//========================================== // AI_MoveToGoalEntity // Set bot to move to it's movetarget. Short range goals //========================================== qboolean AI_MoveToGoalEntity(edict_t *self, usercmd_t *ucmd) { if (!self->movetarget || !self->client) return false; // If a rocket or grenade is around deal with it // Simple, but effective (could be rewritten to be more accurate) if(!Q_stricmp(self->movetarget->classname,"rocket") || !Q_stricmp(self->movetarget->classname,"grenade") || !Q_stricmp(self->movetarget->classname,"hgrenade")) { VectorSubtract (self->movetarget->s.origin, self->s.origin, self->ai.move_vector); AI_ChangeAngle(self); // if(AIDevel.debugChased && bot_showcombat->value) // G_PrintMsg (AIDevel.chaseguy, PRINT_HIGH, "%s: Oh crap a rocket!\n",self->ai.pers.netname); // strafe left/right if(rand()%1 && AI_CanMove(self, BOT_MOVE_LEFT)) ucmd->sidemove = -400; else if(AI_CanMove(self, BOT_MOVE_RIGHT)) ucmd->sidemove = 400; return true; } // Set bot's movement direction VectorSubtract (self->movetarget->s.origin, self->s.origin, self->ai.move_vector); AI_ChangeAngle(self); if(!AI_CanMove(self, BOT_MOVE_FORWARD) ) { self->movetarget = NULL; ucmd->forwardmove = -400; return false; } //Move ucmd->forwardmove = 400; return true; }
void BOT_DMclass_Move( edict_t *self, usercmd_t *ucmd ) { #define BOT_FORWARD_EPSILON 0.5f int i; unsigned int linkType; bool printLink = false; bool nodeReached = false; bool specialMovement = false; vec3_t v1, v2; vec3_t lookdir, pathdir; float lookDot; if( self->ai->next_node == NODE_INVALID || self->ai->goal_node == NODE_INVALID ) { BOT_DMclass_MoveWander( self, ucmd ); return; } linkType = AI_CurrentLinkType( self ); specialMovement = ( self->ai->path.numNodes >= MIN_BUNNY_NODES ) ? true : false; if( AI_GetNodeFlags( self->ai->next_node ) & (NODEFLAGS_REACHATTOUCH|NODEFLAGS_ENTITYREACH) ) specialMovement = false; if( linkType & (LINK_JUMP|LINK_JUMPPAD|LINK_CROUCH|LINK_FALL|LINK_WATER|LINK_LADDER|LINK_ROCKETJUMP) ) specialMovement = false; if( self->ai->pers.skillLevel < 0.33f ) specialMovement = false; if( specialMovement == false || self->groundentity ) self->ai->is_bunnyhop = false; VectorSubtract( nodes[self->ai->next_node].origin, self->s.origin, self->ai->move_vector ); // 2D, normalized versions of look and path directions pathdir[0] = self->ai->move_vector[0]; pathdir[1] = self->ai->move_vector[1]; pathdir[2] = 0.0f; VectorNormalize( pathdir ); AngleVectors( self->s.angles, lookdir, NULL, NULL ); lookdir[2] = 0.0f; VectorNormalize( lookdir ); lookDot = DotProduct( lookdir, pathdir ); // Ladder movement if( self->is_ladder ) { ucmd->forwardmove = 0; ucmd->upmove = 1; ucmd->sidemove = 0; if( nav.debugMode && printLink ) G_PrintChasersf( self, "LINK_LADDER\n" ); nodeReached = AI_NodeReached_Generic( self ); } else if( linkType & LINK_JUMPPAD ) { VectorCopy( self->s.origin, v1 ); VectorCopy( nodes[self->ai->next_node].origin, v2 ); v1[2] = v2[2] = 0; if( DistanceFast( v1, v2 ) > 32 && lookDot > BOT_FORWARD_EPSILON ) { ucmd->forwardmove = 1; // push towards destination ucmd->buttons |= BUTTON_WALK; } nodeReached = self->groundentity != NULL && AI_NodeReached_Generic( self ); } // Platform riding - No move, riding elevator else if( linkType & LINK_PLATFORM ) { VectorCopy( self->s.origin, v1 ); VectorCopy( nodes[self->ai->next_node].origin, v2 ); v1[2] = v2[2] = 0; if( DistanceFast( v1, v2 ) > 32 && lookDot > BOT_FORWARD_EPSILON ) ucmd->forwardmove = 1; // walk to center ucmd->buttons |= BUTTON_WALK; ucmd->upmove = 0; ucmd->sidemove = 0; if( nav.debugMode && printLink ) G_PrintChasersf( self, "LINK_PLATFORM (riding)\n" ); self->ai->move_vector[2] = 0; // put view horizontal nodeReached = AI_NodeReached_PlatformEnd( self ); } // entering platform else if( AI_GetNodeFlags( self->ai->next_node ) & NODEFLAGS_PLATFORM ) { ucmd->forwardmove = 1; ucmd->upmove = 0; ucmd->sidemove = 0; if( lookDot <= BOT_FORWARD_EPSILON ) ucmd->buttons |= BUTTON_WALK; if( nav.debugMode && printLink ) G_PrintChasersf( self, "NODEFLAGS_PLATFORM (moving to plat)\n" ); // is lift down? for( i = 0; i < nav.num_navigableEnts; i++ ) { if( nav.navigableEnts[i].node == self->ai->next_node ) { //testing line //vec3_t tPoint; //int j; //for(j=0; j<3; j++)//center of the ent // tPoint[j] = nav.ents[i].ent->s.origin[j] + 0.5*(nav.ents[i].ent->r.mins[j] + nav.ents[i].ent->r.maxs[j]); //tPoint[2] = nav.ents[i].ent->s.origin[2] + nav.ents[i].ent->r.maxs[2]; //tPoint[2] += 8; //AITools_DrawLine( self->s.origin, tPoint ); //if not reachable, wait for it (only height matters) if( ( nav.navigableEnts[i].ent->s.origin[2] + nav.navigableEnts[i].ent->r.maxs[2] ) > ( self->s.origin[2] + self->r.mins[2] + AI_JUMPABLE_HEIGHT ) && nav.navigableEnts[i].ent->moveinfo.state != STATE_BOTTOM ) { self->ai->blocked_timeout = level.time + 10000; ucmd->forwardmove = 0; } } } nodeReached = AI_NodeReached_PlatformStart( self ); } // Falling off ledge or jumping else if( !self->groundentity && !self->is_step && !self->is_swim && !self->ai->is_bunnyhop ) { ucmd->upmove = 0; ucmd->sidemove = 0; ucmd->forwardmove = 0; if( lookDot > BOT_FORWARD_EPSILON ) { ucmd->forwardmove = 1; // add fake strafe accel if( !(linkType & LINK_FALL) || linkType & (LINK_JUMP|LINK_ROCKETJUMP) ) { if( linkType & LINK_JUMP ) { if( AI_AttemptWalljump( self ) ) { ucmd->buttons |= BUTTON_SPECIAL; } if( VectorLengthFast( tv( self->velocity[0], self->velocity[1], 0 ) ) < 600 ) VectorMA( self->velocity, 6.0f, lookdir, self->velocity ); } else { if( VectorLengthFast( tv( self->velocity[0], self->velocity[1], 0 ) ) < 450 ) VectorMA( self->velocity, 1.0f, lookdir, self->velocity ); } } } else if( lookDot < -BOT_FORWARD_EPSILON ) ucmd->forwardmove = -1; if( nav.debugMode && printLink ) G_PrintChasersf( self, "FLY MOVE\n" ); nodeReached = AI_NodeReached_Generic( self ); } else // standard movement { ucmd->forwardmove = 1; ucmd->upmove = 0; ucmd->sidemove = 0; // starting a jump if( ( linkType & LINK_JUMP ) ) { if( self->groundentity ) { trace_t trace; vec3_t v1, v2; if( nav.debugMode && printLink ) G_PrintChasersf( self, "LINK_JUMP\n" ); //check floor in front, if there's none... Jump! VectorCopy( self->s.origin, v1 ); VectorNormalize2( self->ai->move_vector, v2 ); VectorMA( v1, 18, v2, v1 ); v1[2] += self->r.mins[2]; VectorCopy( v1, v2 ); v2[2] -= AI_JUMPABLE_HEIGHT; G_Trace( &trace, v1, vec3_origin, vec3_origin, v2, self, MASK_AISOLID ); if( !trace.startsolid && trace.fraction == 1.0 ) { //jump! // prevent double jumping on crates VectorCopy( self->s.origin, v1 ); v1[2] += self->r.mins[2]; G_Trace( &trace, v1, tv( -12, -12, -8 ), tv( 12, 12, 0 ), v1, self, MASK_AISOLID ); if( trace.startsolid ) ucmd->upmove = 1; } } nodeReached = AI_NodeReached_Generic( self ); } // starting a rocket jump else if( ( linkType & LINK_ROCKETJUMP ) ) { if( nav.debugMode && printLink ) G_PrintChasersf( self, "LINK_ROCKETJUMP\n" ); if( !self->ai->rj_triggered && self->groundentity && ( self->s.weapon == WEAP_ROCKETLAUNCHER ) ) { self->s.angles[PITCH] = 170; ucmd->upmove = 1; ucmd->buttons |= BUTTON_ATTACK; self->ai->rj_triggered = true; } nodeReached = AI_NodeReached_Generic( self ); } else { // Move To Short Range goal (not following paths) // plats, grapple, etc have higher priority than SR Goals, cause the bot will // drop from them and have to repeat the process from the beginning if( AI_MoveToShortRangeGoalEntity( self, ucmd ) ) { nodeReached = AI_NodeReached_Generic( self ); } else if( specialMovement && !self->is_swim ) // bunny-hopping movement here { BOT_DMclass_SpecialMove( self, lookdir, pathdir, ucmd ); nodeReached = AI_NodeReached_Special( self ); } else { nodeReached = AI_NodeReached_Generic( self ); } } // if static assume blocked and try to get free if( VectorLengthFast( self->velocity ) < 37 && ( ucmd->forwardmove || ucmd->sidemove || ucmd->upmove ) ) { if( random() > 0.1 && AI_SpecialMove( self, ucmd ) ) // jumps, crouches, turns... return; self->s.angles[YAW] += brandom( -90, 90 ); } } // swimming if( self->is_swim ) { if( !( G_PointContents( nodes[self->ai->next_node].origin ) & MASK_WATER ) ) // Exit water ucmd->upmove = 1; } AI_ChangeAngle( self ); if( nodeReached ) AI_NodeReached( self ); #undef BOT_FORWARD_EPSILON }
//========================================== // BOT_DMclass_FireWeapon // Fire if needed //========================================== static bool BOT_DMclass_FireWeapon( edict_t *self, usercmd_t *ucmd ) { #define WFAC_GENERIC_PROJECTILE 300.0 #define WFAC_GENERIC_INSTANT 150.0 float firedelay; vec3_t target; int weapon, i; float wfac; vec3_t fire_origin; trace_t trace; bool continuous_fire = false; firedef_t *firedef = GS_FiredefForPlayerState( &self->r.client->ps, self->r.client->ps.stats[STAT_WEAPON] ); if( !self->enemy ) return false; weapon = self->s.weapon; if( weapon < 0 || weapon >= WEAP_TOTAL ) weapon = 0; if( !firedef ) return false; // Aim to center of the box for( i = 0; i < 3; i++ ) target[i] = self->enemy->s.origin[i] + ( 0.5f * ( self->enemy->r.maxs[i] + self->enemy->r.mins[i] ) ); fire_origin[0] = self->s.origin[0]; fire_origin[1] = self->s.origin[1]; fire_origin[2] = self->s.origin[2] + self->viewheight; if( self->s.weapon == WEAP_LASERGUN || self->s.weapon == WEAP_PLASMAGUN ) continuous_fire = true; if( !continuous_fire && !BOT_DMclass_CheckShot( self, target ) ) return false; // find out our weapon AIM style if( AIWeapons[weapon].aimType == AI_AIMSTYLE_PREDICTION_EXPLOSIVE ) { // in the lowest skill level, don't predict projectiles if( self->ai->pers.skillLevel >= 0.33f ) BOT_DMclass_PredictProjectileShot( self, fire_origin, firedef->speed, target, self->enemy->velocity ); wfac = WFAC_GENERIC_PROJECTILE * 1.3; // aim to the feet when enemy isn't higher if( fire_origin[2] > ( target[2] + ( self->enemy->r.mins[2] * 0.8 ) ) ) { vec3_t checktarget; VectorSet( checktarget, self->enemy->s.origin[0], self->enemy->s.origin[1], self->enemy->s.origin[2] + self->enemy->r.mins[2] + 4 ); G_Trace( &trace, fire_origin, vec3_origin, vec3_origin, checktarget, self, MASK_SHOT ); if( trace.fraction == 1.0f || ( trace.ent > 0 && game.edicts[trace.ent].takedamage ) ) VectorCopy( checktarget, target ); } else if( !AI_IsStep( self->enemy ) ) wfac *= 2.5; // more imprecise for air rockets } else if( AIWeapons[weapon].aimType == AI_AIMSTYLE_PREDICTION ) { if( self->s.weapon == WEAP_PLASMAGUN ) wfac = WFAC_GENERIC_PROJECTILE * 0.5; else wfac = WFAC_GENERIC_PROJECTILE; // in the lowest skill level, don't predict projectiles if( self->ai->pers.skillLevel >= 0.33f ) BOT_DMclass_PredictProjectileShot( self, fire_origin, firedef->speed, target, self->enemy->velocity ); } else if( AIWeapons[weapon].aimType == AI_AIMSTYLE_DROP ) { //jalToDo wfac = WFAC_GENERIC_PROJECTILE; // in the lowest skill level, don't predict projectiles if( self->ai->pers.skillLevel >= 0.33f ) BOT_DMclass_PredictProjectileShot( self, fire_origin, firedef->speed, target, self->enemy->velocity ); } else // AI_AIMSTYLE_INSTANTHIT { if( self->s.weapon == WEAP_ELECTROBOLT ) wfac = WFAC_GENERIC_INSTANT; else if( self->s.weapon == WEAP_LASERGUN ) wfac = WFAC_GENERIC_INSTANT * 1.5; else wfac = WFAC_GENERIC_INSTANT; } wfac = 25 + wfac * ( 1.0f - self->ai->pers.skillLevel ); // look to target VectorSubtract( target, fire_origin, self->ai->move_vector ); if( self->r.client->ps.weaponState == WEAPON_STATE_READY || self->r.client->ps.weaponState == WEAPON_STATE_REFIRE || self->r.client->ps.weaponState == WEAPON_STATE_REFIRESTRONG ) { // in continuous fire weapons don't add delays if( self->s.weapon == WEAP_LASERGUN || self->s.weapon == WEAP_PLASMAGUN ) firedelay = 1.0f; else firedelay = ( 1.0f - self->ai->pers.skillLevel ) - ( random()-0.25f ); if( firedelay > 0.0f ) { if( G_InFront( self, self->enemy ) ) { ucmd->buttons |= BUTTON_ATTACK; // could fire, but wants to? } // mess up angles only in the attacking frames if( self->r.client->ps.weaponState == WEAPON_STATE_READY || self->r.client->ps.weaponState == WEAPON_STATE_REFIRE || self->r.client->ps.weaponState == WEAPON_STATE_REFIRESTRONG ) { if( (self->s.weapon == WEAP_LASERGUN) || (self->s.weapon == WEAP_PLASMAGUN) ) { target[0] += sinf( (float)level.time/100.0) * wfac; target[1] += cosf( (float)level.time/100.0) * wfac; } else { target[0] += ( random()-0.5f ) * wfac; target[1] += ( random()-0.5f ) * wfac; } } } } //update angles VectorSubtract( target, fire_origin, self->ai->move_vector ); AI_ChangeAngle( self ); if( nav.debugMode && bot_showcombat->integer ) G_PrintChasersf( self, "%s: attacking %s\n", self->ai->pers.netname, self->enemy->r.client ? self->enemy->r.client->netname : self->classname ); return true; }
//========================================== // M_default_Move // movement following paths code //========================================== //void M_default_Move( edict_t *self, usercmd_t *ucmd ) //{ // BOT_DMclass_Move( self, ucmd ); //} void M_default_Move(edict_t *self, usercmd_t *ucmd) { int current_node_flags = 0; int next_node_flags = 0; int current_link_type = 0; // int i; current_node_flags = nodes[self->ai->current_node].flags; next_node_flags = nodes[self->ai->next_node].flags; if( AI_PlinkExists( self->ai->current_node, self->ai->next_node )) { current_link_type = AI_PlinkMoveType( self->ai->current_node, self->ai->next_node ); //Com_Printf("%s\n", AI_LinkString( current_link_type )); } // Falling off ledge if(!self->groundentity && !self->is_step && !self->is_swim ) { AI_ChangeAngle(self); if (current_link_type == LINK_JUMPPAD ) { ucmd->forwardmove = 100; } else if( current_link_type == LINK_JUMP ) { self->velocity[0] = self->ai->move_vector[0] * 280; self->velocity[1] = self->ai->move_vector[1] * 280; } else { self->velocity[0] = self->ai->move_vector[0] * 160; self->velocity[1] = self->ai->move_vector[1] * 160; } return; } // swimming if( self->is_swim ) { // We need to be pointed up/down AI_ChangeAngle(self); //if( !(trap_PointContents(nodes[self->ai->next_node].origin) & MASK_WATER) ) // Exit water if( !(gi.pointcontents(nodes[self->ai->next_node].origin) & MASK_WATER) ) // Exit water ucmd->upmove = 400; ucmd->forwardmove = 300; return; } // Check to see if stuck, and if so try to free us if(VectorCompare(self->s.old_origin, self->s.origin)) { // Keep a random factor just in case.... if( random() > 0.1 && AI_SpecialMove(self, ucmd) ) //jumps, crouches, turns... return; self->s.angles[YAW] += random() * 180 - 90; AI_ChangeAngle(self); ucmd->forwardmove = 400; return; } AI_ChangeAngle(self); // Otherwise move as fast as we can... ucmd->forwardmove = 400; }