mirror of
https://github.com/UberGames/lilium-voyager.git
synced 2024-11-10 14:41:42 +00:00
293 lines
13 KiB
C
293 lines
13 KiB
C
/*
|
|
===========================================================================
|
|
Copyright (C) 1999-2005 Id Software, Inc.
|
|
|
|
This file is part of Quake III Arena source code.
|
|
|
|
Quake III Arena source code is free software; you can redistribute it
|
|
and/or modify it under the terms of the GNU General Public License as
|
|
published by the Free Software Foundation; either version 2 of the License,
|
|
or (at your option) any later version.
|
|
|
|
Quake III Arena source code is distributed in the hope that it will be
|
|
useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
|
|
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
|
GNU General Public License for more details.
|
|
|
|
You should have received a copy of the GNU General Public License
|
|
along with Quake III Arena source code; if not, write to the Free Software
|
|
Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
|
|
===========================================================================
|
|
*/
|
|
//
|
|
|
|
/*****************************************************************************
|
|
* name: ai_main.h
|
|
*
|
|
* desc: Quake3 bot AI
|
|
*
|
|
* $Archive: /source/code/botai/ai_chat.c $
|
|
*
|
|
*****************************************************************************/
|
|
|
|
//#define DEBUG
|
|
#define CTF
|
|
|
|
#define MAX_ITEMS 256
|
|
//bot flags
|
|
#define BFL_STRAFERIGHT 1 //strafe to the right
|
|
#define BFL_ATTACKED 2 //bot has attacked last ai frame
|
|
#define BFL_ATTACKJUMPED 4 //bot jumped during attack last frame
|
|
#define BFL_AIMATENEMY 8 //bot aimed at the enemy this frame
|
|
#define BFL_AVOIDRIGHT 16 //avoid obstacles by going to the right
|
|
#define BFL_IDEALVIEWSET 32 //bot has ideal view angles set
|
|
#define BFL_FIGHTSUICIDAL 64 //bot is in a suicidal fight
|
|
//long term goal types
|
|
#define LTG_TEAMHELP 1 //help a team mate
|
|
#define LTG_TEAMACCOMPANY 2 //accompany a team mate
|
|
#define LTG_DEFENDKEYAREA 3 //defend a key area
|
|
#define LTG_GETFLAG 4 //get the enemy flag
|
|
#define LTG_RUSHBASE 5 //rush to the base
|
|
#define LTG_RETURNFLAG 6 //return the flag
|
|
#define LTG_CAMP 7 //camp somewhere
|
|
#define LTG_CAMPORDER 8 //ordered to camp somewhere
|
|
#define LTG_PATROL 9 //patrol
|
|
#define LTG_GETITEM 10 //get an item
|
|
#define LTG_KILL 11 //kill someone
|
|
#define LTG_HARVEST 12 //harvest skulls
|
|
#define LTG_ATTACKENEMYBASE 13 //attack the enemy base
|
|
#define LTG_MAKELOVE_UNDER 14
|
|
#define LTG_MAKELOVE_ONTOP 15
|
|
//some goal dedication times
|
|
#define TEAM_HELP_TIME 60 //1 minute teamplay help time
|
|
#define TEAM_ACCOMPANY_TIME 600 //10 minutes teamplay accompany time
|
|
#define TEAM_DEFENDKEYAREA_TIME 600 //10 minutes ctf defend base time
|
|
#define TEAM_CAMP_TIME 600 //10 minutes camping time
|
|
#define TEAM_PATROL_TIME 600 //10 minutes patrolling time
|
|
#define TEAM_LEAD_TIME 600 //10 minutes taking the lead
|
|
#define TEAM_GETITEM_TIME 60 //1 minute
|
|
#define TEAM_KILL_SOMEONE 180 //3 minute to kill someone
|
|
#define TEAM_ATTACKENEMYBASE_TIME 600 //10 minutes
|
|
#define TEAM_HARVEST_TIME 120 //2 minutes
|
|
#define CTF_GETFLAG_TIME 600 //10 minutes ctf get flag time
|
|
#define CTF_RUSHBASE_TIME 120 //2 minutes ctf rush base time
|
|
#define CTF_RETURNFLAG_TIME 180 //3 minutes to return the flag
|
|
#define CTF_ROAM_TIME 60 //1 minute ctf roam time
|
|
//patrol flags
|
|
#define PATROL_LOOP 1
|
|
#define PATROL_REVERSE 2
|
|
#define PATROL_BACK 4
|
|
//teamplay task preference
|
|
#define TEAMTP_DEFENDER 1
|
|
#define TEAMTP_ATTACKER 2
|
|
//CTF strategy
|
|
#define CTFS_AGRESSIVE 1
|
|
//copied from the aas file header
|
|
#define PRESENCE_NONE 1
|
|
#define PRESENCE_NORMAL 2
|
|
#define PRESENCE_CROUCH 4
|
|
//
|
|
#define MAX_PROXMINES 64
|
|
|
|
//check points
|
|
typedef struct bot_waypoint_s
|
|
{
|
|
int inuse;
|
|
char name[32];
|
|
bot_goal_t goal;
|
|
struct bot_waypoint_s *next, *prev;
|
|
} bot_waypoint_t;
|
|
|
|
#define MAX_ACTIVATESTACK 8
|
|
#define MAX_ACTIVATEAREAS 32
|
|
|
|
typedef struct bot_activategoal_s
|
|
{
|
|
int inuse;
|
|
bot_goal_t goal; //goal to activate (buttons etc.)
|
|
float time; //time to activate something
|
|
float start_time; //time starting to activate something
|
|
float justused_time; //time the goal was used
|
|
int shoot; //true if bot has to shoot to activate
|
|
int weapon; //weapon to be used for activation
|
|
vec3_t target; //target to shoot at to activate something
|
|
vec3_t origin; //origin of the blocking entity to activate
|
|
int areas[MAX_ACTIVATEAREAS]; //routing areas disabled by blocking entity
|
|
int numareas; //number of disabled routing areas
|
|
int areasdisabled; //true if the areas are disabled for the routing
|
|
struct bot_activategoal_s *next; //next activate goal on stack
|
|
} bot_activategoal_t;
|
|
|
|
//bot state
|
|
typedef struct bot_state_s
|
|
{
|
|
int inuse; //true if this state is used by a bot client
|
|
int botthink_residual; //residual for the bot thinks
|
|
int client; //client number of the bot
|
|
int entitynum; //entity number of the bot
|
|
playerState_t cur_ps; //current player state
|
|
int last_eFlags; //last ps flags
|
|
usercmd_t lastucmd; //usercmd from last frame
|
|
int entityeventTime[MAX_GENTITIES]; //last entity event time
|
|
//
|
|
bot_settings_t settings; //several bot settings
|
|
int (*ainode)(struct bot_state_s *bs); //current AI node
|
|
float thinktime; //time the bot thinks this frame
|
|
vec3_t origin; //origin of the bot
|
|
vec3_t velocity; //velocity of the bot
|
|
int presencetype; //presence type of the bot
|
|
vec3_t eye; //eye coordinates of the bot
|
|
int areanum; //the number of the area the bot is in
|
|
int inventory[MAX_ITEMS]; //string with items amounts the bot has
|
|
int tfl; //the travel flags the bot uses
|
|
int flags; //several flags
|
|
int respawn_wait; //wait until respawned
|
|
int lasthealth; //health value previous frame
|
|
int lastkilledplayer; //last killed player
|
|
int lastkilledby; //player that last killed this bot
|
|
int botdeathtype; //the death type of the bot
|
|
int enemydeathtype; //the death type of the enemy
|
|
int botsuicide; //true when the bot suicides
|
|
int enemysuicide; //true when the enemy of the bot suicides
|
|
int setupcount; //true when the bot has just been setup
|
|
int map_restart; //true when the map is being restarted
|
|
int entergamechat; //true when the bot used an enter game chat
|
|
int num_deaths; //number of time this bot died
|
|
int num_kills; //number of kills of this bot
|
|
int revenge_enemy; //the revenge enemy
|
|
int revenge_kills; //number of kills the enemy made
|
|
int lastframe_health; //health value the last frame
|
|
int lasthitcount; //number of hits last frame
|
|
int chatto; //chat to all or team
|
|
float walker; //walker charactertic
|
|
float ltime; //local bot time
|
|
float entergame_time; //time the bot entered the game
|
|
float ltg_time; //long term goal time
|
|
float nbg_time; //nearby goal time
|
|
float respawn_time; //time the bot takes to respawn
|
|
float respawnchat_time; //time the bot started a chat during respawn
|
|
float chase_time; //time the bot will chase the enemy
|
|
float enemyvisible_time; //time the enemy was last visible
|
|
float check_time; //time to check for nearby items
|
|
float stand_time; //time the bot is standing still
|
|
float lastchat_time; //time the bot last selected a chat
|
|
float kamikaze_time; //time to check for kamikaze usage
|
|
float invulnerability_time; //time to check for invulnerability usage
|
|
float standfindenemy_time; //time to find enemy while standing
|
|
float attackstrafe_time; //time the bot is strafing in one dir
|
|
float attackcrouch_time; //time the bot will stop crouching
|
|
float attackchase_time; //time the bot chases during actual attack
|
|
float attackjump_time; //time the bot jumped during attack
|
|
float enemysight_time; //time before reacting to enemy
|
|
float enemydeath_time; //time the enemy died
|
|
float enemyposition_time; //time the position and velocity of the enemy were stored
|
|
float defendaway_time; //time away while defending
|
|
float defendaway_range; //max travel time away from defend area
|
|
float rushbaseaway_time; //time away from rushing to the base
|
|
float attackaway_time; //time away from attacking the enemy base
|
|
float harvestaway_time; //time away from harvesting
|
|
float ctfroam_time; //time the bot is roaming in ctf
|
|
float killedenemy_time; //time the bot killed the enemy
|
|
float arrive_time; //time arrived (at companion)
|
|
float lastair_time; //last time the bot had air
|
|
float teleport_time; //last time the bot teleported
|
|
float camp_time; //last time camped
|
|
float weaponchange_time; //time the bot started changing weapons
|
|
float firethrottlewait_time; //amount of time to wait
|
|
float firethrottleshoot_time; //amount of time to shoot
|
|
float notblocked_time; //last time the bot was not blocked
|
|
float blockedbyavoidspot_time; //time blocked by an avoid spot
|
|
float predictobstacles_time; //last time the bot predicted obstacles
|
|
int predictobstacles_goalareanum; //last goal areanum the bot predicted obstacles for
|
|
vec3_t aimtarget;
|
|
vec3_t enemyvelocity; //enemy velocity 0.5 secs ago during battle
|
|
vec3_t enemyorigin; //enemy origin 0.5 secs ago during battle
|
|
//
|
|
int kamikazebody; //kamikaze body
|
|
int proxmines[MAX_PROXMINES];
|
|
int numproxmines;
|
|
//
|
|
int character; //the bot character
|
|
int ms; //move state of the bot
|
|
int gs; //goal state of the bot
|
|
int cs; //chat state of the bot
|
|
int ws; //weapon state of the bot
|
|
//
|
|
int enemy; //enemy entity number
|
|
int lastenemyareanum; //last reachability area the enemy was in
|
|
vec3_t lastenemyorigin; //last origin of the enemy in the reachability area
|
|
int weaponnum; //current weapon number
|
|
vec3_t viewangles; //current view angles
|
|
vec3_t ideal_viewangles; //ideal view angles
|
|
vec3_t viewanglespeed;
|
|
//
|
|
int ltgtype; //long term goal type
|
|
// team goals
|
|
int teammate; //team mate involved in this team goal
|
|
int decisionmaker; //player who decided to go for this goal
|
|
int ordered; //true if ordered to do something
|
|
float order_time; //time ordered to do something
|
|
int owndecision_time; //time the bot made its own decision
|
|
bot_goal_t teamgoal; //the team goal
|
|
bot_goal_t altroutegoal; //alternative route goal
|
|
float reachedaltroutegoal_time; //time the bot reached the alt route goal
|
|
float teammessage_time; //time to message team mates what the bot is doing
|
|
float teamgoal_time; //time to stop helping team mate
|
|
float teammatevisible_time; //last time the team mate was NOT visible
|
|
int teamtaskpreference; //team task preference
|
|
// last ordered team goal
|
|
int lastgoal_decisionmaker;
|
|
int lastgoal_ltgtype;
|
|
int lastgoal_teammate;
|
|
bot_goal_t lastgoal_teamgoal;
|
|
// for leading team mates
|
|
int lead_teammate; //team mate the bot is leading
|
|
bot_goal_t lead_teamgoal; //team goal while leading
|
|
float lead_time; //time leading someone
|
|
float leadvisible_time; //last time the team mate was visible
|
|
float leadmessage_time; //last time a messaged was sent to the team mate
|
|
float leadbackup_time; //time backing up towards team mate
|
|
//
|
|
char teamleader[32]; //netname of the team leader
|
|
float askteamleader_time; //time asked for team leader
|
|
float becometeamleader_time; //time the bot will become the team leader
|
|
float teamgiveorders_time; //time to give team orders
|
|
float lastflagcapture_time; //last time a flag was captured
|
|
int numteammates; //number of team mates
|
|
int redflagstatus; //0 = at base, 1 = not at base
|
|
int blueflagstatus; //0 = at base, 1 = not at base
|
|
int neutralflagstatus; //0 = at base, 1 = our team has flag, 2 = enemy team has flag, 3 = enemy team dropped the flag
|
|
int flagstatuschanged; //flag status changed
|
|
int forceorders; //true if forced to give orders
|
|
int flagcarrier; //team mate carrying the enemy flag
|
|
int ctfstrategy; //ctf strategy
|
|
char subteam[32]; //sub team name
|
|
float formation_dist; //formation team mate intervening space
|
|
|
|
bot_activategoal_t *activatestack; //first activate goal on the stack
|
|
bot_activategoal_t activategoalheap[MAX_ACTIVATESTACK]; //activate goal heap
|
|
|
|
bot_waypoint_t *checkpoints; //check points
|
|
bot_waypoint_t *patrolpoints; //patrol points
|
|
bot_waypoint_t *curpatrolpoint; //current patrol point the bot is going for
|
|
int patrolflags; //patrol flags
|
|
} bot_state_t;
|
|
|
|
//resets the whole bot state
|
|
void BotResetState(bot_state_t *bs);
|
|
//returns the number of bots in the game
|
|
int NumBots(void);
|
|
//returns info about the entity
|
|
void BotEntityInfo(int entnum, aas_entityinfo_t *info);
|
|
|
|
extern float floattime;
|
|
#define FloatTime() floattime
|
|
|
|
// from the game source
|
|
void QDECL BotAI_Print(int type, char *fmt, ...) __attribute__ ((format (printf, 2, 3)));
|
|
void QDECL QDECL BotAI_BotInitialChat( bot_state_t *bs, char *type, ... );
|
|
void BotAI_Trace(bsp_trace_t *bsptrace, vec3_t start, vec3_t mins, vec3_t maxs, vec3_t end, int passent, int contentmask);
|
|
int BotAI_GetClientState( int clientNum, playerState_t *state );
|
|
int BotAI_GetEntityState( int entityNum, entityState_t *state );
|
|
int BotAI_GetSnapshotEntity( int clientNum, int sequence, entityState_t *state );
|
|
int BotTeamLeader(bot_state_t *bs);
|