/* ================ idBotAI::Vehicle_Chase_Movement ================ */ bool idBotAI::Vehicle_Chase_Movement() { if ( enemyInfo.enemyDist > 900.0f ) { Bot_SetupVehicleMove( vec3_zero, enemy, ACTION_NULL ); if ( MoveIsInvalid() ) { Bot_IgnoreEnemy( enemy, ENEMY_IGNORE_TIME ); //mal: no valid path to this client for some reason - ignore him for a while Bot_ResetEnemy(); return false; } Bot_MoveToGoal( botAAS.path.moveGoal, vec3_zero, RUN, NULLMOVETYPE ); } if ( botVehicleInfo->type == HOG && Bot_VehicleCanRamClient( enemy ) ) { VEHICLE_COMBAT_MOVEMENT_STATE = NULL; return true; } if ( enemyInfo.enemyDist < 700.0f ) { VEHICLE_COMBAT_MOVEMENT_STATE = NULL; } return true; }
/* ================ idBotAI::Buffalo_Air_To_Ground_Movement Ground Specific attack case for the buffalo ================ */ bool idBotAI::Buffalo_Air_To_Ground_Movement() { float desiredRange = 4500.0f; const clientInfo_t& enemyPlayerInfo = botWorld->clientInfo[ enemy ]; idVec3 distToTarget = enemyPlayerInfo.origin - botVehicleInfo->origin; distToTarget.z = 0.0f; if ( distToTarget.LengthSqr() > Square( desiredRange ) ) { Bot_SetupVehicleMove( vec3_zero, enemy, ACTION_NULL ); if ( MoveIsInvalid() ) { Bot_IgnoreEnemy( enemy, ENEMY_IGNORE_TIME ); //mal: no valid path to this client for some reason - ignore him for a while Bot_ResetEnemy(); return false; } combatMoveTime = botWorld->gameLocalInfo.time + 500; Bot_MoveToGoal( botAAS.path.moveGoal, vec3_zero, RUN, NULLMOVETYPE ); Bot_LookAtLocation( botAAS.path.viewGoal, SMOOTH_TURN ); return true; } if ( InFrontOfVehicle( botVehicleInfo->entNum, enemyPlayerInfo.origin ) && combatMoveTime < botWorld->gameLocalInfo.time ) { if ( botVehicleInfo->xyspeed < 100.0f ) { Bot_LookAtEntity( enemy, SMOOTH_TURN ); botUcmd->botCmds.topHat = true; } Bot_CheckVehicleAttack(); //mal: always see if we can get a shot off. } Bot_MoveToGoal( vec3_zero, vec3_zero, NULLMOVEFLAG, FULL_STOP ); return true; }
/* ================ idBotAI::COMBAT_Vehicle_ChaseEnemy ================ */ bool idBotAI::COMBAT_Vehicle_ChaseEnemy() { if ( enemyInfo.enemyVisible ) { VEHICLE_COMBAT_AI_SUB_NODE = &idBotAI::Enter_COMBAT_Vehicle_AttackEnemy; return false; } if ( chaseEnemyTime < botWorld->gameLocalInfo.time ) { Bot_ResetEnemy(); return false; } Bot_SetupVehicleMove( vec3_zero, enemy, ACTION_NULL ); if ( MoveIsInvalid() ) { Bot_ResetEnemy(); return false; } Bot_MoveToGoal( botAAS.path.moveGoal, vec3_zero, RUN, NULLMOVETYPE ); Bot_LookAtEntity( enemy, SMOOTH_TURN ); return true; }
/* ================== idBotAI::Bot_PickBestVehicleWeapon See what the best weapon is that we have at our disposal - we'll change our position in this vehicle if need be to get access to a ( better ) weapon. ================== */ void idBotAI::Bot_PickBestVehicleWeapon() { bool enemyInAirborneVehicle = false; bool enemyInGroundVehicle = false; bool needMovementUpdate = false; bool enemyOnFoot = false; bool hasGunnerSeatOpen; bool enemyReachable = false; if ( weapSwitchTime > botWorld->gameLocalInfo.time ) { return; } if ( botVehicleInfo->type == ICARUS ) { return; } proxyInfo_t enemyVehicleInfo; idVec3 vec = botWorld->clientInfo[ enemy ].origin - botInfo->origin; float dist = vec.LengthSqr(); hasGunnerSeatOpen = VehicleHasGunnerSeatOpen( botInfo->proxyInfo.entNum ); if ( botWorld->clientInfo[ enemy ].proxyInfo.entNum != CLIENT_HAS_NO_VEHICLE ) { GetVehicleInfo( botWorld->clientInfo[ enemy ].proxyInfo.entNum, enemyVehicleInfo ); if ( enemyVehicleInfo.isAirborneVehicle ) { enemyInAirborneVehicle = true; } else { enemyInGroundVehicle = true; } } else { enemyOnFoot = true; } Bot_SetupVehicleMove( vec3_zero, enemy, ACTION_NULL ); if ( botAAS.hasPath && botAAS.path.travelTime < Bot_ApproxTravelTimeToLocation( botInfo->origin, botWorld->clientInfo[ enemy ].origin, true ) * TRAVEL_TIME_MULTIPLY ) { enemyReachable = true; } switch( botVehicleInfo->type ) { case TITAN: if ( botVehicleInfo->driverEntNum == botNum ) { if ( enemyInAirborneVehicle && enemyInfo.enemyDist <= TANK_MINIGUN_RANGE && hasGunnerSeatOpen ) { botUcmd->botCmds.becomeGunner = true; needMovementUpdate = true; break; } } else { if ( ( enemyInAirborneVehicle && enemyInfo.enemyDist > TANK_MINIGUN_RANGE && botVehicleInfo->driverEntNum == -1 ) || !enemyInAirborneVehicle ) { botUcmd->botCmds.becomeDriver = true; needMovementUpdate = true; break; } } break; case TROJAN: if ( botInfo->proxyInfo.weapon == LAW ) { if ( botVehicleInfo->driverEntNum == -1 ) { if ( ( !enemyInAirborneVehicle && !enemyInGroundVehicle ) || enemyInfo.enemyDist < 700.0f || enemyInfo.enemyDist > WEAPON_LOCK_DIST ) { botUcmd->botCmds.becomeDriver = true; //mal: using the LAW to lock onto our vehicle enemy makes sense ( the drivers MG is a joke in this case ). needMovementUpdate = true; break; } } } if ( botVehicleInfo->driverEntNum == botNum ) { if ( ( enemyInAirborneVehicle || enemyInGroundVehicle ) && hasGunnerSeatOpen && dist < Square( WEAPON_LOCK_DIST ) ) { botUcmd->botCmds.becomeGunner = true; //mal: using the LAW to lock onto our airborne enemy makes sense ( the drivers MG is a joke in this case ). needMovementUpdate = true; break; } } if ( botInfo->proxyInfo.weapon == NULL_VEHICLE_WEAPON ) { if ( botVehicleInfo->driverEntNum == -1 ) { botUcmd->botCmds.becomeDriver = true; needMovementUpdate = true; } else if ( VehicleHasGunnerSeatOpen( botVehicleInfo->entNum ) ) { botUcmd->botCmds.becomeGunner = true; needMovementUpdate = true; } break; }//mal: if we're the driver, stay as the driver! break; case BADGER: if ( botVehicleInfo->driverEntNum == botNum ) { //mal: we're the driver, if the turret is available, we may jump into it to fight enemies. if ( hasGunnerSeatOpen && vehicleDriverTime < botWorld->gameLocalInfo.time && enemyReachable && enemyInfo.enemyDist > 700.0f && enemyVehicleInfo.type != HOG ) { if ( botThreadData.random.RandomInt( 100 ) > 50 ) { vehicleDriverTime = botWorld->gameLocalInfo.time + 15000; break; } if ( ( enemyInAirborneVehicle || ( enemyInfo.enemyDist < 3000.0f && enemyInfo.enemyDist > 700.0f ) ) && vehicleGunnerTime + 30000 < botWorld->gameLocalInfo.time && enemyInfo.enemyVisible ) { //mal: dont do this if enemy too far away, or its been too soon since we last did this. botUcmd->botCmds.becomeGunner = true; vehicleGunnerTime = botWorld->gameLocalInfo.time + 15000; needMovementUpdate = true; break; } } } if ( botInfo->proxyInfo.weapon == PERSONAL_WEAPON ) { if ( hasGunnerSeatOpen && botVehicleInfo->driverEntNum != -1 ) { botUcmd->botCmds.becomeGunner = true; needMovementUpdate = true; break; } //mal: our gunner may have been killed, or maybe he jumped out some time ago - take his place. if ( botVehicleInfo->driverEntNum == -1 ) { botUcmd->botCmds.becomeDriver = true; needMovementUpdate = true; break; } } if ( botInfo->proxyInfo.weapon == MINIGUN ) { if ( botVehicleInfo->driverEntNum == -1 ) { if ( vehicleGunnerTime < botWorld->gameLocalInfo.time || !enemyInfo.enemyVisible ) { //mal: even if we had a driver and he bailed, become the driver for a better shot, then can go back to the gun. botUcmd->botCmds.becomeDriver = true; needMovementUpdate = true; break; } } } if ( botInfo->proxyInfo.weapon == NULL_VEHICLE_WEAPON && botVehicleInfo->driverEntNum != botNum ) { if ( botVehicleInfo->driverEntNum == -1 ) { botUcmd->botCmds.becomeDriver = true; needMovementUpdate = true; } else if ( VehicleHasGunnerSeatOpen( botVehicleInfo->entNum ) ) { botUcmd->botCmds.becomeGunner = true; needMovementUpdate = true; } else if ( botVehicleInfo->hasFreeSeat ) { needMovementUpdate = true; botUcmd->botCmds.activate = true; //mal: rotate to one of the back seats. } }//mal: if we're the driver, stay as the driver! break; case PLATYPUS: if ( botVehicleInfo->driverEntNum == botNum ) { //mal: we're the driver, if the turret is available, we may jump into it to fight enemies. if ( hasGunnerSeatOpen ) { if ( enemyInfo.enemyDist < 1500.0f && vehicleGunnerTime + 30000 < botWorld->gameLocalInfo.time && enemyInfo.enemyVisible ) { //mal: dont do this if enemy too far away, or its been too soon since we last did this. botUcmd->botCmds.becomeGunner = true; vehicleGunnerTime = botWorld->gameLocalInfo.time + 10000; needMovementUpdate = true; } } //mal: if we have a gunner, we'll try to get a better shot for him, so that he can cut down our enemies. } if ( botInfo->proxyInfo.weapon == MINIGUN ) { if ( botVehicleInfo->driverEntNum == -1 ) { if ( vehicleGunnerTime < botWorld->gameLocalInfo.time || !enemyInfo.enemyVisible ) { //mal: even if we had a driver and he bailed, become the driver for a better shot, then can go back to the gun. botUcmd->botCmds.becomeDriver = true; needMovementUpdate = true; } } } break; case DESECRATOR: if ( botVehicleInfo->driverEntNum == botNum ) { if ( enemyInAirborneVehicle && enemyInfo.enemyDist <= TANK_MINIGUN_RANGE && hasGunnerSeatOpen ) { botUcmd->botCmds.becomeGunner = true; needMovementUpdate = true; break; } } else { if ( ( enemyInAirborneVehicle && enemyInfo.enemyDist > TANK_MINIGUN_RANGE && botVehicleInfo->driverEntNum == -1 ) || !enemyInAirborneVehicle ) { botUcmd->botCmds.becomeDriver = true; needMovementUpdate = true; break; } } break; case HOG: if ( botInfo->proxyInfo.weapon == MINIGUN ) { if ( botVehicleInfo->driverEntNum == -1 ) { if ( vehicleGunnerTime < botWorld->gameLocalInfo.time || !enemyInfo.enemyVisible || botWorld->clientInfo[ enemy ].proxyInfo.entNum != CLIENT_HAS_NO_VEHICLE && !enemyInAirborneVehicle ) { //mal: even if we had a driver and he bailed, become the driver for a better shot, then can go back to the gun. botUcmd->botCmds.becomeDriver = true; needMovementUpdate = true; } //mal: we'll prefer to ram our enemies who are in vehicles } } if ( botVehicleInfo->driverEntNum == botNum && ( !Bot_VehicleCanRamClient( enemy ) || VEHICLE_COMBAT_MOVEMENT_STATE == NULL || combatMoveType != VEHICLE_RAM_ATTACK_MOVEMENT ) ) { if ( ( enemyInAirborneVehicle || ( enemyInfo.enemyDist < 3000.0f && enemyInfo.enemyDist > 700.0f ) ) && vehicleGunnerTime + 30000 < botWorld->gameLocalInfo.time && enemyInfo.enemyVisible ) { botUcmd->botCmds.becomeGunner = true; vehicleGunnerTime = botWorld->gameLocalInfo.time + 10000; needMovementUpdate = true; } } break; case ANANSI: case HORNET: if ( botInfo->proxyInfo.weapon == MINIGUN ) { if ( botVehicleInfo->driverEntNum == -1 ) { botUcmd->botCmds.becomeDriver = true; //mal: our coward of a pilot bailed on us... take the controls! needMovementUpdate = true; } } if ( botVehicleInfo->driverEntNum == botNum ) { if ( botInfo->proxyInfo.weapon == LAW ) { //mal: law is better against other vehicles if ( botWorld->clientInfo[ enemy ].proxyInfo.entNum == CLIENT_HAS_NO_VEHICLE ) { botUcmd->botCmds.switchVehicleWeap = true; } else { if ( botInfo->proxyInfo.weaponIsReady == false && rocketTime < botWorld->gameLocalInfo.time && botWorld->gameLocalInfo.botSkill > BOT_SKILL_EASY ) { //mal: use rockets if LAW outta charge rocketTime = botWorld->gameLocalInfo.time + 2000; botUcmd->botCmds.switchVehicleWeap = true; } } } if ( botInfo->proxyInfo.weapon == ROCKETS ) { //mal: rockets are nice against slow moving ground targets. if ( botWorld->clientInfo[ enemy ].proxyInfo.entNum != CLIENT_HAS_NO_VEHICLE && rocketTime < botWorld->gameLocalInfo.time ) { botUcmd->botCmds.switchVehicleWeap = true; } } } break; } if ( needMovementUpdate ) { COMBAT_MOVEMENT_STATE = NULL; VEHICLE_COMBAT_MOVEMENT_STATE = NULL; vehicleUpdateTime = botWorld->gameLocalInfo.time + 500; } weapSwitchTime = botWorld->gameLocalInfo.time + 1500; }
/* ================ idBotAI::COMBAT_Vehicle_EvadeEnemy ================ */ bool idBotAI::COMBAT_Vehicle_EvadeEnemy() { bool bailOut = false; idVec3 vec; if ( !ClientIsValid( enemy, -1 ) ) { Bot_ResetEnemy(); return false; } if ( botVehicleInfo->type == MCP ) { assert( actionNum > -1 ); if ( Bot_CheckActionIsValid( actionNum ) ) { vec = botThreadData.botActions[ actionNum ]->GetActionOrigin() - botVehicleInfo->origin; if ( vec.LengthSqr() > Square( MCP_PARKED_DIST ) ) { Bot_SetupVehicleMove( vec3_zero, -1, actionNum ); if ( MoveIsInvalid() ) { //mal: this should NEVER happen - but if it does, the bot is better off leaving. Bot_ExitVehicleAINode( true ); Bot_ExitVehicle( false ); assert( false ); return false; } Bot_MoveToGoal( botAAS.path.moveGoal, vec3_zero, RUN, NULLMOVETYPE ); } else { Bot_ExitVehicleAINode( true ); //mal: reached our goal, so just leave, and let the MCP deploy! Bot_ExitVehicle( false ); return false; } } } else { if ( AIStack.stackActionNum != ACTION_NULL ) { float evadeDist = 1200.0f; vec = botThreadData.botActions[ AIStack.stackActionNum ]->origin - botInfo->origin; if ( botVehicleInfo->type > ICARUS ) { evadeDist = 550.0f; bailOut = true; vec.z = 0.0f; } if ( vec.LengthSqr() > Square( evadeDist ) ) { Bot_SetupVehicleMove( vec3_zero, -1, AIStack.stackActionNum ); bailOut = false; if ( MoveIsInvalid() ) { VEHICLE_COMBAT_AI_SUB_NODE = &idBotAI::Enter_COMBAT_Vehicle_AttackEnemy; //mal: if theres a problem getting to our target, just fight our enemy normally. return false; } Bot_MoveToGoal( botAAS.path.moveGoal, vec3_zero, RUN, NULLMOVETYPE ); } if ( vec.LengthSqr() < Square( 800.0f ) && botVehicleInfo->type != MCP ) { //mal: get to the outpost if MCP, even to the bitter end! VEHICLE_COMBAT_AI_SUB_NODE = &idBotAI::Enter_COMBAT_Vehicle_AttackEnemy; //mal: we're right at our target, so just fight our enemy normally. return false; } } else { // assert( false ); VEHICLE_COMBAT_AI_SUB_NODE = &idBotAI::Enter_COMBAT_Vehicle_AttackEnemy; return false; } } if ( bailOut ) { Bot_ExitVehicle(); return false; } Bot_PickBestVehicleWeapon(); if ( !enemyInfo.enemyVisible && enemyInfo.enemyLastVisTime + 500 < botWorld->gameLocalInfo.time ) { UpdateNonVisEnemyInfo(); if ( BotLeftEnemysSight() ) { vec = bot_LS_Enemy_Pos; } else { vec = enemyInfo.enemy_LS_Pos; } Bot_LookAtLocation( vec, AIM_TURN ); } else { if ( botVehicleInfo->type > ICARUS ) { vec = botWorld->clientInfo[ enemy ].origin - botVehicleInfo->origin; vec[ 2 ] = 0.0f; if ( vec.LengthSqr() > Square( 2500.0f ) && InFrontOfVehicle( botVehicleInfo->entNum, botWorld->clientInfo[ enemy ].origin ) && botVehicleInfo->type != BUFFALO ) { Bot_LookAtEntity( enemy, AIM_TURN ); Bot_CheckVehicleAttack(); } else { Bot_LookAtLocation( botAAS.path.viewGoal, SMOOTH_TURN ); if ( botVehicleInfo->type != BUFFALO ) { Bot_CheckVehicleAttack(); } } } else { Bot_LookAtEntity( enemy, AIM_TURN ); Bot_CheckVehicleAttack(); } } return true; }
/* ================ idBotAI::Vehicle_Air_To_Ground_Movement Ground Specific attack case. Special case: Air vehicles can't attack one way, while move in another. So they need to have their attack/move unified. This is a bit of a hack, but theres no time to do anything else. :-( ================ */ bool idBotAI::Vehicle_Air_To_Ground_Movement() { bool overRideLook = false; bool inVehicle = false; float desiredRange = 5800.0f; float tooCloseRange = 2700.0f; float enemySpeed = 0.0f; float dist; proxyInfo_t enemyVehicleInfo; idVec3 enemyOrg; idVec3 vec; if ( botWorld->clientInfo[ enemy ].proxyInfo.entNum != CLIENT_HAS_NO_VEHICLE ) { GetVehicleInfo( botWorld->clientInfo[ enemy ].proxyInfo.entNum, enemyVehicleInfo ); enemyOrg = enemyVehicleInfo.origin; inVehicle = true; } else { enemyOrg = botWorld->clientInfo[ enemy ].origin; } enemySpeed = botWorld->clientInfo[ enemy ].xySpeed; vec = enemyOrg - botVehicleInfo->origin; vec[ 2 ] = 0.0f; dist = vec.LengthSqr(); Bot_CheckVehicleAttack(); //mal: always see if we can get a shot off. if ( botInfo->enemyHasLockon && dist < Square( 6000.0f ) && botWorld->gameLocalInfo.botSkill > BOT_SKILL_EASY ) { //mal: OH NOES! Panic and run for it. Bot_IgnoreEnemy( enemy, 3000 ); Bot_ResetEnemy(); return false; } //mal: we're too close, so manuever around our enemy and fire. if ( dist < Square( tooCloseRange ) && combatMoveTime < botWorld->gameLocalInfo.time && enemySpeed < SPRINTING_SPEED ) { //mal: if they're moving fast, just let them move into our crosshairs.. int actionNumber = ACTION_NULL; if ( botWorld->gameLocalInfo.botSkill > BOT_SKILL_EASY ) { actionNumber = Bot_FindNearbySafeActionToMoveToward( botInfo->origin, ( desiredRange ) ); } if ( actionNumber != -1 ) { combatMoveActionGoal = actionNumber; combatMoveTime = botWorld->gameLocalInfo.time + 10000; combatMoveTooCloseRange = ( inVehicle ) ? 5000.0f : tooCloseRange + 1000.0f; } else { int n = botThreadData.random.RandomInt( 3 ); if ( n == 0 ) { combatMoveDir = BACK; } else if ( n == 1 ) { combatMoveDir = RIGHT; } else { combatMoveDir = LEFT; } combatMoveTime = botWorld->gameLocalInfo.time + 5000; combatMoveTooCloseRange = tooCloseRange; } } if ( combatMoveTime > botWorld->gameLocalInfo.time ) { if ( dist > Square( combatMoveTooCloseRange ) ) { //mal: we're far enough away to get a shot - attack. combatMoveTime = 0; combatMoveActionGoal = ACTION_NULL; overRideLook = true; } } if ( combatMoveTime > botWorld->gameLocalInfo.time ) { if ( combatMoveActionGoal != ACTION_NULL ) { Bot_SetupVehicleMove( vec3_zero, -1, combatMoveActionGoal ); } else { vec = enemyOrg; if ( combatMoveDir == BACK ) { vec += ( -tooCloseRange * botWorld->clientInfo[ enemy ].viewAxis[ 0 ] ); } else if ( combatMoveDir == RIGHT ) { vec += ( tooCloseRange * ( botWorld->clientInfo[ enemy ].viewAxis[ 1 ] * -1 ) ); } else if ( combatMoveDir == LEFT ) { vec += ( -tooCloseRange * ( botWorld->clientInfo[ enemy ].viewAxis[ 1 ] * -1 ) ); } vec.z = botVehicleInfo->origin.z; if ( !botThreadData.Nav_IsDirectPath( AAS_VEHICLE, botInfo->team, botInfo->areaNumVehicle, botInfo->aasVehicleOrigin, vec ) ) { combatMoveTime = 0; return true; } Bot_SetupVehicleMove( vec, -1, ACTION_NULL ); } if ( MoveIsInvalid() ) { combatMoveTime = 0; combatMoveActionGoal = ACTION_NULL; return true; } Bot_MoveToGoal( botAAS.path.moveGoal, vec3_zero, RUN, NULLMOVETYPE ); Bot_LookAtLocation( botAAS.path.viewGoal, SMOOTH_TURN ); return true; } if ( dist > Square( desiredRange ) ) { Bot_SetupVehicleMove( vec3_zero, enemy, ACTION_NULL ); if ( MoveIsInvalid() ) { Bot_IgnoreEnemy( enemy, ENEMY_IGNORE_TIME ); //mal: no valid path to this client for some reason - ignore him for a while Bot_ResetEnemy(); return false; } Bot_MoveToGoal( botAAS.path.moveGoal, vec3_zero, RUN, NULLMOVETYPE ); if ( InFrontOfVehicle( botVehicleInfo->entNum, enemyOrg ) || overRideLook ) { Bot_LookAtEntity( enemy, SMOOTH_TURN ); } else { Bot_LookAtLocation( botAAS.path.viewGoal, SMOOTH_TURN ); } } else { Bot_SetupVehicleMove( vec3_zero, enemy, ACTION_NULL ); //mal: still want to take into account obstacles, so do a move check. if ( MoveIsInvalid() ) { Bot_IgnoreEnemy( enemy, ENEMY_IGNORE_TIME ); //mal: no valid path to this client for some reason - ignore him for a while Bot_ResetEnemy(); return false; } botMoveTypes_t defaultMoveType = AIR_BRAKE; if ( botWorld->gameLocalInfo.botSkill > BOT_SKILL_EASY && Bot_VehicleIsUnderAVTAttack() != -1 || Bot_CheckIfEnemyHasUsInTheirSightsWhenInAirVehicle() || Bot_CheckEnemyHasLockOn( -1, true ) || combatKeepMovingTime > botWorld->gameLocalInfo.time ) { //mal: do a bombing run if someone is shooting at us! defaultMoveType = NULLMOVETYPE; if ( combatKeepMovingTime < botWorld->gameLocalInfo.time ) { combatKeepMovingTime = botWorld->gameLocalInfo.time + FLYER_AVOID_DANGER_TIME; } } Bot_MoveToGoal( botAAS.path.moveGoal, vec3_zero, RUN, ( botAAS.obstacleNum == -1 ) ? defaultMoveType : NULLMOVETYPE ); Bot_LookAtEntity( enemy, SMOOTH_TURN ); } return true; }
/* ================ idBotAI::Vehicle_Air_To_Air_Movement Air to Air specific attack case. Special case: Air vehicles can't attack one way, while move in another. So they need to have their attack/move unified. This is a bit of a hack, but theres no time to do anything else. :-( ================ */ bool idBotAI::Vehicle_Air_To_Air_Movement() { bool overRideLook = false; bool enemyInFront; bool botInFrontOfEnemy; float desiredRange; float tooCloseDist; float dist; proxyInfo_t enemyVehicleInfo; idVec3 enemyOrg; idVec3 vec; if ( botWorld->clientInfo[ enemy ].proxyInfo.entNum == CLIENT_HAS_NO_VEHICLE ) { Bot_ResetEnemy(); return false; } GetVehicleInfo( botWorld->clientInfo[ enemy ].proxyInfo.entNum, enemyVehicleInfo ); enemyOrg = enemyVehicleInfo.origin; vec = enemyOrg - botVehicleInfo->origin; vec.z = 0.0f; dist = vec.LengthSqr(); float tempDist = vec.LengthFast(); Bot_CheckVehicleAttack(); //mal: always see if we can get a shot off. if ( botInfo->enemyHasLockon && dist < Square( 6000.0f ) && botWorld->gameLocalInfo.botSkill == BOT_SKILL_EASY ) { //mal: OH NOES!1 Panic and run for it. Bot_IgnoreEnemy( enemy, 3000 ); Bot_ResetEnemy(); return false; } if ( botVehicleInfo->type == ANANSI ) { desiredRange = 5000.0f; tooCloseDist = 2500.0f; if ( Bot_CheckEnemyHasLockOn( enemy ) && botWorld->gameLocalInfo.botSkill > BOT_SKILL_EASY && botWorld->gameLocalInfo.botSkill != BOT_SKILL_DEMO ) { //mal: they need a bit of an edge botUcmd->botCmds.launchDecoysNow = true; } if ( dist < Square( tooCloseDist ) && combatMoveTime < botWorld->gameLocalInfo.time && botWorld->gameLocalInfo.botSkill > BOT_SKILL_EASY ) { combatMoveDir = BACK; combatMoveTime = botWorld->gameLocalInfo.time + 5000; botUcmd->botCmds.launchDecoys = true; //mal: we're exposing our flank, so fire some decoys to cover our move. } if ( combatMoveTime > botWorld->gameLocalInfo.time ) { if ( !InAirVehicleGunSights( enemyVehicleInfo.entNum, botInfo->origin ) ) { //mal: he can't see us anymore, so attack! combatMoveTime = 0; overRideLook = true; } } if ( combatMoveTime > 0 ) { vec = enemyOrg; vec += ( -desiredRange * enemyVehicleInfo.axis[ 0 ] ); if ( !botThreadData.Nav_IsDirectPath( AAS_VEHICLE, botInfo->team, botInfo->areaNumVehicle, botInfo->aasVehicleOrigin, vec ) ) { combatMoveTime = 0; return true; } Bot_SetupVehicleMove( vec, -1, ACTION_NULL ); if ( MoveIsInvalid() ) { combatMoveTime = 0; return true; } Bot_MoveToGoal( botAAS.path.moveGoal, vec3_zero, RUN, NULLMOVETYPE ); Bot_LookAtLocation( botAAS.path.viewGoal, SMOOTH_TURN ); return true; } } else { //must be in a hornet desiredRange = 2500.0f; //mal: was 1500 tooCloseDist = 0.0f; if ( dist < Square( desiredRange ) && combatMoveTime < botWorld->gameLocalInfo.time && botWorld->gameLocalInfo.botSkill > BOT_SKILL_EASY ) { int n = botThreadData.random.RandomInt( 3 ); //mal: we're too close, so manuever around our enemy and fire. low skill bots need not apply. if ( n == 0 ) { combatMoveDir = BACK; } else if ( n == 1 ) { combatMoveDir = RIGHT; } else { combatMoveDir = LEFT; } combatMoveTime = botWorld->gameLocalInfo.time + 5000; botUcmd->botCmds.launchDecoys = true; //mal: we're exposing our flank, so fire some decoys to cover our move. } if ( combatMoveTime > botWorld->gameLocalInfo.time ) { if ( !InAirVehicleGunSights( enemyVehicleInfo.entNum, botInfo->origin ) ) { //mal: he can't see us anymore, so attack! combatMoveTime = 0; overRideLook = true; } } if ( combatMoveTime > 0 ) { vec = enemyOrg; if ( combatMoveDir == BACK ) { vec += ( -desiredRange * botInfo->viewAxis[ 0 ] ); //mal: this seems wrong, but it works SO well. } else if ( combatMoveDir == RIGHT ) { vec += ( desiredRange * ( botInfo->viewAxis[ 1 ] * -1 ) ); } else if ( combatMoveDir == LEFT ) { vec += ( -desiredRange * ( botInfo->viewAxis[ 1 ] * -1 ) ); } if ( !botThreadData.Nav_IsDirectPath( AAS_VEHICLE, botInfo->team, botInfo->areaNumVehicle, botInfo->aasVehicleOrigin, vec ) ) { combatMoveTime = 0; return true; } Bot_SetupVehicleMove( vec, -1, ACTION_NULL ); if ( MoveIsInvalid() ) { combatMoveTime = 0; return true; } Bot_MoveToGoal( botAAS.path.moveGoal, vec3_zero, RUN, NULLMOVETYPE ); Bot_LookAtLocation( botAAS.path.viewGoal, SMOOTH_TURN ); return true; } } enemyInFront = InFrontOfVehicle( botVehicleInfo->entNum, enemyOrg ); botInFrontOfEnemy = InFrontOfVehicle( enemyVehicleInfo.entNum, botInfo->origin ); if ( dist > Square( desiredRange ) ) { Bot_SetupVehicleMove( vec3_zero, enemy, ACTION_NULL ); if ( MoveIsInvalid() ) { Bot_IgnoreEnemy( enemy, ENEMY_IGNORE_TIME ); //mal: no valid path to this client for some reason - ignore him for a while Bot_ResetEnemy(); return false; } //mal: if we're just moving into range of the target, we'll try to get a lock. If not ( or in danger ) we'll gun it. Fighter pilot mantra: speed is life. Bot_MoveToGoal( botAAS.path.moveGoal, vec3_zero, RUN, ( botInFrontOfEnemy && enemyInFront && dist > Square( 6000.0f ) && botVehicleInfo->forwardSpeed > 1500.0f && !botInfo->enemyHasLockon ) ? AIR_COAST : NULLMOVETYPE ); if ( enemyInFront || overRideLook ) { Bot_LookAtEntity( enemy, SMOOTH_TURN ); } else { Bot_LookAtLocation( botAAS.path.viewGoal, SMOOTH_TURN ); } } else { Bot_SetupVehicleMove( vec3_zero, enemy, ACTION_NULL ); //mal: still want to take into account obstacles, so do a move check. if ( MoveIsInvalid() ) { Bot_IgnoreEnemy( enemy, ENEMY_IGNORE_TIME ); //mal: no valid path to this client for some reason - ignore him for a while Bot_ResetEnemy(); return false; } Bot_MoveToGoal( botAAS.path.moveGoal, vec3_zero, RUN, ( botAAS.obstacleNum == -1 ) ? AIR_BRAKE : NULLMOVETYPE ); Bot_LookAtEntity( enemy, SMOOTH_TURN ); } return true; }
/* ================ idBotAI::Vehicle_Stand_Ground_Movement ================ */ bool idBotAI::Vehicle_Stand_Ground_Movement() { // int result; bool enemyHasVehicle = false; float tooCloseDist = 750.0f; proxyInfo_t enemyVehicleInfo; idVec3 vec; if ( combatMoveFailedCount >= 10 ) { VEHICLE_COMBAT_MOVEMENT_STATE = NULL; return false; } if ( botWorld->clientInfo[ enemy ].proxyInfo.entNum != CLIENT_HAS_NO_VEHICLE ) { GetVehicleInfo( botWorld->clientInfo[ enemy ].proxyInfo.entNum, enemyVehicleInfo ); enemyHasVehicle = true; } if ( combatDangerExists ) { Bot_SetupVehicleQuickMove( botInfo->origin, false ); //mal: just path to itself, if its in an obstacle, it will freak and avoid it. if ( MoveIsInvalid() ) { VEHICLE_COMBAT_MOVEMENT_STATE = NULL; return false; } vec = botAAS.path.moveGoal - botInfo->origin; if ( vec.LengthSqr() > Square( 25.0f ) ) { Bot_MoveToGoal( botAAS.path.moveGoal, vec3_zero, SPRINT, NULLMOVETYPE ); } return true; } if ( botVehicleInfo->type == TROJAN && botVehicleInfo->driverEntNum == botNum ) { if ( !InFrontOfVehicle( botVehicleInfo->entNum, botWorld->clientInfo[ enemy ].origin ) ) { Bot_SetupVehicleMove( vec3_zero, enemy, ACTION_NULL ); if ( MoveIsInvalid() ) { VEHICLE_COMBAT_MOVEMENT_STATE = NULL; return false; } Bot_MoveToGoal( botAAS.path.moveGoal, vec3_zero, RUN, NULLMOVETYPE ); return true; } } /* if ( ( !botInfo->proxyInfo.weaponIsReady && botInfo->proxyInfo.weapon == TANK_GUN ) || combatMoveTime < botWorld->gameLocalInfo.time && !vehicleInfo.inSiegeMode ) { if ( combatMoveDir == NULL_DIR ) { result = botThreadData.random.RandomInt( 4 ); if ( result == 0 ) { combatMoveDir = FORWARD; } else if ( result == 1 ) { combatMoveDir = BACK; } else if ( result == 2 ) { combatMoveDir = RIGHT; } else { combatMoveDir = LEFT; } combatMoveTime = botWorld->gameLocalInfo.time + 2000; } if ( Bot_CanMove( combatMoveDir, 300.0f, true ) ) { Bot_MoveToGoal( botCanMoveGoal, vec3_zero, RUN, NULLMOVETYPE ); } else { combatMoveDir = NULL_DIR; combatMoveFailedCount++; } return true; } */ if ( enemyInfo.enemyDist < tooCloseDist ) { if ( botVehicleInfo->type == GOLIATH ) { const clientInfo_t& enemyPlayer = botWorld->clientInfo[ enemy ]; botUcmd->botCmds.exitSiegeMode = true; if ( enemyPlayer.proxyInfo.entNum == CLIENT_HAS_NO_VEHICLE ) { Bot_MoveToGoal( vec3_zero, vec3_zero, NULLMOVEFLAG, TAUNT_MOVE ); return true; } } if ( enemyInfo.enemyInfont ) { if ( Bot_VehicleCanMove( BACK, 100.0f, true )) { Bot_MoveToGoal( botCanMoveGoal, vec3_zero, REVERSE, NULLMOVETYPE ); } else if ( Bot_VehicleCanMove( RIGHT, 100.0f, true ) ) { Bot_MoveToGoal( botCanMoveGoal, vec3_zero, REVERSE, NULLMOVETYPE ); } else if ( Bot_VehicleCanMove( LEFT, 100.0f, true ) ) { Bot_MoveToGoal( botCanMoveGoal, vec3_zero, REVERSE, NULLMOVETYPE ); } else { combatMoveFailedCount++; } } else { if ( Bot_VehicleCanMove( FORWARD, 100.0f, true )) { Bot_MoveToGoal( botCanMoveGoal, vec3_zero, RUN, NULLMOVETYPE ); } else if ( Bot_VehicleCanMove( RIGHT, 100.0f, true ) ) { Bot_MoveToGoal( botCanMoveGoal, vec3_zero, RUN, NULLMOVETYPE ); } else if ( Bot_VehicleCanMove( LEFT, 100.0f, true ) ) { Bot_MoveToGoal( botCanMoveGoal, vec3_zero, RUN, NULLMOVETYPE ); } else { combatMoveFailedCount++; } } return true; } if ( botVehicleInfo->type == GOLIATH && !botVehicleInfo->inSiegeMode ) { idVec3 enemyOrg = botWorld->clientInfo[ enemy ].origin; trace_t trace; botThreadData.clip->TracePointExt( CLIP_DEBUG_PARMS trace, botVehicleInfo->origin, enemyOrg, BOT_VISIBILITY_TRACE_MASK, GetGameEntity( botNum ), GetGameEntity( botVehicleInfo->entNum ) ); if ( enemyInfo.enemyDist > 1200.0f && trace.fraction == 1.0f ) { botUcmd->botCmds.enterSiegeMode = true; } } else if ( botVehicleInfo->type == DESECRATOR ) { if ( enemyHasVehicle && enemyVehicleInfo.type != TITAN ) { if ( enemyInfo.enemyDist > 1500.0f ) { botUcmd->botCmds.enterSiegeMode = true; } } /* else { if ( combatMoveTime < botWorld->gameLocalInfo.time ) { //mal_NOTE: this just caused more problems then its worth. if ( combatMoveDir == NULL_DIR ) { if ( botThreadData.random.RandomInt( 100 ) > 50 ) { combatMoveDir = RIGHT; } else { combatMoveDir = LEFT; } } else { if ( combatMoveDir == RIGHT ) { combatMoveDir = LEFT; } else { combatMoveDir = RIGHT; } } combatMoveTime = botWorld->gameLocalInfo.time + 5000; } if ( combatMoveDir == RIGHT ) { Bot_MoveToGoal( vec3_zero, vec3_zero, NULLMOVEFLAG, LEAN_RIGHT ); } else { Bot_MoveToGoal( vec3_zero, vec3_zero, NULLMOVEFLAG, LEAN_LEFT ); } return true; } */ } Bot_MoveToGoal( vec3_zero, vec3_zero, NULLMOVEFLAG, FULL_STOP ); //mal: hit the brakes! return true; }
/* ================ idBotAI::Bot_FindBestVehicleCombatMovement Finds the best combat movement for the bot while in a vehicle. ================ */ bool idBotAI::Bot_FindBestVehicleCombatMovement() { bool vehicleCanRamClient; //mal: sounds a bit... dirty, doesn't it? bool vehicleGunnerSeatOpen; bool hasAttackedCriticalMate = false; bool enemyReachable = false; bool enemyHasVehicle = false; proxyInfo_t enemyVehicleInfo; const clientInfo_t& enemyPlayerInfo = botWorld->clientInfo[ enemy ]; if ( enemyPlayerInfo.proxyInfo.entNum != CLIENT_HAS_NO_VEHICLE ) { GetVehicleInfo( enemyPlayerInfo.proxyInfo.entNum, enemyVehicleInfo ); enemyHasVehicle = true; } combatMoveFailedCount = 0; combatMoveTime = -1; if ( botInfo->proxyInfo.weapon == NULL_VEHICLE_WEAPON && botVehicleInfo->driverEntNum != botNum ) { return false; } //mal: this shouldn't really ever happen, but may if the bot is moving between positions in a vehicle. Or if a human entered/exited a vehicle at just the right/wrong time. if ( ( botInfo->proxyInfo.weapon == MINIGUN || botInfo->proxyInfo.weapon == LAW || botInfo->proxyInfo.weapon == PERSONAL_WEAPON ) && botVehicleInfo->driverEntNum != botNum ) { VEHICLE_COMBAT_MOVEMENT_STATE = &idBotAI::Enter_Vehicle_NULL_Movement; //mal: just sit there, and shoot the enemy. return true; } if ( botVehicleInfo->type > ICARUS ) { VEHICLE_COMBAT_MOVEMENT_STATE = &idBotAI::Enter_Vehicle_Air_Movement; return true; } //mal: this more often then not causes issues /* if ( enemyHasVehicle ) { if ( enemyVehicleInfo.type == HOG && enemyInfo.enemyDist < 3000.0f && botVehicleInfo->driverEntNum == botNum ) { //mal: never stand around if a hog has us in his sights. VEHICLE_COMBAT_MOVEMENT_STATE = &idBotAI::Enter_Vehicle_Random_Movement; return true; } } */ vehicleGunnerSeatOpen = VehicleHasGunnerSeatOpen( botInfo->proxyInfo.entNum ); if ( enemyPlayerInfo.lastAttackClient > - 1 && enemyPlayerInfo.lastAttackClient < MAX_CLIENTS ) { if ( botWorld->clientInfo[ enemyPlayerInfo.lastAttackClient ].team == botInfo->team && enemyPlayerInfo.lastAttackClientTime + 3000 > botWorld->gameLocalInfo.time ) { if ( Client_IsCriticalForCurrentObj( enemyPlayerInfo.lastAttackClient, 2000.0f ) || ClientHasObj( enemyPlayerInfo.lastAttackClient ) ) { hasAttackedCriticalMate = true; } } } Bot_SetupVehicleMove( vec3_zero, enemy, ACTION_NULL ); if ( botAAS.hasPath && botAAS.path.travelTime < Bot_ApproxTravelTimeToLocation( botInfo->origin, enemyPlayerInfo.origin, true ) * TRAVEL_TIME_MULTIPLY ) { enemyReachable = true; } if ( botInfo->proxyInfo.weapon == NULL_VEHICLE_WEAPON && botVehicleInfo->driverEntNum == botNum ) { vehicleCanRamClient = Bot_VehicleCanRamClient( enemy ); if ( botVehicleInfo->type == HOG ) { if ( vehicleCanRamClient && InFrontOfVehicle( botVehicleInfo->entNum, enemyPlayerInfo.origin, true ) ) { VEHICLE_COMBAT_MOVEMENT_STATE = &idBotAI::Enter_Vehicle_Ram_Attack_Movement; //mal: ram them! Thats our only weapon. return true; } if ( enemyReachable && enemyHasVehicle ) { if ( enemyVehicleInfo.type != HUSKY ) { VEHICLE_COMBAT_MOVEMENT_STATE = &idBotAI::Enter_Vehicle_Chase_Movement; //mal: move in for a closer kill, THEN ram them. return true; } } } if ( botVehicleInfo->type == BADGER && enemyInfo.enemyDist < 1500.0f && vehicleCanRamClient && enemyPlayerInfo.proxyInfo.entNum == CLIENT_HAS_NO_VEHICLE && botVehicleInfo->driverEntNum == botNum ) { VEHICLE_COMBAT_MOVEMENT_STATE = &idBotAI::Enter_Vehicle_Ram_Attack_Movement; //mal: 10 points! Fun for the whole family. return true; } if ( !vehicleGunnerSeatOpen ) { if ( enemyInfo.enemyDist < 2500.0f ) { VEHICLE_COMBAT_MOVEMENT_STATE = &idBotAI::Enter_Vehicle_Stand_Ground_Movement; //mal: just sit there, let our gunner get a chance to kill the enemy. } else { if ( enemyReachable || enemyInfo.enemyDist > 1500.0f ) { VEHICLE_COMBAT_MOVEMENT_STATE = &idBotAI::Enter_Vehicle_Chase_Movement; //mal: move in for a closer kill. } else { VEHICLE_COMBAT_MOVEMENT_STATE = &idBotAI::Enter_Vehicle_Stand_Ground_Movement; //mal: just sit there, let our gunner get a chance to kill the enemy. } } return true; } else { if ( enemyPlayerInfo.proxyInfo.entNum == CLIENT_HAS_NO_VEHICLE ) { if ( enemyInfo.enemyDist < 6000.0f && ( vehicleCanRamClient || hasAttackedCriticalMate ) ) { //mal: if an important mate is under attack, we'll fight to the end, even if its just to draw the enemies fire. VEHICLE_COMBAT_MOVEMENT_STATE = &idBotAI::Enter_Vehicle_Ram_Attack_Movement; //mal: ram them! Thats our only weapon. return true; } } else { Bot_IgnoreEnemy( enemy, 15000 ); return false; } //mal: if all else fails, we have no choice but to ignore this enemy. } } if ( ( botInfo->proxyInfo.weapon == MINIGUN || botInfo->proxyInfo.weapon == LAW || botInfo->proxyInfo.weapon == PERSONAL_WEAPON ) && botVehicleInfo->driverEntNum != botNum ) { VEHICLE_COMBAT_MOVEMENT_STATE = &idBotAI::Enter_Vehicle_NULL_Movement; //mal: just sit there, and shoot the enemy. return true; } if ( ( botInfo->proxyInfo.weapon == MINIGUN || botInfo->proxyInfo.weapon == LAW || botInfo->proxyInfo.weapon == PERSONAL_WEAPON ) && botVehicleInfo->driverEntNum == botNum ) { if ( botThreadData.random.RandomInt( 100 ) > 50 && enemyInfo.enemyDist < 1500.0f ) { VEHICLE_COMBAT_MOVEMENT_STATE = &idBotAI::Enter_Vehicle_Stand_Ground_Movement; } else { VEHICLE_COMBAT_MOVEMENT_STATE = &idBotAI::Enter_Vehicle_Chase_Movement; //mal: move around a bit to make ourselves harder to hit. } return true; } if ( botVehicleInfo->type == GOLIATH && botVehicleInfo->driverEntNum == botNum ) { VEHICLE_COMBAT_MOVEMENT_STATE = &idBotAI::Enter_Vehicle_Stand_Ground_Movement; return true; } if ( botInfo->proxyInfo.weapon == TANK_GUN && botVehicleInfo->driverEntNum == botNum ) { if ( !enemyReachable && enemyInfo.enemyDist < 3000.0f ) { //mal: dont do chase movement of our enemy, if we cant reach him. VEHICLE_COMBAT_MOVEMENT_STATE = &idBotAI::Enter_Vehicle_Stand_Ground_Movement; } else { if ( enemyAcquireTime + 10000 < botWorld->gameLocalInfo.time && botInfo->lastAttackClientTime + 10000 < botWorld->gameLocalInfo.time ) { proxyInfo_t enemyVehicleInfo; GetVehicleInfo( enemyPlayerInfo.proxyInfo.entNum, enemyVehicleInfo ); if ( enemyVehicleInfo.entNum != 0 && enemyVehicleInfo.type >= ICARUS ) { //mal: dont chase air vehicles around - this looks retarded. VEHICLE_COMBAT_MOVEMENT_STATE = &idBotAI::Enter_Vehicle_Stand_Ground_Movement; } else { VEHICLE_COMBAT_MOVEMENT_STATE = &idBotAI::Enter_Vehicle_Chase_Movement; //mal: haven't had much success hitting our enemy - so chase him for a better shot. } } else { // if ( botThreadData.random.RandomInt( 100 ) > 40 ) { VEHICLE_COMBAT_MOVEMENT_STATE = &idBotAI::Enter_Vehicle_Stand_Ground_Movement; // } else { // VEHICLE_COMBAT_MOVEMENT_STATE = &idBotAI::Enter_Vehicle_Chase_Movement; //mal: move around a bit to make ourselves harder to hit. // } } } return true; } //mal_TODO: add support for air vehicles too...... botThreadData.Warning( "Can't find a move that suits bot %i and his vehicle!", botNum ); return false; }