mirror of
https://github.com/ZDoom/gzdoom.git
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5ff0abe568
This was causing issues with sprite sorting. For this to work as intended, all actors in the world that display sprites need to remain in spawn order, including inventory items. The only thing this statnum was used for were some bot related search actions which are simply not worth breaking actual maps for some very minor performance gain.
402 lines
10 KiB
C++
402 lines
10 KiB
C++
/********************************
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* B_Think.c *
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* Description: *
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* Functions for the different *
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* states that the bot *
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* uses. These functions are *
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* the main AI *
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* *
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*********************************/
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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 "b_bot.h"
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#include "g_game.h"
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#include "m_random.h"
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#include "stats.h"
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#include "a_pickups.h"
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#include "statnums.h"
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#include "d_net.h"
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#include "d_event.h"
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#include "d_player.h"
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#include "vectors.h"
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static FRandom pr_botmove ("BotMove");
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//This function is called each tic for each bot,
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//so this is what the bot does.
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void DBot::Think ()
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{
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ticcmd_t *cmd = &netcmds[player - players][((gametic + 1)/ticdup)%BACKUPTICS];
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memset (cmd, 0, sizeof(*cmd));
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if (enemy && enemy->health <= 0)
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enemy = NULL;
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if (player->mo->health > 0) //Still alive
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{
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if (teamplay || !deathmatch)
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mate = Choose_Mate ();
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AActor *actor = player->mo;
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DAngle oldyaw = actor->Angles.Yaw;
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DAngle oldpitch = actor->Angles.Pitch;
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Set_enemy ();
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ThinkForMove (cmd);
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TurnToAng ();
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cmd->ucmd.yaw = (short)((actor->Angles.Yaw - oldyaw).Degrees * (65536 / 360.f)) / ticdup;
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cmd->ucmd.pitch = (short)((oldpitch - actor->Angles.Pitch).Degrees * (65536 / 360.f));
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if (cmd->ucmd.pitch == -32768)
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cmd->ucmd.pitch = -32767;
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cmd->ucmd.pitch /= ticdup;
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actor->Angles.Yaw = oldyaw + DAngle(cmd->ucmd.yaw * ticdup * (360 / 65536.f));
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actor->Angles.Pitch = oldpitch - DAngle(cmd->ucmd.pitch * ticdup * (360 / 65536.f));
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}
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if (t_active) t_active--;
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if (t_strafe) t_strafe--;
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if (t_react) t_react--;
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if (t_fight) t_fight--;
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if (t_rocket) t_rocket--;
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if (t_roam) t_roam--;
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//Respawn ticker
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if (t_respawn)
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{
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t_respawn--;
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}
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else if (player->mo->health <= 0)
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{ // Time to respawn
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cmd->ucmd.buttons |= BT_USE;
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}
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}
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#define THINKDISTSQ (50000.*50000./(65536.*65536.))
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//how the bot moves.
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//MAIN movement function.
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void DBot::ThinkForMove (ticcmd_t *cmd)
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{
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double dist;
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bool stuck;
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int r;
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stuck = false;
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dist = dest ? player->mo->Distance2D(dest) : 0;
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if (missile &&
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(!missile->Vel.X || !missile->Vel.Y || !Check_LOS(missile, SHOOTFOV*3/2)))
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{
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sleft = !sleft;
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missile = NULL; //Probably ended its travel.
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}
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#if 0 // this has always been broken and without any reference it cannot be fixed.
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if (player->mo->Angles.Pitch > 0)
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player->mo->Angles.Pitch -= 80;
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else if (player->mo->Angles.Pitch <= -60)
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player->mo->Angles.Pitch += 80;
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#endif
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//HOW TO MOVE:
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if (missile && (player->mo->Distance2D(missile)<AVOID_DIST)) //try avoid missile got from P_Mobj.c thinking part.
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{
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Pitch (missile);
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Angle = player->mo->AngleTo(missile);
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cmd->ucmd.sidemove = sleft ? -SIDERUN : SIDERUN;
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cmd->ucmd.forwardmove = -FORWARDRUN; //Back IS best.
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if ((player->mo->Pos() - old).LengthSquared() < THINKDISTSQ
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&& t_strafe<=0)
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{
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t_strafe = 5;
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sleft = !sleft;
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}
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//If able to see enemy while avoiding missile, still fire at enemy.
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if (enemy && Check_LOS (enemy, SHOOTFOV))
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Dofire (cmd); //Order bot to fire current weapon
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}
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else if (enemy && P_CheckSight (player->mo, enemy, 0)) //Fight!
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{
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Pitch (enemy);
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//Check if it's more important to get an item than fight.
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if (dest && (dest->flags&MF_SPECIAL)) //Must be an item, that is close enough.
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{
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#define is(x) dest->IsKindOf (PClass::FindClass (#x))
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if (
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(
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(player->mo->health < skill.isp &&
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(is (Medikit) ||
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is (Stimpack) ||
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is (Soulsphere) ||
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is (Megasphere) ||
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is (CrystalVial)
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)
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) || (
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is (Invulnerability) ||
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is (Invisibility) ||
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is (Megasphere)
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) ||
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dist < (GETINCOMBAT/4) ||
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(player->ReadyWeapon == NULL || player->ReadyWeapon->WeaponFlags & WIF_WIMPY_WEAPON)
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)
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&& (dist < GETINCOMBAT || (player->ReadyWeapon == NULL || player->ReadyWeapon->WeaponFlags & WIF_WIMPY_WEAPON))
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&& Reachable (dest))
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#undef is
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{
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goto roam; //Pick it up, no matter the situation. All bonuses are nice close up.
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}
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}
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dest = NULL; //To let bot turn right
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if (player->ReadyWeapon != NULL && !(player->ReadyWeapon->WeaponFlags & WIF_WIMPY_WEAPON))
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player->mo->flags &= ~MF_DROPOFF; //Don't jump off any ledges when fighting.
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if (!(enemy->flags3 & MF3_ISMONSTER))
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t_fight = AFTERTICS;
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if (t_strafe <= 0 &&
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((player->mo->Pos() - old).LengthSquared() < THINKDISTSQ
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|| ((pr_botmove()%30)==10))
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)
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{
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stuck = true;
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t_strafe = 5;
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sleft = !sleft;
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}
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Angle = player->mo->AngleTo(enemy);
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if (player->ReadyWeapon == NULL ||
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player->mo->Distance2D(enemy) >
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player->ReadyWeapon->MoveCombatDist)
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{
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// If a monster, use lower speed (just for cooler apperance while strafing down doomed monster)
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cmd->ucmd.forwardmove = (enemy->flags3 & MF3_ISMONSTER) ? FORWARDWALK : FORWARDRUN;
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}
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else if (!stuck) //Too close, so move away.
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{
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// If a monster, use lower speed (just for cooler apperance while strafing down doomed monster)
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cmd->ucmd.forwardmove = (enemy->flags3 & MF3_ISMONSTER) ? -FORWARDWALK : -FORWARDRUN;
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}
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//Strafing.
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if (enemy->flags3 & MF3_ISMONSTER) //It's just a monster so take it down cool.
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{
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cmd->ucmd.sidemove = sleft ? -SIDEWALK : SIDEWALK;
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}
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else
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{
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cmd->ucmd.sidemove = sleft ? -SIDERUN : SIDERUN;
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}
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Dofire (cmd); //Order bot to fire current weapon
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}
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else if (mate && !enemy && (!dest || dest==mate)) //Follow mate move.
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{
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double matedist;
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Pitch (mate);
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if (!Reachable (mate))
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{
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if (mate == dest && pr_botmove.Random() < 32)
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{ // [RH] If the mate is the dest, pick a new dest sometimes
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dest = NULL;
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}
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goto roam;
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}
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Angle = player->mo->AngleTo(mate);
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matedist = player->mo->Distance2D(mate);
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if (matedist > (FRIEND_DIST*2))
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cmd->ucmd.forwardmove = FORWARDRUN;
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else if (matedist > FRIEND_DIST)
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cmd->ucmd.forwardmove = FORWARDWALK; //Walk, when starting to get close.
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else if (matedist < FRIEND_DIST-(FRIEND_DIST/3)) //Got too close, so move away.
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cmd->ucmd.forwardmove = -FORWARDWALK;
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}
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else //Roam after something.
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{
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first_shot = true;
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/////
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roam:
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/////
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if (enemy && Check_LOS (enemy, SHOOTFOV*3/2)) //If able to see enemy while avoiding missile , still fire at it.
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Dofire (cmd); //Order bot to fire current weapon
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if (dest && !(dest->flags&MF_SPECIAL) && dest->health < 0)
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{ //Roaming after something dead.
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dest = NULL;
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}
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if (dest == NULL)
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{
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if (t_fight && enemy) //Enemy/bot has jumped around corner. So what to do?
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{
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if (enemy->player)
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{
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if (((enemy->player->ReadyWeapon != NULL && enemy->player->ReadyWeapon->WeaponFlags & WIF_BOT_EXPLOSIVE) ||
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(pr_botmove()%100)>skill.isp) && player->ReadyWeapon != NULL && !(player->ReadyWeapon->WeaponFlags & WIF_WIMPY_WEAPON))
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dest = enemy;//Dont let enemy kill the bot by supressive fire. So charge enemy.
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else //hide while t_fight, but keep view at enemy.
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Angle = player->mo->AngleTo(enemy);
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} //Just a monster, so kill it.
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else
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dest = enemy;
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//VerifFavoritWeapon(player); //Dont know why here.., but it must be here, i know the reason, but not why at this spot, uh.
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}
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else //Choose a distant target. to get things going.
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{
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r = pr_botmove();
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if (r < 128)
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{
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TThinkerIterator<AInventory> it (MAX_STATNUM+1, bglobal.firstthing);
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AInventory *item = it.Next();
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if (item != NULL || (item = it.Next()) != NULL)
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{
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r &= 63; // Only scan up to 64 entries at a time
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while (r)
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{
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--r;
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item = it.Next();
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}
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if (item == NULL)
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{
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item = it.Next();
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}
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bglobal.firstthing = item;
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dest = item;
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}
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}
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else if (mate && (r < 179 || P_CheckSight(player->mo, mate)))
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{
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dest = mate;
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}
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else if ((playeringame[(r&(MAXPLAYERS-1))]) && players[(r&(MAXPLAYERS-1))].mo->health > 0)
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{
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dest = players[(r&(MAXPLAYERS-1))].mo;
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}
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}
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if (dest)
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{
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t_roam = MAXROAM;
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}
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}
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if (dest)
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{ //Bot has a target so roam after it.
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Roam (cmd);
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}
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} //End of movement main part.
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if (!t_roam && dest)
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{
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prev = dest;
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dest = NULL;
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}
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if (t_fight<(AFTERTICS/2))
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player->mo->flags |= MF_DROPOFF;
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old = player->mo->Pos();
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}
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//BOT_WhatToGet
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//
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//Determines if the bot will roam after an item or not.
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void DBot::WhatToGet (AActor *item)
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{
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#define typeis(x) item->IsKindOf (PClass::FindClass (#x))
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if ((item->renderflags & RF_INVISIBLE) //Under respawn and away.
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|| item == prev)
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{
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return;
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}
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int weapgiveammo = (alwaysapplydmflags || deathmatch) && !(dmflags & DF_WEAPONS_STAY);
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//if(pos && !bglobal.thingvis[pos->id][item->id]) continue;
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// if (item->IsKindOf (RUNTIME_CLASS(AArtifact)))
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// return; // don't know how to use artifacts
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if (item->IsKindOf (RUNTIME_CLASS(AWeapon)))
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{
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// FIXME
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AWeapon *heldWeapon;
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heldWeapon = dyn_cast<AWeapon>(player->mo->FindInventory(item->GetClass()));
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if (heldWeapon != NULL)
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{
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if (!weapgiveammo)
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return;
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if ((heldWeapon->Ammo1 == NULL || heldWeapon->Ammo1->Amount >= heldWeapon->Ammo1->MaxAmount) &&
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(heldWeapon->Ammo2 == NULL || heldWeapon->Ammo2->Amount >= heldWeapon->Ammo2->MaxAmount))
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{
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return;
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}
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}
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}
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else if (item->IsKindOf (RUNTIME_CLASS(AAmmo)))
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{
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AAmmo *ammo = static_cast<AAmmo *> (item);
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PClassActor *parent = ammo->GetParentAmmo ();
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AInventory *holdingammo = player->mo->FindInventory (parent);
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if (holdingammo != NULL && holdingammo->Amount >= holdingammo->MaxAmount)
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{
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return;
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}
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}
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else if ((typeis (Megasphere) || typeis (Soulsphere) || typeis (HealthBonus)) && player->mo->health >= deh.MaxSoulsphere)
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return;
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else if (item->IsKindOf (RUNTIME_CLASS(AHealth)) && player->mo->health >= deh.MaxHealth /*MAXHEALTH*/)
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return;
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if ((dest == NULL ||
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!(dest->flags & MF_SPECIAL)/* ||
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!Reachable (dest)*/)/* &&
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Reachable (item)*/) // Calling Reachable slows this down tremendously
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{
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prev = dest;
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dest = item;
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t_roam = MAXROAM;
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}
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}
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void DBot::Set_enemy ()
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{
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AActor *oldenemy;
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if (enemy
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&& enemy->health > 0
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&& P_CheckSight (player->mo, enemy))
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{
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oldenemy = enemy;
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}
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else
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{
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oldenemy = NULL;
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}
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// [RH] Don't even bother looking for a different enemy if this is not deathmatch
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// and we already have an existing enemy.
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if (deathmatch || !enemy)
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{
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allround = !!enemy;
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enemy = Find_enemy();
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if (!enemy)
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enemy = oldenemy; //Try go for last (it will be NULL if there wasn't anyone)
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}
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//Verify that that enemy is really something alive that bot can kill.
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if (enemy && ((enemy->health < 0 || !(enemy->flags&MF_SHOOTABLE)) || player->mo->IsFriend(enemy)))
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enemy = NULL;
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}
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