Пример #1
0
/*
==================
BotChat_Kill
==================
*/
int BotChat_Kill(bot_state_t *bs) {
	char name[32];
	float rnd;

	if (bot_nochat.integer) return qfalse;
	if (bs->lastchat_time > FloatTime() - TIME_BETWEENCHATTING) return qfalse;
	rnd = trap_Characteristic_BFloat(bs->character, CHARACTERISTIC_CHAT_KILL, 0, 1);
	// don't chat in tournament mode
	if (gametype == GT_TOURNAMENT) return qfalse;
	//if fast chat is off
	if (!bot_fastchat.integer) {
		if (random() > rnd) return qfalse;
	}
	if (bs->lastkilledplayer == bs->client) return qfalse;
	if (BotNumActivePlayers() <= 1) return qfalse;
	if (!BotValidChatPosition(bs)) return qfalse;
	//
	if (BotVisibleEnemies(bs)) return qfalse;
	//
	EasyClientName(bs->lastkilledplayer, name, 32);
	//
	bs->chatto = CHAT_ALL;
	if (TeamPlayIsOn() && BotSameTeam(bs, bs->lastkilledplayer)) {
		BotAI_BotInitialChat(bs, "kill_teammate", name, NULL);
		bs->chatto = CHAT_TEAM;
	}
	else
	{
		//don't chat in teamplay
		if (TeamPlayIsOn()) {
#ifdef MISSIONPACK
			trap_EA_Command(bs->client, "vtaunt");
#endif
			return qfalse;			// don't wait
		}
		//
		if (bs->enemydeathtype == MOD_GAUNTLET) {
			BotAI_BotInitialChat(bs, "kill_gauntlet", name, NULL);
		}
		else if (bs->enemydeathtype == MOD_RAILGUN) {
			BotAI_BotInitialChat(bs, "kill_rail", name, NULL);
		}
		else if (bs->enemydeathtype == MOD_TELEFRAG) {
			BotAI_BotInitialChat(bs, "kill_telefrag", name, NULL);
		}
#ifdef MISSIONPACK
		else if (bs->botdeathtype == MOD_KAMIKAZE && trap_BotNumInitialChats(bs->cs, "kill_kamikaze"))
			BotAI_BotInitialChat(bs, "kill_kamikaze", name, NULL);
#endif
		//choose between insult and praise
		else if (random() < trap_Characteristic_BFloat(bs->character, CHARACTERISTIC_CHAT_INSULT, 0, 1)) {
			BotAI_BotInitialChat(bs, "kill_insult", name, NULL);
		}
		else {
			BotAI_BotInitialChat(bs, "kill_praise", name, NULL);
		}
	}
	bs->lastchat_time = FloatTime();
	return qtrue;
}
Пример #2
0
/*
==============
BotChangeViewAngles
==============
*/
void BotChangeViewAngles( bot_state_t *bs, float thinktime ) {
	float diff, factor, maxchange, anglespeed;
	int i;

	if ( bs->ideal_viewangles[PITCH] > 180 ) {
		bs->ideal_viewangles[PITCH] -= 360;
	}
	//
	if ( bs->enemy >= 0 ) {
		factor = trap_Characteristic_BFloat( bs->character, CHARACTERISTIC_VIEW_FACTOR, 0.01, 1 );
		maxchange = trap_Characteristic_BFloat( bs->character, CHARACTERISTIC_VIEW_MAXCHANGE, 1, 1800 );
	} else {
		factor = 0.25;
		maxchange = 300;
	}
	maxchange *= thinktime;
	for ( i = 0; i < 2; i++ ) {
		diff = abs( AngleDifference( bs->viewangles[i], bs->ideal_viewangles[i] ) );
		anglespeed = diff * factor;
		if ( anglespeed > maxchange ) {
			anglespeed = maxchange;
		}
		bs->viewangles[i] = BotChangeViewAngle( bs->viewangles[i],
												bs->ideal_viewangles[i], anglespeed );
		//BotAI_Print(PRT_MESSAGE, "ideal_angles %f %f\n", bs->ideal_viewangles[0], bs->ideal_viewangles[1], bs->ideal_viewangles[2]);`
		//bs->viewangles[i] = bs->ideal_viewangles[i];
	}
	if ( bs->viewangles[PITCH] > 180 ) {
		bs->viewangles[PITCH] -= 360;
	}
	//elementary action: view
	trap_EA_View( bs->client, bs->viewangles );
}
Пример #3
0
/*
==================
BotChat_Kill
==================
*/
int BotChat_Kill( bot_state_t *bs ) {
	char name[32];
	float rnd;

	if ( bot_nochat.integer ) {
		return qfalse;
	}
	if ( bs->lastchat_time > trap_AAS_Time() - 3 ) {
		return qfalse;
	}
	rnd = trap_Characteristic_BFloat( bs->character, CHARACTERISTIC_CHAT_KILL, 0, 1 );
	//if fast chat is off
	if ( !bot_fastchat.integer ) {
		if ( random() > rnd ) {
			return qfalse;
		}
	}
	if ( bs->lastkilledplayer == bs->client ) {
		return qfalse;
	}
	if ( BotNumActivePlayers() <= 1 ) {
		return qfalse;
	}
	if ( !BotValidChatPosition( bs ) ) {
		return qfalse;
	}
	//
	EasyClientName( bs->lastkilledplayer, name, 32 );
	//
	bs->chatto = CHAT_ALL;
	if ( TeamPlayIsOn() && BotSameTeam( bs, bs->lastkilledplayer ) ) {
		BotAI_BotInitialChat( bs, "kill_teammate", name, NULL );
		bs->chatto = CHAT_TEAM;
	} else
	{
		//don't chat in teamplay
		if ( TeamPlayIsOn() ) {
			return qfalse;
		}
		//
		if ( bs->enemydeathtype == MOD_GAUNTLET ) {
			BotAI_BotInitialChat( bs, "kill_gauntlet", name, NULL );
		} else if ( bs->enemydeathtype == MOD_RAILGUN )     {
			BotAI_BotInitialChat( bs, "kill_rail", name, NULL );
		} else if ( bs->enemydeathtype == MOD_TELEFRAG )     {
			BotAI_BotInitialChat( bs, "kill_telefrag", name, NULL );
		}
		//choose between insult and praise
		else if ( random() < trap_Characteristic_BFloat( bs->character, CHARACTERISTIC_CHAT_INSULT, 0, 1 ) ) {
			BotAI_BotInitialChat( bs, "kill_insult", name, NULL );
		} else {
			BotAI_BotInitialChat( bs, "kill_praise", name, NULL );
		}
	}
	bs->lastchat_time = trap_AAS_Time();
	return qtrue;
}
Пример #4
0
/*
==============
BotChangeViewAngles
==============
*/
void BotChangeViewAngles(bot_state_t * bs, float thinktime)
{
    float diff, factor, maxchange, anglespeed, disired_speed;
    int i;

    if (bs->ideal_viewangles[PITCH] > 180)
        bs->ideal_viewangles[PITCH] -= 360;
    //
    if (bs->enemy >= 0) {
        factor = trap_Characteristic_BFloat(bs->character, CHARACTERISTIC_VIEW_FACTOR, 0.01f, 1);
        maxchange = trap_Characteristic_BFloat(bs->character, CHARACTERISTIC_VIEW_MAXCHANGE, 1, 1800);
    } else {
        factor = 0.05f;
        maxchange = 360;
    }
    if (maxchange < 240)
        maxchange = 240;
    maxchange *= thinktime;
    for (i = 0; i < 2; i++) {
        //
        if (bot_challenge.integer) {
            //smooth slowdown view model
            diff = abs(AngleDifference(bs->viewangles[i], bs->ideal_viewangles[i]));
            anglespeed = diff * factor;
            if (anglespeed > maxchange)
                anglespeed = maxchange;
            bs->viewangles[i] = BotChangeViewAngle(bs->viewangles[i], bs->ideal_viewangles[i], anglespeed);
        } else {
            //over reaction view model
            bs->viewangles[i] = AngleMod(bs->viewangles[i]);
            bs->ideal_viewangles[i] = AngleMod(bs->ideal_viewangles[i]);
            diff = AngleDifference(bs->viewangles[i], bs->ideal_viewangles[i]);
            disired_speed = diff * factor;
            bs->viewanglespeed[i] += (bs->viewanglespeed[i] - disired_speed);
            if (bs->viewanglespeed[i] > 180)
                bs->viewanglespeed[i] = maxchange;
            if (bs->viewanglespeed[i] < -180)
                bs->viewanglespeed[i] = -maxchange;
            anglespeed = bs->viewanglespeed[i];
            if (anglespeed > maxchange)
                anglespeed = maxchange;
            if (anglespeed < -maxchange)
                anglespeed = -maxchange;
            bs->viewangles[i] += anglespeed;
            bs->viewangles[i] = AngleMod(bs->viewangles[i]);
            //demping
            bs->viewanglespeed[i] *= 0.45 * (1 - factor);
        }
        //BotAI_Print(PRT_MESSAGE, "ideal_angles %f %f\n", bs->ideal_viewangles[0], bs->ideal_viewangles[1], bs->ideal_viewangles[2]);`
        //bs->viewangles[i] = bs->ideal_viewangles[i];
    }
    //bs->viewangles[PITCH] = 0;
    if (bs->viewangles[PITCH] > 180)
        bs->viewangles[PITCH] -= 360;
    //elementary action: view
    trap_EA_View(bs->client, bs->viewangles);
}
Пример #5
0
/*
==================
BotChat_StartLevel
==================
*/
int BotChat_StartLevel(bot_state_t *bs) {
	char name[32];
	float rnd;

	if (bot_nochat.integer) return qfalse;
	if (BotIsObserver(bs)) return qfalse;
	if (bs->lastchat_time > FloatTime() - TIME_BETWEENCHATTING) return qfalse;
	//don't chat in teamplay
	if (TeamPlayIsOn()) {
#ifdef MISSIONPACK
	    trap_EA_Command(bs->client, "vtaunt");
#endif
	    return qfalse;
	}
	// don't chat in tournament mode
	if (gametype == GT_TOURNAMENT) return qfalse;
	rnd = trap_Characteristic_BFloat(bs->character, CHARACTERISTIC_CHAT_STARTENDLEVEL, 0, 1);
	if (!bot_fastchat.integer) {
		if (random() > rnd) return qfalse;
	}
	if (BotNumActivePlayers() <= 1) return qfalse;
	BotAI_BotInitialChat(bs, "level_start",
				EasyClientName(bs->client, name, 32),	// 0
				NULL);
	bs->lastchat_time = FloatTime();
	bs->chatto = CHAT_ALL;
	return qtrue;
}
Пример #6
0
/*
==================
BotChat_EnterGame
==================
*/
int BotChat_EnterGame(bot_state_t *bs) {
	char name[32];
	float rnd;

	if (bot_nochat.integer) return qfalse;
	if (bs->lastchat_time > FloatTime() - TIME_BETWEENCHATTING) return qfalse;
	//don't chat in teamplay
	if (TeamPlayIsOn()) return qfalse;
	// don't chat in tournament mode
	if (gametype == GT_TOURNAMENT) return qfalse;
	rnd = trap_Characteristic_BFloat(bs->character, CHARACTERISTIC_CHAT_ENTEREXITGAME, 0, 1);
	if (!bot_fastchat.integer) {
		if (random() > rnd) return qfalse;
	}
	if (BotNumActivePlayers() <= 1) return qfalse;
	if (!BotValidChatPosition(bs)) return qfalse;
	BotAI_BotInitialChat(bs, "game_enter",
				EasyClientName(bs->client, name, 32),	// 0
				BotRandomOpponentName(bs),				// 1
				"[invalid var]",						// 2
				"[invalid var]",						// 3
				BotMapTitle(),							// 4
				NULL);
	bs->lastchat_time = FloatTime();
	bs->chatto = CHAT_ALL;
	return qtrue;
}
Пример #7
0
/*
===================
BotShouldRocketJump
===================
*/
qboolean BotShouldRocketJump(bot_state_t *bs)
{
	float rocketjumper;

	// Don't rocket jump if the server turned it off for bots
	if (!bot_rocketjump.integer)
		return qfalse;

	// The bot must have a rocket launcher with sufficient ammo
	if (!BotHasWeapon(bs, WP_ROCKET_LAUNCHER, 3))
		return qfalse;

	// Damage related checks don't matter if the bot has a battle suit
	if (!bs->ps->powerups[PW_BATTLESUIT])
	{
		// Rocket jumping with the Quad is too painful
		if (bs->ps->powerups[PW_QUAD])
			return qfalse;

		// Don't jump if the bot is too hurt
		if (EntityHealth(bs->ent) < 100)
			return qfalse;
	}
	// Be willing to rocket jump if the bot likes doing so
	rocketjumper = trap_Characteristic_BFloat(bs->character, CHARACTERISTIC_WEAPONJUMPING, 0, 1);
	return (rocketjumper >= 0.5);
}
Пример #8
0
/*
==================
BotChat_HitNoKill
==================
*/
int BotChat_HitNoKill(bot_state_t *bs) {
	char name[32], *weap;
	float rnd;
	aas_entityinfo_t entinfo;

	if (bot_nochat.integer) return qfalse;
	if (bs->lastchat_time > FloatTime() - TIME_BETWEENCHATTING) return qfalse;
	if (BotNumActivePlayers() <= 1) return qfalse;
	rnd = trap_Characteristic_BFloat(bs->character, CHARACTERISTIC_CHAT_HITNOKILL, 0, 1);
	//don't chat in teamplay
	if (TeamPlayIsOn()) return qfalse;
	// don't chat in tournament mode
	if (gametype == GT_TOURNAMENT) return qfalse;
	//if fast chat is off
	if (!bot_fastchat.integer) {
		if (random() > rnd * 0.5) return qfalse;
	}
	if (!BotValidChatPosition(bs)) return qfalse;
	//
	if (BotVisibleEnemies(bs)) return qfalse;
	//
	BotEntityInfo(bs->enemy, &entinfo);
	if (EntityIsShooting(&entinfo)) return qfalse;
	//
	ClientName(bs->enemy, name, sizeof(name));
	weap = BotWeaponNameForMeansOfDeath(g_entities[bs->enemy].client->lasthurt_mod);
	//
	BotAI_BotInitialChat(bs, "hit_nokill", name, weap, NULL);
	bs->lastchat_time = FloatTime();
	bs->chatto = CHAT_ALL;
	return qtrue;
}
Пример #9
0
/*
==================
BotChat_ExitGame
==================
*/
int BotChat_ExitGame( bot_state_t *bs ) {
	char name[32];
	float rnd;

	if ( bot_nochat.integer ) {
		return qfalse;
	}
	if ( bs->lastchat_time > trap_AAS_Time() - 3 ) {
		return qfalse;
	}
	//don't chat in teamplay
	if ( TeamPlayIsOn() ) {
		return qfalse;
	}
	rnd = trap_Characteristic_BFloat( bs->character, CHARACTERISTIC_CHAT_ENTEREXITGAME, 0, 1 );
	if ( !bot_fastchat.integer ) {
		if ( random() > rnd ) {
			return qfalse;
		}
	}
	if ( BotNumActivePlayers() <= 1 ) {
		return qfalse;
	}
	//
	BotAI_BotInitialChat( bs, "game_exit",
						  EasyClientName( bs->client, name, 32 ), // 0
						  BotRandomOpponentName( bs ),  // 1
						  "[invalid var]",          // 2
						  "[invalid var]",          // 3
						  BotMapTitle(),                // 4
						  NULL );
	bs->lastchat_time = trap_AAS_Time();
	bs->chatto = CHAT_ALL;
	return qtrue;
}
Пример #10
0
/*
==================
BotChat_HitNoDeath
==================
*/
int BotChat_HitNoDeath( bot_state_t *bs ) {
	char name[32];
    const char* weap;
	float rnd;
	int lasthurt_client;
	aas_entityinfo_t entinfo;

	lasthurt_client = g_entities[bs->client].client->lasthurt_client;
	if ( !lasthurt_client ) {
		return qfalse;
	}
	if ( lasthurt_client == bs->client ) {
		return qfalse;
	}
	//
	if ( lasthurt_client < 0 || lasthurt_client >= MAX_CLIENTS ) {
		return qfalse;
	}
	//
	if ( bot_nochat.integer ) {
		return qfalse;
	}
	if ( bs->lastchat_time > trap_AAS_Time() - 3 ) {
		return qfalse;
	}
	if ( BotNumActivePlayers() <= 1 ) {
		return qfalse;
	}
	rnd = trap_Characteristic_BFloat( bs->character, CHARACTERISTIC_CHAT_HITNODEATH, 0, 1 );
	//don't chat in teamplay
	if ( TeamPlayIsOn() ) {
		return qfalse;
	}
	//if fast chat is off
	if ( !bot_fastchat.integer ) {
		if ( random() > rnd * 0.5 ) {
			return qfalse;
		}
	}
	if ( !BotValidChatPosition( bs ) ) {
		return qfalse;
	}
	//if the enemy is visible
	if ( BotEntityVisible( bs->client, bs->eye, bs->viewangles, 360, bs->enemy ) ) {
		return qfalse;
	}
	//
	BotEntityInfo( bs->enemy, &entinfo );
	if ( EntityIsShooting( &entinfo ) ) {
		return qfalse;
	}
	//
	ClientName( lasthurt_client, name, sizeof( name ) );
	weap = BotWeaponNameForMeansOfDeath( g_entities[bs->client].client->lasthurt_mod );
	//
	BotAI_BotInitialChat( bs, "hit_nodeath", name, weap, NULL );
	bs->lastchat_time = trap_AAS_Time();
	bs->chatto = CHAT_ALL;
	return qtrue;
}
Пример #11
0
/*
==================
BotChat_StartLevel
==================
*/
int BotChat_StartLevel( bot_state_t *bs ) {
	char name[32];
	float rnd;

	if ( bot_nochat.integer ) {
		return qfalse;
	}
	if ( BotIsObserver( bs ) ) {
		return qfalse;
	}
	if ( bs->lastchat_time > trap_AAS_Time() - 3 ) {
		return qfalse;
	}
	//don't chat in teamplay
	if ( TeamPlayIsOn() ) {
		return qfalse;
	}
	rnd = trap_Characteristic_BFloat( bs->character, CHARACTERISTIC_CHAT_STARTENDLEVEL, 0, 1 );
	if ( !bot_fastchat.integer ) {
		if ( random() > rnd ) {
			return qfalse;
		}
	}
	if ( BotNumActivePlayers() <= 1 ) {
		return qfalse;
	}
	BotAI_BotInitialChat( bs, "level_start",
						  EasyClientName( bs->client, name, 32 ), // 0
						  NULL );
	bs->lastchat_time = trap_AAS_Time();
	bs->chatto = CHAT_ALL;
	return qtrue;
}
Пример #12
0
/*
==================
BotChat_HitTalking
==================
*/
int BotChat_HitTalking(bot_state_t *bs) {
	char name[32], *weap;
	int lasthurt_client;
	float rnd;

	if (bot_nochat.integer) return qfalse;
	if (bs->lastchat_time > FloatTime() - TIME_BETWEENCHATTING) return qfalse;
	if (BotNumActivePlayers() <= 1) return qfalse;
	lasthurt_client = g_entities[bs->client].client->lasthurt_client;
	if (!lasthurt_client) return qfalse;
	if (lasthurt_client == bs->client) return qfalse;
	//
	if (lasthurt_client < 0 || lasthurt_client >= MAX_CLIENTS) return qfalse;
	//
	rnd = trap_Characteristic_BFloat(bs->character, CHARACTERISTIC_CHAT_HITTALKING, 0, 1);
	//don't chat in teamplay
	if (TeamPlayIsOn()) return qfalse;
	// don't chat in tournament mode
	if (gametype == GT_TOURNAMENT) return qfalse;
	//if fast chat is off
	if (!bot_fastchat.integer) {
		if (random() > rnd * 0.5) return qfalse;
	}
	if (!BotValidChatPosition(bs)) return qfalse;
	//
	ClientName(g_entities[bs->client].client->lasthurt_client, name, sizeof(name));
	weap = BotWeaponNameForMeansOfDeath(g_entities[bs->client].client->lasthurt_mod);
	//
	BotAI_BotInitialChat(bs, "hit_talking", name, weap, NULL);
	bs->lastchat_time = FloatTime();
	bs->chatto = CHAT_ALL;
	return qtrue;
}
Пример #13
0
void BotMatch_WrongWall(bot_state_t* bs, bot_match_t *match){
	char netname[MAX_MESSAGE_SIZE];
	char buf[MAX_INFO_STRING];
	int client;

	if(gametype != GT_SPRAY)
		return;

	// talking about me ? (avoid clientfromname, its ambiguous)
	trap_BotMatchVariable(match, NETNAME, netname, sizeof(netname));
	trap_GetConfigstring(CS_PLAYERS + bs->client, buf, sizeof(buf));
	Q_CleanStr( buf );
	if (!Q_stricmp(Info_ValueForKey(buf, "n"), netname)){
		// could be someone with same name, so make (more) sure
		if( ClientInSprayroom(bs->client) ){
			bs->which_wall = BotChooseCorrectWall(bs);
			bs->enemy = -1;
			// chat
			BotAI_BotInitialChat(bs, "wall_missed", NULL);
			trap_BotEnterChat(bs->cs, 0, CHAT_ALL);
			return;
		}
	}
	// check if opposite team
	client = ClientFromName(netname);
	if(!BotSameTeam(bs, client)){
		float rnd;
		// flame
		rnd = trap_Characteristic_BFloat(bs->character, CHARACTERISTIC_CHAT_INSULT, 0, 1);
		if(random() > rnd) return;	
		BotAI_BotInitialChat(bs, "wall_insult", netname, NULL);
		trap_BotEnterChat(bs->cs, 0, CHAT_ALL);
	}
}
Пример #14
0
/*
==================
BotChat_EnemySuicide
==================
*/
int BotChat_EnemySuicide(bot_state_t *bs) {
	char name[32];
	float rnd;

	if (bot_nochat.integer) return qfalse;
	if (bs->lastchat_time > FloatTime() - TIME_BETWEENCHATTING) return qfalse;
	if (BotNumActivePlayers() <= 1) return qfalse;
	//
	rnd = trap_Characteristic_BFloat(bs->character, CHARACTERISTIC_CHAT_ENEMYSUICIDE, 0, 1);
	//don't chat in teamplay
	if (TeamPlayIsOn()) return qfalse;
	// don't chat in tournament mode
	if (gametype == GT_TOURNAMENT) return qfalse;
	//if fast chat is off
	if (!bot_fastchat.integer) {
		if (random() > rnd) return qfalse;
	}
	if (!BotValidChatPosition(bs)) return qfalse;
	//
	if (BotVisibleEnemies(bs)) return qfalse;
	//
	if (bs->enemy >= 0) EasyClientName(bs->enemy, name, 32);
	else strcpy(name, "");
	BotAI_BotInitialChat(bs, "enemy_suicide", name, NULL);
	bs->lastchat_time = FloatTime();
	bs->chatto = CHAT_ALL;
	return qtrue;
}
Пример #15
0
/*
=======================================================================================================================================
BotChat_ExitGame
=======================================================================================================================================
*/
int BotChat_ExitGame(bot_state_t *bs) {
	char name[32];
	float rnd;

	if (bs->lastchat_time > FloatTime() - TIME_BETWEENCHATTING) {
		return qfalse;
	}
	// don't chat in teamplay
	if (TeamPlayIsOn()) {
		return qfalse;
	}
	// don't chat in tournament mode
	if (gametype == GT_TOURNAMENT) {
		return qfalse;
	}

	rnd = trap_Characteristic_BFloat(bs->character, CHARACTERISTIC_CHAT_ENTEREXITGAME, 0, 1);

	if (random() > rnd) {
		return qfalse;
	}

	if (BotNumActivePlayers() <= 1) {
		return qfalse;
	}

	BotAI_BotInitialChat(bs, "game_exit", EasyClientName(bs->client, name, 32), BotRandomOpponentName(bs), "[invalid var]", "[invalid var]", BotMapTitle(), NULL);

	bs->lastchat_time = FloatTime();
	bs->chatto = CHAT_ALL;
	return qtrue;
}
Пример #16
0
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;
}
Пример #17
0
/*
==================
BotChat_EndLevel
==================
*/
int BotChat_EndLevel( bot_state_t *bs ) {
	char name[32];
	float rnd;

	if ( bot_nochat.integer ) {
		return qfalse;
	}
	if ( BotIsObserver( bs ) ) {
		return qfalse;
	}
	if ( bs->lastchat_time > trap_AAS_Time() - 3 ) {
		return qfalse;
	}
	//don't chat in teamplay
	if ( TeamPlayIsOn() ) {
		return qfalse;
	}
	rnd = trap_Characteristic_BFloat( bs->character, CHARACTERISTIC_CHAT_STARTENDLEVEL, 0, 1 );
	if ( !bot_fastchat.integer ) {
		if ( random() > rnd ) {
			return qfalse;
		}
	}
	if ( BotNumActivePlayers() <= 1 ) {
		return qfalse;
	}
	//
	if ( BotIsFirstInRankings( bs ) ) {
		BotAI_BotInitialChat( bs, "level_end_victory",
							  EasyClientName( bs->client, name, 32 ), // 0
							  BotRandomOpponentName( bs ), // 1
							  "[invalid var]",      // 2
							  BotLastClientInRankings(), // 3
							  BotMapTitle(),            // 4
							  NULL );
	} else if ( BotIsLastInRankings( bs ) )       {
		BotAI_BotInitialChat( bs, "level_end_lose",
							  EasyClientName( bs->client, name, 32 ), // 0
							  BotRandomOpponentName( bs ), // 1
							  BotFirstClientInRankings(), // 2
							  "[invalid var]",      // 3
							  BotMapTitle(),            // 4
							  NULL );
	} else {
		BotAI_BotInitialChat( bs, "level_end",
							  EasyClientName( bs->client, name, 32 ), // 0
							  BotRandomOpponentName( bs ), // 1
							  BotFirstClientInRankings(), // 2
							  BotLastClientInRankings(), // 3
							  BotMapTitle(),            // 4
							  NULL );
	}
	bs->lastchat_time = trap_AAS_Time();
	bs->chatto = CHAT_ALL;
	return qtrue;
}
Пример #18
0
/*
==================
BotChat_EndLevel
==================
*/
int BotChat_EndLevel(bot_state_t *bs) {
	char name[32];
	float rnd;

	if (bot_nochat.integer) return qfalse;
	if (BotIsObserver(bs)) return qfalse;
	if (bs->lastchat_time > FloatTime() - TIME_BETWEENCHATTING) return qfalse;
	// teamplay
	if (TeamPlayIsOn()) 
	{
#ifdef MISSIONPACK
		if (BotIsFirstInRankings(bs)) {
			trap_EA_Command(bs->client, "vtaunt");
		}
#endif
		return qtrue;
	}
	// don't chat in tournament mode
	if (gametype == GT_TOURNAMENT) return qfalse;
	rnd = trap_Characteristic_BFloat(bs->character, CHARACTERISTIC_CHAT_STARTENDLEVEL, 0, 1);
	if (!bot_fastchat.integer) {
		if (random() > rnd) return qfalse;
	}
	if (BotNumActivePlayers() <= 1) return qfalse;
	//
	if (BotIsFirstInRankings(bs)) {
		BotAI_BotInitialChat(bs, "level_end_victory",
				EasyClientName(bs->client, name, 32),	// 0
				BotRandomOpponentName(bs),				// 1
				"[invalid var]",						// 2
				BotLastClientInRankings(),				// 3
				BotMapTitle(),							// 4
				NULL);
	}
	else if (BotIsLastInRankings(bs)) {
		BotAI_BotInitialChat(bs, "level_end_lose",
				EasyClientName(bs->client, name, 32),	// 0
				BotRandomOpponentName(bs),				// 1
				BotFirstClientInRankings(),				// 2
				"[invalid var]",						// 3
				BotMapTitle(),							// 4
				NULL);
	}
	else {
		BotAI_BotInitialChat(bs, "level_end",
				EasyClientName(bs->client, name, 32),	// 0
				BotRandomOpponentName(bs),				// 1
				BotFirstClientInRankings(),				// 2
				BotLastClientInRankings(),				// 3
				BotMapTitle(),							// 4
				NULL);
	}
	bs->lastchat_time = FloatTime();
	bs->chatto = CHAT_ALL;
	return qtrue;
}
Пример #19
0
/*
===============
BotReactionLoad

(Re)load the bot's reaction times.
===============
*/
void BotReactionLoad(bot_state_t *bs)
{
	float reaction_char;

	// The reaction time characteristic needs some serious massaging.  This
	// value is between 0 and 5 and originally represented how long the bot
	// would wait before firing at a target.  Now it's just the measure of
	// how long it takes the bot to start start reacting to any change it
	// notices, and is primarily used in aiming.
	//
	// NOTE: Actual reaction times could be between 0 and 5, but that range
	// is clearly unreasonable.  This code translates the reaction time to
	// a value between 0.0 and 1.0, and then scales it between the minimum
	// and maximum reaction times.
	//
	// NOTE: Low values here are good and correspond to lower reaction times.
	// This is not a skill value.
	reaction_char = 0.2 * trap_Characteristic_BFloat(bs->character, CHARACTERISTIC_REACTIONTIME, 0.0, 5.0);

	// Scale the reaction characteristic from [0, 1] to [min, max]
	bs->react_time = interpolate(bot_reaction_min.value,
								 bot_reaction_max.value, reaction_char);
}
Пример #20
0
/*
==================
BotChat_EnemySuicide
==================
*/
int BotChat_EnemySuicide( bot_state_t *bs ) {
	char name[32];
	float rnd;

	if ( bot_nochat.integer ) {
		return qfalse;
	}
	if ( bs->lastchat_time > trap_AAS_Time() - 3 ) {
		return qfalse;
	}
	if ( BotNumActivePlayers() <= 1 ) {
		return qfalse;
	}
	//
	rnd = trap_Characteristic_BFloat( bs->character, CHARACTERISTIC_CHAT_KILL, 0, 1 );
	//don't chat in teamplay
	if ( TeamPlayIsOn() ) {
		return qfalse;
	}
	//if fast chat is off
	if ( !bot_fastchat.integer ) {
		if ( random() > rnd ) {
			return qfalse;
		}
	}
	if ( !BotValidChatPosition( bs ) ) {
		return qfalse;
	}
	//
	if ( bs->enemy >= 0 ) {
		EasyClientName( bs->enemy, name, 32 );
	} else { strcpy( name, "" );}
	BotAI_BotInitialChat( bs, "enemy_suicide", name, NULL );
	bs->lastchat_time = trap_AAS_Time();
	bs->chatto = CHAT_ALL;
	return qtrue;
}
Пример #21
0
/*
=======================================================================================================================================
BotChat_HitNoDeath
=======================================================================================================================================
*/
int BotChat_HitNoDeath(bot_state_t *bs) {
	char name[32], *weap;
	float rnd;
	int lasthurt_client;
	aas_entityinfo_t entinfo;

	lasthurt_client = g_entities[bs->client].client->lasthurt_client;

	if (!lasthurt_client) {
		return qfalse;
	}

	if (lasthurt_client == bs->client) {
		return qfalse;
	}

	if (lasthurt_client < 0 || lasthurt_client >= MAX_CLIENTS) {
		return qfalse;
	}

	if (bs->lastchat_time > FloatTime() - TIME_BETWEENCHATTING) {
		return qfalse;
	}

	if (BotNumActivePlayers() <= 1) {
		return qfalse;
	}

	rnd = trap_Characteristic_BFloat(bs->character, CHARACTERISTIC_CHAT_HITNODEATH, 0, 1);
	// don't chat in teamplay
	if (TeamPlayIsOn()) {
		return qfalse;
	}
	// don't chat in tournament mode
	if (gametype == GT_TOURNAMENT) {
		return qfalse;
	}

	if (random() > rnd * 0.5) {
		return qfalse;
	}

	if (!BotValidChatPosition(bs)) {
		return qfalse;
	}

	if (BotVisibleEnemies(bs)) {
		return qfalse;
	}

	if (bs->enemy >= MAX_CLIENTS) {
		return qfalse;
	}

	if (bs->enemy >= 0) {
		// get the entity information
		BotEntityInfo(bs->enemy, &entinfo);

		if (EntityIsShooting(&entinfo)) {
			return qfalse;
		}
	}

	ClientName(lasthurt_client, name, sizeof(name));

	weap = BotWeaponNameForMeansOfDeath(g_entities[bs->client].client->lasthurt_mod);

	BotAI_BotInitialChat(bs, "hit_nodeath", name, weap, NULL);

	bs->lastchat_time = FloatTime();
	bs->chatto = CHAT_ALL;
	return qtrue;
}
Пример #22
0
/*
==================
BotChat_Death
==================
*/
int BotChat_Death( bot_state_t *bs ) {
	char name[32];
	float rnd;

	if ( bot_nochat.integer ) {
		return qfalse;
	}
	if ( bs->lastchat_time > trap_AAS_Time() - 3 ) {
		return qfalse;
	}
	rnd = trap_Characteristic_BFloat( bs->character, CHARACTERISTIC_CHAT_DEATH, 0, 1 );
	//if fast chatting is off
	if ( !bot_fastchat.integer ) {
		if ( random() > rnd ) {
			return qfalse;
		}
	}
	if ( BotNumActivePlayers() <= 1 ) {
		return qfalse;
	}
	//
	if ( bs->lastkilledby >= 0 && bs->lastkilledby < MAX_CLIENTS ) {
		EasyClientName( bs->lastkilledby, name, 32 );
	} else {
		strcpy( name, "[world]" );
	}
	//
	if ( TeamPlayIsOn() && BotSameTeam( bs, bs->lastkilledby ) ) {
		if ( bs->lastkilledby == bs->client ) {
			return qfalse;
		}
		BotAI_BotInitialChat( bs, "death_teammate", name, NULL );
		bs->chatto = CHAT_TEAM;
	} else
	{
		//don't chat in teamplay
		if ( TeamPlayIsOn() ) {
			return qfalse;
		}
		//
		if ( bs->botdeathtype == MOD_WATER ) {
			BotAI_BotInitialChat( bs, "death_drown", BotRandomOpponentName( bs ), NULL );
		} else if ( bs->botdeathtype == MOD_SLIME ) {
			BotAI_BotInitialChat( bs, "death_slime", BotRandomOpponentName( bs ), NULL );
		} else if ( bs->botdeathtype == MOD_LAVA ) {
			BotAI_BotInitialChat( bs, "death_lava", BotRandomOpponentName( bs ), NULL );
		} else if ( bs->botdeathtype == MOD_FALLING ) {
			BotAI_BotInitialChat( bs, "death_cratered", BotRandomOpponentName( bs ), NULL );
		} else if ( bs->botsuicide || //all other suicides by own weapon
					bs->botdeathtype == MOD_CRUSH ||
					bs->botdeathtype == MOD_SUICIDE ||
					bs->botdeathtype == MOD_TARGET_LASER ||
					bs->botdeathtype == MOD_TRIGGER_HURT ||
					bs->botdeathtype == MOD_UNKNOWN ) {
			BotAI_BotInitialChat( bs, "death_suicide", BotRandomOpponentName( bs ), NULL );
		} else if ( bs->botdeathtype == MOD_TELEFRAG ) {
			BotAI_BotInitialChat( bs, "death_telefrag", name, NULL );
		} else {
			if ( ( bs->botdeathtype == MOD_GAUNTLET ||
				   bs->botdeathtype == MOD_RAILGUN ||
				   bs->botdeathtype == MOD_BFG ||
				   bs->botdeathtype == MOD_BFG_SPLASH ) && random() < 0.5 ) {

				if ( bs->botdeathtype == MOD_GAUNTLET ) {
					BotAI_BotInitialChat( bs, "death_gauntlet",
										  name,                                 // 0
										  BotWeaponNameForMeansOfDeath( bs->botdeathtype ), // 1
										  NULL );
				} else if ( bs->botdeathtype == MOD_RAILGUN ) {
					BotAI_BotInitialChat( bs, "death_rail",
										  name,                                 // 0
										  BotWeaponNameForMeansOfDeath( bs->botdeathtype ), // 1
										  NULL );
				} else {
					BotAI_BotInitialChat( bs, "death_bfg",
										  name,                                 // 0
										  BotWeaponNameForMeansOfDeath( bs->botdeathtype ), // 1
										  NULL );
				}
			}
			//choose between insult and praise
			else if ( random() < trap_Characteristic_BFloat( bs->character, CHARACTERISTIC_CHAT_INSULT, 0, 1 ) ) {
				BotAI_BotInitialChat( bs, "death_insult",
									  name,                                     // 0
									  BotWeaponNameForMeansOfDeath( bs->botdeathtype ), // 1
									  NULL );
			} else {
				BotAI_BotInitialChat( bs, "death_praise",
									  name,                                     // 0
									  BotWeaponNameForMeansOfDeath( bs->botdeathtype ), // 1
									  NULL );
			}
		}
		bs->chatto = CHAT_ALL;
	}
	bs->lastchat_time = trap_AAS_Time();
	return qtrue;
}
Пример #23
0
/*
==================
BotWeaponCharsLoad

Load and store the weapon characteristics for
the specified weapon.
==================
*/
void BotWeaponCharsLoad(bot_state_t *bs, int weapon)
{
	int acc_char, skill_char;

#ifdef DEBUG_AI
	// Use standardized accuracies and weapon skills if requested
	if (bs->debug_flags & BOT_DEBUG_MAKE_SKILL_STANDARD)
	{
		switch ( (int)(bs->settings.skill + 0.5) )
		{
			default:
			case 5:
				bs->weapon_char_acc[weapon] = 1.0;
				bs->weapon_char_skill[weapon] = 1.0;
				break;
			case 4:
				bs->weapon_char_acc[weapon] = 0.65;
				bs->weapon_char_skill[weapon] = 0.65;
				break;
			case 3:
				bs->weapon_char_acc[weapon] = 0.40;
				bs->weapon_char_skill[weapon] = 0.40;
				break;
			case 2:
				bs->weapon_char_acc[weapon] = 0.25;
				bs->weapon_char_skill[weapon] = 0.25;
				break;
			case 1:
				bs->weapon_char_acc[weapon] = 0.12;
				bs->weapon_char_skill[weapon] = 0.12;
				break;
		}
		return;
	}
#endif

	// Most weapons have different accuracies and skill characteristics
	switch (weapon)
	{
		case WP_MACHINEGUN:
			acc_char = CHARACTERISTIC_AIM_ACCURACY_MACHINEGUN;
			skill_char = CHARACTERISTIC_AIM_SKILL;
			break;

		case WP_SHOTGUN:
			acc_char = CHARACTERISTIC_AIM_ACCURACY_SHOTGUN;
			skill_char = CHARACTERISTIC_AIM_SKILL;
			break;

		case WP_GRENADE_LAUNCHER:
			acc_char = CHARACTERISTIC_AIM_ACCURACY_GRENADELAUNCHER;
			skill_char = CHARACTERISTIC_AIM_SKILL_GRENADELAUNCHER;
			break;

		case WP_ROCKET_LAUNCHER:
			acc_char = CHARACTERISTIC_AIM_ACCURACY_ROCKETLAUNCHER;
			skill_char = CHARACTERISTIC_AIM_SKILL_ROCKETLAUNCHER;
			break;

		case WP_LIGHTNING:
			acc_char = CHARACTERISTIC_AIM_ACCURACY_LIGHTNING;
			skill_char = CHARACTERISTIC_AIM_SKILL;
			break;

		case WP_RAILGUN:
			acc_char = CHARACTERISTIC_AIM_ACCURACY_RAILGUN;
			skill_char = CHARACTERISTIC_AIM_SKILL;
			break;

		case WP_PLASMAGUN:
			acc_char = CHARACTERISTIC_AIM_ACCURACY_PLASMAGUN;
			skill_char = CHARACTERISTIC_AIM_SKILL_PLASMAGUN;
			break;

		case WP_BFG:
			acc_char = CHARACTERISTIC_AIM_ACCURACY_BFG10K;
			skill_char = CHARACTERISTIC_AIM_SKILL_BFG10K;
			break;

		default:
			acc_char = CHARACTERISTIC_AIM_ACCURACY;
			skill_char = CHARACTERISTIC_AIM_SKILL;
			break;
	}

	// Lookup reasonably bounded accuracy and skill values
	//
	// NOTE: For reference, the bot files list different skill values for
	// level 3, 4, and 5 bots.  Level 1 and 2 skills are computed as a
	// factor of level 3 skill.  The bot skill values are generally
	// interpolated to the following ranges:
	//   5: 0.75 to 1.00
	//   4: 0.40 to 0.90
	//   3: 0.25 to 0.60
	//   2: 0.15 to 0.36
	//   2: 0.07 to 0.18
	bs->weapon_char_acc  [weapon] = trap_Characteristic_BFloat(bs->character, acc_char,   0.1, 1);
	bs->weapon_char_skill[weapon] = trap_Characteristic_BFloat(bs->character, skill_char, 0.1, 1);

	// Skill 1-3 bots have identical characteristics, so this code
	// must manually decrease the accuracies of lower skilled bots
	// NOTE: The original code set handicaps instead of scaling these values
	if (bs->settings.skill <= 1) {
		bs->weapon_char_acc  [weapon] *= 0.30;
		bs->weapon_char_skill[weapon] *= 0.30;
	} else if (bs->settings.skill <= 2) {
		bs->weapon_char_acc  [weapon] *= 0.60;
		bs->weapon_char_skill[weapon] *= 0.60;
	}
}
Пример #24
0
/*
==================
BotChat_Death
==================
*/
int BotChat_Death(bot_state_t *bs) {
	char name[32];
	float rnd;

	if (bot_nochat.integer) return qfalse;
	if (bs->lastchat_time > FloatTime() - TIME_BETWEENCHATTING) return qfalse;
	rnd = trap_Characteristic_BFloat(bs->character, CHARACTERISTIC_CHAT_DEATH, 0, 1);
	// don't chat in tournament mode
	if (gametype == GT_TOURNAMENT) return qfalse;
	//if fast chatting is off
	if (!bot_fastchat.integer) {
		if (random() > rnd) return qfalse;
	}
	if (BotNumActivePlayers() <= 1) return qfalse;
	//
	if (bs->lastkilledby >= 0 && bs->lastkilledby < MAX_CLIENTS)
		EasyClientName(bs->lastkilledby, name, 32);
	else
		strcpy(name, "[world]");
	//
	if (TeamPlayIsOn() && BotSameTeam(bs, bs->lastkilledby)) {
		if (bs->lastkilledby == bs->client) return qfalse;
		BotAI_BotInitialChat(bs, "death_teammate", name, NULL);
		bs->chatto = CHAT_TEAM;
	}
	else
	{
		//teamplay
		if (TeamPlayIsOn()) {
#ifdef MISSIONPACK
			trap_EA_Command(bs->client, "vtaunt");
#endif
			return qtrue;
		}
		//
		if (bs->botdeathtype == MOD_WATER)
			BotAI_BotInitialChat(bs, "death_drown", BotRandomOpponentName(bs), NULL);
		else if (bs->botdeathtype == MOD_SLIME)
			BotAI_BotInitialChat(bs, "death_slime", BotRandomOpponentName(bs), NULL);
		else if (bs->botdeathtype == MOD_LAVA)
			BotAI_BotInitialChat(bs, "death_lava", BotRandomOpponentName(bs), NULL);
		else if (bs->botdeathtype == MOD_FALLING)
			BotAI_BotInitialChat(bs, "death_cratered", BotRandomOpponentName(bs), NULL);
		else if (bs->botsuicide || //all other suicides by own weapon
				bs->botdeathtype == MOD_CRUSH ||
				bs->botdeathtype == MOD_SUICIDE ||
				bs->botdeathtype == MOD_TARGET_LASER ||
				bs->botdeathtype == MOD_TRIGGER_HURT ||
				bs->botdeathtype == MOD_UNKNOWN)
			BotAI_BotInitialChat(bs, "death_suicide", BotRandomOpponentName(bs), NULL);
		else if (bs->botdeathtype == MOD_TELEFRAG)
			BotAI_BotInitialChat(bs, "death_telefrag", name, NULL);
#ifdef MISSIONPACK
		else if (bs->botdeathtype == MOD_KAMIKAZE && trap_BotNumInitialChats(bs->cs, "death_kamikaze"))
			BotAI_BotInitialChat(bs, "death_kamikaze", name, NULL);
#endif
		else {
			if ((bs->botdeathtype == MOD_GAUNTLET ||
				bs->botdeathtype == MOD_RAILGUN ||
				bs->botdeathtype == MOD_BFG ||
				bs->botdeathtype == MOD_BFG_SPLASH) && random() < 0.5) {

				if (bs->botdeathtype == MOD_GAUNTLET)
					BotAI_BotInitialChat(bs, "death_gauntlet",
							name,												// 0
							BotWeaponNameForMeansOfDeath(bs->botdeathtype),		// 1
							NULL);
				else if (bs->botdeathtype == MOD_RAILGUN)
					BotAI_BotInitialChat(bs, "death_rail",
							name,												// 0
							BotWeaponNameForMeansOfDeath(bs->botdeathtype),		// 1
							NULL);
				else
					BotAI_BotInitialChat(bs, "death_bfg",
							name,												// 0
							BotWeaponNameForMeansOfDeath(bs->botdeathtype),		// 1
							NULL);
			}
			//choose between insult and praise
			else if (random() < trap_Characteristic_BFloat(bs->character, CHARACTERISTIC_CHAT_INSULT, 0, 1)) {
				BotAI_BotInitialChat(bs, "death_insult",
							name,												// 0
							BotWeaponNameForMeansOfDeath(bs->botdeathtype),		// 1
							NULL);
			}
			else {
				BotAI_BotInitialChat(bs, "death_praise",
							name,												// 0
							BotWeaponNameForMeansOfDeath(bs->botdeathtype),		// 1
							NULL);
			}
		}
		bs->chatto = CHAT_ALL;
	}
	bs->lastchat_time = FloatTime();
	return qtrue;
}
Пример #25
0
/*
==============
BotAISetupClient
==============
*/
int BotAISetupClient( int client, struct bot_settings_s *settings ) {
	char filename[MAX_PATH], name[MAX_PATH], gender[MAX_PATH];
	bot_state_t *bs;
	int errnum;

	if ( !botstates[client] ) {
		botstates[client] = G_Alloc( sizeof( bot_state_t ) );
	}
	bs = botstates[client];

	if ( bs && bs->inuse ) {
		BotAI_Print( PRT_FATAL, "client %d already setup\n", client );
		return qfalse;
	}

	if ( !trap_AAS_Initialized() ) {
		BotAI_Print( PRT_FATAL, "AAS not initialized\n" );
		return qfalse;
	}

	//load the bot character
	bs->character = trap_BotLoadCharacter( settings->characterfile, settings->skill );
	if ( !bs->character ) {
		BotAI_Print( PRT_FATAL, "couldn't load skill %f from %s\n", settings->skill, settings->characterfile );
		return qfalse;
	}
	//copy the settings
	memcpy( &bs->settings, settings, sizeof( bot_settings_t ) );
	//allocate a goal state
	bs->gs = trap_BotAllocGoalState( client );
	//load the item weights
	trap_Characteristic_String( bs->character, CHARACTERISTIC_ITEMWEIGHTS, filename, MAX_PATH );
	errnum = trap_BotLoadItemWeights( bs->gs, filename );
	if ( errnum != BLERR_NOERROR ) {
		trap_BotFreeGoalState( bs->gs );
		return qfalse;
	}
	//allocate a weapon state
	bs->ws = trap_BotAllocWeaponState();
	//load the weapon weights
	trap_Characteristic_String( bs->character, CHARACTERISTIC_WEAPONWEIGHTS, filename, MAX_PATH );
	errnum = trap_BotLoadWeaponWeights( bs->ws, filename );
	if ( errnum != BLERR_NOERROR ) {
		trap_BotFreeGoalState( bs->gs );
		trap_BotFreeWeaponState( bs->ws );
		return qfalse;
	}
	//allocate a chat state
	bs->cs = trap_BotAllocChatState();
	//load the chat file
	trap_Characteristic_String( bs->character, CHARACTERISTIC_CHAT_FILE, filename, MAX_PATH );
	trap_Characteristic_String( bs->character, CHARACTERISTIC_CHAT_NAME, name, MAX_PATH );
	errnum = trap_BotLoadChatFile( bs->cs, filename, name );
	if ( errnum != BLERR_NOERROR ) {
		trap_BotFreeChatState( bs->cs );
		trap_BotFreeGoalState( bs->gs );
		trap_BotFreeWeaponState( bs->ws );
		return qfalse;
	}
	//get the gender characteristic
	trap_Characteristic_String( bs->character, CHARACTERISTIC_GENDER, gender, MAX_PATH );
	//set the chat gender
	if ( *gender == 'f' || *gender == 'F' ) {
		trap_BotSetChatGender( bs->cs, CHAT_GENDERFEMALE );
	} else if ( *gender == 'm' || *gender == 'M' )  {
		trap_BotSetChatGender( bs->cs, CHAT_GENDERMALE );
	} else { trap_BotSetChatGender( bs->cs, CHAT_GENDERLESS );}

	bs->inuse = qtrue;
	bs->client = client;
	bs->entitynum = client;
	bs->setupcount = 4;
	bs->entergame_time = trap_AAS_Time();
	bs->ms = trap_BotAllocMoveState();
	bs->walker = trap_Characteristic_BFloat( bs->character, CHARACTERISTIC_WALKER, 0, 1 );
	numbots++;

	if ( trap_Cvar_VariableIntegerValue( "bot_testichat" ) ) {
		trap_BotLibVarSet( "bot_testichat", "1" );
		BotChatTest( bs );
	}
	//NOTE: reschedule the bot thinking
	BotScheduleBotThink();
	//
	return qtrue;
}
Пример #26
0
/*
 * BotAISetupClient
 */
int
BotAISetupClient(int client, struct bot_settings_s *settings, qbool restart)
{
	char	filename[MAX_PATH], name[MAX_PATH], gender[MAX_PATH];
	bot_state_t *bs;
	int	errnum;

	if(!botstates[client]) botstates[client] = G_Alloc(sizeof(bot_state_t));
	bs = botstates[client];

	if(bs && bs->inuse){
		BotAI_Print(PRT_FATAL,
			"BotAISetupClient: client %d already setup\n",
			client);
		return qfalse;
	}

	if(!trap_AAS_Initialized()){
		BotAI_Print(PRT_FATAL, "AAS not initialized\n");
		return qfalse;
	}

	/* load the bot character */
	bs->character = trap_BotLoadCharacter(settings->characterfile,
		settings->skill);
	if(!bs->character){
		BotAI_Print(PRT_FATAL, "couldn't load skill %f from %s\n",
			settings->skill,
			settings->characterfile);
		return qfalse;
	}
	/* copy the settings */
	memcpy(&bs->settings, settings, sizeof(bot_settings_t));
	/* allocate a goal state */
	bs->gs = trap_BotAllocGoalState(client);
	/* load the item weights */
	trap_Characteristic_String(bs->character, CHARACTERISTIC_ITEMWEIGHTS,
		filename,
		MAX_PATH);
	errnum = trap_BotLoadItemWeights(bs->gs, filename);
	if(errnum != BLERR_NOERROR){
		trap_BotFreeGoalState(bs->gs);
		return qfalse;
	}
	/* allocate a weapon state */
	bs->ws = trap_BotAllocWeaponState();
	/* load the weapon weights */
	trap_Characteristic_String(bs->character, CHARACTERISTIC_WEAPONWEIGHTS,
		filename,
		MAX_PATH);
	errnum = trap_BotLoadWeaponWeights(bs->ws, filename);
	if(errnum != BLERR_NOERROR){
		trap_BotFreeGoalState(bs->gs);
		trap_BotFreeWeaponState(bs->ws);
		return qfalse;
	}
	/* allocate a chat state */
	bs->cs = trap_BotAllocChatState();
	/* load the chat file */
	trap_Characteristic_String(bs->character, CHARACTERISTIC_CHAT_FILE,
		filename,
		MAX_PATH);
	trap_Characteristic_String(bs->character, CHARACTERISTIC_CHAT_NAME, name,
		MAX_PATH);
	errnum = trap_BotLoadChatFile(bs->cs, filename, name);
	if(errnum != BLERR_NOERROR){
		trap_BotFreeChatState(bs->cs);
		trap_BotFreeGoalState(bs->gs);
		trap_BotFreeWeaponState(bs->ws);
		return qfalse;
	}
	/* get the gender characteristic */
	trap_Characteristic_String(bs->character, CHARACTERISTIC_GENDER, gender,
		MAX_PATH);
	/* set the chat gender */
	if(*gender == 'f' || *gender == 'F') trap_BotSetChatGender(
			bs->cs, CHAT_GENDERFEMALE);
	else if(*gender == 'm' || *gender == 'M') trap_BotSetChatGender(
			bs->cs, CHAT_GENDERMALE);
	else trap_BotSetChatGender(bs->cs, CHAT_GENDERLESS);

	bs->inuse = qtrue;
	bs->client = client;
	bs->entitynum	= client;
	bs->setupcount	= 4;
	bs->entergame_time = FloatTime();
	bs->ms = trap_BotAllocMoveState();
	bs->walker =
		trap_Characteristic_BFloat(bs->character, CHARACTERISTIC_WALKER,
			0,
			1);
	numbots++;

	if(trap_cvargeti("bot_testichat")){
		trap_BotLibVarSet("bot_testichat", "1");
		BotChatTest(bs);
	}
	/* NOTE: reschedule the bot thinking */
	BotScheduleBotThink();
	/* if interbreeding start with a mutation */
	if(bot_interbreed)
		trap_BotMutateGoalFuzzyLogic(bs->gs, 1);
	/* if we kept the bot client */
	if(restart)
		BotReadSessionData(bs);
	/* bot has been setup succesfully */
	return qtrue;
}
Пример #27
0
/*
=============
BotInitialize

Initialize all internal data in the bot state
=============
*/
void BotInitialize(bot_state_t *bs)
{
	int i;
	char gender[MAX_CHARACTERISTIC_PATH];
	char userinfo[MAX_INFO_STRING];

	// No valid last command time exists, but make the bot do its AI as if nothing
	// special has happened recently
	bs->last_command_time_ms = server_time_ms;

	// Set the team (red, blue, or free) when not in tournament mode
	if (g_gametype.integer != GT_TOURNAMENT)
		trap_EA_Command(bs->client, va("team %s", bs->settings.team));

	// Set the bot gender
	trap_Characteristic_String(bs->character, CHARACTERISTIC_GENDER, gender, sizeof(gender));
	trap_GetUserinfo(bs->client, userinfo, sizeof(userinfo));
	Info_SetValueForKey(userinfo, "sex", gender);
	trap_SetUserinfo(bs->client, userinfo);

	// Set the chat gender
	if (gender[0] == 'm' || gender[0] == 'M')
		trap_BotSetChatGender(bs->cs, CHAT_GENDERMALE);
	else if (gender[0] == 'f' || gender[0] == 'F')
		trap_BotSetChatGender(bs->cs, CHAT_GENDERFEMALE);
	else
		trap_BotSetChatGender(bs->cs, CHAT_GENDERLESS);

	// Set the chat name
	trap_BotSetChatName(bs->cs, EntityNameFast(bs->ent), bs->client);

#ifdef DEBUG_AI
	// Initialize debug settings
	bs->debug_flags = 0x00000000;
	bs->use_weapon = WP_NONE;
#endif

	// Load the skill and accuracy characteristics for each weapon
	for (i = 0; i < WP_NUM_WEAPONS; i++)
		BotWeaponCharsLoad(bs, i);

	// Load the bot's reaction times
	BotReactionLoad(bs);

	// Cache the chat attack characteristic, since it's used a lot
	bs->chat_attack = (.5 <= trap_Characteristic_BFloat(bs->character, CHARACTERISTIC_EASY_FRAGGER, 0, 1));

	// Initialize enemies
	BotAimEnemySet(bs, NULL, NULL);
	bs->goal_enemy = NULL;

	// Initialize the awareness engine
	BotAwarenessReset(bs);

	// Initialize the main goal
	BotGoalReset(bs);

	// Item tracking, timing, and statistics
	BotItemReset(bs);

	// Accuracy data for different aim zones
	BotAccuracyReset(bs);
}
Пример #28
0
/*
==================
BotChat_Random
==================
*/
int BotChat_Random( bot_state_t *bs ) {
	float rnd;
	char name[32];

	if ( bot_nochat.integer ) {
		return qfalse;
	}
	if ( BotIsObserver( bs ) ) {
		return qfalse;
	}
	if ( bs->lastchat_time > trap_AAS_Time() - 3 ) {
		return qfalse;
	}
	//don't chat in teamplay
	if ( TeamPlayIsOn() ) {
		return qfalse;
	}
	//don't chat when doing something important :)
	if ( bs->ltgtype == LTG_TEAMHELP ||
		 bs->ltgtype == LTG_TEAMACCOMPANY ||
		 bs->ltgtype == LTG_RUSHBASE ) {
		return qfalse;
	}
	//
	rnd = trap_Characteristic_BFloat( bs->character, CHARACTERISTIC_CHAT_RANDOM, 0, 1 );
	if ( random() > bs->thinktime * 0.1 ) {
		return qfalse;
	}
	if ( !bot_fastchat.integer ) {
		if ( random() > rnd ) {
			return qfalse;
		}
		if ( random() > 0.25 ) {
			return qfalse;
		}
	}
	if ( BotNumActivePlayers() <= 1 ) {
		return qfalse;
	}
	if ( !BotValidChatPosition( bs ) ) {
		return qfalse;
	}
	//
	if ( bs->lastkilledplayer == bs->client ) {
		strcpy( name, BotRandomOpponentName( bs ) );
	} else {
		EasyClientName( bs->lastkilledplayer, name, sizeof( name ) );
	}
	//
	if ( random() < trap_Characteristic_BFloat( bs->character, CHARACTERISTIC_CHAT_MISC, 0, 1 ) ) {
		BotAI_BotInitialChat( bs, "random_misc",
							  BotRandomOpponentName( bs ), // 0
							  name,             // 1
							  "[invalid var]", // 2
							  "[invalid var]", // 3
							  BotMapTitle(),    // 4
							  BotRandomWeaponName(), // 5
							  NULL );
	} else {
		BotAI_BotInitialChat( bs, "random_insult",
							  BotRandomOpponentName( bs ), // 0
							  name,             // 1
							  "[invalid var]", // 2
							  "[invalid var]", // 3
							  BotMapTitle(),    // 4
							  BotRandomWeaponName(), // 5
							  NULL );
	}
	bs->lastchat_time = trap_AAS_Time();
	bs->chatto = CHAT_ALL;
	return qtrue;
}
Пример #29
0
/*
==================
BotChat_Random
==================
*/
int BotChat_Random(bot_state_t *bs) {
	float rnd;
	char name[32];

	if (bot_nochat.integer) return qfalse;
	if (BotIsObserver(bs)) return qfalse;
	if (bs->lastchat_time > FloatTime() - TIME_BETWEENCHATTING) return qfalse;
	// don't chat in tournament mode
	if (gametype == GT_TOURNAMENT) return qfalse;
	//don't chat when doing something important :)
	if (bs->ltgtype == LTG_TEAMHELP ||
		bs->ltgtype == LTG_TEAMACCOMPANY ||
		bs->ltgtype == LTG_RUSHBASE) return qfalse;
	//
	rnd = trap_Characteristic_BFloat(bs->character, CHARACTERISTIC_CHAT_RANDOM, 0, 1);
	if (random() > bs->thinktime * 0.1) return qfalse;
	if (!bot_fastchat.integer) {
		if (random() > rnd) return qfalse;
		if (random() > 0.25) return qfalse;
	}
	if (BotNumActivePlayers() <= 1) return qfalse;
	//
	if (!BotValidChatPosition(bs)) return qfalse;
	//
	if (BotVisibleEnemies(bs)) return qfalse;
	//
	if (bs->lastkilledplayer == bs->client) {
		strcpy(name, BotRandomOpponentName(bs));
	}
	else {
		EasyClientName(bs->lastkilledplayer, name, sizeof(name));
	}
	if (TeamPlayIsOn()) {
#ifdef MISSIONPACK
		trap_EA_Command(bs->client, "vtaunt");
#endif
		return qfalse;			// don't wait
	}
	//
	if (random() < trap_Characteristic_BFloat(bs->character, CHARACTERISTIC_CHAT_MISC, 0, 1)) {
		BotAI_BotInitialChat(bs, "random_misc",
					BotRandomOpponentName(bs),	// 0
					name,						// 1
					"[invalid var]",			// 2
					"[invalid var]",			// 3
					BotMapTitle(),				// 4
					BotRandomWeaponName(),		// 5
					NULL);
	}
	else {
		BotAI_BotInitialChat(bs, "random_insult",
					BotRandomOpponentName(bs),	// 0
					name,						// 1
					"[invalid var]",			// 2
					"[invalid var]",			// 3
					BotMapTitle(),				// 4
					BotRandomWeaponName(),		// 5
					NULL);
	}
	bs->lastchat_time = FloatTime();
	bs->chatto = CHAT_ALL;
	return qtrue;
}