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/*
===========================================================================
Return to Castle Wolfenstein multiplayer GPL Source Code
Copyright (C) 1999-2010 id Software LLC, a ZeniMax Media company.
This file is part of the Return to Castle Wolfenstein multiplayer GPL Source Code (“RTCW MP Source Code”).
RTCW MP Source Code is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
RTCW MP Source Code is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with RTCW MP Source Code. If not, see <http://www.gnu.org/licenses/>.
In addition, the RTCW MP Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the RTCW MP Source Code. If not, please request a copy in writing from id Software at the address below.
If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
===========================================================================
*/
/*****************************************************************************
* name: ai_dmnet.c
*
* desc: Quake3 bot AI
*
*
*****************************************************************************/
#include "g_local.h"
#include "../botlib/botlib.h"
#include "../botlib/be_aas.h"
#include "../botlib/be_ea.h"
#include "../botlib/be_ai_char.h"
#include "../botlib/be_ai_chat.h"
#include "../botlib/be_ai_gen.h"
#include "../botlib/be_ai_goal.h"
#include "../botlib/be_ai_move.h"
#include "../botlib/be_ai_weap.h"
#include "../botlib/botai.h"
//
#include "ai_main.h"
#include "ai_dmq3.h"
#include "ai_chat.h"
#include "ai_cmd.h"
#include "ai_dmnet.h"
//data file headers
#include "chars.h" //characteristics
#include "inv.h" //indexes into the inventory
#include "syn.h" //synonyms
#include "match.h" //string matching types and vars
//goal flag, see ../botlib/be_ai_goal.h for the other GFL_*
#define GFL_AIR 16
int numnodeswitches;
char nodeswitch[MAX_NODESWITCHES + 1][144];
#define LOOKAHEAD_DISTANCE 300
/*
==================
BotResetNodeSwitches
==================
*/
void BotResetNodeSwitches( void ) {
numnodeswitches = 0;
}
/*
==================
BotDumpNodeSwitches
==================
*/
void BotDumpNodeSwitches( bot_state_t *bs ) {
int i;
char netname[MAX_NETNAME];
ClientName( bs->client, netname, sizeof( netname ) );
BotAI_Print( PRT_MESSAGE, "%s at %1.1f switched more than %d AI nodes\n", netname, trap_AAS_Time(), MAX_NODESWITCHES );
for ( i = 0; i < numnodeswitches; i++ ) {
BotAI_Print(PRT_MESSAGE, "%s", nodeswitch[i]);
}
BotAI_Print( PRT_FATAL, "BotDumpNodeSwitches\n" );
}
/*
==================
BotRecordNodeSwitch
==================
*/
void BotRecordNodeSwitch( bot_state_t *bs, char *node, char *str ) {
char netname[MAX_NETNAME];
ClientName( bs->client, netname, sizeof( netname ) );
Com_sprintf( nodeswitch[numnodeswitches], 144, "%s at %2.1f entered %s: %s\n", netname, trap_AAS_Time(), node, str );
#ifdef DEBUG
if ( 0 ) {
BotAI_Print(PRT_MESSAGE, "%s", nodeswitch[numnodeswitches]);
}
#endif //DEBUG
numnodeswitches++;
}
/*
==================
BotGetAirGoal
==================
*/
int BotGetAirGoal( bot_state_t *bs, bot_goal_t *goal ) {
bsp_trace_t bsptrace;
vec3_t end, mins = {-15, -15, -2}, maxs = {15, 15, 2};
int areanum;
//trace up until we hit solid
VectorCopy( bs->origin, end );
end[2] += 1000;
BotAI_Trace( &bsptrace, bs->origin, mins, maxs, end, bs->entitynum, CONTENTS_SOLID | CONTENTS_PLAYERCLIP );
//trace down until we hit water
VectorCopy( bsptrace.endpos, end );
BotAI_Trace( &bsptrace, end, mins, maxs, bs->origin, bs->entitynum, CONTENTS_WATER | CONTENTS_SLIME | CONTENTS_LAVA );
//if we found the water surface
if ( bsptrace.fraction > 0 ) {
areanum = BotPointAreaNum( bsptrace.endpos );
if ( areanum ) {
VectorCopy( bsptrace.endpos, goal->origin );
goal->origin[2] -= 2;
goal->areanum = areanum;
goal->mins[0] = -15;
goal->mins[1] = -15;
goal->mins[2] = -1;
goal->maxs[0] = 15;
goal->maxs[1] = 15;
goal->maxs[2] = 1;
goal->flags = GFL_AIR;
goal->number = 0;
goal->iteminfo = 0;
goal->entitynum = 0;
return qtrue;
}
}
return qfalse;
}
/*
==================
BotGoForAir
==================
*/
int BotGoForAir( bot_state_t *bs, int tfl, bot_goal_t *ltg, float range ) {
bot_goal_t goal;
//if the bot needs air
if ( bs->lastair_time < trap_AAS_Time() - 6 ) {
//
#ifdef DEBUG
//BotAI_Print(PRT_MESSAGE, "going for air\n");
#endif //DEBUG
//if we can find an air goal
if ( BotGetAirGoal( bs, &goal ) ) {
trap_BotPushGoal( bs->gs, &goal );
return qtrue;
} else {
//get a nearby goal outside the water
while ( trap_BotChooseNBGItem( bs->gs, bs->origin, bs->inventory, tfl, ltg, range ) ) {
trap_BotGetTopGoal( bs->gs, &goal );
//if the goal is not in water
if ( !( trap_AAS_PointContents( goal.origin ) & ( CONTENTS_WATER | CONTENTS_SLIME | CONTENTS_LAVA ) ) ) {
return qtrue;
}
trap_BotPopGoal( bs->gs );
}
trap_BotResetAvoidGoals( bs->gs );
}
}
return qfalse;
}
/*
==================
BotNearbyGoal
==================
*/
int BotNearbyGoal( bot_state_t *bs, int tfl, bot_goal_t *ltg, float range ) {
int ret;
if ( BotGoForAir( bs, tfl, ltg, range ) ) {
return qtrue;
}
ret = trap_BotChooseNBGItem( bs->gs, bs->origin, bs->inventory, tfl, ltg, range );
/*
if (ret)
{
char buf[128];
//get the goal at the top of the stack
trap_BotGetTopGoal(bs->gs, &goal);
trap_BotGoalName(goal.number, buf, sizeof(buf));
BotAI_Print(PRT_MESSAGE, "%1.1f: new nearby goal %s\n", trap_AAS_Time(), buf);
}
*/
return ret;
}
/*
==================
BotReachedGoal
==================
*/
int BotReachedGoal( bot_state_t *bs, bot_goal_t *goal ) {
if ( goal->flags & GFL_ITEM ) {
//if touching the goal
if ( trap_BotTouchingGoal( bs->origin, goal ) ) {
return qtrue;
}
//if the goal isn't there
if ( trap_BotItemGoalInVisButNotVisible( bs->entitynum, bs->eye, bs->viewangles, goal ) ) {
return qtrue;
}
//if in the goal area and below or above the goal and not swimming
if ( bs->areanum == goal->areanum ) {
if ( bs->origin[0] > goal->origin[0] + goal->mins[0] && bs->origin[0] < goal->origin[0] + goal->maxs[0] ) {
if ( bs->origin[1] > goal->origin[1] + goal->mins[1] && bs->origin[1] < goal->origin[1] + goal->maxs[1] ) {
if ( !trap_AAS_Swimming( bs->origin ) ) {
return qtrue;
}
}
}
}
} else if ( goal->flags & GFL_AIR ) {
//if touching the goal
if ( trap_BotTouchingGoal( bs->origin, goal ) ) {
return qtrue;
}
//if the bot got air
if ( bs->lastair_time > trap_AAS_Time() - 1 ) {
return qtrue;
}
} else {
//if touching the goal
if ( trap_BotTouchingGoal( bs->origin, goal ) ) {
return qtrue;
}
}
return qfalse;
}
/*
==================
BotGetItemLongTermGoal
==================
*/
int BotGetItemLongTermGoal( bot_state_t *bs, int tfl, bot_goal_t *goal ) {
//if the bot has no goal
if ( !trap_BotGetTopGoal( bs->gs, goal ) ) {
//BotAI_Print(PRT_MESSAGE, "no ltg on stack\n");
bs->ltg_time = 0;
}
//if the bot touches the current goal
else if ( BotReachedGoal( bs, goal ) ) {
BotChooseWeapon( bs );
bs->ltg_time = 0;
}
//if it is time to find a new long term goal
if ( bs->ltg_time < trap_AAS_Time() ) {
//pop the current goal from the stack
trap_BotPopGoal( bs->gs );
//BotAI_Print(PRT_MESSAGE, "%s: choosing new ltg\n", ClientName(bs->client, netname, sizeof(netname)));
//choose a new goal
//BotAI_Print(PRT_MESSAGE, "%6.1f client %d: BotChooseLTGItem\n", trap_AAS_Time(), bs->client);
if ( trap_BotChooseLTGItem( bs->gs, bs->origin, bs->inventory, tfl ) ) {
/*
char buf[128];
//get the goal at the top of the stack
trap_BotGetTopGoal(bs->gs, goal);
trap_BotGoalName(goal->number, buf, sizeof(buf));
BotAI_Print(PRT_MESSAGE, "%1.1f: new long term goal %s\n", trap_AAS_Time(), buf);
*/
bs->ltg_time = trap_AAS_Time() + 20;
} else { //the bot gets sorta stuck with all the avoid timings, shouldn't happen though
//
#ifdef DEBUG
char netname[128];
BotAI_Print( PRT_MESSAGE, "%s: no valid ltg (probably stuck)\n", ClientName( bs->client, netname, sizeof( netname ) ) );
#endif
//trap_BotDumpAvoidGoals(bs->gs);
//reset the avoid goals and the avoid reach
trap_BotResetAvoidGoals( bs->gs );
trap_BotResetAvoidReach( bs->ms );
}
//get the goal at the top of the stack
return trap_BotGetTopGoal( bs->gs, goal );
}
return qtrue;
}
/*
==================
BotGetLongTermGoal
we could also create a seperate AI node for every long term goal type
however this saves us a lot of code
==================
*/
int BotGetLongTermGoal( bot_state_t *bs, int tfl, int retreat, bot_goal_t *goal ) {
vec3_t target, dir;
char netname[MAX_NETNAME];
char buf[MAX_MESSAGE_SIZE];
int areanum;
float croucher;
aas_entityinfo_t entinfo;
bot_waypoint_t *wp;
if ( bs->ltgtype == LTG_TEAMHELP && !retreat ) {
//check for bot typing status message
if ( bs->teammessage_time && bs->teammessage_time < trap_AAS_Time() ) {
BotAI_BotInitialChat( bs, "help_start", EasyClientName( bs->teammate, netname, sizeof( netname ) ), NULL );
trap_BotEnterChat( bs->cs, bs->client, CHAT_TEAM );
bs->teammessage_time = 0;
}
//if trying to help the team mate for more than a minute
if ( bs->teamgoal_time < trap_AAS_Time() ) {
bs->ltgtype = 0;
}
//if the team mate IS visible for quite some time
if ( bs->teammatevisible_time < trap_AAS_Time() - 10 ) {
bs->ltgtype = 0;
}
//get entity information of the companion
BotEntityInfo( bs->teammate, &entinfo );
//if the team mate is visible
if ( BotEntityVisible( bs->entitynum, bs->eye, bs->viewangles, 360, bs->teammate ) ) {
//if close just stand still there
VectorSubtract( entinfo.origin, bs->origin, dir );
if ( VectorLength( dir ) < 100 ) {
trap_BotResetAvoidReach( bs->ms );
return qfalse;
}
} else {
//last time the bot was NOT visible
bs->teammatevisible_time = trap_AAS_Time();
}
//if the entity information is valid (entity in PVS)
if ( entinfo.valid ) {
areanum = BotPointAreaNum( entinfo.origin );
if ( areanum && trap_AAS_AreaReachability( areanum ) ) {
//update team goal
bs->teamgoal.entitynum = bs->teammate;
bs->teamgoal.areanum = areanum;
VectorCopy( entinfo.origin, bs->teamgoal.origin );
VectorSet( bs->teamgoal.mins, -8, -8, -8 );
VectorSet( bs->teamgoal.maxs, 8, 8, 8 );
}
}
memcpy( goal, &bs->teamgoal, sizeof( bot_goal_t ) );
return qtrue;
}
//if the bot accompanies someone
if ( bs->ltgtype == LTG_TEAMACCOMPANY && !retreat ) {
//check for bot typing status message
if ( bs->teammessage_time && bs->teammessage_time < trap_AAS_Time() ) {
BotAI_BotInitialChat( bs, "accompany_start", EasyClientName( bs->teammate, netname, sizeof( netname ) ), NULL );
trap_BotEnterChat( bs->cs, bs->client, CHAT_TEAM );
bs->teammessage_time = 0;
}
//if accompanying the companion for 3 minutes
if ( bs->teamgoal_time < trap_AAS_Time() ) {
BotAI_BotInitialChat( bs, "accompany_stop", EasyClientName( bs->teammate, netname, sizeof( netname ) ), NULL );
trap_BotEnterChat( bs->cs, bs->client, CHAT_TEAM );
bs->ltgtype = 0;
}
//get entity information of the companion
BotEntityInfo( bs->teammate, &entinfo );
//if the companion is visible
if ( BotEntityVisible( bs->entitynum, bs->eye, bs->viewangles, 360, bs->teammate ) ) {
//update visible time
bs->teammatevisible_time = trap_AAS_Time();
VectorSubtract( entinfo.origin, bs->origin, dir );
if ( VectorLength( dir ) < bs->formation_dist ) {
//check if the bot wants to crouch
//don't crouch if crouched less than 5 seconds ago
if ( bs->attackcrouch_time < trap_AAS_Time() - 5 ) {
croucher = trap_Characteristic_BFloat( bs->character, CHARACTERISTIC_CROUCHER, 0, 1 );
if ( random() < bs->thinktime * croucher ) {
bs->attackcrouch_time = trap_AAS_Time() + 5 + croucher * 15;
}
}
//don't crouch when swimming
if ( trap_AAS_Swimming( bs->origin ) ) {
bs->attackcrouch_time = trap_AAS_Time() - 1;
}
//if not arrived yet or arived some time ago
if ( bs->arrive_time < trap_AAS_Time() - 2 ) {
//if not arrived yet
if ( !bs->arrive_time ) {
trap_EA_Gesture( bs->client );
BotAI_BotInitialChat( bs, "accompany_arrive", EasyClientName( bs->teammate, netname, sizeof( netname ) ), NULL );
trap_BotEnterChat( bs->cs, bs->client, CHAT_TEAM );
bs->arrive_time = trap_AAS_Time();
}
//if the bot wants to crouch
else if ( bs->attackcrouch_time > trap_AAS_Time() ) {
trap_EA_Crouch( bs->client );
}
//else do some model taunts
else if ( random() < bs->thinktime * 0.3 ) {
//do a gesture :)
trap_EA_Gesture( bs->client );
}
}
//if just arrived look at the companion
if ( bs->arrive_time > trap_AAS_Time() - 2 ) {
VectorSubtract( entinfo.origin, bs->origin, dir );
vectoangles( dir, bs->ideal_viewangles );
bs->ideal_viewangles[2] *= 0.5;
}
//else look strategically around for enemies
else if ( random() < bs->thinktime * 0.8 ) {
BotRoamGoal( bs, target );
VectorSubtract( target, bs->origin, dir );
vectoangles( dir, bs->ideal_viewangles );
bs->ideal_viewangles[2] *= 0.5;
}
//check if the bot wants to go for air
if ( BotGoForAir( bs, bs->tfl, &bs->teamgoal, 400 ) ) {
trap_BotResetLastAvoidReach( bs->ms );
//get the goal at the top of the stack
//trap_BotGetTopGoal(bs->gs, &tmpgoal);
//trap_BotGoalName(tmpgoal.number, buf, 144);
//BotAI_Print(PRT_MESSAGE, "new nearby goal %s\n", buf);
//time the bot gets to pick up the nearby goal item
bs->nbg_time = trap_AAS_Time() + 8;
AIEnter_Seek_NBG( bs );
return qfalse;
}
//
trap_BotResetAvoidReach( bs->ms );
return qfalse;
}
}
//if the entity information is valid (entity in PVS)
if ( entinfo.valid ) {
areanum = BotPointAreaNum( entinfo.origin );
if ( areanum && trap_AAS_AreaReachability( areanum ) ) {
//update team goal so bot will accompany
bs->teamgoal.entitynum = bs->teammate;
bs->teamgoal.areanum = areanum;
VectorCopy( entinfo.origin, bs->teamgoal.origin );
VectorSet( bs->teamgoal.mins, -8, -8, -8 );
VectorSet( bs->teamgoal.maxs, 8, 8, 8 );
}
}
//the goal the bot should go for
memcpy( goal, &bs->teamgoal, sizeof( bot_goal_t ) );
//if the companion is NOT visible for too long
if ( bs->teammatevisible_time < trap_AAS_Time() - 60 ) {
BotAI_BotInitialChat( bs, "accompany_cannotfind", EasyClientName( bs->teammate, netname, sizeof( netname ) ), NULL );
trap_BotEnterChat( bs->cs, bs->client, CHAT_TEAM );
bs->ltgtype = 0;
}
return qtrue;
}
//
if ( bs->ltgtype == LTG_DEFENDKEYAREA ) {
if ( trap_AAS_AreaTravelTimeToGoalArea( bs->areanum, bs->origin,
bs->teamgoal.areanum, TFL_DEFAULT ) > bs->defendaway_range ) {
bs->defendaway_time = 0;
}
}
//if defending a key area
if ( bs->ltgtype == LTG_DEFENDKEYAREA && !retreat &&
bs->defendaway_time < trap_AAS_Time() ) {
//check for bot typing status message
if ( bs->teammessage_time && bs->teammessage_time < trap_AAS_Time() ) {
trap_BotGoalName( bs->teamgoal.number, buf, sizeof( buf ) );
BotAI_BotInitialChat( bs, "defend_start", buf, NULL );
trap_BotEnterChat( bs->cs, bs->client, CHAT_TEAM );
bs->teammessage_time = 0;
}
//set the bot goal
memcpy( goal, &bs->teamgoal, sizeof( bot_goal_t ) );
//stop after 2 minutes
if ( bs->teamgoal_time < trap_AAS_Time() ) {
trap_BotGoalName( bs->teamgoal.number, buf, sizeof( buf ) );
BotAI_BotInitialChat( bs, "defend_stop", buf, NULL );
trap_BotEnterChat( bs->cs, bs->client, CHAT_TEAM );
bs->ltgtype = 0;
}
//if very close... go away for some time
VectorSubtract( goal->origin, bs->origin, dir );
if ( VectorLength( dir ) < 70 ) {
trap_BotResetAvoidReach( bs->ms );
bs->defendaway_time = trap_AAS_Time() + 2 + 5 * random();
bs->defendaway_range = 300;
}
return qtrue;
}
//going to kill someone
if ( bs->ltgtype == LTG_KILL && !retreat ) {
//check for bot typing status message
if ( bs->teammessage_time && bs->teammessage_time < trap_AAS_Time() ) {
EasyClientName( bs->teamgoal.entitynum, buf, sizeof( buf ) );
BotAI_BotInitialChat( bs, "kill_start", buf, NULL );
trap_BotEnterChat( bs->cs, bs->client, CHAT_TEAM );
bs->teammessage_time = 0;
}
//
if (bs->killedenemy_time > bs->teamgoal_time - TEAM_KILL_SOMEONE && bs->lastkilledplayer == bs->teamgoal.entitynum) {
EasyClientName( bs->teamgoal.entitynum, buf, sizeof( buf ) );
BotAI_BotInitialChat( bs, "kill_done", buf, NULL );
trap_BotEnterChat( bs->cs, bs->client, CHAT_TEAM );
bs->ltgtype = 0;
}
//
if ( bs->teamgoal_time < trap_AAS_Time() ) {
bs->ltgtype = 0;
}
//just roam around
return BotGetItemLongTermGoal( bs, tfl, goal );
}
//get an item
if ( bs->ltgtype == LTG_GETITEM && !retreat ) {
//check for bot typing status message
if ( bs->teammessage_time && bs->teammessage_time < trap_AAS_Time() ) {
trap_BotGoalName( bs->teamgoal.number, buf, sizeof( buf ) );
BotAI_BotInitialChat( bs, "getitem_start", buf, NULL );
trap_BotEnterChat( bs->cs, bs->client, CHAT_TEAM );
bs->teammessage_time = 0;
}
//set the bot goal
memcpy( goal, &bs->teamgoal, sizeof( bot_goal_t ) );
//stop after some time
if ( bs->teamgoal_time < trap_AAS_Time() ) {
bs->ltgtype = 0;
}
//
if ( trap_BotItemGoalInVisButNotVisible( bs->entitynum, bs->eye, bs->viewangles, goal ) ) {
trap_BotGoalName( bs->teamgoal.number, buf, sizeof( buf ) );
BotAI_BotInitialChat( bs, "getitem_notthere", buf, NULL );
trap_BotEnterChat( bs->cs, bs->client, CHAT_TEAM );
bs->ltgtype = 0;
} else if ( BotReachedGoal( bs, goal ) ) {
trap_BotGoalName( bs->teamgoal.number, buf, sizeof( buf ) );
BotAI_BotInitialChat( bs, "getitem_gotit", buf, NULL );
trap_BotEnterChat( bs->cs, bs->client, CHAT_TEAM );
bs->ltgtype = 0;
}
return qtrue;
}
//if camping somewhere
if ( ( bs->ltgtype == LTG_CAMP || bs->ltgtype == LTG_CAMPORDER ) && !retreat ) {
//check for bot typing status message
if ( bs->teammessage_time && bs->teammessage_time < trap_AAS_Time() ) {
if ( bs->ltgtype == LTG_CAMPORDER ) {
BotAI_BotInitialChat( bs, "camp_start", EasyClientName( bs->teammate, netname, sizeof( netname ) ), NULL );
trap_BotEnterChat( bs->cs, bs->client, CHAT_TEAM );
}
bs->teammessage_time = 0;
}
//set the bot goal
memcpy( goal, &bs->teamgoal, sizeof( bot_goal_t ) );
//
if ( bs->teamgoal_time < trap_AAS_Time() ) {
if ( bs->ltgtype == LTG_CAMPORDER ) {
BotAI_BotInitialChat( bs, "camp_stop", NULL );
trap_BotEnterChat( bs->cs, bs->client, CHAT_TEAM );
}
bs->ltgtype = 0;
}
//if really near the camp spot
VectorSubtract( goal->origin, bs->origin, dir );
if ( VectorLength( dir ) < 60 ) {
//if not arrived yet
if ( !bs->arrive_time ) {
if ( bs->ltgtype == LTG_CAMPORDER ) {
BotAI_BotInitialChat( bs, "camp_arrive", EasyClientName( bs->teammate, netname, sizeof( netname ) ), NULL );
trap_BotEnterChat( bs->cs, bs->client, CHAT_TEAM );
}
bs->arrive_time = trap_AAS_Time();
}
//look strategically around for enemies
if ( random() < bs->thinktime * 0.8 ) {
BotRoamGoal( bs, target );
VectorSubtract( target, bs->origin, dir );
vectoangles( dir, bs->ideal_viewangles );
bs->ideal_viewangles[2] *= 0.5;
}
//check if the bot wants to crouch
//don't crouch if crouched less than 5 seconds ago
if ( bs->attackcrouch_time < trap_AAS_Time() - 5 ) {
croucher = trap_Characteristic_BFloat( bs->character, CHARACTERISTIC_CROUCHER, 0, 1 );
if ( random() < bs->thinktime * croucher ) {
bs->attackcrouch_time = trap_AAS_Time() + 5 + croucher * 15;
}
}
//if the bot wants to crouch
if ( bs->attackcrouch_time > trap_AAS_Time() ) {
trap_EA_Crouch( bs->client );
}
//don't crouch when swimming
if ( trap_AAS_Swimming( bs->origin ) ) {
bs->attackcrouch_time = trap_AAS_Time() - 1;
}
//make sure the bot is not gonna drown
if ( trap_PointContents( bs->eye,bs->entitynum ) & ( CONTENTS_WATER | CONTENTS_SLIME | CONTENTS_LAVA ) ) {
if ( bs->ltgtype == LTG_CAMPORDER ) {
BotAI_BotInitialChat( bs, "camp_stop", NULL );
trap_BotEnterChat( bs->cs, bs->client, CHAT_TEAM );
}
bs->ltgtype = 0;
}
//
//FIXME: move around a bit
//
trap_BotResetAvoidReach( bs->ms );
return qfalse;
}
return qtrue;
}
//patrolling along several waypoints
if ( bs->ltgtype == LTG_PATROL && !retreat ) {
//check for bot typing status message
if ( bs->teammessage_time && bs->teammessage_time < trap_AAS_Time() ) {
strcpy( buf, "" );
for ( wp = bs->patrolpoints; wp; wp = wp->next ) {
strcat( buf, wp->name );
if ( wp->next ) {
strcat( buf, " to " );
}
}
BotAI_BotInitialChat( bs, "patrol_start", buf, NULL );
trap_BotEnterChat( bs->cs, bs->client, CHAT_TEAM );
bs->teammessage_time = 0;
}
//
if ( !bs->curpatrolpoint ) {
bs->ltgtype = 0;
return qfalse;
}
//if the bot touches the current goal
if ( trap_BotTouchingGoal( bs->origin, &bs->curpatrolpoint->goal ) ) {
if ( bs->patrolflags & PATROL_BACK ) {
if ( bs->curpatrolpoint->prev ) {
bs->curpatrolpoint = bs->curpatrolpoint->prev;
} else {
bs->curpatrolpoint = bs->curpatrolpoint->next;
bs->patrolflags &= ~PATROL_BACK;
}
} else {
if ( bs->curpatrolpoint->next ) {
bs->curpatrolpoint = bs->curpatrolpoint->next;
} else {
bs->curpatrolpoint = bs->curpatrolpoint->prev;
bs->patrolflags |= PATROL_BACK;
}
}
}
//stop after 5 minutes
if ( bs->teamgoal_time < trap_AAS_Time() ) {
BotAI_BotInitialChat( bs, "patrol_stop", NULL );
trap_BotEnterChat( bs->cs, bs->client, CHAT_TEAM );
bs->ltgtype = 0;
}
if ( !bs->curpatrolpoint ) {
bs->ltgtype = 0;
return qfalse;
}
memcpy( goal, &bs->curpatrolpoint->goal, sizeof( bot_goal_t ) );
return qtrue;
}
#ifdef CTF
//if going for enemy flag
if ( bs->ltgtype == LTG_GETFLAG ) {
//check for bot typing status message
if ( bs->teammessage_time && bs->teammessage_time < trap_AAS_Time() ) {
BotAI_BotInitialChat( bs, "captureflag_start", NULL );
trap_BotEnterChat( bs->cs, bs->client, CHAT_TEAM );
bs->teammessage_time = 0;
}
//
switch ( BotCTFTeam( bs ) ) {
case CTF_TEAM_RED: *goal = ctf_blueflag; break;
case CTF_TEAM_BLUE: *goal = ctf_redflag; break;
default: bs->ltgtype = 0; return qfalse;
}
//if touching the flag
if ( trap_BotTouchingGoal( bs->origin, goal ) ) {
bs->ltgtype = 0;
}
//stop after 3 minutes
if ( bs->teamgoal_time < trap_AAS_Time() ) {
#ifdef DEBUG
BotAI_Print( PRT_MESSAGE, "%s: I quit getting the flag\n", ClientName( bs->client, netname, sizeof( netname ) ) );
#endif //DEBUG
bs->ltgtype = 0;
}
return qtrue;
}
//if rushing to the base
if ( bs->ltgtype == LTG_RUSHBASE && bs->rushbaseaway_time < trap_AAS_Time() ) {
switch ( BotCTFTeam( bs ) ) {
case CTF_TEAM_RED: *goal = ctf_redflag; break;
case CTF_TEAM_BLUE: *goal = ctf_blueflag; break;
default: bs->ltgtype = 0; return qfalse;
}
//quit rushing after 2 minutes
if ( bs->teamgoal_time < trap_AAS_Time() ) {
bs->ltgtype = 0;
}
//if touching the base flag the bot should loose the enemy flag
if ( trap_BotTouchingGoal( bs->origin, goal ) ) {
//if the bot is still carrying the enemy flag then the
//base flag is gone, now just walk near the base a bit
if ( BotCTFCarryingFlag( bs ) ) {
trap_BotResetAvoidReach( bs->ms );
bs->rushbaseaway_time = trap_AAS_Time() + 5 + 10 * random();
//FIXME: add chat to tell the others to get back the flag
} else {
bs->ltgtype = 0;
}
}
return qtrue;
}
//returning flag
if ( bs->ltgtype == LTG_RETURNFLAG ) {
//check for bot typing status message
if ( bs->teammessage_time && bs->teammessage_time < trap_AAS_Time() ) {
EasyClientName( bs->teamgoal.entitynum, buf, sizeof( buf ) );
BotAI_BotInitialChat( bs, "returnflag_start", buf, NULL );
trap_BotEnterChat( bs->cs, bs->client, CHAT_TEAM );
bs->teammessage_time = 0;
}
//
if ( bs->teamgoal_time < trap_AAS_Time() ) {
bs->ltgtype = 0;
}
//just roam around
return BotGetItemLongTermGoal( bs, tfl, goal );
}
#endif //CTF
//normal goal stuff
return BotGetItemLongTermGoal( bs, tfl, goal );
}
/*
==================
BotLongTermGoal
==================
*/
int BotLongTermGoal( bot_state_t *bs, int tfl, int retreat, bot_goal_t *goal ) {
aas_entityinfo_t entinfo;
char teammate[MAX_MESSAGE_SIZE];
float dist;
int areanum;
vec3_t dir;
//FIXME: also have air long term goals?
//
//if the bot is leading someone and not retreating
if ( bs->lead_time > 0 && !retreat ) {
if ( bs->lead_time < trap_AAS_Time() ) {
//FIXME: add chat to tell the team mate that he/she's on his/her own
bs->lead_time = 0;
return BotGetLongTermGoal( bs, tfl, retreat, goal );
}
//
if ( bs->leadmessage_time < 0 && -bs->leadmessage_time < trap_AAS_Time() ) {
BotAI_BotInitialChat( bs, "followme", EasyClientName( bs->lead_teammate, teammate, sizeof( teammate ) ), NULL );
trap_BotEnterChat( bs->cs, bs->client, CHAT_TEAM );
bs->leadmessage_time = trap_AAS_Time();
}
//get entity information of the companion
BotEntityInfo( bs->lead_teammate, &entinfo );
//
if ( entinfo.valid ) {
areanum = BotPointAreaNum( entinfo.origin );
if ( areanum && trap_AAS_AreaReachability( areanum ) ) {
//update team goal
bs->lead_teamgoal.entitynum = bs->lead_teammate;
bs->lead_teamgoal.areanum = areanum;
VectorCopy( entinfo.origin, bs->lead_teamgoal.origin );
VectorSet( bs->lead_teamgoal.mins, -8, -8, -8 );
VectorSet( bs->lead_teamgoal.maxs, 8, 8, 8 );
}
}
//if the team mate is visible
if ( BotEntityVisible( bs->entitynum, bs->eye, bs->viewangles, 360, bs->lead_teammate ) ) {
bs->leadvisible_time = trap_AAS_Time();
}
//if the team mate is not visible for 1 seconds
if ( bs->leadvisible_time < trap_AAS_Time() - 1 ) {
bs->leadbackup_time = trap_AAS_Time() + 2;
}
//distance towards the team mate
VectorSubtract( bs->origin, bs->lead_teamgoal.origin, dir );
dist = VectorLength( dir );
//if backing up towards the team mate
if ( bs->leadbackup_time > trap_AAS_Time() ) {
if ( bs->leadmessage_time < trap_AAS_Time() - 20 ) {
BotAI_BotInitialChat( bs, "followme", EasyClientName( bs->lead_teammate, teammate, sizeof( teammate ) ), NULL );
trap_BotEnterChat( bs->cs, bs->client, CHAT_TEAM );
bs->leadmessage_time = trap_AAS_Time();
}
//if very close to the team mate
if ( dist < 100 ) {
bs->leadbackup_time = 0;
}
//the bot should go back to the team mate
memcpy( goal, &bs->lead_teamgoal, sizeof( bot_goal_t ) );
return qtrue;
} else {
//if quite distant from the team mate
if ( dist > 500 ) {
if ( bs->leadmessage_time < trap_AAS_Time() - 20 ) {
BotAI_BotInitialChat( bs, "followme", EasyClientName( bs->lead_teammate, teammate, sizeof( teammate ) ), NULL );
trap_BotEnterChat( bs->cs, bs->client, CHAT_TEAM );
bs->leadmessage_time = trap_AAS_Time();
}
//look at the team mate
VectorSubtract( entinfo.origin, bs->origin, dir );
vectoangles( dir, bs->ideal_viewangles );
bs->ideal_viewangles[2] *= 0.5;
//just wait for the team mate
return qfalse;
}
}
}
return BotGetLongTermGoal( bs, tfl, retreat, goal );
}
/*
==================
AIEnter_Intermission
==================
*/
void AIEnter_Intermission( bot_state_t *bs ) {
BotRecordNodeSwitch( bs, "intermission", "" );
//reset the bot state
BotResetState( bs );
//check for end level chat
if ( BotChat_EndLevel( bs ) ) {
trap_BotEnterChat( bs->cs, bs->client, bs->chatto );
}
bs->ainode = AINode_Intermission;
}
/*
==================
AINode_Intermission
==================
*/
int AINode_Intermission( bot_state_t *bs ) {
//if the intermission ended
if ( !BotIntermission( bs ) ) {
if ( BotChat_StartLevel( bs ) ) {
bs->stand_time = trap_AAS_Time() + BotChatTime( bs );
} else {
bs->stand_time = trap_AAS_Time() + 2;
}
AIEnter_Stand( bs );
}
return qtrue;
}
/*
==================
AIEnter_Observer
==================
*/
void AIEnter_Observer( bot_state_t *bs ) {
BotRecordNodeSwitch( bs, "observer", "" );
//reset the bot state
BotResetState( bs );
bs->ainode = AINode_Observer;
}
/*
==================
AINode_Observer
==================
*/
int AINode_Observer( bot_state_t *bs ) {
//if the bot left observer mode
if ( !BotIsObserver( bs ) ) {
AIEnter_Stand( bs );
}
return qtrue;
}
/*
==================
AIEnter_Stand
==================
*/
void AIEnter_Stand( bot_state_t *bs ) {
BotRecordNodeSwitch( bs, "stand", "" );
bs->standfindenemy_time = trap_AAS_Time() + 1;
bs->ainode = AINode_Stand;
}
/*
==================
AINode_Stand
==================
*/
int AINode_Stand( bot_state_t *bs ) {
//if the bot's health decreased
if ( bs->lastframe_health > bs->inventory[INVENTORY_HEALTH] ) {
if ( BotChat_HitTalking( bs ) ) {
bs->standfindenemy_time = trap_AAS_Time() + BotChatTime( bs ) + 0.1;
bs->stand_time = trap_AAS_Time() + BotChatTime( bs ) + 0.1;
}
}
if ( bs->standfindenemy_time < trap_AAS_Time() ) {
if ( BotFindEnemy( bs, -1 ) ) {
AIEnter_Battle_Fight( bs );
return qfalse;
}
bs->standfindenemy_time = trap_AAS_Time() + 1;
}
trap_EA_Talk( bs->client );
if ( bs->stand_time < trap_AAS_Time() ) {
trap_BotEnterChat( bs->cs, bs->client, bs->chatto );
AIEnter_Seek_LTG( bs );
return qfalse;
}
//
return qtrue;
}
/*
==================
AIEnter_Respawn
==================
*/
void AIEnter_Respawn( bot_state_t *bs ) {
BotRecordNodeSwitch( bs, "respawn", "" );
//reset some states
trap_BotResetMoveState( bs->ms );
trap_BotResetGoalState( bs->gs );
trap_BotResetAvoidGoals( bs->gs );
trap_BotResetAvoidReach( bs->ms );
//if the bot wants to chat
if ( BotChat_Death( bs ) ) {
bs->respawn_time = trap_AAS_Time() + BotChatTime( bs );
bs->respawnchat_time = trap_AAS_Time();
} else {
bs->respawn_time = trap_AAS_Time() + 1 + random();
bs->respawnchat_time = 0;
}
//set respawn state
bs->respawn_wait = qfalse;
bs->ainode = AINode_Respawn;
}
/*
==================
AINode_Respawn
==================
*/
int AINode_Respawn( bot_state_t *bs ) {
if ( bs->respawn_wait ) {
if ( !BotIsDead( bs ) ) {
AIEnter_Seek_LTG( bs );
} else {
trap_EA_Respawn( bs->client );
}
} else if ( bs->respawn_time < trap_AAS_Time() ) {
//wait until respawned
bs->respawn_wait = qtrue;
//elementary action respawn
trap_EA_Respawn( bs->client );
//
if ( bs->respawnchat_time ) {
trap_BotEnterChat( bs->cs, bs->client, bs->chatto );
bs->enemy = -1;
}
}
if ( bs->respawnchat_time && bs->respawnchat_time < trap_AAS_Time() - 0.5 ) {
trap_EA_Talk( bs->client );
}
//
return qtrue;
}
/*
==================
AIEnter_Seek_ActivateEntity
==================
*/
void AIEnter_Seek_ActivateEntity( bot_state_t *bs ) {
BotRecordNodeSwitch( bs, "activate entity", "" );
bs->ainode = AINode_Seek_ActivateEntity;
}
/*
==================
AINode_Seek_Activate_Entity
==================
*/
int AINode_Seek_ActivateEntity( bot_state_t *bs ) {
bot_goal_t *goal;
vec3_t target, dir;
bot_moveresult_t moveresult;
if ( BotIsObserver( bs ) ) {
AIEnter_Observer( bs );
return qfalse;
}
//if in the intermission
if ( BotIntermission( bs ) ) {
AIEnter_Intermission( bs );
return qfalse;
}
//respawn if dead
if ( BotIsDead( bs ) ) {
AIEnter_Respawn( bs );
return qfalse;
}
//
bs->tfl = TFL_DEFAULT;
if ( bot_grapple.integer ) {
bs->tfl |= TFL_GRAPPLEHOOK;
}
//if in lava or slime the bot should be able to get out
if ( BotInLava( bs ) ) {
bs->tfl |= TFL_LAVA;
}
if ( BotInSlime( bs ) ) {
bs->tfl |= TFL_SLIME;
}
//map specific code
BotMapScripts( bs );
//no enemy
bs->enemy = -1;
//
goal = &bs->activategoal;
//if the bot has no goal
if ( !goal ) {
bs->activate_time = 0;
}
//if the bot touches the current goal
else if ( trap_BotTouchingGoal( bs->origin, goal ) ) {
BotChooseWeapon( bs );
#ifdef DEBUG
BotAI_Print( PRT_MESSAGE, "touched button or trigger\n" );
#endif //DEBUG
bs->activate_time = 0;
}
//
if ( bs->activate_time < trap_AAS_Time() ) {
AIEnter_Seek_NBG( bs );
return qfalse;
}
//initialize the movement state
BotSetupForMovement( bs );
//move towards the goal
trap_BotMoveToGoal( &moveresult, bs->ms, goal, bs->tfl );
//if the movement failed
if ( moveresult.failure ) {
//reset the avoid reach, otherwise bot is stuck in current area
trap_BotResetAvoidReach( bs->ms );
bs->nbg_time = 0;
}
//check if the bot is blocked
BotAIBlocked( bs, &moveresult, qtrue );
//
if ( moveresult.flags & ( MOVERESULT_MOVEMENTVIEWSET | MOVERESULT_MOVEMENTVIEW | MOVERESULT_SWIMVIEW ) ) {
VectorCopy( moveresult.ideal_viewangles, bs->ideal_viewangles );
}
//if waiting for something
else if ( moveresult.flags & MOVERESULT_WAITING ) {
if ( random() < bs->thinktime * 0.8 ) {
BotRoamGoal( bs, target );
VectorSubtract( target, bs->origin, dir );
vectoangles( dir, bs->ideal_viewangles );
bs->ideal_viewangles[2] *= 0.5;
}
} else if ( !( bs->flags & BFL_IDEALVIEWSET ) ) {
if ( trap_BotMovementViewTarget( bs->ms, goal, bs->tfl, 300, target ) ) {
VectorSubtract( target, bs->origin, dir );
vectoangles( dir, bs->ideal_viewangles );
} else {
//vectoangles(moveresult.movedir, bs->ideal_viewangles);
}
bs->ideal_viewangles[2] *= 0.5;
}
//if the weapon is used for the bot movement
if ( moveresult.flags & MOVERESULT_MOVEMENTWEAPON ) {
bs->weaponnum = moveresult.weapon;
}
//if there is an enemy
if ( BotFindEnemy( bs, -1 ) ) {
if ( BotWantsToRetreat( bs ) ) {
//keep the current long term goal and retreat
AIEnter_Battle_NBG( bs );
} else {
trap_BotResetLastAvoidReach( bs->ms );
//empty the goal stack
trap_BotEmptyGoalStack( bs->gs );
//go fight
AIEnter_Battle_Fight( bs );
}
}
return qtrue;
}
/*
==================
AIEnter_Seek_NBG
==================
*/
void AIEnter_Seek_NBG( bot_state_t *bs ) {
bot_goal_t goal;
char buf[144];
if ( trap_BotGetTopGoal( bs->gs, &goal ) ) {
trap_BotGoalName( goal.number, buf, 144 );
BotRecordNodeSwitch( bs, "seek NBG", buf );
} else {
BotRecordNodeSwitch( bs, "seek NBG", "no goal" );
}
bs->ainode = AINode_Seek_NBG;
}
/*
==================
AINode_Seek_NBG
==================
*/
int AINode_Seek_NBG( bot_state_t *bs ) {
bot_goal_t goal;
vec3_t target, dir;
bot_moveresult_t moveresult;
if ( BotIsObserver( bs ) ) {
AIEnter_Observer( bs );
return qfalse;
}
//if in the intermission
if ( BotIntermission( bs ) ) {
AIEnter_Intermission( bs );
return qfalse;
}
//respawn if dead
if ( BotIsDead( bs ) ) {
AIEnter_Respawn( bs );
return qfalse;
}
//
bs->tfl = TFL_DEFAULT;
if ( bot_grapple.integer ) {
bs->tfl |= TFL_GRAPPLEHOOK;
}
//if in lava or slime the bot should be able to get out
if ( BotInLava( bs ) ) {
bs->tfl |= TFL_LAVA;
}
if ( BotInSlime( bs ) ) {
bs->tfl |= TFL_SLIME;
}
//
if ( BotCanAndWantsToRocketJump( bs ) ) {
bs->tfl |= TFL_ROCKETJUMP;
}
//map specific code
BotMapScripts( bs );
//no enemy
bs->enemy = -1;
//if the bot has no goal
if ( !trap_BotGetTopGoal( bs->gs, &goal ) ) {
bs->nbg_time = 0;
}
//if the bot touches the current goal
else if ( BotReachedGoal( bs, &goal ) ) {
BotChooseWeapon( bs );
bs->nbg_time = 0;
}
//
if ( bs->nbg_time < trap_AAS_Time() ) {
//pop the current goal from the stack
trap_BotPopGoal( bs->gs );
//check for new nearby items right away
//NOTE: we canNOT reset the check_time to zero because it would create an endless loop of node switches
bs->check_time = trap_AAS_Time() + 0.05;
//go back to seek ltg
AIEnter_Seek_LTG( bs );
return qfalse;
}
//initialize the movement state
BotSetupForMovement( bs );
//move towards the goal
trap_BotMoveToGoal( &moveresult, bs->ms, &goal, bs->tfl );
//if the movement failed
if ( moveresult.failure ) {
//reset the avoid reach, otherwise bot is stuck in current area
trap_BotResetAvoidReach( bs->ms );
bs->nbg_time = 0;
}
//check if the bot is blocked
BotAIBlocked( bs, &moveresult, qtrue );
//if the viewangles are used for the movement
if ( moveresult.flags & ( MOVERESULT_MOVEMENTVIEWSET | MOVERESULT_MOVEMENTVIEW | MOVERESULT_SWIMVIEW ) ) {
VectorCopy( moveresult.ideal_viewangles, bs->ideal_viewangles );
}
//if waiting for something
else if ( moveresult.flags & MOVERESULT_WAITING ) {
if ( random() < bs->thinktime * 0.8 ) {
BotRoamGoal( bs, target );
VectorSubtract( target, bs->origin, dir );
vectoangles( dir, bs->ideal_viewangles );
bs->ideal_viewangles[2] *= 0.5;
}
} else if ( !( bs->flags & BFL_IDEALVIEWSET ) ) {
if ( !trap_BotGetSecondGoal( bs->gs, &goal ) ) {
trap_BotGetTopGoal( bs->gs, &goal );
}
if ( trap_BotMovementViewTarget( bs->ms, &goal, bs->tfl, 300, target ) ) {
VectorSubtract( target, bs->origin, dir );
vectoangles( dir, bs->ideal_viewangles );
}
//FIXME: look at cluster portals?
else {vectoangles( moveresult.movedir, bs->ideal_viewangles );}
bs->ideal_viewangles[2] *= 0.5;
}
//if the weapon is used for the bot movement
if ( moveresult.flags & MOVERESULT_MOVEMENTWEAPON ) {
bs->weaponnum = moveresult.weapon;
}
//if there is an enemy
if ( BotFindEnemy( bs, -1 ) ) {
if ( BotWantsToRetreat( bs ) ) {
//keep the current long term goal and retreat
AIEnter_Battle_NBG( bs );
} else {
trap_BotResetLastAvoidReach( bs->ms );
//empty the goal stack
trap_BotEmptyGoalStack( bs->gs );
//go fight
AIEnter_Battle_Fight( bs );
}
}
return qtrue;
}
/*
==================
AIEnter_Seek_LTG
==================
*/
void AIEnter_Seek_LTG( bot_state_t *bs ) {
bot_goal_t goal;
char buf[144];
if ( trap_BotGetTopGoal( bs->gs, &goal ) ) {
trap_BotGoalName( goal.number, buf, 144 );
BotRecordNodeSwitch( bs, "seek LTG", buf );
} else {
BotRecordNodeSwitch( bs, "seek LTG", "no goal" );
}
bs->ainode = AINode_Seek_LTG;
}
/*
==================
AINode_Seek_LTG
==================
*/
int AINode_Seek_LTG( bot_state_t *bs ) {
bot_goal_t goal;
vec3_t target, dir;
bot_moveresult_t moveresult;
int range;
//char buf[128];
//bot_goal_t tmpgoal;
if ( BotIsObserver( bs ) ) {
AIEnter_Observer( bs );
return qfalse;
}
//if in the intermission
if ( BotIntermission( bs ) ) {
AIEnter_Intermission( bs );
return qfalse;
}
//respawn if dead
if ( BotIsDead( bs ) ) {
AIEnter_Respawn( bs );
return qfalse;
}
//
if ( BotChat_Random( bs ) ) {
bs->stand_time = trap_AAS_Time() + BotChatTime( bs );
AIEnter_Stand( bs );
return qfalse;
}
//
bs->tfl = TFL_DEFAULT;
if ( bot_grapple.integer ) {
bs->tfl |= TFL_GRAPPLEHOOK;
}
//if in lava or slime the bot should be able to get out
if ( BotInLava( bs ) ) {
bs->tfl |= TFL_LAVA;
}
if ( BotInSlime( bs ) ) {
bs->tfl |= TFL_SLIME;
}
//
if ( BotCanAndWantsToRocketJump( bs ) ) {
bs->tfl |= TFL_ROCKETJUMP;
}
//map specific code
BotMapScripts( bs );
//no enemy
bs->enemy = -1;
//
if ( bs->killedenemy_time > trap_AAS_Time() - 2 ) {
if ( random() < bs->thinktime * 1 ) {
trap_EA_Gesture( bs->client );
}
}
//if there is an enemy
if ( BotFindEnemy( bs, -1 ) ) {
if ( BotWantsToRetreat( bs ) ) {
//keep the current long term goal and retreat
AIEnter_Battle_Retreat( bs );
return qfalse;
} else {
trap_BotResetLastAvoidReach( bs->ms );
//empty the goal stack
trap_BotEmptyGoalStack( bs->gs );
//go fight
AIEnter_Battle_Fight( bs );
return qfalse;
}
}
#ifdef CTF
if ( gametype == GT_CTF ) {
//decide what to do in CTF mode
BotCTFSeekGoals( bs );
}
#endif //CTF
//get the current long term goal
if ( !BotLongTermGoal( bs, bs->tfl, qfalse, &goal ) ) {
return qtrue;
}
//check for nearby goals periodicly
if ( bs->check_time < trap_AAS_Time() ) {
bs->check_time = trap_AAS_Time() + 0.5;
//check if the bot wants to camp
BotWantsToCamp( bs );
//
if ( bs->ltgtype == LTG_DEFENDKEYAREA ) {
range = 400;
} else { range = 150;}
//
#ifdef CTF
//if carrying a flag the bot shouldn't be distracted too much
if ( BotCTFCarryingFlag( bs ) ) {
range = 50;
}
#endif //CTF
//
if ( BotNearbyGoal( bs, bs->tfl, &goal, range ) ) {
trap_BotResetLastAvoidReach( bs->ms );
//get the goal at the top of the stack
//trap_BotGetTopGoal(bs->gs, &tmpgoal);
//trap_BotGoalName(tmpgoal.number, buf, 144);
//BotAI_Print(PRT_MESSAGE, "new nearby goal %s\n", buf);
//time the bot gets to pick up the nearby goal item
bs->nbg_time = trap_AAS_Time() + 4 + range * 0.01;
AIEnter_Seek_NBG( bs );
return qfalse;
}
}
//initialize the movement state
BotSetupForMovement( bs );
//move towards the goal
trap_BotMoveToGoal( &moveresult, bs->ms, &goal, bs->tfl );
//if the movement failed
if ( moveresult.failure ) {
//reset the avoid reach, otherwise bot is stuck in current area
trap_BotResetAvoidReach( bs->ms );
//BotAI_Print(PRT_MESSAGE, "movement failure %d\n", moveresult.traveltype);
bs->ltg_time = 0;
}
//
BotAIBlocked( bs, &moveresult, qtrue );
//if the viewangles are used for the movement
if ( moveresult.flags & ( MOVERESULT_MOVEMENTVIEWSET | MOVERESULT_MOVEMENTVIEW | MOVERESULT_SWIMVIEW ) ) {
VectorCopy( moveresult.ideal_viewangles, bs->ideal_viewangles );
}
//if waiting for something
else if ( moveresult.flags & MOVERESULT_WAITING ) {
if ( random() < bs->thinktime * 0.8 ) {
BotRoamGoal( bs, target );
VectorSubtract( target, bs->origin, dir );
vectoangles( dir, bs->ideal_viewangles );
bs->ideal_viewangles[2] *= 0.5;
}
} else if ( !( bs->flags & BFL_IDEALVIEWSET ) ) {
if ( trap_BotMovementViewTarget( bs->ms, &goal, bs->tfl, 300, target ) ) {
VectorSubtract( target, bs->origin, dir );
vectoangles( dir, bs->ideal_viewangles );
}
//FIXME: look at cluster portals?
else if ( VectorLength( moveresult.movedir ) ) {
vectoangles( moveresult.movedir, bs->ideal_viewangles );
} else if ( random() < bs->thinktime * 0.8 ) {
BotRoamGoal( bs, target );
VectorSubtract( target, bs->origin, dir );
vectoangles( dir, bs->ideal_viewangles );
bs->ideal_viewangles[2] *= 0.5;
}
bs->ideal_viewangles[2] *= 0.5;
}
//if the weapon is used for the bot movement
if ( moveresult.flags & MOVERESULT_MOVEMENTWEAPON ) {
bs->weaponnum = moveresult.weapon;
}
//
return qtrue;
}
/*
==================
AIEnter_Battle_Fight
==================
*/
void AIEnter_Battle_Fight( bot_state_t *bs ) {
BotRecordNodeSwitch( bs, "battle fight", "" );
trap_BotResetLastAvoidReach( bs->ms );
bs->ainode = AINode_Battle_Fight;
}
/*
==================
AINode_Battle_Fight
==================
*/
int AINode_Battle_Fight( bot_state_t *bs ) {
int areanum;
aas_entityinfo_t entinfo;
bot_moveresult_t moveresult;
if ( BotIsObserver( bs ) ) {
AIEnter_Observer( bs );
return qfalse;
}
//if in the intermission
if ( BotIntermission( bs ) ) {
AIEnter_Intermission( bs );
return qfalse;
}
//respawn if dead
if ( BotIsDead( bs ) ) {
AIEnter_Respawn( bs );
return qfalse;
}
//if no enemy
if ( bs->enemy < 0 ) {
AIEnter_Seek_LTG( bs );
return qfalse;
}
//
BotEntityInfo( bs->enemy, &entinfo );
//if the enemy is dead
if ( bs->enemydeath_time ) {
if ( bs->enemydeath_time < trap_AAS_Time() - 1.5 ) {
bs->enemydeath_time = 0;
if ( bs->enemysuicide ) {
BotChat_EnemySuicide( bs );
}
if ( bs->lastkilledplayer == bs->enemy && BotChat_Kill( bs ) ) {
bs->stand_time = trap_AAS_Time() + BotChatTime( bs );
AIEnter_Stand( bs );
} else {
bs->ltg_time = 0;
AIEnter_Seek_LTG( bs );
}
return qfalse;
}
} else {
if ( EntityIsDead( &entinfo ) ) {
bs->enemydeath_time = trap_AAS_Time();
}
}
//if the enemy is invisible and not shooting the bot looses track easily
if ( EntityIsInvisible( &entinfo ) && !EntityIsShooting( &entinfo ) ) {
if ( random() < 0.2 ) {
AIEnter_Seek_LTG( bs );
return qfalse;
}
}
//update the reachability area and origin if possible
areanum = BotPointAreaNum( entinfo.origin );
if ( areanum && trap_AAS_AreaReachability( areanum ) ) {
VectorCopy( entinfo.origin, bs->lastenemyorigin );
bs->lastenemyareanum = areanum;
}
//update the attack inventory values
BotUpdateBattleInventory( bs, bs->enemy );
//if the bot's health decreased
if ( bs->lastframe_health > bs->inventory[INVENTORY_HEALTH] ) {
if ( BotChat_HitNoDeath( bs ) ) {
bs->stand_time = trap_AAS_Time() + BotChatTime( bs );
AIEnter_Stand( bs );
return qfalse;
}
}
//if the bot hit someone
if ( bs->cur_ps.persistant[PERS_HITS] > bs->lasthitcount ) {
if ( BotChat_HitNoKill( bs ) ) {
bs->stand_time = trap_AAS_Time() + BotChatTime( bs );
AIEnter_Stand( bs );
return qfalse;
}
}
//if the enemy is not visible
if ( !BotEntityVisible( bs->entitynum, bs->eye, bs->viewangles, 360, bs->enemy ) ) {
if ( BotWantsToChase( bs ) ) {
AIEnter_Battle_Chase( bs );
return qfalse;
} else {
AIEnter_Seek_LTG( bs );
return qfalse;
}
}
//use holdable items
BotBattleUseItems( bs );
//
bs->tfl = TFL_DEFAULT;
if ( bot_grapple.integer ) {
bs->tfl |= TFL_GRAPPLEHOOK;
}
//if in lava or slime the bot should be able to get out
if ( BotInLava( bs ) ) {
bs->tfl |= TFL_LAVA;
}
if ( BotInSlime( bs ) ) {
bs->tfl |= TFL_SLIME;
}
//
if ( BotCanAndWantsToRocketJump( bs ) ) {
bs->tfl |= TFL_ROCKETJUMP;
}
//choose the best weapon to fight with
BotChooseWeapon( bs );
//do attack movements
moveresult = BotAttackMove( bs, bs->tfl );
//if the movement failed
if ( moveresult.failure ) {
//reset the avoid reach, otherwise bot is stuck in current area
trap_BotResetAvoidReach( bs->ms );
//BotAI_Print(PRT_MESSAGE, "movement failure %d\n", moveresult.traveltype);
bs->ltg_time = 0;
}
//
BotAIBlocked( bs, &moveresult, qfalse );
//aim at the enemy
BotAimAtEnemy( bs );
//attack the enemy if possible
BotCheckAttack( bs );
//if the bot wants to retreat
if ( BotWantsToRetreat( bs ) ) {
AIEnter_Battle_Retreat( bs );
return qtrue;
}
return qtrue;
}
/*
==================
AIEnter_Battle_Chase
==================
*/
void AIEnter_Battle_Chase( bot_state_t *bs ) {
BotRecordNodeSwitch( bs, "battle chase", "" );
bs->chase_time = trap_AAS_Time();
bs->ainode = AINode_Battle_Chase;
}
/*
==================
AINode_Battle_Chase
==================
*/
int AINode_Battle_Chase( bot_state_t *bs ) {
bot_goal_t goal;
vec3_t target, dir;
bot_moveresult_t moveresult;
float range;
if ( BotIsObserver( bs ) ) {
AIEnter_Observer( bs );
return qfalse;
}
//if in the intermission
if ( BotIntermission( bs ) ) {
AIEnter_Intermission( bs );
return qfalse;
}
//respawn if dead
if ( BotIsDead( bs ) ) {
AIEnter_Respawn( bs );
return qfalse;
}
//if no enemy
if ( bs->enemy < 0 ) {
AIEnter_Seek_LTG( bs );
return qfalse;
}
//if the enemy is visible
if ( BotEntityVisible( bs->entitynum, bs->eye, bs->viewangles, 360, bs->enemy ) ) {
AIEnter_Battle_Fight( bs );
return qfalse;
}
//if there is another enemy
if ( BotFindEnemy( bs, -1 ) ) {
AIEnter_Battle_Fight( bs );
return qfalse;
}
//there is no last enemy area
if ( !bs->lastenemyareanum ) {
AIEnter_Seek_LTG( bs );
return qfalse;
}
//
bs->tfl = TFL_DEFAULT;
if ( bot_grapple.integer ) {
bs->tfl |= TFL_GRAPPLEHOOK;
}
//if in lava or slime the bot should be able to get out
if ( BotInLava( bs ) ) {
bs->tfl |= TFL_LAVA;
}
if ( BotInSlime( bs ) ) {
bs->tfl |= TFL_SLIME;
}
//
if ( BotCanAndWantsToRocketJump( bs ) ) {
bs->tfl |= TFL_ROCKETJUMP;
}
//map specific code
BotMapScripts( bs );
//create the chase goal
goal.entitynum = bs->enemy;
goal.areanum = bs->lastenemyareanum;
VectorCopy( bs->lastenemyorigin, goal.origin );
VectorSet( goal.mins, -8, -8, -8 );
VectorSet( goal.maxs, 8, 8, 8 );
//if the last seen enemy spot is reached the enemy could not be found
if ( trap_BotTouchingGoal( bs->origin, &goal ) ) {
bs->chase_time = 0;
}
//if there's no chase time left
if ( !bs->chase_time || bs->chase_time < trap_AAS_Time() - 10 ) {
AIEnter_Seek_LTG( bs );
return qfalse;
}
//check for nearby goals periodicly
if ( bs->check_time < trap_AAS_Time() ) {
bs->check_time = trap_AAS_Time() + 1;
range = 150;
//
if ( BotNearbyGoal( bs, bs->tfl, &goal, range ) ) {
//the bot gets 5 seconds to pick up the nearby goal item
bs->nbg_time = trap_AAS_Time() + 0.1 * range + 1;
trap_BotResetLastAvoidReach( bs->ms );
AIEnter_Battle_NBG( bs );
return qfalse;
}
}
//
BotUpdateBattleInventory( bs, bs->enemy );
//initialize the movement state
BotSetupForMovement( bs );
//move towards the goal
trap_BotMoveToGoal( &moveresult, bs->ms, &goal, bs->tfl );
//if the movement failed
if ( moveresult.failure ) {
//reset the avoid reach, otherwise bot is stuck in current area
trap_BotResetAvoidReach( bs->ms );
//BotAI_Print(PRT_MESSAGE, "movement failure %d\n", moveresult.traveltype);
bs->ltg_time = 0;
}
//
BotAIBlocked( bs, &moveresult, qfalse );
//
if ( moveresult.flags & ( MOVERESULT_MOVEMENTVIEWSET | MOVERESULT_MOVEMENTVIEW | MOVERESULT_SWIMVIEW ) ) {
VectorCopy( moveresult.ideal_viewangles, bs->ideal_viewangles );
} else if ( !( bs->flags & BFL_IDEALVIEWSET ) ) {
if ( bs->chase_time > trap_AAS_Time() - 2 ) {
BotAimAtEnemy( bs );
} else {
if ( trap_BotMovementViewTarget( bs->ms, &goal, bs->tfl, 300, target ) ) {
VectorSubtract( target, bs->origin, dir );
vectoangles( dir, bs->ideal_viewangles );
} else {
vectoangles( moveresult.movedir, bs->ideal_viewangles );
}
}
bs->ideal_viewangles[2] *= 0.5;
}
//if the weapon is used for the bot movement
if ( moveresult.flags & MOVERESULT_MOVEMENTWEAPON ) {
bs->weaponnum = moveresult.weapon;
}
//if the bot is in the area the enemy was last seen in
if ( bs->areanum == bs->lastenemyareanum ) {
bs->chase_time = 0;
}
//if the bot wants to retreat (the bot could have been damage during the chase)
if ( BotWantsToRetreat( bs ) ) {
AIEnter_Battle_Retreat( bs );
return qtrue;
}
return qtrue;
}
/*
==================
AIEnter_Battle_Retreat
==================
*/
void AIEnter_Battle_Retreat( bot_state_t *bs ) {
BotRecordNodeSwitch( bs, "battle retreat", "" );
bs->ainode = AINode_Battle_Retreat;
}
/*
==================
AINode_Battle_Retreat
==================
*/
int AINode_Battle_Retreat( bot_state_t *bs ) {
bot_goal_t goal;
aas_entityinfo_t entinfo;
bot_moveresult_t moveresult;
vec3_t target, dir;
float attack_skill, range;
int areanum;
if ( BotIsObserver( bs ) ) {
AIEnter_Observer( bs );
return qfalse;
}
//if in the intermission
if ( BotIntermission( bs ) ) {
AIEnter_Intermission( bs );
return qfalse;
}
//respawn if dead
if ( BotIsDead( bs ) ) {
AIEnter_Respawn( bs );
return qfalse;
}
//if no enemy
if ( bs->enemy < 0 ) {
AIEnter_Seek_LTG( bs );
return qfalse;
}
//
BotEntityInfo( bs->enemy, &entinfo );
if ( EntityIsDead( &entinfo ) ) {
AIEnter_Seek_LTG( bs );
return qfalse;
}
//
bs->tfl = TFL_DEFAULT;
if ( bot_grapple.integer ) {
bs->tfl |= TFL_GRAPPLEHOOK;
}
//if in lava or slime the bot should be able to get out
if ( BotInLava( bs ) ) {
bs->tfl |= TFL_LAVA;
}
if ( BotInSlime( bs ) ) {
bs->tfl |= TFL_SLIME;
}
//map specific code
BotMapScripts( bs );
//update the attack inventory values
BotUpdateBattleInventory( bs, bs->enemy );
//if the bot doesn't want to retreat anymore... probably picked up some nice items
if ( BotWantsToChase( bs ) ) {
//empty the goal stack, when chasing, only the enemy is the goal
trap_BotEmptyGoalStack( bs->gs );
//go chase the enemy
AIEnter_Battle_Chase( bs );
return qfalse;
}
//update the last time the enemy was visible
if ( BotEntityVisible( bs->entitynum, bs->eye, bs->viewangles, 360, bs->enemy ) ) {
bs->enemyvisible_time = trap_AAS_Time();
//update the reachability area and origin if possible
areanum = BotPointAreaNum( entinfo.origin );
if ( areanum && trap_AAS_AreaReachability( areanum ) ) {
VectorCopy( entinfo.origin, bs->lastenemyorigin );
bs->lastenemyareanum = areanum;
}
}
//if the enemy is NOT visible for 4 seconds
if ( bs->enemyvisible_time < trap_AAS_Time() - 4 ) {
AIEnter_Seek_LTG( bs );
return qfalse;
}
//else if the enemy is NOT visible
else if ( bs->enemyvisible_time < trap_AAS_Time() ) {
//if there is another enemy
if ( BotFindEnemy( bs, -1 ) ) {
AIEnter_Battle_Fight( bs );
return qfalse;
}
}
//
#ifdef CTF
if ( gametype == GT_CTF ) {
BotCTFRetreatGoals( bs );
}
#endif //CTF
//use holdable items
BotBattleUseItems( bs );
//get the current long term goal while retreating
if ( !BotLongTermGoal( bs, bs->tfl, qtrue, &goal ) ) {
return qtrue;
}
//check for nearby goals periodicly
if ( bs->check_time < trap_AAS_Time() ) {
bs->check_time = trap_AAS_Time() + 1;
range = 150;
#ifdef CTF
//if carrying a flag the bot shouldn't be distracted too much
if ( BotCTFCarryingFlag( bs ) ) {
range = 100;
}
#endif //CTF
//
if ( BotNearbyGoal( bs, bs->tfl, &goal, range ) ) {
trap_BotResetLastAvoidReach( bs->ms );
//time the bot gets to pick up the nearby goal item
bs->nbg_time = trap_AAS_Time() + range / 100 + 1;
AIEnter_Battle_NBG( bs );
return qfalse;
}
}
//initialize the movement state
BotSetupForMovement( bs );
//move towards the goal
trap_BotMoveToGoal( &moveresult, bs->ms, &goal, bs->tfl );
//if the movement failed
if ( moveresult.failure ) {
//reset the avoid reach, otherwise bot is stuck in current area
trap_BotResetAvoidReach( bs->ms );
//BotAI_Print(PRT_MESSAGE, "movement failure %d\n", moveresult.traveltype);
bs->ltg_time = 0;
}
//
BotAIBlocked( bs, &moveresult, qfalse );
//choose the best weapon to fight with
BotChooseWeapon( bs );
//if the view is fixed for the movement
if ( moveresult.flags & ( MOVERESULT_MOVEMENTVIEW
//|MOVERESULT_SWIMVIEW
) ) {
VectorCopy( moveresult.ideal_viewangles, bs->ideal_viewangles );
} else if ( !( moveresult.flags & MOVERESULT_MOVEMENTVIEWSET )
&& !( bs->flags & BFL_IDEALVIEWSET ) ) {
attack_skill = trap_Characteristic_BFloat( bs->character, CHARACTERISTIC_ATTACK_SKILL, 0, 1 );
//if the bot is skilled enough
if ( attack_skill > 0.3 ) {
BotAimAtEnemy( bs );
} else {
if ( trap_BotMovementViewTarget( bs->ms, &goal, bs->tfl, 300, target ) ) {
VectorSubtract( target, bs->origin, dir );
vectoangles( dir, bs->ideal_viewangles );
} else {
vectoangles( moveresult.movedir, bs->ideal_viewangles );
}
bs->ideal_viewangles[2] *= 0.5;
}
}
//if the weapon is used for the bot movement
if ( moveresult.flags & MOVERESULT_MOVEMENTWEAPON ) {
bs->weaponnum = moveresult.weapon;
}
//attack the enemy if possible
BotCheckAttack( bs );
//
return qtrue;
}
/*
==================
AIEnter_Battle_NBG
==================
*/
void AIEnter_Battle_NBG( bot_state_t *bs ) {
BotRecordNodeSwitch( bs, "battle NBG", "" );
bs->ainode = AINode_Battle_NBG;
}
/*
==================
AINode_Battle_NBG
==================
*/
int AINode_Battle_NBG( bot_state_t *bs ) {
int areanum;
bot_goal_t goal;
aas_entityinfo_t entinfo;
bot_moveresult_t moveresult;
float attack_skill;
vec3_t target, dir;
if ( BotIsObserver( bs ) ) {
AIEnter_Observer( bs );
return qfalse;
}
//if in the intermission
if ( BotIntermission( bs ) ) {
AIEnter_Intermission( bs );
return qfalse;
}
//respawn if dead
if ( BotIsDead( bs ) ) {
AIEnter_Respawn( bs );
return qfalse;
}
//if no enemy
if ( bs->enemy < 0 ) {
AIEnter_Seek_NBG( bs );
return qfalse;
}
//
BotEntityInfo( bs->enemy, &entinfo );
if ( EntityIsDead( &entinfo ) ) {
AIEnter_Seek_NBG( bs );
return qfalse;
}
//
bs->tfl = TFL_DEFAULT;
if ( bot_grapple.integer ) {
bs->tfl |= TFL_GRAPPLEHOOK;
}
//if in lava or slime the bot should be able to get out
if ( BotInLava( bs ) ) {
bs->tfl |= TFL_LAVA;
}
if ( BotInSlime( bs ) ) {
bs->tfl |= TFL_SLIME;
}
//
if ( BotCanAndWantsToRocketJump( bs ) ) {
bs->tfl |= TFL_ROCKETJUMP;
}
//map specific code
BotMapScripts( bs );
//update the last time the enemy was visible
if ( BotEntityVisible( bs->entitynum, bs->eye, bs->viewangles, 360, bs->enemy ) ) {
bs->enemyvisible_time = trap_AAS_Time();
//update the reachability area and origin if possible
areanum = BotPointAreaNum( entinfo.origin );
if ( areanum && trap_AAS_AreaReachability( areanum ) ) {
VectorCopy( entinfo.origin, bs->lastenemyorigin );
bs->lastenemyareanum = areanum;
}
}
//if the bot has no goal or touches the current goal
if ( !trap_BotGetTopGoal( bs->gs, &goal ) ) {
bs->nbg_time = 0;
} else if ( trap_BotTouchingGoal( bs->origin, &goal ) ) {
bs->nbg_time = 0;
}
//
if ( bs->nbg_time < trap_AAS_Time() ) {
//pop the current goal from the stack
trap_BotPopGoal( bs->gs );
//if the bot still has a goal
if ( trap_BotGetTopGoal( bs->gs, &goal ) ) {
AIEnter_Battle_Retreat( bs );
} else { AIEnter_Battle_Fight( bs );}
//
return qfalse;
}
//initialize the movement state
BotSetupForMovement( bs );
//move towards the goal
trap_BotMoveToGoal( &moveresult, bs->ms, &goal, bs->tfl );
//if the movement failed
if ( moveresult.failure ) {
//reset the avoid reach, otherwise bot is stuck in current area
trap_BotResetAvoidReach( bs->ms );
//BotAI_Print(PRT_MESSAGE, "movement failure %d\n", moveresult.traveltype);
bs->nbg_time = 0;
}
//
BotAIBlocked( bs, &moveresult, qfalse );
//update the attack inventory values
BotUpdateBattleInventory( bs, bs->enemy );
//choose the best weapon to fight with
BotChooseWeapon( bs );
//if the view is fixed for the movement
if ( moveresult.flags & MOVERESULT_MOVEMENTVIEW ) {
VectorCopy( moveresult.ideal_viewangles, bs->ideal_viewangles );
} else if ( !( moveresult.flags & MOVERESULT_MOVEMENTVIEWSET )
&& !( bs->flags & BFL_IDEALVIEWSET ) ) {
attack_skill = trap_Characteristic_BFloat( bs->character, CHARACTERISTIC_ATTACK_SKILL, 0, 1 );
//if the bot is skilled enough and the enemy is visible
if ( attack_skill > 0.3 ) {
//&& BotEntityVisible(bs->entitynum, bs->eye, bs->viewangles, 360, bs->enemy)
BotAimAtEnemy( bs );
} else {
if ( trap_BotMovementViewTarget( bs->ms, &goal, bs->tfl, 300, target ) ) {
VectorSubtract( target, bs->origin, dir );
vectoangles( dir, bs->ideal_viewangles );
} else {
vectoangles( moveresult.movedir, bs->ideal_viewangles );
}
bs->ideal_viewangles[2] *= 0.5;
}
}
//if the weapon is used for the bot movement
if ( moveresult.flags & MOVERESULT_MOVEMENTWEAPON ) {
bs->weaponnum = moveresult.weapon;
}
//attack the enemy if possible
BotCheckAttack( bs );
//
return qtrue;
}
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