/* ================== BotTestAAS ================== */ void BotTestAAS(vec3_t origin) { int areanum; aas_areainfo_t info; if (bot_testsolid->integer) { if (!botlib_export->aas.AAS_Initialized()) return; areanum = BotPointAreaNum(origin); if (areanum) BotAI_Print(PRT_MESSAGE, "\remtpy area"); else BotAI_Print(PRT_MESSAGE, "\r^1SOLID area"); } else if (bot_testclusters->integer) { if (!botlib_export->aas.AAS_Initialized()) return; areanum = BotPointAreaNum(origin); if (!areanum) BotAI_Print(PRT_MESSAGE, "\r^1Solid! "); else { botlib_export->aas.AAS_AreaInfo(areanum, &info); BotAI_Print(PRT_MESSAGE, "\rarea %d, cluster %d ", areanum, info.cluster); } } }
/* * BotTestAAS */ void BotTestAAS(Vec3 origin) { int areanum; aas_areainfo_t info; trap_cvarupdate(&bot_testsolid); trap_cvarupdate(&bot_testclusters); if(bot_testsolid.integer){ if(!trap_AAS_Initialized()) return; areanum = BotPointAreaNum(origin); if(areanum) BotAI_Print(PRT_MESSAGE, "\remtpy area"); else BotAI_Print(PRT_MESSAGE, "\r^1SOLID area"); }else if(bot_testclusters.integer){ if(!trap_AAS_Initialized()) return; areanum = BotPointAreaNum(origin); if(!areanum) BotAI_Print(PRT_MESSAGE, "\r^1Solid! "); else{ trap_AAS_AreaInfo(areanum, &info); BotAI_Print(PRT_MESSAGE, "\rarea %d, cluster %d ", areanum, info.cluster); } } }
int BotTeamCarrierVisible( bot_state_t *bs ) { int i; float vis; aas_entityinfo_t entinfo; gentity_t *ent; float f, alertness; float squaredist; vec3_t dir; int areanum; alertness = trap_Characteristic_BFloat( bs->character, CHARACTERISTIC_ALERTNESS, 0, 1 ); for ( i = 0; i < maxclients && i < MAX_CLIENTS; i++ ) { if ( i == bs->client ) continue; ent = &g_entities[ i ]; if ( !ent->inuse || !ent->target_ent ) continue; BotEntityInfo( ent->target_ent->s.number, &entinfo ); if ( !entinfo.valid || !( entinfo.powerups & ( 1 << PW_BATTLESUIT ) ) ) continue; if ( !BotSameTeam( bs, i ) ) continue; VectorSubtract( entinfo.origin, bs->origin, dir ); squaredist = VectorLengthSquared( dir ); if ( squaredist > Square( 900.0 + alertness * 4000.0 ) ) continue; f = 90 + 90 - ( 90 - ( squaredist > Square( 810 ) ? Square( 810 ) : squaredist ) / ( 810 * 9 ) ); vis = BotEntityVisible( bs->entitynum, bs->eye, bs->viewangles, f, entinfo.number ); if ( vis <= 0 ) continue; areanum = BotPointAreaNum( entinfo.origin ); if ( trap_AAS_AreaTravelTimeToGoalArea( bs->areanum, bs->origin, areanum, bs->tfl ) ) { return entinfo.number; } } return -1; }
/* ======================================================================================================================================= BotMatch_CheckPoint ======================================================================================================================================= */ void BotMatch_CheckPoint(bot_state_t *bs, bot_match_t *match) { int areanum; char buf[MAX_MESSAGE_SIZE]; vec3_t position; bot_waypoint_t *cp; if (!TeamPlayIsOn()) { return; } trap_BotMatchVariable(match, POSITION, buf, MAX_MESSAGE_SIZE); VectorClear(position); // BotGPSToPosition(buf, position); sscanf(buf, "%f %f %f", &position[0], &position[1], &position[2]); position[2] += 0.5; areanum = BotPointAreaNum(position); if (!areanum) { if (BotAddressedToBot(bs, match)) { BotAI_BotInitialChat(bs, "checkpoint_invalid", NULL); trap_BotEnterChat(bs->cs, bs->client, CHAT_TEAM); } return; } trap_BotMatchVariable(match, NAME, buf, MAX_MESSAGE_SIZE); // check if there already exists a checkpoint with this name cp = BotFindWayPoint(bs->checkpoints, buf); if (cp) { if (cp->next) { cp->next->prev = cp->prev; } if (cp->prev) { cp->prev->next = cp->next; } else {bs->checkpoints = cp->next;} cp->inuse = qfalse; } // create a new check point cp = BotCreateWayPoint(buf, position, areanum); // add the check point to the bot's known chech points cp->next = bs->checkpoints; if (bs->checkpoints) { bs->checkpoints->prev = cp; } bs->checkpoints = cp; if (BotAddressedToBot(bs, match)) { Com_sprintf(buf, sizeof(buf), "%1.0f %1.0f %1.0f", cp->goal.origin[0], cp->goal.origin[1], cp->goal.origin[2]); BotAI_BotInitialChat(bs, "checkpoint_confirm", cp->name, buf, NULL); trap_BotEnterChat(bs->cs, bs->client, CHAT_TEAM); } }
/* ================== BotClientTravelTimeToGoal ================== */ int BotClientTravelTimeToGoal(int client, bot_goal_t *goal) { playerState_t ps; int areanum; BotAI_GetClientState(client, &ps); areanum = BotPointAreaNum(ps.origin); if (!areanum) return 1; return trap_AAS_AreaTravelTimeToGoalArea(areanum, ps.origin, goal->areanum, TFL_DEFAULT); }
/* ================== BotVoiceChat_Camp ================== */ void BotVoiceChat_Camp(bot_state_t * bs, int client, int mode) { int areanum; aas_entityinfo_t entinfo; char netname[MAX_NETNAME]; // bs->teamgoal.entitynum = -1; BotEntityInfo(client, &entinfo); //if info is valid (in PVS) if (entinfo.valid) { areanum = BotPointAreaNum(entinfo.origin); if (areanum) { // && trap_AAS_AreaReachability(areanum)) { //NOTE: just assume the bot knows where the person is //if (BotEntityVisible(bs->entitynum, bs->eye, bs->viewangles, 360, client)) { bs->teamgoal.entitynum = client; bs->teamgoal.areanum = areanum; VectorCopy(entinfo.origin, bs->teamgoal.origin); VectorSet(bs->teamgoal.mins, -8, -8, -8); VectorSet(bs->teamgoal.maxs, 8, 8, 8); //} } } //if the other is not visible if (bs->teamgoal.entitynum < 0) { BotAI_BotInitialChat(bs, "whereareyou", EasyClientName(client, netname, sizeof(netname)), NULL); trap_BotEnterChat(bs->cs, client, CHAT_TELL); return; } // bs->decisionmaker = client; bs->ordered = qtrue; bs->order_time = FloatTime(); //set the time to send a message to the team mates bs->teammessage_time = FloatTime() + 2 * random(); //set the ltg type bs->ltgtype = LTG_CAMPORDER; //get the team goal time bs->teamgoal_time = FloatTime() + TEAM_CAMP_TIME; //the teammate that requested the camping bs->teammate = client; //not arrived yet bs->arrive_time = 0; // BotSetTeamStatus(bs); // remember last ordered task BotRememberLastOrderedTask(bs); #ifdef DEBUG BotPrintTeamGoal(bs); #endif //DEBUG }
/* ================== BotVoiceChat_FollowMe ================== */ void BotVoiceChat_FollowMe(bot_state_t * bs, int client, int mode) { int areanum; aas_entityinfo_t entinfo; char netname[MAX_NETNAME]; bs->teamgoal.entitynum = -1; BotEntityInfo(client, &entinfo); //if info is valid (in PVS) if (entinfo.valid) { areanum = BotPointAreaNum(entinfo.origin); if (areanum) { // && trap_AAS_AreaReachability(areanum)) { bs->teamgoal.entitynum = client; bs->teamgoal.areanum = areanum; VectorCopy(entinfo.origin, bs->teamgoal.origin); VectorSet(bs->teamgoal.mins, -8, -8, -8); VectorSet(bs->teamgoal.maxs, 8, 8, 8); } } //if the other is not visible if (bs->teamgoal.entitynum < 0) { BotAI_BotInitialChat(bs, "whereareyou", EasyClientName(client, netname, sizeof(netname)), NULL); trap_BotEnterChat(bs->cs, client, CHAT_TELL); return; } // bs->decisionmaker = client; bs->ordered = qtrue; bs->order_time = FloatTime(); //the team mate bs->teammate = client; //last time the team mate was assumed visible bs->teammatevisible_time = FloatTime(); //set the time to send a message to the team mates bs->teammessage_time = FloatTime() + 2 * random(); //get the team goal time bs->teamgoal_time = FloatTime() + TEAM_ACCOMPANY_TIME; //set the ltg type bs->ltgtype = LTG_TEAMACCOMPANY; bs->formation_dist = 3.5 * 32; //3.5 meter bs->arrive_time = 0; // BotSetTeamStatus(bs); // remember last ordered task BotRememberLastOrderedTask(bs); #ifdef DEBUG BotPrintTeamGoal(bs); #endif //DEBUG }
/* ======================================================================================================================================= BotMatch_HelpAccompany ======================================================================================================================================= */ void BotMatch_HelpAccompany(bot_state_t *bs, bot_match_t *match) { int client, other, areanum; char teammate[MAX_MESSAGE_SIZE], netname[MAX_MESSAGE_SIZE]; char itemname[MAX_MESSAGE_SIZE]; bot_match_t teammatematch; aas_entityinfo_t entinfo; if (!TeamPlayIsOn()) { return; } // if not addressed to this bot if (!BotAddressedToBot(bs, match)) { return; } // get the team mate name trap_BotMatchVariable(match, TEAMMATE, teammate, sizeof(teammate)); // get the client to help if (trap_BotFindMatch(teammate, &teammatematch, MTCONTEXT_TEAMMATE) && // if someone asks for him or herself teammatematch.type == MSG_ME) { // get the netname trap_BotMatchVariable(match, NETNAME, netname, sizeof(netname)); client = ClientFromName(netname); other = qfalse; } else { // asked for someone else client = FindClientByName(teammate); // if this is the bot self if (client == bs->client) { other = qfalse; } else if (!BotSameTeam(bs, client)) { // FIXME: say "I don't help the enemy" return; } else { other = qtrue; } } // if the bot doesn't know who to help (FindClientByName returned -1) if (client < 0) { if (other) { BotAI_BotInitialChat(bs, "whois", teammate, NULL); } else {BotAI_BotInitialChat(bs, "whois", netname, NULL);} trap_BotEnterChat(bs->cs, bs->client, CHAT_TEAM); return; } // don't help or accompany yourself if (client == bs->client) { return; } bs->teamgoal.entitynum = -1; BotEntityInfo(client, &entinfo); // if info is valid (in PVS) if (entinfo.valid) { areanum = BotPointAreaNum(entinfo.origin); if (areanum && trap_AAS_AreaReachability(areanum)) { bs->teamgoal.entitynum = client; bs->teamgoal.areanum = areanum; VectorCopy(entinfo.origin, bs->teamgoal.origin); VectorSet(bs->teamgoal.mins, -8, -8, -8); VectorSet(bs->teamgoal.maxs, 8, 8, 8); } } // if no teamgoal yet if (bs->teamgoal.entitynum < 0) { // if near an item if (match->subtype & ST_NEARITEM) { // get the match variable trap_BotMatchVariable(match, ITEM, itemname, sizeof(itemname)); if (!BotGetMessageTeamGoal(bs, itemname, &bs->teamgoal)) { // BotAI_BotInitialChat(bs, "cannotfind", itemname, NULL); // trap_BotEnterChat(bs->cs, bs->client, CHAT_TEAM); return; } } } if (bs->teamgoal.entitynum < 0) { if (other) { BotAI_BotInitialChat(bs, "whereis", teammate, NULL); } else {BotAI_BotInitialChat(bs, "whereareyou", netname, NULL);} trap_BotEnterChat(bs->cs, bs->client, CHAT_TEAM); return; } // the team mate bs->teammate = client; // last time the team mate was assumed visible bs->teammatevisible_time = trap_AAS_Time(); // set the time to send a message to the team mates bs->teammessage_time = trap_AAS_Time() + 2 * random(); // get the team goal time bs->teamgoal_time = BotGetTime(match); // set the ltg type if (match->type == MSG_HELP) { bs->ltgtype = LTG_TEAMHELP; if (!bs->teamgoal_time) { bs->teamgoal_time = trap_AAS_Time() + TEAM_HELP_TIME; } } else { bs->ltgtype = LTG_TEAMACCOMPANY; if (!bs->teamgoal_time) { bs->teamgoal_time = trap_AAS_Time() + TEAM_ACCOMPANY_TIME; } bs->formation_dist = 3.5 * 32; // 3.5 meter bs->arrive_time = 0; } #ifdef DEBUG BotPrintTeamGoal(bs); #endif // DEBUG }
/* ======================================================================================================================================= BotMatch_LeadTheWay ======================================================================================================================================= */ void BotMatch_LeadTheWay(bot_state_t *bs, bot_match_t *match) { aas_entityinfo_t entinfo; char netname[MAX_MESSAGE_SIZE], teammate[MAX_MESSAGE_SIZE]; int client, areanum, other; if (!TeamPlayIsOn()) { return; } // if not addressed to this bot if (!BotAddressedToBot(bs, match)) { return; } // if someone asks for someone else if (match->subtype & ST_SOMEONE) { // get the team mate name trap_BotMatchVariable(match, TEAMMATE, teammate, sizeof(teammate)); client = FindClientByName(teammate); // if this is the bot self if (client == bs->client) { other = qfalse; } else if (!BotSameTeam(bs, client)) { // FIXME: say "I don't help the enemy" return; } else { other = qtrue; } } else { // get the netname trap_BotMatchVariable(match, NETNAME, netname, sizeof(netname)); client = ClientFromName(netname); other = qfalse; } // if the bot doesn't know who to help (FindClientByName returned -1) if (client < 0) { BotAI_BotInitialChat(bs, "whois", netname, NULL); trap_BotEnterChat(bs->cs, bs->client, CHAT_TEAM); return; } bs->lead_teamgoal.entitynum = -1; BotEntityInfo(client, &entinfo); // if info is valid (in PVS) if (entinfo.valid) { areanum = BotPointAreaNum(entinfo.origin); if (areanum && trap_AAS_AreaReachability(areanum)) { bs->lead_teamgoal.entitynum = client; bs->lead_teamgoal.areanum = areanum; VectorCopy(entinfo.origin, bs->lead_teamgoal.origin); VectorSet(bs->lead_teamgoal.mins, -8, -8, -8); VectorSet(bs->lead_teamgoal.maxs, 8, 8, 8); } } if (bs->teamgoal.entitynum < 0) { if (other) { BotAI_BotInitialChat(bs, "whereis", teammate, NULL); } else {BotAI_BotInitialChat(bs, "whereareyou", netname, NULL);} trap_BotEnterChat(bs->cs, bs->client, CHAT_TEAM); return; } bs->lead_teammate = client; bs->lead_time = trap_AAS_Time() + TEAM_LEAD_TIME; bs->leadvisible_time = 0; bs->leadmessage_time = -(trap_AAS_Time() + 2 * random()); }
/* ============ AICast_Think entry point for all cast AI ============ */ void AICast_Think( int client, float thinktime ) { gentity_t *ent; cast_state_t *cs; int i; int animIndex; animation_t *anim; // if (saveGamePending || (strlen( g_missionStats.string ) > 2 )) { // return; // } // // get the cast ready for processing // cs = AICast_GetCastState( client ); ent = &g_entities[client]; // // make sure we are using the right AAS data for this entity (one's that don't get set will default to the player's AAS data) trap_AAS_SetCurrentWorld( cs->aasWorldIndex ); // // make sure we have a valid navigation system // if ( !trap_AAS_Initialized() ) { return; } // trap_EA_ResetInput( client, NULL ); cs->aiFlags &= ~AIFL_VIEWLOCKED; //cs->bs->weaponnum = ent->client->ps.weapon; // // turn off flags that are set each frame if needed ent->client->ps.eFlags &= ~( EF_NOSWINGANGLES | EF_MONSTER_EFFECT | EF_MONSTER_EFFECT2 | EF_MONSTER_EFFECT3 ); // conditional flags if ( ent->aiCharacter == AICHAR_ZOMBIE ) { if ( COM_BitCheck( ent->client->ps.weapons, WP_MONSTER_ATTACK1 ) ) { cs->aiFlags |= AIFL_NO_FLAME_DAMAGE; SET_FLAMING_ZOMBIE( ent->s, 1 ); } else { SET_FLAMING_ZOMBIE( ent->s, 0 ); } } // // if we're dead, do special stuff only if ( ent->health <= 0 || cs->revivingTime || cs->rebirthTime ) { // if ( cs->revivingTime && cs->revivingTime < level.time ) { // start us thinking again ent->client->ps.pm_type = PM_NORMAL; cs->revivingTime = 0; } // if ( cs->rebirthTime && cs->rebirthTime < level.time ) { vec3_t mins, maxs; int touch[10], numTouch; float oldmaxZ; oldmaxZ = ent->r.maxs[2]; // make sure the area is clear AIChar_SetBBox( ent, cs ); VectorAdd( ent->r.currentOrigin, ent->r.mins, mins ); VectorAdd( ent->r.currentOrigin, ent->r.maxs, maxs ); trap_UnlinkEntity( ent ); numTouch = trap_EntitiesInBox( mins, maxs, touch, 10 ); if ( numTouch ) { for ( i = 0; i < numTouch; i++ ) { //if (!g_entities[touch[i]].client || g_entities[touch[i]].r.contents == CONTENTS_BODY) if ( g_entities[touch[i]].r.contents & MASK_PLAYERSOLID ) { break; } } if ( i == numTouch ) { numTouch = 0; } } if ( numTouch == 0 ) { // ok to spawn // give them health when they start reviving, so we won't gib after // just a couple shots while reviving ent->health = ent->client->ps.stats[STAT_HEALTH] = ent->client->ps.stats[STAT_MAX_HEALTH] = ( ( cs->attributes[STARTING_HEALTH] - 50 ) > 30 ? ( cs->attributes[STARTING_HEALTH] - 50 ) : 30 ); ent->r.contents = CONTENTS_BODY; ent->clipmask = MASK_PLAYERSOLID; ent->takedamage = qtrue; ent->waterlevel = 0; ent->watertype = 0; ent->flags = 0; ent->die = AICast_Die; ent->client->ps.eFlags &= ~EF_DEAD; ent->s.eFlags &= ~EF_DEAD; cs->rebirthTime = 0; cs->deathTime = 0; // play the revive animation cs->revivingTime = level.time + BG_AnimScriptEvent( &ent->client->ps, ANIM_ET_REVIVE, qfalse, qtrue );; } else { // can't spawn yet, so set bbox back, and wait ent->r.maxs[2] = oldmaxZ; ent->client->ps.maxs[2] = ent->r.maxs[2]; } trap_LinkEntity( ent ); } // ZOMBIE should set effect flag if really dead if ( cs->aiCharacter == AICHAR_ZOMBIE && !ent->r.contents ) { ent->client->ps.eFlags |= EF_MONSTER_EFFECT2; } // if ( ent->health > GIB_HEALTH && cs->deathTime && cs->deathTime < ( level.time - 3000 ) ) { /* // been dead for long enough, set our animation to the end frame switch ( ent->s.legsAnim & ~ANIM_TOGGLEBIT ) { case BOTH_DEATH1: case BOTH_DEAD1: anim = BOTH_DEAD1; break; case BOTH_DEATH2: case BOTH_DEAD2: anim = BOTH_DEAD2; break; case BOTH_DEATH3: case BOTH_DEAD3: anim = BOTH_DEAD3; break; default: G_Error( "%s has unknown death animation\n", ent->classname); } ent->client->ps.torsoAnim = ( ( ent->client->ps.torsoAnim & ANIM_TOGGLEBIT ) ^ ANIM_TOGGLEBIT ) | anim; ent->client->ps.legsAnim = ( ( ent->client->ps.legsAnim & ANIM_TOGGLEBIT ) ^ ANIM_TOGGLEBIT ) | anim; */ cs->deathTime = 0; ent->r.svFlags &= ~SVF_BROADCAST; } // // no more thinking required return; } // // set some anim conditions if ( cs->secondDeadTime ) { BG_UpdateConditionValue( cs->entityNum, ANIM_COND_SECONDLIFE, qtrue, qfalse ); } else { BG_UpdateConditionValue( cs->entityNum, ANIM_COND_SECONDLIFE, qfalse, qfalse ); } // set health value if ( ent->health <= 0.25 * cs->attributes[STARTING_HEALTH] ) { BG_UpdateConditionValue( cs->entityNum, ANIM_COND_HEALTH_LEVEL, 3, qfalse ); } else if ( ent->health <= 0.5 * cs->attributes[STARTING_HEALTH] ) { BG_UpdateConditionValue( cs->entityNum, ANIM_COND_HEALTH_LEVEL, 2, qfalse ); } else { BG_UpdateConditionValue( cs->entityNum, ANIM_COND_HEALTH_LEVEL, 1, qfalse ); } // cs->speedScale = 1.0; // reset each frame, set if required cs->actionFlags = 0; // FIXME: move this to a Cast AI movement init function! //retrieve the current client state BotAI_GetClientState( client, &( cs->bs->cur_ps ) ); // // setup movement speeds for the given state // walking animIndex = BG_GetAnimScriptAnimation( cs->entityNum, ent->client->ps.aiState, ANIM_MT_WALK ); if ( animIndex >= 0 ) { anim = BG_GetAnimationForIndex( cs->entityNum, animIndex ); cs->attributes[WALKING_SPEED] = anim->moveSpeed; } // crouching animIndex = BG_GetAnimScriptAnimation( cs->entityNum, ent->client->ps.aiState, ANIM_MT_WALKCR ); if ( animIndex >= 0 ) { anim = BG_GetAnimationForIndex( cs->entityNum, animIndex ); cs->attributes[CROUCHING_SPEED] = anim->moveSpeed; } // running animIndex = BG_GetAnimScriptAnimation( cs->entityNum, ent->client->ps.aiState, ANIM_MT_RUN ); if ( animIndex >= 0 ) { anim = BG_GetAnimationForIndex( cs->entityNum, animIndex ); cs->attributes[RUNNING_SPEED] = anim->moveSpeed; } // update crouch speed scale ent->client->ps.crouchSpeedScale = cs->attributes[CROUCHING_SPEED] / cs->attributes[RUNNING_SPEED]; // // only enable headlook if we want to this frame ent->client->ps.eFlags &= ~EF_HEADLOOK; if ( cs->bs->enemy >= 0 ) { ent->client->ps.eFlags &= ~EF_STAND_IDLE2; // never use alt idle if fighting } // // check for dead leader if ( cs->leaderNum >= 0 && g_entities[cs->leaderNum].health <= 0 ) { cs->leaderNum = -1; } // #if 0 // HACK for village2, if they are stuck, find a good position (there is a friendly guy placed inside a table) { trace_t tr; vec3_t org; trap_Trace( &tr, cs->bs->cur_ps.origin, cs->bs->cur_ps.mins, cs->bs->cur_ps.maxs, cs->bs->cur_ps.origin, cs->entityNum, CONTENTS_SOLID ); while ( tr.startsolid ) { VectorCopy( cs->bs->cur_ps.origin, org ); org[0] += 96 * crandom(); org[1] += 96 * crandom(); org[2] += 16 * crandom(); trap_Trace( &tr, org, cs->bs->cur_ps.mins, cs->bs->cur_ps.maxs, org, cs->entityNum, CONTENTS_SOLID ); G_SetOrigin( &g_entities[cs->entityNum], org ); VectorCopy( org, g_entities[cs->entityNum].client->ps.origin ); } } #endif //add the delta angles to the cast's current view angles for ( i = 0; i < 3; i++ ) { cs->bs->viewangles[i] = AngleMod( cs->bs->viewangles[i] + SHORT2ANGLE( cs->bs->cur_ps.delta_angles[i] ) ); } // //increase the local time of the cast cs->bs->ltime += thinktime; // cs->bs->thinktime = thinktime; //origin of the cast VectorCopy( cs->bs->cur_ps.origin, cs->bs->origin ); //eye coordinates of the cast VectorCopy( cs->bs->cur_ps.origin, cs->bs->eye ); cs->bs->eye[2] += cs->bs->cur_ps.viewheight; //get the area the cast is in cs->bs->areanum = BotPointAreaNum( cs->bs->origin ); // clear flags each frame cs->bs->flags = 0; // // check enemy health if ( cs->bs->enemy >= 0 && g_entities[cs->bs->enemy].health <= 0 ) { cs->bs->enemy = -1; } // // if the previous movetype was temporary, set it back if ( cs->movestateType == MSTYPE_TEMPORARY ) { cs->movestate = MS_DEFAULT; cs->movestateType = MSTYPE_NONE; } // crouching? if ( ( cs->bs->attackcrouch_time > trap_AAS_Time() ) && ( ( cs->lastAttackCrouch > level.time - 500 ) || ( cs->thinkFuncChangeTime < level.time - 1000 ) ) ) { // if we are not moving, and we are firing, always stand, unless we are allowed to crouch + fire if ( VectorLength( cs->bs->cur_ps.velocity ) || ( cs->lastWeaponFired < level.time - 2000 ) || ( cs->aiFlags & AIFL_ATTACK_CROUCH ) ) { cs->lastAttackCrouch = level.time; trap_EA_Crouch( cs->bs->client ); } } // //if (cs->bs->enemy >= 0) { //update the attack inventory values AICast_UpdateBattleInventory( cs, cs->bs->enemy ); //} // // if we don't have ammo for the current weapon, get rid of it if ( !( COM_BitCheck( cs->bs->cur_ps.weapons, cs->bs->weaponnum ) ) || !AICast_GotEnoughAmmoForWeapon( cs, cs->bs->weaponnum ) ) { // select a weapon AICast_ChooseWeapon( cs, qfalse ); // if still no ammo, select a blank weapon //if (!AICast_GotEnoughAmmoForWeapon( cs, cs->bs->weaponnum )) { // cs->bs->weaponnum = WP_NONE; //} } // // in query mode, we do special handling (pause scripting, check for transition to alert/combat, etc) if ( cs->aiState == AISTATE_QUERY ) { AICast_QueryThink( cs ); } else if ( cs->pauseTime < level.time ) { // do the thinking AICast_ProcessAIFunctions( cs, thinktime ); // // make sure the correct weapon is selected trap_EA_SelectWeapon( cs->bs->client, cs->bs->weaponnum ); // // process current script if it exists cs->castScriptStatusCurrent = cs->castScriptStatus; AICast_ScriptRun( cs, qfalse ); } // // set special movestate if necessary if ( cs->movestateType != MSTYPE_NONE ) { switch ( cs->movestate ) { case MS_WALK: cs->actionFlags |= CASTACTION_WALK; break; case MS_CROUCH: trap_EA_Crouch( cs->entityNum ); break; default: break; // TTimo gcc: MS_DEFAULT MS_RUN not handled in switch } } // //subtract the delta angles for ( i = 0; i < 3; i++ ) { cs->bs->viewangles[i] = AngleMod( cs->bs->viewangles[i] - SHORT2ANGLE( cs->bs->cur_ps.delta_angles[i] ) ); } }
/* ================ AICast_EvaluatePmove Avoidance after the event (leaders instruct AI's to get out the way, AI's instruct other non-moving AI's to get out the way) ================ */ void AICast_EvaluatePmove( int clientnum, pmove_t *pm ) { cast_state_t *cs, *ocs; int i, ent; bot_goal_t ogoal; //vec3_t pos, dir; cs = AICast_GetCastState( clientnum ); // make sure we are using the right AAS data for this entity (one's that don't get set will default to the player's AAS data) trap_AAS_SetCurrentWorld( cs->aasWorldIndex ); // NOTE: this is only enabled for real clients, so their followers get out of their way //if (cs->bs) // return; // look through the touchent's to see if we've bumped into something we should avoid, or react to for ( i = 0; i < pm->numtouch; i++ ) { // mark the time, so they can deal with the obstruction in their own think functions cs->blockedTime = level.time; if ( pm->touchents[i] == pm->ps->groundEntityNum ) { continue; } // if they are an AI Cast, inform them of our disposition, and hope that they are reasonable // enough to assist us in our desire to move beyond our current position if ( pm->touchents[i] < aicast_maxclients ) { if ( !AICast_EntityVisible( cs, pm->touchents[i], qtrue ) ) { continue; } // if we are inspecting the body, abort if we touch anything if ( cs->bs && cs->bs->enemy >= 0 && g_entities[cs->bs->enemy].health <= 0 ) { cs->bs->enemy = -1; } // anything we touch, should see us AICast_UpdateVisibility( &g_entities[pm->touchents[i]], &g_entities[cs->entityNum], qfalse, qtrue ); ocs = AICast_GetCastState( pm->touchents[i] ); if ( ( ocs->bs ) && ( !( ocs->aiFlags & AIFL_NOAVOID ) ) && ( ( ocs->leaderNum == cs->entityNum ) || ( VectorLength( ocs->bs->velocity ) < 5 ) ) && ( ocs->obstructingTime < ( level.time + 100 ) ) ) { // if they are moving away from us already, let them go if ( VectorLength( ocs->bs->cur_ps.velocity ) > 10 ) { vec3_t v1, v2; VectorSubtract( ocs->bs->origin, g_entities[clientnum].client->ps.velocity, v2 ); VectorNormalize( v2 ); VectorNormalize2( ocs->bs->cur_ps.velocity, v1 ); if ( DotProduct( v1, v2 ) > 0.0 ) { continue; } } if ( ocs->leaderNum >= 0 ) { VectorCopy( g_entities[ocs->leaderNum].r.currentOrigin, ogoal.origin ); ogoal.areanum = BotPointAreaNum( ogoal.origin ); ogoal.entitynum = ocs->leaderNum; if ( ocs->bs && AICast_GetAvoid( ocs, &ogoal, ocs->obstructingPos, qfalse, cs->entityNum ) ) { // give them time to move somewhere else ocs->obstructingTime = level.time + 1000; } } else { if ( ocs->bs && AICast_GetAvoid( ocs, NULL, ocs->obstructingPos, qfalse, cs->entityNum ) ) { // give them time to move somewhere else ocs->obstructingTime = level.time + 1000; } } } } else if ( cs->bs ) { // if we are blocked by a brush entity, see if we can activate it ent = pm->touchents[i]; if ( g_entities[ent].s.modelindex > 0 && g_entities[ent].s.eType == ET_MOVER ) { //find the bsp entity which should be activated in order to remove //the blocking entity if ( !g_entities[ent].isProp && Q_stricmp( g_entities[ent].classname, "func_static" ) && Q_stricmp( g_entities[ent].classname, "func_button" ) && Q_stricmp( g_entities[ent].classname, "func_tram" ) ) { G_Activate( &g_entities[ent], &g_entities[cs->entityNum] ); } } } } }
/* ============== BotAI ============== */ int BotAI( int client, float thinktime ) { bot_state_t *bs; char buf[1024], *args; int j; trap_EA_ResetInput( client, NULL ); // bs = botstates[client]; if ( !bs || !bs->inuse ) { BotAI_Print( PRT_FATAL, "client %d hasn't been setup\n", client ); return BLERR_AICLIENTNOTSETUP; } //retrieve the current client state BotAI_GetClientState( client, &bs->cur_ps ); //retrieve any waiting console messages while ( trap_BotGetServerCommand( client, buf, sizeof( buf ) ) ) { //have buf point to the command and args to the command arguments args = strchr( buf, ' ' ); if ( !args ) { continue; } *args++ = '\0'; //remove color espace sequences from the arguments Q_CleanStr( args ); //botai_import.Print(PRT_MESSAGE, "ConsoleMessage: \"%s\"\n", buf); if ( !Q_stricmp( buf, "cp " ) ) { /*CenterPrintf*/ } else if ( !Q_stricmp( buf, "cs" ) ) { /*ConfigStringModified*/ } else if ( !Q_stricmp( buf, "print" ) ) { trap_BotQueueConsoleMessage( bs->cs, CMS_NORMAL, args ); } else if ( !Q_stricmp( buf, "chat" ) ) { trap_BotQueueConsoleMessage( bs->cs, CMS_CHAT, args ); } else if ( !Q_stricmp( buf, "tchat" ) ) { trap_BotQueueConsoleMessage( bs->cs, CMS_CHAT, args ); } else if ( !Q_stricmp( buf, "scores" ) ) { /*FIXME: parse scores?*/ } else if ( !Q_stricmp( buf, "clientLevelShot" ) ) { /*ignore*/ } } //add the delta angles to the bot's current view angles for ( j = 0; j < 3; j++ ) { bs->viewangles[j] = AngleMod( bs->viewangles[j] + SHORT2ANGLE( bs->cur_ps.delta_angles[j] ) ); } //increase the local time of the bot bs->ltime += thinktime; // bs->thinktime = thinktime; //origin of the bot VectorCopy( bs->cur_ps.origin, bs->origin ); //eye coordinates of the bot VectorCopy( bs->cur_ps.origin, bs->eye ); bs->eye[2] += bs->cur_ps.viewheight; //get the area the bot is in bs->areanum = BotPointAreaNum( bs->origin ); //the real AI BotDeathmatchAI( bs, thinktime ); //set the weapon selection every AI frame trap_EA_SelectWeapon( bs->client, bs->weaponnum ); //subtract the delta angles for ( j = 0; j < 3; j++ ) { bs->viewangles[j] = AngleMod( bs->viewangles[j] - SHORT2ANGLE( bs->cur_ps.delta_angles[j] ) ); } //everything was ok return BLERR_NOERROR; }
/* * BotAI */ int BotAI(int client, float thinktime) { bot_state_t *bs; char buf[1024], *args; int j; trap_EA_ResetInput(client); bs = botstates[client]; if(!bs || !bs->inuse){ BotAI_Print(PRT_FATAL, "BotAI: client %d is not setup\n", client); return qfalse; } /* retrieve the current client state */ BotAI_GetClientState(client, &bs->cur_ps); /* retrieve any waiting server commands */ while(trap_BotGetServerCommand(client, buf, sizeof(buf))){ /* have buf point to the command and args to the command arguments */ args = strchr(buf, ' '); if(!args) continue; *args++ = '\0'; /* remove color espace sequences from the arguments */ RemoveColorEscapeSequences(args); if(!Q_stricmp(buf, "cp ")){ /*CenterPrintf*/ }else if(!Q_stricmp(buf, "cs")){/*ConfigStringModified*/ }else if(!Q_stricmp(buf, "print")){ /* remove first and last quote from the chat message */ memmove(args, args+1, strlen(args)); args[strlen(args)-1] = '\0'; trap_BotQueueConsoleMessage(bs->cs, CMS_NORMAL, args); }else if(!Q_stricmp(buf, "chat")){ /* remove first and last quote from the chat message */ memmove(args, args+1, strlen(args)); args[strlen(args)-1] = '\0'; trap_BotQueueConsoleMessage(bs->cs, CMS_CHAT, args); }else if(!Q_stricmp(buf, "tchat")){ /* remove first and last quote from the chat message */ memmove(args, args+1, strlen(args)); args[strlen(args)-1] = '\0'; trap_BotQueueConsoleMessage(bs->cs, CMS_CHAT, args); } #ifdef MISSIONPACK else if(!Q_stricmp(buf, "vchat")) BotVoiceChatCommand(bs, SAY_ALL, args); else if(!Q_stricmp(buf, "vtchat")) BotVoiceChatCommand(bs, SAY_TEAM, args); else if(!Q_stricmp(buf, "vtell")) BotVoiceChatCommand(bs, SAY_TELL, args); #endif else if(!Q_stricmp(buf, "scores")){ /*FIXME: parse scores?*/ }else if(!Q_stricmp(buf, "clientLevelShot")){ /*ignore*/ } } /* add the delta angles to the bot's current view angles */ for(j = 0; j < 3; j++) bs->viewangles[j] = modeuler(bs->viewangles[j] + SHORT2ANGLE(bs->cur_ps.delta_angles[j])); /* increase the local time of the bot */ bs->ltime += thinktime; bs->thinktime = thinktime; /* origin of the bot */ copyv3(bs->cur_ps.origin, bs->origin); /* eye coordinates of the bot */ copyv3(bs->cur_ps.origin, bs->eye); bs->eye[2] += bs->cur_ps.viewheight; /* get the area the bot is in */ bs->areanum = BotPointAreaNum(bs->origin); /* the real AI */ BotDeathmatchAI(bs, thinktime); /* set the weapon selection every AI frame */ trap_EA_SelectWeapon(bs->client, bs->weaponnum); /* subtract the delta angles */ for(j = 0; j < 3; j++) bs->viewangles[j] = modeuler(bs->viewangles[j] - SHORT2ANGLE(bs->cur_ps.delta_angles[j])); /* everything was ok */ return qtrue; }
/* ================== BotMatch_Camp ================== */ void BotMatch_Camp(bot_state_t *bs, bot_match_t *match) { int playernum, areanum; char netname[MAX_MESSAGE_SIZE]; char itemname[MAX_MESSAGE_SIZE]; aas_entityinfo_t entinfo; if (!TeamPlayIsOn()) return; //if not addressed to this bot if (!BotAddressedToBot(bs, match)) return; // BotMatchVariable(match, NETNAME, netname, sizeof(netname)); //asked for someone else playernum = FindPlayerByName(netname); //if there's no valid player with this name if (playernum < 0) { BotAI_BotInitialChat(bs, "whois", netname, NULL); BotEnterChat(bs->cs, bs->playernum, CHAT_TEAM); return; } //get the match variable BotMatchVariable(match, KEYAREA, itemname, sizeof(itemname)); //in CTF it could be the base if (match->subtype & ST_THERE) { //camp at the spot the bot is currently standing bs->teamgoal.entitynum = bs->entitynum; bs->teamgoal.areanum = bs->areanum; VectorCopy(bs->origin, bs->teamgoal.origin); VectorSet(bs->teamgoal.mins, -8, -8, -8); VectorSet(bs->teamgoal.maxs, 8, 8, 8); } else if (match->subtype & ST_HERE) { //if this is the bot self if (playernum == bs->playernum) return; // bs->teamgoal.entitynum = -1; BotEntityInfo(playernum, &entinfo); //if info is valid (in PVS) if (entinfo.valid) { areanum = BotPointAreaNum(entinfo.origin); if (areanum) {// && trap_AAS_AreaReachability(areanum)) { //NOTE: just assume the bot knows where the person is //if (BotEntityVisible(bs->entitynum, bs->eye, bs->viewangles, 360, playernum)) { bs->teamgoal.entitynum = playernum; bs->teamgoal.areanum = areanum; VectorCopy(entinfo.origin, bs->teamgoal.origin); VectorSet(bs->teamgoal.mins, -8, -8, -8); VectorSet(bs->teamgoal.maxs, 8, 8, 8); //} } } //if the other is not visible if (bs->teamgoal.entitynum < 0) { BotAI_BotInitialChat(bs, "whereareyou", netname, NULL); playernum = PlayerFromName(netname); BotEnterChat(bs->cs, playernum, CHAT_TELL); return; } } else if (!BotGetMessageTeamGoal(bs, itemname, &bs->teamgoal)) { //BotAI_BotInitialChat(bs, "cannotfind", itemname, NULL); //playernum = PlayerFromName(netname); //BotEnterChat(bs->cs, playernum, CHAT_TELL); return; } // bs->decisionmaker = playernum; bs->ordered = qtrue; bs->order_time = FloatTime(); //set the time to send a message to the team mates bs->teammessage_time = FloatTime() + 2 * random(); //set the ltg type bs->ltgtype = LTG_CAMPORDER; //get the team goal time bs->teamgoal_time = BotGetTime(match); //set the team goal time if (!bs->teamgoal_time) bs->teamgoal_time = FloatTime() + TEAM_CAMP_TIME; //not arrived yet bs->arrive_time = 0; // BotSetTeamStatus(bs); // remember last ordered task BotRememberLastOrderedTask(bs); BotPrintTeamGoal(bs); }
/* ================== BotMatch_HelpAccompany ================== */ void BotMatch_HelpAccompany(bot_state_t *bs, bot_match_t *match) { int playernum, other, areanum; char teammate[MAX_MESSAGE_SIZE]; char netname[MAX_MESSAGE_SIZE]; char itemname[MAX_MESSAGE_SIZE]; bot_match_t teammatematch; aas_entityinfo_t entinfo; if (!TeamPlayIsOn()) return; //if not addressed to this bot if (!BotAddressedToBot(bs, match)) return; //get the team mate name BotMatchVariable(match, TEAMMATE, teammate, sizeof(teammate)); //get the player to help if (BotFindMatch(teammate, &teammatematch, MTCONTEXT_TEAMMATE) && //if someone asks for him or herself teammatematch.type == MSG_ME) { //get the netname BotMatchVariable(match, NETNAME, netname, sizeof(netname)); playernum = PlayerFromName(netname); other = qfalse; } else { //asked for someone else playernum = FindPlayerByName(teammate); //if this is the bot self if (playernum == bs->playernum) { other = qfalse; } else if (!BotSameTeam(bs, playernum)) { //FIXME: say "I don't help the enemy" return; } else { other = qtrue; } } //if the bot doesn't know who to help (FindPlayerByName returned -1) if (playernum < 0) { if (other) BotAI_BotInitialChat(bs, "whois", teammate, NULL); else BotAI_BotInitialChat(bs, "whois", netname, NULL); playernum = PlayerFromName(netname); BotEnterChat(bs->cs, playernum, CHAT_TELL); return; } //don't help or accompany yourself if (playernum == bs->playernum) { return; } // bs->teamgoal.entitynum = -1; BotEntityInfo(playernum, &entinfo); //if info is valid (in PVS) if (entinfo.valid) { areanum = BotPointAreaNum(entinfo.origin); if (areanum) {// && trap_AAS_AreaReachability(areanum)) { bs->teamgoal.entitynum = playernum; bs->teamgoal.areanum = areanum; VectorCopy(entinfo.origin, bs->teamgoal.origin); VectorSet(bs->teamgoal.mins, -8, -8, -8); VectorSet(bs->teamgoal.maxs, 8, 8, 8); } } //if no teamgoal yet if (bs->teamgoal.entitynum < 0) { //if near an item if (match->subtype & ST_NEARITEM) { //get the match variable BotMatchVariable(match, ITEM, itemname, sizeof(itemname)); // if (!BotGetMessageTeamGoal(bs, itemname, &bs->teamgoal)) { //BotAI_BotInitialChat(bs, "cannotfind", itemname, NULL); //BotEnterChat(bs->cs, bs->playernum, CHAT_TEAM); return; } } } // if (bs->teamgoal.entitynum < 0) { if (other) BotAI_BotInitialChat(bs, "whereis", teammate, NULL); else BotAI_BotInitialChat(bs, "whereareyou", netname, NULL); playernum = PlayerFromName(netname); BotEnterChat(bs->cs, playernum, CHAT_TEAM); return; } //the team mate bs->teammate = playernum; // BotMatchVariable(match, NETNAME, netname, sizeof(netname)); // playernum = PlayerFromName(netname); //the team mate who ordered bs->decisionmaker = playernum; bs->ordered = qtrue; bs->order_time = FloatTime(); //last time the team mate was assumed visible bs->teammatevisible_time = FloatTime(); //set the time to send a message to the team mates bs->teammessage_time = FloatTime() + 2 * random(); //get the team goal time bs->teamgoal_time = BotGetTime(match); //set the ltg type if (match->type == MSG_HELP) { bs->ltgtype = LTG_TEAMHELP; if (!bs->teamgoal_time) bs->teamgoal_time = FloatTime() + TEAM_HELP_TIME; } else { bs->ltgtype = LTG_TEAMACCOMPANY; if (!bs->teamgoal_time) bs->teamgoal_time = FloatTime() + TEAM_ACCOMPANY_TIME; bs->formation_dist = 128; bs->arrive_time = 0; // BotSetTeamStatus(bs); // remember last ordered task BotRememberLastOrderedTask(bs); } BotPrintTeamGoal(bs); }
/* ======================================================================================================================================= BotMatch_Camp ======================================================================================================================================= */ void BotMatch_Camp(bot_state_t *bs, bot_match_t *match) { int client, areanum; char netname[MAX_MESSAGE_SIZE]; char itemname[MAX_MESSAGE_SIZE]; aas_entityinfo_t entinfo; if (!TeamPlayIsOn()) { return; } // if not addressed to this bot if (!BotAddressedToBot(bs, match)) { return; } trap_BotMatchVariable(match, NETNAME, netname, sizeof(netname)); // asked for someone else client = FindClientByName(netname); // if there's no valid client with this name if (client < 0) { BotAI_BotInitialChat(bs, "whois", netname, NULL); trap_BotEnterChat(bs->cs, bs->client, CHAT_TEAM); return; } // get the match variable trap_BotMatchVariable(match, KEYAREA, itemname, sizeof(itemname)); // in CTF it could be the base if (match->subtype & ST_THERE) { // camp at the spot the bot is currently standing bs->teamgoal.entitynum = bs->entitynum; bs->teamgoal.areanum = bs->areanum; VectorCopy(bs->origin, bs->teamgoal.origin); VectorSet(bs->teamgoal.mins, -8, -8, -8); VectorSet(bs->teamgoal.maxs, 8, 8, 8); } else if (match->subtype & ST_HERE) { // if this is the bot self if (client == bs->client) { return; } bs->teamgoal.entitynum = -1; BotEntityInfo(client, &entinfo); // if info is valid (in PVS) if (entinfo.valid) { areanum = BotPointAreaNum(entinfo.origin); if (areanum && trap_AAS_AreaReachability(areanum)) { // NOTE: just cheat and assume the bot knows where the person is // if (BotEntityVisible(bs->entitynum, bs->eye, bs->viewangles, 360, client)) { bs->teamgoal.entitynum = client; bs->teamgoal.areanum = areanum; VectorCopy(entinfo.origin, bs->teamgoal.origin); VectorSet(bs->teamgoal.mins, -8, -8, -8); VectorSet(bs->teamgoal.maxs, 8, 8, 8); //} } } // if the other is not visible if (bs->teamgoal.entitynum < 0) { BotAI_BotInitialChat(bs, "whereareyou", netname, NULL); trap_BotEnterChat(bs->cs, bs->client, CHAT_TEAM); return; } } else if (!BotGetMessageTeamGoal(bs, itemname, &bs->teamgoal)) { // BotAI_BotInitialChat(bs, "cannotfind", itemname, NULL); // trap_BotEnterChat(bs->cs, bs->client, CHAT_TEAM); return; } // set the time to send a message to the team mates bs->teammessage_time = trap_AAS_Time() + 2 * random(); // set the ltg type bs->ltgtype = LTG_CAMPORDER; // get the team goal time bs->teamgoal_time = BotGetTime(match); // set the team goal time if (!bs->teamgoal_time) { bs->teamgoal_time = trap_AAS_Time() + TEAM_CAMP_TIME; } // the teammate that requested the camping bs->teammate = client; // not arrived yet bs->arrive_time = 0; #ifdef DEBUG BotPrintTeamGoal(bs); #endif // DEBUG }
void BotTeamSeekGoals( bot_state_t *bs ) { aas_entityinfo_t entinfo; int c; int areanum; if ( bs->ltgtype == LTG_TEAMACCOMPANY && !bs->ordered ) { BotEntityInfo( bs->teammate, &entinfo ); if ( !entinfo.valid || !( entinfo.powerups & ( 1 << PW_BATTLESUIT ) ) ) { bs->ltgtype = 0; return; } areanum = BotPointAreaNum( entinfo.origin ); if ( !trap_AAS_AreaTravelTimeToGoalArea( bs->areanum, bs->origin, areanum, bs->tfl ) ) { bs->ltgtype = 0; } return; } if ( bs->owndecision_time < FloatTime() ) { c = BotTeamCarrierVisible( bs ); if ( c >= 0 && ( bs->ltgtype != LTG_TEAMACCOMPANY || bs->teammate != c ) ) { BotRefuseOrder( bs ); bs->decisionmaker = bs->client; bs->ordered = qfalse; bs->teammate = c; bs->teammatevisible_time = FloatTime(); bs->teammessage_time = 0; bs->arrive_time = 1; bs->teamgoal_time = FloatTime() + 120; bs->ltgtype = LTG_TEAMACCOMPANY; bs->formation_dist = 70; BotSetTeamStatus( bs ); bs->owndecision_time = FloatTime() + 5; return; } } #if 0 if ( BotTeamLeader( bs ) ) { return; } if ( bs->lastgoal_ltgtype ) { bs->teamgoal_time += 60; } if ( !bs->ordered && bs->lastgoal_ltgtype ) { bs->ltgtype = 0; } if ( bs->ltgtype == LTG_TEAMHELP || bs->ltgtype == LTG_TEAMACCOMPANY || bs->ltgtype == LTG_DEFENDKEYAREA || bs->ltgtype == LTG_CAMPORDER || bs->ltgtype == LTG_PATROL || bs->ltgtype == LTG_GETITEM ) { return; } if ( BotSetLastOrderedTask( bs ) ) { return; } if ( bs->owndecision_time > FloatTime() ) { return; } if ( bs->ctfroam_time > FloatTime() ) { return; } if ( BotAggression( bs ) < 50 ) { return; } bs->teammessage_time = FloatTime() + 2 * random(); bs->ltgtype = 0; bs->ctfroam_time = FloatTime() + CTF_ROAM_TIME; BotSetTeamStatus( bs ); bs->owndecision_time = FloatTime() + 5; #endif }
/* ============ AICast_GetAvoid ============ */ qboolean AICast_GetAvoid( cast_state_t *cs, bot_goal_t *goal, vec3_t outpos, qboolean reverse, int blockEnt ) { float yaw, oldyaw, distmoved, bestmoved, bestyaw; vec3_t bestpos; aicast_predictmove_t castmove; usercmd_t ucmd; qboolean enemyVisible; float angleDiff; // TTimo might be used uninitialized int starttraveltime = 0; int besttraveltime, traveltime; int invert; float inc; qboolean averting = qfalse; float maxYaw, simTime; static int lastTime; VectorCopy( vec3_origin, bestpos ); // // if we are in the air, no chance of avoiding if ( cs->bs->cur_ps.groundEntityNum == ENTITYNUM_NONE && g_entities[cs->entityNum].waterlevel <= 1 ) { return qfalse; } // if ( cs->lastAvoid > level.time - rand() % 500 ) { return qfalse; } cs->lastAvoid = level.time + 50 + rand() % 500; // if ( lastTime == level.time ) { return qfalse; } lastTime = level.time; // if they have an enemy, and can currently see them, don't move out of their view enemyVisible = ( cs->bs->enemy >= 0 ) && ( AICast_CheckAttack( cs, cs->bs->enemy, qfalse ) ); // // look for a good direction to move out of the way bestmoved = 0; bestyaw = 360; besttraveltime = 9999999; if ( goal ) { starttraveltime = trap_AAS_AreaTravelTimeToGoalArea( cs->bs->areanum, cs->bs->origin, goal->areanum, cs->travelflags ); } memcpy( &ucmd, &cs->bs->lastucmd, sizeof( usercmd_t ) ); ucmd.forwardmove = 127; ucmd.rightmove = 0; ucmd.upmove = 0; if ( cs->dangerEntity >= 0 && cs->dangerEntityValidTime >= level.time ) { averting = qtrue; } else if ( !goal ) { averting = qtrue; // not heading for a goal, so we must be getting out of someone's way } // maxYaw = 0; simTime = 1.2; // if ( averting ) { // avoiding danger, go anywhere! angleDiff = 300; inc = 60; invert = 1; } else { if ( level.time % 1000 < 500 ) { invert = 1; } else { invert = -1; } angleDiff = 140; inc = 35; } if ( blockEnt > aicast_maxclients ) { maxYaw = angleDiff; simTime = 0.5; } // for ( yaw = -angleDiff * invert; yaw*invert <= maxYaw; yaw += inc * invert ) { if ( !averting && !yaw ) { continue; } oldyaw = cs->bs->cur_ps.viewangles[YAW]; cs->bs->cur_ps.viewangles[YAW] += yaw + reverse * 180; // ucmd.angles[YAW] = ANGLE2SHORT( AngleMod( cs->bs->cur_ps.viewangles[YAW] ) ); // AICast_PredictMovement( cs, 5, 0.4, &castmove, &ucmd, -1 ); // if we have a danger entity, try and get away from it at all costs if ( cs->dangerEntity >= 0 && cs->dangerEntityValidTime >= level.time ) { distmoved = Distance( castmove.endpos, cs->dangerEntityPos ); } else if ( goal ) { //distmoved = 99999 - trap_AAS_AreaTravelTimeToGoalArea( BotPointAreaNum(castmove.endpos), castmove.endpos, goal->areanum, cs->travelflags ); distmoved = 99999 - Distance( castmove.endpos, goal->origin ); } else { distmoved = Distance( castmove.endpos, cs->bs->cur_ps.origin ); } if ( ( distmoved > bestmoved ) //&& ((cs->bs->origin[2] - castmove.endpos[2]) < 64) // allow up, but not down (falling) && ( castmove.groundEntityNum != ENTITYNUM_NONE ) ) { // they all passed, check any other stuff if ( !enemyVisible || AICast_CheckAttackAtPos( cs->entityNum, cs->bs->enemy, castmove.endpos, qfalse, qfalse ) ) { if ( !goal || ( traveltime = trap_AAS_AreaTravelTimeToGoalArea( BotPointAreaNum( castmove.endpos ), castmove.endpos, goal->areanum, cs->travelflags ) ) < ( starttraveltime + 200 ) ) { bestyaw = yaw; bestmoved = distmoved; besttraveltime = traveltime; VectorCopy( castmove.endpos, bestpos ); } } } // cs->bs->cur_ps.viewangles[YAW] = oldyaw; } // if ( bestmoved > 0 ) { VectorCopy( bestpos, outpos ); return qtrue; } else { return qfalse; } //G_Printf("GetAvoid: %i ms\n", -pretime + Sys_MilliSeconds() ); }
/* ============== BotAI ============== */ int BotAI(int playernum, float thinktime) { bot_state_t *bs; char buf[1024], *args; int j; EA_ResetInput(playernum); // bs = botstates[playernum]; if (!bs || !bs->inuse) { BotAI_Print(PRT_FATAL, "BotAI: player %d is not setup\n", playernum); return qfalse; } //retrieve the current player state if (!BotAI_GetPlayerState( playernum, &bs->cur_ps )) { BotAI_Print(PRT_FATAL, "BotAI: failed to get player state for player %d\n", playernum); return qfalse; } //retrieve any waiting server commands while( trap_BotGetServerCommand(playernum, buf, sizeof(buf)) ) { //have buf point to the command and args to the command arguments args = strchr( buf, ' '); if (!args) continue; *args++ = '\0'; //remove color espace sequences from the arguments RemoveColorEscapeSequences( args ); if (!Q_stricmp(buf, "cp ")) { /*CenterPrintf*/ } else if (!Q_stricmp(buf, "cs")) { /*ConfigStringModified*/ } else if (!Q_stricmp(buf, "print")) { //remove first and last quote from the chat message memmove(args, args+1, strlen(args)); args[strlen(args)-1] = '\0'; BotQueueConsoleMessage(bs->cs, CMS_NORMAL, args); } else if (!Q_stricmp(buf, "chat") || !Q_stricmp(buf, "tell")) { //remove first and last quote from the chat message memmove(args, args+1, strlen(args)); args[strlen(args)-1] = '\0'; BotQueueConsoleMessage(bs->cs, CMS_CHAT, args); } else if (!Q_stricmp(buf, "tchat")) { //remove first and last quote from the chat message memmove(args, args+1, strlen(args)); args[strlen(args)-1] = '\0'; BotQueueConsoleMessage(bs->cs, CMS_CHAT, args); } #ifdef MISSIONPACK else if (!Q_stricmp(buf, "vchat")) { BotVoiceChatCommand(bs, SAY_ALL, args); } else if (!Q_stricmp(buf, "vtchat")) { BotVoiceChatCommand(bs, SAY_TEAM, args); } else if (!Q_stricmp(buf, "vtell")) { BotVoiceChatCommand(bs, SAY_TELL, args); } #endif else if (!Q_stricmp(buf, "scores")) { /*FIXME: parse scores?*/ } else if (!Q_stricmp(buf, "clientLevelShot")) { /*ignore*/ } } //add the delta angles to the bot's current view angles for (j = 0; j < 3; j++) { bs->viewangles[j] = AngleMod(bs->viewangles[j] + SHORT2ANGLE(bs->cur_ps.delta_angles[j])); } //increase the local time of the bot bs->ltime += thinktime; // bs->thinktime = thinktime; //origin of the bot VectorCopy(bs->cur_ps.origin, bs->origin); //eye coordinates of the bot VectorCopy(bs->cur_ps.origin, bs->eye); bs->eye[2] += bs->cur_ps.viewheight; //get the area the bot is in bs->areanum = BotPointAreaNum(bs->origin); //the real AI BotDeathmatchAI(bs, thinktime); //set the weapon selection every AI frame EA_SelectWeapon(bs->playernum, bs->weaponnum); //subtract the delta angles for (j = 0; j < 3; j++) { bs->viewangles[j] = AngleMod(bs->viewangles[j] - SHORT2ANGLE(bs->cur_ps.delta_angles[j])); } //everything was ok return qtrue; }
// cyr_drop{ void BotMatch_DropCart(bot_state_t *bs, bot_match_t *match) { int client, areanum; char netname[MAX_MESSAGE_SIZE]; aas_entityinfo_t entinfo; if (!TeamPlayIsOn()) return; //if not addressed to this bot if (!BotAddressedToBot(bs, match)) return; //get the netname trap_BotMatchVariable(match, NETNAME, netname, sizeof(netname)); client = ClientFromName(netname); //if the bot doesn't know who to help (FindClientByName returned -1) if (client < 0) { BotAI_BotInitialChat(bs, "whois", netname, NULL); client = ClientFromName(netname); trap_BotEnterChat(bs->cs, client, CHAT_TELL); return; } //don't help or accompany yourself if (client == bs->client) { return; } // bs->teamgoal.entitynum = -1; BotEntityInfo(client, &entinfo); //if info is valid (in PVS) if (entinfo.valid) { areanum = BotPointAreaNum(entinfo.origin); if (areanum) {// && trap_AAS_AreaReachability(areanum)) { bs->teamgoal.entitynum = client; bs->teamgoal.areanum = areanum; VectorCopy(entinfo.origin, bs->teamgoal.origin); VectorSet(bs->teamgoal.mins, -8, -8, -8); VectorSet(bs->teamgoal.maxs, 8, 8, 8); } } if (bs->teamgoal.entitynum < 0) { BotAI_BotInitialChat(bs, "whereareyou", netname, NULL); client = ClientFromName(netname); trap_BotEnterChat(bs->cs, client, CHAT_TEAM); return; } //the team mate bs->teammate = client; // trap_BotMatchVariable(match, NETNAME, netname, sizeof(netname)); // client = ClientFromName(netname); //the team mate who ordered bs->decisionmaker = client; // bs->ordered = qtrue; //bs->order_time = FloatTime(); //last time the team mate was assumed visible bs->teammatevisible_time = FloatTime(); //set the time to send a message to the team mates bs->teammessage_time = FloatTime() + 1 * random(); //set the ltg type bs->ltgtype = LTG_GIVECART; //G_Printf("^4giving cart! \n"); // cyr 20055 bs->teamgoal_time = FloatTime() + SYC_CART_EXCHANGE_TIME; }