示例#1
0
gentity_t *UpdateGoal( void ) 
{
	//FIXME: CREED should look at this
	//		this func doesn't seem to be working correctly for the sand creature

	gentity_t	*goal;

	if ( !NPCInfo->goalEntity ) 
	{
		return NULL;
	}

	if ( !NPCInfo->goalEntity->inuse )
	{//Somehow freed it, but didn't clear it
		NPC_ClearGoal();
		return NULL;
	}

	goal = NPCInfo->goalEntity;

	if ( ReachedGoal( goal ) ) 
	{
		NPC_ReachedGoal();
		goal = NULL;//so they don't keep trying to move to it
	}//else if fail, need to tell script so?

	return goal;
}
示例#2
0
gentity_t *UpdateGoal( void ) 
{
	gentity_t	*goal;

	if ( !NPCS.NPCInfo->goalEntity ) 
	{
		return NULL;
	}

	if ( !NPCS.NPCInfo->goalEntity->inuse )
	{//Somehow freed it, but didn't clear it
		NPC_ClearGoal();
		return NULL;
	}

	goal = NPCS.NPCInfo->goalEntity;

	if ( ReachedGoal( goal ) ) 
	{
		NPC_ReachedGoal();
		goal = NULL;//so they don't keep trying to move to it
	}//else if fail, need to tell script so?

	return goal;
}
示例#3
0
void NPC_ReachedGoal( void )
{
//	Debug_NPCPrintf( NPC, debugNPCAI, DEBUG_LEVEL_INFO, "UpdateGoal: reached goal entity\n" );
	NPC_ClearGoal();
	NPCInfo->goalTime = level.time;

//MCG - Begin
	NPCInfo->aiFlags &= ~NPCAI_MOVING;
	ucmd.forwardmove = 0;
	//Return that the goal was reached
	Q3_TaskIDComplete( NPC, TID_MOVE_NAV );
//MCG - End
}
示例#4
0
文件: NPC_goal.c 项目: AlexXT/OpenJK
void NPC_ReachedGoal( void )
{
//	Debug_NPCPrintf( NPC, d_npcai, DEBUG_LEVEL_INFO, "UpdateGoal: reached goal entity\n" );
	NPC_ClearGoal();
	NPCS.NPCInfo->goalTime = level.time;

//MCG - Begin
	NPCS.NPCInfo->aiFlags &= ~NPCAI_MOVING;
	NPCS.ucmd.forwardmove = 0;
	//Return that the goal was reached
	trap->ICARUS_TaskIDComplete( (sharedEntity_t *)NPCS.NPC, TID_MOVE_NAV );
//MCG - End
}
示例#5
0
void NPC_BSJump (void)
{
	vec3_t		dir, angles, p1, p2, apex;
	float		time, height, forward, z, xy, dist, yawError, apexHeight;

	if( !NPCInfo->goalEntity )
	{//Should have task completed the navgoal
		return;
	}

	if ( NPCInfo->jumpState != JS_JUMPING && NPCInfo->jumpState != JS_LANDING )
	{
		//Face navgoal
		VectorSubtract(NPCInfo->goalEntity->currentOrigin, NPC->currentOrigin, dir);
		vectoangles(dir, angles);
		NPCInfo->desiredPitch = NPCInfo->lockedDesiredPitch = AngleNormalize360(angles[PITCH]);
		NPCInfo->desiredYaw = NPCInfo->lockedDesiredYaw = AngleNormalize360(angles[YAW]);
	}

	NPC_UpdateAngles ( qtrue, qtrue );
	yawError = AngleDelta ( NPC->client->ps.viewangles[YAW], NPCInfo->desiredYaw );
	//We don't really care about pitch here

	switch ( NPCInfo->jumpState )
	{
	case JS_FACING:
		if ( yawError < MIN_ANGLE_ERROR )
		{//Facing it, Start crouching
			NPC_SetAnim(NPC, SETANIM_LEGS, BOTH_CROUCH1, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD);
			NPCInfo->jumpState = JS_CROUCHING;
		}
		break;
	case JS_CROUCHING:
		if ( NPC->client->ps.legsAnimTimer > 0 )
		{//Still playing crouching anim
			return;
		}

		//Create a parabola

		if ( NPC->currentOrigin[2] > NPCInfo->goalEntity->currentOrigin[2] )
		{
			VectorCopy( NPC->currentOrigin, p1 );
			VectorCopy( NPCInfo->goalEntity->currentOrigin, p2 );
		}
		else if ( NPC->currentOrigin[2] < NPCInfo->goalEntity->currentOrigin[2] )
		{
			VectorCopy( NPCInfo->goalEntity->currentOrigin, p1 );
			VectorCopy( NPC->currentOrigin, p2 );
		}
		else
		{
			VectorCopy( NPC->currentOrigin, p1 );
			VectorCopy( NPCInfo->goalEntity->currentOrigin, p2 );
		}

		//z = xy*xy
		VectorSubtract( p2, p1, dir );
		dir[2] = 0;

		//Get xy and z diffs
		xy = VectorNormalize( dir );
		z = p1[2] - p2[2];

		apexHeight = APEX_HEIGHT/2;
		/*
		//Determine most desirable apex height
		apexHeight = (APEX_HEIGHT * PARA_WIDTH/xy) + (APEX_HEIGHT * z/128);
		if ( apexHeight < APEX_HEIGHT * 0.5 )
		{
			apexHeight = APEX_HEIGHT*0.5;
		}
		else if ( apexHeight > APEX_HEIGHT * 2 )
		{
			apexHeight = APEX_HEIGHT*2;
		}
		*/

		//FIXME: length of xy will change curve of parabola, need to account for this
		//somewhere... PARA_WIDTH
		
		z = (sqrt(apexHeight + z) - sqrt(apexHeight));

		assert(z >= 0);

//		gi.Printf("apex is %4.2f percent from p1: ", (xy-z)*0.5/xy*100.0f);

		xy -= z;
		xy *= 0.5;
		
		assert(xy > 0);

		VectorMA( p1, xy, dir, apex );
		apex[2] += apexHeight;
	
		VectorCopy(apex, NPC->pos1);
		
		//Now we have the apex, aim for it
		height = apex[2] - NPC->currentOrigin[2];
		time = sqrt( height / ( .5 * NPC->client->ps.gravity ) );
		if ( !time ) 
		{
//			gi.Printf("ERROR no time in jump\n");
			return;
		}

		// set s.origin2 to the push velocity
		VectorSubtract ( apex, NPC->currentOrigin, NPC->client->ps.velocity );
		NPC->client->ps.velocity[2] = 0;
		dist = VectorNormalize( NPC->client->ps.velocity );

		forward = dist / time;
		VectorScale( NPC->client->ps.velocity, forward, NPC->client->ps.velocity );

		NPC->client->ps.velocity[2] = time * NPC->client->ps.gravity;

//		gi.Printf( "%s jumping %s, gravity at %4.0f percent\n", NPC->targetname, vtos(NPC->client->ps.velocity), NPC->client->ps.gravity/8.0f );

		NPC->flags |= FL_NO_KNOCKBACK;
		NPCInfo->jumpState = JS_JUMPING;
		//FIXME: jumpsound?
		break;
	case JS_JUMPING:

		if ( showBBoxes )
		{
			VectorAdd(NPC->mins, NPC->pos1, p1);
			VectorAdd(NPC->maxs, NPC->pos1, p2);
			CG_Cube( p1, p2, NPCDEBUG_BLUE, 0.5 );
		}

		if ( NPC->s.groundEntityNum != ENTITYNUM_NONE)
		{//Landed, start landing anim
			//FIXME: if the 
			VectorClear(NPC->client->ps.velocity);
			NPC_SetAnim(NPC, SETANIM_BOTH, BOTH_LAND1, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD);
			NPCInfo->jumpState = JS_LANDING;
			//FIXME: landsound?
		}
		else if ( NPC->client->ps.legsAnimTimer > 0 )
		{//Still playing jumping anim
			//FIXME: apply jump velocity here, a couple frames after start, not right away
			return;
		}
		else
		{//still in air, but done with jump anim, play inair anim
			NPC_SetAnim(NPC, SETANIM_BOTH, BOTH_INAIR1, SETANIM_FLAG_OVERRIDE);
		}
		break;
	case JS_LANDING:
		if ( NPC->client->ps.legsAnimTimer > 0 )
		{//Still playing landing anim
			return;
		}
		else
		{
			NPCInfo->jumpState = JS_WAITING;

			
			//task complete no matter what...  
			NPC_ClearGoal();
			NPCInfo->goalTime = level.time;
			NPCInfo->aiFlags &= ~NPCAI_MOVING;
			ucmd.forwardmove = 0;
			NPC->flags &= ~FL_NO_KNOCKBACK;
			//Return that the goal was reached
			Q3_TaskIDComplete( NPC, TID_MOVE_NAV );
			
			//Or should we keep jumping until reached goal?
			
			/*
			NPCInfo->goalEntity = UpdateGoal();
			if ( !NPCInfo->goalEntity )
			{
				NPC->flags &= ~FL_NO_KNOCKBACK;
				Q3_TaskIDComplete( NPC, TID_MOVE_NAV );
			}
			*/
			
		}
		break;
	case JS_WAITING:
	default:
		NPCInfo->jumpState = JS_FACING;
		break;
	}
}
示例#6
0
void NPC_BSDefault( void ) 
{
//	vec3_t		enemyDir;
//	float		enemyDist;
//	float		shootDist;
//	qboolean	enemyFOV = qfalse;
//	qboolean	enemyShotFOV = qfalse;
//	qboolean	enemyPVS = qfalse;
//	vec3_t		enemyHead;
//	vec3_t		muzzle;
//	qboolean	enemyLOS = qfalse;
//	qboolean	enemyCS = qfalse;
	qboolean	move = qtrue;
//	qboolean	shoot = qfalse;

	
	if( NPCInfo->scriptFlags & SCF_FIRE_WEAPON )
	{
		WeaponThink( qtrue );
	}

	if ( NPCInfo->scriptFlags & SCF_FORCED_MARCH )
	{//being forced to walk
		if( NPC->client->ps.torsoAnim != TORSO_SURRENDER_START )
		{
			NPC_SetAnim( NPC, SETANIM_TORSO, TORSO_SURRENDER_START, SETANIM_FLAG_HOLD );
		}
	}
	//look for a new enemy if don't have one and are allowed to look, validate current enemy if have one
	NPC_CheckEnemy( (NPCInfo->scriptFlags&SCF_LOOK_FOR_ENEMIES), qfalse, qtrue );
	if ( !NPC->enemy )
	{//still don't have an enemy
		if ( !(NPCInfo->scriptFlags&SCF_IGNORE_ALERTS) )
		{//check for alert events
			//FIXME: Check Alert events, see if we should investigate or just look at it
			int alertEvent = NPC_CheckAlertEvents( qtrue, qtrue, -1, qtrue, AEL_DISCOVERED );

			//There is an event to look at
			if ( alertEvent >= 0 && level.alertEvents[alertEvent].ID != NPCInfo->lastAlertID )
			{//heard/saw something
				if ( level.alertEvents[alertEvent].level >= AEL_DISCOVERED && (NPCInfo->scriptFlags&SCF_LOOK_FOR_ENEMIES) )
				{//was a big event
					if ( level.alertEvents[alertEvent].owner && level.alertEvents[alertEvent].owner->client && level.alertEvents[alertEvent].owner->health >= 0 && level.alertEvents[alertEvent].owner->client->playerTeam == NPC->client->enemyTeam )
					{//an enemy
						G_SetEnemy( NPC, level.alertEvents[alertEvent].owner );
					}
				}
				else
				{//FIXME: investigate lesser events
				}
			}
			//FIXME: also check our allies' condition?
		}
	}

	if ( NPC->enemy && !(NPCInfo->scriptFlags&SCF_FORCED_MARCH) )
	{
		// just use the stormtrooper attack AI...
		NPC_CheckGetNewWeapon();
		if ( NPC->client->leader 
			&& NPCInfo->goalEntity == NPC->client->leader 
			&& !trap_ICARUS_TaskIDPending( NPC, TID_MOVE_NAV ) )
		{
			NPC_ClearGoal();
		}
			NPC_BSST_Attack();
		return;
/*
		//have an enemy
		//FIXME: if one of these fails, meaning we can't shoot, do we really need to do the rest?
		VectorSubtract( NPC->enemy->r.currentOrigin, NPC->r.currentOrigin, enemyDir );
		enemyDist = VectorNormalize( enemyDir );
		enemyDist *= enemyDist;
		shootDist = NPC_MaxDistSquaredForWeapon();

		enemyFOV = InFOV( NPC->enemy, NPC, NPCInfo->stats.hfov, NPCInfo->stats.vfov );
		enemyShotFOV = InFOV( NPC->enemy, NPC, 20, 20 );
		enemyPVS = gi.inPVS( NPC->enemy->r.currentOrigin, NPC->r.currentOrigin );

		if ( enemyPVS )
		{//in the pvs
			trace_t	tr;

			CalcEntitySpot( NPC->enemy, SPOT_HEAD, enemyHead );
			enemyHead[2] -= Q_flrand( 0.0f, NPC->enemy->maxs[2]*0.5f );
			CalcEntitySpot( NPC, SPOT_WEAPON, muzzle );
			enemyLOS = NPC_ClearLOS( muzzle, enemyHead );

			gi.trace ( &tr, muzzle, vec3_origin, vec3_origin, enemyHead, NPC->s.number, MASK_SHOT );
			enemyCS = NPC_EvaluateShot( tr.entityNum, qtrue );
		}
		else
		{//skip thr 2 traces since they would have to fail
			enemyLOS = qfalse;
			enemyCS = qfalse;
		}
		
		if ( enemyCS && enemyShotFOV )
		{//can hit enemy if we want
			NPC->cantHitEnemyCounter = 0;
		}
		else
		{//can't hit
			NPC->cantHitEnemyCounter++;
		}

		if ( enemyCS && enemyShotFOV && enemyDist < shootDist )
		{//can shoot
			shoot = qtrue;
			if ( NPCInfo->goalEntity == NPC->enemy )
			{//my goal is my enemy and I have a clear shot, no need to chase right now
				move = qfalse;
			}
		}
		else
		{//don't shoot yet, keep chasing
			shoot = qfalse;
			move = qtrue;
		}

		//shoot decision
		if ( !(NPCInfo->scriptFlags&SCF_DONT_FIRE) )
		{//try to shoot
			if ( NPC->enemy )
			{
				if ( shoot )
				{
					if( !(NPCInfo->scriptFlags & SCF_FIRE_WEAPON) ) // we've already fired, no need to do it again here
					{
						WeaponThink( qtrue );
					}
				}
			}
		}

		//chase decision
		if ( NPCInfo->scriptFlags & SCF_CHASE_ENEMIES )
		{//go after him
			NPCInfo->goalEntity = NPC->enemy;
			//FIXME: don't need to chase when have a clear shot and in range?
			if ( !enemyCS && NPC->cantHitEnemyCounter > 60 )
			{//haven't been able to shoot enemy for about 6 seconds, need to do something
				//FIXME: combat points?  Just chase?
				if ( enemyPVS )
				{//in my PVS, just pick a combat point
					//FIXME: implement
				}
				else
				{//just chase him
				}
			}
			//FIXME: in normal behavior, should we use combat Points?  Do we care?  Is anyone actually going to ever use this AI?
		}
		else if ( NPC->cantHitEnemyCounter > 60 )
		{//pick a new one
			NPC_CheckEnemy( qtrue, qfalse, qtrue );
		}
		
		if ( enemyPVS && enemyLOS )//&& !enemyShotFOV )
		{//have a clear LOS to him//, but not looking at him
			//Find the desired angles
			vec3_t	angles;

			GetAnglesForDirection( muzzle, enemyHead, angles );

			NPCInfo->desiredYaw		= AngleNormalize180( angles[YAW] );
			NPCInfo->desiredPitch	= AngleNormalize180( angles[PITCH] );
		}
		*/
	}

	if ( UpdateGoal() )
	{//have a goal
		if ( !NPC->enemy 
			&& NPC->client->leader 
			&& NPCInfo->goalEntity == NPC->client->leader 
			&& !trap_ICARUS_TaskIDPending( NPC, TID_MOVE_NAV ) )
		{
			NPC_BSFollowLeader();
		}
		else
		{
			//set angles
			if ( (NPCInfo->scriptFlags & SCF_FACE_MOVE_DIR) || NPCInfo->goalEntity != NPC->enemy )
			{//face direction of movement, NOTE: default behavior when not chasing enemy
				NPCInfo->combatMove = qfalse;
			}
			else
			{//face goal.. FIXME: what if have a navgoal but want to face enemy while moving?  Will this do that?
				vec3_t	dir, angles;

				NPCInfo->combatMove = qfalse;

				VectorSubtract( NPCInfo->goalEntity->r.currentOrigin, NPC->r.currentOrigin, dir );
				vectoangles( dir, angles );
				NPCInfo->desiredYaw = angles[YAW];
				if ( NPCInfo->goalEntity == NPC->enemy )
				{
					NPCInfo->desiredPitch = angles[PITCH];
				}
			}

			//set movement
			//override default walk/run behavior
			//NOTE: redundant, done in NPC_ApplyScriptFlags
			if ( NPCInfo->scriptFlags & SCF_RUNNING )
			{
				ucmd.buttons &= ~BUTTON_WALKING;
			}
			else if ( NPCInfo->scriptFlags & SCF_WALKING )
			{
				ucmd.buttons |= BUTTON_WALKING;
			}
			else if ( NPCInfo->goalEntity == NPC->enemy )
			{
				ucmd.buttons &= ~BUTTON_WALKING;
			}
			else
			{
				ucmd.buttons |= BUTTON_WALKING;
			}

			if ( NPCInfo->scriptFlags & SCF_FORCED_MARCH )
			{//being forced to walk
				//if ( g_crosshairEntNum != NPC->s.number )
				if (!NPC_SomeoneLookingAtMe(NPC))
				{//don't walk if player isn't aiming at me
					move = qfalse;
				}
			}

			if ( move )
			{
				//move toward goal
				NPC_MoveToGoal( qtrue );
			}
		}
	}
	else if ( !NPC->enemy && NPC->client->leader )
	{
		NPC_BSFollowLeader();
	}

	//update angles
	NPC_UpdateAngles( qtrue, qtrue );
}