weaponModel );
NPC->weaponModel = -1;
}
}
}
}
/*
-------------------------
NPC_BSST_Idle
-------------------------
*/
/*
void NPC_BSST_Idle( void )
{
int alertEvent = NPC_CheckAlertEvents( qtrue, qtrue );
//There is an event to look at
if ( alertEvent >= 0 )
{
NPC_ST_InvestigateEvent( alertEvent, qfalse );
NPC_UpdateAngles( qtrue, qtrue );
return;
}
TIMER_Set( NPC, "roamTime", 2000 + Q_irand( 1000, 2000 ) );
NPC_UpdateAngles( qtrue, qtrue );
}
*/
/*
-------------------------
ST_CheckMoveState
-------------------------
*/
static void ST_CheckMoveState( void )
{
if ( Q3_TaskIDPending( NPC, TID_MOVE_NAV ) )
{//moving toward a goal that a script is waiting on, so don't stop for anything!
AImove = qtrue;
}
//See if we're a scout
else if ( NPCInfo->squadState == SQUAD_SCOUT )
{
//If we're supposed to stay put, then stand there and fire
if ( TIMER_Done( NPC, "stick" ) == qfalse )
{
AImove = qfalse;
return;
}
//Otherwise, if we can see our target, just shoot
if ( enemyLOS )
{
if ( enemyCS )
{
//if we're going after our enemy, we can stop now
if ( NPCInfo->goalEntity == NPC->enemy )
{
AI_GroupUpdateSquadstates( NPCInfo->group, NPC, SQUAD_STAND_AND_SHOOT );
AImove = qfalse;
return;
}
}
}
else
{
//Move to find our target
faceEnemy = qfalse;
}
/*
if ( TIMER_Done( NPC, "scoutTime" ) )
{//we can't scout to him, someone else give it a try
AI_GroupUpdateSquadstates( NPCInfo->group, NPC, SQUAD_STAND_AND_SHOOT );
TIMER_Set( NPC, "roamTime", Q_irand( 1000, 2000 ) );
move = qfalse;
return;
}
*/
//ucmd.buttons |= BUTTON_CAREFUL;
}
//See if we're running away
else if ( NPCInfo->squadState == SQUAD_RETREAT )
{
if ( NPCInfo->goalEntity )
{
faceEnemy = qfalse;
}
else
{//um, lost our goal? Just stand and shoot, then
NPCInfo->squadState = SQUAD_STAND_AND_SHOOT;
}
}
//see if we're heading to some other combatPoint
else if ( NPCInfo->squadState == SQUAD_TRANSITION )
{
//ucmd.buttons |= BUTTON_CAREFUL;
if ( !NPCInfo->goalEntity )
{//um, lost our goal? Just stand and shoot, then
NPCInfo->squadState = SQUAD_STAND_AND_SHOOT;
}
}
//see if we're at point, duck and fire
else if ( NPCInfo->squadState == SQUAD_POINT )
{
if ( TIMER_Done( NPC, "stick" ) )
{
AI_GroupUpdateSquadstates( NPCInfo->group, NPC, SQUAD_STAND_AND_SHOOT );
return;
}
AImove = qfalse;
return;
}
//see if we're just standing around
else if ( NPCInfo->squadState == SQUAD_STAND_AND_SHOOT )
{//from this squadState we can transition to others?
AImove = qfalse;
return;
}
//see if we're hiding
else if ( NPCInfo->squadState == SQUAD_COVER )
{
//Should we duck?
AImove = qfalse;
return;
}
//see if we're just standing around
else if ( NPCInfo->squadState == SQUAD_IDLE )
{
if ( !NPCInfo->goalEntity )
{
AImove = qfalse;
return;
}
}
//??
else
{//invalid squadState!
}
//See if we're moving towards a goal, not the enemy
if ( ( NPCInfo->goalEntity != NPC->enemy ) && ( NPCInfo->goalEntity != NULL ) )
{
//Did we make it?
if ( NAV_HitNavGoal( NPC->currentOrigin, NPC->mins, NPC->maxs, NPCInfo->goalEntity->currentOrigin, 16, FlyingCreature( NPC ) ) ||
( !Q3_TaskIDPending( NPC, TID_MOVE_NAV ) && NPCInfo->squadState == SQUAD_SCOUT && enemyLOS && enemyDist <= 10000 ) )
{//either hit our navgoal or our navgoal was not a crucial (scripted) one (maybe a combat point) and we're scouting and found our enemy
int newSquadState = SQUAD_STAND_AND_SHOOT;
//we got where we wanted to go, set timers based on why we were running
switch ( NPCInfo->squadState )
{
case SQUAD_RETREAT://was running away
//done fleeing, obviously
TIMER_Set( NPC, "duck", (NPC->max_health - NPC->health) * 100 );
TIMER_Set( NPC, "hideTime", Q_irand( 3000, 7000 ) );
TIMER_Set( NPC, "flee", -level.time );
newSquadState = SQUAD_COVER;
break;
case SQUAD_TRANSITION://was heading for a combat point
TIMER_Set( NPC, "hideTime", Q_irand( 2000, 4000 ) );
break;
case SQUAD_SCOUT://was running after player
break;
default:
break;
}
AI_GroupUpdateSquadstates( NPCInfo->group, NPC, newSquadState );
NPC_ReachedGoal();
//don't attack right away
TIMER_Set( NPC, "attackDelay", Q_irand( 250, 500 ) ); //FIXME: Slant for difficulty levels
//don't do something else just yet
TIMER_Set( NPC, "roamTime", Q_irand( 1000, 4000 ) );
return;
}
//keep going, hold of roamTimer until we get there
TIMER_Set( NPC, "roamTime", Q_irand( 4000, 8000 ) );
}
}
void ST_ResolveBlockedShot( int hit )
{
int stuckTime;
//figure out how long we intend to stand here, max
if ( TIMER_Get( NPC, "roamTime" ) > TIMER_Get( NPC, "stick" ) )
{
stuckTime = TIMER_Get( NPC, "roamTime" )-level.time;
}
else
{
stuckTime = TIMER_Get( NPC, "stick" )-level.time;
}
if ( TIMER_Done( NPC, "duck" ) )
{//we're not ducking
if ( AI_GroupContainsEntNum( NPCInfo->group, hit ) )
{
gentity_t *member = &g_entities[hit];
if ( TIMER_Done( member, "duck" ) )
{//they aren't ducking
if ( TIMER_Done( member, "stand" ) )
{//they're not being forced to stand
//tell them to duck at least as long as I'm not moving
TIMER_Set( member, "duck", stuckTime );
return;
}
}
}
}
else
{//maybe we should stand
if ( TIMER_Done( NPC, "stand" ) )
{//stand for as long as we'll be here
TIMER_Set( NPC, "stand", stuckTime );
return;
}
}
//Hmm, can't resolve this by telling them to duck or telling me to stand
//We need to move!
TIMER_Set( NPC, "roamTime", -1 );
TIMER_Set( NPC, "stick", -1 );
TIMER_Set( NPC, "duck", -1 );
TIMER_Set( NPC, "attakDelay", Q_irand( 1000, 3000 ) );
}
/*
-------------------------
ST_CheckFireState
-------------------------
*/
static void ST_CheckFireState( void )
{
if ( enemyCS )
{//if have a clear shot, always try
return;
}
if ( NPCInfo->squadState == SQUAD_RETREAT || NPCInfo->squadState == SQUAD_TRANSITION || NPCInfo->squadState == SQUAD_SCOUT )
{//runners never try to fire at the last pos
return;
}
if ( !VectorCompare( NPC->client->ps.velocity, vec3_origin ) )
{//if moving at all, don't do this
return;
}
//See if we should continue to fire on their last position
//!TIMER_Done( NPC, "stick" ) ||
if ( !hitAlly //we're not going to hit an ally
&& enemyInFOV //enemy is in our FOV //FIXME: or we don't have a clear LOS?
&& NPCInfo->enemyLastSeenTime > 0 //we've seen the enemy
&& NPCInfo->group //have a group
&& (NPCInfo->group->numState[SQUAD_RETREAT]>0||NPCInfo->group->numState[SQUAD_TRANSITION]>0||NPCInfo->group->numState[SQUAD_SCOUT]>0) )//laying down covering fire
{
if ( level.time - NPCInfo->enemyLastSeenTime < 10000 &&//we have seem the enemy in the last 10 seconds
(!NPCInfo->group || level.time - NPCInfo->group->lastSeenEnemyTime < 10000 ))//we are not in a group or the group has seen the enemy in the last 10 seconds
{
if ( !Q_irand( 0, 10 ) )
{
//Fire on the last known position
vec3_t muzzle, dir, angles;
qboolean tooClose = qfalse;
qboolean tooFar = qfalse;
CalcEntitySpot( NPC, SPOT_HEAD, muzzle );
if ( VectorCompare( impactPos, vec3_origin ) )
{//never checked ShotEntity this frame, so must do a trace...
trace_t tr;
//vec3_t mins = {-2,-2,-2}, maxs = {2,2,2};
vec3_t forward, end;
AngleVectors( NPC->client->ps.viewangles, forward, NULL, NULL );
VectorMA( muzzle, 8192, forward, end );
gi.trace( &tr, muzzle, vec3_origin, vec3_origin, end, NPC->s.number, MASK_SHOT, G2_NOCOLLIDE, 0 );
VectorCopy( tr.endpos, impactPos );
}
//see if impact would be too close to me
float distThreshold = 16384/*128*128*/;//default
switch ( NPC->s.weapon )
{
case WP_ROCKET_LAUNCHER:
case WP_FLECHETTE:
case WP_THERMAL:
case WP_TRIP_MINE:
case WP_DET_PACK:
distThreshold = 65536/*256*256*/;
break;
case WP_REPEATER:
if ( NPCInfo->scriptFlags&SCF_ALT_FIRE )
{
distThreshold = 65536/*256*256*/;
}
break;
default:
break;
}
float dist = DistanceSquared( impactPos, muzzle );
if ( dist < distThreshold )
{//impact would be too close to me
tooClose = qtrue;
}
else if ( level.time - NPCInfo->enemyLastSeenTime > 5000 ||
(NPCInfo->group && level.time - NPCInfo->group->lastSeenEnemyTime > 5000 ))
{//we've haven't seen them in the last 5 seconds
//see if it's too far from where he is
distThreshold = 65536/*256*256*/;//default
switch ( NPC->s.weapon )
{
case WP_ROCKET_LAUNCHER:
case WP_FLECHETTE:
case WP_THERMAL:
case WP_TRIP_MINE:
case WP_DET_PACK:
distThreshold = 262144/*512*512*/;
break;
case WP_REPEATER:
if ( NPCInfo->scriptFlags&SCF_ALT_FIRE )
{
distThreshold = 262144/*512*512*/;
}
break;
default:
break;
}
dist = DistanceSquared( impactPos, NPCInfo->enemyLastSeenLocation );
if ( dist > distThreshold )
{//impact would be too far from enemy
tooFar = qtrue;
}
}
if ( !tooClose && !tooFar )
{//okay too shoot at last pos
VectorSubtract( NPCInfo->enemyLastSeenLocation, muzzle, dir );
VectorNormalize( dir );
vectoangles( dir, angles );
NPCInfo->desiredYaw = angles[YAW];
NPCInfo->desiredPitch = angles[PITCH];
shoot = qtrue;
faceEnemy = qfalse;
//AI_GroupUpdateSquadstates( NPCInfo->group, NPC, SQUAD_STAND_AND_SHOOT );
return;
}
}
}
}
}
void ST_TrackEnemy( gentity_t *self, vec3_t enemyPos )
{
//clear timers
TIMER_Set( self, "attackDelay", Q_irand( 1000, 2000 ) );
//TIMER_Set( self, "duck", -1 );
TIMER_Set( self, "stick", Q_irand( 500, 1500 ) );
TIMER_Set( self, "stand", -1 );
TIMER_Set( self, "scoutTime", TIMER_Get( self, "stick" )-level.time+Q_irand(5000, 10000) );
//leave my combat point
NPC_FreeCombatPoint( self->NPC->combatPoint );
//go after his last seen pos
NPC_SetMoveGoal( self, enemyPos, 16, qfalse );
}
int ST_ApproachEnemy( gentity_t *self )
{
TIMER_Set( self, "attackDelay", Q_irand( 250, 500 ) );
//TIMER_Set( self, "duck", -1 );
TIMER_Set( self, "stick", Q_irand( 1000, 2000 ) );
TIMER_Set( self, "stand", -1 );
TIMER_Set( self, "scoutTime", TIMER_Get( self, "stick" )-level.time+Q_irand(5000, 10000) );
//leave my combat point
NPC_FreeCombatPoint( self->NPC->combatPoint );
//return the relevant combat point flags
return (CP_CLEAR|CP_CLOSEST);
}
void ST_HuntEnemy( gentity_t *self )
{
//TIMER_Set( NPC, "attackDelay", Q_irand( 250, 500 ) );//Disabled this for now, guys who couldn't hunt would never attack
//TIMER_Set( NPC, "duck", -1 );
TIMER_Set( NPC, "stick", Q_irand( 250, 1000 ) );
TIMER_Set( NPC, "stand", -1 );
TIMER_Set( NPC, "scoutTime", TIMER_Get( NPC, "stick" )-level.time+Q_irand(5000, 10000) );
//leave my combat point
NPC_FreeCombatPoint( NPCInfo->combatPoint );
//go directly after the enemy
if ( NPCInfo->scriptFlags & SCF_CHASE_ENEMIES )
{
self->NPC->goalEntity = NPC->enemy;
}
}
void ST_TransferTimers( gentity_t *self, gentity_t *other )
{
TIMER_Set( other, "attackDelay", TIMER_Get( self, "attackDelay" )-level.time );
TIMER_Set( other, "duck", TIMER_Get( self, "duck" )-level.time );
TIMER_Set( other, "stick", TIMER_Get( self, "stick" )-level.time );
TIMER_Set( other, "scoutTime", TIMER_Get( self, "scout" )-level.time );
TIMER_Set( other, "roamTime", TIMER_Get( self, "roamTime" )-level.time );
TIMER_Set( other, "stand", TIMER_Get( self, "stand" )-level.time );
TIMER_Set( self, "attackDelay", -1 );
TIMER_Set( self, "duck", -1 );
TIMER_Set( self, "stick", -1 );
TIMER_Set( self, "scoutTime", -1 );
TIMER_Set( self, "roamTime", -1 );
TIMER_Set( self, "stand", -1 );
}
void ST_TransferMoveGoal( gentity_t *self, gentity_t *other )
{
if ( Q3_TaskIDPending( self, TID_MOVE_NAV ) )
{//can't transfer movegoal when a script we're running is waiting to complete
return;
}
if ( self->NPC->combatPoint != -1 )
{//I've got a combatPoint I'm going to, give it to him
self->NPC->lastFailedCombatPoint = other->NPC->combatPoint = self->NPC->combatPoint;
self->NPC->combatPoint = -1;
}
else
{//I must be going for a goal, give that to him instead
if ( self->NPC->goalEntity == self->NPC->tempGoal )
{
NPC_SetMoveGoal(
other, self->NPC->tempGoal->currentOrigin, self->NPC->goalRadius,
((self->NPC->tempGoal->svFlags & SVF_NAVGOAL) ? qtrue : qfalse));
}
else
{
other->NPC->goalEntity = self->NPC->goalEntity;
}
}
//give him my squadstate
AI_GroupUpdateSquadstates( self->NPC->group, other, NPCInfo->squadState );
//give him my timers and clear mine
ST_TransferTimers( self, other );
//now make me stand around for a second or two at least
AI_GroupUpdateSquadstates( self->NPC->group, self, SQUAD_STAND_AND_SHOOT );
TIMER_Set( self, "stand", Q_irand( 1000, 3000 ) );
}
int ST_GetCPFlags( void )
{
int cpFlags = 0;
if ( NPC && NPCInfo->group )
{
if ( NPC == NPCInfo->group->commander && NPC->client->NPC_class == CLASS_IMPERIAL )
{//imperials hang back and give orders
if ( NPCInfo->group->numGroup > 1 && Q_irand( -3, NPCInfo->group->numGroup ) > 1 )
{//FIXME: make sure he;s giving orders with these lines
if ( Q_irand( 0, 1 ) )
{
ST_Speech( NPC, SPEECH_CHASE, 0.5 );
}
else
{
ST_Speech( NPC, SPEECH_YELL, 0.5 );
}
}
cpFlags = (CP_CLEAR|CP_COVER|CP_AVOID|CP_SAFE|CP_RETREAT);
}
else if ( NPCInfo->group->morale < 0 )
{//hide
cpFlags = (CP_COVER|CP_AVOID|CP_SAFE|CP_RETREAT);
}
else if ( NPCInfo->group->morale < NPCInfo->group->numGroup )
{//morale is low for our size
int moraleDrop = NPCInfo->group->numGroup - NPCInfo->group->morale;
if ( moraleDrop < -6 )
{//flee (no clear shot needed)
cpFlags = (CP_FLEE|CP_RETREAT|CP_COVER|CP_AVOID|CP_SAFE);
}
else if ( moraleDrop < -3 )
{//retreat (no clear shot needed)
cpFlags = (CP_RETREAT|CP_COVER|CP_AVOID|CP_SAFE);
}
else if ( moraleDrop < 0 )
{//cover (no clear shot needed)
cpFlags = (CP_COVER|CP_AVOID|CP_SAFE);
}
}
else
{
int moraleBoost = NPCInfo->group->morale - NPCInfo->group->numGroup;
if ( moraleBoost > 20 )
{//charge to any one and outflank (no cover needed)
cpFlags = (CP_CLEAR|CP_FLANK|CP_APPROACH_ENEMY);
}
else if ( moraleBoost > 15 )
{//charge to closest one (no cover needed)
cpFlags = (CP_CLEAR|CP_CLOSEST|CP_APPROACH_ENEMY);
}
else if ( moraleBoost > 10 )
{//charge closer (no cover needed)
cpFlags = (CP_CLEAR|CP_APPROACH_ENEMY);
}
}
}
if ( !cpFlags )
{
//at some medium level of morale
switch( Q_irand( 0, 3 ) )
{
case 0://just take the nearest one
cpFlags = (CP_CLEAR|CP_COVER|CP_NEAREST);
break;
case 1://take one closer to the enemy
cpFlags = (CP_CLEAR|CP_COVER|CP_APPROACH_ENEMY);
break;
case 2://take the one closest to the enemy
cpFlags = (CP_CLEAR|CP_COVER|CP_CLOSEST|CP_APPROACH_ENEMY);
break;
case 3://take the one on the other side of the enemy
cpFlags = (CP_CLEAR|CP_COVER|CP_FLANK|CP_APPROACH_ENEMY);
break;
}
}
if ( NPC && (NPCInfo->scriptFlags&SCF_USE_CP_NEAREST) )
{
cpFlags &= ~(CP_FLANK|CP_APPROACH_ENEMY|CP_CLOSEST);
cpFlags |= CP_NEAREST;
}
return cpFlags;
}
/*
-------------------------
ST_Commander
Make decisions about who should go where, etc.
FIXME: leader (group-decision-making) AI?
FIXME: need alternate routes!
FIXME: more group voice interaction
FIXME: work in pairs?
-------------------------
*/
void ST_Commander( void )
{
int i, j;
int cp, cpFlags_org, cpFlags;
AIGroupInfo_t *group = NPCInfo->group;
gentity_t *member;//, *buddy;
qboolean runner = qfalse;
qboolean enemyLost = qfalse;
qboolean enemyProtected = qfalse;
//qboolean scouting = qfalse;
int squadState;
float avoidDist;
group->processed = qtrue;
if ( group->enemy == NULL || group->enemy->client == NULL )
{//hmm, no enemy...?!
return;
}
//FIXME: have this group commander check the enemy group (if any) and see if they have
// superior numbers. If they do, fall back rather than advance. If you have
// superior numbers, advance on them.
//FIXME: find the group commander and have him occasionally give orders when there is speech
//FIXME: start fleeing when only a couple of you vs. a lightsaber, possibly give up if the only one left
SaveNPCGlobals();
if ( group->lastSeenEnemyTime < level.time - 180000 )
{//dissolve the group
ST_Speech( NPC, SPEECH_LOST, 0.0f );
group->enemy->waypoint = NAV_FindClosestWaypointForEnt( group->enemy, WAYPOINT_NONE );
for ( i = 0; i < group->numGroup; i++ )
{
member = &g_entities[group->member[i].number];
SetNPCGlobals( member );
if ( Q3_TaskIDPending( NPC, TID_MOVE_NAV ) )
{//running somewhere that a script requires us to go, don't break from that
continue;
}
if ( !(NPCInfo->scriptFlags&SCF_CHASE_ENEMIES) )
{//not allowed to move on my own
continue;
}
//Lost enemy for three minutes? go into search mode?
G_ClearEnemy( NPC );
NPC->waypoint = NAV_FindClosestWaypointForEnt( NPC, group->enemy->waypoint );
if ( NPC->waypoint == WAYPOINT_NONE )
{
NPCInfo->behaviorState = BS_DEFAULT;//BS_PATROL;
}
else if ( group->enemy->waypoint == WAYPOINT_NONE || (navigator.GetPathCost( NPC->waypoint, group->enemy->waypoint ) >= Q3_INFINITE) )
{
NPC_BSSearchStart( NPC->waypoint, BS_SEARCH );
}
else
{
NPC_BSSearchStart( group->enemy->waypoint, BS_SEARCH );
}
}
group->enemy = NULL;
RestoreNPCGlobals();
return;
}
//See if anyone in our group is not alerted and alert them
/*
for ( i = 0; i < group->numGroup; i++ )
{
member = &g_entities[group->member[i].number];
if ( !member->enemy )
{//he's not mad, so get him mad
//Have his buddy tell him to get mad
if ( group->member[i].closestBuddy != ENTITYNUM_NONE )
{
buddy = &g_entities[group->member[i].closestBuddy];
if ( buddy->enemy == group->enemy )
{
SetNPCGlobals( buddy );
ST_Speech( NPC, SPEECH_CHARGE, 0.7f );
}
}
SetNPCGlobals( member );
G_SetEnemy( member, group->enemy );
}
}
*/
//Okay, everyone is mad
//see if anyone is running
if ( group->numState[SQUAD_SCOUT] > 0 ||
group->numState[SQUAD_TRANSITION] > 0 ||
group->numState[SQUAD_RETREAT] > 0 )
{//someone is running
runner = qtrue;
}
if ( /*!runner &&*/ group->lastSeenEnemyTime > level.time - 32000 && group->lastSeenEnemyTime < level.time - 30000 )
{//no-one has seen the enemy for 30 seconds// and no-one is running after him
if ( group->commander && !Q_irand( 0, 1 ) )
{
ST_Speech( group->commander, SPEECH_ESCAPING, 0.0f );
}
else
{
ST_Speech( NPC, SPEECH_ESCAPING, 0.0f );
}
//don't say this again
NPCInfo->blockedSpeechDebounceTime = level.time + 3000;
}
if ( group->lastSeenEnemyTime < level.time - 10000 )
{//no-one has seen the enemy for at least 10 seconds! Should send a scout
enemyLost = qtrue;
}
if ( group->lastClearShotTime < level.time - 5000 )
{//no-one has had a clear shot for 5 seconds!
enemyProtected = qtrue;
}
//Go through the list:
//Everyone should try to get to a combat point if possible
int curMemberNum, lastMemberNum;
if ( d_asynchronousGroupAI->integer )
{//do one member a turn
group->activeMemberNum++;
if ( group->activeMemberNum >= group->numGroup )
{
group->activeMemberNum = 0;
}
curMemberNum = group->activeMemberNum;
lastMemberNum = curMemberNum + 1;
}
else
{
curMemberNum = 0;
lastMemberNum = group->numGroup;
}
for ( i = curMemberNum; i < lastMemberNum; i++ )
{
//reset combat point flags
cp = -1;
cpFlags = 0;
squadState = SQUAD_IDLE;
avoidDist = 0;
//scouting = qfalse;
//get the next guy
member = &g_entities[group->member[i].number];
if ( !member->enemy )
{//don't include guys that aren't angry
continue;
}
SetNPCGlobals( member );
if ( !TIMER_Done( NPC, "flee" ) )
{//running away
continue;
}
if ( Q3_TaskIDPending( NPC, TID_MOVE_NAV ) )
{//running somewhere that a script requires us to go
continue;
}
if ( NPC->s.weapon == WP_NONE
&& NPCInfo->goalEntity
&& NPCInfo->goalEntity == NPCInfo->tempGoal
&& NPCInfo->goalEntity->enemy
&& NPCInfo->goalEntity->enemy->s.eType == ET_ITEM )
{//running to pick up a gun, don't do other logic
continue;
}
//see if this member should start running (only if have no officer... FIXME: should always run from AEL_DANGER_GREAT?)
if ( !group->commander || group->commander->NPC->rank < RANK_ENSIGN )
{
if ( NPC_CheckForDanger( NPC_CheckAlertEvents( qtrue, qtrue, -1, qfalse, AEL_DANGER ) ) )
{//going to run
ST_Speech( NPC, SPEECH_COVER, 0 );
continue;
}
}
if ( !(NPCInfo->scriptFlags&SCF_CHASE_ENEMIES) )
{//not allowed to do combat-movement
continue;
}
//check the local state
if ( NPCInfo->squadState != SQUAD_RETREAT )
{//not already retreating
if ( NPC->client->ps.weapon == WP_NONE )
{//weaponless, should be hiding
if ( NPCInfo->goalEntity == NULL || NPCInfo->goalEntity->enemy == NULL || NPCInfo->goalEntity->enemy->s.eType != ET_ITEM )
{//not running after a pickup
if ( TIMER_Done( NPC, "hideTime" ) || (DistanceSquared( group->enemy->currentOrigin, NPC->currentOrigin ) < 65536 && NPC_ClearLOS( NPC->enemy )) )
{//done hiding or enemy near and can see us
//er, start another flee I guess?
NPC_StartFlee( NPC->enemy, NPC->enemy->currentOrigin, AEL_DANGER_GREAT, 5000, 10000 );
}//else, just hang here
}
continue;
}
if ( TIMER_Done( NPC, "roamTime" ) && TIMER_Done( NPC, "hideTime" ) && NPC->health > 10 && !gi.inPVS( group->enemy->currentOrigin, NPC->currentOrigin ) )
{//cant even see enemy
//better go after him
cpFlags |= (CP_CLEAR|CP_COVER);
}
else if ( NPCInfo->localState == LSTATE_UNDERFIRE )
{//we've been shot
switch( group->enemy->client->ps.weapon )
{
case WP_SABER:
if ( DistanceSquared( group->enemy->currentOrigin, NPC->currentOrigin ) < 65536 )//256 squared
{
cpFlags |= (CP_AVOID_ENEMY|CP_COVER|CP_AVOID|CP_RETREAT);
if ( !group->commander || group->commander->NPC->rank < RANK_ENSIGN )
{
squadState = SQUAD_RETREAT;
}
avoidDist = 256;
}
break;
default:
case WP_BLASTER:
cpFlags |= (CP_COVER);
break;
}
if ( NPC->health <= 10 )
{
if ( !group->commander || group->commander->NPC->rank < RANK_ENSIGN )
{
cpFlags |= (CP_FLEE|CP_AVOID|CP_RETREAT);
squadState = SQUAD_RETREAT;
}
}
}
else
{//not hit, see if there are other reasons we should run
if ( gi.inPVS( NPC->currentOrigin, group->enemy->currentOrigin ) )
{//in the same room as enemy
if ( NPC->client->ps.weapon == WP_ROCKET_LAUNCHER &&
DistanceSquared( group->enemy->currentOrigin, NPC->currentOrigin ) < MIN_ROCKET_DIST_SQUARED &&
NPCInfo->squadState != SQUAD_TRANSITION )
{//too close for me to fire my weapon and I'm not already on the move
cpFlags |= (CP_AVOID_ENEMY|CP_CLEAR|CP_AVOID);
avoidDist = 256;
}
else
{
switch( group->enemy->client->ps.weapon )
{
case WP_SABER:
if ( group->enemy->client->ps.saberLength > 0 )
{
if ( DistanceSquared( group->enemy->currentOrigin, NPC->currentOrigin ) < 65536 )
{
if ( TIMER_Done( NPC, "hideTime" ) )
{
if ( NPCInfo->squadState != SQUAD_TRANSITION )
{//not already moving: FIXME: we need to see if where we're going is good now?
cpFlags |= (CP_AVOID_ENEMY|CP_CLEAR|CP_AVOID);
avoidDist = 256;
}
}
}
}
default:
break;
}
}
}
}
}
if ( !cpFlags )
{//okay, we have no new enemy-driven reason to run... let's use tactics now
if ( runner && NPCInfo->combatPoint != -1 )
{//someone is running and we have a combat point already
if ( NPCInfo->squadState != SQUAD_SCOUT &&
NPCInfo->squadState != SQUAD_TRANSITION &&
NPCInfo->squadState != SQUAD_RETREAT )
{//it's not us
if ( TIMER_Done( NPC, "verifyCP" ) && DistanceSquared( NPC->currentOrigin, level.combatPoints[NPCInfo->combatPoint].origin ) > 64*64 )
{//1 - 3 seconds have passed since you chose a CP, see if you're there since, for some reason, you've stopped running...
//uh, WTF, we're not on our combat point?
//er, try again, I guess?
cp = NPCInfo->combatPoint;
cpFlags |= ST_GetCPFlags();
}
else
{//cover them
//stop ducking
TIMER_Set( NPC, "duck", -1 );
//start shooting
TIMER_Set( NPC, "attackDelay", -1 );
//AI should take care of the rest - fire at enemy
}
}
else
{//we're running
//see if we're blocked
if ( NPCInfo->aiFlags & NPCAI_BLOCKED )
{//dammit, something is in our way
//see if it's one of ours
for ( j = 0; j < group->numGroup; j++ )
{
if ( group->member[j].number == NPCInfo->blockingEntNum )
{//we're being blocked by one of our own, pass our goal onto them and I'll stand still
ST_TransferMoveGoal( NPC, &g_entities[group->member[j].number] );
break;
}
}
}
//we don't need to do anything else
continue;
}
}
else
{//okay no-one is running, use some tactics
if ( NPCInfo->combatPoint != -1 )
{//we have a combat point we're supposed to be running to
if ( NPCInfo->squadState != SQUAD_SCOUT &&
NPCInfo->squadState != SQUAD_TRANSITION &&
NPCInfo->squadState != SQUAD_RETREAT )
{//but we're not running
if ( TIMER_Done( NPC, "verifyCP" ) )
{//1 - 3 seconds have passed since you chose a CP, see if you're there since, for some reason, you've stopped running...
if ( DistanceSquared( NPC->currentOrigin, level.combatPoints[NPCInfo->combatPoint].origin ) > 64*64 )
{//uh, WTF, we're not on our combat point?
//er, try again, I guess?
cp = NPCInfo->combatPoint;
cpFlags |= ST_GetCPFlags();
}
}
}
}
if ( enemyLost )
{//if no-one has seen the enemy for a while, send a scout
//ask where he went
if ( group->numState[SQUAD_SCOUT] <= 0 )
{
//scouting = qtrue;
NPC_ST_StoreMovementSpeech( SPEECH_CHASE, 0.0f );
}
//Since no-one else has done this, I should be the closest one, so go after him...
ST_TrackEnemy( NPC, group->enemyLastSeenPos );
//set me into scout mode
AI_GroupUpdateSquadstates( group, NPC, SQUAD_SCOUT );
//we're not using a cp, so we need to set runner to true right here
runner = qtrue;
}
else if ( enemyProtected )
{//if no-one has a clear shot at the enemy, someone should go after him
//FIXME: if I'm in an area where no safe combat points have a clear shot at me, they don't come after me... they should anyway, though after some extra hesitation.
//ALSO: seem to give up when behind an area portal?
//since no-one else here has done this, I should be the closest one
if ( TIMER_Done( NPC, "roamTime" ) && !Q_irand( 0, group->numGroup) )
{//only do this if we're ready to move again and we feel like it
cpFlags |= ST_ApproachEnemy( NPC );
//set me into scout mode
AI_GroupUpdateSquadstates( group, NPC, SQUAD_SCOUT );
}
}
else
{//group can see and has been shooting at the enemy
//see if we should do something fancy?
{//we're ready to move
if ( NPCInfo->combatPoint == -1 )
{//we're not on a combat point
if ( 1 )//!Q_irand( 0, 2 ) )
{//we should go for a combat point
cpFlags |= ST_GetCPFlags();
}
else
{
TIMER_Set( NPC, "stick", Q_irand( 2000, 4000 ) );
TIMER_Set( NPC, "roamTime", Q_irand( 1000, 3000 ) );
}
}
else if ( TIMER_Done( NPC, "roamTime" ) )
{//we are already on a combat point
if ( i == 0 )
{//we're the closest
if ( (group->morale-group->numGroup>0) && !Q_irand( 0, 4 ) )
{//try to outflank him
cpFlags |= (CP_CLEAR|CP_COVER|CP_FLANK|CP_APPROACH_ENEMY);
}
else if ( (group->morale-group->numGroup<0) )
{//better move!
cpFlags |= ST_GetCPFlags();
}
else
{//If we're point, then get down
TIMER_Set( NPC, "roamTime", Q_irand( 2000, 5000 ) );
TIMER_Set( NPC, "stick", Q_irand( 2000, 5000 ) );
//FIXME: what if we can't shoot from a ducked pos?
TIMER_Set( NPC, "duck", Q_irand( 3000, 4000 ) );
AI_GroupUpdateSquadstates( group, NPC, SQUAD_POINT );
}
}
else if ( i == group->numGroup - 1 )
{//farthest from the enemy
if ( (group->morale-group->numGroup<0) )
{//low morale, just hang here
TIMER_Set( NPC, "roamTime", Q_irand( 2000, 5000 ) );
TIMER_Set( NPC, "stick", Q_irand( 2000, 5000 ) );
}
else if ( (group->morale-group->numGroup>0) )
{//try to move in on the enemy
cpFlags |= ST_ApproachEnemy( NPC );
//set me into scout mode
AI_GroupUpdateSquadstates( group, NPC, SQUAD_SCOUT );
}
else
{//use normal decision making process
cpFlags |= ST_GetCPFlags();
}
}
else
{//someone in-between
if ( (group->morale-group->numGroup<0) || !Q_irand( 0, 4 ) )
{//do something
cpFlags |= ST_GetCPFlags();
}
else
{
TIMER_Set( NPC, "stick", Q_irand( 2000, 4000 ) );
TIMER_Set( NPC, "roamTime", Q_irand( 2000, 4000 ) );
}
}
}
}
if ( !cpFlags )
{//still not moving
//see if we should say something?
/*
if ( NPC->attackDebounceTime < level.time - 2000 )
{//we, personally, haven't shot for 2 seconds
//maybe yell at the enemy?
ST_Speech( NPC, SPEECH_CHARGE, 0.9f );
}
*/
//see if we should do other fun stuff
//toy with ducking
if ( TIMER_Done( NPC, "duck" ) )
{//not ducking
if ( TIMER_Done( NPC, "stand" ) )
{//don't have to keep standing
if ( NPCInfo->combatPoint == -1 || (level.combatPoints[NPCInfo->combatPoint].flags&CPF_DUCK) )
{//okay to duck here
if ( !Q_irand( 0, 3 ) )
{
TIMER_Set( NPC, "duck", Q_irand( 1000, 3000 ) );
}
}
}
}
//FIXME: what about CPF_LEAN?
}
}
}
}
//clear the local state
NPCInfo->localState = LSTATE_NONE;
if ( NPCInfo->scriptFlags&SCF_USE_CP_NEAREST )
{
cpFlags &= ~(CP_FLANK|CP_APPROACH_ENEMY|CP_CLOSEST);
cpFlags |= CP_NEAREST;
}
//Assign combat points
if ( cpFlags )
{//we want to run to a combat point
/*
if ( NPCInfo->combatPoint != -1 )
{//if we're on a combat point, we obviously don't want the one we're closest to
cpFlags |= CP_AVOID;
}
*/
if ( group->enemy->client->ps.weapon == WP_SABER && group->enemy->client->ps.saberLength > 0 )
{//we obviously want to avoid the enemy if he has a saber
cpFlags |= CP_AVOID_ENEMY;
avoidDist = 256;
}
//remember what we *wanted* to do...
cpFlags_org = cpFlags;
//now get a combat point
if ( cp == -1 )
{//may have had sone set above
cp = NPC_FindCombatPoint( NPC->currentOrigin, NPC->currentOrigin, group->enemy->currentOrigin, cpFlags|CP_HAS_ROUTE, avoidDist, NPCInfo->lastFailedCombatPoint );
}
while ( cp == -1 && cpFlags != CP_ANY )
{//start "OR"ing out certain flags to see if we can find *any* point
if ( cpFlags & CP_INVESTIGATE )
{//don't need to investigate
cpFlags &= ~CP_INVESTIGATE;
}
else if ( cpFlags & CP_SQUAD )
{//don't need to stick to squads
cpFlags &= ~CP_SQUAD;
}
else if ( cpFlags & CP_DUCK )
{//don't need to duck
cpFlags &= ~CP_DUCK;
}
else if ( cpFlags & CP_NEAREST )
{//don't need closest one to me
cpFlags &= ~CP_NEAREST;
}
else if ( cpFlags & CP_FLANK )
{//don't need to flank enemy
cpFlags &= ~CP_FLANK;
}
else if ( cpFlags & CP_SAFE )
{//don't need one that hasn't been shot at recently
cpFlags &= ~CP_SAFE;
}
else if ( cpFlags & CP_CLOSEST )
{//don't need to get closest to enemy
cpFlags &= ~CP_CLOSEST;
//but let's try to approach at least
cpFlags |= CP_APPROACH_ENEMY;
}
else if ( cpFlags & CP_APPROACH_ENEMY )
{//don't need to approach enemy
cpFlags &= ~CP_APPROACH_ENEMY;
}
else if ( cpFlags & CP_COVER )
{//don't need cover
cpFlags &= ~CP_COVER;
//but let's pick one that makes us duck
cpFlags |= CP_DUCK;
}
else if ( cpFlags & CP_CLEAR )
{//don't need a clear shot to enemy
cpFlags &= ~CP_CLEAR;
}
else if ( cpFlags & CP_AVOID_ENEMY )
{//don't need to avoid enemy
cpFlags &= ~CP_AVOID_ENEMY;
}
else if ( cpFlags & CP_RETREAT )
{//don't need to retreat
cpFlags &= ~CP_RETREAT;
}
else if ( cpFlags &CP_FLEE )
{//don't need to flee
cpFlags &= ~CP_FLEE;
//but at least avoid enemy and pick one that gives cover
cpFlags |= (CP_COVER|CP_AVOID_ENEMY);
}
else if ( cpFlags & CP_AVOID )
{//okay, even pick one right by me
cpFlags &= ~CP_AVOID;
}
else
{
cpFlags = CP_ANY;
}
//now try again
cp = NPC_FindCombatPoint( NPC->currentOrigin, NPC->currentOrigin, group->enemy->currentOrigin, cpFlags|CP_HAS_ROUTE, avoidDist );
}
//see if we got a valid one
if ( cp != -1 )
{//found a combat point
//let others know that someone is now running
runner = qtrue;
//don't change course again until we get to where we're going
TIMER_Set( NPC, "roamTime", Q3_INFINITE );
TIMER_Set( NPC, "verifyCP", Q_irand( 1000, 3000 ) );//don't make sure you're in your CP for 1 - 3 seconds
NPC_SetCombatPoint( cp );
NPC_SetMoveGoal( NPC, level.combatPoints[cp].origin, 8, qtrue, cp );
//okay, try a move right now to see if we can even get there
//if ( ST_Move() )
{//we actually can get to it, so okay to say you're going there.
//FIXME: Hmm... any way we can store this move info so we don't have to do it again
// when our turn to think comes up?
//set us up so others know we're on the move
if ( squadState != SQUAD_IDLE )
{
AI_GroupUpdateSquadstates( group, NPC, squadState );
}
else if ( cpFlags&CP_FLEE )
{//outright running for your life
AI_GroupUpdateSquadstates( group, NPC, SQUAD_RETREAT );
}
else
{//any other kind of transition between combat points
AI_GroupUpdateSquadstates( group, NPC, SQUAD_TRANSITION );
}
//unless we're trying to flee, walk slowly
if ( !(cpFlags_org&CP_FLEE) )
{
//ucmd.buttons |= BUTTON_CAREFUL;
}
/*
if ( scouting )
{//successfully chasing enemy
ST_Speech( NPC, SPEECH_CHASE, 0.0f );
//don't say this again
//group->speechDebounceTime = level.time + 5000;
}
//flanking:
else */if ( cpFlags & CP_FLANK )
{
if ( group->numGroup > 1 )
{
NPC_ST_StoreMovementSpeech( SPEECH_OUTFLANK, -1 );
}
}
else
{//okay, let's cheat
if ( group->numGroup > 1 )
{
float dot = 1.0f;
if ( !Q_irand( 0, 3 ) )
{//25% of the time, see if we're flanking the enemy
vec3_t eDir2Me, eDir2CP;
VectorSubtract( NPC->currentOrigin, group->enemy->currentOrigin, eDir2Me );
VectorNormalize( eDir2Me );
VectorSubtract( level.combatPoints[NPCInfo->combatPoint].origin, group->enemy->currentOrigin, eDir2CP );
VectorNormalize( eDir2CP );
dot = DotProduct( eDir2Me, eDir2CP );
}
if ( dot < 0.4 )
{//flanking!
NPC_ST_StoreMovementSpeech( SPEECH_OUTFLANK, -1 );
}
else if ( !Q_irand( 0, 10 ) )
{//regular movement
NPC_ST_StoreMovementSpeech( SPEECH_YELL, 0.2f );//was SPEECH_COVER
}
}
}
/*
else if ( cpFlags & CP_CLOSEST || cpFlags & CP_APPROACH_ENEMY )
{
if ( group->numGroup > 1 )
{
NPC_ST_StoreMovementSpeech( SPEECH_CHASE, 0.4f );
}
}
*/
}//else: nothing, a failed move should clear the combatPoint and you can try again next frame
}
else if ( NPCInfo->squadState == SQUAD_SCOUT )
{//we couldn't find a combatPoint by the player, so just go after him directly
ST_HuntEnemy( NPC );
//set me into scout mode
AI_GroupUpdateSquadstates( group, NPC, SQUAD_SCOUT );
//AI should take care of rest
}
}
}
RestoreNPCGlobals();
return;
}
/*
-------------------------
NPC_BSST_Attack
-------------------------
*/
void NPC_BSST_Attack( void )
{
//Don't do anything if we're hurt
if ( NPC->painDebounceTime > level.time )
{
NPC_UpdateAngles( qtrue, qtrue );
return;
}
//NPC_CheckEnemy( qtrue, qfalse );
//If we don't have an enemy, just idle
if ( NPC_CheckEnemyExt() == qfalse )//!NPC->enemy )//
{
NPC->enemy = NULL;
if( NPC->client->playerTeam == TEAM_PLAYER )
{
NPC_BSPatrol();
}
else
{
NPC_BSST_Patrol();//FIXME: or patrol?
}
return;
}
//FIXME: put some sort of delay into the guys depending on how they saw you...?
//Get our group info
if ( TIMER_Done( NPC, "interrogating" ) )
{
AI_GetGroup( NPC );//, 45, 512, NPC->enemy );
}
else
{
//FIXME: when done interrogating, I should send out a team alert!
}
if ( NPCInfo->group )
{//I belong to a squad of guys - we should *always* have a group
if ( !NPCInfo->group->processed )
{//I'm the first ent in my group, I'll make the command decisions
#if AI_TIMERS
int startTime = GetTime(0);
#endif// AI_TIMERS
ST_Commander();
#if AI_TIMERS
int commTime = GetTime ( startTime );
if ( commTime > 20 )
{
gi.Printf( S_COLOR_RED"ERROR: Commander time: %d\n", commTime );
}
else if ( commTime > 10 )
{
gi.Printf( S_COLOR_YELLOW"WARNING: Commander time: %d\n", commTime );
}
else if ( commTime > 2 )
{
gi.Printf( S_COLOR_GREEN"Commander time: %d\n", commTime );
}
#endif// AI_TIMERS
}
}
else if ( TIMER_Done( NPC, "flee" ) && NPC_CheckForDanger( NPC_CheckAlertEvents( qtrue, qtrue, -1, qfalse, AEL_DANGER ) ) )
{//not already fleeing, and going to run
ST_Speech( NPC, SPEECH_COVER, 0 );
NPC_UpdateAngles( qtrue, qtrue );
return;
}
if ( !NPC->enemy )
{//WTF? somehow we lost our enemy?
NPC_BSST_Patrol();//FIXME: or patrol?
return;
}
enemyLOS = enemyCS = enemyInFOV = qfalse;
AImove = qtrue;
faceEnemy = qfalse;
shoot = qfalse;
hitAlly = qfalse;
VectorClear( impactPos );
enemyDist = DistanceSquared( NPC->currentOrigin, NPC->enemy->currentOrigin );
vec3_t enemyDir, shootDir;
VectorSubtract( NPC->enemy->currentOrigin, NPC->currentOrigin, enemyDir );
VectorNormalize( enemyDir );
AngleVectors( NPC->client->ps.viewangles, shootDir, NULL, NULL );
float dot = DotProduct( enemyDir, shootDir );
if ( dot > 0.5f ||( enemyDist * (1.0f-dot)) < 10000 )
{//enemy is in front of me or they're very close and not behind me
enemyInFOV = qtrue;
}
if ( enemyDist < MIN_ROCKET_DIST_SQUARED )//128
{//enemy within 128
if ( (NPC->client->ps.weapon == WP_FLECHETTE || NPC->client->ps.weapon == WP_REPEATER) &&
(NPCInfo->scriptFlags & SCF_ALT_FIRE) )
{//shooting an explosive, but enemy too close, switch to primary fire
NPCInfo->scriptFlags &= ~SCF_ALT_FIRE;
//FIXME: we can never go back to alt-fire this way since, after this, we don't know if we were initially supposed to use alt-fire or not...
}
}
else if ( enemyDist > 65536 )//256 squared
{
if ( NPC->client->ps.weapon == WP_DISRUPTOR )
{//sniping... should be assumed
if ( !(NPCInfo->scriptFlags&SCF_ALT_FIRE) )
{//use primary fire
NPCInfo->scriptFlags |= SCF_ALT_FIRE;
//reset fire-timing variables
NPC_ChangeWeapon( WP_DISRUPTOR );
NPC_UpdateAngles( qtrue, qtrue );
return;
}
}
}
//can we see our target?
if ( NPC_ClearLOS( NPC->enemy ) )
{
AI_GroupUpdateEnemyLastSeen( NPCInfo->group, NPC->enemy->currentOrigin );
NPCInfo->enemyLastSeenTime = level.time;
enemyLOS = qtrue;
if ( NPC->client->ps.weapon == WP_NONE )
{
enemyCS = qfalse;//not true, but should stop us from firing
NPC_AimAdjust( -1 );//adjust aim worse longer we have no weapon
}
else
{//can we shoot our target?
if ( (NPC->client->ps.weapon == WP_ROCKET_LAUNCHER || (NPC->client->ps.weapon == WP_FLECHETTE && (NPCInfo->scriptFlags&SCF_ALT_FIRE))) && enemyDist < MIN_ROCKET_DIST_SQUARED )//128*128
{
enemyCS = qfalse;//not true, but should stop us from firing
hitAlly = qtrue;//us!
//FIXME: if too close, run away!
}
else if ( enemyInFOV )
{//if enemy is FOV, go ahead and check for shooting
int hit = NPC_ShotEntity( NPC->enemy, impactPos );
gentity_t *hitEnt = &g_entities[hit];
if ( hit == NPC->enemy->s.number
|| ( hitEnt && hitEnt->client && hitEnt->client->playerTeam == NPC->client->enemyTeam )
|| ( hitEnt && hitEnt->takedamage && ((hitEnt->svFlags&SVF_GLASS_BRUSH)||hitEnt->health < 40||NPC->s.weapon == WP_EMPLACED_GUN) ) )
{//can hit enemy or enemy ally or will hit glass or other minor breakable (or in emplaced gun), so shoot anyway
AI_GroupUpdateClearShotTime( NPCInfo->group );
enemyCS = qtrue;
NPC_AimAdjust( 2 );//adjust aim better longer we have clear shot at enemy
VectorCopy( NPC->enemy->currentOrigin, NPCInfo->enemyLastSeenLocation );
}
else
{//Hmm, have to get around this bastard
NPC_AimAdjust( 1 );//adjust aim better longer we can see enemy
ST_ResolveBlockedShot( hit );
if ( hitEnt && hitEnt->client && hitEnt->client->playerTeam == NPC->client->playerTeam )
{//would hit an ally, don't fire!!!
hitAlly = qtrue;
}
else
{//Check and see where our shot *would* hit... if it's not close to the enemy (within 256?), then don't fire
}
}
}
else
{
enemyCS = qfalse;//not true, but should stop us from firing
}
}
}
else if ( gi.inPVS( NPC->enemy->currentOrigin, NPC->currentOrigin ) )
{
NPCInfo->enemyLastSeenTime = level.time;
faceEnemy = qtrue;
NPC_AimAdjust( -1 );//adjust aim worse longer we cannot see enemy
}
if ( NPC->client->ps.weapon == WP_NONE )
{
faceEnemy = qfalse;
shoot = qfalse;
}
else
{
if ( enemyLOS )
{//FIXME: no need to face enemy if we're moving to some other goal and he's too far away to shoot?
faceEnemy = qtrue;
}
if ( enemyCS )
{
shoot = qtrue;
}
}
//Check for movement to take care of
ST_CheckMoveState();
//See if we should override shooting decision with any special considerations
ST_CheckFireState();
if ( faceEnemy )
{//face the enemy
NPC_FaceEnemy( qtrue );
}
if ( !(NPCInfo->scriptFlags&SCF_CHASE_ENEMIES) )
{//not supposed to chase my enemies
if ( NPCInfo->goalEntity == NPC->enemy )
{//goal is my entity, so don't move
AImove = qfalse;
}
}
if ( NPC->client->fireDelay && NPC->s.weapon == WP_ROCKET_LAUNCHER )
{
AImove = qfalse;
}
if ( AImove )
{//move toward goal
if ( NPCInfo->goalEntity )//&& ( NPCInfo->goalEntity != NPC->enemy || enemyDist > 10000 ) )//100 squared
{
AImove = ST_Move();
}
else
{
AImove = qfalse;
}
}
if ( !AImove )
{
if ( !TIMER_Done( NPC, "duck" ) )
{
ucmd.upmove = -127;
}
//FIXME: what about leaning?
}
else
{//stop ducking!
TIMER_Set( NPC, "duck", -1 );
}
if ( !TIMER_Done( NPC, "flee" ) )
{//running away
faceEnemy = qfalse;
}
//FIXME: check scf_face_move_dir here?
if ( !faceEnemy )
{//we want to face in the dir we're running
if ( !AImove )
{//if we haven't moved, we should look in the direction we last looked?
VectorCopy( NPC->client->ps.viewangles, NPCInfo->lastPathAngles );
}
NPCInfo->desiredYaw = NPCInfo->lastPathAngles[YAW];
NPCInfo->desiredPitch = 0;
NPC_UpdateAngles( qtrue, qtrue );
if ( AImove )
{//don't run away and shoot
shoot = qfalse;
}
}
if ( NPCInfo->scriptFlags & SCF_DONT_FIRE )
{
shoot = qfalse;
}
if ( NPC->enemy && NPC->enemy->enemy )
{
if ( NPC->enemy->s.weapon == WP_SABER && NPC->enemy->enemy->s.weapon == WP_SABER )
{//don't shoot at an enemy jedi who is fighting another jedi, for fear of injuring one or causing rogue blaster deflections (a la Obi Wan/Vader duel at end of ANH)
shoot = qfalse;
}
}
//FIXME: don't shoot right away!
if ( NPC->client->fireDelay )
{
if ( NPC->s.weapon == WP_ROCKET_LAUNCHER )
{
if ( !enemyLOS || !enemyCS )
{//cancel it
NPC->client->fireDelay = 0;
}
else
{//delay our next attempt
TIMER_Set( NPC, "attackDelay", Q_irand( 3000, 5000 ) );
}
}
}
else if ( shoot )
{//try to shoot if it's time
if ( TIMER_Done( NPC, "attackDelay" ) )
{
if( !(NPCInfo->scriptFlags & SCF_FIRE_WEAPON) ) // we've already fired, no need to do it again here
{
WeaponThink( qtrue );
}
//NASTY
if ( NPC->s.weapon == WP_ROCKET_LAUNCHER
&& (ucmd.buttons&BUTTON_ATTACK)
&& !AImove
&& g_spskill->integer > 1
&& !Q_irand( 0, 3 ) )
{//every now and then, shoot a homing rocket
ucmd.buttons &= ~BUTTON_ATTACK;
ucmd.buttons |= BUTTON_ALT_ATTACK;
NPC->client->fireDelay = Q_irand( 1000, 2500 );
}
}
}
}
void NPC_BSST_Default( void )
{
if( NPCInfo->scriptFlags & SCF_FIRE_WEAPON )
{
WeaponThink( qtrue );
}
if( !NPC->enemy )
{//don't have an enemy, look for one
NPC_BSST_Patrol();
}
else //if ( NPC->enemy )
{//have an enemy
NPC_CheckGetNewWeapon();
NPC_BSST_Attack();
}
}