gzdoom-gles/src/b_think.cpp
Christoph Oelckers 0515af2bd3 - removed the bot related properties from AWeapon.
This stuff is now kept locally in the bot code so that it doesn't infest the rest of the engine.
And please don't read the new botsupp.txt file as some new means to configure bots! This was merely done to get this data out of the way.
The bots are still broken beyond repair and virtually unusable, even if proper data is provided for all weapons.
2019-04-15 22:29:15 +02:00

447 lines
12 KiB
C++

/*
**
**
**---------------------------------------------------------------------------
** Copyright 1999 Martin Colberg
** Copyright 1999-2016 Randy Heit
** Copyright 2005-2016 Christoph Oelckers
** All rights reserved.
**
** Redistribution and use in source and binary forms, with or without
** modification, are permitted provided that the following conditions
** are met:
**
** 1. Redistributions of source code must retain the above copyright
** notice, this list of conditions and the following disclaimer.
** 2. Redistributions in binary form must reproduce the above copyright
** notice, this list of conditions and the following disclaimer in the
** documentation and/or other materials provided with the distribution.
** 3. The name of the author may not be used to endorse or promote products
** derived from this software without specific prior written permission.
**
** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
**---------------------------------------------------------------------------
**
*/
/********************************
* 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"
#include "actorinlines.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)<AVOID_DIST)) //try avoid missile got from P_Mobj.c thinking part.
{
Pitch (missile);
Angle = player->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) ||
(GetBotInfo(player->ReadyWeapon).MoveCombatDist == 0)
)
&& (dist < GETINCOMBAT || (GetBotInfo(player->ReadyWeapon).MoveCombatDist == 0))
&& 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 (GetBotInfo(player->ReadyWeapon).MoveCombatDist == 0)
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) >
GetBotInfo(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 && GetBotInfo(enemy->player->ReadyWeapon).flags & BIF_BOT_EXPLOSIVE) ||
(pr_botmove()%100)>skill.isp) && (GetBotInfo(player->ReadyWeapon).MoveCombatDist != 0))
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<AInventory> 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();
}
int P_GetRealMaxHealth(APlayerPawn *actor, int max);
//BOT_WhatToGet
//
//Determines if the bot will roam after an item or not.
void DBot::WhatToGet (AActor *item)
{
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<AWeapon>(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 = static_cast<PClassActor*>(parent->ParentClass);
AInventory *holdingammo = player->mo->FindInventory(parent);
if (holdingammo != NULL && holdingammo->Amount >= holdingammo->MaxAmount)
{
return;
}
}
else if (item->GetClass()->TypeName == NAME_Megasphere || item->IsKindOf(NAME_Health))
{
// do the test with the health item that's actually given.
AActor* const testItem = NAME_Megasphere == item->GetClass()->TypeName
? GetDefaultByName("MegasphereHealth")
: item;
if (nullptr != testItem)
{
const int maxhealth = P_GetRealMaxHealth(player->mo, testItem->IntVar(NAME_MaxAmount));
if (player->mo->health >= maxhealth)
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;
}