Пример #1
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;
}
Пример #2
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;
}