274 lines
6.4 KiB
Plaintext
274 lines
6.4 KiB
Plaintext
/*
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* Copyright (c) 2016-2022 Vera Visions LLC.
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*
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* Permission to use, copy, modify, and distribute this software for any
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* purpose with or without fee is hereby granted, provided that the above
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* copyright notice and this permission notice appear in all copies.
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*
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* THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES
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* WITH REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF
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* MERCHANTABILITY AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR
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* ANY SPECIAL, DIRECT, INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES
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* WHATSOEVER RESULTING FROM LOSS OF MIND, USE, DATA OR PROFITS, WHETHER
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* IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION, ARISING
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* OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
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*/
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int
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Route_RoundDistance(float flDist)
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{
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float r = fabs(flDist) % 2.0f;
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if (r == 0)
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return (flDist);
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if (flDist < 0)
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return -(fabs(flDist) - r);
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else
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return (flDist + 2.0f - r);
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}
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/* returns a botinfo point that's nearest to us */
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NSEntity
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Route_SelectFarthest(float type, vector org, optional vector lastpoi = [0,0,0])
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{
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entity temp;
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int bestrange = 0;
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int range;
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entity dest = __NULL__;
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for (temp = world; (temp = findfloat(temp, ::botinfo, type));) {
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range = vlen(temp.origin - org);
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if (lastpoi == temp.origin)
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continue;
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if ((range > bestrange) && (temp.solid != SOLID_NOT)) {
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bestrange = range;
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dest = temp;
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}
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}
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return dest;
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}
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/* returns a botinfo point that's nearest to us */
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NSEntity
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Route_SelectNearest(float type, vector org, optional vector lastpoi = [0,0,0])
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{
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entity temp;
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int bestrange = COST_INFINITE;
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int range;
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entity dest = __NULL__;
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for (temp = world; (temp = findfloat(temp, ::botinfo, type));) {
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range = vlen(temp.origin - org);
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if (lastpoi == temp.origin)
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continue;
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if ((range < bestrange) && (temp.solid != SOLID_NOT)) {
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bestrange = range;
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dest = temp;
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}
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}
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return dest;
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}
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/* returns a botinfo point belonging to our team */
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NSEntity
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Route_SelectNearestTeam(float type, vector org, float tt)
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{
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entity temp;
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int bestrange = COST_INFINITE;
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int range;
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entity dest = __NULL__;
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for (temp = world; (temp = findfloat(temp, ::botinfo, type));) {
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NSEntity tempEnt = (NSEntity)temp;
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if (temp.team != tt)
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continue;
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range = vlen(tempEnt.WorldSpaceCenter() - org);
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if ((range < bestrange) && (temp.solid != SOLID_NOT)) {
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bestrange = range;
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dest = temp;
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}
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}
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return dest;
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}
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/* returns a botinfo point belonging to the enemy team */
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NSEntity
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Route_SelectNearestEnemyTeam(float type, vector org, float tt)
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{
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entity temp;
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int bestrange = COST_INFINITE;
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int range;
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entity dest = __NULL__;
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for (temp = world; (temp = findfloat(temp, ::botinfo, type));) {
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NSEntity tempEnt = (NSEntity)temp;
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if (temp.team == tt)
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continue;
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range = vlen(tempEnt.WorldSpaceCenter() - org);
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if ((range < bestrange) && (temp.solid != SOLID_NOT)) {
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bestrange = range;
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dest = temp;
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}
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}
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return dest;
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}
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/*
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================
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Spawn_SelectRandom
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================
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*/
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NSEntity
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Route_SelectRandom(string sEntname)
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{
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static entity eLastSpot;
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eLastSpot = find(eLastSpot, classname, sEntname);
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return (eLastSpot);
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}
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/*
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================
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Route_SelectRandomSpot
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================
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*/
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NSEntity
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Route_SelectRandomSpot(void)
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{
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static entity eLastSpot;
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eLastSpot = findfloat(eLastSpot, ::botinfo, BOTINFO_SPAWNPOINT);
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if (!eLastSpot)
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return (Route_SelectRandomSpot());
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return (eLastSpot);
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}
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vector
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Route_SelectDestination(NSBot target)
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{
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CGameRules rules;
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rules = (CGameRules)g_grMode;
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NSEntity dest = __NULL__;
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if (rules.IsTeamplay()) {
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/* we have the goal item, so capture it */
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if (target.flags & FL_GOALITEM) {
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BotLog("%s going for capture", target.netname);
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dest = Route_SelectNearestTeam(BOTINFO_TEAM_GOALCAPTURE, target.origin, target.team);
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/* we may have to go to our teams' goal item then */
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if (!dest) {
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dest = Route_SelectNearestTeam(BOTINFO_TEAM_GOALITEM, target.origin, target.team);
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}
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} else {
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BotLog("%s hunting for goal item", target.netname);
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dest = Route_SelectNearestEnemyTeam(BOTINFO_TEAM_GOALITEM, target.origin, target.team);
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}
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if (dest != __NULL__) {
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target.m_vecLastPOI = dest.WorldSpaceCenter();
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return dest.WorldSpaceCenter() + [0,0,32];
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}
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/* by now, they need something else to do involving goal items probably */
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BotLog("%s can't figure out where to go for the goal", target.netname);
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}
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/* if we're low on health, look for health items */
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if (target.health < 50) {
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BotLog("%s going for health", target.netname);
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dest = Route_SelectNearest(BOTINFO_HEALTH, target.origin, target.m_vecLastPOI);
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if (dest != __NULL__) {
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target.m_vecLastPOI = dest.WorldSpaceCenter();
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return dest.origin + [0,0,32];
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}
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BotLog("%s can't figure out where to go for health", target.netname);
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}
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/* armor is always a good idea to have */
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if (random() < 0.25)
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if (target.armor < 50) {
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BotLog("%s going for armor", target.netname);
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dest = Route_SelectNearest(BOTINFO_ARMOR, target.origin, target.m_vecLastPOI);
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if (dest != __NULL__) {
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target.m_vecLastPOI = dest.origin;
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return dest.origin + [0,0,32];
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}
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BotLog("%s can't figure out where to go for armor", target.netname);
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}
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/* go for ammo, or weapon */
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if (random() < 0.25)
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if (!dest) {
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BotLog("%s going for ammo/weapon", target.netname);
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if (random() < 0.5)
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dest = Route_SelectFarthest(BOTINFO_WEAPON, target.origin, target.m_vecLastPOI);
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else
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dest = Route_SelectFarthest(BOTINFO_AMMO, target.origin, target.m_vecLastPOI);
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if (dest != __NULL__) {
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target.m_vecLastPOI = dest.origin;
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return dest.origin + [0,0,32];
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}
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BotLog("%s can't figure out where to go for ammo/weapon", target.netname);
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}
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if (random() < 0.25)
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if (!dest) {
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static entity but;
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but = find(but, ::classname, "func_button");
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if (but)
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return but.absmin + (0.5 * (but.absmax - but.absmin));
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}
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if (random() < 0.25)
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if (!dest) {
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static entity trig;
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trig = find(trig, ::classname, "trigger_multiple");
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if (trig)
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return trig.absmin + (0.5 * (trig.absmax - trig.absmin));
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}
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/* if all else fails... select a random spot */
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BotLog("%s found nothing, going for random PoI", target.netname);
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dest = Route_SelectRandomSpot();
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target.m_eDestination = dest;
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return (dest.origin);
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}
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int
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Route_GetNodeFlags(nodeslist_t *node)
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{
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int fl = node.linkflags;
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/* to avoid random buttons being pressed */
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if (fl < 0)
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return LF_DESTINATION;
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else
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return fl;
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}
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