nuclide/src/botlib/bot_combat.qc

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/*
* Copyright (c) 2016-2022 Marco Cawthorne <marco@icculus.org>
*
* Permission to use, copy, modify, and distribute this software for any
* purpose with or without fee is hereby granted, provided that the above
* copyright notice and this permission notice appear in all copies.
*
* THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES
* WITH REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF
* MERCHANTABILITY AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR
* ANY SPECIAL, DIRECT, INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES
* WHATSOEVER RESULTING FROM LOSS OF MIND, USE, DATA OR PROFITS, WHETHER
* IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION, ARISING
* OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
*/
void
bot::Pain(void)
{
CGameRules rules = g_grMode;
player::Pain();
if (rules.IsTeamPlay()) {
if (g_dmg_eAttacker.flags & FL_CLIENT && g_dmg_eAttacker.team == team) {
ChatSayTeam("Stop shooting me!");
return;
}
}
/* make this pain our new enemy! */
if (g_dmg_eAttacker && g_dmg_eAttacker != this) {
float enemydist = vlen(origin - m_eTarget.origin);
float newdist = vlen(origin - g_dmg_eAttacker.origin);
if (m_eTarget)
if (newdist < enemydist)
SetEnemy(g_dmg_eAttacker);
else
SetEnemy(g_dmg_eAttacker);
}
}
void
bot::SetEnemy(entity en)
{
m_eTarget = en;
if (m_eTarget)
m_flEnemyDist = vlen(origin - m_eTarget.origin);
else
m_flEnemyDist = -1;
}
void
bot::WeaponThink(void)
{
int r = Weapons_IsEmpty(this, activeweapon);
/* clip empty, but the whole weapon isn't */
if (r == 0 && a_ammo1 <= 0) {
input_buttons &= ~INPUT_BUTTON0;
input_buttons |= INPUT_BUTTON4;
} else if (r == 1) {
Weapons_SwitchBest(this, activeweapon);
}
m_wtWeaponType = Weapons_GetType(this, activeweapon);
}
void
bot::WeaponAttack(void)
{
int should_attack = 0;
if (m_wtWeaponType == WPNTYPE_RANGED) {
if (m_flEnemyDist <= 1024)
should_attack = 1;
} else if (m_wtWeaponType == WPNTYPE_THROW) {
if (m_flEnemyDist <= 512)
should_attack = 1;
} else if (m_wtWeaponType == WPNTYPE_CLOSE) {
if (m_flEnemyDist <= 128)
should_attack = 1;
} else {
should_attack = 1;
}
if (should_attack && m_flAttackTime < time) {
if (!m_iAttackMode) {
input_buttons |= INPUT_BUTTON0;
}
m_flAttackTime = time + 0.1f;
} else {
input_buttons &= ~INPUT_BUTTON0;
input_buttons &= ~INPUT_BUTTON4;
input_buttons &= ~INPUT_BUTTON5;
}
m_iAttackMode = 1 - m_iAttackMode;
}