nuclide/src/botlib/bot_combat.qc

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/*
* Copyright (c) 2016-2023 Vera Visions LLC.
*
* 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
NSBot::Pain(void)
{
NSGameRules rules = g_grMode;
super::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
NSBot::SetEnemy(entity en)
{
m_eTarget = en;
if (m_eTarget) {
m_flEnemyDist = vlen(origin - m_eTarget.origin);
} else {
m_flEnemyDist = -1;
}
}
void
NSBot::WeaponThink(void)
{
int r = Weapons_IsEmpty(this, activeweapon);
/* clip empty, but the whole weapon isn't */
if (r == 0 && a_ammo1 <= 0) {
/* stop fire, tap reload */
input_buttons &= ~INPUT_BUTTON0;
input_buttons |= INPUT_BUTTON4;
} else if (r == 1) {
/* if empty, switch to the next best weapon */
Weapons_SwitchBest(this, activeweapon);
}
m_wtWeaponType = Weapons_GetType(this, activeweapon);
}
void
NSBot::WeaponAttack(void)
{
bool shouldAttack = false;
/* only attack when the type's suggested distance makes sense to */
if (m_wtWeaponType == WPNTYPE_RANGED) {
if (m_flEnemyDist <= 1024)
shouldAttack = true;
} else if (m_wtWeaponType == WPNTYPE_THROW) {
if (m_flEnemyDist <= 512)
shouldAttack = true;
} else if (m_wtWeaponType == WPNTYPE_CLOSE) {
if (m_flEnemyDist <= 128)
shouldAttack = true;
} else {
if (m_flEnemyDist <= 1024)
shouldAttack = true;
}
if (m_flForceWeaponAttack > time)
shouldAttack = true;
if (shouldAttack && m_flAttackTime < time) {
if (!m_iAttackMode) {
input_buttons |= INPUT_BUTTON0;
}
/* this might not affect much */
if (m_wtWeaponType != WPNTYPE_FULLAUTO) {
switch (cvar("bot_skill")) {
case 1:
m_flAttackTime = time + 0.25f;
break;
case 2:
m_flAttackTime = time + 0.10f;
break;
case 3:
m_flAttackTime = time + 0.05f;
break;
default:
m_flAttackTime = time + 1.0;
}
}
} else {
input_buttons &= ~INPUT_BUTTON0;
input_buttons &= ~INPUT_BUTTON4;
input_buttons &= ~INPUT_BUTTON5;
}
if (m_wtWeaponType != WPNTYPE_FULLAUTO)
m_iAttackMode = 1 - m_iAttackMode;
else
m_iAttackMode = 0;
}
void
NSBot::ForceWeaponAttack(vector attackPos, float attackTime)
{
m_vecForceWeaponAttackPos = attackPos;
m_flForceWeaponAttack = attackTime + time;
}
var float g_botalert_timer;
void
BotLib_Alert(vector pos, float radius, float t)
{
NSGameRules rules = g_grMode;
/* sometimes many alert-sounds happen at once... we don't really want
* that */
if (g_botalert_timer > time)
return;
for (entity w = world; (w = find(w,::targetname, "_nuclide_bot_"));) {
/* out of radius */
if (vlen(pos - w.origin) > radius)
continue;
NSBot f = (NSBot) w;
/* they already got a target of some kind */
if (f.m_eTarget)
continue;
/* if they're our friend... ignore */
if (rules.IsTeamplay())
if (w.team == t)
continue;
/* if the bot is dead... ignore */
if (f.health <= 0)
continue;
/* we've heard a noise. investigate the location */
BotLog("Bot %S (%d) alerted by noise at %v", f.netname, num_for_edict(f), pos);
f.RouteClear();
f.RouteToPosition(pos);
}
g_botalert_timer = time + 0.5f;
}