/******************************** * B_Think.c * * Description: * * Functions for the different * * states that the bot * * uses. These functions are * * the main AI * * * *********************************/ #include "doomdef.h" #include "doomstat.h" #include "p_local.h" #include "b_bot.h" #include "g_game.h" #include "m_random.h" #include "stats.h" #include "a_pickups.h" #include "statnums.h" #include "d_net.h" #include "d_event.h" #include "d_player.h" #include "vectors.h" static FRandom pr_botmove ("BotMove"); //This function is called each tic for each bot, //so this is what the bot does. void DBot::Think () { ticcmd_t *cmd = &netcmds[player - players][((gametic + 1)/ticdup)%BACKUPTICS]; memset (cmd, 0, sizeof(*cmd)); if (enemy && enemy->health <= 0) enemy = NULL; if (player->mo->health > 0) //Still alive { if (teamplay || !deathmatch) mate = Choose_Mate (); AActor *actor = player->mo; DAngle oldyaw = actor->Angles.Yaw; DAngle oldpitch = actor->Angles.Pitch; Set_enemy (); ThinkForMove (cmd); TurnToAng (); cmd->ucmd.yaw = (short)((actor->Angles.Yaw - oldyaw).Degrees * (65536 / 360.f)) / ticdup; cmd->ucmd.pitch = (short)((oldpitch - actor->Angles.Pitch).Degrees * (65536 / 360.f)); if (cmd->ucmd.pitch == -32768) cmd->ucmd.pitch = -32767; cmd->ucmd.pitch /= ticdup; actor->Angles.Yaw = oldyaw + DAngle(cmd->ucmd.yaw * ticdup * (360 / 65536.f)); actor->Angles.Pitch = oldpitch - DAngle(cmd->ucmd.pitch * ticdup * (360 / 65536.f)); } if (t_active) t_active--; if (t_strafe) t_strafe--; if (t_react) t_react--; if (t_fight) t_fight--; if (t_rocket) t_rocket--; if (t_roam) t_roam--; //Respawn ticker if (t_respawn) { t_respawn--; } else if (player->mo->health <= 0) { // Time to respawn cmd->ucmd.buttons |= BT_USE; } } #define THINKDISTSQ (50000.*50000./(65536.*65536.)) //how the bot moves. //MAIN movement function. void DBot::ThinkForMove (ticcmd_t *cmd) { double dist; bool stuck; int r; stuck = false; dist = dest ? player->mo->Distance2D(dest) : 0; if (missile && (!missile->Vel.X || !missile->Vel.Y || !Check_LOS(missile, SHOOTFOV*3/2))) { sleft = !sleft; missile = NULL; //Probably ended its travel. } #if 0 // this has always been broken and without any reference it cannot be fixed. if (player->mo->Angles.Pitch > 0) player->mo->Angles.Pitch -= 80; else if (player->mo->Angles.Pitch <= -60) player->mo->Angles.Pitch += 80; #endif //HOW TO MOVE: if (missile && (player->mo->Distance2D(missile)mo->AngleTo(missile); cmd->ucmd.sidemove = sleft ? -SIDERUN : SIDERUN; cmd->ucmd.forwardmove = -FORWARDRUN; //Back IS best. if ((player->mo->Pos() - old).LengthSquared() < THINKDISTSQ && t_strafe<=0) { t_strafe = 5; sleft = !sleft; } //If able to see enemy while avoiding missile, still fire at enemy. if (enemy && Check_LOS (enemy, SHOOTFOV)) Dofire (cmd); //Order bot to fire current weapon } else if (enemy && P_CheckSight (player->mo, enemy, 0)) //Fight! { Pitch (enemy); //Check if it's more important to get an item than fight. if (dest && (dest->flags&MF_SPECIAL)) //Must be an item, that is close enough. { #define is(x) dest->IsKindOf (PClass::FindClass (#x)) if ( ( (player->mo->health < skill.isp && (is (Medikit) || is (Stimpack) || is (Soulsphere) || is (Megasphere) || is (CrystalVial) ) ) || ( is (Invulnerability) || is (Invisibility) || is (Megasphere) ) || dist < (GETINCOMBAT/4) || (player->ReadyWeapon == NULL || player->ReadyWeapon->WeaponFlags & WIF_WIMPY_WEAPON) ) && (dist < GETINCOMBAT || (player->ReadyWeapon == NULL || player->ReadyWeapon->WeaponFlags & WIF_WIMPY_WEAPON)) && Reachable (dest)) #undef is { goto roam; //Pick it up, no matter the situation. All bonuses are nice close up. } } dest = NULL; //To let bot turn right if (player->ReadyWeapon != NULL && !(player->ReadyWeapon->WeaponFlags & WIF_WIMPY_WEAPON)) player->mo->flags &= ~MF_DROPOFF; //Don't jump off any ledges when fighting. if (!(enemy->flags3 & MF3_ISMONSTER)) t_fight = AFTERTICS; if (t_strafe <= 0 && ((player->mo->Pos() - old).LengthSquared() < THINKDISTSQ || ((pr_botmove()%30)==10)) ) { stuck = true; t_strafe = 5; sleft = !sleft; } Angle = player->mo->AngleTo(enemy); if (player->ReadyWeapon == NULL || player->mo->Distance2D(enemy) > player->ReadyWeapon->MoveCombatDist) { // If a monster, use lower speed (just for cooler apperance while strafing down doomed monster) cmd->ucmd.forwardmove = (enemy->flags3 & MF3_ISMONSTER) ? FORWARDWALK : FORWARDRUN; } else if (!stuck) //Too close, so move away. { // If a monster, use lower speed (just for cooler apperance while strafing down doomed monster) cmd->ucmd.forwardmove = (enemy->flags3 & MF3_ISMONSTER) ? -FORWARDWALK : -FORWARDRUN; } //Strafing. if (enemy->flags3 & MF3_ISMONSTER) //It's just a monster so take it down cool. { cmd->ucmd.sidemove = sleft ? -SIDEWALK : SIDEWALK; } else { cmd->ucmd.sidemove = sleft ? -SIDERUN : SIDERUN; } Dofire (cmd); //Order bot to fire current weapon } else if (mate && !enemy && (!dest || dest==mate)) //Follow mate move. { double matedist; Pitch (mate); if (!Reachable (mate)) { if (mate == dest && pr_botmove.Random() < 32) { // [RH] If the mate is the dest, pick a new dest sometimes dest = NULL; } goto roam; } Angle = player->mo->AngleTo(mate); matedist = player->mo->Distance2D(mate); if (matedist > (FRIEND_DIST*2)) cmd->ucmd.forwardmove = FORWARDRUN; else if (matedist > FRIEND_DIST) cmd->ucmd.forwardmove = FORWARDWALK; //Walk, when starting to get close. else if (matedist < FRIEND_DIST-(FRIEND_DIST/3)) //Got too close, so move away. cmd->ucmd.forwardmove = -FORWARDWALK; } else //Roam after something. { first_shot = true; ///// roam: ///// if (enemy && Check_LOS (enemy, SHOOTFOV*3/2)) //If able to see enemy while avoiding missile , still fire at it. Dofire (cmd); //Order bot to fire current weapon if (dest && !(dest->flags&MF_SPECIAL) && dest->health < 0) { //Roaming after something dead. dest = NULL; } if (dest == NULL) { if (t_fight && enemy) //Enemy/bot has jumped around corner. So what to do? { if (enemy->player) { if (((enemy->player->ReadyWeapon != NULL && enemy->player->ReadyWeapon->WeaponFlags & WIF_BOT_EXPLOSIVE) || (pr_botmove()%100)>skill.isp) && player->ReadyWeapon != NULL && !(player->ReadyWeapon->WeaponFlags & WIF_WIMPY_WEAPON)) dest = enemy;//Dont let enemy kill the bot by supressive fire. So charge enemy. else //hide while t_fight, but keep view at enemy. Angle = player->mo->AngleTo(enemy); } //Just a monster, so kill it. else dest = enemy; //VerifFavoritWeapon(player); //Dont know why here.., but it must be here, i know the reason, but not why at this spot, uh. } else //Choose a distant target. to get things going. { r = pr_botmove(); if (r < 128) { TThinkerIterator it (MAX_STATNUM+1, bglobal.firstthing); AInventory *item = it.Next(); if (item != NULL || (item = it.Next()) != NULL) { r &= 63; // Only scan up to 64 entries at a time while (r) { --r; item = it.Next(); } if (item == NULL) { item = it.Next(); } bglobal.firstthing = item; dest = item; } } else if (mate && (r < 179 || P_CheckSight(player->mo, mate))) { dest = mate; } else if ((playeringame[(r&(MAXPLAYERS-1))]) && players[(r&(MAXPLAYERS-1))].mo->health > 0) { dest = players[(r&(MAXPLAYERS-1))].mo; } } if (dest) { t_roam = MAXROAM; } } if (dest) { //Bot has a target so roam after it. Roam (cmd); } } //End of movement main part. if (!t_roam && dest) { prev = dest; dest = NULL; } if (t_fight<(AFTERTICS/2)) player->mo->flags |= MF_DROPOFF; old = player->mo->Pos(); } //BOT_WhatToGet // //Determines if the bot will roam after an item or not. void DBot::WhatToGet (AActor *item) { #define typeis(x) item->IsKindOf (PClass::FindClass (#x)) if ((item->renderflags & RF_INVISIBLE) //Under respawn and away. || item == prev) { return; } int weapgiveammo = (alwaysapplydmflags || deathmatch) && !(dmflags & DF_WEAPONS_STAY); //if(pos && !bglobal.thingvis[pos->id][item->id]) continue; // if (item->IsKindOf (RUNTIME_CLASS(AArtifact))) // return; // don't know how to use artifacts if (item->IsKindOf(NAME_Weapon)) { // FIXME AWeapon *heldWeapon; heldWeapon = dyn_cast(player->mo->FindInventory(item->GetClass())); if (heldWeapon != NULL) { if (!weapgiveammo) return; if ((heldWeapon->Ammo1 == NULL || heldWeapon->Ammo1->Amount >= heldWeapon->Ammo1->MaxAmount) && (heldWeapon->Ammo2 == NULL || heldWeapon->Ammo2->Amount >= heldWeapon->Ammo2->MaxAmount)) { return; } } } else if (item->IsKindOf (PClass::FindActor(NAME_Ammo))) { auto ac = PClass::FindActor(NAME_Ammo); auto parent = item->GetClass(); while (parent->ParentClass != ac) parent = (PClassActor*)(parent->ParentClass); AInventory *holdingammo = player->mo->FindInventory(parent); if (holdingammo != NULL && holdingammo->Amount >= holdingammo->MaxAmount) { return; } } else if ((typeis (Megasphere) || typeis (Soulsphere) || typeis (HealthBonus)) && player->mo->health >= deh.MaxSoulsphere) return; else if (item->IsKindOf (PClass::FindActor(NAME_Health)) && player->mo->health >= player->mo->GetMaxHealth() + player->mo->stamina) return; if ((dest == NULL || !(dest->flags & MF_SPECIAL)/* || !Reachable (dest)*/)/* && Reachable (item)*/) // Calling Reachable slows this down tremendously { prev = dest; dest = item; t_roam = MAXROAM; } } void DBot::Set_enemy () { AActor *oldenemy; if (enemy && enemy->health > 0 && P_CheckSight (player->mo, enemy)) { oldenemy = enemy; } else { oldenemy = NULL; } // [RH] Don't even bother looking for a different enemy if this is not deathmatch // and we already have an existing enemy. if (deathmatch || !enemy) { allround = !!enemy; enemy = Find_enemy(); if (!enemy) enemy = oldenemy; //Try go for last (it will be NULL if there wasn't anyone) } //Verify that that enemy is really something alive that bot can kill. if (enemy && ((enemy->health < 0 || !(enemy->flags&MF_SHOOTABLE)) || player->mo->IsFriend(enemy))) enemy = NULL; }