/* * Copyright (c) 2016-2020 Marco Hladik * * 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. */ #define BOTROUTE_DESTINATION -1 #define BOTROUTE_END -2 void bot::Pain(void) { player::Pain(); /* might as well target our attacker */ if (!m_eTarget) m_eTarget = g_dmg_eAttacker; } void bot::RouteClear(void) { if (!m_iNodes) return; m_iCurNode = BOTROUTE_END; m_iNodes = 0; m_flNodeGiveup = 0.0f; memfree(m_pRoute); } void bot::WeaponThink(void) { /* clip empty */ if (a_ammo1 == 0) { /* still got ammo left */ if (a_ammo2 != 0) { input_buttons &= ~INPUT_BUTTON0; input_buttons |= INPUT_BUTTON4; } else { Weapons_SwitchBest(this); } } } void bot::WeaponAttack(void) { if (m_flAttackTime < time) { if (!m_iAttackMode) { input_buttons |= INPUT_BUTTON0; // Attack } m_flAttackTime = time + 0.1f; } m_iAttackMode = 1 - m_iAttackMode; } void bot::BrainThink(int enemyvisible, int enemydistant) { /* we had a target and it's now dead. now what? */ if (m_eTarget && m_eTarget.health <= 0) { m_eTarget = __NULL__; RouteClear(); } else if (m_eTarget && enemyvisible && enemydistant) { /* we can see the player, but are too far away, plot a route */ route_calculate(this, m_eTarget.origin, 0, Bot_RouteCB); } } void bot::SeeThink(void) { if (m_eTarget) return; if (m_flSeeTime > time) return; if (autocvar_bot_pacifist) return; m_flSeeTime = time + 0.25f; for (entity w = world; (w = findfloat(w, ::takedamage, DAMAGE_YES));) { float flDot; if (!(w.flags & FL_CLIENT)) continue; if (w.health <= 0) continue; /* first, is the potential enemy in our field of view? */ makevectors(v_angle); vector v = normalize(w.origin - origin); flDot = v * v_forward; if (flDot < 90/180) continue; other = world; traceline(origin, w.origin, MOVE_OTHERONLY, this); if (trace_fraction == 1.0f) { m_eTarget = w; return; } } } void bot::CheckRoute(void) { float flDist; vector evenpos; if (!m_iNodes) { return; } /* level out position/node stuff */ if (m_iCurNode < 0) { evenpos = m_vecLastNode - origin; } else { evenpos = m_pRoute[m_iCurNode].m_vecDest - origin; } evenpos[2] *= 0.25f; flDist = floor(vlen(evenpos)); if (flDist < 16) { dprint(sprintf("^2CBaseMonster::^3CheckRoute^7: " \ "%s reached node\n", this.targetname)); m_iCurNode--; velocity *= 0.5f; if (m_iCurNode >= 0) { print(sprintf("NODE FLAGS: %i\n", m_pRoute[m_iCurNode].m_iFlags)); /* if a node is flagged as jumpy, jump! */ if (m_pRoute[m_iCurNode].m_iFlags & WP_JUMP) input_buttons |= INPUT_BUTTON2; } #if 0 /* we've still traveling and from this node we may be able to walk * directly to our end-destination */ if (m_iCurNode > -1) { tracebox(origin, mins, maxs, m_vecLastNode, MOVE_NORMAL, this); /* can we walk directly to our target destination? */ if (trace_fraction == 1.0) { dprint("^2CBaseMonster::^3CheckRoute^7: " \ "Walking directly to last node\n"); m_iCurNode = -1; } } #endif } else { traceline(origin + view_ofs, m_pRoute[m_iCurNode].m_vecDest, MOVE_NORMAL, this); /* we can't trace against our next waypoint... that should never happen */ if (trace_fraction != 1.0f) { m_flNodeGiveup += frametime; } else { /* if we're literally stuck in a corner aiming at something we should * not, also give up */ if (flDist == m_flLastDist) { m_flNodeGiveup += frametime; } else { m_flNodeGiveup = bound(0, m_flNodeGiveup - frametime, 1.0); } } } m_flLastDist = flDist; /* after one second, also give up the route */ if (m_flNodeGiveup >= 1.0f || m_iCurNode <= BOTROUTE_END) { RouteClear(); } else if (m_flNodeGiveup >= 0.5f) { /* attempt a jump after half a second */ input_buttons |= INPUT_BUTTON2; } else { /* entire way-link needs to be crouched. that's the law of the land */ if (m_pRoute[m_iCurNode].m_iFlags & WP_CROUCH) input_buttons |= INPUT_BUTTON8; } } void bot::RunAI(void) { vector aimdir, aimpos; int enemyvisible, enemydistant; float flLerp; /* reset input frame */ input_buttons = 0; input_movevalues = [0,0,0]; input_angles = [0,0,0]; /* attempt to respawn when dead */ if (health <= 0) { RouteClear(); WeaponAttack(); m_eTarget = __NULL__; return; } /* create our first route */ if (!m_iNodes) { route_calculate(this, Route_SelectDestination(this), 0, Bot_RouteCB); dprint(sprintf("bot::RunAI: %s is calculating first bot route\n", this.netname)); /* our route probably has not been processed yet */ if (!m_iNodes) { return; } } WeaponThink(); SeeThink(); enemyvisible = FALSE; enemydistant = FALSE; if (m_eTarget != __NULL__) { traceline(origin + view_ofs, m_eTarget.origin, TRUE, this); enemyvisible = (trace_ent == m_eTarget || trace_fraction == 1.0f); if (vlen(trace_endpos - origin) > 1024) { enemydistant = TRUE; } if (enemyvisible) { WeaponAttack(); } } BrainThink(enemyvisible, enemydistant); CheckRoute(); if (m_iNodes) { vector vecNewAngles; vector vecDirection; if (!m_eTarget || !enemyvisible) { /* aim at the next node */ if (m_iCurNode == BOTROUTE_DESTINATION) aimpos = m_vecLastNode; else { if (m_iCurNode > 0) aimpos = m_pRoute[m_iCurNode - 1].m_vecDest; else aimpos = m_pRoute[m_iCurNode].m_vecDest; } } else { /* aim towards the enemy */ aimpos = m_eTarget.origin; } /* lerping speed, faster when we've got a target */ if (m_eTarget && enemyvisible) flLerp = bound(0.0f, frametime * 45, 1.0f); else flLerp = bound(0.0f, frametime * 30, 1.0f); /* that's the old angle */ makevectors(v_angle); vecNewAngles = v_forward; /* aimdir = new final angle */ aimdir = vectoangles(aimpos - origin); makevectors(aimdir); /* slowly lerp towards the final angle */ vecNewAngles[0] = Math_Lerp(vecNewAngles[0], v_forward[0], flLerp); vecNewAngles[1] = Math_Lerp(vecNewAngles[1], v_forward[1], flLerp); vecNewAngles[2] = Math_Lerp(vecNewAngles[2], v_forward[2], flLerp); /* make sure we're aiming tight */ v_angle = vectoangles(vecNewAngles); v_angle[0] = Math_FixDelta(v_angle[0]); v_angle[1] = Math_FixDelta(v_angle[1]); v_angle[2] = Math_FixDelta(v_angle[2]); angles[0] = Math_FixDelta(v_angle[0]); angles[1] = Math_FixDelta(v_angle[1]); angles[2] = Math_FixDelta(v_angle[2]); input_angles = v_angle; /* now that aiming is sorted, we need to correct the movement */ if ((m_eTarget && enemyvisible && !enemydistant) && vlen(aimpos - origin) > 256) { /* we are far away, inch closer */ aimpos = m_eTarget.origin; } else { if (m_iCurNode == BOTROUTE_DESTINATION) aimpos = m_vecLastNode; else aimpos = m_pRoute[m_iCurNode].m_vecDest; } /* now we'll set the movevalues relative to the input_angle */ vecDirection = normalize(aimpos - origin) * 240; makevectors(input_angles); input_movevalues = [v_forward * vecDirection, v_right * vecDirection, v_up * vecDirection]; } /* press any buttons needed */ button0 = input_buttons & INPUT_BUTTON0; // attack button2 = input_buttons & INPUT_BUTTON2; // jump button3 = input_buttons & INPUT_BUTTON3; // tertiary button4 = input_buttons & INPUT_BUTTON4; // reload button5 = input_buttons & INPUT_BUTTON5; // secondary button6 = input_buttons & INPUT_BUTTON6; // use button7 = input_buttons & INPUT_BUTTON7; // unused button8 = input_buttons & INPUT_BUTTON8; // duck movement = input_movevalues; } void bot::PreFrame(void) { } void bot::PostFrame(void) { /* we've picked something new up */ if (m_iOldItems != g_items) { //Weapons_SwitchBest(this); m_iOldItems = g_items; } } void bot::bot(void) { classname = "player"; }