示例#1
0
//===========================================================================
//
// Parameter:				-
// Returns:					-
// Changes Globals:		-
//===========================================================================
int BotChooseNBGItem( int goalstate, vec3_t origin, int *inventory, int travelflags,
					  bot_goal_t *ltg, float maxtime ) {
	int areanum, t, weightnum, ltg_time;
	float weight, bestweight, avoidtime;
	iteminfo_t *iteminfo;
	itemconfig_t *ic;
	levelitem_t *li, *bestitem;
	bot_goal_t goal;
	bot_goalstate_t *gs;

	gs = BotGoalStateFromHandle( goalstate );
	if ( !gs ) {
		return qfalse;
	}
	if ( !gs->itemweightconfig ) {
		return qfalse;
	}
	//get the area the bot is in
	areanum = BotReachabilityArea( origin, gs->client );
	//if the bot is in solid or if the area the bot is in has no reachability links
	if ( !areanum || !AAS_AreaReachability( areanum ) ) {
		//use the last valid area the bot was in
		areanum = gs->lastreachabilityarea;
	} //end if
	  //remember the last area with reachabilities the bot was in
	gs->lastreachabilityarea = areanum;
	//if still in solid
	if ( !areanum ) {
		return qfalse;
	}
	//
	if ( ltg ) {
		ltg_time = AAS_AreaTravelTimeToGoalArea( areanum, origin, ltg->areanum, travelflags );
	} else { ltg_time = 99999;}
	//the item configuration
	ic = itemconfig;
	if ( !itemconfig ) {
		return qfalse;
	}
	//best weight and item so far
	bestweight = 0;
	bestitem = NULL;
	memset( &goal, 0, sizeof( bot_goal_t ) );
	//go through the items in the level
	for ( li = levelitems; li; li = li->next )
	{
		if ( g_gametype == GT_SINGLE_PLAYER ) {
			if ( li->notsingle ) {
				continue;
			}
		} else if ( g_gametype >= GT_TEAM )     {
			if ( li->notteam ) {
				continue;
			}
		} else {
			if ( li->notfree ) {
				continue;
			}
		}
		//if the item is in a possible goal area
		if ( !li->goalareanum ) {
			continue;
		}
		//get the fuzzy weight function for this item
		iteminfo = &ic->iteminfo[li->iteminfo];
		weightnum = gs->itemweightindex[iteminfo->number];
		if ( weightnum < 0 ) {
			continue;
		}
		//if this goal is in the avoid goals
		if ( BotAvoidGoalTime( goalstate, li->number ) > 0 ) {
			continue;
		}
		//
#ifdef UNDECIDEDFUZZY
		weight = FuzzyWeightUndecided( inventory, gs->itemweightconfig, weightnum );
#else
		weight = FuzzyWeight( inventory, gs->itemweightconfig, weightnum );
#endif //UNDECIDEDFUZZY
#ifdef DROPPEDWEIGHT
		//HACK: to make dropped items more attractive
		if ( li->timeout ) {
			weight += 1000;
		}
#endif //DROPPEDWEIGHT
		if ( weight > 0 ) {
			//get the travel time towards the goal area
			t = AAS_AreaTravelTimeToGoalArea( areanum, origin, li->goalareanum, travelflags );
			//if the goal is reachable
			if ( t > 0 && t < maxtime ) {
				weight /= (float) t * TRAVELTIME_SCALE;
				//
				if ( weight > bestweight ) {
					t = 0;
					if ( ltg && !li->timeout ) {
						//get the travel time from the goal to the long term goal
						t = AAS_AreaTravelTimeToGoalArea( li->goalareanum, li->goalorigin, ltg->areanum, travelflags );
					} //end if
					  //if the travel back is possible and doesn't take too long
					if ( t <= ltg_time ) {
						bestweight = weight;
						bestitem = li;
					} //end if
				} //end if
			} //end if
		} //end if
	} //end for
	  //if no goal item found
	if ( !bestitem ) {
		return qfalse;
	}
	//create a bot goal for this item
	iteminfo = &ic->iteminfo[bestitem->iteminfo];
	VectorCopy( bestitem->goalorigin, goal.origin );
	VectorCopy( iteminfo->mins, goal.mins );
	VectorCopy( iteminfo->maxs, goal.maxs );
	goal.areanum = bestitem->goalareanum;
	goal.entitynum = bestitem->entitynum;
	goal.number = bestitem->number;
	goal.flags = GFL_ITEM;
	goal.iteminfo = bestitem->iteminfo;
	//add the chosen goal to the goals to avoid for a while
	avoidtime = iteminfo->respawntime * 0.5;
	if ( avoidtime < 10 ) {
		avoidtime = AVOID_TIME;
	}
	//if it's a dropped item
	if ( bestitem->timeout ) {
		avoidtime = AVOIDDROPPED_TIME;
	}
	BotAddToAvoidGoals( gs, bestitem->number, avoidtime );
	//push the goal on the stack
	BotPushGoal( goalstate, &goal );
	//
#ifdef DEBUG_AI_GOAL
	if ( bestitem->timeout ) {
		botimport.Print( PRT_MESSAGE, "new nbg dropped item %s\n", ic->iteminfo[bestitem->iteminfo].classname );
	} //end if
	iteminfo = &ic->iteminfo[bestitem->iteminfo];
	botimport.Print( PRT_MESSAGE, "new nbg \"%s\"\n", iteminfo->classname );
#endif //DEBUG_AI_GOAL
	return qtrue;
} //end of the function BotChooseNBGItem
示例#2
0
static bool BotChooseNBGItem( int goalstate, const vec3_t origin, const int* inventory, int travelflags,
	const bot_goal_t* ltg, float maxtime ) {
	bot_goalstate_t* gs = BotGoalStateFromHandle( goalstate );
	if ( !gs ) {
		return false;
	}
	if ( !gs->itemweightconfig ) {
		return false;
	}
	//get the area the bot is in
	int areanum = BotReachabilityArea( origin, gs->client );
	//if the bot is in solid or if the area the bot is in has no reachability links
	if ( !areanum || !AAS_AreaReachability( areanum ) ) {
		//use the last valid area the bot was in
		areanum = gs->lastreachabilityarea;
	}
	//remember the last area with reachabilities the bot was in
	gs->lastreachabilityarea = areanum;
	//if still in solid
	if ( !areanum ) {
		return false;
	}

	int ltg_time;
	if ( ltg ) {
		ltg_time = AAS_AreaTravelTimeToGoalArea( areanum, origin, ltg->areanum, travelflags );
	} else {
		ltg_time = 99999;
	}
	//the item configuration
	itemconfig_t* ic = itemconfig;
	if ( !itemconfig ) {
		return false;
	}
	//best weight and item so far
	float bestweight = 0;
	levelitem_t* bestitem = NULL;
	//go through the items in the level
	for ( levelitem_t* li = levelitems; li; li = li->next ) {
		if ( GGameType & GAME_ET ) {
			if ( g_singleplayer ) {
				if ( li->flags & IFL_NOTSINGLE ) {
					continue;
				}
			}
		} else {
			if ( g_gametype == Q3GT_SINGLE_PLAYER ) {
				if ( li->flags & IFL_NOTSINGLE ) {
					continue;
				}
			} else if ( g_gametype >= Q3GT_TEAM ) {
				if ( li->flags & IFL_NOTTEAM ) {
					continue;
				}
			} else {
				if ( li->flags & IFL_NOTFREE ) {
					continue;
				}
			}
		}
		if ( GGameType & GAME_Quake3 && li->flags & IFL_NOTBOT ) {
			continue;
		}
		//if the item is in a possible goal area
		if ( !li->goalareanum ) {
			continue;
		}
		//FIXME: is this a good thing? added this for items that never spawned into the game (f.i. CTF flags in obelisk)
		if ( GGameType & GAME_Quake3 && !li->entitynum && !( li->flags & IFL_ROAM ) ) {
			continue;
		}
		//get the fuzzy weight function for this item
		iteminfo_t* iteminfo = &ic->iteminfo[ li->iteminfo ];
		int weightnum = gs->itemweightindex[ iteminfo->number ];
		if ( weightnum < 0 ) {
			continue;
		}
		//if this goal is in the avoid goals
		if ( !( GGameType & GAME_Quake3 ) && BotAvoidGoalTime( goalstate, li->number ) > 0 ) {
			continue;
		}

		float weight = FuzzyWeightUndecided( inventory, gs->itemweightconfig, weightnum );
		//HACK: to make dropped items more attractive
		if ( li->timeout ) {
			weight += GGameType & GAME_Quake3 ? droppedweight->value : 1000;
		}
		//use weight scale for item_botroam
		if ( GGameType & GAME_Quake3 && li->flags & IFL_ROAM ) {
			weight *= li->weight;
		}

		if ( weight > 0 ) {
			//get the travel time towards the goal area
			int t = AAS_AreaTravelTimeToGoalArea( areanum, origin, li->goalareanum, travelflags );
			//if the goal is reachable
			if ( t > 0 && t < maxtime ) {
				if ( GGameType & GAME_Quake3 ) {
					//if this item won't respawn before we get there
					float avoidtime = BotAvoidGoalTime( goalstate, li->number );
					if ( avoidtime - t * 0.009 > 0 ) {
						continue;
					}
				}

				weight /= ( float )t * TRAVELTIME_SCALE;

				if ( weight > bestweight ) {
					t = 0;
					if ( ltg && !li->timeout ) {
						//get the travel time from the goal to the long term goal
						t = AAS_AreaTravelTimeToGoalArea( li->goalareanum, li->goalorigin, ltg->areanum, travelflags );
					}
					//if the travel back is possible and doesn't take too long
					if ( t <= ltg_time ) {
						bestweight = weight;
						bestitem = li;
					}
				}
			}
		}
	}
	//if no goal item found
	if ( !bestitem ) {
		return false;
	}
	//create a bot goal for this item
	bot_goal_t goal;
	Com_Memset( &goal, 0, sizeof ( bot_goal_t ) );
	iteminfo_t* iteminfo = &ic->iteminfo[ bestitem->iteminfo ];
	VectorCopy( bestitem->goalorigin, goal.origin );
	VectorCopy( iteminfo->mins, goal.mins );
	VectorCopy( iteminfo->maxs, goal.maxs );
	goal.areanum = bestitem->goalareanum;
	goal.entitynum = bestitem->entitynum;
	goal.number = bestitem->number;
	goal.flags = GFL_ITEM;
	if ( GGameType & GAME_Quake3 ) {
		if ( bestitem->timeout ) {
			goal.flags |= GFL_DROPPED;
		}
		if ( bestitem->flags & IFL_ROAM ) {
			goal.flags |= GFL_ROAM;
		}
	}
	goal.iteminfo = bestitem->iteminfo;
	float avoidtime;
	if ( GGameType & GAME_Quake3 ) {
		//if it's a dropped item
		if ( bestitem->timeout ) {
			avoidtime = AVOID_DROPPED_TIME;
		} else {
			avoidtime = iteminfo->respawntime;
			if ( !avoidtime ) {
				avoidtime = AVOID_DEFAULT_TIME;
			}
			if ( avoidtime < AVOID_MINIMUM_TIME ) {
				avoidtime = AVOID_MINIMUM_TIME;
			}
		}
	} else {
		avoidtime = iteminfo->respawntime * 0.5;
		if ( avoidtime < 10 ) {
			avoidtime = AVOID_DEFAULT_TIME;
		}
		//if it's a dropped item
		if ( bestitem->timeout ) {
			avoidtime = AVOID_DROPPED_TIME_WOLF;
		}
	}
	//add the chosen goal to the goals to avoid for a while
	BotAddToAvoidGoals( gs, bestitem->number, avoidtime );
	//push the goal on the stack
	BotPushGoal( goalstate, &goal, sizeof ( goal ) );
	return true;
}