gzdoom/src/b_think.cpp

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/********************************
* 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"
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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;
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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));
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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));
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}
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;
}
}
//how the bot moves.
//MAIN movement function.
void DBot::ThinkForMove (ticcmd_t *cmd)
{
fixed_t dist;
bool stuck;
int r;
stuck = false;
dist = dest ? player->mo->AproxDistance(dest) : 0;
if (missile &&
((!missile->_f_velx() || !missile->_f_vely()) || !Check_LOS(missile, SHOOTFOV*3/2)))
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{
sleft = !sleft;
missile = NULL; //Probably ended its travel.
}
if (player->mo->Angles.Pitch > 0)
player->mo->Angles.Pitch -= 80;
else if (player->mo->Angles.Pitch <= -60)
player->mo->Angles.Pitch += 80;
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//HOW TO MOVE:
if (missile && (player->mo->AproxDistance(missile)<AVOID_DIST)) //try avoid missile got from P_Mobj.c thinking part.
{
Pitch (missile);
angle = player->mo->__f_AngleTo(missile);
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cmd->ucmd.sidemove = sleft ? -SIDERUN : SIDERUN;
cmd->ucmd.forwardmove = -FORWARDRUN; //Back IS best.
if ((player->mo->AproxDistance(oldx, oldy)<50000)
&& 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->AproxDistance(oldx, oldy)<50000
|| ((pr_botmove()%30)==10))
)
{
stuck = true;
t_strafe = 5;
sleft = !sleft;
}
angle = player->mo->__f_AngleTo(enemy);
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if (player->ReadyWeapon == NULL ||
player->mo->AproxDistance(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.
{
fixed_t 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->__f_AngleTo(mate);
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matedist = player->mo->AproxDistance(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->__f_AngleTo(enemy);
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} //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 (STAT_INVENTORY, 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;
oldx = player->mo->_f_X();
oldy = player->mo->_f_Y();
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}
//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 (RUNTIME_CLASS(AWeapon)))
{
// 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 (RUNTIME_CLASS(AAmmo)))
{
AAmmo *ammo = static_cast<AAmmo *> (item);
PClassActor *parent = ammo->GetParentAmmo ();
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 (RUNTIME_CLASS(AHealth)) && player->mo->health >= deh.MaxHealth /*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;
}