/* ================ 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_AttackEnemy ================ */ bool idBotAI::COMBAT_Vehicle_AttackEnemy() { bool keepEnemy = true; if ( !enemyInfo.enemyVisible && enemyInfo.enemyLastVisTime + 5000 < botWorld->gameLocalInfo.time ) { if ( !Bot_ShouldVehicleChaseHiddenEnemy() ) { Bot_ResetEnemy(); return false; } Bot_PickVehicleChaseType(); return false; } Bot_PickBestVehicleWeapon(); if ( vehicleUpdateTime < botWorld->gameLocalInfo.time ) { if ( VEHICLE_COMBAT_MOVEMENT_STATE == NULL ) { keepEnemy = Bot_FindBestVehicleCombatMovement(); } } if ( !keepEnemy ) { //mal: make sure enemy is reachable by our current move state/abilities/limitations. If not, we have to forget them. Bot_IgnoreEnemy( enemy, 3000 ); //mal: perhaps in 3 seconds, we will have moved to a better position for a kill... Bot_ResetEnemy(); return false; } if ( VEHICLE_COMBAT_MOVEMENT_STATE != NULL ) { CallFuncPtr( VEHICLE_COMBAT_MOVEMENT_STATE ); } if ( ClientIsValid( enemy, enemySpawnID ) && enemyInfo.enemyVisible ) { if ( botVehicleInfo->type <= ICARUS || botInfo->proxyInfo.weapon == MINIGUN ) { Bot_LookAtEntity( enemy, AIM_TURN ); //mal: aim at the enemy - but let the game side code handle it. Bot_CheckVehicleAttack(); } } return false; }
/* ================ 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; }