qboolean G_CheckForDanger( gentity_t *self, int alertEvent ) {//FIXME: more bStates need to call this? if ( alertEvent == -1 ) { return qfalse; } if ( level.alertEvents[alertEvent].level >= AEL_DANGER ) {//run away! if ( !level.alertEvents[alertEvent].owner || !level.alertEvents[alertEvent].owner->client || (level.alertEvents[alertEvent].owner!=self&&level.alertEvents[alertEvent].owner->client->playerTeam!=self->client->playerTeam) ) { if ( self->NPC ) { if ( self->NPC->scriptFlags & SCF_DONT_FLEE ) {//can't flee return qfalse; } else { NPC_StartFlee( level.alertEvents[alertEvent].owner, level.alertEvents[alertEvent].position, level.alertEvents[alertEvent].level, 3000, 6000 ); return qtrue; } } else { return qtrue; } } } return qfalse; }
qboolean G_CheckForDanger( gentity_t *self, int alertEvent ) {//FIXME: more bStates need to call this? if ( alertEvent == -1 ) { return qfalse; } if ( level.alertEvents[alertEvent].level >= AEL_DANGER ) {//run away! if ( !level.alertEvents[alertEvent].owner || !level.alertEvents[alertEvent].owner->client || (level.alertEvents[alertEvent].owner!=self&&level.alertEvents[alertEvent].owner->client->playerTeam!=self->client->playerTeam) ) { if ( self->NPC ) { if ( self->NPC->scriptFlags & SCF_DONT_FLEE ) {//can't flee return qfalse; } else { if ( level.alertEvents[alertEvent].level >= AEL_DANGER_GREAT || self->s.weapon == WP_NONE || self->s.weapon == WP_MELEE ) {//flee for a longer period of time NPC_StartFlee( level.alertEvents[alertEvent].owner, level.alertEvents[alertEvent].position, level.alertEvents[alertEvent].level, 3000, 6000 ); } else if ( !Q_irand( 0, 10 ) )//FIXME: base on rank? aggression? {//just normal danger and I have a weapon, so just a 25% chance of fleeing only for a few seconds //FIXME: used to just find a better combat point, need that functionality back NPC_StartFlee( level.alertEvents[alertEvent].owner, level.alertEvents[alertEvent].position, level.alertEvents[alertEvent].level, 1000, 3000 ); } else {//didn't flee TIMER_Set( NPC, "duck", 2000); // something dangerous going on... return qfalse; } return qtrue; } } else { return qtrue; } } } return qfalse; }
void G_StartFlee( gentity_t *self, gentity_t *enemy, vec3_t dangerPoint, int dangerLevel, int fleeTimeMin, int fleeTimeMax ) { if ( !self->NPC ) {//player return; } SaveNPCGlobals(); SetNPCGlobals( self ); NPC_StartFlee( enemy, dangerPoint, dangerLevel, fleeTimeMin, fleeTimeMax ); RestoreNPCGlobals(); }
void NPC_BSCivilian_Default( int bState ) { if ( NPC->enemy && NPC->s.weapon == WP_NONE && NPC_CheckSurrender() ) {//surrendering, do nothing } else if ( NPC->enemy && NPC->s.weapon == WP_NONE && bState != BS_HUNT_AND_KILL && !Q3_TaskIDPending( NPC, TID_MOVE_NAV ) ) {//if in battle and have no weapon, run away, fixme: when in BS_HUNT_AND_KILL, they just stand there if ( !NPCInfo->goalEntity || bState != BS_FLEE //not fleeing || ( NPC_BSFlee()//have reached our flee goal && NPC->enemy//still have enemy (NPC_BSFlee checks enemy and can clear it) && DistanceSquared( NPC->currentOrigin, NPC->enemy->currentOrigin ) < 16384 )//enemy within 128 ) {//run away! NPC_StartFlee( NPC->enemy, NPC->enemy->currentOrigin, AEL_DANGER_GREAT, 5000, 10000 ); } } else {//not surrendering //FIXME: if unarmed and a jawa/ugnuaght, constantly look for enemies/players to run away from? //FIXME: if we have a weapon and an enemy, set out playerTeam to the opposite of our enemy..??? NPC_BehaviorSet_Default(bState); } if ( !VectorCompare( NPC->client->ps.moveDir, vec3_origin ) ) {//moving if ( NPC->client->ps.legsAnim == BOTH_COWER1 ) {//stop cowering anim on legs NPC->client->ps.legsAnimTimer = 0; } } }
void NPC_RunBehavior( int team, int bState ) { qboolean dontSetAim = qfalse; if (NPC->s.NPC_class == CLASS_VEHICLE && NPC->m_pVehicle) { //vehicles don't do AI! return; } if ( bState == BS_CINEMATIC ) { NPC_BSCinematic(); } else if ( NPC->client->ps.weapon == WP_EMPLACED_GUN ) { NPC_BSEmplaced(); NPC_CheckCharmed(); return; } else if ( NPC->client->ps.weapon == WP_SABER ) {//jedi NPC_BehaviorSet_Jedi( bState ); dontSetAim = qtrue; } else if ( NPC->client->NPC_class == CLASS_WAMPA ) {//wampa NPC_BSWampa_Default(); } else if ( NPC->client->NPC_class == CLASS_RANCOR ) {//rancor NPC_BehaviorSet_Rancor( bState ); } else if ( NPC->client->NPC_class == CLASS_REMOTE ) { NPC_BehaviorSet_Remote( bState ); } else if ( NPC->client->NPC_class == CLASS_SEEKER ) { NPC_BehaviorSet_Seeker( bState ); } else if ( NPC->client->NPC_class == CLASS_BOBAFETT ) {//bounty hunter if ( Boba_Flying( NPC ) ) { NPC_BehaviorSet_Seeker(bState); } else { NPC_BehaviorSet_Jedi( bState ); } dontSetAim = qtrue; } else if ( NPCInfo->scriptFlags & SCF_FORCED_MARCH ) {//being forced to march NPC_BSDefault(); } else { switch( team ) { // case NPCTEAM_SCAVENGERS: // case NPCTEAM_IMPERIAL: // case NPCTEAM_KLINGON: // case NPCTEAM_HIROGEN: // case NPCTEAM_MALON: // not sure if TEAM_ENEMY is appropriate here, I think I should be using NPC_class to check for behavior - dmv case NPCTEAM_ENEMY: // special cases for enemy droids switch( NPC->client->NPC_class) { case CLASS_ATST: NPC_BehaviorSet_ATST( bState ); return; case CLASS_PROBE: NPC_BehaviorSet_ImperialProbe(bState); return; case CLASS_REMOTE: NPC_BehaviorSet_Remote( bState ); return; case CLASS_SENTRY: NPC_BehaviorSet_Sentry(bState); return; case CLASS_INTERROGATOR: NPC_BehaviorSet_Interrogator( bState ); return; case CLASS_MINEMONSTER: NPC_BehaviorSet_MineMonster( bState ); return; case CLASS_HOWLER: NPC_BehaviorSet_Howler( bState ); return; case CLASS_MARK1: NPC_BehaviorSet_Mark1( bState ); return; case CLASS_MARK2: NPC_BehaviorSet_Mark2( bState ); return; case CLASS_GALAKMECH: NPC_BSGM_Default(); return; default: break; } if ( NPC->enemy && NPC->s.weapon == WP_NONE && bState != BS_HUNT_AND_KILL && !trap->ICARUS_TaskIDPending( (sharedEntity_t *)NPC, TID_MOVE_NAV ) ) {//if in battle and have no weapon, run away, fixme: when in BS_HUNT_AND_KILL, they just stand there if ( bState != BS_FLEE ) { NPC_StartFlee( NPC->enemy, &NPC->enemy->r.currentOrigin, AEL_DANGER_GREAT, 5000, 10000 ); } else { NPC_BSFlee(); } return; } if ( NPC->client->ps.weapon == WP_SABER ) {//special melee exception NPC_BehaviorSet_Default( bState ); return; } if ( NPC->client->ps.weapon == WP_DISRUPTOR && (NPCInfo->scriptFlags & SCF_ALT_FIRE) ) {//a sniper NPC_BehaviorSet_Sniper( bState ); return; } if ( NPC->client->ps.weapon == WP_THERMAL || NPC->client->ps.weapon == WP_STUN_BATON )//FIXME: separate AI for melee fighters {//a grenadier NPC_BehaviorSet_Grenadier( bState ); return; } if ( NPC_CheckSurrender() ) { return; } NPC_BehaviorSet_Stormtrooper( bState ); break; case NPCTEAM_NEUTRAL: // special cases for enemy droids if ( NPC->client->NPC_class == CLASS_PROTOCOL || NPC->client->NPC_class == CLASS_UGNAUGHT || NPC->client->NPC_class == CLASS_JAWA) { NPC_BehaviorSet_Default(bState); } else if ( NPC->client->NPC_class == CLASS_VEHICLE ) { // TODO: Add vehicle behaviors here. NPC_UpdateAngles( qtrue, qtrue );//just face our spawn angles for now } else { // Just one of the average droids NPC_BehaviorSet_Droid( bState ); } break; default: if ( NPC->client->NPC_class == CLASS_SEEKER ) { NPC_BehaviorSet_Seeker(bState); } else { if ( NPCInfo->charmedTime > level.time ) { NPC_BehaviorSet_Charmed( bState ); } else { NPC_BehaviorSet_Default( bState ); } NPC_CheckCharmed(); dontSetAim = qtrue; } break; } } }