Exemple #1
0
void CACBot::Spawn()
{
    // Init all bot variabeles
    m_pMyEnt->nextprimary = 2 + rnd(5); // 2011jan18:ft: 2 == GUN_CARBINE, GUN_SHOTGUN, GUN_SUBGUN, GUN_SNIPER, GUN_ASSAULT - if CPISTOL is activated this needs a FIXME to rnd(6)
    m_pMyEnt->targetyaw = m_pMyEnt->targetpitch = 0.0f;
    m_pMyEnt->pBot = this;

    spawnplayer(m_pMyEnt);

    m_eCurrentBotState = STATE_NORMAL;
     m_iShootDelay = m_iChangeWeaponDelay = 0;
     m_iCheckEnvDelay = 0;
     m_vPrevOrigin = g_vecZero;
     m_iStuckCheckDelay = lastmillis + 250;
     m_bStuck = false;
     m_iStuckTime = 0;
     m_iStrafeTime = m_iStrafeCheckDelay = 0;
     m_iMoveDir = DIR_NONE;

     m_pPrevEnemy = NULL;
     m_iCombatNavTime = 0;
     m_iSPMoveTime = 0;
     m_iEnemySearchDelay = 0;
     m_bCombatJump = false;
     m_iCombatJumpDelay = 0;
     m_iHuntDelay = 0;
     m_vHuntLocation = m_vPrevHuntLocation = g_vecZero;
     m_pHuntTarget = NULL;
     m_fPrevHuntDist = 0.0f;
     m_iHuntLastTurnLessTime = m_iHuntPlayerUpdateTime = m_iHuntPauseTime = 0;

     m_iLastJumpPad = 0;
     m_pTargetEnt = NULL;
     m_iCheckTeleporterDelay = m_iCheckJumppadsDelay = 0;
     m_iCheckEntsDelay = 0;
     m_iCheckTriggersDelay = 0;
     m_iLookForWaypointTime = 0;

     m_iAimDelay = 0;
     m_fYawToTurn = m_fPitchToTurn = 0.0f;

     m_vGoal = m_vWaterGoal = g_vecZero;

     ResetWaypointVars();
}
Exemple #2
0
entity *CACBot::SearchForFlags(bool bUseWPs, float flRange, float flMaxHeight)
{
    /*
        Flags are scored on the following:
        - Distance
    */
    float flDist;
    entity *pNewTargetFlag = NULL;
    waypoint_s *pWptNearBot = NULL, *pBestWpt = NULL;
    short sScore, sHighestScore = 0;
    vec vNewGoal = g_vecZero;

    if ((WaypointClass.m_iWaypointCount >= 1) && bUseWPs)
        pWptNearBot = GetNearestWaypoint(200.0f);

#ifdef WP_FLOOD
    if (!pWptNearBot && bUseWPs)
        pWptNearBot = GetNearestFloodWP(64.0f);
#endif

    loopv(ents)
    {
        sScore = 0;
        entity &e = ents[i];
        if(!CanTakeFlag(e)) continue;
        //vec o = g_vecZero;
        vec o = vec(e.x, e.y, S(e.x, e.y)->floor + PLAYERHEIGHT + PLAYERABOVEEYE);
        if(!m_secure(gamemode) && e.attr2 >= 0 && e.attr2 < 2)
        {
            flaginfo &f = flaginfos[e.attr2];
            // flaginfo &of = flaginfos[team_opposite(i)];
            if(f.state == CTFF_DROPPED)
            {
                o = f.pos;
                o.z += PLAYERHEIGHT + PLAYERABOVEEYE;
            }
        }
        if(OUTBORD((int)o.x, (int)o.y)) continue;
        flDist = GetDistance(o);
        if (flDist > flRange) continue;

        // Score on distance
        float ff = flDist;
        if (ff > 100.0f) ff = 100.0f;
        sScore += ((100 - short(ff)) / 2);

        waypoint_s *pWptNearEnt = NULL;
        // If this flag entity isn't visible check if there is a nearby waypoint
        if (!IsReachable(o, flMaxHeight))//(!IsVisible(o))
        {
            if (!pWptNearBot) continue;

#ifdef WP_FLOOD
            if (pWptNearBot->pNode->iFlags & W_FL_FLOOD)
                pWptNearEnt = GetNearestFloodWP(o, 100.0f);
            else
#endif
                pWptNearEnt = GetNearestWaypoint(o, 200.f);

            if (!pWptNearEnt) continue;
        }

        // Score on visibility
        if (pWptNearEnt == NULL) // Ent is visible
            sScore += 6;
        else
            sScore += 3;

        if(sScore > sHighestScore)
        {
            if (pWptNearEnt) pBestWpt = pWptNearEnt;
            else pBestWpt = NULL; // best flag doesn't need any waypoints

            vNewGoal = o;
            pNewTargetFlag = &e;
        }
    }

    if (pNewTargetFlag)
    {
        // Need waypoints to reach it?
        if (pBestWpt)
        {
            ResetWaypointVars();
            SetCurrentWaypoint(pWptNearBot);
            SetCurrentGoalWaypoint(pBestWpt);
        }
        m_vGoal = vNewGoal;
    }

    return pNewTargetFlag;
}
Exemple #3
0
bool CACBot::HeadToTargetFlag()
{
    if(m_pTargetFlag)
    {
        const vec o = m_vGoal;
        if(CanTakeFlag(*m_pTargetFlag) && (!UnderWater(m_pMyEnt->o) || !UnderWater(o)))
        {
            bool bIsVisible = false;
            if (m_pCurrentGoalWaypoint)
            {
                if ((GetDistance(o) <= 20.0f) && IsReachable(o, 1.0f))
                    bIsVisible = true;
                else if (HeadToGoal())
                {
                    //debugbeam(m_pMyEnt->o, m_pCurrentWaypoint->pNode->v_origin);
                    //debugbeam(m_pMyEnt->o,
                    //        m_pCurrentGoalWaypoint->pNode->v_origin);
                    AddDebugText("Using WPs for flag");
                    return true;
                }
            }
            else
                bIsVisible = IsVisible(o);

            if (bIsVisible)
            {
                if (m_pCurrentWaypoint || m_pCurrentGoalWaypoint)
                {
                    condebug("flag is now visible");
                    ResetWaypointVars();
                }

                float flHeightDiff = o.z - m_pMyEnt->o.z;
                bool bToHigh = false;
                if (Get2DDistance(o) <= 2.0f)
                {
                    if (flHeightDiff >= 1.5f)
                    {
                        if (flHeightDiff <= JUMP_HEIGHT)
                        {
#ifndef RELEASE_BUILD
                            char sz[64];
                            sprintf(sz, "Flag z diff: %f", o.z-m_pMyEnt->o.z);
                            condebug(sz);
#endif
                            // Jump if close to ent and the ent is high
                            m_pMyEnt->jumpnext = true;
                        }
                        else
                            bToHigh = true;
                    }
                }

                if (!bToHigh)
                {
                    AimToVec(o);
                    return true;
                }
            }
        }
    }

    return false;
}
Exemple #4
0
entity *CACBot::SearchForEnts(bool bUseWPs, float flRange, float flMaxHeight)
{
    /* Entities are scored on the following things:
        - Visibility
        - For ammo: Need(ie has this bot much of this type or not)
        - distance
    */

    float flDist;
    entity *pNewTargetEnt = NULL;
    waypoint_s *pWptNearBot = NULL, *pBestWpt = NULL;
    short sScore, sHighestScore = 0;

    if ((WaypointClass.m_iWaypointCount >= 1) && bUseWPs)
        pWptNearBot = GetNearestWaypoint(15.0f);

#ifdef WP_FLOOD
    if (!pWptNearBot && bUseWPs)
        pWptNearBot = GetNearestFloodWP(5.0f);
#endif

    loopv(ents)
    {
        sScore = 0;
        entity &e = ents[i];
        vec o(e.x, e.y, S(e.x, e.y)->floor+player1->eyeheight);

        if (!ents[i].spawned) continue;
        if (OUTBORD(e.x, e.y)) continue;

        bool bInteresting = false;
        short sAmmo = 0, sMaxAmmo = 0;

        switch(e.type)
        {
            case I_CLIPS:
                sMaxAmmo = ammostats[m_pMyEnt->secondary].max;
                bInteresting = (m_pMyEnt->ammo[m_pMyEnt->secondary]<sMaxAmmo);
                sAmmo = m_pMyEnt->ammo[m_pMyEnt->secondary];
                break;
            case I_AMMO:
                sMaxAmmo = ammostats[m_pMyEnt->primary].max;
                bInteresting = (m_pMyEnt->ammo[m_pMyEnt->primary]<sMaxAmmo);
                sAmmo = m_pMyEnt->ammo[m_pMyEnt->primary];
                break;
            case I_GRENADE:
                sMaxAmmo = ammostats[GUN_GRENADE].max;
                bInteresting = (m_pMyEnt->mag[GUN_GRENADE]<sMaxAmmo);
                sAmmo = -1;
                break;
            case I_HEALTH:
                sMaxAmmo = MAXHEALTH;
                bInteresting = (m_pMyEnt->health < sMaxAmmo);
                sAmmo = m_pMyEnt->health;
                break;
            case I_HELMET:
            case I_ARMOUR:
               sMaxAmmo = MAXARMOUR;
               bInteresting = (m_pMyEnt->armour < sMaxAmmo);
               sAmmo = m_pMyEnt->armour;
               break;
            case I_AKIMBO:
               bInteresting = !m_pMyEnt->akimbo;
               sAmmo = -1;
               break;
        };

        if (!bInteresting)
            continue; // Not an interesting item, skip

        // Score on ammo and need
        // Akimbo & nade
        if (sAmmo == -1)
        {
            sScore += 75; // Bonus
        }
        else
        {
            // Calculate current percentage of max ammo
            float percent = ((float)sAmmo / (float)sMaxAmmo) * 100.0f;
            if (percent > 100.0f) percent = 100.0f;
            sScore += ((100 - short(percent))/2);
        }

        flDist = GetDistance(o);

        if (flDist > flRange) continue;

        // Score on distance
        float f = flDist;
        if (f > 100.0f) f = 100.0f;
        sScore += ((100 - short(f)) / 2);

        waypoint_s *pWptNearEnt = NULL;
        // If this entity isn't visible check if there is a nearby waypoint
        if (!IsReachable(o, flMaxHeight))//(!IsVisible(o))
        {
            if (!pWptNearBot) continue;

#ifdef WP_FLOOD
            if (pWptNearBot->pNode->iFlags & W_FL_FLOOD)
                pWptNearEnt = GetNearestFloodWP(o, 8.0f);
            else
#endif
                pWptNearEnt = GetNearestWaypoint(o, 15.0f);

            if (!pWptNearEnt) continue;
        }

        // Score on visibility
        if (pWptNearEnt == NULL) // Ent is visible
            sScore += 30;
        else
            sScore += 15;

        if (sScore > sHighestScore)
        {
            // Found a valid wp near the bot and the ent,so...lets store it :)
            if (pWptNearEnt)
                pBestWpt = pWptNearEnt;
            else
                pBestWpt = NULL; // Best ent so far doesn't need any waypoints

            sHighestScore = sScore;
            pNewTargetEnt = &ents[i];
        }
    }

    if (pNewTargetEnt)
    {
        // Need waypoints to reach it?
        if (pBestWpt)
        {
            ResetWaypointVars();
            SetCurrentWaypoint(pWptNearBot);
            SetCurrentGoalWaypoint(pBestWpt);
        }

        m_vGoal.x = pNewTargetEnt->x;
        m_vGoal.y = pNewTargetEnt->y;
        m_vGoal.z = S(pNewTargetEnt->x, pNewTargetEnt->y)->floor+player1->eyeheight;
    }

    return pNewTargetEnt;
}