Esempio n. 1
0
/*
==================
idBotAI::Bot_VehicleCanAttackEnemy
==================
*/
bool idBotAI::Bot_VehicleCanAttackEnemy( int clientNum ) {

	if ( botInfo->proxyInfo.weapon == NULL_VEHICLE_WEAPON ) {
		if ( !VehicleHasGunnerSeatOpen( botInfo->proxyInfo.entNum ) && botVehicleInfo->driverEntNum != botNum ) { 
			return false;
		}
	} else if ( botInfo->proxyInfo.weapon == PERSONAL_WEAPON ) { //mal: if we have our personal weapon, we can't control the vehicle in question, so can only attack if client is vis to us, and we have ammo to attack with.
		if ( !InFrontOfClient( botNum, botWorld->clientInfo[ clientNum ].origin ) && !VehicleHasGunnerSeatOpen( botInfo->proxyInfo.entNum ) ) {
			return false;
		}

		if ( !botInfo->weapInfo.hasNadeAmmo && !botInfo->weapInfo.sideArmHasAmmo && !botInfo->weapInfo.primaryWeapHasAmmo ) {
			return false;
		} //mal: dont have any ammo for the 3 weapons the bots can use while riding in a transport, so just sit there.
	} else if ( botVehicleInfo->type == MCP && botVehicleInfo->driverEntNum == botNum ) {
#ifdef _XENON
		return false;
#endif
		if ( !InFrontOfVehicle( botInfo->proxyInfo.entNum, botWorld->clientInfo[ clientNum ].origin ) ) {
			return false;
		} //mal: dont fight ppl if we're driving the mcp, and they're not in front of us - just get the MCP to the outpost!
	}

	return true;	
}
Esempio n. 2
0
/*
================
idBotAI::Vehicle_Ram_Attack_Movement
================
*/
bool idBotAI::Vehicle_Ram_Attack_Movement() {
	proxyInfo_t enemyVehicleInfo;
	idBox enemyBox;

	if ( enemyInfo.enemyDist < 700.0f && botVehicleInfo->forwardSpeed < 100.0f && botVehicleInfo->type != HOG ) { //mal: somethings holding us up, we can't ram at this speed/dist!
		VEHICLE_COMBAT_MOVEMENT_STATE = NULL; 
		return false;
	}

	if ( !Bot_VehicleCanRamClient( enemy ) ) {
		VEHICLE_COMBAT_MOVEMENT_STATE = NULL;
		return false;
	}

	if ( botWorld->clientInfo[ enemy ].proxyInfo.entNum != CLIENT_HAS_NO_VEHICLE ) {
		GetVehicleInfo( botWorld->clientInfo[ enemy ].proxyInfo.entNum, enemyVehicleInfo );
		enemyBox = idBox( enemyVehicleInfo.bbox, enemyVehicleInfo.origin, enemyVehicleInfo.axis );
	} else {
		enemyBox = idBox( botWorld->clientInfo[ enemy ].localBounds, botWorld->clientInfo[ enemy ].origin, botWorld->clientInfo[ enemy ].bodyAxis );
	}

	if ( !InFrontOfVehicle( botVehicleInfo->entNum, enemyBox.GetCenter(), false ) ) {
		VEHICLE_COMBAT_MOVEMENT_STATE = NULL;
		return false;
	}

	Bot_MoveToGoal( enemyBox.GetCenter(), vec3_zero, SPRINT_ATTACK, NULLMOVETYPE ); //mal: Prepare for ramming speed! Ram them until they're dead, or we are....
	Bot_LookAtLocation( enemyBox.GetCenter(), SMOOTH_TURN );

    return true;
}
Esempio n. 3
0
/*
================
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;
}
Esempio n. 4
0
/*
================
idBotAI::Bot_VehicleFindBetterEnemy
================
*/
bool idBotAI::Bot_VehicleFindBetterEnemy() {
	int i;
	int entClientNum = enemy;
	float dist;
	float entDist;
	proxyInfo_t vehicleInfo;
	proxyInfo_t enemyVehicleInfo;
	idVec3 vec;

	if ( enemy == -1 ) { //mal: we lost our enemy for some reason, so just skip finding a new one til next frame.
		return false;
	}

	if ( ignoreNewEnemiesWhileInVehicleTime > botWorld->gameLocalInfo.time ) {
		return false;
	}

	if ( botWorld->clientInfo[ enemy ].proxyInfo.entNum != CLIENT_HAS_NO_VEHICLE ) { //mal: if we're attacking the MCP, its the priority.
		if ( botWorld->clientInfo[ enemy ].proxyInfo.entNum == botWorld->botGoalInfo.botGoal_MCP_VehicleNum ) {
			return false;
		}
	}

	GetVehicleInfo( botWorld->clientInfo[ enemy ].proxyInfo.entNum, enemyVehicleInfo );

	if ( enemyVehicleInfo.entNum > 0 && ( enemyVehicleInfo.type == ANANSI || enemyVehicleInfo.type == HORNET ) ) { //mal: stay in dogfights!
		return false;
	}

	const clientInfo_t& enemyPlayerInfo = botWorld->clientInfo[ enemy ];

    vec = enemyPlayerInfo.origin - botInfo->origin;
	entDist = vec.LengthSqr();

	if ( !enemyInfo.enemyVisible ) { //mal: if we can't see our current enemy, more likely to attack a visible enemy.
		entDist = idMath::INFINITY;
	}

	if ( botWorld->gameLocalInfo.botSkill == BOT_SKILL_DEMO && !botWorld->botGoalInfo.gameIsOnFinalObjective && ( !enemyPlayerInfo.isBot || enemyPlayerInfo.isActor ) ) { //mal: dont worry about keeping our human target in training mode, unless its the final obj...
		entDist += Square( TRAINING_MODE_RANGE_ADDITION );
	}

	bool curEnemyNotInVehicle = false;

	if ( botWorld->clientInfo[ enemy ].proxyInfo.entNum == CLIENT_HAS_NO_VEHICLE && !ClientIsDefusingOurTeamCharge( enemy ) && !vehicleEnemyWasInheritedFromFootCombat ) { //mal: if our current enemy is on foot, more likely to pick a better target. Unless they're defusing our charge, or an enemy we jumped in this vehicle for, then we artificially raise their importance.
		curEnemyNotInVehicle = true;
	}
	
	numVisEnemies = 1; //mal: our current enemy is always visible to us

	for ( i = 0; i < MAX_CLIENTS; i++ ) {

		if ( !ClientIsValid( i, -1 ) ) {
			continue; //mal: no valid client in this client slot!
		}

		if ( i == botNum ) {
			continue; //mal: dont try to fight ourselves!
		}

		if ( i == enemy ) { //mal: ignore an enemy we already have
			continue;
		}

		if ( EnemyIsIgnored( i ) ) {
			continue; //mal: dont try to fight someone we've flagged to ignore for whatever reason!
		}

//mal: if we're in the middle of a critical obj, dont go looking for trouble, unless they're shooting us!
		if ( Client_IsCriticalForCurrentObj( botNum, -1.0f ) && ( botInfo->lastAttacker != i || botInfo->lastAttackerTime + 3000 < botWorld->gameLocalInfo.time ) && !ClientIsDefusingOurTeamCharge( i ) ) {
			continue;
		}

		const clientInfo_t& playerInfo = botWorld->clientInfo[ i ];

		if ( playerInfo.isNoTarget ) {
			continue;
		} //mal: dont target clients that have notarget set - this is useful for debugging, etc.

		if ( playerInfo.isDisguised && playerInfo.disguisedClient != botNum ) {
			continue; //mal: won't "see" disguised clients, unless they look like us!
		}

		if ( playerInfo.inLimbo ) {
			continue;
		}

		if ( playerInfo.isActor ) {
			continue;
		}

		if ( playerInfo.invulnerableEndTime > botWorld->gameLocalInfo.time ) {
			continue; //mal: ignore revived/just spawned in clients - get the ppl around them!
		}

		if ( playerInfo.health <= 0 ) {
			continue;
		}

		if ( playerInfo.team == botInfo->team ) {
			continue;
		}

		if ( botWorld->gameLocalInfo.botSkill == BOT_SKILL_DEMO && !botWorld->botGoalInfo.gameIsOnFinalObjective && !playerInfo.isBot && enemyPlayerInfo.isBot ) { //mal: dont worry about human targets in training mode if we have a bot one, unless its the final obj...
			continue;
		}

		if ( botWorld->gameLocalInfo.botSkill > BOT_SKILL_EASY ) { //mal: st00pid bot - your not smart enough to pick your targets wisely
			if ( enemyVehicleInfo.entNum > 0 && enemyInfo.enemyVisible ) {

				if ( !( enemyVehicleInfo.flags & PERSONAL ) && !( enemyVehicleInfo.flags & WATER ) && ( enemyVehicleInfo.isAirborneVehicle && enemyVehicleInfo.xyspeed > 900.0f && entDist > Square( 2000.0f ) ) ) {
                    if ( playerInfo.proxyInfo.entNum == CLIENT_HAS_NO_VEHICLE && !Client_IsCriticalForCurrentObj( i, 1500.0f ) && !ClientHasObj( i ) ) {
						continue;
					} //mal: dont worry about an enemy in a vehicle if the vehicle is far away, moving too fast, is not a real threat
				}
			}
		} //mal: if our current enemy is in a vehicle, and this guy isn't, and this guy doesn't have an obj, or isn't important, hes not worth fighting.

		bool enemyIsInAirAttackVehicle = false;

		if ( playerInfo.proxyInfo.entNum != CLIENT_HAS_NO_VEHICLE ) { //mal: pick the driver of a vehicle as the target, NOT passengers, unless there is no driver - then kill whoever.
			
			GetVehicleInfo( playerInfo.proxyInfo.entNum, vehicleInfo );

			if ( vehicleInfo.driverEntNum != i && vehicleInfo.driverEntNum != -1 ) {
				continue;
			}

			if ( vehicleInfo.type == ANANSI || vehicleInfo.type == HORNET ) {
				enemyIsInAirAttackVehicle = true;
			} else {
				vec = vehicleInfo.origin - botInfo->origin;				

				if ( vehicleInfo.xyspeed > 600.0f && vec.LengthSqr() > Square( 1900.0f ) && !InFrontOfVehicle( vehicleInfo.entNum, botInfo->origin ) ) { //mal: if they're in a mad dash away from us, forget about them!
					continue;
				}
			}
		}

		vec = playerInfo.origin - botInfo->origin;
		dist = vec.LengthSqr();

		if ( !enemyIsInAirAttackVehicle ) {
			if ( dist > Square( ENEMY_SIGHT_BUSY_DIST * 2.0f ) ) {
				continue;
			}
		}

		float tempDist = entDist;

		if ( curEnemyNotInVehicle && playerInfo.proxyInfo.entNum != CLIENT_HAS_NO_VEHICLE ) {
			tempDist += Square( 3000.0f );
		}

		if ( !enemyIsInAirAttackVehicle ) {
			if ( dist > tempDist ) {
				continue;
			}
		} else {
			if ( dist > Square( AIRCRAFT_ATTACK_DIST ) ) {
				continue;
			}
		}

		if ( !ClientIsVisibleToBot ( i, true, false ) ) {
			continue;
		}

		if ( Client_IsCriticalForCurrentObj( i, 1500.0f ) && botWorld->gameLocalInfo.botSkill > BOT_SKILL_EASY ) { //mal: if a critical class, get high priority
			dist = Square( 600.0f );
			ignoreNewEnemiesWhileInVehicleTime = botWorld->gameLocalInfo.time + IGNORE_NEW_ENEMIES_TIME;
		}

		if ( ClientHasObj( i ) && botWorld->gameLocalInfo.botSkill > BOT_SKILL_EASY ) { //mal: if have docs, get HIGHER priority.
			dist = Square( 500.0f );
			ignoreNewEnemiesWhileInVehicleTime = botWorld->gameLocalInfo.time + IGNORE_NEW_ENEMIES_TIME;
		}

		if ( ClientIsDefusingOurTeamCharge( i ) && botWorld->gameLocalInfo.botSkill > BOT_SKILL_EASY ) { //mal: if defusing our charge, get HIGHER priority.
			dist = Square( 100.0f );
			ignoreNewEnemiesWhileInVehicleTime = botWorld->gameLocalInfo.time + IGNORE_NEW_ENEMIES_TIME;
		}

		if ( botWorld->botGoalInfo.mapHasMCPGoal && botWorld->gameLocalInfo.botSkill > BOT_SKILL_EASY ) {
			if ( playerInfo.proxyInfo.entNum == botWorld->botGoalInfo.botGoal_MCP_VehicleNum ) {
				dist = Square( 400.0f );
				ignoreNewEnemiesWhileInVehicleTime = botWorld->gameLocalInfo.time + IGNORE_NEW_ENEMIES_TIME;
			}
		}

		if ( enemyIsInAirAttackVehicle && botWorld->gameLocalInfo.botSkill > BOT_SKILL_EASY ) { //mal: dont ignore a chance to dogfight!
			dist = Square( 100.0f );
			ignoreNewEnemiesWhileInVehicleTime = botWorld->gameLocalInfo.time + IGNORE_NEW_ENEMIES_TIME;
		}

		numVisEnemies++;
		entClientNum = i;
		entDist = dist;
	}

	if ( entClientNum != enemy ) {
		enemy = entClientNum;
		enemySpawnID = botWorld->clientInfo[ entClientNum ].spawnID;

		enemyInfo.enemy_FS_Pos = botWorld->clientInfo[ entClientNum ].origin;
		enemyInfo.enemy_LS_Pos = enemyInfo.enemy_FS_Pos;

		enemyInfo.enemyLastVisTime = botWorld->gameLocalInfo.time;

		enemyAcquireTime = botWorld->gameLocalInfo.time;

		bot_FS_Enemy_Pos = botInfo->origin;
		bot_LS_Enemy_Pos = bot_FS_Enemy_Pos;

		VEHICLE_COMBAT_AI_SUB_NODE = NULL; //mal: reset the bot's combat AI node and movement state.
		COMBAT_MOVEMENT_STATE = NULL;
		return true;
	}

	return false;
}
Esempio n. 5
0
/*
================
idBotAI::Bot_CheckVehicleAttack
================
*/
void idBotAI::Bot_CheckVehicleAttack() {
	float minFOV = ( botInfo->proxyInfo.weapon == TANK_GUN ) ? 0.95f : 0.60f;
	idVec3 dir;

	if ( botVehicleInfo->type == ICARUS ) {
		botUcmd->botCmds.attack = true;
		return;
	}

	if ( botInfo->proxyInfo.weapon == NULL_VEHICLE_WEAPON ) {
		return;
	}

	if ( gunTargetEntNum > -1 && gunTargetEntNum < MAX_CLIENTS ) {
		if ( botWorld->clientInfo[ gunTargetEntNum ].team == botInfo->team && !botWorld->gameLocalInfo.inWarmup ) { 
			return;
		}
	} //mal: hold your fire! have a friendly in the way.

	if ( timeOnTarget > botWorld->gameLocalInfo.time ) { //mal: haven't had time enough to "react" to this threat...
		return;
	}

	if ( !botInfo->proxyInfo.weaponIsReady && botInfo->proxyInfo.weapon == TANK_GUN ) { //mal: strogg hyperblaster will report not ready between shots, which can confuse the bots
		return;
	}

	if ( botInfo->proxyInfo.weapon == PERSONAL_WEAPON ) {
		if ( enemyInfo.enemyInfont ) {
			if ( botInfo->weapInfo.weapon == ROCKET ) {
				if ( botInfo->targetLocked ) { 
                    botUcmd->botCmds.attack = true;
				}
			} else {
				botUcmd->botCmds.attack = true;
			}
		}
		return;
	}

	if ( botInfo->proxyInfo.weapon == LAW ) {
 		if ( botVehicleInfo->type == TROJAN ) {
			if ( botWorld->clientInfo[ enemy ].proxyInfo.entNum != CLIENT_HAS_NO_VEHICLE ) {
				proxyInfo_t enemyVehicle;
				GetVehicleInfo( botWorld->clientInfo[ enemy ].proxyInfo.entNum, enemyVehicle );

				if ( enemyVehicle.type >= ICARUS ) {
					if ( botInfo->targetLocked ) {
						botUcmd->botCmds.attack = true;
					}
				} else {
					botUcmd->botCmds.attack = true;
				}
			} else {
				botUcmd->botCmds.attack = true;
			}
		} else {
			if ( botWorld->clientInfo[ enemy ].proxyInfo.entNum != CLIENT_HAS_NO_VEHICLE ) {
				if ( botInfo->targetLocked ) {
					botUcmd->botCmds.attack = true;
				}
			}
		}
		return;
	}

	if ( botInfo->proxyInfo.weapon == ROCKETS ) {
		if ( botVehicleInfo->isAirborneVehicle ) {
			minFOV = 0.95f;
		}

		dir = botWorld->clientInfo[ enemy ].origin - botVehicleInfo->origin;
        dir.NormalizeFast(); 
		if ( dir * botVehicleInfo->axis[ 0 ] > minFOV ) { //mal: we have them in our sights - FIRE!
			botUcmd->botCmds.attack = true;
		}
		return;
	}

	if ( botInfo->proxyInfo.hasTurretWeapon ) {
		if ( botVehicleInfo->type > ICARUS && botInfo->proxyInfo.weapon == MINIGUN ) {
			botUcmd->botCmds.attack = true;
		} else {
			dir = botWorld->clientInfo[ enemy ].origin - botInfo->proxyInfo.weaponOrigin;
			dir.NormalizeFast(); 
			if ( dir * botInfo->proxyInfo.weaponAxis[0] > minFOV ) { //mal: we have them in our sights - FIRE!
				botUcmd->botCmds.attack = true;
			}
		}
	} else {
		if ( InFrontOfVehicle( botInfo->proxyInfo.entNum, botWorld->clientInfo[ enemy ].origin ) ) {
			botUcmd->botCmds.attack = true; //mal: they're in front of us - FIRE!
		}
	}

	if ( botWorld->gameLocalInfo.botSkill == BOT_SKILL_EASY && botVehicleInfo->driverEntNum == botNum && botInfo->proxyInfo.weapon != MINIGUN ) { //mal: have a delay between shots for low skill bots.
		if ( botUcmd->botCmds.attack == true ) {
			timeOnTarget = botWorld->gameLocalInfo.time + ( ( botVehicleInfo->isAirborneVehicle ) ? 9500 : 5500 );
		}
	}
}
Esempio n. 6
0
/*
================
idBotAI::Bot_VehicleFindEnemy

We'll sort thru the clients, and ignore certain clients if we're too busy
to be buggered (carrying obj, planting/hacking, etc) or they're not valid enemies
(in disguise, hidden by smoke, etc).
================
*/
bool idBotAI::Bot_VehicleFindEnemy() {
	bool hasAttackedMate;
	bool hasAttackedCriticalMate;
	bool hasObj;
	bool isDefusingOurBomb;
	bool inFront;
	bool botGotShotRecently;
	bool botIsBigShot;
	bool audible;
	bool isVisible;
	bool isFacingUs;
	bool isFiringWeapon;
	bool isNearOurObj;
	bool isAttackingDeployable = false;
	bool inAttackAirCraft = false;
	int i;
	int entClientNum = -1;
	float dist;
	float botSightDist;
	float tempSightDist;
	float entDist = idMath::INFINITY;
	proxyInfo_t enemyVehicleInfo;
	enemyVehicleInfo.entNum = 0;
	idVec3 vec;

	numVisEnemies = 0;

	vehicleEnemyWasInheritedFromFootCombat = false;

	botSightDist = Square( ENEMY_VEHICLE_SIGHT_DIST ); //mal_FIXME: break this out into a script cmd!

/*
	if ( botSightDist > Square( 8000.0f ) ) {
		botSightDist = Square( 8000.0f );
	} else if ( botSightDist < Square( 3000.0f ) ) {
		botSightDist = Square( 3000.0f );
	}
*/

//mal: some debugging stuff....
	if ( botWorld->gameLocalInfo.botIgnoreEnemies == 1 ) {
			return false;
	} else if ( botWorld->gameLocalInfo.botIgnoreEnemies == 2 ) {
			if ( botInfo->team == GDF ) {
				return false;
			}
	} else if ( botWorld->gameLocalInfo.botIgnoreEnemies == 3 ) {
			if ( botInfo->team == STROGG ) {
				return false;
			}
		}

	if ( botVehicleInfo->type != BUFFALO && Bot_VehicleIsUnderAVTAttack() != -1 && ( ( botVehicleInfo->flags & ARMOR ) || botVehicleInfo->type > ICARUS ) ) {
		return false;
	}

	if ( botVehicleInfo->type > ICARUS ) {
		botSightDist = Square( 6000.0f );
	}

	if ( botVehicleInfo->type == BUFFALO ) {
		botSightDist = Square( 3500.0f );
	}

	if ( botVehicleInfo->type == GOLIATH || botVehicleInfo->type == DESECRATOR ) { //mal: these 2 are really limited
		botSightDist = Square( PLASMA_CANNON_RANGE - 1000.0f );
	}

	if ( botVehicleInfo->type == HUSKY ) { //mal: we're no match for anybody!
		return false;
	}

#ifdef _XENON
	if ( botVehicleInfo->type == MCP && botVehicleInfo->driverEntNum == botNum ) {
		return false;
	}

	if ( botVehicleInfo->type == PLATYPUS && botVehicleInfo->driverEntNum == botNum ) {
		return false;
	}
#endif

	if ( botVehicleInfo->type > ICARUS && Client_IsCriticalForCurrentObj( botNum, -1.0f ) ) {
		return false;
	}

	botIsBigShot = Client_IsCriticalForCurrentObj( botNum, 3500.0f );

	if ( aiState == VLTG && vLTGType == V_DESTROY_DEPLOYABLE ) {
		deployableInfo_t deployable;
		if ( GetDeployableInfo( false, vLTGTarget, deployable ) ) {
			if ( deployable.type == APT || deployable.type == AVT || deployable.type == AIT ) { //mal: these are the priorities
				isAttackingDeployable = true;
			}
		}
	}

	for ( i = 0; i < MAX_CLIENTS; i++ ) {

		if ( !ClientIsValid( i, -1 ) ) {
			continue; //mal: no valid client in this client slot!
		}

		if ( i == botNum ) {
			continue; //mal: dont try to fight ourselves!
		}

		if ( EnemyIsIgnored( i ) ) {
			continue; //mal: dont try to fight someone we've flagged to ignore for whatever reason!
		}

		if ( !Bot_VehicleCanAttackEnemy( i ) ) { //mal: check if the bot has access to a weapon in the vehicle, that can hit this client.
			continue;
		}

		const clientInfo_t& playerInfo = botWorld->clientInfo[ i ];

		if ( playerInfo.isNoTarget ) {
			continue;
		} //mal: dont target clients that have notarget set - this is useful for debugging, etc.

		bool enemyIsBigShot = Client_IsCriticalForCurrentObj( i, 2500.0f );

		if ( playerInfo.inLimbo ) {
			continue;
		}

		if ( playerInfo.invulnerableEndTime > botWorld->gameLocalInfo.time ) {
			continue; //mal: ignore revived/just spawned in clients - get the ppl around them!
		}

		if ( playerInfo.isActor ) {
			continue;
		}

		if ( playerInfo.health <= 0 ) {
			continue;
		}

		if ( playerInfo.team == botInfo->team ) {
			continue;
		}

		if ( botVehicleInfo->type == MCP && botVehicleInfo->driverEntNum == botNum ) {
			if ( !InFrontOfVehicle( botInfo->proxyInfo.entNum, playerInfo.origin ) ) {
				continue;
			}
		}

		if ( botWorld->gameLocalInfo.botSkill == BOT_SKILL_DEMO && botVehicleInfo->type > ICARUS && !playerInfo.isBot ) { //mal: don't attack human players in training mode when we're in flyers.
			continue;
		}

		hasAttackedCriticalMate = ClientHasAttackedTeammate( i, true, 3000 );
		hasAttackedMate = ClientHasAttackedTeammate( i, false, 3000 );
		hasObj = ClientHasObj( i );
		isDefusingOurBomb = ClientIsDefusingOurTeamCharge( i );
		inFront = ( botInfo->proxyInfo.weapon == PERSONAL_WEAPON ) ? InFrontOfClient( botNum, playerInfo.origin) : InFrontOfVehicle( botInfo->proxyInfo.entNum, playerInfo.origin );
		isFacingUs = ( playerInfo.proxyInfo.entNum == CLIENT_HAS_NO_VEHICLE ) ? InFrontOfClient( i, botInfo->origin ) : InFrontOfVehicle( playerInfo.proxyInfo.entNum, botInfo->origin );
		botGotShotRecently = ( botInfo->lastAttackerTime + 3000 < botWorld->gameLocalInfo.time ) ? false : true;
		isFiringWeapon = playerInfo.weapInfo.isFiringWeap;
		isNearOurObj = ( LocationDistFromCurrentObj( botInfo->team, playerInfo.origin ) < 2500.0f ) ? true : false;
		bool isCriticalEnemy = Client_IsCriticalForCurrentObj( i, 2500.0f );

		if ( playerInfo.proxyInfo.entNum != CLIENT_HAS_NO_VEHICLE ) { 
			GetVehicleInfo( playerInfo.proxyInfo.entNum, enemyVehicleInfo );
		}

		if ( isAttackingDeployable ) {
			if ( botInfo->team == botWorld->botGoalInfo.attackingTeam ) {
				if ( playerInfo.proxyInfo.entNum == CLIENT_HAS_NO_VEHICLE ) {
					if ( playerInfo.weapInfo.weapon != ROCKET && !isDefusingOurBomb ) {
						continue;
					}
				} else {
					if ( !( enemyVehicleInfo.flags & ARMOR ) && enemyVehicleInfo.type != ANANSI && enemyVehicleInfo.type != HORNET ) {
			continue;
		}
				}
			} else {
				if ( !isDefusingOurBomb && playerInfo.proxyInfo.entNum == CLIENT_HAS_NO_VEHICLE && !hasObj && playerInfo.weapInfo.weapon != ROCKET && ( !isCriticalEnemy || !isNearOurObj ) ) {
					continue;
				}
			}
		}

		if ( botIsBigShot && !isFacingUs && ( !botGotShotRecently || botInfo->lastAttacker != i ) && !isFiringWeapon && !hasObj && !isNearOurObj ) {
			continue;
		} //mal: if we're trying to do an important obj, dont get into a fight with everyone.

		vec = playerInfo.origin - botInfo->origin;

		if ( botVehicleInfo->isAirborneVehicle ) {
			vec.z = 0.0f;
		}

		dist = vec.LengthSqr();

		if ( botIsBigShot && !inFront && dist > Square( 2500.0f ) && ( !botGotShotRecently || botInfo->lastAttacker != i ) && botVehicleInfo->driverEntNum == botNum ) {
			continue;
		}

		if ( playerInfo.proxyInfo.entNum != CLIENT_HAS_NO_VEHICLE ) { //mal: pick the driver of a vehicle as the target, NOT passengers, unless there is no driver - then kill whoever.
			if ( enemyVehicleInfo.type == ANANSI || enemyVehicleInfo.type == HORNET ) {
				inAttackAirCraft = true;
			}

			if ( botIsBigShot && enemyVehicleInfo.type <= ICARUS ) {
				continue;
			}

			if ( enemyVehicleInfo.type == BUFFALO && botVehicleInfo->flags & ARMOR && playerInfo.isBot ) {
				continue;
			}

			if ( enemyVehicleInfo.type == MCP && enemyVehicleInfo.isImmobilized && enemyVehicleInfo.driverEntNum == i ) {
				continue;
			}

			if ( botVehicleInfo->type == ANANSI && enemyVehicleInfo.type == ICARUS ) { //mal: this is funny to watch, but is a waste of time. :-)
				continue;
			}

			if ( isAttackingDeployable ) {
				if ( botVehicleInfo->isAirborneVehicle && ( enemyVehicleInfo.type <= ICARUS || enemyVehicleInfo.type == BUFFALO ) ) { //mal: if attacking from the air, only worry about air vehicles.
					continue;
				}
			}

			if ( enemyVehicleInfo.driverEntNum != i && enemyVehicleInfo.driverEntNum != -1 ) {
				continue;
			}

			if ( inAttackAirCraft && enemyVehicleInfo.xyspeed > 500.0f && dist > Square( TANK_MINIGUN_RANGE ) && botVehicleInfo->flags & ARMOR ) { //mal: tanks won't attack fast moving aircraft that are too far away for their MGs
				continue;
			}

			if ( botVehicleInfo->type == BADGER ) {
				if ( botInfo->proxyInfo.weapon == NULL_VEHICLE_WEAPON && enemyVehicleInfo.flags & ARMOR || enemyVehicleInfo.inWater || ( enemyVehicleInfo.isAirborneVehicle && dist > Square( 3000.0f ) || enemyVehicleInfo.type == HOG ) ) {
                    continue;
				}
			}

			if ( botVehicleInfo->inWater && botInfo->proxyInfo.weapon == NULL_VEHICLE_WEAPON ) {
				continue;
			}

			if ( botVehicleInfo->type != ANANSI && botVehicleInfo->type != HORNET ) {
                if ( enemyVehicleInfo.xyspeed > 600.0f && dist > Square( 1900.0f ) && !InFrontOfVehicle( enemyVehicleInfo.entNum, botInfo->origin ) && !ClientHasObj( i ) && !enemyIsBigShot ) { //mal: if they're in a mad dash away from us, forget about them!
					continue;
				}
			}
		}

		if ( botVehicleInfo->type == BUFFALO && !inAttackAirCraft ) { //mal_TODO: need to make the buffalo a more effective fighting platform!
			continue;
		}

		tempSightDist = botSightDist;

		if ( !ClientHasObj( i ) && !enemyIsBigShot && playerInfo.proxyInfo.entNum == CLIENT_HAS_NO_VEHICLE && !playerInfo.isCamper && playerInfo.killsSinceSpawn < KILLING_SPREE && botVehicleInfo->driverEntNum == botNum && !isDefusingOurBomb ) { //mal: vehicles will prefer to fight other vehicles, not some guy on foot a mile away....
			tempSightDist = Square( 3500.0f );
		}

		if ( inAttackAirCraft && ( botVehicleInfo->type == ANANSI || botVehicleInfo->type == HORNET ) && botWorld->gameLocalInfo.botSkill > BOT_SKILL_EASY ) {
			tempSightDist = Square( AIRCRAFT_ATTACK_DIST );
		}

		if ( dist > tempSightDist ) {
            continue;
		}

		if ( playerInfo.isDisguised ) { //mal: when in a vehicle, bots are much less likely to notice or worry about coverts
			if ( botThreadData.GetBotSkill() == BOT_SKILL_EASY ) {
				continue;
			} else {
				if ( ( playerInfo.disguisedClient != botNum && !hasAttackedMate ) || dist > Square( 2500.0f ) ) {
                    continue;
				}
			}
		} 

 		if ( !ClientHasObj( i ) ) {
            audible = ClientIsAudibleToVehicle( i ); //mal: if we can hear you, we'll skip the FOV test in the vis check below
		} else {
            audible = true;
			dist = Square( 500.0f ); //mal: if you've got the docs, your our priority target, unless someone else is right on top of us!
		}

		isVisible = ClientIsVisibleToBot( i, !audible, false );

		if ( !isVisible && !ClientHasObj( i ) ) {
			continue;
		}

		if ( botWorld->gameLocalInfo.botSkill != BOT_SKILL_DEMO || botWorld->botGoalInfo.gameIsOnFinalObjective || botWorld->botGoalInfo.attackingTeam == botInfo->team ) {
			if ( isDefusingOurBomb ) {
				dist = Square( 100.0f );
			}

			if ( hasAttackedCriticalMate && inFront && botWorld->gameLocalInfo.botSkill > BOT_SKILL_EASY ) {
				dist = Square( 600.0f ); //mal: will give higher priority to someone attacking a critical mate, if we can see it happening.
			}

			if ( botWorld->gameLocalInfo.botSkill > BOT_SKILL_EASY ) {
				if ( Client_IsCriticalForCurrentObj( i, 6000.0f ) ) {
					dist = Square( 700.0f ); //mal: if your a critical client, we're more likely to kill you.
				}
			}

			if ( botWorld->botGoalInfo.mapHasMCPGoal ) {
				if ( playerInfo.proxyInfo.entNum == botWorld->botGoalInfo.botGoal_MCP_VehicleNum ) {
					dist = 400.0f;
				}
			} //mal: if your in MCP, you get higher priority then a normal enemy. Especially when we're in a vehicle!

			if ( botVehicleInfo->type > ICARUS && botVehicleInfo->type != BUFFALO && ( playerInfo.isCamper || playerInfo.killsSinceSpawn >= KILLING_SPREE ) && botWorld->gameLocalInfo.botSkill > BOT_SKILL_EASY && !playerInfo.isBot ) {
				dist = Square( 600.0f );
			} //mal: target trouble making humans!
		} else {
			if ( !playerInfo.isBot || playerInfo.isActor ) {
				dist += Square( TRAINING_MODE_RANGE_ADDITION );
			}
		}

		numVisEnemies++;

		if ( dist < entDist ) {
			entClientNum = i;
			entDist = dist;
		}
	}

	if ( entClientNum != -1 ) {
		enemy = entClientNum;
		enemySpawnID = botWorld->clientInfo[ entClientNum ].spawnID;

		enemyInfo.enemy_FS_Pos = botWorld->clientInfo[ entClientNum ].origin;
		enemyInfo.enemy_LS_Pos = enemyInfo.enemy_FS_Pos;

		bot_FS_Enemy_Pos = botInfo->origin;
		bot_LS_Enemy_Pos = bot_FS_Enemy_Pos;
		enemyInfo.enemyLastVisTime = botWorld->gameLocalInfo.time;
		enemyAcquireTime = botWorld->gameLocalInfo.time;

		Bot_SetAttackTimeDelay( inFront ); //mal: this sets a delay on how long the bot should take to see enemy, based on bot's state.

		VEHICLE_COMBAT_AI_SUB_NODE = NULL; //mal: reset the bot's combat AI node
		COMBAT_MOVEMENT_STATE = NULL;
		return true;
	}

	return false;
}
Esempio n. 7
0
/*
================
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;
}
Esempio n. 8
0
/*
================
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;
}
Esempio n. 9
0
/*
================
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;
}
Esempio n. 10
0
/*
================
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;
}
Esempio n. 11
0
/*
================
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;
}