rpg-x2/game/ai_dmq3.c

2859 lines
81 KiB
C
Raw Normal View History

2011-06-01 12:20:56 +00:00
// Copyright (C) 1999-2000 Id Software, Inc.
//
/*****************************************************************************
* name: ai_dmq3.c
*
* desc: Quake3 bot AI
*
* $Archive: /StarTrek/Code-DM/game/ai_dmq3.c $
* $Author: Mgummelt $
* $Revision: 33 $
* $Modtime: 4/04/01 5:01p $
* $Date: 4/04/01 5:17p $
*
*****************************************************************************/
#include "g_local.h"
#include "botlib.h"
#include "be_aas.h"
#include "be_ea.h"
#include "be_ai_char.h"
#include "be_ai_chat.h"
#include "be_ai_gen.h"
#include "be_ai_goal.h"
#include "be_ai_move.h"
#include "be_ai_weap.h"
//
#include "ai_main.h"
#include "ai_dmq3.h"
#include "ai_chat.h"
#include "ai_cmd.h"
#include "ai_dmnet.h"
#include "ai_team.h"
//
#include "chars.h" //characteristics
#include "inv.h" //indexes into the inventory
#include "syn.h" //synonyms
#include "match.h" //string matching types and vars
#define IDEAL_ATTACKDIST 140
#define WEAPONINDEX_PHASER 2
#define MAX_WAYPOINTS 128
//
bot_waypoint_t botai_waypoints[MAX_WAYPOINTS];
bot_waypoint_t *botai_freewaypoints;
//NOTE: not using a cvars which can be updated because the game should be reloaded anyway
int gametype; //game type
int maxclients; //maximum number of clients
vmCvar_t bot_grapple;
vmCvar_t bot_rocketjump;
vmCvar_t bot_fastchat;
vmCvar_t bot_nochat;
vmCvar_t bot_testrchat;
vmCvar_t bot_challenge;
vec3_t lastteleport_origin; //last teleport event origin
float lastteleport_time; //last teleport event time
int max_bspmodelindex; //maximum BSP model index
//CTF flag goals
bot_goal_t ctf_redflag;
bot_goal_t ctf_blueflag;
#ifdef CTF
/*
==================
BotCTFCarryingFlag
==================
*/
int BotCTFCarryingFlag(bot_state_t *bs) {
if (gametype != GT_CTF) return CTF_FLAG_NONE;
if (bs->inventory[INVENTORY_REDFLAG] > 0) return CTF_FLAG_RED;
else if (bs->inventory[INVENTORY_BLUEFLAG] > 0) return CTF_FLAG_BLUE;
return CTF_FLAG_NONE;
}
/*
==================
BotCTFTeam
==================
*/
int BotCTFTeam(bot_state_t *bs) {
char info[1024];
if (gametype != GT_CTF) return CTF_TEAM_NONE;
if (bs->client < 0 || bs->client >= MAX_CLIENTS) {
//BotAI_Print(PRT_ERROR, "BotCTFTeam: client out of range\n");
return qfalse;
}
trap_GetConfigstring(CS_PLAYERS+bs->client, info, sizeof(info));
//
if (atoi(Info_ValueForKey(info, "t")) == TEAM_RED) return CTF_TEAM_RED;
else if (atoi(Info_ValueForKey(info, "t")) == TEAM_BLUE) return CTF_TEAM_BLUE;
return CTF_TEAM_NONE;
}
/*
==================
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) {
bs->ltgtype = LTG_RUSHBASE;
bs->teamgoal_time = trap_AAS_Time() + CTF_RUSHBASE_TIME;
bs->rushbaseaway_time = 0;
}
}
}
/*
==================
EntityIsDead
==================
*/
qboolean EntityIsDead(aas_entityinfo_t *entinfo) {
playerState_t ps;
if (entinfo->number >= 0 && entinfo->number < MAX_CLIENTS) {
//retrieve the current client state
BotAI_GetClientState( entinfo->number, &ps );
if (ps.pm_type != PM_NORMAL) return qtrue;
}
return qfalse;
}
/*
==================
EntityIsInvisible
==================
*/
qboolean EntityIsInvisible(aas_entityinfo_t *entinfo) {
if (entinfo->powerups & (1 << PW_GHOST))
{ // 50% chance of being visible?
if (((unsigned int)(level.time)/1024)&0x01) // Every second or so, the bot will see the player, so he doesn't jitter.
{
return qtrue;
}
else
{
return qfalse;
}
}
else if (entinfo->powerups & (1 << PW_INVIS))
{
return qtrue;
}
else if ( entinfo->flags & EF_NODRAW )
{
return qtrue;
}
return qfalse;
}
/*
==================
EntityCarriesFlag
==================
*/
qboolean EntityCarriesFlag(aas_entityinfo_t *entinfo) {
/*if ( entinfo->powerups & ( 1 << PW_REDFLAG ) ) return qtrue;*/
//if ( entinfo->powerups & ( 1 << PW_BORG_ADAPT ) ) return qtrue;
return qfalse;
}
/*
==================
EntityIsShooting
==================
*/
qboolean EntityIsShooting(aas_entityinfo_t *entinfo) {
if (entinfo->flags & EF_FIRING) {
return qtrue;
}
return qfalse;
}
/*
==================
EntityIsChatting
==================
*/
qboolean EntityIsChatting(aas_entityinfo_t *entinfo) {
if (entinfo->flags & EF_TALK) {
return qtrue;
}
return qfalse;
}
/*
==================
EntityHasQuad
==================
*/
qboolean EntityHasQuad(aas_entityinfo_t *entinfo) {
if (entinfo->powerups & (1 << PW_QUAD)) {
return qtrue;
}
return qfalse;
}
/*
==================
BotCTFSeekGoals
==================
*/
void BotCTFSeekGoals(bot_state_t *bs) {
float rnd;
int flagstatus, c;
//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) {
bs->ltgtype = LTG_RUSHBASE;
bs->teamgoal_time = trap_AAS_Time() + CTF_RUSHBASE_TIME;
bs->rushbaseaway_time = 0;
}
else if (bs->rushbaseaway_time > trap_AAS_Time()) {
if (BotCTFTeam(bs) == CTF_TEAM_RED) flagstatus = bs->redflagstatus;
else flagstatus = bs->blueflagstatus;
//if the flag is back
if (flagstatus == 0) {
bs->rushbaseaway_time = 0;
}
}
return;
}
//
if (BotCTFTeam(bs) == CTF_TEAM_RED) flagstatus = bs->redflagstatus * 2 + bs->blueflagstatus;
else flagstatus = bs->blueflagstatus * 2 + bs->redflagstatus;
//if the enemy flag is not at it's base
if (flagstatus == 1) {
//if Not defending the base
if (!(bs->ltgtype == LTG_DEFENDKEYAREA &&
(bs->teamgoal.number == ctf_redflag.number ||
bs->teamgoal.number == ctf_blueflag.number))) {
//if not already accompanying someone
if (bs->ltgtype != LTG_TEAMACCOMPANY) {
//if there is avisible team mate flag carrier
c = BotTeamFlagCarrierVisible(bs);
if (c >= 0) {
//follow the flag carrier
//the team mate
bs->teammate = c;
//last time the team mate was visible
bs->teammatevisible_time = trap_AAS_Time();
//set the time to send a message to the team mates
bs->teammessage_time = trap_AAS_Time() + 2 * random();
//get the team goal time
bs->teamgoal_time = trap_AAS_Time() + TEAM_ACCOMPANY_TIME;
bs->ltgtype = LTG_TEAMACCOMPANY;
bs->formation_dist = 3.5 * 32; //3.5 meter
bs->arrive_time = 0;
return;
}
}
}
}
//if the base flag is stolen
else if (flagstatus == 2) {
//if not already going for the enemy flag
if (bs->ltgtype != LTG_GETFLAG) {
//if there's no bot team leader
if (!BotTeamLeader(bs)) {
//go for the enemy flag
bs->ltgtype = LTG_GETFLAG;
//no team message
bs->teammessage_time = 1;
//set the time the bot will stop getting the flag
bs->teamgoal_time = trap_AAS_Time() + CTF_GETFLAG_TIME;
return;
}
}
}
//if both flags not at their bases
else if (flagstatus == 3) {
//
if (bs->ltgtype != LTG_GETFLAG &&
bs->ltgtype != LTG_TEAMACCOMPANY) {
//if there is avisible team mate flag carrier
c = BotTeamFlagCarrierVisible(bs);
if (c >= 0) {
//follow the flag carrier
return;
}
else {
//otherwise attack the enemy base
}
return;
}
}
//if the bot is roaming
if (bs->ctfroam_time > trap_AAS_Time()) 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_RETURNFLAG ||
bs->ltgtype == LTG_CAMPORDER ||
bs->ltgtype == LTG_PATROL) {
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 = trap_AAS_Time() + 2 * random();
//get the flag or defend the base
rnd = random();
if (rnd < 0.33 && ctf_redflag.areanum && ctf_blueflag.areanum) {
bs->ltgtype = LTG_GETFLAG;
//set the time the bot will stop getting the flag
bs->teamgoal_time = trap_AAS_Time() + CTF_GETFLAG_TIME;
}
else if (rnd < 0.66 && ctf_redflag.areanum && ctf_blueflag.areanum) {
//
if (BotCTFTeam(bs) == CTF_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 = trap_AAS_Time() + TEAM_DEFENDKEYAREA_TIME;
bs->defendaway_time = 0;
}
else {
bs->ltgtype = 0;
//set the time the bot will stop roaming
bs->ctfroam_time = trap_AAS_Time() + CTF_ROAM_TIME;
}
#ifdef DEBUG
BotPrintTeamGoal(bs);
#endif //DEBUG
}
#endif //CTF
/*
==================
BotPointAreaNum
==================
*/
int BotPointAreaNum(vec3_t origin) {
int areanum, numareas, areas[10];
vec3_t end;
areanum = trap_AAS_PointAreaNum(origin);
if (areanum) return areanum;
VectorCopy(origin, end);
end[2] += 10;
numareas = trap_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 >= MAX_CLIENTS) {
BotAI_Print(PRT_ERROR, "ClientName: client out of range\n");
return "[client out of range]";
}
trap_GetConfigstring(CS_PLAYERS+client, buf, sizeof(buf));
strncpy(name, Info_ValueForKey(buf, "n"), 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 >= MAX_CLIENTS) {
BotAI_Print(PRT_ERROR, "ClientSkin: client out of range\n");
return "[client out of range]";
}
trap_GetConfigstring(CS_PLAYERS+client, buf, 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 maxclis;
if (!maxclis)
maxclis = trap_Cvar_VariableIntegerValue("sv_maxclients");
for (i = 0; i < maxclis && i < MAX_CLIENTS; i++) {
trap_GetConfigstring(CS_PLAYERS+i, buf, sizeof(buf));
Q_CleanStr( buf );
if (!Q_stricmp(Info_ValueForKey(buf, "n"), 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 [x] 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;
}
qboolean BotUseMeleeWeapon(bot_state_t *bs) {
if ( bs->inventory[ENEMY_HORIZONTAL_DIST] < 64 )
{
/*if ( bs->cur_ps.persistant[PERS_CLASS] == PC_BORG || bs->cur_ps.persistant[PERS_CLASS] == PC_MEDIC )
{
return qtrue;
}*/
}
return qfalse;
}
/*
==================
BotChooseWeapon
MCG - FIXME: This should really take into account:
Projectile vs. instant?
gravity on projectile?
Range to enemy vs range of weapon?
Some randomness on the weights?
==================
*/
void BotChooseWeapon(bot_state_t *bs) {
int newweaponnum;
if (bs->cur_ps.weaponstate == WEAPON_RAISING || bs->cur_ps.weaponstate == WEAPON_DROPPING)
{
trap_EA_SelectWeapon(bs->client, bs->weaponnum);
}
else
{
newweaponnum = trap_BotChooseBestFightWeapon(bs->ws, bs->inventory, BotUseMeleeWeapon(bs));
if (bs->weaponnum != newweaponnum)
{
bs->weaponchange_time = trap_AAS_Time();
}
bs->weaponnum = newweaponnum;
//BotAI_Print(PRT_MESSAGE, "bs->weaponnum = %d\n", bs->weaponnum);
trap_EA_SelectWeapon(bs->client, bs->weaponnum);
}
}
/*
==================
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);
VectorCopy(bs->cur_ps.origin, 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);
//
trap_BotInitMoveState(bs->ms, &initmove);
}
/*
==================
BotUpdateInventory
==================
*/
void BotUpdateInventory(bot_state_t *bs) {
//armor
bs->inventory[INVENTORY_ARMOR] = bs->cur_ps.stats[STAT_ARMOR];
//weapons
bs->inventory[INVENTORY_GRENADELAUNCHER] = (bs->cur_ps.stats[STAT_WEAPONS] & (1 << WP_GRENADE_LAUNCHER)) != 0;
bs->inventory[INVENTORY_STASIS] = (bs->cur_ps.stats[STAT_WEAPONS] & (1 << WP_DISRUPTOR)) != 0;
bs->inventory[INVENTORY_PHASER] = (bs->cur_ps.stats[STAT_WEAPONS] & (1 << WP_PHASER)) != 0;
bs->inventory[INVENTORY_DREADNOUGHT] = (bs->cur_ps.stats[STAT_WEAPONS] & (1 << WP_DERMAL_REGEN)) != 0;
bs->inventory[INVENTORY_IMOD] = (bs->cur_ps.stats[STAT_WEAPONS] & (1 << WP_NULL_HAND)) != 0;
bs->inventory[INVENTORY_COMPRESSION] = (bs->cur_ps.stats[STAT_WEAPONS] & (1 << WP_COMPRESSION_RIFLE)) != 0;
bs->inventory[INVENTORY_TETRION] = (bs->cur_ps.stats[STAT_WEAPONS] & (1 << WP_TR116)) != 0;
bs->inventory[INVENTORY_SCAVENGER] = (bs->cur_ps.stats[STAT_WEAPONS] & (1 << WP_COFFEE)) != 0;
bs->inventory[INVENTORY_QUANTUM] = (bs->cur_ps.stats[STAT_WEAPONS] & (1 << WP_QUANTUM_BURST)) != 0;
//ammo
bs->inventory[INVENTORY_GRENADES] = bs->cur_ps.ammo[WP_GRENADE_LAUNCHER];
bs->inventory[INVENTORY_STASISAMMO] = bs->cur_ps.ammo[WP_DISRUPTOR];
bs->inventory[INVENTORY_PHASERAMMO] = bs->cur_ps.ammo[WP_PHASER];
bs->inventory[INVENTORY_DREADNOUGHTAMMO] = bs->cur_ps.ammo[WP_DERMAL_REGEN];
bs->inventory[INVENTORY_IMODAMMO] = bs->cur_ps.ammo[WP_NULL_HAND];
bs->inventory[INVENTORY_COMPRESSIONAMMO] = bs->cur_ps.ammo[WP_COMPRESSION_RIFLE];
bs->inventory[INVENTORY_TETRIONAMMO] = bs->cur_ps.ammo[WP_TR116];
bs->inventory[INVENTORY_SCAVENGERAMMO] = bs->cur_ps.ammo[WP_COFFEE];
bs->inventory[INVENTORY_QUANTUMAMMO] = bs->cur_ps.ammo[WP_QUANTUM_BURST];
//powerups
bs->inventory[INVENTORY_HEALTH] = bs->cur_ps.stats[STAT_HEALTH];
bs->inventory[INVENTORY_TRANSPORTER] = bs->cur_ps.stats[STAT_HOLDABLE_ITEM] == MODELINDEX_TELEPORTER;
bs->inventory[INVENTORY_MEDKIT] = bs->cur_ps.stats[STAT_HOLDABLE_ITEM] == MODELINDEX_MEDKIT;
bs->inventory[INVENTORY_QUAD] = bs->cur_ps.powerups[PW_QUAD] != 0;
bs->inventory[INVENTORY_ENVIRONMENTSUIT] = bs->cur_ps.powerups[PW_BOLTON] != 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_LASER] != 0;
bs->inventory[INVENTORY_FLIGHT] = bs->cur_ps.powerups[PW_FLIGHT] != 0;
//bs->inventory[INVENTORY_REDFLAG] = bs->cur_ps.powerups[PW_REDFLAG] != 0;
//bs->inventory[INVENTORY_BLUEFLAG] = bs->cur_ps.powerups[PW_REDFLAG] != 0;
bs->inventory[INVENTORY_SEEKER] = bs->cur_ps.powerups[PW_FLASHLIGHT] != 0;
bs->inventory[INVENTORY_SHIELD] = bs->cur_ps.stats[STAT_HOLDABLE_ITEM] == MODELINDEX_SHIELD;
bs->inventory[INVENTORY_DETPACK] = bs->cur_ps.stats[STAT_HOLDABLE_ITEM] == MODELINDEX_DETPACK;
//
}
/*
==================
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);
//FIXME: add num visible enemies and num visible team mates to the inventory
}
/*
=========================
BotShouldDetonateDetPack
=========================
*/
#define DETPACK_RADIUS 500
qboolean BotShouldDetonateDetPack(bot_state_t *bs)
{
int botNum = 0, detWeight = 0;
vec3_t packOrg, dir;
float dist;
aas_entityinfo_t botinfo;
// find the location of the DetPack
gentity_t *detpack = NULL;
char *classname = BG_FindClassnameForHoldable(HI_DETPACK);
if (!classname)
{
return qfalse;
}
//while ((detpack = G_Find (detpack, FOFS(classname), classname)) != NULL)
while ((detpack = G_Find (detpack, FOFS(classname), classname)) != NULL)
{
VectorCopy(detpack->r.currentOrigin, packOrg);
}
// determine who would be killed in the blast radius
for (botNum = 0; botNum < MAX_CLIENTS; botNum++)
{
BotEntityInfo(botNum, &botinfo);
if (!botinfo.valid) continue;
//calculate the distance towards the enemy
VectorSubtract(botinfo.origin, packOrg, dir);
dist = VectorLength(dir);
if (dist < DETPACK_RADIUS) // bot would get caught in blast radius
{
if (BotSameTeam(bs, botNum)) // friendly casualty potential
{
if (botNum == bs->client) // suicide... bad
{
detWeight--;
}
if (EntityCarriesFlag(&botinfo)) // it's my teammate, and he's got the flag!
{
detWeight -= 11;
continue;
}
detWeight--;
}
else
{
if(EntityCarriesFlag(&botinfo)) // mwahaha
{
detWeight += 14;
}
detWeight++;
}
}
}
// Com_Printf("detWeight %d\n", detWeight);
if (detWeight > 0)
{
return qtrue;
}
return qfalse;
}
/*
==================
BotBattleUseItems
==================
*/
void BotBattleUseItems(bot_state_t *bs) {
if (bs->inventory[INVENTORY_DETPACK] > 0)
{
// this needs to be in two stages: placement and detonation
if (bs->ltgtype == LTG_DEFENDKEYAREA)
{
if (bs->inventory[INVENTORY_DETPACK_PLACED] == 0) // not placed yet
{
bs->inventory[INVENTORY_DETPACK_PLACED] = 1;
trap_EA_Use(bs->client); // place it
return;
}
}
if (bs->inventory[INVENTORY_DETPACK_PLACED] == 1) // placed
{
if (BotShouldDetonateDetPack(bs)) // logic
{
bs->inventory[INVENTORY_DETPACK_PLACED] = 0;
trap_EA_Use(bs->client); // BOOM
return;
}
return;
}
return;
}
if (bs->inventory[INVENTORY_SHIELD] > 0)
{
if (BotWantsToRetreat(bs) && (bs->inventory[INVENTORY_HEALTH] < 50))
{
trap_EA_Use(bs->client);
}
return;
}
if (bs->inventory[INVENTORY_TRANSPORTER] > 0)
{
if (!BotCTFCarryingFlag(bs) && (bs->inventory[INVENTORY_HEALTH] < 50))
{
trap_EA_Use(bs->client);
return;
}
}
if (bs->inventory[INVENTORY_MEDKIT] > 0)
{
if (bs->inventory[INVENTORY_HEALTH] < 30)
{
trap_EA_Use(bs->client);
}
return;
}
}
/*
==================
BotSetTeleportTime
==================
*/
void BotSetTeleportTime(bot_state_t *bs) {
if ((bs->cur_ps.eFlags ^ bs->last_eFlags) & EF_TELEPORT_BIT) {
bs->teleport_time = trap_AAS_Time();
}
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) {
char buf[MAX_INFO_STRING];
if (bs->cur_ps.pm_type == PM_SPECTATOR) return qtrue;
trap_GetConfigstring(CS_PLAYERS+bs->client, buf, sizeof(buf));
if (atoi(Info_ValueForKey(buf, "t")) == TEAM_SPECTATOR) return qtrue;
return qfalse;
}
/*
==================
BotIntermission
==================
*/
qboolean BotIntermission(bot_state_t *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);
}
/*
==================
BotInLavaOrSlime
==================
*/
qboolean BotInLavaOrSlime(bot_state_t *bs) {
vec3_t feet;
VectorCopy(bs->origin, feet);
feet[2] -= 23;
return (trap_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 || gametype == GT_CTF );
}
/*
==================
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
if (bs->inventory[ENEMY_HORIZONTAL_DIST] < 80) {
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 (bs->inventory[INVENTORY_DREADNOUGHT] > 0 &&
bs->inventory[INVENTORY_DREADNOUGHTAMMO] > 0) return 100;
if (bs->inventory[INVENTORY_TETRION] > 0 &&
bs->inventory[INVENTORY_TETRIONAMMO] > 0) return 95;
if (bs->inventory[INVENTORY_QUANTUM] > 0 &&
bs->inventory[INVENTORY_QUANTUMAMMO] > 0) return 90;
if (bs->inventory[INVENTORY_STASIS] > 0 &&
bs->inventory[INVENTORY_STASISAMMO] > 0) return 85;
if (bs->inventory[INVENTORY_SCAVENGER] > 0 &&
bs->inventory[INVENTORY_SCAVENGERAMMO] > 0) return 80;
if (bs->inventory[INVENTORY_GRENADELAUNCHER] > 0 &&
bs->inventory[INVENTORY_GRENADES] > 0) return 75;
if (bs->inventory[INVENTORY_IMOD] > 0 &&
bs->inventory[INVENTORY_IMODAMMO] > 0) return 70;
if (bs->inventory[INVENTORY_COMPRESSION] > 0 &&
bs->inventory[INVENTORY_COMPRESSIONAMMO] > 0) return 65;
//otherwise the bot is not feeling too aggressive
return 0;
}
/*
==================
BotWantsToRetreat
==================
*/
int BotWantsToRetreat(bot_state_t *bs) {
aas_entityinfo_t entinfo;
//always retreat when carrying a CTF flag
if (BotCTFCarryingFlag(bs)) return qtrue;
//
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;
//always retreat when carrying a CTF flag
if (BotCTFCarryingFlag(bs)) return qfalse;
//if the enemy is carrying a flag
BotEntityInfo(bs->enemy, &entinfo);
if (EntityCarriesFlag(&entinfo)) return qtrue;
//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) {
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_QUANTUM] <= 0) return qfalse;
//if low on rockets
if (bs->inventory[INVENTORY_QUANTUMAMMO] < 1) return qfalse;
//never rocket jump with the Quad
if (bs->inventory[INVENTORY_QUAD])
{
if ( rpg_selfdamage.integer != 0 )
{
return qfalse;
}
}
//if low on health
if (bs->inventory[INVENTORY_HEALTH] < 50)
{ //if not full health
if ( rpg_selfdamage.integer != 0 )
{
return qfalse;
}
}
if (bs->inventory[INVENTORY_HEALTH] < 60)
{ //if the bot has insufficient armor
if (bs->inventory[INVENTORY_ARMOR] < 20)
{
if ( rpg_selfdamage.integer != 0 )
{
return qfalse;
}
}
}
rocketjumper = 1;
return qtrue;
}
/*
==================
BotGoCamp
==================
*/
void BotGoCamp(bot_state_t *bs, bot_goal_t *goal) {
float camper;
//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 = 0;
if (camper > 0.99) bs->teamgoal_time = 99999;
else bs->teamgoal_time = 120 + 180 * camper + random() * 15;
//set the last time the bot started camping
bs->camp_time = trap_AAS_Time();
//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;
camper = 0;
return qfalse;
}
/*
==================
BotDontAvoid
==================
*/
void BotDontAvoid(bot_state_t *bs, char *itemname) {
bot_goal_t goal;
int num;
num = trap_BotGetLevelItemGoal(-1, itemname, &goal);
while(num >= 0) {
trap_BotRemoveFromAvoidGoals(bs->gs, goal.number);
num = trap_BotGetLevelItemGoal(num, itemname, &goal);
}
}
/*
==================
BotGoForPowerups
==================
*/
void BotGoForPowerups(bot_state_t *bs) {
//don't avoid any of the powerups anymore
BotDontAvoid(bs, "Quantum Weapon Enhancer");
BotDontAvoid(bs, "Nano-Regenerative Protoplasmer");
BotDontAvoid(bs, "Metaphasic Shielding");
BotDontAvoid(bs, "Temporal Accelerator");
BotDontAvoid(bs, "Personal Cloaking Device");
BotDontAvoid(bs, "Seeker Drone");
BotDontAvoid(bs, "Anti-Gravity Pack");
//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 = trap_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;
float attack_skill, jumper, croucher, dist, strafechange_time;
float attack_dist, attack_range;
vec3_t forward, backward, sideward, hordir, up = {0, 0, 1};
aas_entityinfo_t entinfo;
bot_moveresult_t moveresult;
bot_goal_t goal;
if (bs->attackchase_time > trap_AAS_Time()) {
//create the chase goal
goal.entitynum = bs->enemy;
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
trap_BotMoveToGoal(&moveresult, bs->ms, &goal, tfl);
return moveresult;
}
//
memset(&moveresult, 0, sizeof(bot_moveresult_t));
//
attack_skill = 1;
jumper = 1;
croucher = 1;
//initialize the movement state
BotSetupForMovement(bs);
//get the enemy entity info
BotEntityInfo(bs->enemy, &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 < trap_AAS_Time() - 1) {
if (random() < jumper) {
movetype = MOVE_JUMP;
}
//wait at least one second before crouching again
else if (bs->attackcrouch_time < trap_AAS_Time() - 1 && random() < croucher) {
bs->attackcrouch_time = trap_AAS_Time() + croucher * 5;
}
}
if (bs->attackcrouch_time > trap_AAS_Time()) movetype = MOVE_CROUCH;
//if the bot should jump
if (movetype == MOVE_JUMP) {
//if jumped last frame
if (bs->attackjump_time > trap_AAS_Time()) {
movetype = MOVE_WALK;
}
else {
bs->attackjump_time = trap_AAS_Time() + 1;
}
}
//if using assimilator or alt-fire hypo...
if ( bs->weaponnum == WP_TOOLKIT || bs->weaponnum == (WP_VOYAGER_HYPO+WP_NUM_WEAPONS) )
{//get real close
attack_dist = 16;
attack_range = 16;
}
else
{
attack_dist = IDEAL_ATTACKDIST;
attack_range = 40;
}
//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);
//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 (trap_BotMoveInDirection(bs->ms, sideward, 400, 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];
if (bs->client < 0 || bs->client >= MAX_CLIENTS) {
//BotAI_Print(PRT_ERROR, "BotSameTeam: client out of range\n");
return qfalse;
}
if (entnum < 0 || entnum >= MAX_CLIENTS) {
//BotAI_Print(PRT_ERROR, "BotSameTeam: client out of range\n");
return qfalse;
}
if (gametype == GT_TEAM || gametype == GT_CTF) {
trap_GetConfigstring(CS_PLAYERS+bs->client, info1, sizeof(info1));
trap_GetConfigstring(CS_PLAYERS+entnum, info2, sizeof(info2));
//
if (atoi(Info_ValueForKey(info1, "t")) == atoi(Info_ValueForKey(info2, "t"))) 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 fogdist, 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 = trap_AAS_PointContents(eye);
infog = (pc & CONTENTS_SOLID);
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 (trap_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 = (trap_AAS_PointContents(middle) & CONTENTS_FOG);
if (infog && otherinfog) {
VectorSubtract(trace.endpos, eye, dir);
fogdist = VectorLength(dir);
}
else if (infog) {
VectorCopy(trace.endpos, start);
BotAI_Trace(&trace, start, NULL, NULL, eye, viewer, CONTENTS_FOG);
VectorSubtract(eye, trace.endpos, dir);
fogdist = VectorLength(dir);
}
else if (otherinfog) {
VectorCopy(trace.endpos, end);
BotAI_Trace(&trace, eye, NULL, NULL, end, viewer, CONTENTS_FOG);
VectorSubtract(end, trace.endpos, dir);
fogdist = VectorLength(dir);
}
else {
//if the entity and the viewer are not in fog assume there's no fog in between
fogdist = 0;
}
//decrease visibility with the view distance through fog
vis = 1 / ((fogdist * fogdist * 0.001) < 1 ? 1 : (fogdist * fogdist * 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, dist, curdist, alertness, easyfragger, vis;
aas_entityinfo_t entinfo, curenemyinfo;
vec3_t dir, angles;
alertness = 1;
easyfragger = 1;
//check if the health decreased
healthdecrease = bs->lasthealth > bs->inventory[INVENTORY_HEALTH];
//remember the current health value
bs->lasthealth = bs->inventory[INVENTORY_HEALTH];
//
if (curenemy >= 0) {
BotEntityInfo(curenemy, &curenemyinfo);
if (EntityCarriesFlag(&curenemyinfo)) return qfalse;
VectorSubtract(curenemyinfo.origin, bs->origin, dir);
curdist = VectorLength(dir);
}
else {
curdist = 0;
}
//
//FIXME: This only finds lowest numbered enemy, not the closest or best!!!
// 6/15/00 dpk changed this
for (i = 0; i < maxclients && 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 on the same team
if (BotSameTeam(bs, i)) 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 > trap_AAS_Time() - 3) {
VectorSubtract(entinfo.origin, lastteleport_origin, dir);
if (VectorLength(dir) < 70) continue;
}
//calculate the distance towards the enemy
VectorSubtract(entinfo.origin, bs->origin, dir);
dist = VectorLength(dir);
//if this entity is not carrying a flag
if (!EntityCarriesFlag(&entinfo))
// if (EntityCarriesFlag(&entinfo))
/* {
// pick this one!
}
else
*/ {
//if this enemy is further away than the current one
if (curenemy >= 0 && dist > curdist) continue;
}
//if the bot in too far away for me to notice
if (dist > 900 + alertness * 4000) 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 - (dist > 810 ? 810 : dist) / 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 && dist > 200 && !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, 120, 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 = trap_AAS_Time() - 2;
else bs->enemysight_time = trap_AAS_Time();
bs->enemysuicide = qfalse;
bs->enemydeath_time = 0;
return qtrue;
}
return qfalse;
}
/*
==================
BotTeamFlagCarrierVisible
==================
*/
int BotTeamFlagCarrierVisible(bot_state_t *bs) {
int i;
float vis;
aas_entityinfo_t entinfo;
for (i = 0; i < maxclients && 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;
}
/*
==================
BotAimAtEnemy
MCG - FIXME: This is not set up at all correctly in the following areas:
Needs to consider if weapon is an alt weapon for aim and accuracy as well as functionality
Need to consider range?
Grenade Primary and alt as well as Scavenger alt need to take into account gravity
Needs to pick our new weapons correctly to determine which ones they should:
lead with (projectiles have speed)
decay aim purposely (instant hit weaps)
shoot "around corners" (bouncers, mines, splashdamage?)
==================
*/
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;
//
//BotAI_Print(PRT_MESSAGE, "client %d: aiming at client %d\n", bs->entitynum, bs->enemy);
//
aim_skill = 1;
aim_accuracy = 1;
//
if (aim_skill > 0.95)
{
//don't aim too early
reactiontime = 0.5;
if (bs->enemysight_time > trap_AAS_Time() - reactiontime) return;
if (bs->teleport_time > trap_AAS_Time() - reactiontime) return;
}
//get the weapon information
trap_BotGetWeaponInfo(bs->ws, bs->weaponnum, &wi);
//get the weapon specific aim accuracy and or aim skill
if (wi.number == WP_GRENADE_LAUNCHER) {
aim_accuracy = trap_Characteristic_BFloat(bs->character, CHARACTERISTIC_AIM_ACCURACY_GRENADELAUNCHER, 0, 1);
aim_skill = trap_Characteristic_BFloat(bs->character, CHARACTERISTIC_AIM_SKILL_GRENADELAUNCHER, 0, 1);
}
if (wi.number == WP_DISRUPTOR) {
aim_accuracy = trap_Characteristic_BFloat(bs->character, CHARACTERISTIC_AIM_ACCURACY_STASIS, 0, 1);
aim_skill = trap_Characteristic_BFloat(bs->character, CHARACTERISTIC_AIM_SKILL_STASIS, 0, 1);
}
if (wi.number == WP_PHASER) {
aim_accuracy = trap_Characteristic_BFloat(bs->character, CHARACTERISTIC_AIM_ACCURACY_PHASER, 0, 1);
}
if (wi.number == WP_NULL_HAND) {
aim_accuracy = trap_Characteristic_BFloat(bs->character, CHARACTERISTIC_AIM_ACCURACY_IMOD, 0, 1);
}
if (wi.number == WP_COMPRESSION_RIFLE) {
aim_accuracy = trap_Characteristic_BFloat(bs->character, CHARACTERISTIC_AIM_ACCURACY_COMPRESSION, 0, 1);
}
if (wi.number == WP_TR116) {
aim_accuracy = trap_Characteristic_BFloat(bs->character, CHARACTERISTIC_AIM_ACCURACY_TETRION, 0, 1);
}
if (wi.number == WP_DERMAL_REGEN) {
aim_accuracy = trap_Characteristic_BFloat(bs->character, CHARACTERISTIC_AIM_ACCURACY_DREADNOUGHT, 0, 1);
}
if (wi.number == WP_QUANTUM_BURST) {
aim_accuracy = trap_Characteristic_BFloat(bs->character, CHARACTERISTIC_AIM_ACCURACY_QUANTUM, 0, 1);
aim_skill = trap_Characteristic_BFloat(bs->character, CHARACTERISTIC_AIM_SKILL_QUANTUM, 0, 1);
}
if (wi.number == WP_COFFEE) {
aim_accuracy = trap_Characteristic_BFloat(bs->character, CHARACTERISTIC_AIM_ACCURACY_SCAVENGER, 0, 1);
}
//
if (aim_accuracy <= 0) aim_accuracy = 0.0001;
//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 *= 0.4;
}
//
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 < trap_AAS_Time()) {
//
bs->enemyposition_time = trap_AAS_Time() + 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 (VectorLength(dir) > 48) {
//if the enemy changed direction
if (DotProduct(bs->enemyvelocity, enemyvelocity) < 0) {
//aim accuracy should be worse now
aim_accuracy *= 0.7;
}
}
}
//check visibility of enemy
enemyvisible = BotEntityVisible(bs->entitynum, bs->eye, bs->viewangles, 360, bs->enemy);
//if the enemy is visible
if (enemyvisible) {
//
VectorCopy(entinfo.origin, bestorigin);
bestorigin[2] += 8;
//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 && VectorLength(dir) < 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();
trap_AAS_PredictClientMovement(&move, bs->enemy, origin,
PRESENCE_CROUCH, qfalse,
dir, cmdmove, 0,
dist * 10 / wi.speed, 0.1, 0, 0, qfalse);
VectorCopy(move.endpos, bestorigin);
//BotAI_Print(PRT_MESSAGE, "%1.1f predicted speed = %f, frames = %f\n", trap_AAS_Time(), 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 (VectorLength(dir) < 60) {
VectorSubtract(trace.endpos, start, dir);
//if the hitpoint is far anough from the bot
if (VectorLength(dir) > 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
if (aim_skill > 0.5) {
//do prediction shots around corners
if (wi.number == WP_DISRUPTOR ||
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 (trap_BotPredictVisiblePosition(bs->lastenemyorigin, bs->lastenemyareanum, &goal, TFL_DEFAULT, target)) {
VectorSubtract(target, bs->eye, dir);
if (VectorLength(dir) > 80) {
VectorCopy(target, bestorigin);
bestorigin[2] -= 20;
}
}
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);
// kef -- fixme. i'm guessing this is listing all of the instant-hit weapons?
if (wi.number == WP_PHASER ||
wi.number == WP_NULL_HAND) {
//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 the bot is really accurate and has the enemy in view for some time
if (aim_accuracy > 0.9 && bs->enemysight_time < trap_AAS_Time() - 1)
{
//set the view angles directly
if (bs->ideal_viewangles[PITCH] > 180)
{
bs->ideal_viewangles[PITCH] -= 360;
}
VectorCopy(bs->ideal_viewangles, bs->viewangles);
trap_EA_View(bs->client, bs->viewangles);
}
}
/*
==================
BotCheckAttack
==================
*/
void BotCheckAttack(bot_state_t *bs) {
float points, reactiontime, fov, firethrottle;
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};
if (bs->enemy < 0) return;
//
reactiontime = 0;
if (bs->enemysight_time > trap_AAS_Time() - reactiontime) return;
if (bs->teleport_time > trap_AAS_Time() - reactiontime) return;
//if changing weapons
if (bs->weaponchange_time > trap_AAS_Time() - 0.1) return;
//check fire throttle characteristic
if (bs->firethrottlewait_time > trap_AAS_Time()) return;
firethrottle = 1;
if (bs->firethrottleshoot_time < trap_AAS_Time()) {
if (random() > firethrottle) {
bs->firethrottlewait_time = trap_AAS_Time() + firethrottle;
bs->firethrottleshoot_time = 0;
}
else {
bs->firethrottleshoot_time = trap_AAS_Time() + 1 - firethrottle;
bs->firethrottlewait_time = 0;
}
}
//
BotEntityInfo(bs->enemy, &entinfo);
VectorSubtract(entinfo.origin, bs->eye, dir);
//
if (VectorLength(dir) < 100) fov = 120;
else fov = 50;
/*
//if the enemy isn't visible
if (!BotEntityVisible(bs->entitynum, bs->eye, bs->viewangles, fov, bs->enemy)) {
//botimport.Print(PRT_MESSAGE, "enemy not visible\n");
return;
}*/
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 != bs->enemy) return;
//get the weapon info
trap_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 won't hit the enemy
if (trace.ent != bs->enemy) {
//if the entity is a client
if (trace.ent > 0 && trace.ent <= MAX_CLIENTS) {
//if a teammate is hit
if (BotSameTeam(bs, trace.ent)) return;
}
//if the projectile does a 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) {
// selfpreservation = trap_Characteristic_BFloat(bs->character, CHARACTERISTIC_SELFPRESERVATION, 0, 1);
// if (random() < selfpreservation) return;
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)
{// check in here to either call the alt_fire or not!! also, adjust the bots weapon... hackery?
if (bs->weaponnum > WP_NUM_WEAPONS) // it's an alt_fire!
{
bs->weaponnum -= WP_NUM_WEAPONS;
trap_EA_Alt_Attack(bs->client);
}
else
{
trap_EA_Attack(bs->client);
}
}
}
else
{ // check in here to either call the alt_fire or not!! also, adjust the bots weapon... hackery?
if (bs->weaponnum > WP_NUM_WEAPONS) // it's an alt_fire!
{
bs->weaponnum -= WP_NUM_WEAPONS;
trap_EA_Alt_Attack(bs->client);
}
else
{
trap_EA_Attack(bs->client);
}
}
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;
trap_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 && 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 = 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))
{// check in here to either call the alt_fire or not!! also, adjust the bots weapon... hackery?
if (bs->weaponnum > WP_NUM_WEAPONS) // it's an alt_fire!
{
bs->weaponnum -= WP_NUM_WEAPONS;
trap_EA_Alt_Attack(bs->client);
}
else
{
trap_EA_Attack(bs->client);
}
}
}
}
}
/*
==================
BotEntityToActivate
==================
*/
//#define OBSTACLEDEBUG
int BotEntityToActivate(int entitynum) {
int i, ent, cur_entities[10];
char model[MAX_INFO_STRING], tmpmodel[128];
char target[128], classname[128];
float health;
char targetname[10][128];
aas_entityinfo_t entinfo;
BotEntityInfo(entitynum, &entinfo);
Com_sprintf(model, sizeof( model ), "*%d", entinfo.modelindex);
for (ent = trap_AAS_NextBSPEntity(0); ent; ent = trap_AAS_NextBSPEntity(ent)) {
if (!trap_AAS_ValueForBSPEpairKey(ent, "model", tmpmodel, sizeof(tmpmodel))) continue;
if (!strcmp(model, tmpmodel)) break;
}
if (!ent) {
BotAI_Print(PRT_ERROR, "BotEntityToActivate: no entity found with model %s\n", model);
return 0;
}
trap_AAS_ValueForBSPEpairKey(ent, "classname", classname, sizeof(classname));
2011-06-09 11:31:41 +00:00
if (!classname[0]) {
2011-06-01 12:20:56 +00:00
BotAI_Print(PRT_ERROR, "BotEntityToActivate: entity with model %s has no classname\n", model);
return 0;
}
//if it is a door
if (!strcmp(classname, "func_door")) {
if (trap_AAS_FloatForBSPEpairKey(ent, "health", &health)) {
//if health the door must be shot to open
if (health) return ent;
}
}
//get the targetname so we can find an entity with a matching target
if (!trap_AAS_ValueForBSPEpairKey(ent, "targetname", targetname[0], sizeof(targetname[0]))) {
#ifdef OBSTACLEDEBUG
BotAI_Print(PRT_ERROR, "BotEntityToActivate: entity with model \"%s\" has no targetname\n", model);
#endif //OBSTACLEDEBUG
return 0;
}
//only allows single activation chains, tree-like activation can be added back in
cur_entities[0] = trap_AAS_NextBSPEntity(0);
for (i = 0; i >= 0 && i < 10;) {
for (ent = cur_entities[i]; ent; ent = trap_AAS_NextBSPEntity(ent)) {
if (!trap_AAS_ValueForBSPEpairKey(ent, "target", target, sizeof(target))) continue;
if (!strcmp(targetname[i], target)) {
cur_entities[i] = trap_AAS_NextBSPEntity(ent);
break;
}
}
if (!ent) {
BotAI_Print(PRT_ERROR, "BotEntityToActivate: no entity with target \"%s\"\n", targetname[i]);
i--;
continue;
}
if (!trap_AAS_ValueForBSPEpairKey(ent, "classname", classname, sizeof(classname))) {
BotAI_Print(PRT_ERROR, "BotEntityToActivate: entity with target \"%s\" has no classname\n", targetname[i]);
continue;
}
if (!strcmp(classname, "func_button")) {
//BSP button model
return ent;
}
else if (!strcmp(classname, "trigger_multiple")) {
//invisible trigger multiple box
return ent;
}
else {
i--;
}
}
BotAI_Print(PRT_ERROR, "BotEntityToActivate: unknown activator with classname \"%s\"\n", classname);
return 0;
}
/*
==================
BotSetMovedir
==================
*/
vec3_t VEC_UP = {0, -1, 0};
vec3_t MOVEDIR_UP = {0, 0, 1};
vec3_t VEC_DOWN = {0, -2, 0};
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
==================
*/
void BotModelMinsMaxs(int modelindex, int eType, vec3_t mins, vec3_t maxs) {
gentity_t *ent;
int i;
ent = &g_entities[0];
for (i = 0; i < level.num_entities; i++, ent++) {
if ( !ent->inuse ) {
continue;
}
if ( ent->s.eType != eType) {
continue;
}
if (ent->s.modelindex == modelindex) {
VectorAdd(ent->r.currentOrigin, ent->r.mins, mins);
VectorAdd(ent->r.currentOrigin, ent->r.maxs, maxs);
return;
}
}
VectorClear(mins);
VectorClear(maxs);
}
/*
==================
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 otherwise try to walk around 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, ent, i, areas[10], numareas, modelindex;
char classname[128], model[128];
float lip, dist, health, angle;
vec3_t hordir, size, start, end, mins, maxs, sideward, angles;
vec3_t movedir, origin, goalorigin, bboxmins, bboxmaxs;
vec3_t up = {0, 0, 1}, extramins = {1, 1, 1}, extramaxs = {-1, -1, -1};
aas_entityinfo_t entinfo;
//bsp_trace_t bsptrace;
#ifdef OBSTACLEDEBUG
char netname[MAX_NETNAME];
char buf[128];
#endif
if (!moveresult->blocked) {
bs->notblocked_time = trap_AAS_Time();
return;
}
//
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
//if blocked by a bsp model and the bot wants to activate it if possible
if (entinfo.modelindex > 0 && entinfo.modelindex <= max_bspmodelindex && activate) {
//find the bsp entity which should be activated in order to remove
//the blocking entity
ent = BotEntityToActivate(entinfo.number);
if (!ent) {
strcpy(classname, "");
#ifdef OBSTACLEDEBUG
BotAI_Print(PRT_MESSAGE, "%s: can't find activator for blocking entity\n", ClientName(bs->client, netname, sizeof(netname)));
#endif
}
else {
trap_AAS_ValueForBSPEpairKey(ent, "classname", classname, sizeof(classname));
#ifdef OBSTACLEDEBUG
ClientName(bs->client, netname, sizeof(netname));
BotAI_Print(PRT_MESSAGE, "%s: I should activate %s\n", netname, classname);
#endif
}
if (!strcmp(classname, "func_button")) {
//create a bot goal towards the button
trap_AAS_ValueForBSPEpairKey(ent, "model", model, sizeof(model));
modelindex = atoi(model+1);
//if the model is not loaded
if (!modelindex) return;
VectorClear(angles);
BotModelMinsMaxs(modelindex, ET_MOVER, mins, maxs);
//get the lip of the button
trap_AAS_FloatForBSPEpairKey(ent, "lip", &lip);
if (!lip) lip = 4;
//get the move direction from the angle
trap_AAS_FloatForBSPEpairKey(ent, "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;
//
trap_AAS_FloatForBSPEpairKey(ent, "health", &health);
//if the button is shootable
if (health) {
//FIXME: walk to a point where the button is visible and shoot at the button
//calculate the goal origin
VectorMA(origin, -dist, movedir, goalorigin);
//
VectorSubtract(goalorigin, bs->origin, movedir);
vectoangles(movedir, moveresult->ideal_viewangles);
moveresult->flags |= MOVERESULT_MOVEMENTVIEW;
moveresult->flags |= MOVERESULT_MOVEMENTWEAPON;
//select the machinegun and shoot
trap_EA_SelectWeapon(bs->client, WEAPONINDEX_PHASER);
if (bs->cur_ps.weapon == WEAPONINDEX_PHASER) {
trap_EA_Attack(bs->client);
}
return;
}
else {
//add bounding box size to the dist
trap_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 = trap_AAS_TraceAreas(start, end, areas, NULL, 10);
//
for (i = 0; i < numareas; i++) {
if (trap_AAS_AreaReachability(areas[i])) {
break;
}
}
if (i < numareas) {
//
#ifdef OBSTACLEDEBUG
if (bs->activatemessage_time < trap_AAS_Time()) {
Com_sprintf(buf, sizeof(buf), "I have to activate a button at %1.1f %1.1f %1.1f in area %d\n",
goalorigin[0], goalorigin[1], goalorigin[2], areas[i]);
trap_EA_Say(bs->client, buf);
bs->activatemessage_time = trap_AAS_Time() + 5;
}
#endif //OBSTACLEDEBUG
//
VectorCopy(origin, bs->activategoal.origin);
bs->activategoal.areanum = areas[i];
VectorSubtract(mins, origin, bs->activategoal.mins);
VectorSubtract(maxs, origin, bs->activategoal.maxs);
//
for (i = 0; i < 3; i++)
{
if (movedir[i] < 0) bs->activategoal.maxs[i] += fabs(movedir[i]) * fabs(extramaxs[i]);
else bs->activategoal.mins[i] += fabs(movedir[i]) * fabs(extramins[i]);
} //end for
//
bs->activategoal.entitynum = entinfo.number;
bs->activategoal.number = 0;
bs->activategoal.flags = 0;
bs->activate_time = trap_AAS_Time() + 10;
AIEnter_Seek_ActivateEntity(bs);
return;
}
else {
#ifdef OBSTACLEDEBUG
if (!numareas) BotAI_Print(PRT_MESSAGE, "button not in an area\n");
else BotAI_Print(PRT_MESSAGE, "button area has no reachabilities\n");
#endif //OBSTACLEDEBUG
if (bs->ainode == AINode_Seek_NBG) bs->nbg_time = 0;
else if (bs->ainode == AINode_Seek_LTG) bs->ltg_time = 0;
}
}
}
else if (!strcmp(classname, "func_door")) {
//shoot at the shootable door
trap_AAS_ValueForBSPEpairKey(ent, "model", model, sizeof(model));
modelindex = atoi(model+1);
//if the model is not loaded
if (!modelindex) return;
VectorClear(angles);
BotModelMinsMaxs(modelindex, ET_MOVER, mins, maxs);
//door origin
VectorAdd(mins, maxs, origin);
VectorScale(origin, 0.5, origin);
//
VectorSubtract(origin, bs->eye, movedir);
vectoangles(movedir, moveresult->ideal_viewangles);
moveresult->flags |= MOVERESULT_MOVEMENTVIEW;
moveresult->flags |= MOVERESULT_MOVEMENTWEAPON;
//select the machinegun and shoot
trap_EA_SelectWeapon(bs->client, WEAPONINDEX_PHASER);
if (bs->cur_ps.weapon == WEAPONINDEX_PHASER) {
trap_EA_Attack(bs->client);
}
return;
}
}
//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);
//
//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 || !trap_BotMoveInDirection(bs->ms, hordir, 400, movetype)) {
//perform the movement
if (!trap_BotMoveInDirection(bs->ms, sideward, 400, movetype)) {
//flip the avoid direction flag
bs->flags ^= BFL_AVOIDRIGHT;
//flip the direction
VectorNegate(sideward, sideward);
//move in the other direction
trap_BotMoveInDirection(bs->ms, sideward, 400, movetype);
}
}
//
if (bs->notblocked_time < trap_AAS_Time() - 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;
}
}
/*
==================
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 = trap_BotNextConsoleMessage(bs->cs, &m)) != 0) {
//if the chat state is flooded with messages the bot will read them quickly
if (trap_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 > trap_AAS_Time() - (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 (trap_BotFindMatch(m.message, &match, MTCONTEXT_REPLYCHAT)) {
ptr = m.message + match.variables[MESSAGE].offset;
}
}
//unify the white spaces in the message
trap_UnifyWhiteSpaces(ptr);
//replace synonyms in the right context
context = CONTEXT_NORMAL|CONTEXT_NEARBYITEM|CONTEXT_NAMES;
if (BotCTFTeam(bs) == CTF_TEAM_RED) context |= CONTEXT_CTFREDTEAM;
else context |= CONTEXT_CTFBLUETEAM;
trap_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 (!trap_BotFindMatch(m.message, &match, MTCONTEXT_REPLYCHAT)) {
trap_BotRemoveConsoleMessage(bs->cs, handle);
continue;
}
//don't use eliza chats with team messages
if (match.subtype & ST_TEAM) {
trap_BotRemoveConsoleMessage(bs->cs, handle);
continue;
}
//
trap_BotMatchVariable(&match, NETNAME, netname, sizeof(netname));
trap_BotMatchVariable(&match, MESSAGE, message, sizeof(message));
//if this is a message from the bot self
if (!Q_stricmp(netname, botname)) {
trap_BotRemoveConsoleMessage(bs->cs, handle);
continue;
}
//unify the message
trap_UnifyWhiteSpaces(message);
//
trap_Cvar_Update(&bot_testrchat);
if (bot_testrchat.integer) {
//
trap_BotLibVarSet("bot_testrchat", "1");
//if bot replies with a chat message
if (trap_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
else if (bs->ainode != AINode_Stand && BotValidChatPosition(bs)) {
chat_reply = 0;
if (random() < 1.5 / (NumBots()+1) && random() < chat_reply) {
//if bot replies with a chat message
if (trap_BotReplyChat(bs->cs, message, context, CONTEXT_REPLY,
NULL, NULL,
NULL, NULL,
NULL, NULL,
botname, netname)) {
//remove the console message
trap_BotRemoveConsoleMessage(bs->cs, handle);
bs->stand_time = trap_AAS_Time() + BotChatTime(bs);
AIEnter_Stand(bs);
//EA_Say(bs->client, bs->cs.chatmessage);
break;
}
}
}
}
}
//remove the console message
trap_BotRemoveConsoleMessage(bs->cs, handle);
}
}
/*
==================
BotCheckEvents
==================
*/
void BotCheckEvents(bot_state_t *bs, entityState_t *state) {
int event;
char buf[128];
//
//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) 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 = trap_AAS_Time();
//
bs->num_kills++;
}
else if (attacker == bs->enemy && target == attacker) {
bs->enemysuicide = qtrue;
}
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;
}
else {
trap_GetConfigstring(CS_SOUNDS + state->eventParm, buf, sizeof(buf));
if (!strcmp(buf, "sound/items/poweruprespawn.wav")) {
//powerup respawned... go get it
BotGoForPowerups(bs);
}
}
break;
}
case EV_TEAM_SOUND:
{
if (state->eventParm < 0 || state->eventParm > MAX_TEAM_SOUNDS) {
BotAI_Print(PRT_ERROR, "EV_TEAM_SOUND: eventParm (%d) out of range\n", state->eventParm);
break;
}
if (state->eventParm == RETURN_FLAG_SOUND)
{
if (state->otherEntityNum == TEAM_RED)
{
//red flag is returned
bs->redflagstatus = 0;
bs->flagstatuschanged = qtrue;
}
else
{
//blue flag is returned
bs->blueflagstatus = 0;
bs->flagstatuschanged = qtrue;
}
}
break;
}
case EV_PLAYER_TELEPORT_IN:
{
VectorCopy(state->origin, lastteleport_origin);
lastteleport_time = trap_AAS_Time();
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
trap_GetConfigstring(CS_SOUNDS + state->eventParm, buf, sizeof(buf));
//if falling into a death pit
if (!strcmp(buf, "*falling1.wav")) {
//if the bot has a personal teleporter
if (bs->inventory[INVENTORY_TRANSPORTER] > 0) {
//use the holdable item
trap_EA_Use(bs->client);
}
}
}
break;
}
}
}
/*
==================
BotCheckSnapshot
==================
*/
void BotCheckSnapshot(bot_state_t *bs) {
int ent;
entityState_t state;
//
ent = 0;
while( ( ent = BotAI_GetSnapshotEntity( bs->client, ent, &state ) ) != -1 ) {
//check the entity state for events
BotCheckEvents(bs, &state);
}
//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;
state.eventParm = bs->cur_ps.externalEventParm;
//
BotCheckEvents(bs, &state);
}
/*
==================
BotCheckAir
==================
*/
void BotCheckAir(bot_state_t *bs) {
if (bs->inventory[INVENTORY_ENVIRONMENTSUIT] <= 0) {
if (trap_AAS_PointContents(bs->eye) & (CONTENTS_WATER|CONTENTS_SLIME|CONTENTS_LAVA)) {
return;
}
}
bs->lastair_time = trap_AAS_Time();
}
/*
==================
BotDeathmatchAI
==================
*/
void BotDeathmatchAI(bot_state_t *bs, float thinktime) {
char gender[144], name[144], buf[144];
char userinfo[MAX_INFO_STRING];
int i;
//if the bot has just been setup
if (bs->setupcount > 0) {
bs->setupcount--;
if (bs->setupcount > 0) return;
//get the gender characteristic
trap_Characteristic_String(bs->character, CHARACTERISTIC_GENDER, gender, sizeof(gender));
//set the bot gender
trap_GetUserinfo(bs->client, userinfo, sizeof(userinfo));
Info_SetValueForKey(userinfo, "sex", gender);
trap_SetUserinfo(bs->client, userinfo);
//set the team
if ( g_gametype.integer != GT_TOURNAMENT ) {
Com_sprintf(buf, sizeof(buf), "team %s", bs->settings.team);
trap_EA_Command(bs->client, buf);
}
if ( g_pModSpecialties.integer ) {
Com_sprintf(buf, sizeof(buf), "class %s", bs->settings.pclass);
trap_EA_Command(bs->client, buf);
}
//set the chat gender
if (gender[0] == 'm') trap_BotSetChatGender(bs->cs, CHAT_GENDERMALE);
else if (gender[0] == 'f') trap_BotSetChatGender(bs->cs, CHAT_GENDERFEMALE);
else trap_BotSetChatGender(bs->cs, CHAT_GENDERLESS);
//set the chat name
ClientName(bs->client, name, sizeof(name));
trap_BotSetChatName(bs->cs, name);
//
bs->lastframe_health = bs->inventory[INVENTORY_HEALTH];
bs->lasthitcount = bs->cur_ps.persistant[PERS_HITS];
//
bs->setupcount = 0;
}
//no ideal view set
bs->flags &= ~BFL_IDEALVIEWSET;
//set the teleport time
BotSetTeleportTime(bs);
//update some inventory values
BotUpdateInventory(bs);
//check the console messages
BotCheckConsoleMessages(bs);
//check out the snapshot
BotCheckSnapshot(bs);
//check for air
BotCheckAir(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);
}
//if the bot entered the game less than 8 seconds ago
if (!bs->entergamechat && bs->entergame_time > trap_AAS_Time() - 8) {
if (BotChat_EnterGame(bs)) {
bs->stand_time = trap_AAS_Time() + BotChatTime(bs);
AIEnter_Stand(bs);
}
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) {
trap_BotDumpGoalStack(bs->gs);
trap_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, trap_AAS_Time(), MAX_NODESWITCHES);
}
//
bs->lastframe_health = bs->inventory[INVENTORY_HEALTH];
bs->lasthitcount = bs->cur_ps.persistant[PERS_HITS];
}
/*
==================
BotSetupDeathmatchAI
==================
*/
void BotSetupDeathmatchAI(void) {
int ent, modelnum;
char model[128];
gametype = trap_Cvar_VariableIntegerValue("g_gametype");
maxclients = trap_Cvar_VariableIntegerValue("sv_maxclients");
trap_Cvar_Register(&bot_rocketjump, "bot_rocketjump", "1", 0);
trap_Cvar_Register(&bot_grapple, "bot_grapple", "0", 0);
trap_Cvar_Register(&bot_fastchat, "bot_fastchat", "0", 0);
trap_Cvar_Register(&bot_nochat, "bot_nochat", "0", 0);
trap_Cvar_Register(&bot_testrchat, "bot_testrchat", "0", 0);
trap_Cvar_Register(&bot_challenge, "bot_challenge", "0", 0);
//
if (gametype == GT_CTF) {
if (trap_BotGetLevelItemGoal(-1, "Red Flag", &ctf_redflag) < 0)
BotAI_Print(PRT_WARNING, "CTF without Red Flag\n");
if (trap_BotGetLevelItemGoal(-1, "Blue Flag", &ctf_blueflag) < 0)
BotAI_Print(PRT_WARNING, "CTF without Blue Flag\n");
}
max_bspmodelindex = 0;
for (ent = trap_AAS_NextBSPEntity(0); ent; ent = trap_AAS_NextBSPEntity(ent)) {
if (!trap_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) {
}