mirror of
https://github.com/ZDoom/gzdoom-gles.git
synced 2024-12-15 06:41:27 +00:00
8eb4697fbd
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.
613 lines
15 KiB
C++
613 lines
15 KiB
C++
/*
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**
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**
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**---------------------------------------------------------------------------
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** Copyright 1999 Martin Colberg
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** Copyright 1999-2016 Randy Heit
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** Copyright 2005-2016 Christoph Oelckers
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** All rights reserved.
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**
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** Redistribution and use in source and binary forms, with or without
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** modification, are permitted provided that the following conditions
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** are met:
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**
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** 1. Redistributions of source code must retain the above copyright
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** notice, this list of conditions and the following disclaimer.
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** 2. Redistributions in binary form must reproduce the above copyright
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** notice, this list of conditions and the following disclaimer in the
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** documentation and/or other materials provided with the distribution.
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** 3. The name of the author may not be used to endorse or promote products
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** derived from this software without specific prior written permission.
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**
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** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
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** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
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** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
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** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
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** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
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** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
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** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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**---------------------------------------------------------------------------
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**
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*/
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/*******************************
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* B_spawn.c *
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* Description: *
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* various procedures that the *
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* bot need to work *
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*******************************/
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#include <stdlib.h>
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#include "doomtype.h"
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#include "doomdef.h"
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#include "doomstat.h"
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#include "p_local.h"
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#include "p_maputl.h"
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#include "b_bot.h"
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#include "g_game.h"
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#include "d_event.h"
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#include "d_player.h"
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#include "p_spec.h"
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#include "p_checkposition.h"
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#include "actorinlines.h"
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static FRandom pr_botdofire ("BotDoFire");
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//Checks TRUE reachability from bot to a looker.
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bool DBot::Reachable (AActor *rtarget)
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{
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if (player->mo == rtarget)
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return false;
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if ((rtarget->Sector->ceilingplane.ZatPoint (rtarget) -
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rtarget->Sector->floorplane.ZatPoint (rtarget))
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< player->mo->Height) //Where rtarget is, player->mo can't be.
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return false;
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sector_t *last_s = player->mo->Sector;
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double last_z = last_s->floorplane.ZatPoint (player->mo);
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double estimated_dist = player->mo->Distance2D(rtarget);
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bool reachable = true;
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FPathTraverse it(player->mo->X()+player->mo->Vel.X, player->mo->Y()+player->mo->Vel.Y, rtarget->X(), rtarget->Y(), PT_ADDLINES|PT_ADDTHINGS);
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intercept_t *in;
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while ((in = it.Next()))
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{
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double hitx, hity;
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double frac;
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line_t *line;
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AActor *thing;
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double dist;
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sector_t *s;
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frac = in->frac - 4 /MAX_TRAVERSE_DIST;
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dist = frac * MAX_TRAVERSE_DIST;
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hitx = it.Trace().x + player->mo->Vel.X * frac;
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hity = it.Trace().y + player->mo->Vel.Y * frac;
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if (in->isaline)
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{
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line = in->d.line;
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if (!(line->flags & ML_TWOSIDED) || (line->flags & (ML_BLOCKING|ML_BLOCKEVERYTHING|ML_BLOCK_PLAYERS)))
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{
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return false; //Cannot continue.
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}
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else
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{
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//Determine if going to use backsector/frontsector.
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s = (line->backsector == last_s) ? line->frontsector : line->backsector;
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double ceilingheight = s->ceilingplane.ZatPoint (hitx, hity);
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double floorheight = s->floorplane.ZatPoint (hitx, hity);
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if (!bglobal.IsDangerous (s) && //Any nukage/lava?
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(floorheight <= (last_z+MAXMOVEHEIGHT)
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&& ((ceilingheight == floorheight && line->special)
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|| (ceilingheight - floorheight) >= player->mo->Height))) //Does it fit?
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{
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last_z = floorheight;
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last_s = s;
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continue;
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}
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else
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{
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return false;
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}
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}
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}
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if (dist > estimated_dist)
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{
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return true;
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}
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thing = in->d.thing;
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if (thing == player->mo) //Can't reach self in this case.
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continue;
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if (thing == rtarget && (rtarget->Sector->floorplane.ZatPoint (rtarget) <= (last_z+MAXMOVEHEIGHT)))
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{
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return true;
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}
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reachable = false;
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}
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return reachable;
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}
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//doesnt check LOS, checks visibility with a set view angle.
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//B_Checksight checks LOS (straight line)
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//----------------------------------------------------------------------
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//Check if mo1 has free line to mo2
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//and if mo2 is within mo1 viewangle (vangle) given with normal degrees.
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//if these conditions are true, the function returns true.
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//GOOD TO KNOW is that the player's view angle
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//in doom is 90 degrees infront.
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bool DBot::Check_LOS (AActor *to, DAngle vangle)
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{
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if (!P_CheckSight (player->mo, to, SF_SEEPASTBLOCKEVERYTHING))
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return false; // out of sight
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if (vangle >= 360.)
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return true;
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if (vangle == 0)
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return false; //Looker seems to be blind.
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return absangle(player->mo->AngleTo(to), player->mo->Angles.Yaw) <= (vangle/2);
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}
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//-------------------------------------
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//Bot_Dofire()
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//-------------------------------------
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//The bot will check if it's time to fire
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//and do so if that is the case.
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void DBot::Dofire (ticcmd_t *cmd)
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{
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bool no_fire; //used to prevent bot from pumping rockets into nearby walls.
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int aiming_penalty=0; //For shooting at shading target, if screen is red, MAKEME: When screen red.
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int aiming_value; //The final aiming value.
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double Dist;
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DAngle an;
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DAngle m;
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double fm;
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if (!enemy || !(enemy->flags & MF_SHOOTABLE) || enemy->health <= 0)
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return;
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if (player->ReadyWeapon == NULL)
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return;
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if (player->damagecount > skill.isp)
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{
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first_shot = true;
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return;
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}
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//Reaction skill thing.
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if (first_shot &&
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!(GetBotInfo(player->ReadyWeapon).flags & BIF_BOT_REACTION_SKILL_THING))
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{
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t_react = (100-skill.reaction+1)/((pr_botdofire()%3)+3);
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}
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first_shot = false;
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if (t_react)
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return;
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//MAKEME: Decrease the rocket suicides even more.
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no_fire = true;
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//Distance to enemy.
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Dist = player->mo->Distance2D(enemy, player->mo->Vel.X - enemy->Vel.X, player->mo->Vel.Y - enemy->Vel.Y);
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//FIRE EACH TYPE OF WEAPON DIFFERENT: Here should all the different weapons go.
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if (GetBotInfo(player->ReadyWeapon).MoveCombatDist == 0)
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{
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//*4 is for atmosphere, the chainsaws sounding and all..
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no_fire = (Dist > DEFMELEERANGE*4);
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}
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else if (GetBotInfo(player->ReadyWeapon).flags & BIF_BOT_BFG)
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{
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//MAKEME: This should be smarter.
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if ((pr_botdofire()%200)<=skill.reaction)
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if(Check_LOS(enemy, SHOOTFOV))
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no_fire = false;
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}
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else if (GetBotInfo(player->ReadyWeapon).projectileType != NULL)
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{
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if (GetBotInfo(player->ReadyWeapon).flags & BIF_BOT_EXPLOSIVE)
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{
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//Special rules for RL
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an = FireRox (enemy, cmd);
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if(an != 0)
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{
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Angle = an;
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//have to be somewhat precise. to avoid suicide.
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if (absangle(an, player->mo->Angles.Yaw) < 12.)
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{
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t_rocket = 9;
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no_fire = false;
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}
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}
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}
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// prediction aiming
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Dist = player->mo->Distance2D(enemy);
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fm = Dist / GetDefaultByType (GetBotInfo(player->ReadyWeapon).projectileType)->Speed;
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bglobal.SetBodyAt(enemy->Pos() + enemy->Vel.XY() * fm * 2, 1);
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Angle = player->mo->AngleTo(bglobal.body1);
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if (Check_LOS (enemy, SHOOTFOV))
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no_fire = false;
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}
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else
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{
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//Other weapons, mostly instant hit stuff.
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Angle = player->mo->AngleTo(enemy);
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aiming_penalty = 0;
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if (enemy->flags & MF_SHADOW)
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aiming_penalty += (pr_botdofire()%25)+10;
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if (enemy->Sector->lightlevel<WHATS_DARK/* && !(player->powers & PW_INFRARED)*/)
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aiming_penalty += pr_botdofire()%40;//Dark
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if (player->damagecount)
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aiming_penalty += player->damagecount; //Blood in face makes it hard to aim
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aiming_value = skill.aiming - aiming_penalty;
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if (aiming_value <= 0)
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aiming_value = 1;
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m = ((SHOOTFOV/2)-(aiming_value*SHOOTFOV/200)); //Higher skill is more accurate
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if (m <= 0)
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m = 1.; //Prevents lock.
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if (m != 0)
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{
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if (increase)
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Angle += m;
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else
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Angle -= m;
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}
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if (absangle(Angle, player->mo->Angles.Yaw) < 4.)
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{
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increase = !increase;
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}
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if (Check_LOS (enemy, (SHOOTFOV/2)))
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no_fire = false;
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}
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if (!no_fire) //If going to fire weapon
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{
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cmd->ucmd.buttons |= BT_ATTACK;
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}
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//Prevents bot from jerking, when firing automatic things with low skill.
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}
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bool FCajunMaster::IsLeader (player_t *player)
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{
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for (int count = 0; count < MAXPLAYERS; count++)
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{
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if (players[count].Bot != NULL
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&& players[count].Bot->mate == player->mo)
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{
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return true;
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}
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}
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return false;
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}
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extern int BotWTG;
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void FCajunMaster::BotTick(AActor *mo)
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{
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BotSupportCycles.Clock();
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bglobal.m_Thinking = true;
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for (int i = 0; i < MAXPLAYERS; i++)
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{
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if (!playeringame[i] || players[i].Bot == NULL)
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continue;
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if (mo->flags3 & MF3_ISMONSTER)
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{
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if (mo->health > 0
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&& !players[i].Bot->enemy
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&& mo->player ? !mo->IsTeammate(players[i].mo) : true
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&& mo->Distance2D(players[i].mo) < MAX_MONSTER_TARGET_DIST
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&& P_CheckSight(players[i].mo, mo, SF_SEEPASTBLOCKEVERYTHING))
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{ //Probably a monster, so go kill it.
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players[i].Bot->enemy = mo;
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}
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}
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else if (mo->flags & MF_SPECIAL)
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{ //Item pickup time
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//clock (BotWTG);
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players[i].Bot->WhatToGet(mo);
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//unclock (BotWTG);
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BotWTG++;
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}
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else if (mo->flags & MF_MISSILE)
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{
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if (!players[i].Bot->missile && (mo->flags3 & MF3_WARNBOT))
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{ //warn for incoming missiles.
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if (mo->target != players[i].mo && players[i].Bot->Check_LOS(mo, 90.))
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players[i].Bot->missile = mo;
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}
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}
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}
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bglobal.m_Thinking = false;
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BotSupportCycles.Unclock();
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}
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//This function is called every
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//tick (for each bot) to set
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//the mate (teammate coop mate).
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AActor *DBot::Choose_Mate ()
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{
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int count;
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double closest_dist, test;
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AActor *target;
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AActor *observer;
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//is mate alive?
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if (mate)
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{
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if (mate->health <= 0)
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mate = NULL;
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else
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last_mate = mate;
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}
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if (mate) //Still is..
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return mate;
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//Check old_mates status.
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if (last_mate)
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if (last_mate->health <= 0)
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last_mate = NULL;
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target = NULL;
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closest_dist = FLT_MAX;
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if (bot_observer)
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observer = players[consoleplayer].mo;
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else
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observer = NULL;
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//Check for player friends
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for (count = 0; count < MAXPLAYERS; count++)
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{
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player_t *client = &players[count];
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if (playeringame[count]
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&& client->mo
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&& player->mo != client->mo
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&& (player->mo->IsTeammate (client->mo) || !deathmatch)
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&& client->mo->health > 0
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&& client->mo != observer
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&& ((player->mo->health/2) <= client->mo->health || !deathmatch)
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&& !bglobal.IsLeader(client)) //taken?
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{
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if (P_CheckSight (player->mo, client->mo, SF_IGNOREVISIBILITY))
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{
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test = client->mo->Distance2D(player->mo);
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if (test < closest_dist)
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{
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closest_dist = test;
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target = client->mo;
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}
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}
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}
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}
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/*
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//Make a introducing to mate.
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if(target && target!=last_mate)
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{
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if((P_Random()%(200*bglobal.botnum))<3)
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{
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chat = c_teamup;
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if(target->bot)
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strcpy(c_target, botsingame[target->bot_id]);
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else if(target->player)
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strcpy(c_target, player_names[target->play_id]);
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}
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}
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*/
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return target;
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}
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//MAKEME: Make this a smart decision
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AActor *DBot::Find_enemy ()
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{
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int count;
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double closest_dist, temp; //To target.
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AActor *target;
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DAngle vangle;
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AActor *observer;
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if (!deathmatch)
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{ // [RH] Take advantage of the Heretic/Hexen code to be a little smarter
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return P_RoughMonsterSearch (player->mo, 20);
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}
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//Note: It's hard to ambush a bot who is not alone
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if (allround || mate)
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vangle = 360.;
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else
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vangle = ENEMY_SCAN_FOV;
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allround = false;
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target = NULL;
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closest_dist = FLT_MAX;
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if (bot_observer)
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observer = players[consoleplayer].mo;
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else
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observer = NULL;
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for (count = 0; count < MAXPLAYERS; count++)
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{
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player_t *client = &players[count];
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if (playeringame[count]
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&& !player->mo->IsTeammate (client->mo)
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&& client->mo != observer
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&& client->mo->health > 0
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&& player->mo != client->mo)
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{
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if (Check_LOS (client->mo, vangle)) //Here's a strange one, when bot is standing still, the P_CheckSight within Check_LOS almost always returns false. tought it should be the same checksight as below but.. (below works) something must be fuckin wierd screded up.
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//if(P_CheckSight(player->mo, players[count].mo))
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{
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temp = client->mo->Distance2D(player->mo);
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//Too dark?
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if (temp > DARK_DIST &&
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client->mo->Sector->lightlevel < WHATS_DARK /*&&
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player->Powers & PW_INFRARED*/)
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continue;
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if (temp < closest_dist)
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{
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closest_dist = temp;
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target = client->mo;
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}
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}
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}
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}
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return target;
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}
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//Creates a temporary mobj (invisible) at the given location.
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void FCajunMaster::SetBodyAt (const DVector3 &pos, int hostnum)
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{
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if (hostnum == 1)
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{
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if (body1)
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{
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body1->SetOrigin (pos, false);
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}
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else
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{
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body1 = Spawn ("CajunBodyNode", pos, NO_REPLACE);
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}
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}
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else if (hostnum == 2)
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{
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if (body2)
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{
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body2->SetOrigin (pos, false);
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}
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else
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{
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body2 = Spawn ("CajunBodyNode", pos, NO_REPLACE);
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}
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}
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}
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//------------------------------------------
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// FireRox()
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//
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//Returns NULL if shouldn't fire
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//else an angle (in degrees) are given
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//This function assumes actor->player->angle
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//has been set an is the main aiming angle.
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//Emulates missile travel. Returns distance travelled.
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double FCajunMaster::FakeFire (AActor *source, AActor *dest, ticcmd_t *cmd)
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{
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AActor *th = Spawn ("CajunTrace", source->PosPlusZ(4*8.), NO_REPLACE);
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th->target = source; // where it came from
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|
|
|
th->Vel = source->Vec3To(dest).Resized(th->Speed);
|
|
|
|
double dist = 0;
|
|
|
|
while (dist < SAFE_SELF_MISDIST)
|
|
{
|
|
dist += th->Speed;
|
|
th->Move(th->Vel);
|
|
if (!CleanAhead (th, th->X(), th->Y(), cmd))
|
|
break;
|
|
}
|
|
th->Destroy ();
|
|
return dist;
|
|
}
|
|
|
|
DAngle DBot::FireRox (AActor *enemy, ticcmd_t *cmd)
|
|
{
|
|
double dist;
|
|
AActor *actor;
|
|
double m;
|
|
|
|
bglobal.SetBodyAt(player->mo->PosPlusZ(player->mo->Height / 2) + player->mo->Vel.XY() * 5, 2);
|
|
|
|
actor = bglobal.body2;
|
|
|
|
dist = actor->Distance2D (enemy);
|
|
if (dist < SAFE_SELF_MISDIST)
|
|
return 0.;
|
|
//Predict.
|
|
m = ((dist+1) / GetDefaultByName("Rocket")->Speed);
|
|
|
|
bglobal.SetBodyAt(DVector3((enemy->Pos() + enemy->Vel * (m + 2)), ONFLOORZ), 1);
|
|
|
|
//try the predicted location
|
|
if (P_CheckSight (actor, bglobal.body1, SF_IGNOREVISIBILITY)) //See the predicted location, so give a test missile
|
|
{
|
|
FCheckPosition tm;
|
|
if (bglobal.SafeCheckPosition (player->mo, actor->X(), actor->Y(), tm))
|
|
{
|
|
if (bglobal.FakeFire (actor, bglobal.body1, cmd) >= SAFE_SELF_MISDIST)
|
|
{
|
|
return actor->AngleTo(bglobal.body1);
|
|
}
|
|
}
|
|
}
|
|
//Try fire straight.
|
|
if (P_CheckSight (actor, enemy, 0))
|
|
{
|
|
if (bglobal.FakeFire (player->mo, enemy, cmd) >= SAFE_SELF_MISDIST)
|
|
{
|
|
return player->mo->AngleTo(enemy);
|
|
}
|
|
}
|
|
return 0.;
|
|
}
|
|
|
|
// [RH] We absolutely do not want to pick things up here. The bot code is
|
|
// executed apart from all the other simulation code, so we don't want it
|
|
// creating side-effects during gameplay.
|
|
bool FCajunMaster::SafeCheckPosition (AActor *actor, double x, double y, FCheckPosition &tm)
|
|
{
|
|
ActorFlags savedFlags = actor->flags;
|
|
actor->flags &= ~MF_PICKUP;
|
|
bool res = P_CheckPosition (actor, DVector2(x, y), tm);
|
|
actor->flags = savedFlags;
|
|
return res;
|
|
}
|
|
|
|
void FCajunMaster::StartTravel ()
|
|
{
|
|
for (int i = 0; i < MAXPLAYERS; ++i)
|
|
{
|
|
if (players[i].Bot != NULL)
|
|
{
|
|
players[i].Bot->ChangeStatNum (STAT_TRAVELLING);
|
|
}
|
|
}
|
|
}
|
|
|
|
void FCajunMaster::FinishTravel ()
|
|
{
|
|
for (int i = 0; i < MAXPLAYERS; ++i)
|
|
{
|
|
if (players[i].Bot != NULL)
|
|
{
|
|
players[i].Bot->ChangeStatNum (STAT_BOT);
|
|
}
|
|
}
|
|
}
|