mirror of
https://github.com/ZDoom/gzdoom.git
synced 2024-11-14 08:31:23 +00:00
447 lines
12 KiB
C++
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) ||
|
|
(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<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;
|
|
}
|