/* void NPC_BSAdvanceFight (void) Advance towards your captureGoal and shoot anyone you can along the way. */ void NPC_BSAdvanceFight (void) {//FIXME: IMPLEMENT //Head to Goal if I can //Make sure we're still headed where we want to capture if ( NPCInfo->captureGoal ) {//FIXME: if no captureGoal, what do we do? //VectorCopy( NPCInfo->captureGoal->currentOrigin, NPCInfo->tempGoal->currentOrigin ); //NPCInfo->goalEntity = NPCInfo->tempGoal; NPC_SetMoveGoal( NPC, NPCInfo->captureGoal->currentOrigin, 16, qtrue ); // NAV_ClearLastRoute(NPC); NPCInfo->goalTime = level.time + 100000; } // NPC_BSRun(); NPC_CheckEnemy(qtrue, qfalse); //FIXME: Need melee code if( NPC->enemy ) {//See if we can shoot him vec3_t delta, forward; vec3_t angleToEnemy; vec3_t hitspot, muzzle, diff, enemy_org, enemy_head; float distanceToEnemy; qboolean attack_ok = qfalse; qboolean dead_on = qfalse; float attack_scale = 1.0; float aim_off; float max_aim_off = 64; //Yaw to enemy VectorMA(NPC->enemy->absmin, 0.5, NPC->enemy->maxs, enemy_org); CalcEntitySpot( NPC, SPOT_WEAPON, muzzle ); VectorSubtract (enemy_org, muzzle, delta); vectoangles ( delta, angleToEnemy ); distanceToEnemy = VectorNormalize(delta); if(!NPC_EnemyTooFar(NPC->enemy, distanceToEnemy*distanceToEnemy, qtrue)) { attack_ok = qtrue; } if(attack_ok) { NPC_UpdateShootAngles(angleToEnemy, qfalse, qtrue); NPCInfo->enemyLastVisibility = enemyVisibility; enemyVisibility = NPC_CheckVisibility ( NPC->enemy, CHECK_FOV);//CHECK_360|//CHECK_PVS| if(enemyVisibility == VIS_FOV) {//He's in our FOV attack_ok = qtrue; CalcEntitySpot( NPC->enemy, SPOT_HEAD, enemy_head); if(attack_ok) { trace_t tr; gentity_t *traceEnt; //are we gonna hit him if we shoot at his center? gi.trace ( &tr, muzzle, NULL, NULL, enemy_org, NPC->s.number, MASK_SHOT, G2_NOCOLLIDE, 0 ); traceEnt = &g_entities[tr.entityNum]; if( traceEnt != NPC->enemy && (!traceEnt || !traceEnt->client || !NPC->client->enemyTeam || NPC->client->enemyTeam != traceEnt->client->playerTeam) ) {//no, so shoot for the head attack_scale *= 0.75; gi.trace ( &tr, muzzle, NULL, NULL, enemy_head, NPC->s.number, MASK_SHOT, G2_NOCOLLIDE, 0 ); traceEnt = &g_entities[tr.entityNum]; } VectorCopy( tr.endpos, hitspot ); if( traceEnt == NPC->enemy || (traceEnt->client && NPC->client->enemyTeam && NPC->client->enemyTeam == traceEnt->client->playerTeam) ) { dead_on = qtrue; } else { attack_scale *= 0.5; if(NPC->client->playerTeam) { if(traceEnt && traceEnt->client && traceEnt->client->playerTeam) { if(NPC->client->playerTeam == traceEnt->client->playerTeam) {//Don't shoot our own team attack_ok = qfalse; } } } } } if( attack_ok ) { //ok, now adjust pitch aim VectorSubtract (hitspot, muzzle, delta); vectoangles ( delta, angleToEnemy ); NPC->NPC->desiredPitch = angleToEnemy[PITCH]; NPC_UpdateShootAngles(angleToEnemy, qtrue, qfalse); if( !dead_on ) {//We're not going to hit him directly, try a suppressing fire //see if where we're going to shoot is too far from his origin AngleVectors (NPCInfo->shootAngles, forward, NULL, NULL); VectorMA ( muzzle, distanceToEnemy, forward, hitspot); VectorSubtract(hitspot, enemy_org, diff); aim_off = VectorLength(diff); if(aim_off > random() * max_aim_off)//FIXME: use aim value to allow poor aim? { attack_scale *= 0.75; //see if where we're going to shoot is too far from his head VectorSubtract(hitspot, enemy_head, diff); aim_off = VectorLength(diff); if(aim_off > random() * max_aim_off) { attack_ok = qfalse; } } attack_scale *= (max_aim_off - aim_off + 1)/max_aim_off; } } } } if( attack_ok ) { if( NPC_CheckAttack( attack_scale )) {//check aggression to decide if we should shoot enemyVisibility = VIS_SHOOT; WeaponThink(qtrue); } else attack_ok = qfalse; } //Don't do this- only for when stationary and trying to shoot an enemy // else // NPC->cantHitEnemyCounter++; } else {//FIXME: NPC_UpdateShootAngles(NPC->client->ps.viewangles, qtrue, qtrue); } if(!ucmd.forwardmove && !ucmd.rightmove) {//We reached our captureGoal if(NPC->taskManager) { Q3_TaskIDComplete( NPC, TID_BSTATE ); } } }
void NPC_BSFollowLeader (void) { vec3_t vec; float leaderDist; visibility_t leaderVis; int curAnim; if ( !NPC->client->leader ) {//ok, stand guard until we find an enemy if( NPCInfo->tempBehavior == BS_HUNT_AND_KILL ) { NPCInfo->tempBehavior = BS_DEFAULT; } else { NPCInfo->tempBehavior = BS_STAND_GUARD; NPC_BSStandGuard(); } return; } if ( !NPC->enemy ) {//no enemy, find one NPC_CheckEnemy( NPCInfo->confusionTime<level.time, qfalse );//don't find new enemy if this is tempbehav if ( NPC->enemy ) {//just found one NPCInfo->enemyCheckDebounceTime = level.time + Q_irand( 3000, 10000 ); } else { if ( !(NPCInfo->scriptFlags&SCF_IGNORE_ALERTS) ) { int eventID = NPC_CheckAlertEvents( qtrue, qtrue ); if ( level.alertEvents[eventID].level >= AEL_SUSPICIOUS && (NPCInfo->scriptFlags&SCF_LOOK_FOR_ENEMIES) ) { NPCInfo->lastAlertID = level.alertEvents[eventID].ID; if ( !level.alertEvents[eventID].owner || !level.alertEvents[eventID].owner->client || level.alertEvents[eventID].owner->health <= 0 || level.alertEvents[eventID].owner->client->playerTeam != NPC->client->enemyTeam ) {//not an enemy } else { //FIXME: what if can't actually see enemy, don't know where he is... should we make them just become very alert and start looking for him? Or just let combat AI handle this... (act as if you lost him) G_SetEnemy( NPC, level.alertEvents[eventID].owner ); NPCInfo->enemyCheckDebounceTime = level.time + Q_irand( 3000, 10000 ); NPCInfo->enemyLastSeenTime = level.time; TIMER_Set( NPC, "attackDelay", Q_irand( 500, 1000 ) ); } } } } if ( !NPC->enemy ) { if ( NPC->client->leader && NPC->client->leader->enemy && NPC->client->leader->enemy != NPC && ( (NPC->client->leader->enemy->client&&NPC->client->leader->enemy->client->playerTeam==NPC->client->enemyTeam) ||(NPC->client->leader->enemy->svFlags&SVF_NONNPC_ENEMY&&NPC->client->leader->enemy->noDamageTeam==NPC->client->enemyTeam) ) && NPC->client->leader->enemy->health > 0 ) { G_SetEnemy( NPC, NPC->client->leader->enemy ); NPCInfo->enemyCheckDebounceTime = level.time + Q_irand( 3000, 10000 ); NPCInfo->enemyLastSeenTime = level.time; } } } else { if ( NPC->enemy->health <= 0 || (NPC->enemy->flags&FL_NOTARGET) ) { G_ClearEnemy( NPC ); if ( NPCInfo->enemyCheckDebounceTime > level.time + 1000 ) { NPCInfo->enemyCheckDebounceTime = level.time + Q_irand( 1000, 2000 ); } } else if ( NPC->client->ps.weapon && NPCInfo->enemyCheckDebounceTime < level.time ) { NPC_CheckEnemy( (NPCInfo->confusionTime<level.time||NPCInfo->tempBehavior!=BS_FOLLOW_LEADER), qfalse );//don't find new enemy if this is tempbehav } } if ( NPC->enemy && NPC->client->ps.weapon ) {//If have an enemy, face him and fire if ( NPC->client->ps.weapon == WP_SABER )//|| NPCInfo->confusionTime>level.time ) {//lightsaber user or charmed enemy if ( NPCInfo->tempBehavior != BS_FOLLOW_LEADER ) {//not already in a temp bState //go after the guy NPCInfo->tempBehavior = BS_HUNT_AND_KILL; NPC_UpdateAngles(qtrue, qtrue); return; } } enemyVisibility = NPC_CheckVisibility ( NPC->enemy, CHECK_FOV|CHECK_SHOOT );//CHECK_360|CHECK_PVS| if ( enemyVisibility > VIS_PVS ) {//face vec3_t enemy_org, muzzle, delta, angleToEnemy; float distanceToEnemy; CalcEntitySpot( NPC->enemy, SPOT_HEAD, enemy_org ); NPC_AimWiggle( enemy_org ); CalcEntitySpot( NPC, SPOT_WEAPON, muzzle ); VectorSubtract( enemy_org, muzzle, delta); vectoangles( delta, angleToEnemy ); distanceToEnemy = VectorNormalize( delta ); NPCInfo->desiredYaw = angleToEnemy[YAW]; NPCInfo->desiredPitch = angleToEnemy[PITCH]; NPC_UpdateFiringAngles( qtrue, qtrue ); if ( enemyVisibility >= VIS_SHOOT ) {//shoot NPC_AimAdjust( 2 ); if ( NPC_GetHFOVPercentage( NPC->enemy->currentOrigin, NPC->currentOrigin, NPC->client->ps.viewangles, NPCInfo->stats.hfov ) > 0.6f && NPC_GetHFOVPercentage( NPC->enemy->currentOrigin, NPC->currentOrigin, NPC->client->ps.viewangles, NPCInfo->stats.vfov ) > 0.5f ) {//actually withing our front cone WeaponThink( qtrue ); } } else { NPC_AimAdjust( 1 ); } //NPC_CheckCanAttack(1.0, qfalse); } else { NPC_AimAdjust( -1 ); } } else {//FIXME: combine with vector calc below vec3_t head, leaderHead, delta, angleToLeader; CalcEntitySpot( NPC->client->leader, SPOT_HEAD, leaderHead ); CalcEntitySpot( NPC, SPOT_HEAD, head ); VectorSubtract (leaderHead, head, delta); vectoangles ( delta, angleToLeader ); VectorNormalize(delta); NPC->NPC->desiredYaw = angleToLeader[YAW]; NPC->NPC->desiredPitch = angleToLeader[PITCH]; NPC_UpdateAngles(qtrue, qtrue); } //leader visible? leaderVis = NPC_CheckVisibility( NPC->client->leader, CHECK_PVS|CHECK_360|CHECK_SHOOT );// ent->e_UseFunc = useF_NULL; //Follow leader, stay within visibility and a certain distance, maintain a distance from. curAnim = NPC->client->ps.legsAnim; if ( curAnim != BOTH_ATTACK1 && curAnim != BOTH_ATTACK2 && curAnim != BOTH_ATTACK3 && curAnim != BOTH_MELEE1 && curAnim != BOTH_MELEE2 ) {//Don't move toward leader if we're in a full-body attack anim //FIXME, use IdealDistance to determine if we need to close distance float followDist = 96.0f;//FIXME: If there are enmies, make this larger? float backupdist, walkdist, minrundist; if ( NPCInfo->followDist ) { followDist = NPCInfo->followDist; } backupdist = followDist/2.0f; walkdist = followDist*0.83; minrundist = followDist*1.33; VectorSubtract(NPC->client->leader->currentOrigin, NPC->currentOrigin, vec); leaderDist = VectorLength( vec );//FIXME: make this just nav distance? //never get within their radius horizontally vec[2] = 0; float leaderHDist = VectorLength( vec ); if( leaderHDist > backupdist && (leaderVis != VIS_SHOOT || leaderDist > walkdist) ) {//We should close in? NPCInfo->goalEntity = NPC->client->leader; NPC_SlideMoveToGoal(); if ( leaderVis == VIS_SHOOT && leaderDist < minrundist ) { ucmd.buttons |= BUTTON_WALKING; } } else if ( leaderDist < backupdist ) {//We should back off? NPCInfo->goalEntity = NPC->client->leader; NPC_SlideMoveToGoal(); //reversing direction ucmd.forwardmove = -ucmd.forwardmove; ucmd.rightmove = -ucmd.rightmove; VectorScale( NPC->client->ps.moveDir, -1, NPC->client->ps.moveDir ); }//otherwise, stay where we are //check for do not enter and stop if there's one there... if ( ucmd.forwardmove || ucmd.rightmove || VectorCompare( vec3_origin, NPC->client->ps.moveDir ) ) { NPC_MoveDirClear( ucmd.forwardmove, ucmd.rightmove, qtrue ); } } }
void NPC_BSHuntAndKill( void ) { qboolean turned = qfalse; vec3_t vec; float enemyDist; visibility_t oEVis; int curAnim; NPC_CheckEnemy( /*NPCInfo->tempBehavior != BS_HUNT_AND_KILL*/qtrue, qfalse, qtrue );//don't find new enemy if this is tempbehav if ( NPC->enemy ) { oEVis = enemyVisibility = NPC_CheckVisibility ( NPC->enemy, CHECK_FOV|CHECK_SHOOT );//CHECK_360|//CHECK_PVS| if(enemyVisibility > VIS_PVS) { if ( !NPC_EnemyTooFar( NPC->enemy, 0, qtrue ) ) {//Enemy is close enough to shoot - FIXME: this next func does this also, but need to know here for info on whether ot not to turn later NPC_CheckCanAttack( 1.0, qfalse ); turned = qtrue; } } curAnim = NPC->client->ps.legsAnim; if(curAnim != BOTH_ATTACK1 && curAnim != BOTH_ATTACK2 && curAnim != BOTH_ATTACK3 && curAnim != BOTH_MELEE1 && curAnim != BOTH_MELEE2 ) {//Don't move toward enemy if we're in a full-body attack anim //FIXME, use IdealDistance to determin if we need to close distance VectorSubtract(NPC->enemy->r.currentOrigin, NPC->r.currentOrigin, vec); enemyDist = VectorLength(vec); if( enemyDist > 48 && ((enemyDist*1.5)*(enemyDist*1.5) >= NPC_MaxDistSquaredForWeapon() || oEVis != VIS_SHOOT || //!(ucmd.buttons & BUTTON_ATTACK) || enemyDist > IdealDistance(NPC)*3 ) ) {//We should close in? NPCInfo->goalEntity = NPC->enemy; NPC_MoveToGoal( qtrue ); } else if(enemyDist < IdealDistance(NPC)) {//We should back off? //if(ucmd.buttons & BUTTON_ATTACK) { NPCInfo->goalEntity = NPC->enemy; NPCInfo->goalRadius = 12; NPC_MoveToGoal( qtrue ); ucmd.forwardmove *= -1; ucmd.rightmove *= -1; VectorScale( NPC->client->ps.moveDir, -1, NPC->client->ps.moveDir ); ucmd.buttons |= BUTTON_WALKING; } }//otherwise, stay where we are } } else {//ok, stand guard until we find an enemy if( NPCInfo->tempBehavior == BS_HUNT_AND_KILL ) { NPCInfo->tempBehavior = BS_DEFAULT; } else { NPCInfo->tempBehavior = BS_STAND_GUARD; NPC_BSStandGuard(); } return; } if(!turned) { NPC_UpdateAngles(qtrue, qtrue); } }