mirror of
https://github.com/UberGames/EF2GameSource.git
synced 2024-11-10 06:31:42 +00:00
5686 lines
161 KiB
C++
5686 lines
161 KiB
C++
// Copyright (C) 1999-2000 Id Software, Inc.
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//
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/*****************************************************************************
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* name: ai_dmq3.c
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*
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* desc: Quake3 bot AI
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*
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* $Archive: /EF2/Code/DLLs/game/ai_dmq3.cpp $
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* $Author: Singlis $
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* $Revision: 35 $
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* $Modtime: 9/24/03 3:01p $
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* $Date: 9/26/03 2:35p $
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*
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*****************************************************************************/
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#include "player.h"
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#include "g_local.h"
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#include "botlib.h"
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#include "be_aas.h"
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#include "be_ea.h"
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#include "be_ai_char.h"
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#include "be_ai_chat.h"
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#include "be_ai_gen.h"
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#include "be_ai_goal.h"
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#include "be_ai_move.h"
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#include "be_ai_weap.h"
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//
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#include "ai_main.h"
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#include "ai_dmq3.h"
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#include "ai_chat.h"
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#include "ai_cmd.h"
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#include "ai_dmnet.h"
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#include "ai_team.h"
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//
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#include "chars.h" //characteristics
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#include "inv.h" //indexes into the inventory
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#include "syn.h" //synonyms
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#include "match.h" //string matching types and vars
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// for the voice chats
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#include "botmenudef.h" // sos001205 - for q3_ui also
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#include "mp_manager.hpp"
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// from aasfile.h
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#define AREACONTENTS_MOVER 1024
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#define AREACONTENTS_MODELNUMSHIFT 24
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#define AREACONTENTS_MAXMODELNUM 0xFF
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#define AREACONTENTS_MODELNUM (AREACONTENTS_MAXMODELNUM << AREACONTENTS_MODELNUMSHIFT)
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#define IDEAL_ATTACKDIST 140
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#define MAX_WAYPOINTS 128
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//
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bot_waypoint_t botai_waypoints[MAX_WAYPOINTS];
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bot_waypoint_t *botai_freewaypoints;
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//NOTE: not using a cvars which can be updated because the game should be reloaded anyway
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int gametype; //game type
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//int maxclients; //maximum number of clients
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vmCvar_t bot_grapple;
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vmCvar_t bot_rocketjump;
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vmCvar_t bot_fastchat;
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vmCvar_t bot_nochat;
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vmCvar_t bot_testrchat;
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vmCvar_t bot_challenge;
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vmCvar_t bot_predictobstacles;
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vmCvar_t g_spSkill;
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extern vmCvar_t bot_developer;
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vec3_t lastteleport_origin; //last teleport event origin
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float lastteleport_time; //last teleport event time
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int max_bspmodelindex; //maximum BSP model index
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//CTF flag goals
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bot_goal_t ctf_redflag;
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bot_goal_t ctf_blueflag;
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#ifdef MISSIONPACK
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bot_goal_t ctf_neutralflag;
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bot_goal_t redobelisk;
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bot_goal_t blueobelisk;
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bot_goal_t neutralobelisk;
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#endif
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#define MAX_ALTROUTEGOALS 32
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int altroutegoals_setup;
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aas_altroutegoal_t red_altroutegoals[MAX_ALTROUTEGOALS];
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int red_numaltroutegoals;
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aas_altroutegoal_t blue_altroutegoals[MAX_ALTROUTEGOALS];
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int blue_numaltroutegoals;
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void BotSetEntityNumForGoal(bot_goal_t *goal, char *classname);
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/*
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==================
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BotSetUserInfo
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==================
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*/
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void BotSetUserInfo(bot_state_t *bs, char *key, char *value) {
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char userinfo[MAX_INFO_STRING];
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gi.getUserinfo(bs->client, userinfo, sizeof(userinfo));
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Info_SetValueForKey(userinfo, key, value);
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gi.setUserinfo(bs->client, userinfo);
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G_ClientUserinfoChanged( &g_entities[bs->client] , userinfo );
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}
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/*
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==================
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BotCTFCarryingFlag
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==================
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*/
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int BotCTFCarryingFlag(bot_state_t *bs) {
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if (gametype != GT_CTF) return CTF_FLAG_NONE;
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if (bs->inventory[INVENTORY_REDFLAG] > 0) return CTF_FLAG_RED;
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else if (bs->inventory[INVENTORY_BLUEFLAG] > 0) return CTF_FLAG_BLUE;
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return CTF_FLAG_NONE;
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}
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/*
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==================
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BotTeam
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==================
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*/
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int BotTeam(bot_state_t *bs) {
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// char info[1024];
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if (bs->client < 0 || bs->client >= maxclients->integer) {
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//BotAI_Print(PRT_ERROR, "BotCTFTeam: client out of range\n");
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return qfalse;
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}
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gentity_t *bot = &g_entities[bs->entitynum];
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if (multiplayerManager.getPlayersTeam((Player *)bot->entity )->getName() == "Blue")
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return TEAM_BLUE;
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if (multiplayerManager.getPlayersTeam((Player *)bot->entity )->getName() == "Red")
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return TEAM_RED;
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return TEAM_FREE;
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}
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/*
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==================
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BotOppositeTeam
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==================
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*/
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int BotOppositeTeam(bot_state_t *bs) {
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switch(BotTeam(bs)) {
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case TEAM_RED: return TEAM_BLUE;
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case TEAM_BLUE: return TEAM_RED;
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default: return TEAM_FREE;
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}
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}
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/*
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==================
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BotEnemyFlag
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==================
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*/
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bot_goal_t *BotEnemyFlag(bot_state_t *bs) {
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if (BotTeam(bs) == TEAM_RED) {
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return &ctf_blueflag;
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}
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else {
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return &ctf_redflag;
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}
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}
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/*
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==================
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BotTeamFlag
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==================
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*/
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bot_goal_t *BotTeamFlag(bot_state_t *bs) {
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if (BotTeam(bs) == TEAM_RED) {
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return &ctf_redflag;
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}
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else {
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return &ctf_blueflag;
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}
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}
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/*
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==================
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EntityIsDead
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==================
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*/
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qboolean EntityIsDead(aas_entityinfo_t *entinfo) {
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playerState_t ps;
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if (entinfo->number >= 0 && entinfo->number < maxclients->integer) {
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//retrieve the current client state
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if (BotAI_GetClientState( entinfo->number, &ps )) {
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if (ps.stats[ STAT_HEALTH ] <= 0)
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return qtrue;
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if (ps.pm_type != PM_NORMAL) return qtrue;
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}
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// BOTTODO add something here for obelisk health -- since obelisks *always* exist, do we need to worry?
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}
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return qfalse;
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}
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/*
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==================
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EntityCarriesFlag
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==================
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*/
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qboolean EntityCarriesFlag(aas_entityinfo_t *entinfo) {
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// BOTLIB add proper flag checks
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// JPW this version only works for players, which may cause problems. not sure when a non-player entity might carry a flag...
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Player *player = (Player *)g_entities[entinfo->number].entity;
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if ( multiplayerManager.doesPlayerHaveItem( player, "ctfflag-red" ) ||
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multiplayerManager.doesPlayerHaveItem( player, "ctfflag-blue" ) ||
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multiplayerManager.doesPlayerHaveItem( player, "ctfflag-one" ) )
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return qtrue;
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return qfalse;
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}
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/*
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==================
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EntityIsInvisible
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==================
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*/
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qboolean EntityIsInvisible(aas_entityinfo_t *entinfo) {
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// the flag is always visible
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if (EntityCarriesFlag(entinfo))
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return qfalse;
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if (g_entities[entinfo->number].entity && g_entities[entinfo->number].entity->_affectingViewModes & gi.GetViewModeMask( "forcevisible" ) )
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return qtrue;
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return qfalse;
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}
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/*
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==================
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EntityIsShooting
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==================
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*/
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qboolean EntityIsShooting(aas_entityinfo_t *entinfo) {
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Player *plyr = (Player *)g_entities[entinfo->number].entity;
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if (plyr)
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if (plyr->GetLastUcmd().buttons & (BUTTON_ATTACKLEFT | BUTTON_ATTACKRIGHT))
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return qtrue;
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return qfalse;
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}
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/*
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==================
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EntityIsChatting
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==================
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*/
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qboolean EntityIsChatting(aas_entityinfo_t *entinfo) {
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Q_UNUSED(entinfo);
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// BOTTODO
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// if (entinfo->flags & EF_TALK) {
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// return qtrue;
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// }
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return qfalse;
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}
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/*
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==================
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EntityHasQuad
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==================
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*/
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qboolean EntityHasQuad(aas_entityinfo_t *entinfo) {
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Q_UNUSED(entinfo);
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/* BOTTODO
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if (entinfo->powerups & (1 << PW_QUAD)) {
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return qtrue;
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}
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*/
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return qfalse;
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}
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#ifdef MISSIONPACK
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/*
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==================
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EntityHasKamikze
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==================
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*/
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qboolean EntityHasKamikaze(aas_entityinfo_t *entinfo) {
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Q_UNUSED(entinfo);
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/* FIXME
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if (entinfo->flags & EF_KAMIKAZE) {
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return qtrue;
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}
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*/
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return qfalse;
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}
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/*
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==================
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EntityCarriesCubes
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==================
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*/
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qboolean EntityCarriesCubes(aas_entityinfo_t *entinfo) {
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entityState_t state;
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if (gametype != GT_HARVESTER)
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return qfalse;
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//FIXME: get this info from the aas_entityinfo_t ?
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BotAI_GetEntityState(entinfo->number, &state);
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// if (state.generic1 > 0)
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// return qtrue;
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return qfalse;
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}
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/*
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==================
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Bot1FCTFCarryingFlag
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==================
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*/
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int Bot1FCTFCarryingFlag(bot_state_t *bs) {
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if (gametype != GT_1FCTF) return qfalse;
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if (bs->inventory[INVENTORY_NEUTRALFLAG] > 0) return qtrue;
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return qfalse;
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}
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/*
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==================
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BotHarvesterCarryingCubes
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==================
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*/
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int BotHarvesterCarryingCubes(bot_state_t *bs) {
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if (gametype != GT_HARVESTER) return qfalse;
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if (bs->inventory[INVENTORY_REDCUBE] > 0) return qtrue;
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if (bs->inventory[INVENTORY_BLUECUBE] > 0) return qtrue;
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return qfalse;
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}
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#endif
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/*
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==================
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BotRememberLastOrderedTask
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==================
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*/
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void BotRememberLastOrderedTask(bot_state_t *bs) {
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if (!bs->ordered) {
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return;
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}
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bs->lastgoal_decisionmaker = bs->decisionmaker;
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bs->lastgoal_ltgtype = bs->ltgtype;
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memcpy(&bs->lastgoal_teamgoal, &bs->teamgoal, sizeof(bot_goal_t));
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bs->lastgoal_teammate = bs->teammate;
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}
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/*
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==================
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BotSetTeamStatus
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==================
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*/
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void BotSetTeamStatus(bot_state_t *bs) {
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#ifdef MISSIONPACK
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int teamtask;
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aas_entityinfo_t entinfo;
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teamtask = TEAMTASK_PATROL;
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switch(bs->ltgtype) {
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case LTG_TEAMHELP:
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break;
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case LTG_TEAMACCOMPANY:
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BotEntityInfo(bs->teammate, &entinfo);
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if ( ( (gametype == GT_CTF || gametype == GT_1FCTF) && EntityCarriesFlag(&entinfo))
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|| ( gametype == GT_HARVESTER && EntityCarriesCubes(&entinfo)) ) {
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teamtask = TEAMTASK_ESCORT;
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}
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else {
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teamtask = TEAMTASK_FOLLOW;
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}
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break;
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case LTG_DEFENDKEYAREA:
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teamtask = TEAMTASK_DEFENSE;
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break;
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case LTG_GETFLAG:
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teamtask = TEAMTASK_OFFENSE;
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break;
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case LTG_RUSHBASE:
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teamtask = TEAMTASK_DEFENSE;
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break;
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case LTG_RETURNFLAG:
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teamtask = TEAMTASK_RETRIEVE;
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break;
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case LTG_CAMP:
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case LTG_CAMPORDER:
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teamtask = TEAMTASK_CAMP;
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break;
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case LTG_PATROL:
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teamtask = TEAMTASK_PATROL;
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break;
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case LTG_GETITEM:
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teamtask = TEAMTASK_PATROL;
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break;
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case LTG_KILL:
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teamtask = TEAMTASK_PATROL;
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break;
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case LTG_HARVEST:
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teamtask = TEAMTASK_OFFENSE;
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break;
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case LTG_ATTACKENEMYBASE:
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teamtask = TEAMTASK_OFFENSE;
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break;
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default:
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teamtask = TEAMTASK_PATROL;
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break;
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}
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BotSetUserInfo(bs, "teamtask", (char *)va("%d", teamtask));
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#endif
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}
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/*
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==================
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BotSetLastOrderedTask
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==================
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*/
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int BotSetLastOrderedTask(bot_state_t *bs) {
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if (gametype == GT_CTF) {
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// don't go back to returning the flag if it's at the base
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if ( bs->lastgoal_ltgtype == LTG_RETURNFLAG ) {
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if ( BotTeam(bs) == TEAM_RED ) {
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if ( bs->redflagstatus == 0 ) {
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bs->lastgoal_ltgtype = 0;
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}
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}
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else {
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if ( bs->blueflagstatus == 0 ) {
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bs->lastgoal_ltgtype = 0;
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}
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}
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}
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}
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if ( bs->lastgoal_ltgtype ) {
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bs->decisionmaker = bs->lastgoal_decisionmaker;
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bs->ordered = qtrue;
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bs->ltgtype = bs->lastgoal_ltgtype;
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memcpy(&bs->teamgoal, &bs->lastgoal_teamgoal, sizeof(bot_goal_t));
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bs->teammate = bs->lastgoal_teammate;
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bs->teamgoal_time = FloatTime() + 300;
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BotSetTeamStatus(bs);
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//
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if ( gametype == GT_CTF ) {
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if ( bs->ltgtype == LTG_GETFLAG ) {
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bot_goal_t *tb, *eb;
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int tt, et;
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tb = BotTeamFlag(bs);
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eb = BotEnemyFlag(bs);
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tt = gi.AAS_AreaTravelTimeToGoalArea(bs->areanum, bs->origin, tb->areanum, TFL_DEFAULT);
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et = gi.AAS_AreaTravelTimeToGoalArea(bs->areanum, bs->origin, eb->areanum, TFL_DEFAULT);
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// if the travel time towards the enemy base is larger than towards our base
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if (et > tt) {
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//get an alternative route goal towards the enemy base
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BotGetAlternateRouteGoal(bs, BotOppositeTeam(bs));
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}
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}
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}
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return qtrue;
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}
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return qfalse;
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}
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/*
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==================
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BotRefuseOrder
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==================
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*/
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void BotRefuseOrder(bot_state_t *bs) {
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if (!bs->ordered)
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return;
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// if the bot was ordered to do something
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if ( bs->order_time && bs->order_time > FloatTime() - 10 ) {
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gi.EA_Action(bs->client, ACTION_NEGATIVE);
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BotVoiceChat(bs, bs->decisionmaker, VOICECHAT_NO);
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bs->order_time = 0;
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}
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}
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/*
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==================
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BotCTFSeekGoals
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==================
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*/
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void BotCTFSeekGoals(bot_state_t *bs) {
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float rnd, l1, l2;
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int flagstatus, c;
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vec3_t dir;
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aas_entityinfo_t entinfo;
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//when carrying a flag in ctf the bot should rush to the base
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if (BotCTFCarryingFlag(bs)) {
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//if not already rushing to the base
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if (bs->ltgtype != LTG_RUSHBASE) {
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BotRefuseOrder(bs);
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bs->ltgtype = LTG_RUSHBASE;
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bs->teamgoal_time = FloatTime() + CTF_RUSHBASE_TIME;
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bs->rushbaseaway_time = 0;
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bs->decisionmaker = bs->client;
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bs->ordered = qfalse;
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//
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switch(BotTeam(bs)) {
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case TEAM_RED: VectorSubtract(bs->origin, ctf_blueflag.origin, dir); break;
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case TEAM_BLUE: VectorSubtract(bs->origin, ctf_redflag.origin, dir); break;
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default: VectorSet(dir, 999, 999, 999); break;
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}
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// if the bot picked up the flag very close to the enemy base
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if ( VectorLength(dir) < 128 ) {
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// get an alternative route goal through the enemy base
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BotGetAlternateRouteGoal(bs, BotOppositeTeam(bs));
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} else {
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// don't use any alt route goal, just get the hell out of the base
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bs->altroutegoal.areanum = 0;
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}
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BotSetUserInfo(bs, "teamtask", (char *)va("%d", TEAMTASK_OFFENSE));
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BotVoiceChat(bs, -1, VOICECHAT_IHAVEFLAG);
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}
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else if (bs->rushbaseaway_time > FloatTime()) {
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if (BotTeam(bs) == TEAM_RED) flagstatus = bs->redflagstatus;
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else flagstatus = bs->blueflagstatus;
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//if the flag is back
|
|
if (flagstatus == 0) {
|
|
bs->rushbaseaway_time = 0;
|
|
}
|
|
}
|
|
return;
|
|
}
|
|
// if the bot decided to follow someone
|
|
if ( bs->ltgtype == LTG_TEAMACCOMPANY && !bs->ordered ) {
|
|
// if the team mate being accompanied no longer carries the flag
|
|
BotEntityInfo(bs->teammate, &entinfo);
|
|
if (!EntityCarriesFlag(&entinfo)) {
|
|
bs->ltgtype = 0;
|
|
}
|
|
}
|
|
//
|
|
if (BotTeam(bs) == TEAM_RED) flagstatus = bs->redflagstatus * 2 + bs->blueflagstatus;
|
|
else flagstatus = bs->blueflagstatus * 2 + bs->redflagstatus;
|
|
//if our team has the enemy flag and our flag is at the base
|
|
if (flagstatus == 1) {
|
|
//
|
|
if (bs->owndecision_time < FloatTime()) {
|
|
//if Not defending the base already
|
|
if (!(bs->ltgtype == LTG_DEFENDKEYAREA &&
|
|
(bs->teamgoal.number == ctf_redflag.number ||
|
|
bs->teamgoal.number == ctf_blueflag.number))) {
|
|
//if there is a visible team mate flag carrier
|
|
c = BotTeamFlagCarrierVisible(bs);
|
|
if (c >= 0 &&
|
|
// and not already following the team mate flag carrier
|
|
(bs->ltgtype != LTG_TEAMACCOMPANY || bs->teammate != c)) {
|
|
//
|
|
BotRefuseOrder(bs);
|
|
//follow the flag carrier
|
|
bs->decisionmaker = bs->client;
|
|
bs->ordered = qfalse;
|
|
//the team mate
|
|
bs->teammate = c;
|
|
//last time the team mate was visible
|
|
bs->teammatevisible_time = FloatTime();
|
|
//no message
|
|
bs->teammessage_time = 0;
|
|
//no arrive message
|
|
bs->arrive_time = 1;
|
|
//
|
|
BotVoiceChat(bs, bs->teammate, VOICECHAT_ONFOLLOW);
|
|
//get the team goal time
|
|
bs->teamgoal_time = FloatTime() + TEAM_ACCOMPANY_TIME;
|
|
bs->ltgtype = LTG_TEAMACCOMPANY;
|
|
bs->formation_dist = 3.5 * 32; //3.5 meter
|
|
BotSetTeamStatus(bs);
|
|
bs->owndecision_time = (int) FloatTime() + 5;
|
|
}
|
|
}
|
|
}
|
|
return;
|
|
}
|
|
//if the enemy has our flag
|
|
else if (flagstatus == 2) {
|
|
//
|
|
if (bs->owndecision_time < FloatTime()) {
|
|
//if enemy flag carrier is visible
|
|
c = BotEnemyFlagCarrierVisible(bs);
|
|
if (c >= 0) {
|
|
//FIXME: fight enemy flag carrier
|
|
}
|
|
//if not already doing something important
|
|
if (bs->ltgtype != LTG_GETFLAG &&
|
|
bs->ltgtype != LTG_RETURNFLAG &&
|
|
bs->ltgtype != LTG_TEAMHELP &&
|
|
bs->ltgtype != LTG_TEAMACCOMPANY &&
|
|
bs->ltgtype != LTG_CAMPORDER &&
|
|
bs->ltgtype != LTG_PATROL &&
|
|
bs->ltgtype != LTG_GETITEM) {
|
|
|
|
BotRefuseOrder(bs);
|
|
bs->decisionmaker = bs->client;
|
|
bs->ordered = qfalse;
|
|
//
|
|
if (random() < 0.5) {
|
|
//go for the enemy flag
|
|
bs->ltgtype = LTG_GETFLAG;
|
|
}
|
|
else {
|
|
bs->ltgtype = LTG_RETURNFLAG;
|
|
}
|
|
//no team message
|
|
bs->teammessage_time = 0;
|
|
//set the time the bot will stop getting the flag
|
|
bs->teamgoal_time = FloatTime() + CTF_GETFLAG_TIME;
|
|
//get an alternative route goal towards the enemy base
|
|
BotGetAlternateRouteGoal(bs, BotOppositeTeam(bs));
|
|
//
|
|
BotSetTeamStatus(bs);
|
|
bs->owndecision_time = (int) (FloatTime() + 5.0f);
|
|
}
|
|
}
|
|
return;
|
|
}
|
|
//if both flags Not at their bases
|
|
else if (flagstatus == 3) {
|
|
//
|
|
if (bs->owndecision_time < FloatTime()) {
|
|
// if not trying to return the flag and not following the team flag carrier
|
|
if ( bs->ltgtype != LTG_RETURNFLAG && bs->ltgtype != LTG_TEAMACCOMPANY ) {
|
|
//
|
|
c = BotTeamFlagCarrierVisible(bs);
|
|
// if there is a visible team mate flag carrier
|
|
if (c >= 0) {
|
|
BotRefuseOrder(bs);
|
|
//follow the flag carrier
|
|
bs->decisionmaker = bs->client;
|
|
bs->ordered = qfalse;
|
|
//the team mate
|
|
bs->teammate = c;
|
|
//last time the team mate was visible
|
|
bs->teammatevisible_time = FloatTime();
|
|
//no message
|
|
bs->teammessage_time = 0;
|
|
//no arrive message
|
|
bs->arrive_time = 1;
|
|
//
|
|
BotVoiceChat(bs, bs->teammate, VOICECHAT_ONFOLLOW);
|
|
//get the team goal time
|
|
bs->teamgoal_time = FloatTime() + TEAM_ACCOMPANY_TIME;
|
|
bs->ltgtype = LTG_TEAMACCOMPANY;
|
|
bs->formation_dist = 3.5 * 32; //3.5 meter
|
|
//
|
|
BotSetTeamStatus(bs);
|
|
bs->owndecision_time = (int)(FloatTime() + 5.0f);
|
|
}
|
|
else {
|
|
BotRefuseOrder(bs);
|
|
bs->decisionmaker = bs->client;
|
|
bs->ordered = qfalse;
|
|
//get the enemy flag
|
|
bs->teammessage_time = FloatTime() + 2 * random();
|
|
//get the flag
|
|
bs->ltgtype = LTG_RETURNFLAG;
|
|
//set the time the bot will stop getting the flag
|
|
bs->teamgoal_time = FloatTime() + CTF_RETURNFLAG_TIME;
|
|
//get an alternative route goal towards the enemy base
|
|
BotGetAlternateRouteGoal(bs, BotOppositeTeam(bs));
|
|
//
|
|
BotSetTeamStatus(bs);
|
|
bs->owndecision_time = (int)( FloatTime() + 5.0f);
|
|
}
|
|
}
|
|
}
|
|
return;
|
|
}
|
|
// don't just do something wait for the bot team leader to give orders
|
|
if (BotTeamLeader(bs)) {
|
|
return;
|
|
}
|
|
// if the bot is ordered to do something
|
|
if ( bs->lastgoal_ltgtype ) {
|
|
bs->teamgoal_time += 60;
|
|
}
|
|
// if the bot decided to do something on it's own and has a last ordered goal
|
|
if ( !bs->ordered && bs->lastgoal_ltgtype ) {
|
|
bs->ltgtype = 0;
|
|
}
|
|
//if already a CTF or team goal
|
|
if (bs->ltgtype == LTG_TEAMHELP ||
|
|
bs->ltgtype == LTG_TEAMACCOMPANY ||
|
|
bs->ltgtype == LTG_DEFENDKEYAREA ||
|
|
bs->ltgtype == LTG_GETFLAG ||
|
|
bs->ltgtype == LTG_RUSHBASE ||
|
|
bs->ltgtype == LTG_RETURNFLAG ||
|
|
bs->ltgtype == LTG_CAMPORDER ||
|
|
bs->ltgtype == LTG_PATROL ||
|
|
bs->ltgtype == LTG_GETITEM ||
|
|
bs->ltgtype == LTG_MAKELOVE_UNDER ||
|
|
bs->ltgtype == LTG_MAKELOVE_ONTOP) {
|
|
return;
|
|
}
|
|
//
|
|
if (BotSetLastOrderedTask(bs))
|
|
return;
|
|
//
|
|
if (bs->owndecision_time > FloatTime())
|
|
return;;
|
|
//if the bot is roaming
|
|
if (bs->ctfroam_time > FloatTime())
|
|
return;
|
|
//if the bot has anough aggression to decide what to do
|
|
if (BotAggression(bs) < 50)
|
|
return;
|
|
//set the time to send a message to the team mates
|
|
bs->teammessage_time = FloatTime() + 2 * random();
|
|
//
|
|
if (bs->teamtaskpreference & (TEAMTP_ATTACKER|TEAMTP_DEFENDER)) {
|
|
if (bs->teamtaskpreference & TEAMTP_ATTACKER) {
|
|
l1 = 0.7f;
|
|
}
|
|
else {
|
|
l1 = 0.2f;
|
|
}
|
|
l2 = 0.9f;
|
|
}
|
|
else {
|
|
l1 = 0.4f;
|
|
l2 = 0.7f;
|
|
}
|
|
//get the flag or defend the base
|
|
rnd = random();
|
|
if (rnd < l1 && ctf_redflag.areanum && ctf_blueflag.areanum) {
|
|
bs->decisionmaker = bs->client;
|
|
bs->ordered = qfalse;
|
|
bs->ltgtype = LTG_GETFLAG;
|
|
//set the time the bot will stop getting the flag
|
|
bs->teamgoal_time = FloatTime() + CTF_GETFLAG_TIME;
|
|
//get an alternative route goal towards the enemy base
|
|
BotGetAlternateRouteGoal(bs, BotOppositeTeam(bs));
|
|
BotSetTeamStatus(bs);
|
|
}
|
|
else if (rnd < l2 && ctf_redflag.areanum && ctf_blueflag.areanum) {
|
|
bs->decisionmaker = bs->client;
|
|
bs->ordered = qfalse;
|
|
//
|
|
if (BotTeam(bs) == TEAM_RED) memcpy(&bs->teamgoal, &ctf_redflag, sizeof(bot_goal_t));
|
|
else memcpy(&bs->teamgoal, &ctf_blueflag, sizeof(bot_goal_t));
|
|
//set the ltg type
|
|
bs->ltgtype = LTG_DEFENDKEYAREA;
|
|
//set the time the bot stops defending the base
|
|
bs->teamgoal_time = FloatTime() + TEAM_DEFENDKEYAREA_TIME;
|
|
bs->defendaway_time = 0;
|
|
BotSetTeamStatus(bs);
|
|
}
|
|
else {
|
|
bs->ltgtype = 0;
|
|
//set the time the bot will stop roaming
|
|
bs->ctfroam_time = FloatTime() + CTF_ROAM_TIME;
|
|
BotSetTeamStatus(bs);
|
|
}
|
|
bs->owndecision_time = (int)(FloatTime() + 5.0f);
|
|
#ifdef DEBUG
|
|
BotPrintTeamGoal(bs);
|
|
#endif //DEBUG
|
|
}
|
|
|
|
/*
|
|
==================
|
|
BotCTFRetreatGoals
|
|
==================
|
|
*/
|
|
void BotCTFRetreatGoals(bot_state_t *bs) {
|
|
//when carrying a flag in ctf the bot should rush to the base
|
|
if (BotCTFCarryingFlag(bs)) {
|
|
//if not already rushing to the base
|
|
if (bs->ltgtype != LTG_RUSHBASE) {
|
|
BotRefuseOrder(bs);
|
|
bs->ltgtype = LTG_RUSHBASE;
|
|
bs->teamgoal_time = FloatTime() + CTF_RUSHBASE_TIME;
|
|
bs->rushbaseaway_time = 0;
|
|
bs->decisionmaker = bs->client;
|
|
bs->ordered = qfalse;
|
|
BotSetTeamStatus(bs);
|
|
}
|
|
}
|
|
}
|
|
|
|
#ifdef MISSIONPACK
|
|
/*
|
|
==================
|
|
Bot1FCTFSeekGoals
|
|
==================
|
|
*/
|
|
void Bot1FCTFSeekGoals(bot_state_t *bs) {
|
|
aas_entityinfo_t entinfo;
|
|
float rnd, l1, l2;
|
|
int c;
|
|
|
|
//when carrying a flag in ctf the bot should rush to the base
|
|
if (Bot1FCTFCarryingFlag(bs)) {
|
|
//if not already rushing to the base
|
|
if (bs->ltgtype != LTG_RUSHBASE) {
|
|
BotRefuseOrder(bs);
|
|
bs->ltgtype = LTG_RUSHBASE;
|
|
bs->teamgoal_time = FloatTime() + CTF_RUSHBASE_TIME;
|
|
bs->rushbaseaway_time = 0;
|
|
bs->decisionmaker = bs->client;
|
|
bs->ordered = qfalse;
|
|
//get an alternative route goal towards the enemy base
|
|
BotGetAlternateRouteGoal(bs, BotOppositeTeam(bs));
|
|
//
|
|
BotSetTeamStatus(bs);
|
|
BotVoiceChat(bs, -1, VOICECHAT_IHAVEFLAG);
|
|
}
|
|
return;
|
|
}
|
|
// if the bot decided to follow someone
|
|
if ( bs->ltgtype == LTG_TEAMACCOMPANY && !bs->ordered ) {
|
|
// if the team mate being accompanied no longer carries the flag
|
|
BotEntityInfo(bs->teammate, &entinfo);
|
|
if (!EntityCarriesFlag(&entinfo)) {
|
|
bs->ltgtype = 0;
|
|
}
|
|
}
|
|
//our team has the flag
|
|
if (bs->neutralflagstatus == 1) {
|
|
if (bs->owndecision_time < FloatTime()) {
|
|
// if not already following someone
|
|
if (bs->ltgtype != LTG_TEAMACCOMPANY) {
|
|
//if there is a visible team mate flag carrier
|
|
c = BotTeamFlagCarrierVisible(bs);
|
|
if (c >= 0) {
|
|
BotRefuseOrder(bs);
|
|
//follow the flag carrier
|
|
bs->decisionmaker = bs->client;
|
|
bs->ordered = qfalse;
|
|
//the team mate
|
|
bs->teammate = c;
|
|
//last time the team mate was visible
|
|
bs->teammatevisible_time = FloatTime();
|
|
//no message
|
|
bs->teammessage_time = 0;
|
|
//no arrive message
|
|
bs->arrive_time = 1;
|
|
//
|
|
BotVoiceChat(bs, bs->teammate, VOICECHAT_ONFOLLOW);
|
|
//get the team goal time
|
|
bs->teamgoal_time = FloatTime() + TEAM_ACCOMPANY_TIME;
|
|
bs->ltgtype = LTG_TEAMACCOMPANY;
|
|
bs->formation_dist = 3.5 * 32; //3.5 meter
|
|
BotSetTeamStatus(bs);
|
|
bs->owndecision_time = (int)(FloatTime() + 5.0f);
|
|
return;
|
|
}
|
|
}
|
|
//if already a CTF or team goal
|
|
if (bs->ltgtype == LTG_TEAMHELP ||
|
|
bs->ltgtype == LTG_TEAMACCOMPANY ||
|
|
bs->ltgtype == LTG_DEFENDKEYAREA ||
|
|
bs->ltgtype == LTG_GETFLAG ||
|
|
bs->ltgtype == LTG_RUSHBASE ||
|
|
bs->ltgtype == LTG_CAMPORDER ||
|
|
bs->ltgtype == LTG_PATROL ||
|
|
bs->ltgtype == LTG_ATTACKENEMYBASE ||
|
|
bs->ltgtype == LTG_GETITEM ||
|
|
bs->ltgtype == LTG_MAKELOVE_UNDER ||
|
|
bs->ltgtype == LTG_MAKELOVE_ONTOP) {
|
|
return;
|
|
}
|
|
//if not already attacking the enemy base
|
|
if (bs->ltgtype != LTG_ATTACKENEMYBASE) {
|
|
BotRefuseOrder(bs);
|
|
bs->decisionmaker = bs->client;
|
|
bs->ordered = qfalse;
|
|
//
|
|
if (BotTeam(bs) == TEAM_RED) memcpy(&bs->teamgoal, &ctf_blueflag, sizeof(bot_goal_t));
|
|
else memcpy(&bs->teamgoal, &ctf_redflag, sizeof(bot_goal_t));
|
|
//set the ltg type
|
|
bs->ltgtype = LTG_ATTACKENEMYBASE;
|
|
//set the time the bot will stop getting the flag
|
|
bs->teamgoal_time = FloatTime() + TEAM_ATTACKENEMYBASE_TIME;
|
|
BotSetTeamStatus(bs);
|
|
bs->owndecision_time = (int)(FloatTime() + 5.0f);
|
|
}
|
|
}
|
|
return;
|
|
}
|
|
//enemy team has the flag
|
|
else if (bs->neutralflagstatus == 2) {
|
|
if (bs->owndecision_time < FloatTime()) {
|
|
c = BotEnemyFlagCarrierVisible(bs);
|
|
if (c >= 0) {
|
|
//FIXME: attack enemy flag carrier
|
|
}
|
|
//if already a CTF or team goal
|
|
if (bs->ltgtype == LTG_TEAMHELP ||
|
|
bs->ltgtype == LTG_TEAMACCOMPANY ||
|
|
bs->ltgtype == LTG_CAMPORDER ||
|
|
bs->ltgtype == LTG_PATROL ||
|
|
bs->ltgtype == LTG_GETITEM) {
|
|
return;
|
|
}
|
|
// if not already defending the base
|
|
if (bs->ltgtype != LTG_DEFENDKEYAREA) {
|
|
BotRefuseOrder(bs);
|
|
bs->decisionmaker = bs->client;
|
|
bs->ordered = qfalse;
|
|
//
|
|
if (BotTeam(bs) == TEAM_RED) memcpy(&bs->teamgoal, &ctf_redflag, sizeof(bot_goal_t));
|
|
else memcpy(&bs->teamgoal, &ctf_blueflag, sizeof(bot_goal_t));
|
|
//set the ltg type
|
|
bs->ltgtype = LTG_DEFENDKEYAREA;
|
|
//set the time the bot stops defending the base
|
|
bs->teamgoal_time = FloatTime() + TEAM_DEFENDKEYAREA_TIME;
|
|
bs->defendaway_time = 0;
|
|
BotSetTeamStatus(bs);
|
|
bs->owndecision_time = (int)(FloatTime() + 5.0f);
|
|
}
|
|
}
|
|
return;
|
|
}
|
|
// don't just do something wait for the bot team leader to give orders
|
|
if (BotTeamLeader(bs)) {
|
|
return;
|
|
}
|
|
// if the bot is ordered to do something
|
|
if ( bs->lastgoal_ltgtype ) {
|
|
bs->teamgoal_time += 60;
|
|
}
|
|
// if the bot decided to do something on it's own and has a last ordered goal
|
|
if ( !bs->ordered && bs->lastgoal_ltgtype ) {
|
|
bs->ltgtype = 0;
|
|
}
|
|
//if already a CTF or team goal
|
|
if (bs->ltgtype == LTG_TEAMHELP ||
|
|
bs->ltgtype == LTG_TEAMACCOMPANY ||
|
|
bs->ltgtype == LTG_DEFENDKEYAREA ||
|
|
bs->ltgtype == LTG_GETFLAG ||
|
|
bs->ltgtype == LTG_RUSHBASE ||
|
|
bs->ltgtype == LTG_RETURNFLAG ||
|
|
bs->ltgtype == LTG_CAMPORDER ||
|
|
bs->ltgtype == LTG_PATROL ||
|
|
bs->ltgtype == LTG_ATTACKENEMYBASE ||
|
|
bs->ltgtype == LTG_GETITEM ||
|
|
bs->ltgtype == LTG_MAKELOVE_UNDER ||
|
|
bs->ltgtype == LTG_MAKELOVE_ONTOP) {
|
|
return;
|
|
}
|
|
//
|
|
if (BotSetLastOrderedTask(bs))
|
|
return;
|
|
//
|
|
if (bs->owndecision_time > FloatTime())
|
|
return;;
|
|
//if the bot is roaming
|
|
if (bs->ctfroam_time > FloatTime())
|
|
return;
|
|
//if the bot has anough aggression to decide what to do
|
|
if (BotAggression(bs) < 50)
|
|
return;
|
|
//set the time to send a message to the team mates
|
|
bs->teammessage_time = FloatTime() + 2 * random();
|
|
//
|
|
if (bs->teamtaskpreference & (TEAMTP_ATTACKER|TEAMTP_DEFENDER)) {
|
|
if (bs->teamtaskpreference & TEAMTP_ATTACKER) {
|
|
l1 = 0.7f;
|
|
}
|
|
else {
|
|
l1 = 0.2f;
|
|
}
|
|
l2 = 0.9f;
|
|
}
|
|
else {
|
|
l1 = 0.4f;
|
|
l2 = 0.7f;
|
|
}
|
|
//get the flag or defend the base
|
|
rnd = random();
|
|
if (rnd < l1 && ctf_neutralflag.areanum) {
|
|
bs->decisionmaker = bs->client;
|
|
bs->ordered = qfalse;
|
|
bs->ltgtype = LTG_GETFLAG;
|
|
//set the time the bot will stop getting the flag
|
|
bs->teamgoal_time = FloatTime() + CTF_GETFLAG_TIME;
|
|
BotSetTeamStatus(bs);
|
|
}
|
|
else if (rnd < l2 && ctf_redflag.areanum && ctf_blueflag.areanum) {
|
|
bs->decisionmaker = bs->client;
|
|
bs->ordered = qfalse;
|
|
//
|
|
if (BotTeam(bs) == TEAM_RED) memcpy(&bs->teamgoal, &ctf_redflag, sizeof(bot_goal_t));
|
|
else memcpy(&bs->teamgoal, &ctf_blueflag, sizeof(bot_goal_t));
|
|
//set the ltg type
|
|
bs->ltgtype = LTG_DEFENDKEYAREA;
|
|
//set the time the bot stops defending the base
|
|
bs->teamgoal_time = FloatTime() + TEAM_DEFENDKEYAREA_TIME;
|
|
bs->defendaway_time = 0;
|
|
BotSetTeamStatus(bs);
|
|
}
|
|
else {
|
|
bs->ltgtype = 0;
|
|
//set the time the bot will stop roaming
|
|
bs->ctfroam_time = FloatTime() + CTF_ROAM_TIME;
|
|
BotSetTeamStatus(bs);
|
|
}
|
|
bs->owndecision_time = (int)(FloatTime() + 5.0f);
|
|
#ifdef DEBUG
|
|
BotPrintTeamGoal(bs);
|
|
#endif //DEBUG
|
|
}
|
|
|
|
/*
|
|
==================
|
|
Bot1FCTFRetreatGoals
|
|
==================
|
|
*/
|
|
void Bot1FCTFRetreatGoals(bot_state_t *bs) {
|
|
//when carrying a flag in ctf the bot should rush to the enemy base
|
|
if (Bot1FCTFCarryingFlag(bs)) {
|
|
//if not already rushing to the base
|
|
if (bs->ltgtype != LTG_RUSHBASE) {
|
|
BotRefuseOrder(bs);
|
|
bs->ltgtype = LTG_RUSHBASE;
|
|
bs->teamgoal_time = FloatTime() + CTF_RUSHBASE_TIME;
|
|
bs->rushbaseaway_time = 0;
|
|
bs->decisionmaker = bs->client;
|
|
bs->ordered = qfalse;
|
|
//get an alternative route goal towards the enemy base
|
|
BotGetAlternateRouteGoal(bs, BotOppositeTeam(bs));
|
|
BotSetTeamStatus(bs);
|
|
}
|
|
}
|
|
}
|
|
|
|
/*
|
|
==================
|
|
BotObeliskSeekGoals
|
|
==================
|
|
*/
|
|
void BotObeliskSeekGoals(bot_state_t *bs) {
|
|
float rnd, l1, l2;
|
|
|
|
// don't just do something wait for the bot team leader to give orders
|
|
if (BotTeamLeader(bs)) {
|
|
return;
|
|
}
|
|
// if the bot is ordered to do something
|
|
if ( bs->lastgoal_ltgtype ) {
|
|
bs->teamgoal_time += 60;
|
|
}
|
|
//if already a team goal
|
|
if (bs->ltgtype == LTG_TEAMHELP ||
|
|
bs->ltgtype == LTG_TEAMACCOMPANY ||
|
|
bs->ltgtype == LTG_DEFENDKEYAREA ||
|
|
bs->ltgtype == LTG_GETFLAG ||
|
|
bs->ltgtype == LTG_RUSHBASE ||
|
|
bs->ltgtype == LTG_RETURNFLAG ||
|
|
bs->ltgtype == LTG_CAMPORDER ||
|
|
bs->ltgtype == LTG_PATROL ||
|
|
bs->ltgtype == LTG_ATTACKENEMYBASE ||
|
|
bs->ltgtype == LTG_GETITEM ||
|
|
bs->ltgtype == LTG_MAKELOVE_UNDER ||
|
|
bs->ltgtype == LTG_MAKELOVE_ONTOP) {
|
|
return;
|
|
}
|
|
//
|
|
if (BotSetLastOrderedTask(bs))
|
|
return;
|
|
//if the bot is roaming
|
|
if (bs->ctfroam_time > FloatTime())
|
|
return;
|
|
//if the bot has anough aggression to decide what to do
|
|
if (BotAggression(bs) < 50)
|
|
return;
|
|
//set the time to send a message to the team mates
|
|
bs->teammessage_time = FloatTime() + 2 * random();
|
|
//
|
|
if (bs->teamtaskpreference & (TEAMTP_ATTACKER|TEAMTP_DEFENDER)) {
|
|
if (bs->teamtaskpreference & TEAMTP_ATTACKER) {
|
|
l1 = 0.7f;
|
|
}
|
|
else {
|
|
l1 = 0.2f;
|
|
}
|
|
l2 = 0.9f;
|
|
}
|
|
else {
|
|
l1 = 0.4f;
|
|
l2 = 0.7f;
|
|
}
|
|
//get the flag or defend the base
|
|
rnd = random();
|
|
if (rnd < l1 && redobelisk.areanum && blueobelisk.areanum) {
|
|
bs->decisionmaker = bs->client;
|
|
bs->ordered = qfalse;
|
|
//
|
|
if (BotTeam(bs) == TEAM_RED) memcpy(&bs->teamgoal, &blueobelisk, sizeof(bot_goal_t));
|
|
else memcpy(&bs->teamgoal, &redobelisk, sizeof(bot_goal_t));
|
|
//set the ltg type
|
|
bs->ltgtype = LTG_ATTACKENEMYBASE;
|
|
//set the time the bot will stop attacking the enemy base
|
|
bs->teamgoal_time = FloatTime() + TEAM_ATTACKENEMYBASE_TIME;
|
|
//get an alternate route goal towards the enemy base
|
|
BotGetAlternateRouteGoal(bs, BotOppositeTeam(bs));
|
|
BotSetTeamStatus(bs);
|
|
}
|
|
else if (rnd < l2 && redobelisk.areanum && blueobelisk.areanum) {
|
|
bs->decisionmaker = bs->client;
|
|
bs->ordered = qfalse;
|
|
//
|
|
if (BotTeam(bs) == TEAM_RED) memcpy(&bs->teamgoal, &redobelisk, sizeof(bot_goal_t));
|
|
else memcpy(&bs->teamgoal, &blueobelisk, sizeof(bot_goal_t));
|
|
//set the ltg type
|
|
bs->ltgtype = LTG_DEFENDKEYAREA;
|
|
//set the time the bot stops defending the base
|
|
bs->teamgoal_time = FloatTime() + TEAM_DEFENDKEYAREA_TIME;
|
|
bs->defendaway_time = 0;
|
|
BotSetTeamStatus(bs);
|
|
}
|
|
else {
|
|
bs->ltgtype = 0;
|
|
//set the time the bot will stop roaming
|
|
bs->ctfroam_time = FloatTime() + CTF_ROAM_TIME;
|
|
BotSetTeamStatus(bs);
|
|
}
|
|
}
|
|
|
|
/*
|
|
==================
|
|
BotGoHarvest
|
|
==================
|
|
*/
|
|
void BotGoHarvest(bot_state_t *bs) {
|
|
//
|
|
if (BotTeam(bs) == TEAM_RED) memcpy(&bs->teamgoal, &blueobelisk, sizeof(bot_goal_t));
|
|
else memcpy(&bs->teamgoal, &redobelisk, sizeof(bot_goal_t));
|
|
//set the ltg type
|
|
bs->ltgtype = LTG_HARVEST;
|
|
//set the time the bot will stop harvesting
|
|
bs->teamgoal_time = FloatTime() + TEAM_HARVEST_TIME;
|
|
bs->harvestaway_time = 0;
|
|
BotSetTeamStatus(bs);
|
|
}
|
|
|
|
/*
|
|
==================
|
|
BotObeliskRetreatGoals
|
|
==================
|
|
*/
|
|
void BotObeliskRetreatGoals(bot_state_t *bs) {
|
|
Q_UNUSED(bs);
|
|
//nothing special
|
|
}
|
|
|
|
/*
|
|
==================
|
|
BotHarvesterSeekGoals
|
|
==================
|
|
*/
|
|
void BotHarvesterSeekGoals(bot_state_t *bs) {
|
|
aas_entityinfo_t entinfo;
|
|
float rnd, l1, l2;
|
|
int c;
|
|
|
|
//when carrying cubes in harvester the bot should rush to the base
|
|
if (BotHarvesterCarryingCubes(bs)) {
|
|
//if not already rushing to the base
|
|
if (bs->ltgtype != LTG_RUSHBASE) {
|
|
BotRefuseOrder(bs);
|
|
bs->ltgtype = LTG_RUSHBASE;
|
|
bs->teamgoal_time = FloatTime() + CTF_RUSHBASE_TIME;
|
|
bs->rushbaseaway_time = 0;
|
|
bs->decisionmaker = bs->client;
|
|
bs->ordered = qfalse;
|
|
//get an alternative route goal towards the enemy base
|
|
BotGetAlternateRouteGoal(bs, BotOppositeTeam(bs));
|
|
//
|
|
BotSetTeamStatus(bs);
|
|
}
|
|
return;
|
|
}
|
|
// don't just do something wait for the bot team leader to give orders
|
|
if (BotTeamLeader(bs)) {
|
|
return;
|
|
}
|
|
// if the bot decided to follow someone
|
|
if ( bs->ltgtype == LTG_TEAMACCOMPANY && !bs->ordered ) {
|
|
// if the team mate being accompanied no longer carries the flag
|
|
BotEntityInfo(bs->teammate, &entinfo);
|
|
if (!EntityCarriesCubes(&entinfo)) {
|
|
bs->ltgtype = 0;
|
|
}
|
|
}
|
|
// if the bot is ordered to do something
|
|
if ( bs->lastgoal_ltgtype ) {
|
|
bs->teamgoal_time += 60;
|
|
}
|
|
//if not yet doing something
|
|
if (bs->ltgtype == LTG_TEAMHELP ||
|
|
bs->ltgtype == LTG_TEAMACCOMPANY ||
|
|
bs->ltgtype == LTG_DEFENDKEYAREA ||
|
|
bs->ltgtype == LTG_GETFLAG ||
|
|
bs->ltgtype == LTG_CAMPORDER ||
|
|
bs->ltgtype == LTG_PATROL ||
|
|
bs->ltgtype == LTG_ATTACKENEMYBASE ||
|
|
bs->ltgtype == LTG_HARVEST ||
|
|
bs->ltgtype == LTG_GETITEM ||
|
|
bs->ltgtype == LTG_MAKELOVE_UNDER ||
|
|
bs->ltgtype == LTG_MAKELOVE_ONTOP) {
|
|
return;
|
|
}
|
|
//
|
|
if (BotSetLastOrderedTask(bs))
|
|
return;
|
|
//if the bot is roaming
|
|
if (bs->ctfroam_time > FloatTime())
|
|
return;
|
|
//if the bot has anough aggression to decide what to do
|
|
if (BotAggression(bs) < 50)
|
|
return;
|
|
//set the time to send a message to the team mates
|
|
bs->teammessage_time = FloatTime() + 2 * random();
|
|
//
|
|
c = BotEnemyCubeCarrierVisible(bs);
|
|
if (c >= 0) {
|
|
//FIXME: attack enemy cube carrier
|
|
}
|
|
if (bs->ltgtype != LTG_TEAMACCOMPANY) {
|
|
//if there is a visible team mate carrying cubes
|
|
c = BotTeamCubeCarrierVisible(bs);
|
|
if (c >= 0) {
|
|
//follow the team mate carrying cubes
|
|
bs->decisionmaker = bs->client;
|
|
bs->ordered = qfalse;
|
|
//the team mate
|
|
bs->teammate = c;
|
|
//last time the team mate was visible
|
|
bs->teammatevisible_time = FloatTime();
|
|
//no message
|
|
bs->teammessage_time = 0;
|
|
//no arrive message
|
|
bs->arrive_time = 1;
|
|
//
|
|
BotVoiceChat(bs, bs->teammate, VOICECHAT_ONFOLLOW);
|
|
//get the team goal time
|
|
bs->teamgoal_time = FloatTime() + TEAM_ACCOMPANY_TIME;
|
|
bs->ltgtype = LTG_TEAMACCOMPANY;
|
|
bs->formation_dist = 3.5 * 32; //3.5 meter
|
|
BotSetTeamStatus(bs);
|
|
return;
|
|
}
|
|
}
|
|
//
|
|
if (bs->teamtaskpreference & (TEAMTP_ATTACKER|TEAMTP_DEFENDER)) {
|
|
if (bs->teamtaskpreference & TEAMTP_ATTACKER) {
|
|
l1 = 0.7f;
|
|
}
|
|
else {
|
|
l1 = 0.2f;
|
|
}
|
|
l2 = 0.9f;
|
|
}
|
|
else {
|
|
l1 = 0.4f;
|
|
l2 = 0.7f;
|
|
}
|
|
//
|
|
rnd = random();
|
|
if (rnd < l1 && redobelisk.areanum && blueobelisk.areanum) {
|
|
bs->decisionmaker = bs->client;
|
|
bs->ordered = qfalse;
|
|
BotGoHarvest(bs);
|
|
}
|
|
else if (rnd < l2 && redobelisk.areanum && blueobelisk.areanum) {
|
|
bs->decisionmaker = bs->client;
|
|
bs->ordered = qfalse;
|
|
//
|
|
if (BotTeam(bs) == TEAM_RED) memcpy(&bs->teamgoal, &redobelisk, sizeof(bot_goal_t));
|
|
else memcpy(&bs->teamgoal, &blueobelisk, sizeof(bot_goal_t));
|
|
//set the ltg type
|
|
bs->ltgtype = LTG_DEFENDKEYAREA;
|
|
//set the time the bot stops defending the base
|
|
bs->teamgoal_time = FloatTime() + TEAM_DEFENDKEYAREA_TIME;
|
|
bs->defendaway_time = 0;
|
|
BotSetTeamStatus(bs);
|
|
}
|
|
else {
|
|
bs->ltgtype = 0;
|
|
//set the time the bot will stop roaming
|
|
bs->ctfroam_time = FloatTime() + CTF_ROAM_TIME;
|
|
BotSetTeamStatus(bs);
|
|
}
|
|
}
|
|
|
|
/*
|
|
==================
|
|
BotHarvesterRetreatGoals
|
|
==================
|
|
*/
|
|
void BotHarvesterRetreatGoals(bot_state_t *bs) {
|
|
//when carrying cubes in harvester the bot should rush to the base
|
|
if (BotHarvesterCarryingCubes(bs)) {
|
|
//if not already rushing to the base
|
|
if (bs->ltgtype != LTG_RUSHBASE) {
|
|
BotRefuseOrder(bs);
|
|
bs->ltgtype = LTG_RUSHBASE;
|
|
bs->teamgoal_time = FloatTime() + CTF_RUSHBASE_TIME;
|
|
bs->rushbaseaway_time = 0;
|
|
bs->decisionmaker = bs->client;
|
|
bs->ordered = qfalse;
|
|
BotSetTeamStatus(bs);
|
|
}
|
|
return;
|
|
}
|
|
}
|
|
#endif
|
|
|
|
/*
|
|
==================
|
|
BotTeamGoals
|
|
==================
|
|
*/
|
|
void BotTeamGoals(bot_state_t *bs, int retreat) {
|
|
if ((gametype == GT_OBELISK) && (redobelisk.areanum) && (blueobelisk.areanum)) {
|
|
BotSetEntityNumForGoal(&redobelisk, "DestructionObject-red");
|
|
BotSetEntityNumForGoal(&blueobelisk, "DestructionObject-blue");
|
|
if (redobelisk.entitynum && blueobelisk.entitynum) {
|
|
//gametype = GT_OBELISK;
|
|
}
|
|
else {
|
|
redobelisk.areanum = 0;
|
|
blueobelisk.areanum = 0;
|
|
}
|
|
}
|
|
|
|
if (gametype == GT_CTF)
|
|
if (multiplayerManager.checkGameType("oneflag"))
|
|
gametype = GT_1FCTF;
|
|
|
|
if ( retreat ) {
|
|
if (gametype == GT_CTF) {
|
|
BotCTFRetreatGoals(bs);
|
|
}
|
|
#ifdef MISSIONPACK
|
|
else if (gametype == GT_1FCTF) {
|
|
Bot1FCTFRetreatGoals(bs);
|
|
}
|
|
else if (gametype == GT_OBELISK) {
|
|
BotObeliskRetreatGoals(bs);
|
|
}
|
|
else if (gametype == GT_HARVESTER) {
|
|
BotHarvesterRetreatGoals(bs);
|
|
}
|
|
#endif
|
|
}
|
|
else {
|
|
if (gametype == GT_CTF) {
|
|
//decide what to do in CTF mode
|
|
BotCTFSeekGoals(bs);
|
|
}
|
|
#ifdef MISSIONPACK
|
|
else if (gametype == GT_1FCTF) {
|
|
Bot1FCTFSeekGoals(bs);
|
|
}
|
|
else if (gametype == GT_OBELISK) {
|
|
BotObeliskSeekGoals(bs);
|
|
}
|
|
else if (gametype == GT_HARVESTER) {
|
|
BotHarvesterSeekGoals(bs);
|
|
}
|
|
#endif
|
|
}
|
|
// reset the order time which is used to see if
|
|
// we decided to refuse an order
|
|
bs->order_time = 0;
|
|
}
|
|
|
|
/*
|
|
==================
|
|
BotPointAreaNum
|
|
==================
|
|
*/
|
|
int BotPointAreaNum(vec3_t origin) {
|
|
int areanum, numareas, areas[10];
|
|
vec3_t end;
|
|
|
|
areanum = gi.AAS_PointAreaNum(origin);
|
|
if (areanum) return areanum;
|
|
VectorCopy(origin, end);
|
|
end[2] += 10;
|
|
numareas = gi.AAS_TraceAreas(origin, end, areas, NULL, 10);
|
|
if (numareas > 0) return areas[0];
|
|
return 0;
|
|
}
|
|
|
|
/*
|
|
==================
|
|
ClientName
|
|
==================
|
|
*/
|
|
char *ClientName(int client, char *name, int size) {
|
|
char buf[MAX_INFO_STRING];
|
|
|
|
if (client < 0 || client >= maxclients->integer) {
|
|
BotAI_Print(PRT_ERROR, "ClientName: client out of range\n");
|
|
return "[client out of range]";
|
|
}
|
|
strncpy(buf,gi.getConfigstring(CS_PLAYERS+client), sizeof(buf));
|
|
strncpy(name, Info_ValueForKey(buf, "name"), size-1);
|
|
name[size-1] = '\0';
|
|
Q_CleanStr( name );
|
|
return name;
|
|
}
|
|
|
|
/*
|
|
==================
|
|
ClientSkin
|
|
==================
|
|
*/
|
|
char *ClientSkin(int client, char *skin, int size) {
|
|
char buf[MAX_INFO_STRING];
|
|
|
|
if (client < 0 || client >= maxclients->integer) {
|
|
BotAI_Print(PRT_ERROR, "ClientSkin: client out of range\n");
|
|
return "[client out of range]";
|
|
}
|
|
strncpy(buf,gi.getConfigstring(CS_PLAYERS+client), sizeof(buf));
|
|
strncpy(skin, Info_ValueForKey(buf, "model"), size-1);
|
|
skin[size-1] = '\0';
|
|
return skin;
|
|
}
|
|
|
|
/*
|
|
==================
|
|
ClientFromName
|
|
==================
|
|
*/
|
|
int ClientFromName(char *name) {
|
|
int i;
|
|
char buf[MAX_INFO_STRING];
|
|
// static int maxclients;
|
|
|
|
// if (!maxclients)
|
|
// maxclients = gi.Cvar_VariableIntegerValue("sv_maxclients");
|
|
for (i = 0; i < maxclients->integer && i < MAX_CLIENTS; i++) {
|
|
strncpy(buf,gi.getConfigstring(CS_PLAYERS+i), sizeof(buf));
|
|
Q_CleanStr( buf );
|
|
if (!Q_stricmp(Info_ValueForKey(buf, "name"), name))
|
|
return i;
|
|
}
|
|
return -1;
|
|
}
|
|
|
|
/*
|
|
==================
|
|
ClientOnSameTeamFromName
|
|
==================
|
|
*/
|
|
int ClientOnSameTeamFromName(bot_state_t *bs, char *name) {
|
|
int i;
|
|
char buf[MAX_INFO_STRING];
|
|
// static int maxclients;
|
|
|
|
// if (!maxclients->integer)
|
|
// maxclients = gi.Cvar_VariableIntegerValue("sv_maxclients");
|
|
for (i = 0; i < maxclients->integer && i < MAX_CLIENTS; i++) {
|
|
if (!BotSameTeam(bs, i))
|
|
continue;
|
|
strncpy(buf,gi.getConfigstring(CS_PLAYERS+i), sizeof(buf));
|
|
Q_CleanStr( buf );
|
|
if (!Q_stricmp(Info_ValueForKey(buf, "ni"), name)) return i;
|
|
}
|
|
return -1;
|
|
}
|
|
|
|
/*
|
|
==================
|
|
stristr
|
|
==================
|
|
*/
|
|
char *stristr(char *str, char *charset) {
|
|
int i;
|
|
|
|
while(*str) {
|
|
for (i = 0; charset[i] && str[i]; i++) {
|
|
if (toupper(charset[i]) != toupper(str[i])) break;
|
|
}
|
|
if (!charset[i]) return str;
|
|
str++;
|
|
}
|
|
return NULL;
|
|
}
|
|
|
|
/*
|
|
==================
|
|
EasyClientName
|
|
==================
|
|
*/
|
|
char *EasyClientName(int client, char *buf, int size) {
|
|
int i;
|
|
char *str1, *str2, *ptr, c;
|
|
char name[128];
|
|
|
|
strcpy(name, ClientName(client, name, sizeof(name)));
|
|
for (i = 0; name[i]; i++) name[i] &= 127;
|
|
//remove all spaces
|
|
for (ptr = strstr(name, " "); ptr; ptr = strstr(name, " ")) {
|
|
memmove(ptr, ptr+1, strlen(ptr+1)+1);
|
|
}
|
|
//check for [sx] and ]x[ clan names
|
|
str1 = strstr(name, "[");
|
|
str2 = strstr(name, "]");
|
|
if (str1 && str2) {
|
|
if (str2 > str1) memmove(str1, str2+1, strlen(str2+1)+1);
|
|
else memmove(str2, str1+1, strlen(str1+1)+1);
|
|
}
|
|
//remove Mr prefix
|
|
if ((name[0] == 'm' || name[0] == 'M') &&
|
|
(name[1] == 'r' || name[1] == 'R')) {
|
|
memmove(name, name+2, strlen(name+2)+1);
|
|
}
|
|
//only allow lower case alphabet characters
|
|
ptr = name;
|
|
while(*ptr) {
|
|
c = *ptr;
|
|
if ((c >= 'a' && c <= 'z') ||
|
|
(c >= '0' && c <= '9') || c == '_') {
|
|
ptr++;
|
|
}
|
|
else if (c >= 'A' && c <= 'Z') {
|
|
*ptr += 'a' - 'A';
|
|
ptr++;
|
|
}
|
|
else {
|
|
memmove(ptr, ptr+1, strlen(ptr + 1)+1);
|
|
}
|
|
}
|
|
strncpy(buf, name, size-1);
|
|
buf[size-1] = '\0';
|
|
return buf;
|
|
}
|
|
|
|
/*
|
|
==================
|
|
BotSynonymContext
|
|
==================
|
|
*/
|
|
int BotSynonymContext(bot_state_t *bs) {
|
|
int context;
|
|
|
|
context = CONTEXT_NORMAL|CONTEXT_NEARBYITEM|CONTEXT_NAMES;
|
|
//
|
|
if (gametype == GT_CTF
|
|
#ifdef MISSIONPACK
|
|
|| gametype == GT_1FCTF
|
|
#endif
|
|
) {
|
|
if (BotTeam(bs) == TEAM_RED) context |= CONTEXT_CTFREDTEAM;
|
|
else context |= CONTEXT_CTFBLUETEAM;
|
|
}
|
|
#ifdef MISSIONPACK
|
|
else if (gametype == GT_OBELISK) {
|
|
if (BotTeam(bs) == TEAM_RED) context |= CONTEXT_OBELISKREDTEAM;
|
|
else context |= CONTEXT_OBELISKBLUETEAM;
|
|
}
|
|
else if (gametype == GT_HARVESTER) {
|
|
if (BotTeam(bs) == TEAM_RED) context |= CONTEXT_HARVESTERREDTEAM;
|
|
else context |= CONTEXT_HARVESTERBLUETEAM;
|
|
}
|
|
#endif
|
|
return context;
|
|
}
|
|
|
|
extern Event EV_Player_UseItem;
|
|
/*
|
|
==================
|
|
BotChooseWeapon
|
|
==================
|
|
*/
|
|
void BotChooseWeapon(bot_state_t *bs) {
|
|
int newweaponnum;
|
|
weaponinfo_t wi;
|
|
/* FIXME
|
|
if (bs->cur_ps.weaponstate == WEAPON_RAISING ||
|
|
bs->cur_ps.weaponstate == WEAPON_DROPPING) {
|
|
gi.EA_SelectWeapon(bs->client, bs->weaponnum);
|
|
}
|
|
else {
|
|
*/
|
|
newweaponnum = gi.BotChooseBestFightWeapon(bs->ws, bs->inventory);
|
|
/// if (!newweaponnum)
|
|
// newweaponnum = 1;
|
|
|
|
if (newweaponnum) {
|
|
gi.BotGetWeaponInfo(bs->ws, newweaponnum, &wi);
|
|
if (bs->weaponnum != newweaponnum) {
|
|
bs->weaponchange_time = FloatTime();
|
|
}
|
|
bs->lastucmd.weapon = newweaponnum;
|
|
|
|
// extra special weapon swap since we can't do it the q3 way
|
|
if (bs->weaponnum != bs->lastucmd.weapon) {
|
|
gentity_t *ed = &g_entities[ bs->client ];
|
|
Entity *ent = ed->entity;
|
|
Player *plyr = (Player *)ent;
|
|
if (plyr->useWeapon(wi.name,WEAPON_DUAL))
|
|
bs->weaponnum = bs->lastucmd.weapon;
|
|
}
|
|
}
|
|
}
|
|
|
|
/*
|
|
==================
|
|
BotSetupForMovement
|
|
==================
|
|
*/
|
|
void BotSetupForMovement(bot_state_t *bs) {
|
|
bot_initmove_t initmove;
|
|
|
|
memset(&initmove, 0, sizeof(bot_initmove_t));
|
|
VectorCopy(bs->cur_ps.origin, initmove.origin);
|
|
VectorCopy(bs->cur_ps.velocity, initmove.velocity);
|
|
VectorClear(initmove.viewoffset);
|
|
initmove.viewoffset[2] += bs->cur_ps.viewheight;
|
|
initmove.entitynum = bs->entitynum;
|
|
initmove.client = bs->client;
|
|
initmove.thinktime = bs->thinktime;
|
|
//set the onground flag
|
|
if (bs->cur_ps.groundEntityNum != ENTITYNUM_NONE)
|
|
initmove.or_moveflags |= MFL_ONGROUND;
|
|
//set the teleported flag
|
|
if ((bs->cur_ps.pm_flags & PMF_TIME_KNOCKBACK) && (bs->cur_ps.pm_time > 0)) {
|
|
initmove.or_moveflags |= MFL_TELEPORTED;
|
|
}
|
|
//set the waterjump flag
|
|
if ((bs->cur_ps.pm_flags & PMF_TIME_WATERJUMP) && (bs->cur_ps.pm_time > 0)) {
|
|
initmove.or_moveflags |= MFL_WATERJUMP;
|
|
}
|
|
//set presence type
|
|
if (bs->cur_ps.pm_flags & PMF_DUCKED) initmove.presencetype = PRESENCE_CROUCH;
|
|
else initmove.presencetype = PRESENCE_NORMAL;
|
|
//
|
|
if (bs->walker > 0.5) initmove.or_moveflags |= MFL_WALK;
|
|
//
|
|
VectorCopy(bs->viewangles, initmove.viewangles);
|
|
//
|
|
gi.BotInitMoveState(bs->ms, &initmove);
|
|
}
|
|
|
|
/*
|
|
==================
|
|
BotCheckItemPickup
|
|
==================
|
|
*/
|
|
void BotCheckItemPickup(bot_state_t *bs, int *oldinventory) {
|
|
#ifdef MISSIONPACK
|
|
int offence, leader;
|
|
|
|
if (gametype <= GT_TEAM)
|
|
return;
|
|
|
|
offence = -1;
|
|
// go into offence if picked up the kamikaze or invulnerability
|
|
if (!oldinventory[INVENTORY_KAMIKAZE] && bs->inventory[INVENTORY_KAMIKAZE] >= 1) {
|
|
offence = qtrue;
|
|
}
|
|
if (!oldinventory[INVENTORY_INVULNERABILITY] && bs->inventory[INVENTORY_INVULNERABILITY] >= 1) {
|
|
offence = qtrue;
|
|
}
|
|
// if not already wearing the kamikaze or invulnerability
|
|
if (!bs->inventory[INVENTORY_KAMIKAZE] && !bs->inventory[INVENTORY_INVULNERABILITY]) {
|
|
if (!oldinventory[INVENTORY_SCOUT] && bs->inventory[INVENTORY_SCOUT] >= 1) {
|
|
offence = qtrue;
|
|
}
|
|
if (!oldinventory[INVENTORY_GUARD] && bs->inventory[INVENTORY_GUARD] >= 1) {
|
|
offence = qtrue;
|
|
}
|
|
if (!oldinventory[INVENTORY_DOUBLER] && bs->inventory[INVENTORY_DOUBLER] >= 1) {
|
|
offence = qfalse;
|
|
}
|
|
if (!oldinventory[INVENTORY_AMMOREGEN] && bs->inventory[INVENTORY_AMMOREGEN] >= 1) {
|
|
offence = qfalse;
|
|
}
|
|
}
|
|
|
|
if (offence >= 0) {
|
|
leader = ClientFromName(bs->teamleader);
|
|
if (offence) {
|
|
if (!(bs->teamtaskpreference & TEAMTP_ATTACKER)) {
|
|
// if we have a bot team leader
|
|
if (BotTeamLeader(bs)) {
|
|
// tell the leader we want to be on offence
|
|
BotVoiceChat(bs, leader, VOICECHAT_WANTONOFFENSE);
|
|
//BotAI_BotInitialChat(bs, "wantoffence", NULL);
|
|
//gi.BotEnterChat(bs->cs, leader, CHAT_TELL);
|
|
}
|
|
else if (g_spSkill.integer <= 3) {
|
|
if ( bs->ltgtype != LTG_GETFLAG &&
|
|
bs->ltgtype != LTG_ATTACKENEMYBASE &&
|
|
bs->ltgtype != LTG_HARVEST ) {
|
|
//
|
|
if ((gametype != GT_CTF || (bs->redflagstatus == 0 && bs->blueflagstatus == 0)) &&
|
|
(gametype != GT_1FCTF || bs->neutralflagstatus == 0) ) {
|
|
// tell the leader we want to be on offence
|
|
BotVoiceChat(bs, leader, VOICECHAT_WANTONOFFENSE);
|
|
//BotAI_BotInitialChat(bs, "wantoffence", NULL);
|
|
//gi.BotEnterChat(bs->cs, leader, CHAT_TELL);
|
|
}
|
|
}
|
|
bs->teamtaskpreference |= TEAMTP_ATTACKER;
|
|
}
|
|
}
|
|
bs->teamtaskpreference &= ~TEAMTP_DEFENDER;
|
|
}
|
|
else {
|
|
if (!(bs->teamtaskpreference & TEAMTP_DEFENDER)) {
|
|
// if we have a bot team leader
|
|
if (BotTeamLeader(bs)) {
|
|
// tell the leader we want to be on defense
|
|
BotVoiceChat(bs, -1, VOICECHAT_WANTONDEFENSE);
|
|
//BotAI_BotInitialChat(bs, "wantdefence", NULL);
|
|
//gi.BotEnterChat(bs->cs, leader, CHAT_TELL);
|
|
}
|
|
else if (g_spSkill.integer <= 3) {
|
|
if ( bs->ltgtype != LTG_DEFENDKEYAREA ) {
|
|
//
|
|
if ((gametype != GT_CTF || (bs->redflagstatus == 0 && bs->blueflagstatus == 0)) &&
|
|
(gametype != GT_1FCTF || bs->neutralflagstatus == 0) ) {
|
|
// tell the leader we want to be on defense
|
|
BotVoiceChat(bs, -1, VOICECHAT_WANTONDEFENSE);
|
|
//BotAI_BotInitialChat(bs, "wantdefence", NULL);
|
|
//gi.BotEnterChat(bs->cs, leader, CHAT_TELL);
|
|
}
|
|
}
|
|
}
|
|
bs->teamtaskpreference |= TEAMTP_DEFENDER;
|
|
}
|
|
bs->teamtaskpreference &= ~TEAMTP_ATTACKER;
|
|
}
|
|
}
|
|
#endif
|
|
}
|
|
|
|
/*
|
|
==================
|
|
BotUpdateInventory
|
|
==================
|
|
*/
|
|
void BotUpdateInventory(bot_state_t *bs) {
|
|
int oldinventory[MAX_ITEMS];
|
|
memcpy(oldinventory, bs->inventory, sizeof(oldinventory));
|
|
|
|
// clear current inventory (so we don't hold old values after respawn etc)
|
|
memset(bs->inventory,0,sizeof(int)*MAX_ITEMS);
|
|
|
|
if ( ( bs->cur_ps.clientNum < 0 ) || ( bs->cur_ps.clientNum > maxclients->integer ) )
|
|
return;
|
|
|
|
// cycle through player inventory and update bot values
|
|
Player *player = (Player *)g_entities[bs->cur_ps.clientNum].entity;
|
|
if (player) {
|
|
// items
|
|
Item *item = player->NextItem(NULL);
|
|
while (item != NULL) {
|
|
bs->inventory[item->GetBotInventoryIndex()] =
|
|
(int)item->getAmount();
|
|
item = player->NextItem(item);
|
|
}
|
|
// armor
|
|
item = player->FindBaseArmor();
|
|
if (item)
|
|
bs->inventory[INVENTORY_ARMOR] = (int)item->getAmount();
|
|
// ammo
|
|
bs->inventory[INVENTORY_PLASMA] = player->AmmoCount( "Plasma" );
|
|
bs->inventory[INVENTORY_FED] = player->AmmoCount( "Fed" );
|
|
bs->inventory[INVENTORY_IDRYLL] = player->AmmoCount( "Idryll" );
|
|
|
|
// holdable item
|
|
item = (Item *)player->getHoldableItem();
|
|
if (item)
|
|
bs->inventory[item->GetBotInventoryIndex()] = (int)item->getAmount();
|
|
|
|
// flags
|
|
bs->inventory[INVENTORY_REDFLAG] = multiplayerManager.doesPlayerHaveItem( player, "ctfflag-red" );
|
|
bs->inventory[INVENTORY_BLUEFLAG] = multiplayerManager.doesPlayerHaveItem( player, "ctfflag-blue" );
|
|
bs->inventory[INVENTORY_NEUTRALFLAG] = multiplayerManager.doesPlayerHaveItem( player, "ctfflag-one" );
|
|
|
|
// last kill info
|
|
Player *target;
|
|
target = multiplayerManager.getLastKillerOfPlayer(player,&bs->botdeathtype);
|
|
if (target)
|
|
bs->lastkilledby = target->edict->s.number;
|
|
target = multiplayerManager.getLastKilledByPlayer(player,&bs->enemydeathtype);
|
|
if (target)
|
|
bs->lastkilledplayer = target->edict->s.number;
|
|
}
|
|
// health
|
|
bs->lasthealth = oldinventory[INVENTORY_HEALTH];
|
|
bs->inventory[INVENTORY_HEALTH] = bs->cur_ps.stats[STAT_HEALTH];
|
|
|
|
// BOTTODO replace this hardcoded crap with different hardcoded crap -- weapons & ammo inventory FIXME JPW
|
|
//armor
|
|
// bs->inventory[INVENTORY_ARMOR] = bs->cur_ps.stats[STAT_ARMOR];
|
|
//weapons
|
|
/*
|
|
bs->inventory[INVENTORY_GAUNTLET] = (bs->cur_ps.stats[STAT_WEAPONS] & (1 << WP_GAUNTLET)) != 0;
|
|
bs->inventory[INVENTORY_SHOTGUN] = (bs->cur_ps.stats[STAT_WEAPONS] & (1 << WP_SHOTGUN)) != 0;
|
|
bs->inventory[INVENTORY_MACHINEGUN] = (bs->cur_ps.stats[STAT_WEAPONS] & (1 << WP_MACHINEGUN)) != 0;
|
|
bs->inventory[INVENTORY_GRENADELAUNCHER] = (bs->cur_ps.stats[STAT_WEAPONS] & (1 << WP_GRENADE_LAUNCHER)) != 0;
|
|
bs->inventory[INVENTORY_ROCKETLAUNCHER] = (bs->cur_ps.stats[STAT_WEAPONS] & (1 << WP_ROCKET_LAUNCHER)) != 0;
|
|
bs->inventory[INVENTORY_LIGHTNING] = (bs->cur_ps.stats[STAT_WEAPONS] & (1 << WP_LIGHTNING)) != 0;
|
|
bs->inventory[INVENTORY_RAILGUN] = (bs->cur_ps.stats[STAT_WEAPONS] & (1 << WP_RAILGUN)) != 0;
|
|
bs->inventory[INVENTORY_PLASMAGUN] = (bs->cur_ps.stats[STAT_WEAPONS] & (1 << WP_PLASMAGUN)) != 0;
|
|
bs->inventory[INVENTORY_BFG10K] = (bs->cur_ps.stats[STAT_WEAPONS] & (1 << WP_BFG)) != 0;
|
|
bs->inventory[INVENTORY_GRAPPLINGHOOK] = (bs->cur_ps.stats[STAT_WEAPONS] & (1 << WP_GRAPPLING_HOOK)) != 0;
|
|
#ifdef MISSIONPACK
|
|
bs->inventory[INVENTORY_NAILGUN] = (bs->cur_ps.stats[STAT_WEAPONS] & (1 << WP_NAILGUN)) != 0;;
|
|
bs->inventory[INVENTORY_PROXLAUNCHER] = (bs->cur_ps.stats[STAT_WEAPONS] & (1 << WP_PROX_LAUNCHER)) != 0;;
|
|
bs->inventory[INVENTORY_CHAINGUN] = (bs->cur_ps.stats[STAT_WEAPONS] & (1 << WP_CHAINGUN)) != 0;;
|
|
#endif
|
|
//ammo
|
|
bs->inventory[INVENTORY_SHELLS] = bs->cur_ps.ammo[WP_SHOTGUN];
|
|
bs->inventory[INVENTORY_BULLETS] = bs->cur_ps.ammo[WP_MACHINEGUN];
|
|
bs->inventory[INVENTORY_GRENADES] = bs->cur_ps.ammo[WP_GRENADE_LAUNCHER];
|
|
bs->inventory[INVENTORY_CELLS] = bs->cur_ps.ammo[WP_PLASMAGUN];
|
|
bs->inventory[INVENTORY_LIGHTNINGAMMO] = bs->cur_ps.ammo[WP_LIGHTNING];
|
|
bs->inventory[INVENTORY_ROCKETS] = bs->cur_ps.ammo[WP_ROCKET_LAUNCHER];
|
|
bs->inventory[INVENTORY_SLUGS] = bs->cur_ps.ammo[WP_RAILGUN];
|
|
bs->inventory[INVENTORY_BFGAMMO] = bs->cur_ps.ammo[WP_BFG];
|
|
#ifdef MISSIONPACK
|
|
bs->inventory[INVENTORY_NAILS] = bs->cur_ps.ammo[WP_NAILGUN];
|
|
bs->inventory[INVENTORY_MINES] = bs->cur_ps.ammo[WP_PROX_LAUNCHER];
|
|
bs->inventory[INVENTORY_BELT] = bs->cur_ps.ammo[WP_CHAINGUN];
|
|
#endif
|
|
//powerups
|
|
|
|
bs->inventory[INVENTORY_TELEPORTER] = bs->cur_ps.stats[STAT_HOLDABLE_ITEM] == MODELINDEX_TELEPORTER;
|
|
bs->inventory[INVENTORY_MEDKIT] = bs->cur_ps.stats[STAT_HOLDABLE_ITEM] == MODELINDEX_MEDKIT;
|
|
#ifdef MISSIONPACK
|
|
bs->inventory[INVENTORY_KAMIKAZE] = bs->cur_ps.stats[STAT_HOLDABLE_ITEM] == MODELINDEX_KAMIKAZE;
|
|
bs->inventory[INVENTORY_PORTAL] = bs->cur_ps.stats[STAT_HOLDABLE_ITEM] == MODELINDEX_PORTAL;
|
|
bs->inventory[INVENTORY_INVULNERABILITY] = bs->cur_ps.stats[STAT_HOLDABLE_ITEM] == MODELINDEX_INVULNERABILITY;
|
|
#endif
|
|
bs->inventory[INVENTORY_QUAD] = bs->cur_ps.powerups[PW_QUAD] != 0;
|
|
bs->inventory[INVENTORY_ENVIRONMENTSUIT] = bs->cur_ps.powerups[PW_BATTLESUIT] != 0;
|
|
bs->inventory[INVENTORY_HASTE] = bs->cur_ps.powerups[PW_HASTE] != 0;
|
|
bs->inventory[INVENTORY_INVISIBILITY] = bs->cur_ps.powerups[PW_INVIS] != 0;
|
|
bs->inventory[INVENTORY_REGEN] = bs->cur_ps.powerups[PW_REGEN] != 0;
|
|
bs->inventory[INVENTORY_FLIGHT] = bs->cur_ps.powerups[PW_FLIGHT] != 0;
|
|
#ifdef MISSIONPACK
|
|
bs->inventory[INVENTORY_SCOUT] = bs->cur_ps.stats[STAT_PERSISTANT_POWERUP] == MODELINDEX_SCOUT;
|
|
bs->inventory[INVENTORY_GUARD] = bs->cur_ps.stats[STAT_PERSISTANT_POWERUP] == MODELINDEX_GUARD;
|
|
bs->inventory[INVENTORY_DOUBLER] = bs->cur_ps.stats[STAT_PERSISTANT_POWERUP] == MODELINDEX_DOUBLER;
|
|
bs->inventory[INVENTORY_AMMOREGEN] = bs->cur_ps.stats[STAT_PERSISTANT_POWERUP] == MODELINDEX_AMMOREGEN;
|
|
#endif
|
|
bs->inventory[INVENTORY_REDFLAG] = bs->cur_ps.powerups[PW_REDFLAG] != 0;
|
|
bs->inventory[INVENTORY_BLUEFLAG] = bs->cur_ps.powerups[PW_BLUEFLAG] != 0;
|
|
#ifdef MISSIONPACK
|
|
bs->inventory[INVENTORY_NEUTRALFLAG] = bs->cur_ps.powerups[PW_NEUTRALFLAG] != 0;
|
|
if (BotTeam(bs) == TEAM_RED) {
|
|
bs->inventory[INVENTORY_REDCUBE] = bs->cur_ps.generic1;
|
|
bs->inventory[INVENTORY_BLUECUBE] = 0;
|
|
}
|
|
else {
|
|
bs->inventory[INVENTORY_REDCUBE] = 0;
|
|
bs->inventory[INVENTORY_BLUECUBE] = bs->cur_ps.generic1;
|
|
}
|
|
#endif
|
|
*/
|
|
BotCheckItemPickup(bs, oldinventory);
|
|
}
|
|
|
|
/*
|
|
==================
|
|
BotUpdateBattleInventory
|
|
==================
|
|
*/
|
|
void BotUpdateBattleInventory(bot_state_t *bs, int enemy) {
|
|
vec3_t dir;
|
|
aas_entityinfo_t entinfo;
|
|
|
|
BotEntityInfo(enemy, &entinfo);
|
|
VectorSubtract(entinfo.origin, bs->origin, dir);
|
|
bs->inventory[ENEMY_HEIGHT] = (int) dir[2];
|
|
dir[2] = 0;
|
|
|
|
bs->inventory[ENEMY_HORIZONTAL_DIST] = (int) VectorLength(dir);
|
|
|
|
/* if ( ( enemy == redobelisk.entitynum ) || ( enemy == blueobelisk.entitynum ) )
|
|
{
|
|
if ( bs->inventory[ ENEMY_HORIZONTAL_DIST ] < 300 )
|
|
{
|
|
bs->inventory[ ENEMY_HORIZONTAL_DIST ] = 0.0f;
|
|
}
|
|
} */
|
|
|
|
//FIXME: add num visible enemies and num visible team mates to the inventory
|
|
}
|
|
|
|
#ifdef MISSIONPACK
|
|
/*
|
|
==================
|
|
BotUseKamikaze
|
|
==================
|
|
*/
|
|
#define KAMIKAZE_DIST 1024
|
|
|
|
void BotUseKamikaze(bot_state_t *bs) {
|
|
int c, teammates, enemies;
|
|
aas_entityinfo_t entinfo;
|
|
vec3_t dir, target;
|
|
bot_goal_t *goal;
|
|
bsp_trace_t trace;
|
|
|
|
//if the bot has no kamikaze
|
|
if (bs->inventory[INVENTORY_KAMIKAZE] <= 0)
|
|
return;
|
|
if (bs->kamikaze_time > FloatTime())
|
|
return;
|
|
bs->kamikaze_time = FloatTime() + 0.2;
|
|
if (gametype == GT_CTF) {
|
|
//never use kamikaze if the team flag carrier is visible
|
|
if (BotCTFCarryingFlag(bs))
|
|
return;
|
|
c = BotTeamFlagCarrierVisible(bs);
|
|
if (c >= 0) {
|
|
BotEntityInfo(c, &entinfo);
|
|
VectorSubtract(entinfo.origin, bs->origin, dir);
|
|
if (VectorLengthSquared(dir) < Square(KAMIKAZE_DIST))
|
|
return;
|
|
}
|
|
c = BotEnemyFlagCarrierVisible(bs);
|
|
if (c >= 0) {
|
|
BotEntityInfo(c, &entinfo);
|
|
VectorSubtract(entinfo.origin, bs->origin, dir);
|
|
if (VectorLengthSquared(dir) < Square(KAMIKAZE_DIST)) {
|
|
gi.EA_Use(bs->client);
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
else if (gametype == GT_1FCTF) {
|
|
//never use kamikaze if the team flag carrier is visible
|
|
if (Bot1FCTFCarryingFlag(bs))
|
|
return;
|
|
c = BotTeamFlagCarrierVisible(bs);
|
|
if (c >= 0) {
|
|
BotEntityInfo(c, &entinfo);
|
|
VectorSubtract(entinfo.origin, bs->origin, dir);
|
|
if (VectorLengthSquared(dir) < Square(KAMIKAZE_DIST))
|
|
return;
|
|
}
|
|
c = BotEnemyFlagCarrierVisible(bs);
|
|
if (c >= 0) {
|
|
BotEntityInfo(c, &entinfo);
|
|
VectorSubtract(entinfo.origin, bs->origin, dir);
|
|
if (VectorLengthSquared(dir) < Square(KAMIKAZE_DIST)) {
|
|
gi.EA_Use(bs->client);
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
else if (gametype == GT_OBELISK) {
|
|
switch(BotTeam(bs)) {
|
|
case TEAM_RED: goal = &blueobelisk; break;
|
|
default: goal = &redobelisk; break;
|
|
}
|
|
//if the obelisk is visible
|
|
VectorCopy(goal->origin, target);
|
|
target[2] += 1;
|
|
VectorSubtract(bs->origin, target, dir);
|
|
if (VectorLengthSquared(dir) < Square(KAMIKAZE_DIST * 0.9)) {
|
|
BotAI_Trace(&trace, bs->eye, NULL, NULL, target, bs->client, CONTENTS_SOLID);
|
|
if (trace.fraction >= 1 || trace.ent == goal->entitynum) {
|
|
gi.EA_Use(bs->client);
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
else if (gametype == GT_HARVESTER) {
|
|
//
|
|
if (BotHarvesterCarryingCubes(bs))
|
|
return;
|
|
//never use kamikaze if a team mate carrying cubes is visible
|
|
c = BotTeamCubeCarrierVisible(bs);
|
|
if (c >= 0) {
|
|
BotEntityInfo(c, &entinfo);
|
|
VectorSubtract(entinfo.origin, bs->origin, dir);
|
|
if (VectorLengthSquared(dir) < Square(KAMIKAZE_DIST))
|
|
return;
|
|
}
|
|
c = BotEnemyCubeCarrierVisible(bs);
|
|
if (c >= 0) {
|
|
BotEntityInfo(c, &entinfo);
|
|
VectorSubtract(entinfo.origin, bs->origin, dir);
|
|
if (VectorLengthSquared(dir) < Square(KAMIKAZE_DIST)) {
|
|
gi.EA_Use(bs->client);
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
//
|
|
BotVisibleTeamMatesAndEnemies(bs, &teammates, &enemies, KAMIKAZE_DIST);
|
|
//
|
|
if (enemies > 2 && enemies > teammates+1) {
|
|
gi.EA_Use(bs->client);
|
|
return;
|
|
}
|
|
}
|
|
|
|
/*
|
|
==================
|
|
BotUseInvulnerability
|
|
==================
|
|
*/
|
|
void BotUseInvulnerability(bot_state_t *bs) {
|
|
int c;
|
|
vec3_t dir, target;
|
|
bot_goal_t *goal;
|
|
bsp_trace_t trace;
|
|
|
|
//if the bot has no invulnerability
|
|
if (bs->inventory[INVENTORY_INVULNERABILITY] <= 0)
|
|
return;
|
|
if (bs->invulnerability_time > FloatTime())
|
|
return;
|
|
bs->invulnerability_time = FloatTime() + 0.2;
|
|
if (gametype == GT_CTF) {
|
|
//never use kamikaze if the team flag carrier is visible
|
|
if (BotCTFCarryingFlag(bs))
|
|
return;
|
|
c = BotEnemyFlagCarrierVisible(bs);
|
|
if (c >= 0)
|
|
return;
|
|
//if near enemy flag and the flag is visible
|
|
switch(BotTeam(bs)) {
|
|
case TEAM_RED: goal = &ctf_blueflag; break;
|
|
default: goal = &ctf_redflag; break;
|
|
}
|
|
//if the obelisk is visible
|
|
VectorCopy(goal->origin, target);
|
|
target[2] += 1;
|
|
VectorSubtract(bs->origin, target, dir);
|
|
if (VectorLengthSquared(dir) < Square(200)) {
|
|
BotAI_Trace(&trace, bs->eye, NULL, NULL, target, bs->client, CONTENTS_SOLID);
|
|
if (trace.fraction >= 1 || trace.ent == goal->entitynum) {
|
|
gi.EA_Use(bs->client);
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
else if (gametype == GT_1FCTF) {
|
|
//never use kamikaze if the team flag carrier is visible
|
|
if (Bot1FCTFCarryingFlag(bs))
|
|
return;
|
|
c = BotEnemyFlagCarrierVisible(bs);
|
|
if (c >= 0)
|
|
return;
|
|
//if near enemy flag and the flag is visible
|
|
switch(BotTeam(bs)) {
|
|
case TEAM_RED: goal = &ctf_blueflag; break;
|
|
default: goal = &ctf_redflag; break;
|
|
}
|
|
//if the obelisk is visible
|
|
VectorCopy(goal->origin, target);
|
|
target[2] += 1;
|
|
VectorSubtract(bs->origin, target, dir);
|
|
if (VectorLengthSquared(dir) < Square(200)) {
|
|
BotAI_Trace(&trace, bs->eye, NULL, NULL, target, bs->client, CONTENTS_SOLID);
|
|
if (trace.fraction >= 1 || trace.ent == goal->entitynum) {
|
|
gi.EA_Use(bs->client);
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
else if (gametype == GT_OBELISK) {
|
|
switch(BotTeam(bs)) {
|
|
case TEAM_RED: goal = &blueobelisk; break;
|
|
default: goal = &redobelisk; break;
|
|
}
|
|
//if the obelisk is visible
|
|
VectorCopy(goal->origin, target);
|
|
target[2] += 1;
|
|
VectorSubtract(bs->origin, target, dir);
|
|
if (VectorLengthSquared(dir) < Square(300)) {
|
|
BotAI_Trace(&trace, bs->eye, NULL, NULL, target, bs->client, CONTENTS_SOLID);
|
|
if (trace.fraction >= 1 || trace.ent == goal->entitynum) {
|
|
gi.EA_Use(bs->client);
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
else if (gametype == GT_HARVESTER) {
|
|
//
|
|
if (BotHarvesterCarryingCubes(bs))
|
|
return;
|
|
c = BotEnemyCubeCarrierVisible(bs);
|
|
if (c >= 0)
|
|
return;
|
|
//if near enemy base and enemy base is visible
|
|
switch(BotTeam(bs)) {
|
|
case TEAM_RED: goal = &blueobelisk; break;
|
|
default: goal = &redobelisk; break;
|
|
}
|
|
//if the obelisk is visible
|
|
VectorCopy(goal->origin, target);
|
|
target[2] += 1;
|
|
VectorSubtract(bs->origin, target, dir);
|
|
if (VectorLengthSquared(dir) < Square(200)) {
|
|
BotAI_Trace(&trace, bs->eye, NULL, NULL, target, bs->client, CONTENTS_SOLID);
|
|
if (trace.fraction >= 1 || trace.ent == goal->entitynum) {
|
|
gi.EA_Use(bs->client);
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
#endif
|
|
|
|
/*
|
|
==================
|
|
BotBattleUseItems
|
|
==================
|
|
*/
|
|
void BotBattleUseItems(bot_state_t *bs) {
|
|
|
|
if ( ( bs->cur_ps.clientNum < 0 ) || ( bs->cur_ps.clientNum > maxclients->integer ) )
|
|
return;
|
|
|
|
if (bs->inventory[INVENTORY_HEALTH] < 40) {
|
|
if (bs->inventory[INVENTORY_TELEPORTER] > 0) {
|
|
if (!BotCTFCarryingFlag(bs)
|
|
#ifdef MISSIONPACK
|
|
&& !Bot1FCTFCarryingFlag(bs)
|
|
&& !BotHarvesterCarryingCubes(bs)
|
|
#endif
|
|
) {
|
|
Player *player = (Player *)g_entities[bs->cur_ps.clientNum].entity;
|
|
player->useHoldableItem();
|
|
// gi.EA_Use(bs->client);
|
|
}
|
|
}
|
|
}
|
|
|
|
if ((bs->inventory[INVENTORY_HEALTH] < 30) || (bs->lasthealth > bs->inventory[INVENTORY_HEALTH])) {
|
|
if (bs->inventory[INVENTORY_INVULNERABILITY]) {
|
|
Player *player = (Player *)g_entities[bs->cur_ps.clientNum].entity;
|
|
player->useHoldableItem();
|
|
}
|
|
}
|
|
|
|
if (bs->inventory[INVENTORY_HEALTH] < 60) {
|
|
if (bs->inventory[INVENTORY_MEDKIT] > 0) {
|
|
Player *player = (Player *)g_entities[bs->cur_ps.clientNum].entity;
|
|
player->useHoldableItem();
|
|
// gi.EA_Use(bs->client);
|
|
}
|
|
}
|
|
#ifdef MISSIONPACK
|
|
BotUseKamikaze(bs);
|
|
BotUseInvulnerability(bs);
|
|
#endif
|
|
}
|
|
|
|
/*
|
|
==================
|
|
BotSetTeleportTime
|
|
==================
|
|
*/
|
|
void BotSetTeleportTime(bot_state_t *bs) {
|
|
Q_UNUSED(bs);
|
|
/* FIXME
|
|
if ((bs->cur_ps.eFlags ^ bs->last_eFlags) & EF_TELEPORT_BIT) {
|
|
bs->teleport_time = FloatTime();
|
|
}
|
|
bs->last_eFlags = bs->cur_ps.eFlags;
|
|
*/
|
|
}
|
|
|
|
/*
|
|
==================
|
|
BotIsDead
|
|
==================
|
|
*/
|
|
qboolean BotIsDead(bot_state_t *bs) {
|
|
return (bs->cur_ps.pm_type == PM_DEAD);
|
|
}
|
|
|
|
/*
|
|
==================
|
|
BotIsObserver
|
|
==================
|
|
*/
|
|
qboolean BotIsObserver(bot_state_t *bs) {
|
|
Q_UNUSED(bs);
|
|
/* char buf[MAX_INFO_STRING];
|
|
if (bs->cur_ps.pm_type == PM_SPECTATOR) return qtrue;
|
|
strncpy(buf,gi.getConfigstring(CS_PLAYERS+bs->client), sizeof(buf));
|
|
if (atoi(Info_ValueForKey(buf, "t")) == TEAM_SPECTATOR) return qtrue;
|
|
*/ return qfalse;
|
|
}
|
|
|
|
/*
|
|
==================
|
|
BotIntermission
|
|
==================
|
|
*/
|
|
qboolean BotIntermission(bot_state_t *bs) {
|
|
Q_UNUSED(bs);
|
|
//NOTE: we shouldn't be looking at the game code...
|
|
if (level.intermissiontime) return qtrue;
|
|
// return (bs->cur_ps.pm_type == PM_FREEZE || bs->cur_ps.pm_type == PM_INTERMISSION); // FIXME
|
|
return qfalse;
|
|
}
|
|
|
|
/*
|
|
==================
|
|
BotInLavaOrSlime
|
|
==================
|
|
*/
|
|
qboolean BotInLavaOrSlime(bot_state_t *bs) {
|
|
vec3_t feet;
|
|
|
|
VectorCopy(bs->origin, feet);
|
|
feet[2] -= 23;
|
|
return (gi.AAS_PointContents(feet) & (CONTENTS_LAVA|CONTENTS_SLIME));
|
|
}
|
|
|
|
/*
|
|
==================
|
|
BotCreateWayPoint
|
|
==================
|
|
*/
|
|
bot_waypoint_t *BotCreateWayPoint(char *name, vec3_t origin, int areanum) {
|
|
bot_waypoint_t *wp;
|
|
vec3_t waypointmins = {-8, -8, -8}, waypointmaxs = {8, 8, 8};
|
|
|
|
wp = botai_freewaypoints;
|
|
if ( !wp ) {
|
|
BotAI_Print( PRT_WARNING, "BotCreateWayPoint: Out of waypoints\n" );
|
|
return NULL;
|
|
}
|
|
botai_freewaypoints = botai_freewaypoints->next;
|
|
|
|
Q_strncpyz( wp->name, name, sizeof(wp->name) );
|
|
VectorCopy(origin, wp->goal.origin);
|
|
VectorCopy(waypointmins, wp->goal.mins);
|
|
VectorCopy(waypointmaxs, wp->goal.maxs);
|
|
wp->goal.areanum = areanum;
|
|
wp->next = NULL;
|
|
wp->prev = NULL;
|
|
return wp;
|
|
}
|
|
|
|
/*
|
|
==================
|
|
BotFindWayPoint
|
|
==================
|
|
*/
|
|
bot_waypoint_t *BotFindWayPoint(bot_waypoint_t *waypoints, char *name) {
|
|
bot_waypoint_t *wp;
|
|
|
|
for (wp = waypoints; wp; wp = wp->next) {
|
|
if (!Q_stricmp(wp->name, name)) return wp;
|
|
}
|
|
return NULL;
|
|
}
|
|
|
|
/*
|
|
==================
|
|
BotFreeWaypoints
|
|
==================
|
|
*/
|
|
void BotFreeWaypoints(bot_waypoint_t *wp) {
|
|
bot_waypoint_t *nextwp;
|
|
|
|
for (; wp; wp = nextwp) {
|
|
nextwp = wp->next;
|
|
wp->next = botai_freewaypoints;
|
|
botai_freewaypoints = wp;
|
|
}
|
|
}
|
|
|
|
/*
|
|
==================
|
|
BotInitWaypoints
|
|
==================
|
|
*/
|
|
void BotInitWaypoints(void) {
|
|
int i;
|
|
|
|
botai_freewaypoints = NULL;
|
|
for (i = 0; i < MAX_WAYPOINTS; i++) {
|
|
botai_waypoints[i].next = botai_freewaypoints;
|
|
botai_freewaypoints = &botai_waypoints[i];
|
|
}
|
|
}
|
|
|
|
/*
|
|
==================
|
|
TeamPlayIsOn
|
|
==================
|
|
*/
|
|
int TeamPlayIsOn(void) {
|
|
return ( gametype >= GT_TEAM );
|
|
}
|
|
|
|
/*
|
|
==================
|
|
BotAggression
|
|
==================
|
|
*/
|
|
float BotAggression(bot_state_t *bs) {
|
|
//if the bot has quad
|
|
if (bs->inventory[INVENTORY_QUAD]) {
|
|
//if the bot is not holding the gauntlet or the enemy is really nearby
|
|
return 70;
|
|
}
|
|
//if the enemy is located way higher than the bot
|
|
if (bs->inventory[ENEMY_HEIGHT] > 200) return 0;
|
|
//if the bot is very low on health
|
|
if (bs->inventory[INVENTORY_HEALTH] < 60) return 0;
|
|
//if the bot is low on health
|
|
if (bs->inventory[INVENTORY_HEALTH] < 80) {
|
|
//if the bot has insufficient armor
|
|
if (bs->inventory[INVENTORY_ARMOR] < 40) return 0;
|
|
}
|
|
//if the bot can use the bfg
|
|
if (bs->inventory[INVENTORY_BFG10K] > 0 &&
|
|
bs->inventory[INVENTORY_PLASMA] > 7) return 100;
|
|
//if the bot can use the railgun
|
|
if (bs->inventory[INVENTORY_RAILGUN] > 0 &&
|
|
bs->inventory[INVENTORY_PLASMA] > 5) return 95;
|
|
//if the bot can use the lightning gun
|
|
if (bs->inventory[INVENTORY_LIGHTNING] > 0 &&
|
|
bs->inventory[INVENTORY_IDRYLL] > 50) return 90;
|
|
//if the bot can use the rocketlauncher
|
|
if (bs->inventory[INVENTORY_ROCKETLAUNCHER] > 0 &&
|
|
bs->inventory[INVENTORY_FED] > 5) return 90;
|
|
//if the bot can use the plasmagun
|
|
if (bs->inventory[INVENTORY_PLASMAGUN] > 0 &&
|
|
bs->inventory[INVENTORY_PLASMA] > 40) return 85;
|
|
//if the bot can use the grenade launcher
|
|
if (bs->inventory[INVENTORY_GRENADELAUNCHER] > 0 &&
|
|
bs->inventory[INVENTORY_FED] > 10) return 80;
|
|
//if the bot can use the shotgun
|
|
if (bs->inventory[INVENTORY_SHOTGUN] > 0 &&
|
|
bs->inventory[INVENTORY_PLASMA] > 10) return 60;
|
|
//otherwise the bot is not feeling too good
|
|
return 0;
|
|
}
|
|
|
|
/*
|
|
==================
|
|
BotFeelingBad
|
|
==================
|
|
*/
|
|
float BotFeelingBad(bot_state_t *bs) {
|
|
// if (bs->weaponnum == WP_GAUNTLET) {
|
|
// return 100;
|
|
// }
|
|
if (bs->inventory[INVENTORY_HEALTH] < 40) {
|
|
return 100;
|
|
}
|
|
// if (bs->weaponnum == WP_MACHINEGUN) {
|
|
// return 90;
|
|
// }
|
|
if (bs->inventory[INVENTORY_HEALTH] < 60) {
|
|
return 80;
|
|
}
|
|
return 0;
|
|
}
|
|
|
|
/*
|
|
==================
|
|
BotWantsToRetreat
|
|
==================
|
|
*/
|
|
int BotWantsToRetreat(bot_state_t *bs) {
|
|
aas_entityinfo_t entinfo;
|
|
|
|
if (gametype == GT_CTF) {
|
|
//always retreat when carrying a CTF flag
|
|
if (BotCTFCarryingFlag(bs))
|
|
return qtrue;
|
|
}
|
|
#ifdef MISSIONPACK
|
|
else if (gametype == GT_1FCTF) {
|
|
//if carrying the flag then always retreat
|
|
if (Bot1FCTFCarryingFlag(bs))
|
|
return qtrue;
|
|
}
|
|
else if (gametype == GT_OBELISK) {
|
|
//the bots should be dedicated to attacking the enemy obelisk
|
|
if (bs->ltgtype == LTG_ATTACKENEMYBASE) {
|
|
if (bs->enemy != redobelisk.entitynum ||
|
|
bs->enemy != blueobelisk.entitynum) {
|
|
return qtrue;
|
|
}
|
|
}
|
|
if (BotFeelingBad(bs) > 50) {
|
|
return qtrue;
|
|
}
|
|
return qfalse;
|
|
}
|
|
else if (gametype == GT_HARVESTER) {
|
|
//if carrying cubes then always retreat
|
|
if (BotHarvesterCarryingCubes(bs)) return qtrue;
|
|
}
|
|
#endif
|
|
//
|
|
if (bs->enemy >= 0) {
|
|
//if the enemy is carrying a flag
|
|
BotEntityInfo(bs->enemy, &entinfo);
|
|
if (EntityCarriesFlag(&entinfo))
|
|
return qfalse;
|
|
}
|
|
//if the bot is getting the flag
|
|
if (bs->ltgtype == LTG_GETFLAG)
|
|
return qtrue;
|
|
//
|
|
if (BotAggression(bs) < 50)
|
|
return qtrue;
|
|
return qfalse;
|
|
}
|
|
|
|
/*
|
|
==================
|
|
BotWantsToChase
|
|
==================
|
|
*/
|
|
int BotWantsToChase(bot_state_t *bs) {
|
|
aas_entityinfo_t entinfo;
|
|
|
|
if (gametype == GT_CTF) {
|
|
//never chase when carrying a CTF flag
|
|
if (BotCTFCarryingFlag(bs))
|
|
return qfalse;
|
|
//always chase if the enemy is carrying a flag
|
|
BotEntityInfo(bs->enemy, &entinfo);
|
|
if (EntityCarriesFlag(&entinfo))
|
|
return qtrue;
|
|
}
|
|
#ifdef MISSIONPACK
|
|
else if (gametype == GT_1FCTF) {
|
|
//never chase if carrying the flag
|
|
if (Bot1FCTFCarryingFlag(bs))
|
|
return qfalse;
|
|
//always chase if the enemy is carrying a flag
|
|
BotEntityInfo(bs->enemy, &entinfo);
|
|
if (EntityCarriesFlag(&entinfo))
|
|
return qtrue;
|
|
}
|
|
else if (gametype == GT_OBELISK) {
|
|
//the bots should be dedicated to attacking the enemy obelisk
|
|
if (bs->ltgtype == LTG_ATTACKENEMYBASE) {
|
|
if (bs->enemy != redobelisk.entitynum ||
|
|
bs->enemy != blueobelisk.entitynum) {
|
|
return qfalse;
|
|
}
|
|
}
|
|
else if ( ( bs->enemy == redobelisk.entitynum ) || ( bs->enemy == blueobelisk.entitynum ) ) {
|
|
return qtrue;
|
|
}
|
|
}
|
|
else if (gametype == GT_HARVESTER) {
|
|
//never chase if carrying cubes
|
|
if (BotHarvesterCarryingCubes(bs))
|
|
return qfalse;
|
|
}
|
|
#endif
|
|
//if the bot is getting the flag
|
|
if (bs->ltgtype == LTG_GETFLAG)
|
|
return qfalse;
|
|
//
|
|
if (BotAggression(bs) > 50)
|
|
return qtrue;
|
|
return qfalse;
|
|
}
|
|
|
|
/*
|
|
==================
|
|
BotWantsToHelp
|
|
==================
|
|
*/
|
|
int BotWantsToHelp(bot_state_t *bs) {
|
|
Q_UNUSED(bs);
|
|
return qtrue;
|
|
}
|
|
|
|
/*
|
|
==================
|
|
BotCanAndWantsToRocketJump
|
|
==================
|
|
*/
|
|
int BotCanAndWantsToRocketJump(bot_state_t *bs) {
|
|
float rocketjumper;
|
|
|
|
//if rocket jumping is disabled
|
|
if (!bot_rocketjump.integer) return qfalse;
|
|
//if no rocket launcher
|
|
if (bs->inventory[INVENTORY_ROCKETLAUNCHER] <= 0) return qfalse;
|
|
//if low on rockets
|
|
if (bs->inventory[INVENTORY_PLASMA] < 3) return qfalse;
|
|
//never rocket jump with the Quad
|
|
if (bs->inventory[INVENTORY_QUAD]) return qfalse;
|
|
//if low on health
|
|
if (bs->inventory[INVENTORY_HEALTH] < 60) return qfalse;
|
|
//if not full health
|
|
if (bs->inventory[INVENTORY_HEALTH] < 90) {
|
|
//if the bot has insufficient armor
|
|
if (bs->inventory[INVENTORY_ARMOR] < 40) return qfalse;
|
|
}
|
|
rocketjumper = gi.Characteristic_BFloat(bs->character, CHARACTERISTIC_WEAPONJUMPING, 0, 1);
|
|
if (rocketjumper < 0.5) return qfalse;
|
|
return qtrue;
|
|
}
|
|
|
|
/*
|
|
==================
|
|
BotHasPersistantPowerupAndWeapon
|
|
==================
|
|
*/
|
|
int BotHasPersistantPowerupAndWeapon(bot_state_t *bs) { // BOTTODO fix these for ef2 pickups
|
|
#ifdef MISSIONPACK
|
|
// if the bot does not have a persistant powerup
|
|
if (!bs->inventory[INVENTORY_SCOUT] &&
|
|
!bs->inventory[INVENTORY_GUARD] &&
|
|
!bs->inventory[INVENTORY_DOUBLER] &&
|
|
!bs->inventory[INVENTORY_AMMOREGEN] ) {
|
|
return qfalse;
|
|
}
|
|
#endif
|
|
//if the bot is very low on health
|
|
if (bs->inventory[INVENTORY_HEALTH] < 60) return qfalse;
|
|
//if the bot is low on health
|
|
if (bs->inventory[INVENTORY_HEALTH] < 80) {
|
|
//if the bot has insufficient armor
|
|
if (bs->inventory[INVENTORY_ARMOR] < 40) return qfalse;
|
|
}
|
|
//if the bot can use the bfg
|
|
if (bs->inventory[INVENTORY_BFG10K] > 0 &&
|
|
bs->inventory[INVENTORY_PLASMA] > 7) return qtrue;
|
|
//if the bot can use the railgun
|
|
if (bs->inventory[INVENTORY_RAILGUN] > 0 &&
|
|
bs->inventory[INVENTORY_PLASMA] > 5) return qtrue;
|
|
//if the bot can use the lightning gun
|
|
if (bs->inventory[INVENTORY_LIGHTNING] > 0 &&
|
|
bs->inventory[INVENTORY_PLASMA] > 50) return qtrue;
|
|
//if the bot can use the rocketlauncher
|
|
if (bs->inventory[INVENTORY_ROCKETLAUNCHER] > 0 &&
|
|
bs->inventory[INVENTORY_PLASMA] > 5) return qtrue;
|
|
//
|
|
if (bs->inventory[INVENTORY_NAILGUN] > 0 &&
|
|
bs->inventory[INVENTORY_PLASMA] > 5) return qtrue;
|
|
//
|
|
if (bs->inventory[INVENTORY_PROXLAUNCHER] > 0 &&
|
|
bs->inventory[INVENTORY_PLASMA] > 5) return qtrue;
|
|
//
|
|
if (bs->inventory[INVENTORY_CHAINGUN] > 0 &&
|
|
bs->inventory[INVENTORY_PLASMA] > 40) return qtrue;
|
|
//if the bot can use the plasmagun
|
|
if (bs->inventory[INVENTORY_PLASMAGUN] > 0 &&
|
|
bs->inventory[INVENTORY_PLASMA] > 20) return qtrue;
|
|
return qfalse;
|
|
}
|
|
|
|
/*
|
|
==================
|
|
BotGoCamp
|
|
==================
|
|
*/
|
|
void BotGoCamp(bot_state_t *bs, bot_goal_t *goal) {
|
|
float camper;
|
|
|
|
bs->decisionmaker = bs->client;
|
|
//set message time to zero so bot will NOT show any message
|
|
bs->teammessage_time = 0;
|
|
//set the ltg type
|
|
bs->ltgtype = LTG_CAMP;
|
|
//set the team goal
|
|
memcpy(&bs->teamgoal, goal, sizeof(bot_goal_t));
|
|
//get the team goal time
|
|
camper = gi.Characteristic_BFloat(bs->character, CHARACTERISTIC_CAMPER, 0, 1);
|
|
if (camper > 0.99) bs->teamgoal_time = FloatTime() + 99999;
|
|
else bs->teamgoal_time = FloatTime() + 120 + 180 * camper + random() * 15;
|
|
//set the last time the bot started camping
|
|
bs->camp_time = FloatTime();
|
|
//the teammate that requested the camping
|
|
bs->teammate = 0;
|
|
//do NOT type arrive message
|
|
bs->arrive_time = 1;
|
|
}
|
|
|
|
/*
|
|
==================
|
|
BotWantsToCamp
|
|
==================
|
|
*/
|
|
int BotWantsToCamp(bot_state_t *bs) {
|
|
float camper;
|
|
int cs, traveltime, besttraveltime;
|
|
bot_goal_t goal, bestgoal;
|
|
|
|
camper = gi.Characteristic_BFloat(bs->character, CHARACTERISTIC_CAMPER, 0, 1);
|
|
if (camper < 0.1) return qfalse;
|
|
//if the bot has a team goal
|
|
if (bs->ltgtype == LTG_TEAMHELP ||
|
|
bs->ltgtype == LTG_TEAMACCOMPANY ||
|
|
bs->ltgtype == LTG_DEFENDKEYAREA ||
|
|
bs->ltgtype == LTG_GETFLAG ||
|
|
bs->ltgtype == LTG_RUSHBASE ||
|
|
bs->ltgtype == LTG_CAMP ||
|
|
bs->ltgtype == LTG_CAMPORDER ||
|
|
bs->ltgtype == LTG_PATROL) {
|
|
return qfalse;
|
|
}
|
|
//if camped recently
|
|
if (bs->camp_time > FloatTime() - 60 + 300 * (1-camper)) return qfalse;
|
|
//
|
|
if (random() > camper) {
|
|
bs->camp_time = FloatTime();
|
|
return qfalse;
|
|
}
|
|
//if the bot isn't healthy anough
|
|
if (BotAggression(bs) < 50) return qfalse;
|
|
//the bot should have at least have the rocket launcher, the railgun or the bfg10k with some ammo
|
|
if ((bs->inventory[INVENTORY_ROCKETLAUNCHER] <= 0 || bs->inventory[INVENTORY_FED < 10]) &&
|
|
(bs->inventory[INVENTORY_RAILGUN] <= 0 || bs->inventory[INVENTORY_IDRYLL] < 10) &&
|
|
(bs->inventory[INVENTORY_BFG10K] <= 0 || bs->inventory[INVENTORY_PLASMA] < 10)) {
|
|
return qfalse;
|
|
}
|
|
//find the closest camp spot
|
|
besttraveltime = 99999;
|
|
for (cs = gi.BotGetNextCampSpotGoal(0, &goal); cs; cs = gi.BotGetNextCampSpotGoal(cs, &goal)) {
|
|
traveltime = gi.AAS_AreaTravelTimeToGoalArea(bs->areanum, bs->origin, goal.areanum, TFL_DEFAULT);
|
|
if (traveltime && traveltime < besttraveltime) {
|
|
besttraveltime = traveltime;
|
|
memcpy(&bestgoal, &goal, sizeof(bot_goal_t));
|
|
}
|
|
}
|
|
if (besttraveltime > 150) return qfalse;
|
|
//ok found a camp spot, go camp there
|
|
BotGoCamp(bs, &bestgoal);
|
|
bs->ordered = qfalse;
|
|
//
|
|
return qtrue;
|
|
}
|
|
|
|
/*
|
|
==================
|
|
BotDontAvoid
|
|
==================
|
|
*/
|
|
void BotDontAvoid(bot_state_t *bs, char *itemname) {
|
|
bot_goal_t goal;
|
|
int num;
|
|
|
|
num = gi.BotGetLevelItemGoal(-1, itemname, &goal);
|
|
while(num >= 0) {
|
|
gi.BotRemoveFromAvoidGoals(bs->gs, goal.number);
|
|
num = gi.BotGetLevelItemGoal(num, itemname, &goal);
|
|
}
|
|
}
|
|
|
|
/*
|
|
==================
|
|
BotGoForPowerups
|
|
==================
|
|
*/
|
|
void BotGoForPowerups(bot_state_t *bs) {
|
|
|
|
//don't avoid any of the powerups anymore
|
|
BotDontAvoid(bs, "Quad Damage");
|
|
BotDontAvoid(bs, "Regeneration");
|
|
BotDontAvoid(bs, "Battle Suit");
|
|
BotDontAvoid(bs, "Speed");
|
|
BotDontAvoid(bs, "Invisibility");
|
|
//BotDontAvoid(bs, "Flight");
|
|
//reset the long term goal time so the bot will go for the powerup
|
|
//NOTE: the long term goal type doesn't change
|
|
bs->ltg_time = 0;
|
|
}
|
|
|
|
/*
|
|
==================
|
|
BotRoamGoal
|
|
==================
|
|
*/
|
|
void BotRoamGoal(bot_state_t *bs, vec3_t goal) {
|
|
int pc, i;
|
|
float len, rnd;
|
|
vec3_t dir, bestorg, belowbestorg;
|
|
bsp_trace_t trace;
|
|
|
|
for (i = 0; i < 10; i++) {
|
|
//start at the bot origin
|
|
VectorCopy(bs->origin, bestorg);
|
|
rnd = random();
|
|
if (rnd > 0.25) {
|
|
//add a random value to the x-coordinate
|
|
if (random() < 0.5) bestorg[0] -= 800 * random() + 100;
|
|
else bestorg[0] += 800 * random() + 100;
|
|
}
|
|
if (rnd < 0.75) {
|
|
//add a random value to the y-coordinate
|
|
if (random() < 0.5) bestorg[1] -= 800 * random() + 100;
|
|
else bestorg[1] += 800 * random() + 100;
|
|
}
|
|
//add a random value to the z-coordinate (NOTE: 48 = maxjump?)
|
|
bestorg[2] += 2 * 48 * crandom();
|
|
//trace a line from the origin to the roam target
|
|
BotAI_Trace(&trace, bs->origin, NULL, NULL, bestorg, bs->entitynum, MASK_SOLID);
|
|
//direction and length towards the roam target
|
|
VectorSubtract(trace.endpos, bs->origin, dir);
|
|
len = VectorNormalize(dir);
|
|
//if the roam target is far away anough
|
|
if (len > 200) {
|
|
//the roam target is in the given direction before walls
|
|
VectorScale(dir, len * trace.fraction - 40, dir);
|
|
VectorAdd(bs->origin, dir, bestorg);
|
|
//get the coordinates of the floor below the roam target
|
|
belowbestorg[0] = bestorg[0];
|
|
belowbestorg[1] = bestorg[1];
|
|
belowbestorg[2] = bestorg[2] - 800;
|
|
BotAI_Trace(&trace, bestorg, NULL, NULL, belowbestorg, bs->entitynum, MASK_SOLID);
|
|
//
|
|
if (!trace.startsolid) {
|
|
trace.endpos[2]++;
|
|
pc = gi.PointContents(trace.endpos);//, bs->entitynum);
|
|
if (!(pc & (CONTENTS_LAVA | CONTENTS_SLIME))) {
|
|
VectorCopy(bestorg, goal);
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
VectorCopy(bestorg, goal);
|
|
}
|
|
|
|
/*
|
|
==================
|
|
BotAttackMove
|
|
==================
|
|
*/
|
|
bot_moveresult_t BotAttackMove(bot_state_t *bs, int tfl) {
|
|
int movetype, i, attackentity;
|
|
float attack_skill, jumper, croucher, dist, strafechange_time;
|
|
float attack_dist=0, attack_range=0;
|
|
vec3_t forward, backward, sideward, hordir, up = {0, 0, 1}, end;
|
|
aas_entityinfo_t entinfo;
|
|
bot_moveresult_t moveresult;
|
|
bot_goal_t goal;
|
|
|
|
attackentity = bs->enemy;
|
|
//
|
|
if (bs->attackchase_time > FloatTime()) {
|
|
//create the chase goal
|
|
goal.entitynum = attackentity;
|
|
goal.areanum = bs->lastenemyareanum;
|
|
VectorCopy(bs->lastenemyorigin, goal.origin);
|
|
VectorSet(goal.mins, -8, -8, -8);
|
|
VectorSet(goal.maxs, 8, 8, 8);
|
|
//initialize the movement state
|
|
BotSetupForMovement(bs);
|
|
//move towards the goal
|
|
gi.BotMoveToGoal(&moveresult, bs->ms, &goal, tfl);
|
|
return moveresult;
|
|
}
|
|
//
|
|
memset(&moveresult, 0, sizeof(bot_moveresult_t));
|
|
//
|
|
attack_skill = gi.Characteristic_BFloat(bs->character, CHARACTERISTIC_ATTACK_SKILL, 0, 1);
|
|
jumper = 0; // BOTLIB turned jumpers back off 'cause they look really bad in ef2 // gi.Characteristic_BFloat(bs->character, CHARACTERISTIC_JUMPER, 0, 1);
|
|
croucher = gi.Characteristic_BFloat(bs->character, CHARACTERISTIC_CROUCHER, 0, 1);
|
|
//if the bot is really stupid
|
|
if (attack_skill < 0.2) return moveresult;
|
|
//initialize the movement state
|
|
BotSetupForMovement(bs);
|
|
//get the enemy entity info
|
|
BotEntityInfo(attackentity, &entinfo);
|
|
//direction towards the enemy
|
|
VectorSubtract(entinfo.origin, bs->origin, forward);
|
|
//the distance towards the enemy
|
|
dist = VectorNormalize(forward);
|
|
VectorNegate(forward, backward);
|
|
//walk, crouch or jump
|
|
movetype = MOVE_WALK;
|
|
//
|
|
if (bs->attackcrouch_time < FloatTime() - 1) {
|
|
if (random() < jumper) {
|
|
movetype = MOVE_JUMP;
|
|
}
|
|
//wait at least one second before crouching again
|
|
else if (bs->attackcrouch_time < FloatTime() - 1 && random() < croucher) {
|
|
bs->attackcrouch_time = FloatTime() + croucher * 5;
|
|
}
|
|
}
|
|
if (bs->attackcrouch_time > FloatTime()) movetype = MOVE_CROUCH;
|
|
//if the bot should jump
|
|
if (movetype == MOVE_JUMP) {
|
|
//if jumped last frame
|
|
if (bs->attackjump_time > FloatTime()) {
|
|
movetype = MOVE_WALK;
|
|
}
|
|
else {
|
|
bs->attackjump_time = FloatTime() + 1;
|
|
}
|
|
}
|
|
// check if bot has melee weapon out and close distance
|
|
// BOTTODO *NOTE* this only checks primary, not secondary fire mode, and it doesn't check against
|
|
// bot's currently (randomly) selected mode.
|
|
Player *bot1 = (Player *)g_entities[bs->client].entity;
|
|
if (bot1) {
|
|
Weapon *weapon = bot1->GetActiveWeapon( WEAPON_DUAL );
|
|
if (weapon) {
|
|
if (weapon->GetFireType(FIRE_MODE1) == FT_MELEE ) {
|
|
attack_dist = 0;
|
|
attack_range = 0;
|
|
}
|
|
else {
|
|
attack_dist = IDEAL_ATTACKDIST;
|
|
attack_range = 40;
|
|
}
|
|
}
|
|
}
|
|
else {
|
|
attack_dist = IDEAL_ATTACKDIST;
|
|
attack_range = 40;
|
|
}
|
|
//if the bot is stupid
|
|
if (attack_skill <= 0.4) {
|
|
//just walk to or away from the enemy
|
|
if (dist > attack_dist + attack_range) {
|
|
if (gi.BotMoveInDirection(bs->ms, forward, sv_maxspeed->value, movetype)) return moveresult;
|
|
}
|
|
if (dist < attack_dist - attack_range) {
|
|
if (gi.BotMoveInDirection(bs->ms, backward, sv_maxspeed->value, movetype)) return moveresult;
|
|
}
|
|
return moveresult;
|
|
}
|
|
//increase the strafe time
|
|
bs->attackstrafe_time += bs->thinktime;
|
|
//get the strafe change time
|
|
strafechange_time = 0.4 + (1 - attack_skill) * 0.2;
|
|
if (attack_skill > 0.7) strafechange_time += crandom() * 0.2;
|
|
//if the strafe direction should be changed
|
|
if (bs->attackstrafe_time > strafechange_time) {
|
|
//some magic number :)
|
|
if (random() > 0.935) {
|
|
//flip the strafe direction
|
|
bs->flags ^= BFL_STRAFERIGHT;
|
|
bs->attackstrafe_time = 0;
|
|
}
|
|
}
|
|
for (i = 0; i < 2; i++) {
|
|
hordir[0] = forward[0];
|
|
hordir[1] = forward[1];
|
|
hordir[2] = 0;
|
|
VectorNormalize(hordir);
|
|
//get the sideward vector
|
|
CrossProduct(hordir, up, sideward);
|
|
//reverse the vector depending on the strafe direction
|
|
if (bs->flags & BFL_STRAFERIGHT) VectorNegate(sideward, sideward);
|
|
|
|
// BOTLIB: added trace to detect wall and flip strafe direction
|
|
bsp_trace_t trace;
|
|
VectorMA(bs->origin,40,sideward,end); // FIXME hardcoded #, grab from mins
|
|
BotAI_Trace(&trace, bs->origin, NULL, NULL, end, bs->client, CONTENTS_SOLID);
|
|
if (trace.fraction < 1.0f) {
|
|
bs->flags ^= BFL_STRAFERIGHT;
|
|
bs->attackstrafe_time = 0;
|
|
VectorScale(sideward,-1.0f,sideward);
|
|
//perform the movement
|
|
if (gi.BotMoveInDirection(bs->ms, sideward, sv_maxspeed->value, movetype))
|
|
return moveresult;
|
|
}
|
|
|
|
|
|
//randomly go back a little
|
|
if (random() > 0.9) {
|
|
VectorAdd(sideward, backward, sideward);
|
|
}
|
|
else {
|
|
//walk forward or backward to get at the ideal attack distance
|
|
if (dist > attack_dist + attack_range) {
|
|
VectorAdd(sideward, forward, sideward);
|
|
}
|
|
else if (dist < attack_dist - attack_range) {
|
|
VectorAdd(sideward, backward, sideward);
|
|
}
|
|
}
|
|
//perform the movement
|
|
if (gi.BotMoveInDirection(bs->ms, sideward, sv_maxspeed->value, movetype))
|
|
return moveresult;
|
|
//movement failed, flip the strafe direction
|
|
bs->flags ^= BFL_STRAFERIGHT;
|
|
bs->attackstrafe_time = 0;
|
|
}
|
|
//bot couldn't do any usefull movement
|
|
// bs->attackchase_time = AAS_Time() + 6;
|
|
return moveresult;
|
|
}
|
|
|
|
/*
|
|
==================
|
|
BotSameTeam
|
|
==================
|
|
*/
|
|
int BotSameTeam(bot_state_t *bs, int entnum) {
|
|
// char info1[1024], info2[1024];
|
|
const char *info1 = NULL, *info2 = NULL;
|
|
Team *team;
|
|
|
|
if (bs->client < 0 || bs->client >= maxclients->integer) {
|
|
//BotAI_Print(PRT_ERROR, "BotSameTeam: client out of range\n");
|
|
return qfalse;
|
|
}
|
|
if (entnum < 0 || entnum >= maxclients->integer) {
|
|
//BotAI_Print(PRT_ERROR, "BotSameTeam: client out of range\n");
|
|
return qfalse;
|
|
}
|
|
if ( gametype >= GT_TEAM ) {
|
|
Player *bot1 = (Player *)g_entities[bs->client].entity, *bot2 = (Player *)g_entities[entnum].entity;
|
|
if (!bot1 || !bot2)
|
|
return qfalse;
|
|
team = multiplayerManager.getPlayersTeam(bot1 );
|
|
if (team)
|
|
info1 = team->getName().c_str();
|
|
else
|
|
return qfalse;
|
|
team = multiplayerManager.getPlayersTeam(bot2 );
|
|
if (team)
|
|
info2 = team->getName().c_str();
|
|
else
|
|
return qfalse;
|
|
if ((!info1) || (!info2))
|
|
return qfalse;
|
|
if (!strcmp(info1,info2))
|
|
return qtrue;
|
|
}
|
|
return qfalse;
|
|
}
|
|
|
|
/*
|
|
==================
|
|
InFieldOfVision
|
|
==================
|
|
*/
|
|
qboolean InFieldOfVision(vec3_t viewangles, float fov, vec3_t angles)
|
|
{
|
|
int i;
|
|
float diff, angle;
|
|
|
|
for (i = 0; i < 2; i++) {
|
|
angle = AngleMod(viewangles[i]);
|
|
angles[i] = AngleMod(angles[i]);
|
|
diff = angles[i] - angle;
|
|
if (angles[i] > angle) {
|
|
if (diff > 180.0) diff -= 360.0;
|
|
}
|
|
else {
|
|
if (diff < -180.0) diff += 360.0;
|
|
}
|
|
if (diff > 0) {
|
|
if (diff > fov * 0.5) return qfalse;
|
|
}
|
|
else {
|
|
if (diff < -fov * 0.5) return qfalse;
|
|
}
|
|
}
|
|
return qtrue;
|
|
}
|
|
|
|
/*
|
|
==================
|
|
BotEntityVisible
|
|
|
|
returns visibility in the range [0, 1] taking fog and water surfaces into account
|
|
==================
|
|
*/
|
|
float BotEntityVisible(int viewer, vec3_t eye, vec3_t viewangles, float fov, int ent) {
|
|
int i, contents_mask, passent, hitent, infog, inwater, otherinfog, pc;
|
|
float squaredfogdist, waterfactor, vis, bestvis;
|
|
bsp_trace_t trace;
|
|
aas_entityinfo_t entinfo;
|
|
vec3_t dir, entangles, start, end, middle;
|
|
|
|
//calculate middle of bounding box
|
|
BotEntityInfo(ent, &entinfo);
|
|
VectorAdd(entinfo.mins, entinfo.maxs, middle);
|
|
VectorScale(middle, 0.5, middle);
|
|
VectorAdd(entinfo.origin, middle, middle);
|
|
//check if entity is within field of vision
|
|
VectorSubtract(middle, eye, dir);
|
|
vectoangles(dir, entangles);
|
|
if (!InFieldOfVision(viewangles, fov, entangles)) return 0;
|
|
//
|
|
pc = gi.AAS_PointContents(eye);
|
|
infog = (pc & CONTENTS_FOG);
|
|
inwater = (pc & (CONTENTS_LAVA|CONTENTS_SLIME|CONTENTS_WATER));
|
|
//
|
|
bestvis = 0;
|
|
for (i = 0; i < 3; i++) {
|
|
//if the point is not in potential visible sight
|
|
//if (!AAS_inPVS(eye, middle)) continue;
|
|
//
|
|
contents_mask = CONTENTS_SOLID|CONTENTS_PLAYERCLIP;
|
|
passent = viewer;
|
|
hitent = ent;
|
|
VectorCopy(eye, start);
|
|
VectorCopy(middle, end);
|
|
//if the entity is in water, lava or slime
|
|
if (gi.AAS_PointContents(middle) & (CONTENTS_LAVA|CONTENTS_SLIME|CONTENTS_WATER)) {
|
|
contents_mask |= (CONTENTS_LAVA|CONTENTS_SLIME|CONTENTS_WATER);
|
|
}
|
|
//if eye is in water, lava or slime
|
|
if (inwater) {
|
|
if (!(contents_mask & (CONTENTS_LAVA|CONTENTS_SLIME|CONTENTS_WATER))) {
|
|
passent = ent;
|
|
hitent = viewer;
|
|
VectorCopy(middle, start);
|
|
VectorCopy(eye, end);
|
|
}
|
|
contents_mask ^= (CONTENTS_LAVA|CONTENTS_SLIME|CONTENTS_WATER);
|
|
}
|
|
//trace from start to end
|
|
BotAI_Trace(&trace, start, NULL, NULL, end, passent, contents_mask);
|
|
//if water was hit
|
|
waterfactor = 1.0;
|
|
if (trace.contents & (CONTENTS_LAVA|CONTENTS_SLIME|CONTENTS_WATER)) {
|
|
//if the water surface is translucent
|
|
if (1) {
|
|
//trace through the water
|
|
contents_mask &= ~(CONTENTS_LAVA|CONTENTS_SLIME|CONTENTS_WATER);
|
|
BotAI_Trace(&trace, trace.endpos, NULL, NULL, end, passent, contents_mask);
|
|
waterfactor = 0.5;
|
|
}
|
|
}
|
|
//if a full trace or the hitent was hit
|
|
if (trace.fraction >= 1 || trace.ent == hitent) {
|
|
//check for fog, assuming there's only one fog brush where
|
|
//either the viewer or the entity is in or both are in
|
|
otherinfog = (gi.AAS_PointContents(middle) & CONTENTS_FOG);
|
|
if (infog && otherinfog) {
|
|
VectorSubtract(trace.endpos, eye, dir);
|
|
squaredfogdist = VectorLengthSquared(dir);
|
|
}
|
|
else if (infog) {
|
|
VectorCopy(trace.endpos, start);
|
|
BotAI_Trace(&trace, start, NULL, NULL, eye, viewer, CONTENTS_FOG);
|
|
VectorSubtract(eye, trace.endpos, dir);
|
|
squaredfogdist = VectorLengthSquared(dir);
|
|
}
|
|
else if (otherinfog) {
|
|
VectorCopy(trace.endpos, end);
|
|
BotAI_Trace(&trace, eye, NULL, NULL, end, viewer, CONTENTS_FOG);
|
|
VectorSubtract(end, trace.endpos, dir);
|
|
squaredfogdist = VectorLengthSquared(dir);
|
|
}
|
|
else {
|
|
//if the entity and the viewer are not in fog assume there's no fog in between
|
|
squaredfogdist = 0;
|
|
}
|
|
//decrease visibility with the view distance through fog
|
|
vis = 1 / ((squaredfogdist * 0.001) < 1 ? 1 : (squaredfogdist * 0.001));
|
|
//if entering water visibility is reduced
|
|
vis *= waterfactor;
|
|
//
|
|
if (vis > bestvis) bestvis = vis;
|
|
//if pretty much no fog
|
|
if (bestvis >= 0.95) return bestvis;
|
|
}
|
|
//check bottom and top of bounding box as well
|
|
if (i == 0) middle[2] += entinfo.mins[2];
|
|
else if (i == 1) middle[2] += entinfo.maxs[2] - entinfo.mins[2];
|
|
}
|
|
return bestvis;
|
|
}
|
|
|
|
/*
|
|
==================
|
|
BotFindEnemy
|
|
==================
|
|
*/
|
|
int BotFindEnemy(bot_state_t *bs, int curenemy) {
|
|
int i, healthdecrease;
|
|
float f, alertness, easyfragger, vis;
|
|
float squaredist, cursquaredist;
|
|
aas_entityinfo_t entinfo, curenemyinfo;
|
|
vec3_t dir, angles;
|
|
|
|
alertness = gi.Characteristic_BFloat(bs->character, CHARACTERISTIC_ALERTNESS, 0, 1);
|
|
easyfragger = gi.Characteristic_BFloat(bs->character, CHARACTERISTIC_EASY_FRAGGER, 0, 1);
|
|
//check if the health decreased
|
|
healthdecrease = bs->lasthealth > bs->inventory[INVENTORY_HEALTH];
|
|
//remember the current health value
|
|
//
|
|
|
|
if (curenemy >= 0) {
|
|
|
|
// Make sure not accidently targeting a team member
|
|
|
|
if ( BotSameTeam( bs, curenemy ) ) {
|
|
bs->enemy = -1;
|
|
return qtrue;
|
|
}
|
|
|
|
BotEntityInfo(curenemy, &curenemyinfo);
|
|
|
|
if ( EntityCarriesFlag(&curenemyinfo) ) return qfalse;
|
|
|
|
VectorSubtract(curenemyinfo.origin, bs->origin, dir);
|
|
cursquaredist = VectorLengthSquared(dir);
|
|
}
|
|
else {
|
|
cursquaredist = 0;
|
|
}
|
|
#ifdef MISSIONPACK
|
|
if (gametype == GT_OBELISK) {
|
|
vec3_t target;
|
|
bot_goal_t *goal;
|
|
bsp_trace_t trace;
|
|
|
|
if (BotTeam(bs) == TEAM_RED)
|
|
goal = &blueobelisk;
|
|
else
|
|
goal = &redobelisk;
|
|
//if the obelisk is visible
|
|
VectorCopy(goal->origin, target);
|
|
target[2] += 1;
|
|
BotAI_Trace(&trace, bs->eye, NULL, NULL, target, bs->client, CONTENTS_SOLID);
|
|
if (trace.fraction >= 1 || trace.ent == goal->entitynum) {
|
|
if (goal->entitynum == bs->enemy) {
|
|
return qfalse;
|
|
}
|
|
bs->enemy = goal->entitynum;
|
|
bs->enemysight_time = FloatTime();
|
|
bs->enemysuicide = qfalse;
|
|
bs->enemydeath_time = 0;
|
|
bs->enemyvisible_time = FloatTime();
|
|
return qtrue;
|
|
}
|
|
}
|
|
#endif
|
|
//
|
|
for (i = 0; i < maxclients->integer && i < MAX_CLIENTS; i++) {
|
|
|
|
if (i == bs->client) continue;
|
|
//if it's the current enemy
|
|
if (i == curenemy) continue;
|
|
//
|
|
BotEntityInfo(i, &entinfo);
|
|
//
|
|
if (!entinfo.valid) continue;
|
|
//if the enemy isn't dead and the enemy isn't the bot self
|
|
if (EntityIsDead(&entinfo) || entinfo.number == bs->entitynum) continue;
|
|
//if the enemy is invisible and not shooting
|
|
if (EntityIsInvisible(&entinfo) && !EntityIsShooting(&entinfo)) {
|
|
continue;
|
|
}
|
|
//if not an easy fragger don't shoot at chatting players
|
|
if (easyfragger < 0.5 && EntityIsChatting(&entinfo)) continue;
|
|
//
|
|
if (lastteleport_time > FloatTime() - 3) {
|
|
VectorSubtract(entinfo.origin, lastteleport_origin, dir);
|
|
if (VectorLengthSquared(dir) < Square(70)) continue;
|
|
}
|
|
//calculate the distance towards the enemy
|
|
VectorSubtract(entinfo.origin, bs->origin, dir);
|
|
squaredist = VectorLengthSquared(dir);
|
|
//if this entity is not carrying a flag
|
|
if (!EntityCarriesFlag(&entinfo))
|
|
{
|
|
//if this enemy is further away than the current one
|
|
if (curenemy >= 0 && squaredist > cursquaredist) continue;
|
|
} //end if
|
|
//if the bot has no
|
|
if (squaredist > Square(900.0 + alertness * 4000.0)) continue;
|
|
//if on the same team
|
|
if (BotSameTeam(bs, i)) continue;
|
|
//if the bot's health decreased or the enemy is shooting
|
|
if (curenemy < 0 && (healthdecrease || EntityIsShooting(&entinfo)))
|
|
f = 360;
|
|
else
|
|
f = 90 + 90 - (90 - (squaredist > Square(810) ? Square(810) : squaredist) / (810 * 9));
|
|
//check if the enemy is visible
|
|
vis = BotEntityVisible(bs->entitynum, bs->eye, bs->viewangles, f, i);
|
|
if (vis <= 0) continue;
|
|
//if the enemy is quite far away, not shooting and the bot is not damaged
|
|
if (curenemy < 0 && squaredist > Square(100) && !healthdecrease && !EntityIsShooting(&entinfo))
|
|
{
|
|
//check if we can avoid this enemy
|
|
VectorSubtract(bs->origin, entinfo.origin, dir);
|
|
vectoangles(dir, angles);
|
|
//if the bot isn't in the fov of the enemy
|
|
if (!InFieldOfVision(entinfo.angles, 90, angles)) {
|
|
//update some stuff for this enemy
|
|
BotUpdateBattleInventory(bs, i);
|
|
//if the bot doesn't really want to fight
|
|
if (BotWantsToRetreat(bs)) continue;
|
|
}
|
|
}
|
|
//found an enemy
|
|
bs->enemy = entinfo.number;
|
|
if (curenemy >= 0) bs->enemysight_time = FloatTime() - 2;
|
|
else bs->enemysight_time = FloatTime();
|
|
bs->enemysuicide = qfalse;
|
|
bs->enemydeath_time = 0;
|
|
bs->enemyvisible_time = FloatTime();
|
|
return qtrue;
|
|
}
|
|
return qfalse;
|
|
}
|
|
|
|
/*
|
|
==================
|
|
BotTeamFlagCarrierVisible
|
|
==================
|
|
*/
|
|
int BotTeamFlagCarrierVisible(bot_state_t *bs) {
|
|
int i;
|
|
float vis;
|
|
aas_entityinfo_t entinfo;
|
|
|
|
for (i = 0; i < maxclients->integer && i < MAX_CLIENTS; i++) {
|
|
if (i == bs->client)
|
|
continue;
|
|
//
|
|
BotEntityInfo(i, &entinfo);
|
|
//if this player is active
|
|
if (!entinfo.valid)
|
|
continue;
|
|
//if this player is carrying a flag
|
|
if (!EntityCarriesFlag(&entinfo))
|
|
continue;
|
|
//if the flag carrier is not on the same team
|
|
if (!BotSameTeam(bs, i))
|
|
continue;
|
|
//if the flag carrier is not visible
|
|
vis = BotEntityVisible(bs->entitynum, bs->eye, bs->viewangles, 360, i);
|
|
if (vis <= 0)
|
|
continue;
|
|
//
|
|
return i;
|
|
}
|
|
return -1;
|
|
}
|
|
|
|
/*
|
|
==================
|
|
BotTeamFlagCarrier
|
|
==================
|
|
*/
|
|
int BotTeamFlagCarrier(bot_state_t *bs) {
|
|
int i;
|
|
aas_entityinfo_t entinfo;
|
|
|
|
for (i = 0; i < maxclients->integer && i < MAX_CLIENTS; i++) {
|
|
if (i == bs->client)
|
|
continue;
|
|
//
|
|
BotEntityInfo(i, &entinfo);
|
|
//if this player is active
|
|
if (!entinfo.valid)
|
|
continue;
|
|
//if this player is carrying a flag
|
|
if (!EntityCarriesFlag(&entinfo))
|
|
continue;
|
|
//if the flag carrier is not on the same team
|
|
if (!BotSameTeam(bs, i))
|
|
continue;
|
|
//
|
|
return i;
|
|
}
|
|
return -1;
|
|
}
|
|
|
|
/*
|
|
==================
|
|
BotEnemyFlagCarrierVisible
|
|
==================
|
|
*/
|
|
int BotEnemyFlagCarrierVisible(bot_state_t *bs) {
|
|
int i;
|
|
float vis;
|
|
aas_entityinfo_t entinfo;
|
|
|
|
for (i = 0; i < maxclients->integer && i < MAX_CLIENTS; i++) {
|
|
if (i == bs->client)
|
|
continue;
|
|
//
|
|
BotEntityInfo(i, &entinfo);
|
|
//if this player is active
|
|
if (!entinfo.valid)
|
|
continue;
|
|
//if this player is carrying a flag
|
|
if (!EntityCarriesFlag(&entinfo))
|
|
continue;
|
|
//if the flag carrier is on the same team
|
|
if (BotSameTeam(bs, i))
|
|
continue;
|
|
//if the flag carrier is not visible
|
|
vis = BotEntityVisible(bs->entitynum, bs->eye, bs->viewangles, 360, i);
|
|
if (vis <= 0)
|
|
continue;
|
|
//
|
|
return i;
|
|
}
|
|
return -1;
|
|
}
|
|
|
|
/*
|
|
==================
|
|
BotVisibleTeamMatesAndEnemies
|
|
==================
|
|
*/
|
|
void BotVisibleTeamMatesAndEnemies(bot_state_t *bs, int *teammates, int *enemies, float range) {
|
|
int i;
|
|
float vis;
|
|
aas_entityinfo_t entinfo;
|
|
vec3_t dir;
|
|
|
|
if (teammates)
|
|
*teammates = 0;
|
|
if (enemies)
|
|
*enemies = 0;
|
|
for (i = 0; i < maxclients->integer && i < MAX_CLIENTS; i++) {
|
|
if (i == bs->client)
|
|
continue;
|
|
//
|
|
BotEntityInfo(i, &entinfo);
|
|
//if this player is active
|
|
if (!entinfo.valid)
|
|
continue;
|
|
//if this player is carrying a flag
|
|
if (!EntityCarriesFlag(&entinfo))
|
|
continue;
|
|
//if not within range
|
|
VectorSubtract(entinfo.origin, bs->origin, dir);
|
|
if (VectorLengthSquared(dir) > Square(range))
|
|
continue;
|
|
//if the flag carrier is not visible
|
|
vis = BotEntityVisible(bs->entitynum, bs->eye, bs->viewangles, 360, i);
|
|
if (vis <= 0)
|
|
continue;
|
|
//if the flag carrier is on the same team
|
|
if (BotSameTeam(bs, i)) {
|
|
if (teammates)
|
|
(*teammates)++;
|
|
}
|
|
else {
|
|
if (enemies)
|
|
(*enemies)++;
|
|
}
|
|
}
|
|
}
|
|
|
|
#ifdef MISSIONPACK
|
|
/*
|
|
==================
|
|
BotTeamCubeCarrierVisible
|
|
==================
|
|
*/
|
|
int BotTeamCubeCarrierVisible(bot_state_t *bs) {
|
|
int i;
|
|
float vis;
|
|
aas_entityinfo_t entinfo;
|
|
|
|
for (i = 0; i < maxclients->integer && i < MAX_CLIENTS; i++) {
|
|
if (i == bs->client) continue;
|
|
//
|
|
BotEntityInfo(i, &entinfo);
|
|
//if this player is active
|
|
if (!entinfo.valid) continue;
|
|
//if this player is carrying a flag
|
|
if (!EntityCarriesCubes(&entinfo)) continue;
|
|
//if the flag carrier is not on the same team
|
|
if (!BotSameTeam(bs, i)) continue;
|
|
//if the flag carrier is not visible
|
|
vis = BotEntityVisible(bs->entitynum, bs->eye, bs->viewangles, 360, i);
|
|
if (vis <= 0) continue;
|
|
//
|
|
return i;
|
|
}
|
|
return -1;
|
|
}
|
|
|
|
/*
|
|
==================
|
|
BotEnemyCubeCarrierVisible
|
|
==================
|
|
*/
|
|
int BotEnemyCubeCarrierVisible(bot_state_t *bs) {
|
|
int i;
|
|
float vis;
|
|
aas_entityinfo_t entinfo;
|
|
|
|
for (i = 0; i < maxclients->integer && i < MAX_CLIENTS; i++) {
|
|
if (i == bs->client)
|
|
continue;
|
|
//
|
|
BotEntityInfo(i, &entinfo);
|
|
//if this player is active
|
|
if (!entinfo.valid)
|
|
continue;
|
|
//if this player is carrying a flag
|
|
if (!EntityCarriesCubes(&entinfo)) continue;
|
|
//if the flag carrier is on the same team
|
|
if (BotSameTeam(bs, i))
|
|
continue;
|
|
//if the flag carrier is not visible
|
|
vis = BotEntityVisible(bs->entitynum, bs->eye, bs->viewangles, 360, i);
|
|
if (vis <= 0)
|
|
continue;
|
|
//
|
|
return i;
|
|
}
|
|
return -1;
|
|
}
|
|
#endif
|
|
|
|
/*
|
|
==================
|
|
BotAimAtEnemy
|
|
==================
|
|
*/
|
|
void BotAimAtEnemy(bot_state_t *bs) {
|
|
int i, enemyvisible;
|
|
float dist, f, aim_skill, aim_accuracy, speed, reactiontime;
|
|
vec3_t dir, bestorigin, end, start, groundtarget, cmdmove, enemyvelocity;
|
|
vec3_t mins = {-4,-4,-4}, maxs = {4, 4, 4};
|
|
weaponinfo_t wi;
|
|
|
|
aas_entityinfo_t entinfo;
|
|
// bot_goal_t goal;
|
|
bsp_trace_t trace;
|
|
vec3_t target;
|
|
|
|
//if the bot has no enemy
|
|
if (bs->enemy < 0) {
|
|
return;
|
|
}
|
|
//get the enemy entity information
|
|
BotEntityInfo(bs->enemy, &entinfo);
|
|
//if this is not a player (should be an obelisk)
|
|
if (bs->enemy >= maxclients->integer) {
|
|
//if the obelisk is visible
|
|
VectorCopy(entinfo.origin, target);
|
|
#ifdef MISSIONPACK
|
|
// if attacking an obelisk
|
|
if ( bs->enemy == redobelisk.entitynum ||
|
|
bs->enemy == blueobelisk.entitynum ) {
|
|
target[2] += 32;
|
|
}
|
|
#endif
|
|
//aim at the obelisk
|
|
VectorSubtract(target, bs->eye, dir);
|
|
vectoangles(dir, bs->ideal_viewangles);
|
|
//set the aim target before trying to attack
|
|
VectorCopy(target, bs->aimtarget);
|
|
return;
|
|
}
|
|
//
|
|
//BotAI_Print(PRT_MESSAGE, "client %d: aiming at client %d\n", bs->entitynum, bs->enemy);
|
|
//
|
|
aim_skill = gi.Characteristic_BFloat(bs->character, CHARACTERISTIC_AIM_SKILL, 0, 1);
|
|
aim_accuracy = gi.Characteristic_BFloat(bs->character, CHARACTERISTIC_AIM_ACCURACY, 0, 1);
|
|
//
|
|
if (aim_skill > 0.95) {
|
|
//don't aim too early
|
|
reactiontime = 0.5 * gi.Characteristic_BFloat(bs->character, CHARACTERISTIC_REACTIONTIME, 0, 1);
|
|
if (bs->enemysight_time > FloatTime() - reactiontime) return;
|
|
if (bs->teleport_time > FloatTime() - reactiontime) return;
|
|
}
|
|
|
|
//get the weapon information
|
|
gi.BotGetWeaponInfo(bs->ws, bs->weaponnum, &wi);
|
|
//get the weapon specific aim accuracy and or aim skill
|
|
/* // FIXME non-hardcoded crapass solution, please
|
|
if (wi.number == WP_MACHINEGUN) {
|
|
aim_accuracy = gi.Characteristic_BFloat(bs->character, CHARACTERISTIC_AIM_ACCURACY_MACHINEGUN, 0, 1);
|
|
}
|
|
else if (wi.number == WP_SHOTGUN) {
|
|
aim_accuracy = gi.Characteristic_BFloat(bs->character, CHARACTERISTIC_AIM_ACCURACY_SHOTGUN, 0, 1);
|
|
}
|
|
else if (wi.number == WP_GRENADE_LAUNCHER) {
|
|
aim_accuracy = gi.Characteristic_BFloat(bs->character, CHARACTERISTIC_AIM_ACCURACY_GRENADELAUNCHER, 0, 1);
|
|
aim_skill = gi.Characteristic_BFloat(bs->character, CHARACTERISTIC_AIM_SKILL_GRENADELAUNCHER, 0, 1);
|
|
}
|
|
else if (wi.number == WP_ROCKET_LAUNCHER) {
|
|
aim_accuracy = gi.Characteristic_BFloat(bs->character, CHARACTERISTIC_AIM_ACCURACY_ROCKETLAUNCHER, 0, 1);
|
|
aim_skill = gi.Characteristic_BFloat(bs->character, CHARACTERISTIC_AIM_SKILL_ROCKETLAUNCHER, 0, 1);
|
|
}
|
|
else if (wi.number == WP_LIGHTNING) {
|
|
aim_accuracy = gi.Characteristic_BFloat(bs->character, CHARACTERISTIC_AIM_ACCURACY_LIGHTNING, 0, 1);
|
|
}
|
|
else if (wi.number == WP_RAILGUN) {
|
|
aim_accuracy = gi.Characteristic_BFloat(bs->character, CHARACTERISTIC_AIM_ACCURACY_RAILGUN, 0, 1);
|
|
}
|
|
else if (wi.number == WP_PLASMAGUN) {
|
|
aim_accuracy = gi.Characteristic_BFloat(bs->character, CHARACTERISTIC_AIM_ACCURACY_PLASMAGUN, 0, 1);
|
|
aim_skill = gi.Characteristic_BFloat(bs->character, CHARACTERISTIC_AIM_SKILL_PLASMAGUN, 0, 1);
|
|
}
|
|
else if (wi.number == WP_BFG) {
|
|
aim_accuracy = gi.Characteristic_BFloat(bs->character, CHARACTERISTIC_AIM_ACCURACY_BFG10K, 0, 1);
|
|
aim_skill = gi.Characteristic_BFloat(bs->character, CHARACTERISTIC_AIM_SKILL_BFG10K, 0, 1);
|
|
}
|
|
*/
|
|
//
|
|
if (aim_accuracy <= 0) aim_accuracy = 0.0001f;
|
|
//get the enemy entity information
|
|
BotEntityInfo(bs->enemy, &entinfo);
|
|
//if the enemy is invisible then shoot crappy most of the time
|
|
if (EntityIsInvisible(&entinfo)) {
|
|
if (random() > 0.1) aim_accuracy *= 0.4f;
|
|
}
|
|
//
|
|
VectorSubtract(entinfo.origin, entinfo.lastvisorigin, enemyvelocity);
|
|
VectorScale(enemyvelocity, 1 / entinfo.update_time, enemyvelocity);
|
|
//enemy origin and velocity is remembered every 0.5 seconds
|
|
if (bs->enemyposition_time < FloatTime()) {
|
|
//
|
|
bs->enemyposition_time = FloatTime() + 0.5;
|
|
VectorCopy(enemyvelocity, bs->enemyvelocity);
|
|
VectorCopy(entinfo.origin, bs->enemyorigin);
|
|
}
|
|
//if not extremely skilled
|
|
if (aim_skill < 0.9) {
|
|
VectorSubtract(entinfo.origin, bs->enemyorigin, dir);
|
|
//if the enemy moved a bit
|
|
if (VectorLengthSquared(dir) > Square(48)) {
|
|
//if the enemy changed direction
|
|
if (DotProduct(bs->enemyvelocity, enemyvelocity) < 0) {
|
|
//aim accuracy should be worse now
|
|
aim_accuracy *= 0.7f;
|
|
}
|
|
}
|
|
}
|
|
//check visibility of enemy
|
|
enemyvisible = (int)BotEntityVisible(bs->entitynum, bs->eye, bs->viewangles, 360, bs->enemy);
|
|
//if the enemy is visible
|
|
if (enemyvisible) {
|
|
//
|
|
VectorCopy(entinfo.origin, bestorigin);
|
|
bestorigin[2] += (entinfo.maxs[2] * 0.5); // BOTTODO percent of height to aim at, this is center of mass (0.75) instead of waist (0.5)
|
|
//get the start point shooting from
|
|
//NOTE: the x and y projectile start offsets are ignored
|
|
VectorCopy(bs->origin, start);
|
|
start[2] += bs->cur_ps.viewheight;
|
|
start[2] += wi.offset[2];
|
|
//
|
|
BotAI_Trace(&trace, start, mins, maxs, bestorigin, bs->entitynum, MASK_SHOT);
|
|
//if the enemy is NOT hit
|
|
if (trace.fraction <= 1 && trace.ent != entinfo.number) {
|
|
bestorigin[2] += 16;
|
|
}
|
|
//if it is not an instant hit weapon the bot might want to predict the enemy
|
|
if (wi.speed) {
|
|
//
|
|
VectorSubtract(bestorigin, bs->origin, dir);
|
|
dist = VectorLength(dir);
|
|
VectorSubtract(entinfo.origin, bs->enemyorigin, dir);
|
|
//if the enemy is NOT pretty far away and strafing just small steps left and right
|
|
if (!(dist > 100 && VectorLengthSquared(dir) < Square(32))) {
|
|
//if skilled anough do exact prediction
|
|
if (aim_skill > 0.8) { // &&
|
|
//if the weapon is ready to fire
|
|
// bs->cur_ps.weaponstate == WEAPON_READY) {
|
|
aas_clientmove_t move;
|
|
vec3_t origin;
|
|
|
|
VectorSubtract(entinfo.origin, bs->origin, dir);
|
|
//distance towards the enemy
|
|
dist = VectorLength(dir);
|
|
//direction the enemy is moving in
|
|
VectorSubtract(entinfo.origin, entinfo.lastvisorigin, dir);
|
|
//
|
|
VectorScale(dir, 1 / entinfo.update_time, dir);
|
|
//
|
|
VectorCopy(entinfo.origin, origin);
|
|
origin[2] += 1;
|
|
//
|
|
VectorClear(cmdmove);
|
|
//AAS_ClearShownDebugLines();
|
|
gi.AAS_PredictClientMovement(&move, bs->enemy, origin,
|
|
PRESENCE_CROUCH, qfalse,
|
|
dir, cmdmove, 0,
|
|
(int)(dist * 10 / wi.speed), 0.1f, 0, 0, qfalse);
|
|
VectorCopy(move.endpos, bestorigin);
|
|
//BotAI_Print(PRT_MESSAGE, "%1.1f predicted speed = %f, frames = %f\n", FloatTime(), VectorLength(dir), dist * 10 / wi.speed);
|
|
}
|
|
//if not that skilled do linear prediction
|
|
else if (aim_skill > 0.4) {
|
|
VectorSubtract(entinfo.origin, bs->origin, dir);
|
|
//distance towards the enemy
|
|
dist = VectorLength(dir);
|
|
//direction the enemy is moving in
|
|
VectorSubtract(entinfo.origin, entinfo.lastvisorigin, dir);
|
|
dir[2] = 0;
|
|
//
|
|
speed = VectorNormalize(dir) / entinfo.update_time;
|
|
//botimport.Print(PRT_MESSAGE, "speed = %f, wi->speed = %f\n", speed, wi->speed);
|
|
//best spot to aim at
|
|
VectorMA(entinfo.origin, (dist / wi.speed) * speed, dir, bestorigin);
|
|
}
|
|
}
|
|
}
|
|
//if the projectile does radial damage
|
|
if (aim_skill > 0.6 && wi.proj.damagetype & DAMAGETYPE_RADIAL) {
|
|
//if the enemy isn't standing significantly higher than the bot
|
|
if (entinfo.origin[2] < bs->origin[2] + 16) {
|
|
//try to aim at the ground in front of the enemy
|
|
VectorCopy(entinfo.origin, end);
|
|
end[2] -= 64;
|
|
BotAI_Trace(&trace, entinfo.origin, NULL, NULL, end, entinfo.number, MASK_SHOT);
|
|
//
|
|
VectorCopy(bestorigin, groundtarget);
|
|
if (trace.startsolid) groundtarget[2] = entinfo.origin[2] - 16;
|
|
else groundtarget[2] = trace.endpos[2] - 8;
|
|
//trace a line from projectile start to ground target
|
|
BotAI_Trace(&trace, start, NULL, NULL, groundtarget, bs->entitynum, MASK_SHOT);
|
|
//if hitpoint is not vertically too far from the ground target
|
|
if (fabs(trace.endpos[2] - groundtarget[2]) < 50) {
|
|
VectorSubtract(trace.endpos, groundtarget, dir);
|
|
//if the hitpoint is near anough the ground target
|
|
if (VectorLengthSquared(dir) < Square(60)) {
|
|
VectorSubtract(trace.endpos, start, dir);
|
|
//if the hitpoint is far anough from the bot
|
|
if (VectorLengthSquared(dir) > Square(100)) {
|
|
//check if the bot is visible from the ground target
|
|
trace.endpos[2] += 1;
|
|
BotAI_Trace(&trace, trace.endpos, NULL, NULL, entinfo.origin, entinfo.number, MASK_SHOT);
|
|
if (trace.fraction >= 1) {
|
|
//botimport.Print(PRT_MESSAGE, "%1.1f aiming at ground\n", AAS_Time());
|
|
VectorCopy(groundtarget, bestorigin);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
bestorigin[0] += 20 * crandom() * (1 - aim_accuracy);
|
|
bestorigin[1] += 20 * crandom() * (1 - aim_accuracy);
|
|
bestorigin[2] += 10 * crandom() * (1 - aim_accuracy);
|
|
}
|
|
else {
|
|
//
|
|
VectorCopy(bs->lastenemyorigin, bestorigin);
|
|
bestorigin[2] += 8;
|
|
//if the bot is skilled anough
|
|
/* BOTTODO FIXME
|
|
if (aim_skill > 0.5) {
|
|
//do prediction shots around corners
|
|
if (wi.number == WP_BFG ||
|
|
wi.number == WP_ROCKET_LAUNCHER ||
|
|
wi.number == WP_GRENADE_LAUNCHER) {
|
|
//create the chase goal
|
|
goal.entitynum = bs->client;
|
|
goal.areanum = bs->areanum;
|
|
VectorCopy(bs->eye, goal.origin);
|
|
VectorSet(goal.mins, -8, -8, -8);
|
|
VectorSet(goal.maxs, 8, 8, 8);
|
|
//
|
|
if (gi.BotPredictVisiblePosition(bs->lastenemyorigin, bs->lastenemyareanum, &goal, TFL_DEFAULT, target)) {
|
|
VectorSubtract(target, bs->eye, dir);
|
|
if (VectorLengthSquared(dir) > Square(80)) {
|
|
VectorCopy(target, bestorigin);
|
|
bestorigin[2] -= 20;
|
|
}
|
|
}
|
|
aim_accuracy = 1;
|
|
}
|
|
}
|
|
*/
|
|
aim_accuracy = 1;
|
|
}
|
|
//
|
|
if (enemyvisible) {
|
|
BotAI_Trace(&trace, bs->eye, NULL, NULL, bestorigin, bs->entitynum, MASK_SHOT);
|
|
VectorCopy(trace.endpos, bs->aimtarget);
|
|
}
|
|
else {
|
|
VectorCopy(bestorigin, bs->aimtarget);
|
|
}
|
|
//get aim direction
|
|
VectorSubtract(bestorigin, bs->eye, dir);
|
|
//
|
|
|
|
// if (wi.number == WP_MACHINEGUN || // FIXME
|
|
// wi.number == WP_SHOTGUN ||
|
|
// wi.number == WP_LIGHTNING ||
|
|
// wi.number == WP_RAILGUN) {
|
|
//distance towards the enemy
|
|
dist = VectorLength(dir);
|
|
if (dist > 150) dist = 150;
|
|
f = 0.6 + dist / 150 * 0.4;
|
|
aim_accuracy *= f;
|
|
// }
|
|
//add some random stuff to the aim direction depending on the aim accuracy
|
|
if (aim_accuracy < 0.8) {
|
|
VectorNormalize(dir);
|
|
for (i = 0; i < 3; i++) dir[i] += 0.3 * crandom() * (1 - aim_accuracy);
|
|
}
|
|
//set the ideal view angles
|
|
vectoangles(dir, bs->ideal_viewangles);
|
|
//take the weapon spread into account for lower skilled bots
|
|
bs->ideal_viewangles[PITCH] += 6 * wi.vspread * crandom() * (1 - aim_accuracy);
|
|
bs->ideal_viewangles[PITCH] = AngleMod(bs->ideal_viewangles[PITCH]);
|
|
bs->ideal_viewangles[YAW] += 6 * wi.hspread * crandom() * (1 - aim_accuracy);
|
|
bs->ideal_viewangles[YAW] = AngleMod(bs->ideal_viewangles[YAW]);
|
|
//if the bots should be really challenging
|
|
if (bot_challenge.integer) {
|
|
//if the bot is really accurate and has the enemy in view for some time
|
|
if (aim_accuracy > 0.9 && bs->enemysight_time < FloatTime() - 1) {
|
|
//set the view angles directly
|
|
if (bs->ideal_viewangles[PITCH] > 180) bs->ideal_viewangles[PITCH] -= 360;
|
|
VectorCopy(bs->ideal_viewangles, bs->viewangles);
|
|
gi.EA_View(bs->client, bs->viewangles);
|
|
}
|
|
}
|
|
}
|
|
|
|
/*
|
|
==================
|
|
BotCheckAttack
|
|
==================
|
|
*/
|
|
void BotCheckAttack(bot_state_t *bs) {
|
|
float points, reactiontime, fov, firethrottle;
|
|
int attackentity;
|
|
bsp_trace_t bsptrace;
|
|
//float selfpreservation;
|
|
vec3_t forward, right, start, end, dir, angles;
|
|
weaponinfo_t wi;
|
|
bsp_trace_t trace;
|
|
aas_entityinfo_t entinfo;
|
|
vec3_t mins = {-8, -8, -8}, maxs = {8, 8, 8};
|
|
|
|
attackentity = bs->enemy;
|
|
//
|
|
BotEntityInfo(attackentity, &entinfo);
|
|
// if not attacking a player
|
|
if (attackentity >= maxclients->integer) {
|
|
#ifdef MISSIONPACKBOTTODO
|
|
// if attacking an obelisk
|
|
if ( entinfo.number == redobelisk.entitynum ||
|
|
entinfo.number == blueobelisk.entitynum ) {
|
|
// if obelisk is respawning return
|
|
if ( g_entities[entinfo.number].activator &&
|
|
g_entities[entinfo.number].activator->s.frame == 2 ) {
|
|
return;
|
|
}
|
|
}
|
|
#endif
|
|
}
|
|
//
|
|
reactiontime = gi.Characteristic_BFloat(bs->character, CHARACTERISTIC_REACTIONTIME, 0, 1);
|
|
if (bs->enemysight_time > FloatTime() - reactiontime) return;
|
|
if (bs->teleport_time > FloatTime() - reactiontime) return;
|
|
//if changing weapons
|
|
// if (bs->weaponchange_time > FloatTime() - 0.1) return; // BOTTODO
|
|
//check fire throttle characteristic
|
|
if (bs->firethrottlewait_time > FloatTime()) return;
|
|
firethrottle = gi.Characteristic_BFloat(bs->character, CHARACTERISTIC_FIRETHROTTLE, 0, 1);
|
|
if (bs->firethrottleshoot_time < FloatTime()) {
|
|
if (random() > firethrottle) {
|
|
gi.EA_ToggleFireState(bs->client);
|
|
bs->firethrottlewait_time = FloatTime() + firethrottle;
|
|
bs->firethrottleshoot_time = 0;
|
|
}
|
|
else {
|
|
bs->firethrottleshoot_time = FloatTime() + 1 - firethrottle;
|
|
bs->firethrottlewait_time = 0;
|
|
}
|
|
}
|
|
//
|
|
//
|
|
VectorSubtract(bs->aimtarget, bs->eye, dir);
|
|
//
|
|
/* FIXME
|
|
if (bs->weaponnum == WP_GAUNTLET) {
|
|
if (VectorLengthSquared(dir) > Square(60)) {
|
|
return;
|
|
}
|
|
}
|
|
*/
|
|
if (VectorLengthSquared(dir) < Square(100))
|
|
fov = 120;
|
|
else
|
|
fov = 50;
|
|
//
|
|
vectoangles(dir, angles);
|
|
if (!InFieldOfVision(bs->viewangles, fov, angles))
|
|
return;
|
|
BotAI_Trace(&bsptrace, bs->eye, NULL, NULL, bs->aimtarget, bs->client, CONTENTS_SOLID|CONTENTS_PLAYERCLIP);
|
|
if (bsptrace.fraction < 1 && bsptrace.ent != attackentity)
|
|
return;
|
|
|
|
//get the weapon info
|
|
gi.BotGetWeaponInfo(bs->ws, bs->weaponnum, &wi);
|
|
//get the start point shooting from
|
|
VectorCopy(bs->origin, start);
|
|
start[2] += bs->cur_ps.viewheight;
|
|
AngleVectors(bs->viewangles, forward, right, NULL);
|
|
start[0] += forward[0] * wi.offset[0] + right[0] * wi.offset[1];
|
|
start[1] += forward[1] * wi.offset[0] + right[1] * wi.offset[1];
|
|
start[2] += forward[2] * wi.offset[0] + right[2] * wi.offset[1] + wi.offset[2];
|
|
//end point aiming at
|
|
VectorMA(start, 1000, forward, end);
|
|
//a little back to make sure not inside a very close enemy
|
|
VectorMA(start, -12, forward, start);
|
|
BotAI_Trace(&trace, start, mins, maxs, end, bs->entitynum, MASK_SHOT);
|
|
//if the entity is a client
|
|
if (trace.ent > 0 && trace.ent <= maxclients->integer) {
|
|
if (trace.ent != attackentity) {
|
|
//if a teammate is hit
|
|
if (BotSameTeam(bs, trace.ent))
|
|
return;
|
|
}
|
|
}
|
|
//if won't hit the enemy or not attacking a player (obelisk)
|
|
if (trace.ent != attackentity || attackentity >= maxclients->integer) {
|
|
//if the projectile does radial damage
|
|
if (wi.proj.damagetype & DAMAGETYPE_RADIAL) {
|
|
if (trace.fraction * 1000 < wi.proj.radius) {
|
|
points = (wi.proj.damage - 0.5 * trace.fraction * 1000) * 0.5;
|
|
if (points > 0) {
|
|
return;
|
|
}
|
|
}
|
|
//FIXME: check if a teammate gets radial damage
|
|
}
|
|
}
|
|
//if fire has to be release to activate weapon
|
|
if (wi.flags & WFL_FIRERELEASED) {
|
|
if (bs->flags & BFL_ATTACKED) {
|
|
gi.EA_Attack(bs->client, wi.primarydangerous, wi.altdangerous);
|
|
}
|
|
}
|
|
else {
|
|
gi.EA_Attack(bs->client, wi.primarydangerous, wi.altdangerous);
|
|
}
|
|
bs->flags ^= BFL_ATTACKED;
|
|
}
|
|
|
|
/*
|
|
==================
|
|
BotMapScripts
|
|
==================
|
|
*/
|
|
void BotMapScripts(bot_state_t *bs) {
|
|
char info[1024];
|
|
char mapname[128];
|
|
int i, shootbutton;
|
|
float aim_accuracy;
|
|
aas_entityinfo_t entinfo;
|
|
vec3_t dir;
|
|
|
|
gi.SV_GetServerinfo(info, sizeof(info));
|
|
|
|
strncpy(mapname, Info_ValueForKey( info, "mapname" ), sizeof(mapname)-1);
|
|
mapname[sizeof(mapname)-1] = '\0';
|
|
|
|
if (!Q_stricmp(mapname, "q3tourney6")) {
|
|
vec3_t mins = {700, 204, 672}, maxs = {964, 468, 680};
|
|
vec3_t buttonorg = {304, 352, 920};
|
|
//NOTE: NEVER use the func_bobbing in q3tourney6
|
|
bs->tfl &= ~TFL_FUNCBOB;
|
|
//if the bot is below the bounding box
|
|
if (bs->origin[0] > mins[0] && bs->origin[0] < maxs[0]) {
|
|
if (bs->origin[1] > mins[1] && bs->origin[1] < maxs[1]) {
|
|
if (bs->origin[2] < mins[2]) {
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
shootbutton = qfalse;
|
|
//if an enemy is below this bounding box then shoot the button
|
|
for (i = 0; i < maxclients->integer && i < MAX_CLIENTS; i++) {
|
|
|
|
if (i == bs->client) continue;
|
|
//
|
|
BotEntityInfo(i, &entinfo);
|
|
//
|
|
if (!entinfo.valid) continue;
|
|
//if the enemy isn't dead and the enemy isn't the bot self
|
|
if (EntityIsDead(&entinfo) || entinfo.number == bs->entitynum) continue;
|
|
//
|
|
if (entinfo.origin[0] > mins[0] && entinfo.origin[0] < maxs[0]) {
|
|
if (entinfo.origin[1] > mins[1] && entinfo.origin[1] < maxs[1]) {
|
|
if (entinfo.origin[2] < mins[2]) {
|
|
//if there's a team mate below the crusher
|
|
if (BotSameTeam(bs, i)) {
|
|
shootbutton = qfalse;
|
|
break;
|
|
}
|
|
else {
|
|
shootbutton = qtrue;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
if (shootbutton) {
|
|
bs->flags |= BFL_IDEALVIEWSET;
|
|
VectorSubtract(buttonorg, bs->eye, dir);
|
|
vectoangles(dir, bs->ideal_viewangles);
|
|
aim_accuracy = gi.Characteristic_BFloat(bs->character, CHARACTERISTIC_AIM_ACCURACY, 0, 1);
|
|
bs->ideal_viewangles[PITCH] += 8 * crandom() * (1 - aim_accuracy);
|
|
bs->ideal_viewangles[PITCH] = AngleMod(bs->ideal_viewangles[PITCH]);
|
|
bs->ideal_viewangles[YAW] += 8 * crandom() * (1 - aim_accuracy);
|
|
bs->ideal_viewangles[YAW] = AngleMod(bs->ideal_viewangles[YAW]);
|
|
//
|
|
if (InFieldOfVision(bs->viewangles, 20, bs->ideal_viewangles)) {
|
|
gi.EA_Attack(bs->client,0,0);
|
|
}
|
|
}
|
|
}
|
|
else if (!Q_stricmp(mapname, "mpq3tourney6")) {
|
|
//NOTE: NEVER use the func_bobbing in mpq3tourney6
|
|
bs->tfl &= ~TFL_FUNCBOB;
|
|
}
|
|
}
|
|
|
|
/*
|
|
==================
|
|
BotSetMovedir
|
|
==================
|
|
*/
|
|
// bk001205 - made these static
|
|
static vec3_t VEC_UP = {0, -1, 0};
|
|
static vec3_t MOVEDIR_UP = {0, 0, 1};
|
|
static vec3_t VEC_DOWN = {0, -2, 0};
|
|
static vec3_t MOVEDIR_DOWN = {0, 0, -1};
|
|
|
|
void BotSetMovedir(vec3_t angles, vec3_t movedir) {
|
|
if (VectorCompare(angles, VEC_UP)) {
|
|
VectorCopy(MOVEDIR_UP, movedir);
|
|
}
|
|
else if (VectorCompare(angles, VEC_DOWN)) {
|
|
VectorCopy(MOVEDIR_DOWN, movedir);
|
|
}
|
|
else {
|
|
AngleVectors(angles, movedir, NULL, NULL);
|
|
}
|
|
}
|
|
|
|
/*
|
|
==================
|
|
BotModelMinsMaxs
|
|
|
|
this is ugly
|
|
==================
|
|
*/
|
|
int BotModelMinsMaxs(int modelindex, int eType, int contents, vec3_t mins, vec3_t maxs) {
|
|
gentity_t *ent;
|
|
int i;
|
|
|
|
ent = &g_entities[0];
|
|
for (i = 0; i < globals.num_entities; i++, ent++) {
|
|
if ( !ent->inuse ) {
|
|
continue;
|
|
}
|
|
if ( eType && ent->s.eType != eType) {
|
|
continue;
|
|
}
|
|
if ( contents && ent->contents != contents) {
|
|
continue;
|
|
}
|
|
if (ent->s.modelindex == modelindex) {
|
|
if (mins)
|
|
VectorAdd(ent->currentOrigin, ent->mins, mins);
|
|
if (maxs)
|
|
VectorAdd(ent->currentOrigin, ent->maxs, maxs);
|
|
return i;
|
|
}
|
|
}
|
|
if (mins)
|
|
VectorClear(mins);
|
|
if (maxs)
|
|
VectorClear(maxs);
|
|
return 0;
|
|
}
|
|
|
|
/*
|
|
==================
|
|
BotFuncButtonGoal
|
|
==================
|
|
*/
|
|
int BotFuncButtonActivateGoal(bot_state_t *bs, int bspent, bot_activategoal_t *activategoal) {
|
|
int i, areas[10], numareas, modelindex, entitynum;
|
|
char model[128];
|
|
float lip, dist, health, angle;
|
|
vec3_t size, start, end, mins, maxs, angles, points[10];
|
|
vec3_t movedir, origin, goalorigin, bboxmins, bboxmaxs;
|
|
vec3_t extramins = {1, 1, 1}, extramaxs = {-1, -1, -1};
|
|
bsp_trace_t bsptrace;
|
|
|
|
activategoal->shoot = qfalse;
|
|
VectorClear(activategoal->target);
|
|
//create a bot goal towards the button
|
|
gi.AAS_ValueForBSPEpairKey(bspent, "model", model, sizeof(model));
|
|
if (!*model)
|
|
return qfalse;
|
|
modelindex = atoi(model+1);
|
|
if (!modelindex)
|
|
return qfalse;
|
|
VectorClear(angles);
|
|
entitynum = BotModelMinsMaxs(modelindex, ET_MOVER, 0, mins, maxs);
|
|
//get the lip of the button
|
|
gi.AAS_FloatForBSPEpairKey(bspent, "lip", &lip);
|
|
if (!lip) lip = 4;
|
|
//get the move direction from the angle
|
|
gi.AAS_FloatForBSPEpairKey(bspent, "angle", &angle);
|
|
VectorSet(angles, 0, angle, 0);
|
|
BotSetMovedir(angles, movedir);
|
|
//button size
|
|
VectorSubtract(maxs, mins, size);
|
|
//button origin
|
|
VectorAdd(mins, maxs, origin);
|
|
VectorScale(origin, 0.5, origin);
|
|
//touch distance of the button
|
|
dist = fabs(movedir[0]) * size[0] + fabs(movedir[1]) * size[1] + fabs(movedir[2]) * size[2];
|
|
dist *= 0.5;
|
|
//
|
|
gi.AAS_FloatForBSPEpairKey(bspent, "health", &health);
|
|
//if the button is shootable
|
|
if (health) {
|
|
//calculate the shoot target
|
|
VectorMA(origin, -dist, movedir, goalorigin);
|
|
//
|
|
VectorCopy(goalorigin, activategoal->target);
|
|
activategoal->shoot = qtrue;
|
|
//
|
|
BotAI_Trace(&bsptrace, bs->eye, NULL, NULL, goalorigin, bs->entitynum, MASK_SHOT);
|
|
// if the button is visible from the current position
|
|
if (bsptrace.fraction >= 1.0 || bsptrace.ent == entitynum) {
|
|
//
|
|
activategoal->goal.entitynum = entitynum; //NOTE: this is the entity number of the shootable button
|
|
activategoal->goal.number = 0;
|
|
activategoal->goal.flags = 0;
|
|
VectorCopy(bs->origin, activategoal->goal.origin);
|
|
activategoal->goal.areanum = bs->areanum;
|
|
VectorSet(activategoal->goal.mins, -8, -8, -8);
|
|
VectorSet(activategoal->goal.maxs, 8, 8, 8);
|
|
//
|
|
return qtrue;
|
|
}
|
|
else {
|
|
//create a goal from where the button is visible and shoot at the button from there
|
|
//add bounding box size to the dist
|
|
gi.AAS_PresenceTypeBoundingBox(PRESENCE_CROUCH, bboxmins, bboxmaxs);
|
|
for (i = 0; i < 3; i++) {
|
|
if (movedir[i] < 0) dist += fabs(movedir[i]) * fabs(bboxmaxs[i]);
|
|
else dist += fabs(movedir[i]) * fabs(bboxmins[i]);
|
|
}
|
|
//calculate the goal origin
|
|
VectorMA(origin, -dist, movedir, goalorigin);
|
|
//
|
|
VectorCopy(goalorigin, start);
|
|
start[2] += 24;
|
|
VectorCopy(start, end);
|
|
end[2] -= 512;
|
|
numareas = gi.AAS_TraceAreas(start, end, areas, points, 10);
|
|
//
|
|
for (i = numareas-1; i >= 0; i--) {
|
|
if (gi.AAS_AreaReachability(areas[i])) {
|
|
break;
|
|
}
|
|
}
|
|
if (i < 0) {
|
|
// FIXME: trace forward and maybe in other directions to find a valid area
|
|
}
|
|
if (i >= 0) {
|
|
//
|
|
VectorCopy(points[i], activategoal->goal.origin);
|
|
activategoal->goal.areanum = areas[i];
|
|
VectorSet(activategoal->goal.mins, 8, 8, 8);
|
|
VectorSet(activategoal->goal.maxs, -8, -8, -8);
|
|
//
|
|
for (i = 0; i < 3; i++)
|
|
{
|
|
if (movedir[i] < 0) activategoal->goal.maxs[i] += fabs(movedir[i]) * fabs(extramaxs[i]);
|
|
else activategoal->goal.mins[i] += fabs(movedir[i]) * fabs(extramins[i]);
|
|
} //end for
|
|
//
|
|
activategoal->goal.entitynum = entitynum;
|
|
activategoal->goal.number = 0;
|
|
activategoal->goal.flags = 0;
|
|
return qtrue;
|
|
}
|
|
}
|
|
return qfalse;
|
|
}
|
|
else {
|
|
//add bounding box size to the dist
|
|
gi.AAS_PresenceTypeBoundingBox(PRESENCE_CROUCH, bboxmins, bboxmaxs);
|
|
for (i = 0; i < 3; i++) {
|
|
if (movedir[i] < 0) dist += fabs(movedir[i]) * fabs(bboxmaxs[i]);
|
|
else dist += fabs(movedir[i]) * fabs(bboxmins[i]);
|
|
}
|
|
//calculate the goal origin
|
|
VectorMA(origin, -dist, movedir, goalorigin);
|
|
//
|
|
VectorCopy(goalorigin, start);
|
|
start[2] += 24;
|
|
VectorCopy(start, end);
|
|
end[2] -= 100;
|
|
numareas = gi.AAS_TraceAreas(start, end, areas, NULL, 10);
|
|
//
|
|
for (i = 0; i < numareas; i++) {
|
|
if (gi.AAS_AreaReachability(areas[i])) {
|
|
break;
|
|
}
|
|
}
|
|
if (i < numareas) {
|
|
//
|
|
VectorCopy(origin, activategoal->goal.origin);
|
|
activategoal->goal.areanum = areas[i];
|
|
VectorSubtract(mins, origin, activategoal->goal.mins);
|
|
VectorSubtract(maxs, origin, activategoal->goal.maxs);
|
|
//
|
|
for (i = 0; i < 3; i++)
|
|
{
|
|
if (movedir[i] < 0) activategoal->goal.maxs[i] += fabs(movedir[i]) * fabs(extramaxs[i]);
|
|
else activategoal->goal.mins[i] += fabs(movedir[i]) * fabs(extramins[i]);
|
|
} //end for
|
|
//
|
|
activategoal->goal.entitynum = entitynum;
|
|
activategoal->goal.number = 0;
|
|
activategoal->goal.flags = 0;
|
|
return qtrue;
|
|
}
|
|
}
|
|
return qfalse;
|
|
}
|
|
|
|
/*
|
|
==================
|
|
BotFuncDoorGoal
|
|
==================
|
|
*/
|
|
int BotFuncDoorActivateGoal(bot_state_t *bs, int bspent, bot_activategoal_t *activategoal) {
|
|
int modelindex, entitynum;
|
|
char model[MAX_INFO_STRING];
|
|
vec3_t mins, maxs, origin, angles;
|
|
|
|
//shoot at the shootable door
|
|
gi.AAS_ValueForBSPEpairKey(bspent, "model", model, sizeof(model));
|
|
if (!*model)
|
|
return qfalse;
|
|
modelindex = atoi(model+1);
|
|
if (!modelindex)
|
|
return qfalse;
|
|
VectorClear(angles);
|
|
entitynum = BotModelMinsMaxs(modelindex, ET_MOVER, 0, mins, maxs);
|
|
//door origin
|
|
VectorAdd(mins, maxs, origin);
|
|
VectorScale(origin, 0.5, origin);
|
|
VectorCopy(origin, activategoal->target);
|
|
activategoal->shoot = qtrue;
|
|
//
|
|
activategoal->goal.entitynum = entitynum; //NOTE: this is the entity number of the shootable door
|
|
activategoal->goal.number = 0;
|
|
activategoal->goal.flags = 0;
|
|
VectorCopy(bs->origin, activategoal->goal.origin);
|
|
activategoal->goal.areanum = bs->areanum;
|
|
VectorSet(activategoal->goal.mins, -8, -8, -8);
|
|
VectorSet(activategoal->goal.maxs, 8, 8, 8);
|
|
return qtrue;
|
|
}
|
|
|
|
/*
|
|
==================
|
|
BotTriggerMultipleGoal
|
|
==================
|
|
*/
|
|
int BotTriggerMultipleActivateGoal(bot_state_t *bs, int bspent, bot_activategoal_t *activategoal) {
|
|
int i, areas[10], numareas, modelindex, entitynum;
|
|
char model[128];
|
|
vec3_t start, end, mins, maxs, angles;
|
|
vec3_t origin, goalorigin;
|
|
|
|
Q_UNUSED(bs);
|
|
|
|
activategoal->shoot = qfalse;
|
|
VectorClear(activategoal->target);
|
|
//create a bot goal towards the trigger
|
|
gi.AAS_ValueForBSPEpairKey(bspent, "model", model, sizeof(model));
|
|
if (!*model)
|
|
return qfalse;
|
|
modelindex = atoi(model+1);
|
|
if (!modelindex)
|
|
return qfalse;
|
|
VectorClear(angles);
|
|
entitynum = BotModelMinsMaxs(modelindex, 0, CONTENTS_MONSTERCLIP, mins, maxs); // FIXME FIXME this will keep anything from working right
|
|
//trigger origin
|
|
VectorAdd(mins, maxs, origin);
|
|
VectorScale(origin, 0.5, origin);
|
|
VectorCopy(origin, goalorigin);
|
|
//
|
|
VectorCopy(goalorigin, start);
|
|
start[2] += 24;
|
|
VectorCopy(start, end);
|
|
end[2] -= 100;
|
|
numareas = gi.AAS_TraceAreas(start, end, areas, NULL, 10);
|
|
//
|
|
for (i = 0; i < numareas; i++) {
|
|
if (gi.AAS_AreaReachability(areas[i])) {
|
|
break;
|
|
}
|
|
}
|
|
if (i < numareas) {
|
|
VectorCopy(origin, activategoal->goal.origin);
|
|
activategoal->goal.areanum = areas[i];
|
|
VectorSubtract(mins, origin, activategoal->goal.mins);
|
|
VectorSubtract(maxs, origin, activategoal->goal.maxs);
|
|
//
|
|
activategoal->goal.entitynum = entitynum;
|
|
activategoal->goal.number = 0;
|
|
activategoal->goal.flags = 0;
|
|
return qtrue;
|
|
}
|
|
return qfalse;
|
|
}
|
|
|
|
/*
|
|
==================
|
|
BotPopFromActivateGoalStack
|
|
==================
|
|
*/
|
|
int BotPopFromActivateGoalStack(bot_state_t *bs) {
|
|
if (!bs->activatestack)
|
|
return qfalse;
|
|
BotEnableActivateGoalAreas(bs->activatestack, qtrue);
|
|
bs->activatestack->inuse = qfalse;
|
|
bs->activatestack->justused_time = FloatTime();
|
|
bs->activatestack = bs->activatestack->next;
|
|
return qtrue;
|
|
}
|
|
|
|
/*
|
|
==================
|
|
BotPushOntoActivateGoalStack
|
|
==================
|
|
*/
|
|
int BotPushOntoActivateGoalStack(bot_state_t *bs, bot_activategoal_t *activategoal) {
|
|
int i, best;
|
|
float besttime;
|
|
|
|
best = -1;
|
|
besttime = FloatTime() + 9999;
|
|
//
|
|
for (i = 0; i < MAX_ACTIVATESTACK; i++) {
|
|
if (!bs->activategoalheap[i].inuse) {
|
|
if (bs->activategoalheap[i].justused_time < besttime) {
|
|
besttime = bs->activategoalheap[i].justused_time;
|
|
best = i;
|
|
}
|
|
}
|
|
}
|
|
if (best != -1) {
|
|
memcpy(&bs->activategoalheap[best], activategoal, sizeof(bot_activategoal_t));
|
|
bs->activategoalheap[best].inuse = qtrue;
|
|
bs->activategoalheap[best].next = bs->activatestack;
|
|
bs->activatestack = &bs->activategoalheap[best];
|
|
return qtrue;
|
|
}
|
|
return qfalse;
|
|
}
|
|
|
|
/*
|
|
==================
|
|
BotClearActivateGoalStack
|
|
==================
|
|
*/
|
|
void BotClearActivateGoalStack(bot_state_t *bs) {
|
|
while(bs->activatestack)
|
|
BotPopFromActivateGoalStack(bs);
|
|
}
|
|
|
|
/*
|
|
==================
|
|
BotEnableActivateGoalAreas
|
|
==================
|
|
*/
|
|
void BotEnableActivateGoalAreas(bot_activategoal_t *activategoal, int enable) {
|
|
int i;
|
|
|
|
if (activategoal->areasdisabled == !enable)
|
|
return;
|
|
for (i = 0; i < activategoal->numareas; i++)
|
|
gi.AAS_EnableRoutingArea( activategoal->areas[i], enable );
|
|
activategoal->areasdisabled = !enable;
|
|
}
|
|
|
|
/*
|
|
==================
|
|
BotIsGoingToActivateEntity
|
|
==================
|
|
*/
|
|
int BotIsGoingToActivateEntity(bot_state_t *bs, int entitynum) {
|
|
bot_activategoal_t *a;
|
|
int i;
|
|
|
|
for (a = bs->activatestack; a; a = a->next) {
|
|
if (a->time < FloatTime())
|
|
continue;
|
|
if (a->goal.entitynum == entitynum)
|
|
return qtrue;
|
|
}
|
|
for (i = 0; i < MAX_ACTIVATESTACK; i++) {
|
|
if (bs->activategoalheap[i].inuse)
|
|
continue;
|
|
//
|
|
if (bs->activategoalheap[i].goal.entitynum == entitynum) {
|
|
// if the bot went for this goal less than 2 seconds ago
|
|
if (bs->activategoalheap[i].justused_time > FloatTime() - 2)
|
|
return qtrue;
|
|
}
|
|
}
|
|
return qfalse;
|
|
}
|
|
|
|
/*
|
|
==================
|
|
BotGetActivateGoal
|
|
|
|
returns the number of the bsp entity to activate
|
|
goal->entitynum will be set to the game entity to activate
|
|
==================
|
|
*/
|
|
//#define OBSTACLEDEBUG
|
|
|
|
int BotGetActivateGoal(bot_state_t *bs, int entitynum, bot_activategoal_t *activategoal) {
|
|
int i, ent, cur_entities[10], spawnflags, modelindex, areas[MAX_ACTIVATEAREAS*2], numareas, t;
|
|
char model[MAX_INFO_STRING], tmpmodel[128];
|
|
char target[128], classname[128];
|
|
float health;
|
|
char targetname[10][128];
|
|
aas_entityinfo_t entinfo;
|
|
aas_areainfo_t areainfo;
|
|
vec3_t origin, angles, absmins, absmaxs;
|
|
|
|
memset(activategoal, 0, sizeof(bot_activategoal_t));
|
|
BotEntityInfo(entitynum, &entinfo);
|
|
Com_sprintf(model, sizeof( model ), "*%d", entinfo.modelindex);
|
|
for (ent = gi.AAS_NextBSPEntity(0); ent; ent = gi.AAS_NextBSPEntity(ent)) {
|
|
if (!gi.AAS_ValueForBSPEpairKey(ent, "model", tmpmodel, sizeof(tmpmodel))) continue;
|
|
if (!strcmp(model, tmpmodel)) break;
|
|
}
|
|
if (!ent) {
|
|
BotAI_Print(PRT_ERROR, "BotGetActivateGoal: no entity found with model %s\n", model);
|
|
return 0;
|
|
}
|
|
gi.AAS_ValueForBSPEpairKey(ent, "classname", classname, sizeof(classname));
|
|
if (!classname) {
|
|
BotAI_Print(PRT_ERROR, "BotGetActivateGoal: entity with model %s has no classname\n", model);
|
|
return 0;
|
|
}
|
|
//if it is a door
|
|
if (!strcmp(classname, "func_door")) {
|
|
if (gi.AAS_FloatForBSPEpairKey(ent, "health", &health)) {
|
|
//if the door has health then the door must be shot to open
|
|
if (health) {
|
|
BotFuncDoorActivateGoal(bs, ent, activategoal);
|
|
return ent;
|
|
}
|
|
}
|
|
//
|
|
gi.AAS_IntForBSPEpairKey(ent, "spawnflags", &spawnflags);
|
|
// if the door starts open then just wait for the door to return
|
|
if ( spawnflags & 1 )
|
|
return 0;
|
|
//get the door origin
|
|
if (!gi.AAS_VectorForBSPEpairKey(ent, "origin", origin)) {
|
|
VectorClear(origin);
|
|
}
|
|
//if the door is open or opening already
|
|
if (!VectorCompare(origin, entinfo.origin))
|
|
return 0;
|
|
// store all the areas the door is in
|
|
gi.AAS_ValueForBSPEpairKey(ent, "model", model, sizeof(model));
|
|
if (*model) {
|
|
modelindex = atoi(model+1);
|
|
if (modelindex) {
|
|
VectorClear(angles);
|
|
BotModelMinsMaxs(modelindex, ET_MOVER, 0, absmins, absmaxs);
|
|
//
|
|
numareas = gi.AAS_BBoxAreas(absmins, absmaxs, areas, MAX_ACTIVATEAREAS*2);
|
|
// store the areas with reachabilities first
|
|
for (i = 0; i < numareas; i++) {
|
|
if (activategoal->numareas >= MAX_ACTIVATEAREAS)
|
|
break;
|
|
if ( !gi.AAS_AreaReachability(areas[i]) ) {
|
|
continue;
|
|
}
|
|
gi.AAS_AreaInfo(areas[i], &areainfo);
|
|
if (areainfo.contents & AREACONTENTS_MOVER) {
|
|
activategoal->areas[activategoal->numareas++] = areas[i];
|
|
}
|
|
}
|
|
// store any remaining areas
|
|
for (i = 0; i < numareas; i++) {
|
|
if (activategoal->numareas >= MAX_ACTIVATEAREAS)
|
|
break;
|
|
if ( gi.AAS_AreaReachability(areas[i]) ) {
|
|
continue;
|
|
}
|
|
gi.AAS_AreaInfo(areas[i], &areainfo);
|
|
if (areainfo.contents & AREACONTENTS_MOVER) {
|
|
activategoal->areas[activategoal->numareas++] = areas[i];
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
// if the bot is blocked by or standing on top of a button
|
|
if (!strcmp(classname, "func_button")) {
|
|
return 0;
|
|
}
|
|
// get the targetname so we can find an entity with a matching target
|
|
if (!gi.AAS_ValueForBSPEpairKey(ent, "targetname", targetname[0], sizeof(targetname[0]))) {
|
|
if (bot_developer.integer) {
|
|
BotAI_Print(PRT_ERROR, "BotGetActivateGoal: entity with model \"%s\" has no targetname\n", model);
|
|
}
|
|
return 0;
|
|
}
|
|
// allow tree-like activation
|
|
cur_entities[0] = gi.AAS_NextBSPEntity(0);
|
|
for (i = 0; i >= 0 && i < 10;) {
|
|
for (ent = cur_entities[i]; ent; ent = gi.AAS_NextBSPEntity(ent)) {
|
|
if (!gi.AAS_ValueForBSPEpairKey(ent, "target", target, sizeof(target))) continue;
|
|
if (!strcmp(targetname[i], target)) {
|
|
cur_entities[i] = gi.AAS_NextBSPEntity(ent);
|
|
break;
|
|
}
|
|
}
|
|
if (!ent) {
|
|
if (bot_developer.integer) {
|
|
BotAI_Print(PRT_ERROR, "BotGetActivateGoal: no entity with target \"%s\"\n", targetname[i]);
|
|
}
|
|
i--;
|
|
continue;
|
|
}
|
|
if (!gi.AAS_ValueForBSPEpairKey(ent, "classname", classname, sizeof(classname))) {
|
|
if (bot_developer.integer) {
|
|
BotAI_Print(PRT_ERROR, "BotGetActivateGoal: entity with target \"%s\" has no classname\n", targetname[i]);
|
|
}
|
|
continue;
|
|
}
|
|
// BSP button model
|
|
if (!strcmp(classname, "func_button")) {
|
|
//
|
|
if (!BotFuncButtonActivateGoal(bs, ent, activategoal))
|
|
continue;
|
|
// if the bot tries to activate this button already
|
|
if ( bs->activatestack && bs->activatestack->inuse &&
|
|
bs->activatestack->goal.entitynum == activategoal->goal.entitynum &&
|
|
bs->activatestack->time > FloatTime() &&
|
|
bs->activatestack->start_time < FloatTime() - 2)
|
|
continue;
|
|
// if the bot is in a reachability area
|
|
if ( gi.AAS_AreaReachability(bs->areanum) ) {
|
|
// disable all areas the blocking entity is in
|
|
BotEnableActivateGoalAreas( activategoal, qfalse );
|
|
//
|
|
t = gi.AAS_AreaTravelTimeToGoalArea(bs->areanum, bs->origin, activategoal->goal.areanum, bs->tfl);
|
|
// if the button is not reachable
|
|
if (!t) {
|
|
continue;
|
|
}
|
|
activategoal->time = FloatTime() + t * 0.01 + 5;
|
|
}
|
|
return ent;
|
|
}
|
|
// invisible trigger multiple box
|
|
else if (!strcmp(classname, "trigger_multiple")) {
|
|
//
|
|
if (!BotTriggerMultipleActivateGoal(bs, ent, activategoal))
|
|
continue;
|
|
// if the bot tries to activate this trigger already
|
|
if ( bs->activatestack && bs->activatestack->inuse &&
|
|
bs->activatestack->goal.entitynum == activategoal->goal.entitynum &&
|
|
bs->activatestack->time > FloatTime() &&
|
|
bs->activatestack->start_time < FloatTime() - 2)
|
|
continue;
|
|
// if the bot is in a reachability area
|
|
if ( gi.AAS_AreaReachability(bs->areanum) ) {
|
|
// disable all areas the blocking entity is in
|
|
BotEnableActivateGoalAreas( activategoal, qfalse );
|
|
//
|
|
t = gi.AAS_AreaTravelTimeToGoalArea(bs->areanum, bs->origin, activategoal->goal.areanum, bs->tfl);
|
|
// if the trigger is not reachable
|
|
if (!t) {
|
|
continue;
|
|
}
|
|
activategoal->time = FloatTime() + t * 0.01 + 5;
|
|
}
|
|
return ent;
|
|
}
|
|
else if (!strcmp(classname, "func_timer")) {
|
|
// just skip the func_timer
|
|
continue;
|
|
}
|
|
// the actual button or trigger might be linked through a target_relay or target_delay
|
|
else if (!strcmp(classname, "target_relay") || !strcmp(classname, "target_delay")) {
|
|
if (gi.AAS_ValueForBSPEpairKey(ent, "targetname", targetname[i+1], sizeof(targetname[0]))) {
|
|
i++;
|
|
cur_entities[i] = gi.AAS_NextBSPEntity(0);
|
|
}
|
|
}
|
|
}
|
|
#ifdef OBSTACLEDEBUG
|
|
BotAI_Print(PRT_ERROR, "BotGetActivateGoal: no valid activator for entity with target \"%s\"\n", targetname[0]);
|
|
#endif
|
|
return 0;
|
|
}
|
|
|
|
/*
|
|
==================
|
|
BotGoForActivateGoal
|
|
==================
|
|
*/
|
|
int BotGoForActivateGoal(bot_state_t *bs, bot_activategoal_t *activategoal) {
|
|
aas_entityinfo_t activateinfo;
|
|
|
|
activategoal->inuse = qtrue;
|
|
if (!activategoal->time)
|
|
activategoal->time = FloatTime() + 10;
|
|
activategoal->start_time = FloatTime();
|
|
BotEntityInfo(activategoal->goal.entitynum, &activateinfo);
|
|
VectorCopy(activateinfo.origin, activategoal->origin);
|
|
//
|
|
if (BotPushOntoActivateGoalStack(bs, activategoal)) {
|
|
// enter the activate entity AI node
|
|
AIEnter_Seek_ActivateEntity(bs, "BotGoForActivateGoal");
|
|
return qtrue;
|
|
}
|
|
else {
|
|
// enable any routing areas that were disabled
|
|
BotEnableActivateGoalAreas(activategoal, qtrue);
|
|
return qfalse;
|
|
}
|
|
}
|
|
|
|
/*
|
|
==================
|
|
BotPrintActivateGoalInfo
|
|
==================
|
|
*/
|
|
void BotPrintActivateGoalInfo(bot_state_t *bs, bot_activategoal_t *activategoal, int bspent) {
|
|
char netname[MAX_NETNAME];
|
|
char classname[128];
|
|
char buf[128];
|
|
|
|
ClientName(bs->client, netname, sizeof(netname));
|
|
gi.AAS_ValueForBSPEpairKey(bspent, "classname", classname, sizeof(classname));
|
|
if (activategoal->shoot) {
|
|
Com_sprintf(buf, sizeof(buf), "%s: I have to shoot at a %s from %1.1f %1.1f %1.1f in area %d\n",
|
|
netname, classname,
|
|
activategoal->goal.origin[0],
|
|
activategoal->goal.origin[1],
|
|
activategoal->goal.origin[2],
|
|
activategoal->goal.areanum);
|
|
}
|
|
else {
|
|
Com_sprintf(buf, sizeof(buf), "%s: I have to activate a %s at %1.1f %1.1f %1.1f in area %d\n",
|
|
netname, classname,
|
|
activategoal->goal.origin[0],
|
|
activategoal->goal.origin[1],
|
|
activategoal->goal.origin[2],
|
|
activategoal->goal.areanum);
|
|
}
|
|
gi.EA_Say(bs->client, buf);
|
|
}
|
|
|
|
/*
|
|
==================
|
|
BotRandomMove
|
|
==================
|
|
*/
|
|
void BotRandomMove(bot_state_t *bs, bot_moveresult_t *moveresult) {
|
|
vec3_t dir, angles;
|
|
|
|
angles[0] = 0;
|
|
angles[1] = random() * 360;
|
|
angles[2] = 0;
|
|
AngleVectors(angles, dir, NULL, NULL);
|
|
|
|
gi.BotMoveInDirection(bs->ms, dir, sv_maxspeed->value, MOVE_WALK);
|
|
|
|
moveresult->failure = qfalse;
|
|
VectorCopy(dir, moveresult->movedir);
|
|
}
|
|
|
|
/*
|
|
==================
|
|
BotAIBlocked
|
|
|
|
Very basic handling of bots being blocked by other entities.
|
|
Check what kind of entity is blocking the bot and try to activate
|
|
it. If that's not an option then try to walk around or over the entity.
|
|
Before the bot ends in this part of the AI it should predict which doors to
|
|
open, which buttons to activate etc.
|
|
==================
|
|
*/
|
|
void BotAIBlocked(bot_state_t *bs, bot_moveresult_t *moveresult, int activate) {
|
|
int movetype, bspent;
|
|
vec3_t hordir, start, end, mins, maxs, sideward, angles, up = {0, 0, 1};
|
|
aas_entityinfo_t entinfo;
|
|
bot_activategoal_t activategoal;
|
|
|
|
// if the bot is not blocked by anything
|
|
if (!moveresult->blocked) {
|
|
bs->notblocked_time = FloatTime();
|
|
return;
|
|
}
|
|
// if stuck in a solid area
|
|
if ( moveresult->type == RESULTTYPE_INSOLIDAREA ) {
|
|
// move in a random direction in the hope to get out
|
|
BotRandomMove(bs, moveresult);
|
|
//
|
|
return;
|
|
}
|
|
// get info for the entity that is blocking the bot
|
|
BotEntityInfo(moveresult->blockentity, &entinfo);
|
|
#ifdef OBSTACLEDEBUG
|
|
ClientName(bs->client, netname, sizeof(netname));
|
|
BotAI_Print(PRT_MESSAGE, "%s: I'm blocked by model %d\n", netname, entinfo.modelindex);
|
|
#endif //OBSTACLEDEBUG
|
|
// if blocked by a bsp model and the bot wants to activate it
|
|
if (activate && entinfo.modelindex > 0 && entinfo.modelindex <= max_bspmodelindex) {
|
|
// find the bsp entity which should be activated in order to get the blocking entity out of the way
|
|
bspent = BotGetActivateGoal(bs, entinfo.number, &activategoal);
|
|
if (bspent) {
|
|
//
|
|
if (bs->activatestack && !bs->activatestack->inuse)
|
|
bs->activatestack = NULL;
|
|
// if not already trying to activate this entity
|
|
if (!BotIsGoingToActivateEntity(bs, activategoal.goal.entitynum)) {
|
|
//
|
|
BotGoForActivateGoal(bs, &activategoal);
|
|
}
|
|
// if ontop of an obstacle or
|
|
// if the bot is not in a reachability area it'll still
|
|
// need some dynamic obstacle avoidance, otherwise return
|
|
if (!(moveresult->flags & MOVERESULT_ONTOPOFOBSTACLE) &&
|
|
gi.AAS_AreaReachability(bs->areanum))
|
|
return;
|
|
}
|
|
else {
|
|
// enable any routing areas that were disabled
|
|
BotEnableActivateGoalAreas(&activategoal, qtrue);
|
|
}
|
|
}
|
|
// just some basic dynamic obstacle avoidance code
|
|
hordir[0] = moveresult->movedir[0];
|
|
hordir[1] = moveresult->movedir[1];
|
|
hordir[2] = 0;
|
|
// if no direction just take a random direction
|
|
if (VectorNormalize(hordir) < 0.1) {
|
|
VectorSet(angles, 0, 360 * random(), 0);
|
|
AngleVectors(angles, hordir, NULL, NULL);
|
|
}
|
|
//
|
|
//if (moveresult->flags & MOVERESULT_ONTOPOFOBSTACLE) movetype = MOVE_JUMP;
|
|
//else
|
|
movetype = MOVE_WALK;
|
|
// if there's an obstacle at the bot's feet and head then
|
|
// the bot might be able to crouch through
|
|
VectorCopy(bs->origin, start);
|
|
start[2] += 18;
|
|
VectorMA(start, 5, hordir, end);
|
|
// VectorSet(mins, -16, -16, -24);
|
|
// VectorSet(maxs, 16, 16, 4);
|
|
VectorSet(mins, -22, -22, 0);
|
|
VectorSet(maxs, 22, 22, 50);
|
|
//
|
|
//bsptrace = AAS_Trace(start, mins, maxs, end, bs->entitynum, MASK_PLAYERSOLID);
|
|
//if (bsptrace.fraction >= 1) movetype = MOVE_CROUCH;
|
|
// get the sideward vector
|
|
CrossProduct(hordir, up, sideward);
|
|
//
|
|
if (bs->flags & BFL_AVOIDRIGHT) VectorNegate(sideward, sideward);
|
|
// try to crouch straight forward?
|
|
if (movetype != MOVE_CROUCH || !gi.BotMoveInDirection(bs->ms, hordir, sv_maxspeed->value, movetype)) {
|
|
// perform the movement
|
|
if (!gi.BotMoveInDirection(bs->ms, sideward, sv_maxspeed->value, movetype)) {
|
|
// flip the avoid direction flag
|
|
bs->flags ^= BFL_AVOIDRIGHT;
|
|
// flip the direction
|
|
// VectorNegate(sideward, sideward);
|
|
VectorMA(sideward, -1, hordir, sideward);
|
|
// move in the other direction
|
|
gi.BotMoveInDirection(bs->ms, sideward, sv_maxspeed->value, movetype);
|
|
}
|
|
}
|
|
//
|
|
if (bs->notblocked_time < FloatTime() - 0.4) {
|
|
// just reset goals and hope the bot will go into another direction?
|
|
// is this still needed??
|
|
if (bs->ainode == AINode_Seek_NBG) bs->nbg_time = 0;
|
|
else if (bs->ainode == AINode_Seek_LTG) bs->ltg_time = 0;
|
|
}
|
|
}
|
|
|
|
/*
|
|
==================
|
|
BotAIPredictObstacles
|
|
|
|
Predict the route towards the goal and check if the bot
|
|
will be blocked by certain obstacles. When the bot has obstacles
|
|
on it's path the bot should figure out if they can be removed
|
|
by activating certain entities.
|
|
==================
|
|
*/
|
|
int BotAIPredictObstacles(bot_state_t *bs, bot_goal_t *goal) {
|
|
int modelnum, entitynum, bspent;
|
|
bot_activategoal_t activategoal;
|
|
aas_predictroute_t route;
|
|
|
|
if (!bot_predictobstacles.integer)
|
|
return qfalse;
|
|
|
|
// always predict when the goal change or at regular intervals
|
|
if (bs->predictobstacles_goalareanum == goal->areanum &&
|
|
bs->predictobstacles_time > FloatTime() - 6) {
|
|
return qfalse;
|
|
}
|
|
bs->predictobstacles_goalareanum = goal->areanum;
|
|
bs->predictobstacles_time = FloatTime();
|
|
|
|
// predict at most 100 areas or 10 seconds ahead
|
|
gi.AAS_PredictRoute(&route, bs->areanum, bs->origin,
|
|
goal->areanum, bs->tfl, 100, 1000,
|
|
RSE_USETRAVELTYPE|RSE_ENTERCONTENTS,
|
|
AREACONTENTS_MOVER, TFL_BRIDGE, 0);
|
|
// if bot has to travel through an area with a mover
|
|
if (route.stopevent & RSE_ENTERCONTENTS) {
|
|
// if the bot will run into a mover
|
|
if (route.endcontents & AREACONTENTS_MOVER) {
|
|
//NOTE: this only works with bspc 2.1 or higher
|
|
modelnum = (route.endcontents & AREACONTENTS_MODELNUM) >> AREACONTENTS_MODELNUMSHIFT;
|
|
if (modelnum) {
|
|
//
|
|
entitynum = BotModelMinsMaxs(modelnum, ET_MOVER, 0, NULL, NULL);
|
|
if (entitynum) {
|
|
//NOTE: BotGetActivateGoal already checks if the door is open or not
|
|
bspent = BotGetActivateGoal(bs, entitynum, &activategoal);
|
|
if (bspent) {
|
|
//
|
|
if (bs->activatestack && !bs->activatestack->inuse)
|
|
bs->activatestack = NULL;
|
|
// if not already trying to activate this entity
|
|
if (!BotIsGoingToActivateEntity(bs, activategoal.goal.entitynum)) {
|
|
//
|
|
//BotAI_Print(PRT_MESSAGE, "blocked by mover model %d, entity %d ?\n", modelnum, entitynum);
|
|
//
|
|
BotGoForActivateGoal(bs, &activategoal);
|
|
return qtrue;
|
|
}
|
|
else {
|
|
// enable any routing areas that were disabled
|
|
BotEnableActivateGoalAreas(&activategoal, qtrue);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
else if (route.stopevent & RSE_USETRAVELTYPE) {
|
|
if (route.endtravelflags & TFL_BRIDGE) {
|
|
//FIXME: check if the bridge is available to travel over
|
|
}
|
|
}
|
|
return qfalse;
|
|
}
|
|
|
|
/*
|
|
==================
|
|
BotCheckConsoleMessages
|
|
==================
|
|
*/
|
|
void BotCheckConsoleMessages(bot_state_t *bs) {
|
|
char botname[MAX_NETNAME], message[MAX_MESSAGE_SIZE], netname[MAX_NETNAME], *ptr;
|
|
float chat_reply;
|
|
int context, handle;
|
|
bot_consolemessage_t m;
|
|
bot_match_t match;
|
|
|
|
//the name of this bot
|
|
ClientName(bs->client, botname, sizeof(botname));
|
|
//
|
|
while((handle = gi.BotNextConsoleMessage(bs->cs, &m)) != 0) {
|
|
//if the chat state is flooded with messages the bot will read them quickly
|
|
if (gi.BotNumConsoleMessages(bs->cs) < 10) {
|
|
//if it is a chat message the bot needs some time to read it
|
|
if (m.type == CMS_CHAT && m.time > FloatTime() - (1 + random())) break;
|
|
}
|
|
//
|
|
ptr = m.message;
|
|
//if it is a chat message then don't unify white spaces and don't
|
|
//replace synonyms in the netname
|
|
if (m.type == CMS_CHAT) {
|
|
//
|
|
if (gi.BotFindMatch(m.message, &match, MTCONTEXT_REPLYCHAT)) {
|
|
ptr = m.message + match.variables[MESSAGE].offset;
|
|
}
|
|
}
|
|
//unify the white spaces in the message
|
|
gi.UnifyWhiteSpaces(ptr);
|
|
//replace synonyms in the right context
|
|
context = BotSynonymContext(bs);
|
|
gi.BotReplaceSynonyms(ptr, context);
|
|
//if there's no match
|
|
if (!BotMatchMessage(bs, m.message)) {
|
|
//if it is a chat message
|
|
if (m.type == CMS_CHAT && !bot_nochat.integer) {
|
|
//
|
|
if (!gi.BotFindMatch(m.message, &match, MTCONTEXT_REPLYCHAT)) {
|
|
gi.BotRemoveConsoleMessage(bs->cs, handle);
|
|
continue;
|
|
}
|
|
//don't use eliza chats with team messages
|
|
if (match.subtype & ST_TEAM) {
|
|
gi.BotRemoveConsoleMessage(bs->cs, handle);
|
|
continue;
|
|
}
|
|
//
|
|
gi.BotMatchVariable(&match, NETNAME, netname, sizeof(netname));
|
|
gi.BotMatchVariable(&match, MESSAGE, message, sizeof(message));
|
|
//if this is a message from the bot self
|
|
if (bs->client == ClientFromName(netname+1)) { // BOTLIB fixed for ef2 crazy parser
|
|
gi.BotRemoveConsoleMessage(bs->cs, handle);
|
|
continue;
|
|
}
|
|
//unify the message
|
|
gi.UnifyWhiteSpaces(message);
|
|
//
|
|
gi.Cvar_Update(&bot_testrchat);
|
|
if (bot_testrchat.integer) {
|
|
//
|
|
gi.BotLibVarSet("bot_testrchat", "1");
|
|
//if bot replies with a chat message
|
|
if (gi.BotReplyChat(bs->cs, message, context, CONTEXT_REPLY,
|
|
NULL, NULL,
|
|
NULL, NULL,
|
|
NULL, NULL,
|
|
botname, netname)) {
|
|
BotAI_Print(PRT_MESSAGE, "------------------------\n");
|
|
}
|
|
else {
|
|
BotAI_Print(PRT_MESSAGE, "**** no valid reply ****\n");
|
|
}
|
|
}
|
|
//if at a valid chat position and not chatting already and not in teamplay
|
|
else if (bs->ainode != AINode_Stand && BotValidChatPosition(bs) && !TeamPlayIsOn()) {
|
|
chat_reply = gi.Characteristic_BFloat(bs->character, CHARACTERISTIC_CHAT_REPLY, 0, 1);
|
|
if (random() < 1.5 / (NumBots()+1) && random() < chat_reply) {
|
|
//if bot replies with a chat message
|
|
if (gi.BotReplyChat(bs->cs, message, context, CONTEXT_REPLY,
|
|
NULL, NULL,
|
|
NULL, NULL,
|
|
NULL, NULL,
|
|
botname, netname)) {
|
|
//remove the console message
|
|
gi.BotRemoveConsoleMessage(bs->cs, handle);
|
|
bs->stand_time = FloatTime() + BotChatTime(bs);
|
|
AIEnter_Stand(bs, "BotCheckConsoleMessages: reply chat");
|
|
//EA_Say(bs->client, bs->cs.chatmessage);
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
//remove the console message
|
|
gi.BotRemoveConsoleMessage(bs->cs, handle);
|
|
}
|
|
}
|
|
|
|
/*
|
|
==================
|
|
BotCheckEvents
|
|
==================
|
|
*/
|
|
void BotCheckForGrenades(bot_state_t *bs, entityState_t *state) {
|
|
// if this is not a grenade
|
|
if (state->eType != ET_MISSILE)// || state->weapon != WP_GRENADE_LAUNCHER) // FIXME
|
|
return;
|
|
// try to avoid the grenade
|
|
gi.BotAddAvoidSpot(bs->ms, state->pos.trBase, 160, AVOID_ALWAYS);
|
|
}
|
|
|
|
#ifdef MISSIONPACKBOTTODO
|
|
/*
|
|
==================
|
|
BotCheckForProxMines
|
|
==================
|
|
*/
|
|
void BotCheckForProxMines(bot_state_t *bs, entityState_t *state) {
|
|
// if this is not a prox mine
|
|
if (state->eType != ET_MISSILE || state->weapon != WP_PROX_LAUNCHER)
|
|
return;
|
|
// if this prox mine is from someone on our own team
|
|
if (state->generic1 == BotTeam(bs))
|
|
return;
|
|
// if the bot doesn't have a weapon to deactivate the mine
|
|
if (!(bs->inventory[INVENTORY_PLASMAGUN] > 0 && bs->inventory[INVENTORY_CELLS] > 0) &&
|
|
!(bs->inventory[INVENTORY_ROCKETLAUNCHER] > 0 && bs->inventory[INVENTORY_ROCKETS] > 0) &&
|
|
!(bs->inventory[INVENTORY_BFG10K] > 0 && bs->inventory[INVENTORY_BFGAMMO] > 0) ) {
|
|
return;
|
|
}
|
|
// try to avoid the prox mine
|
|
gi.BotAddAvoidSpot(bs->ms, state->pos.trBase, 160, AVOID_ALWAYS);
|
|
//
|
|
if (bs->numproxmines >= MAX_PROXMINES)
|
|
return;
|
|
bs->proxmines[bs->numproxmines] = state->number;
|
|
bs->numproxmines++;
|
|
}
|
|
|
|
/*
|
|
==================
|
|
BotCheckForKamikazeBody
|
|
==================
|
|
*/
|
|
void BotCheckForKamikazeBody(bot_state_t *bs, entityState_t *state) {
|
|
// if this entity is not wearing the kamikaze
|
|
if (!(state->eFlags & EF_KAMIKAZE))
|
|
return;
|
|
// if this entity isn't dead
|
|
if (!(state->eFlags & EF_DEAD))
|
|
return;
|
|
//remember this kamikaze body
|
|
bs->kamikazebody = state->number;
|
|
}
|
|
#endif
|
|
|
|
/*
|
|
==================
|
|
BotCheckEvents
|
|
==================
|
|
*/
|
|
void BotCheckEvents(bot_state_t *bs, entityState_t *state) {
|
|
Q_UNUSED(state); Q_UNUSED(bs);
|
|
// BOTTODO -- hook in our event system somehow?
|
|
/*
|
|
int event;
|
|
char buf[128];
|
|
#ifdef MISSIONPACK
|
|
aas_entityinfo_t entinfo;
|
|
#endif
|
|
|
|
//NOTE: this sucks, we're accessing the gentity_t directly
|
|
//but there's no other fast way to do it right now
|
|
if (bs->entityeventTime[state->number] == g_entities[state->number].eventTime) {
|
|
return;
|
|
}
|
|
bs->entityeventTime[state->number] = g_entities[state->number].eventTime;
|
|
//if it's an event only entity
|
|
if (state->eType > ET_EVENTS) {
|
|
event = (state->eType - ET_EVENTS) & ~EV_EVENT_BITS;
|
|
}
|
|
else {
|
|
event = state->event & ~EV_EVENT_BITS;
|
|
}
|
|
//
|
|
switch(event) {
|
|
//client obituary event
|
|
case EV_OBITUARY:
|
|
{
|
|
int target, attacker, mod;
|
|
|
|
target = state->otherEntityNum;
|
|
attacker = state->otherEntityNum2;
|
|
mod = state->eventParm;
|
|
//
|
|
if (target == bs->client) {
|
|
bs->botdeathtype = mod;
|
|
bs->lastkilledby = attacker;
|
|
//
|
|
if (target == attacker ||
|
|
target == ENTITYNUM_NONE ||
|
|
target == ENTITYNUM_WORLD) bs->botsuicide = qtrue;
|
|
else bs->botsuicide = qfalse;
|
|
//
|
|
bs->num_deaths++;
|
|
}
|
|
//else if this client was killed by the bot
|
|
else if (attacker == bs->client) {
|
|
bs->enemydeathtype = mod;
|
|
bs->lastkilledplayer = target;
|
|
bs->killedenemy_time = FloatTime();
|
|
//
|
|
bs->num_kills++;
|
|
}
|
|
else if (attacker == bs->enemy && target == attacker) {
|
|
bs->enemysuicide = qtrue;
|
|
}
|
|
//
|
|
#ifdef MISSIONPACK
|
|
if (gametype == GT_1FCTF) {
|
|
//
|
|
BotEntityInfo(target, &entinfo);
|
|
if ( entinfo.powerups & ( 1 << PW_NEUTRALFLAG ) ) {
|
|
if (!BotSameTeam(bs, target)) {
|
|
bs->neutralflagstatus = 3; //enemy dropped the flag
|
|
bs->flagstatuschanged = qtrue;
|
|
}
|
|
}
|
|
}
|
|
#endif
|
|
break;
|
|
}
|
|
case EV_GLOBAL_SOUND:
|
|
{
|
|
if (state->eventParm < 0 || state->eventParm > MAX_SOUNDS) {
|
|
BotAI_Print(PRT_ERROR, "EV_GLOBAL_SOUND: eventParm (%d) out of range\n", state->eventParm);
|
|
break;
|
|
}
|
|
strncpy(buf,gi.getConfigstring(CS_SOUNDS + state->eventParm), sizeof(buf));
|
|
#ifdef MISSIONPACK
|
|
if (!strcmp(buf, "sound/items/kamikazerespawn.wav" )) {
|
|
//the kamikaze respawned so dont avoid it
|
|
BotDontAvoid(bs, "Kamikaze");
|
|
}
|
|
else
|
|
#endif
|
|
if (!strcmp(buf, "sound/items/poweruprespawn.wav")) {
|
|
//powerup respawned... go get it
|
|
BotGoForPowerups(bs);
|
|
}
|
|
break;
|
|
}
|
|
case EV_GLOBAL_TEAM_SOUND:
|
|
{
|
|
if (gametype == GT_CTF) {
|
|
switch(state->eventParm) {
|
|
case GTS_RED_CAPTURE:
|
|
bs->blueflagstatus = 0;
|
|
bs->redflagstatus = 0;
|
|
bs->flagstatuschanged = qtrue;
|
|
break; //see BotMatch_CTF
|
|
case GTS_BLUE_CAPTURE:
|
|
bs->blueflagstatus = 0;
|
|
bs->redflagstatus = 0;
|
|
bs->flagstatuschanged = qtrue;
|
|
break; //see BotMatch_CTF
|
|
case GTS_RED_RETURN:
|
|
//blue flag is returned
|
|
bs->blueflagstatus = 0;
|
|
bs->flagstatuschanged = qtrue;
|
|
break;
|
|
case GTS_BLUE_RETURN:
|
|
//red flag is returned
|
|
bs->redflagstatus = 0;
|
|
bs->flagstatuschanged = qtrue;
|
|
break;
|
|
case GTS_RED_TAKEN:
|
|
//blue flag is taken
|
|
bs->blueflagstatus = 1;
|
|
bs->flagstatuschanged = qtrue;
|
|
break; //see BotMatch_CTF
|
|
case GTS_BLUE_TAKEN:
|
|
//red flag is taken
|
|
bs->redflagstatus = 1;
|
|
bs->flagstatuschanged = qtrue;
|
|
break; //see BotMatch_CTF
|
|
}
|
|
}
|
|
#ifdef MISSIONPACK
|
|
else if (gametype == GT_1FCTF) {
|
|
switch(state->eventParm) {
|
|
case GTS_RED_CAPTURE:
|
|
bs->neutralflagstatus = 0;
|
|
bs->flagstatuschanged = qtrue;
|
|
break;
|
|
case GTS_BLUE_CAPTURE:
|
|
bs->neutralflagstatus = 0;
|
|
bs->flagstatuschanged = qtrue;
|
|
break;
|
|
case GTS_RED_RETURN:
|
|
//flag has returned
|
|
bs->neutralflagstatus = 0;
|
|
bs->flagstatuschanged = qtrue;
|
|
break;
|
|
case GTS_BLUE_RETURN:
|
|
//flag has returned
|
|
bs->neutralflagstatus = 0;
|
|
bs->flagstatuschanged = qtrue;
|
|
break;
|
|
case GTS_RED_TAKEN:
|
|
bs->neutralflagstatus = BotTeam(bs) == TEAM_RED ? 2 : 1; //FIXME: check Team_TakeFlagSound in g_team.c
|
|
bs->flagstatuschanged = qtrue;
|
|
break;
|
|
case GTS_BLUE_TAKEN:
|
|
bs->neutralflagstatus = BotTeam(bs) == TEAM_BLUE ? 2 : 1; //FIXME: check Team_TakeFlagSound in g_team.c
|
|
bs->flagstatuschanged = qtrue;
|
|
break;
|
|
}
|
|
}
|
|
#endif
|
|
break;
|
|
}
|
|
case EV_PLAYER_TELEPORT_IN:
|
|
{
|
|
VectorCopy(state->origin, lastteleport_origin);
|
|
lastteleport_time = FloatTime();
|
|
break;
|
|
}
|
|
case EV_GENERAL_SOUND:
|
|
{
|
|
//if this sound is played on the bot
|
|
if (state->number == bs->client) {
|
|
if (state->eventParm < 0 || state->eventParm > MAX_SOUNDS) {
|
|
BotAI_Print(PRT_ERROR, "EV_GENERAL_SOUND: eventParm (%d) out of range\n", state->eventParm);
|
|
break;
|
|
}
|
|
//check out the sound
|
|
strncpy(buf,gi.getConfigstring(CS_SOUNDS + state->eventParm), sizeof(buf));
|
|
//if falling into a death pit
|
|
if (!strcmp(buf, "*falling1.wav")) {
|
|
//if the bot has a personal teleporter
|
|
if (bs->inventory[INVENTORY_TELEPORTER] > 0) {
|
|
//use the holdable item
|
|
gi.EA_Use(bs->client);
|
|
}
|
|
}
|
|
}
|
|
break;
|
|
}
|
|
case EV_FOOTSTEP:
|
|
case EV_FOOTSTEP_METAL:
|
|
case EV_FOOTSPLASH:
|
|
case EV_FOOTWADE:
|
|
case EV_SWIM:
|
|
case EV_FALL_SHORT:
|
|
case EV_FALL_MEDIUM:
|
|
case EV_FALL_FAR:
|
|
case EV_STEP_4:
|
|
case EV_STEP_8:
|
|
case EV_STEP_12:
|
|
case EV_STEP_16:
|
|
case EV_JUMP_PAD:
|
|
case EV_JUMP:
|
|
case EV_TAUNT:
|
|
case EV_WATER_TOUCH:
|
|
case EV_WATER_LEAVE:
|
|
case EV_WATER_UNDER:
|
|
case EV_WATER_CLEAR:
|
|
case EV_ITEM_PICKUP:
|
|
case EV_GLOBAL_ITEM_PICKUP:
|
|
case EV_NOAMMO:
|
|
case EV_CHANGE_WEAPON:
|
|
case EV_FIRE_WEAPON:
|
|
//FIXME: either add to sound queue or mark player as someone making noise
|
|
break;
|
|
case EV_USE_ITEM0:
|
|
case EV_USE_ITEM1:
|
|
case EV_USE_ITEM2:
|
|
case EV_USE_ITEM3:
|
|
case EV_USE_ITEM4:
|
|
case EV_USE_ITEM5:
|
|
case EV_USE_ITEM6:
|
|
case EV_USE_ITEM7:
|
|
case EV_USE_ITEM8:
|
|
case EV_USE_ITEM9:
|
|
case EV_USE_ITEM10:
|
|
case EV_USE_ITEM11:
|
|
case EV_USE_ITEM12:
|
|
case EV_USE_ITEM13:
|
|
case EV_USE_ITEM14:
|
|
break;
|
|
}
|
|
*/
|
|
}
|
|
|
|
/*
|
|
==================
|
|
BotCheckSnapshot
|
|
==================
|
|
*/
|
|
void BotCheckSnapshot(bot_state_t *bs) {
|
|
int ent;
|
|
entityState_t state;
|
|
|
|
//remove all avoid spots
|
|
gi.BotAddAvoidSpot(bs->ms, vec3_origin, 0, AVOID_CLEAR);
|
|
//reset kamikaze body
|
|
bs->kamikazebody = 0;
|
|
//reset number of proxmines
|
|
bs->numproxmines = 0;
|
|
//
|
|
ent = 0;
|
|
while( ( ent = BotAI_GetSnapshotEntity( bs->client, ent, &state ) ) != -1 ) {
|
|
//check the entity state for events
|
|
BotCheckEvents(bs, &state);
|
|
//check for grenades the bot should avoid
|
|
BotCheckForGrenades(bs, &state);
|
|
//
|
|
#ifdef MISSIONPACKBOTTODO
|
|
//check for proximity mines which the bot should deactivate
|
|
BotCheckForProxMines(bs, &state);
|
|
//check for dead bodies with the kamikaze effect which should be gibbed
|
|
BotCheckForKamikazeBody(bs, &state);
|
|
#endif
|
|
}
|
|
//check the player state for events
|
|
BotAI_GetEntityState(bs->client, &state);
|
|
//copy the player state events to the entity state
|
|
// state.event = bs->cur_ps.externalEvent; // FIXME
|
|
// state.eventParm = bs->cur_ps.externalEventParm;
|
|
//
|
|
BotCheckEvents(bs, &state);
|
|
}
|
|
|
|
/*
|
|
==================
|
|
BotCheckAir
|
|
==================
|
|
*/
|
|
void BotCheckAir(bot_state_t *bs) {
|
|
if (bs->inventory[INVENTORY_ENVIRONMENTSUIT] <= 0) {
|
|
if (gi.AAS_PointContents(bs->eye) & (CONTENTS_WATER|CONTENTS_SLIME|CONTENTS_LAVA)) {
|
|
return;
|
|
}
|
|
}
|
|
bs->lastair_time = FloatTime();
|
|
}
|
|
|
|
/*
|
|
==================
|
|
BotAlternateRoute
|
|
==================
|
|
*/
|
|
bot_goal_t *BotAlternateRoute(bot_state_t *bs, bot_goal_t *goal) {
|
|
int t;
|
|
|
|
// if the bot has an alternative route goal
|
|
if (bs->altroutegoal.areanum) {
|
|
//
|
|
if (bs->reachedaltroutegoal_time)
|
|
return goal;
|
|
// travel time towards alternative route goal
|
|
t = gi.AAS_AreaTravelTimeToGoalArea(bs->areanum, bs->origin, bs->altroutegoal.areanum, bs->tfl);
|
|
if (t && t < 20) {
|
|
//BotAI_Print(PRT_MESSAGE, "reached alternate route goal\n");
|
|
bs->reachedaltroutegoal_time = FloatTime();
|
|
}
|
|
memcpy(goal, &bs->altroutegoal, sizeof(bot_goal_t));
|
|
return &bs->altroutegoal;
|
|
}
|
|
return goal;
|
|
}
|
|
|
|
/*
|
|
==================
|
|
BotGetAlternateRouteGoal
|
|
==================
|
|
*/
|
|
int BotGetAlternateRouteGoal(bot_state_t *bs, int base) {
|
|
aas_altroutegoal_t *altroutegoals;
|
|
bot_goal_t *goal;
|
|
int numaltroutegoals, rnd;
|
|
|
|
if (base == TEAM_RED) {
|
|
altroutegoals = red_altroutegoals;
|
|
numaltroutegoals = red_numaltroutegoals;
|
|
}
|
|
else {
|
|
altroutegoals = blue_altroutegoals;
|
|
numaltroutegoals = blue_numaltroutegoals;
|
|
}
|
|
if (!numaltroutegoals)
|
|
return qfalse;
|
|
rnd = (int)((float) random() * (float)numaltroutegoals);
|
|
if (rnd >= numaltroutegoals)
|
|
rnd = numaltroutegoals-1;
|
|
goal = &bs->altroutegoal;
|
|
goal->areanum = altroutegoals[rnd].areanum;
|
|
VectorCopy(altroutegoals[rnd].origin, goal->origin);
|
|
VectorSet(goal->mins, -8, -8, -8);
|
|
VectorSet(goal->maxs, 8, 8, 8);
|
|
goal->entitynum = 0;
|
|
goal->iteminfo = 0;
|
|
goal->number = 0;
|
|
goal->flags = 0;
|
|
//
|
|
bs->reachedaltroutegoal_time = 0;
|
|
return qtrue;
|
|
}
|
|
|
|
/*
|
|
==================
|
|
BotSetupAlternateRouteGoals
|
|
==================
|
|
*/
|
|
void BotSetupAlternativeRouteGoals(void) {
|
|
|
|
if (altroutegoals_setup)
|
|
return;
|
|
#ifdef MISSIONPACK
|
|
if (gametype == GT_CTF) {
|
|
if (gi.BotGetLevelItemGoal(-1, "Neutral Flag", &ctf_neutralflag) < 0)
|
|
BotAI_Print(PRT_WARNING, "no alt routes without Neutral Flag\n");
|
|
if (ctf_neutralflag.areanum) {
|
|
//
|
|
red_numaltroutegoals = gi.AAS_AlternativeRouteGoals(
|
|
ctf_neutralflag.origin, ctf_neutralflag.areanum,
|
|
ctf_redflag.origin, ctf_redflag.areanum, TFL_DEFAULT,
|
|
red_altroutegoals, MAX_ALTROUTEGOALS,
|
|
ALTROUTEGOAL_CLUSTERPORTALS|
|
|
ALTROUTEGOAL_VIEWPORTALS);
|
|
blue_numaltroutegoals = gi.AAS_AlternativeRouteGoals(
|
|
ctf_neutralflag.origin, ctf_neutralflag.areanum,
|
|
ctf_blueflag.origin, ctf_blueflag.areanum, TFL_DEFAULT,
|
|
blue_altroutegoals, MAX_ALTROUTEGOALS,
|
|
ALTROUTEGOAL_CLUSTERPORTALS|
|
|
ALTROUTEGOAL_VIEWPORTALS);
|
|
}
|
|
}
|
|
else if (gametype == GT_1FCTF) {
|
|
//
|
|
red_numaltroutegoals = gi.AAS_AlternativeRouteGoals(
|
|
ctf_neutralflag.origin, ctf_neutralflag.areanum,
|
|
ctf_redflag.origin, ctf_redflag.areanum, TFL_DEFAULT,
|
|
red_altroutegoals, MAX_ALTROUTEGOALS,
|
|
ALTROUTEGOAL_CLUSTERPORTALS|
|
|
ALTROUTEGOAL_VIEWPORTALS);
|
|
blue_numaltroutegoals = gi.AAS_AlternativeRouteGoals(
|
|
ctf_neutralflag.origin, ctf_neutralflag.areanum,
|
|
ctf_blueflag.origin, ctf_blueflag.areanum, TFL_DEFAULT,
|
|
blue_altroutegoals, MAX_ALTROUTEGOALS,
|
|
ALTROUTEGOAL_CLUSTERPORTALS|
|
|
ALTROUTEGOAL_VIEWPORTALS);
|
|
}
|
|
else if (gametype == GT_OBELISK) {
|
|
if (gi.BotGetLevelItemGoal(-1, "Neutral Obelisk", &neutralobelisk) < 0)
|
|
BotAI_Print(PRT_WARNING, "Harvester without neutral obelisk\n");
|
|
//
|
|
red_numaltroutegoals = gi.AAS_AlternativeRouteGoals(
|
|
neutralobelisk.origin, neutralobelisk.areanum,
|
|
redobelisk.origin, redobelisk.areanum, TFL_DEFAULT,
|
|
red_altroutegoals, MAX_ALTROUTEGOALS,
|
|
ALTROUTEGOAL_CLUSTERPORTALS|
|
|
ALTROUTEGOAL_VIEWPORTALS);
|
|
blue_numaltroutegoals = gi.AAS_AlternativeRouteGoals(
|
|
neutralobelisk.origin, neutralobelisk.areanum,
|
|
blueobelisk.origin, blueobelisk.areanum, TFL_DEFAULT,
|
|
blue_altroutegoals, MAX_ALTROUTEGOALS,
|
|
ALTROUTEGOAL_CLUSTERPORTALS|
|
|
ALTROUTEGOAL_VIEWPORTALS);
|
|
}
|
|
else if (gametype == GT_HARVESTER) {
|
|
//
|
|
red_numaltroutegoals = gi.AAS_AlternativeRouteGoals(
|
|
neutralobelisk.origin, neutralobelisk.areanum,
|
|
redobelisk.origin, redobelisk.areanum, TFL_DEFAULT,
|
|
red_altroutegoals, MAX_ALTROUTEGOALS,
|
|
ALTROUTEGOAL_CLUSTERPORTALS|
|
|
ALTROUTEGOAL_VIEWPORTALS);
|
|
blue_numaltroutegoals = gi.AAS_AlternativeRouteGoals(
|
|
neutralobelisk.origin, neutralobelisk.areanum,
|
|
blueobelisk.origin, blueobelisk.areanum, TFL_DEFAULT,
|
|
blue_altroutegoals, MAX_ALTROUTEGOALS,
|
|
ALTROUTEGOAL_CLUSTERPORTALS|
|
|
ALTROUTEGOAL_VIEWPORTALS);
|
|
}
|
|
#endif
|
|
altroutegoals_setup = qtrue;
|
|
}
|
|
|
|
/*
|
|
==================
|
|
BotDeathmatchAI
|
|
==================
|
|
*/
|
|
void BotDeathmatchAI(bot_state_t *bs, float thinktime) {
|
|
char gender[144], name[144], buf[144];
|
|
char userinfo[MAX_INFO_STRING];
|
|
int i;
|
|
|
|
Q_UNUSED(thinktime);
|
|
|
|
//if the bot has just been setup
|
|
if (bs->setupcount > 0) {
|
|
bs->setupcount--;
|
|
if (bs->setupcount > 0) return;
|
|
//get the gender characteristic
|
|
gi.Characteristic_String(bs->character, CHARACTERISTIC_GENDER, gender, sizeof(gender));
|
|
//set the bot gender
|
|
gi.getUserinfo(bs->client, userinfo, sizeof(userinfo));
|
|
Info_SetValueForKey(userinfo, "sex", gender);
|
|
gi.setUserinfo(bs->client, userinfo);
|
|
//set the team
|
|
if ( !bs->map_restart && g_gametype->integer != GT_TOURNAMENT ) {
|
|
Com_sprintf(buf, sizeof(buf), "team %s", bs->settings.team);
|
|
gi.EA_Command(bs->client, buf);
|
|
}
|
|
//set the chat gender
|
|
if (gender[0] == 'm') gi.BotSetChatGender(bs->cs, CHAT_GENDERMALE);
|
|
else if (gender[0] == 'f') gi.BotSetChatGender(bs->cs, CHAT_GENDERFEMALE);
|
|
else gi.BotSetChatGender(bs->cs, CHAT_GENDERLESS);
|
|
//set the chat name
|
|
ClientName(bs->client, name, sizeof(name));
|
|
gi.BotSetChatName(bs->cs, name, bs->client);
|
|
//
|
|
bs->lastframe_health = bs->inventory[INVENTORY_HEALTH];
|
|
// bs->lasthitcount = bs->cur_ps.persistant[PERS_HITS]; // FIXME
|
|
//
|
|
bs->setupcount = 0;
|
|
//
|
|
BotSetupAlternativeRouteGoals();
|
|
}
|
|
//no ideal view set
|
|
bs->flags &= ~BFL_IDEALVIEWSET;
|
|
//
|
|
if (!BotIntermission(bs)) {
|
|
//set the teleport time
|
|
BotSetTeleportTime(bs);
|
|
//update some inventory values
|
|
BotUpdateInventory(bs);
|
|
//check out the snapshot
|
|
BotCheckSnapshot(bs);
|
|
//check for air
|
|
BotCheckAir(bs);
|
|
}
|
|
//check the console messages
|
|
BotCheckConsoleMessages(bs);
|
|
//if not in the intermission and not in observer mode
|
|
if (!BotIntermission(bs) && !BotIsObserver(bs)) {
|
|
//do team AI
|
|
BotTeamAI(bs);
|
|
}
|
|
//if the bot has no ai node
|
|
if (!bs->ainode) {
|
|
AIEnter_Seek_LTG(bs, "BotDeathmatchAI: no ai node");
|
|
}
|
|
//if the bot entered the game less than 8 seconds ago
|
|
if (!bs->entergamechat && bs->entergame_time > FloatTime() - 8) {
|
|
if (BotChat_EnterGame(bs)) {
|
|
bs->stand_time = FloatTime() + BotChatTime(bs);
|
|
AIEnter_Stand(bs, "BotDeathmatchAI: chat enter game");
|
|
}
|
|
bs->entergamechat = qtrue;
|
|
}
|
|
//reset the node switches from the previous frame
|
|
BotResetNodeSwitches();
|
|
//execute AI nodes
|
|
for (i = 0; i < MAX_NODESWITCHES; i++) {
|
|
if (bs->ainode(bs)) break;
|
|
}
|
|
//if the bot removed itself :)
|
|
if (!bs->inuse) return;
|
|
//if the bot executed too many AI nodes
|
|
if (i >= MAX_NODESWITCHES) {
|
|
gi.BotDumpGoalStack(bs->gs);
|
|
gi.BotDumpAvoidGoals(bs->gs);
|
|
BotDumpNodeSwitches(bs);
|
|
ClientName(bs->client, name, sizeof(name));
|
|
BotAI_Print(PRT_ERROR, "%s at %1.1f switched more than %d AI nodes\n", name, FloatTime(), MAX_NODESWITCHES);
|
|
}
|
|
//
|
|
bs->lastframe_health = bs->inventory[INVENTORY_HEALTH];
|
|
// bs->lasthitcount = bs->cur_ps.persistant[PERS_HITS]; // FIXME
|
|
}
|
|
|
|
int G_ModelIndex( const char *name );
|
|
/*
|
|
==================
|
|
BotSetEntityNumForGoalWithModel
|
|
==================
|
|
*/
|
|
void BotSetEntityNumForGoalWithModel(bot_goal_t *goal, int eType, char *modelname) {
|
|
gentity_t *ent;
|
|
int i, modelindex;
|
|
vec3_t dir;
|
|
|
|
modelindex = G_ModelIndex( modelname );
|
|
ent = &g_entities[0];
|
|
for (i = 0; i < globals.num_entities; i++, ent++) {
|
|
if ( !ent->inuse ) {
|
|
continue;
|
|
}
|
|
if ( eType && ent->s.eType != eType) {
|
|
continue;
|
|
}
|
|
if (ent->s.modelindex != modelindex) {
|
|
continue;
|
|
}
|
|
VectorSubtract(goal->origin, ent->s.origin, dir);
|
|
if (VectorLengthSquared(dir) < Square(10)) {
|
|
goal->entitynum = i;
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
|
|
/*
|
|
==================
|
|
BotSetEntityNumForGoal
|
|
==================
|
|
*/
|
|
void BotSetEntityNumForGoal(bot_goal_t *goal, char *classname) {
|
|
gentity_t *ent;
|
|
int i;
|
|
vec3_t dir;
|
|
|
|
ent = &g_entities[0];
|
|
for (i = 0; i < globals.max_entities; i++, ent++) {
|
|
if ( !ent->inuse ) {
|
|
continue;
|
|
}
|
|
if ( Q_stricmp(ent->entname, classname) ) {
|
|
continue;
|
|
}
|
|
VectorSubtract(goal->origin, ent->s.origin, dir);
|
|
if (VectorLengthSquared(dir) < Square(10)) {
|
|
goal->entitynum = i;
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
|
|
/*
|
|
==================
|
|
BotGoalForBSPEntity
|
|
==================
|
|
*/
|
|
int BotGoalForBSPEntity( char *classname, bot_goal_t *goal ) {
|
|
char value[MAX_INFO_STRING];
|
|
vec3_t origin, start, end;
|
|
int ent, numareas, areas[10];
|
|
|
|
memset(goal, 0, sizeof(bot_goal_t));
|
|
for (ent = gi.AAS_NextBSPEntity(0); ent; ent = gi.AAS_NextBSPEntity(ent)) {
|
|
if (!gi.AAS_ValueForBSPEpairKey(ent, "classname", value, sizeof(value)))
|
|
continue;
|
|
if (!strcmp(value, classname)) {
|
|
if (!gi.AAS_VectorForBSPEpairKey(ent, "origin", origin))
|
|
return qfalse;
|
|
VectorCopy(origin, goal->origin);
|
|
VectorCopy(origin, start);
|
|
start[2] -= 32;
|
|
VectorCopy(origin, end);
|
|
end[2] += 32;
|
|
numareas = gi.AAS_TraceAreas(start, end, areas, NULL, 10);
|
|
if (!numareas)
|
|
return qfalse;
|
|
goal->areanum = areas[0];
|
|
return qtrue;
|
|
}
|
|
}
|
|
return qfalse;
|
|
}
|
|
|
|
/*
|
|
==================
|
|
BotSetupDeathmatchAI
|
|
==================
|
|
*/
|
|
void BotSetupDeathmatchAI(void) {
|
|
int ent, modelnum;
|
|
char model[128];
|
|
|
|
switch( gi.Cvar_VariableIntegerValue( "mp_gametype" ) )
|
|
{
|
|
case 0 :
|
|
gametype = GT_FFA;
|
|
break;
|
|
case 1 :
|
|
gametype = GT_TEAM;
|
|
break;
|
|
case 2 :
|
|
gametype = GT_CTF;
|
|
break ;
|
|
case 3 :
|
|
gametype = GT_TEAM;
|
|
break ;
|
|
default :
|
|
gametype = GT_FFA;
|
|
break ;
|
|
}
|
|
|
|
if ( gi.Cvar_VariableIntegerValue( "mp_modifier_Destruction" ) )
|
|
{
|
|
gametype = GT_OBELISK;
|
|
}
|
|
|
|
// maxclients = gi.Cvar_VariableIntegerValue("sv_maxclients");
|
|
|
|
gi.Cvar_Register(&bot_rocketjump, "bot_rocketjump", "1", 0);
|
|
gi.Cvar_Register(&bot_grapple, "bot_grapple", "0", 0);
|
|
gi.Cvar_Register(&bot_fastchat, "bot_fastchat", "0", 0);
|
|
gi.Cvar_Register(&bot_nochat, "bot_nochat", "0", 0);
|
|
gi.Cvar_Register(&bot_testrchat, "bot_testrchat", "0", 0);
|
|
gi.Cvar_Register(&bot_showstates, "bot_showstates","0",0);
|
|
gi.Cvar_Register(&bot_challenge, "bot_challenge", "0", 0);
|
|
gi.Cvar_Register(&bot_predictobstacles, "bot_predictobstacles", "1", 0);
|
|
gi.Cvar_Register(&g_spSkill, "g_spSkill", "2", 0);
|
|
//
|
|
ctf_neutralflag.areanum = 0;
|
|
|
|
#ifdef MISSIONPACK
|
|
if (gametype == GT_OBELISK) {
|
|
if (gi.BotGetLevelItemGoal(-1, "Red Obelisk", &redobelisk) < 0)
|
|
BotAI_Print(PRT_WARNING, "Obelisk without red obelisk\n");
|
|
BotSetEntityNumForGoal(&redobelisk, "item_mp_destructionObject-red");
|
|
if (gi.BotGetLevelItemGoal(-1, "Blue Obelisk", &blueobelisk) < 0)
|
|
BotAI_Print(PRT_WARNING, "Obelisk without blue obelisk\n");
|
|
BotSetEntityNumForGoal(&blueobelisk, "item_mp_destructionObject-blue");
|
|
//if ((redobelisk.areanum) && (blueobelisk.areanum))
|
|
// gametype = GT_OBELISK;
|
|
}
|
|
#endif
|
|
|
|
if (gametype == GT_CTF)
|
|
if (multiplayerManager.checkGameType("oneflag"))
|
|
gametype = GT_1FCTF;
|
|
|
|
if (gametype == GT_CTF) {
|
|
if (gi.BotGetLevelItemGoal(-1, "Red Flag", &ctf_redflag) < 0)
|
|
BotAI_Print(PRT_WARNING, "CTF without Red Flag\n");
|
|
if (gi.BotGetLevelItemGoal(-1, "Blue Flag", &ctf_blueflag) < 0)
|
|
BotAI_Print(PRT_WARNING, "CTF without Blue Flag\n");
|
|
}
|
|
#ifdef MISSIONPACK
|
|
else if (gametype == GT_1FCTF) {
|
|
if (gi.BotGetLevelItemGoal(-1, "Neutral Flag", &ctf_neutralflag) < 0)
|
|
BotAI_Print(PRT_WARNING, "One Flag CTF without Neutral Flag\n");
|
|
if (gi.BotGetLevelItemGoal(-1, "Red Flag", &ctf_redflag) < 0)
|
|
BotAI_Print(PRT_WARNING, "CTF without Red Flag\n");
|
|
if (gi.BotGetLevelItemGoal(-1, "Blue Flag", &ctf_blueflag) < 0)
|
|
BotAI_Print(PRT_WARNING, "CTF without Blue Flag\n");
|
|
}
|
|
else if (gametype == GT_HARVESTER) {
|
|
if (gi.BotGetLevelItemGoal(-1, "Red Obelisk", &redobelisk) < 0)
|
|
BotAI_Print(PRT_WARNING, "Harvester without red obelisk\n");
|
|
BotSetEntityNumForGoal(&redobelisk, "item_mp_destructionObject-red");
|
|
if (gi.BotGetLevelItemGoal(-1, "Blue Obelisk", &blueobelisk) < 0)
|
|
BotAI_Print(PRT_WARNING, "Harvester without blue obelisk\n");
|
|
BotSetEntityNumForGoal(&blueobelisk, "item_mp_destructionObject-blue");
|
|
if (gi.BotGetLevelItemGoal(-1, "Neutral Obelisk", &neutralobelisk) < 0)
|
|
BotAI_Print(PRT_WARNING, "Harvester without neutral obelisk\n");
|
|
BotSetEntityNumForGoal(&neutralobelisk, "team_neutralobelisk");
|
|
}
|
|
#endif
|
|
|
|
max_bspmodelindex = 0;
|
|
for (ent = gi.AAS_NextBSPEntity(0); ent; ent = gi.AAS_NextBSPEntity(ent)) {
|
|
if (!gi.AAS_ValueForBSPEpairKey(ent, "model", model, sizeof(model))) continue;
|
|
if (model[0] == '*') {
|
|
modelnum = atoi(model+1);
|
|
if (modelnum > max_bspmodelindex)
|
|
max_bspmodelindex = modelnum;
|
|
}
|
|
}
|
|
//initialize the waypoint heap
|
|
BotInitWaypoints();
|
|
}
|
|
|
|
/*
|
|
==================
|
|
BotShutdownDeathmatchAI
|
|
==================
|
|
*/
|
|
void BotShutdownDeathmatchAI(void) {
|
|
altroutegoals_setup = qfalse;
|
|
}
|
|
|