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/*
===========================================================================
Copyright (C) 2024 the OpenMoHAA team
This file is part of OpenMoHAA source code.
OpenMoHAA 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 2 of the License,
or (at your option) any later version.
OpenMoHAA 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 OpenMoHAA source code; if not, write to the Free Software
Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
===========================================================================
*/
// playerbot.h: Multiplayer bot system.
#pragma once
#include "player.h"
#include "navigate.h"
#include "navigation_path.h"
#define MAX_BOT_FUNCTIONS 5
typedef struct nodeAttract_s {
float m_fRespawnTime;
AttractiveNodePtr m_pNode;
} nodeAttract_t;
class BotController;
class BotMovement
{
public:
BotMovement();
~BotMovement();
void SetControlledEntity(Player *newEntity);
void MoveThink(usercmd_t& botcmd);
void AvoidPath(
Vector vPos,
float fAvoidRadius,
Vector vPreferredDir = vec_zero,
float *vLeashHome = NULL,
float fLeashRadius = 0.0f
);
void MoveNear(Vector vNear, float fRadius, float *vLeashHome = NULL, float fLeashRadius = 0.0f);
void MoveTo(Vector vPos, float *vLeashHome = NULL, float fLeashRadius = 0.0f);
bool MoveToBestAttractivePoint(int iMinPriority = 0);
bool CanMoveTo(Vector vPos);
bool MoveDone();
bool IsMoving(void);
void ClearMove(void);
Vector GetCurrentGoal() const;
Vector GetCurrentPathDirection() const;
private:
Vector CalculateDir(const Vector& delta) const;
Vector CalculateRelativeWishDirection(const Vector& dir) const;
void CheckAttractiveNodes();
void CheckEndPos(Entity *entity);
void CheckJump(usercmd_t& botcmd);
void CheckJumpOverEdge(usercmd_t& botcmd);
void NewMove();
Vector FixDeltaFromCollision(const Vector& delta);
void CalculateBestFrontAvoidance(
const Vector& targetOrg,
float maxDist,
const Vector& forward,
const Vector& right,
float& bestFrac,
Vector& bestPos
);
private:
SafePtr<Player> controlledEntity;
AttractiveNodePtr m_pPrimaryAttract;
Container<nodeAttract_t *> m_attractList;
IPather *m_pPath;
int m_iLastMoveTime;
Vector m_vCurrentOrigin;
Vector m_vTargetPos;
Vector m_vCurrentGoal;
Vector m_vCurrentDir;
Vector m_vLastCheckPos[2];
float m_fAttractTime;
int m_iTempAwayTime;
int m_iNumBlocks;
int m_iCheckPathTime;
int m_iLastBlockTime;
int m_iTempAwayState;
bool m_bPathing;
///
/// Collision detection
///
bool m_bAvoidCollision;
int m_iCollisionCheckTime;
Vector m_vTempCollisionAvoidance;
///
/// Jump detection
///
bool m_bJump;
int m_iJumpCheckTime;
Vector m_vJumpLocation;
};
class BotRotation
{
public:
BotRotation();
void SetControlledEntity(Player *newEntity);
void TurnThink(usercmd_t& botcmd, usereyes_t& eyeinfo);
const Vector& GetTargetAngles() const;
void SetTargetAngles(Vector vAngles);
void AimAt(Vector vPos);
private:
SafePtr<Player> controlledEntity;
Vector m_vTargetAng;
Vector m_vCurrentAng;
Vector m_vAngDelta;
Vector m_vAngSpeed;
};
class BotState
{
public:
virtual bool CheckCondition() const = 0;
virtual void Begin() = 0;
virtual void End() = 0;
virtual void Think() = 0;
};
class BotController : public Listener
{
public:
struct botfunc_t {
bool (BotController::*CheckCondition)(void);
void (BotController::*BeginState)(void);
void (BotController::*EndState)(void);
void (BotController::*ThinkState)(void);
};
private:
static botfunc_t botfuncs[];
BotMovement movement;
BotRotation rotation;
// States
int m_iCuriousTime;
int m_iAttackTime;
int m_iAttackStopAimTime;
int m_iLastBurstTime;
int m_iLastSeenTime;
int m_iLastUnseenTime;
int m_iContinuousFireTime;
Vector m_vAimOffset;
int m_iLastAimTime;
Vector m_vLastCuriousPos;
Vector m_vNewCuriousPos;
Vector m_vOldEnemyPos;
Vector m_vLastEnemyPos;
Vector m_vLastDeathPos;
SafePtr<Sentient> m_pEnemy;
int m_iEnemyEyesTag;
// Input
usercmd_t m_botCmd;
usereyes_t m_botEyes;
// States
int m_StateCount;
unsigned int m_StateFlags;
ScriptThreadLabel m_RunLabel;
// Taunts
int m_iNextTauntTime;
int m_iLastFireTime;
private:
DelegateHandle delegateHandle_gotKill;
DelegateHandle delegateHandle_killed;
DelegateHandle delegateHandle_stufftext;
DelegateHandle delegateHandle_spawned;
private:
Weapon *FindWeaponWithAmmo(void);
Weapon *FindMeleeWeapon(void);
void UseWeaponWithAmmo(void);
void CheckUse(void);
bool CheckWindows(void);
void CheckValidWeapon(void);
void State_DefaultBegin(void);
void State_DefaultEnd(void);
void State_Reset(void);
static void InitState_Idle(botfunc_t *func);
bool CheckCondition_Idle(void);
void State_BeginIdle(void);
void State_EndIdle(void);
void State_Idle(void);
static void InitState_Curious(botfunc_t *func);
bool CheckCondition_Curious(void);
void State_BeginCurious(void);
void State_EndCurious(void);
void State_Curious(void);
static void InitState_Attack(botfunc_t *func);
bool CheckCondition_Attack(void);
void State_BeginAttack(void);
void State_EndAttack(void);
void State_Attack(void);
bool IsValidEnemy(Sentient *sent) const;
static void InitState_Grenade(botfunc_t *func);
bool CheckCondition_Grenade(void);
void State_BeginGrenade(void);
void State_EndGrenade(void);
void State_Grenade(void);
static void InitState_Weapon(botfunc_t *func);
bool CheckCondition_Weapon(void);
void State_BeginWeapon(void);
void State_EndWeapon(void);
void State_Weapon(void);
void CheckStates(void);
public:
CLASS_PROTOTYPE(BotController);
BotController();
~BotController();
static void Init(void);
void GetEyeInfo(usereyes_t *eyeinfo);
void GetUsercmd(usercmd_t *ucmd);
void UpdateBotStates(void);
void CheckReload(void);
void AimAtAimNode(void);
void NoticeEvent(Vector vPos, int iType, Entity *pEnt, float fDistanceSquared, float fRadiusSquared);
void ClearEnemy(void);
void SendCommand(const char *text);
void Think();
void Spawned(void);
void Killed(const Event& ev);
void GotKill(const Event& ev);
void EventStuffText(const str& text);
BotMovement& GetMovement();
public:
void setControlledEntity(Player *player);
Player *getControlledEntity() const;
private:
SafePtr<Player> controlledEnt;
};
class BotControllerManager : public Listener
{
public:
CLASS_PROTOTYPE(BotControllerManager);
public:
~BotControllerManager();
BotController *createController(Player *player);
void removeController(BotController *controller);
BotController *findController(Entity *ent);
const Container<BotController *>& getControllers() const;
void Init();
void Cleanup();
void ThinkControllers();
private:
Container<BotController *> controllers;
};
class BotManager : public Listener
{
public:
CLASS_PROTOTYPE(BotManager);
public:
BotControllerManager& getControllerManager();
void Init();
void Cleanup();
void Frame();
void BroadcastEvent(Entity *originator, Vector origin, int iType, float radius);
private:
BotControllerManager botControllerManager;
};
extern BotManager botManager;
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