OctaCore/src/game/ai.cc

1442 lines
49 KiB
C++

#include "game.hh"
extern int fog;
namespace ai
{
using namespace game;
avoidset obstacles;
int updatemillis = 0, iteration = 0, itermillis = 0, forcegun = -1;
vec aitarget(0, 0, 0);
VAR(aidebug, 0, 0, 6);
VAR(aiforcegun, -1, -1, NUMGUNS-1);
ICOMMAND(addbot, "s", (char *s), addmsg(N_ADDBOT, "ri", *s ? clamp(parseint(s), 1, 101) : -1));
ICOMMAND(delbot, "", (), addmsg(N_DELBOT, "r"));
ICOMMAND(botlimit, "i", (int *n), addmsg(N_BOTLIMIT, "ri", *n));
ICOMMAND(botbalance, "i", (int *n), addmsg(N_BOTBALANCE, "ri", *n));
float viewdist(int x)
{
return x <= 100 ? clamp((SIGHTMIN+(SIGHTMAX-SIGHTMIN))/100.f*float(x), float(SIGHTMIN), float(fog)) : float(fog);
}
float viewfieldx(int x)
{
return x <= 100 ? clamp((VIEWMIN+(VIEWMAX-VIEWMIN))/100.f*float(x), float(VIEWMIN), float(VIEWMAX)) : float(VIEWMAX);
}
float viewfieldy(int x)
{
return viewfieldx(x)*3.f/4.f;
}
bool canmove(gameent *d)
{
return d->state != CS_DEAD && !intermission;
}
float attackmindist(int atk)
{
return max(int(attacks[atk].exprad), 2);
}
float attackmaxdist(int atk)
{
return attacks[atk].range + 4;
}
bool attackrange(gameent *d, int atk, float dist)
{
float mindist = attackmindist(atk), maxdist = attackmaxdist(atk);
return dist >= mindist*mindist && dist <= maxdist*maxdist;
}
bool targetable(gameent *d, gameent *e)
{
if(d == e || !canmove(d)) return false;
return e->state == CS_ALIVE && !isteam(d->team, e->team);
}
bool getsight(vec &o, float yaw, float pitch, vec &q, vec &v, float mdist, float fovx, float fovy)
{
float dist = o.dist(q);
if(dist <= mdist)
{
float x = fmod(fabs(asin((q.z-o.z)/dist)/RAD-pitch), 360);
float y = fmod(fabs(-atan2(q.x-o.x, q.y-o.y)/RAD-yaw), 360);
if(min(x, 360-x) <= fovx && min(y, 360-y) <= fovy) return raycubelos(o, q, v);
}
return false;
}
bool cansee(gameent *d, vec &x, vec &y, vec &targ)
{
aistate &b = d->ai->getstate();
if(canmove(d) && b.type != AI_S_WAIT)
return getsight(x, d->yaw, d->pitch, y, targ, d->ai->views[2], d->ai->views[0], d->ai->views[1]);
return false;
}
bool canshoot(gameent *d, int atk, gameent *e)
{
if(attackrange(d, atk, e->o.squaredist(d->o)) && targetable(d, e))
return d->ammo[attacks[atk].gun] > 0 && lastmillis - d->lastaction >= d->gunwait;
return false;
}
bool canshoot(gameent *d, int atk)
{
return !d->ai->becareful && d->ammo[attacks[atk].gun] > 0 && lastmillis - d->lastaction >= d->gunwait;
}
bool hastarget(gameent *d, int atk, aistate &b, gameent *e, float yaw, float pitch, float dist)
{ // add margins of error
if(attackrange(d, atk, dist) || (d->skill <= 100 && !rnd(d->skill)))
{
float skew = clamp(float(lastmillis-d->ai->enemymillis)/float((d->skill*attacks[atk].attackdelay/200.f)), 0.f, attacks[atk].projspeed ? 0.25f : 1e16f),
offy = yaw-d->yaw, offp = pitch-d->pitch;
if(offy > 180) offy -= 360;
else if(offy < -180) offy += 360;
if(fabs(offy) <= d->ai->views[0]*skew && fabs(offp) <= d->ai->views[1]*skew) return true;
}
return false;
}
vec getaimpos(gameent *d, int atk, gameent *e)
{
vec o = e->o;
if(atk == ATK_PULSE_SHOOT) o.z += (e->aboveeye*0.2f)-(0.8f*d->eyeheight);
else o.z += (e->aboveeye-e->eyeheight)*0.5f;
if(d->skill <= 100)
{
if(lastmillis >= d->ai->lastaimrnd)
{
int aiskew = 1;
switch(atk)
{
case ATK_RAIL_SHOOT: aiskew = 5; break;
case ATK_PULSE_SHOOT: aiskew = 20; break;
default: break;
}
#define rndaioffset(r) ((rnd(int(r*aiskew*2)+1)-(r*aiskew))*(1.f/float(max(d->skill, 1))))
loopk(3) d->ai->aimrnd[k] = rndaioffset(e->radius);
int dur = (d->skill+10)*10;
d->ai->lastaimrnd = lastmillis+dur+rnd(dur);
}
loopk(3) o[k] += d->ai->aimrnd[k];
}
return o;
}
void create(gameent *d)
{
if(!d->ai) d->ai = new aiinfo;
}
void destroy(gameent *d)
{
if(d->ai) DELETEP(d->ai);
}
void init(gameent *d, int at, int ocn, int sk, int bn, int pm, int col, const char *name, int team)
{
loadwaypoints();
gameent *o = newclient(ocn);
d->aitype = at;
bool resetthisguy = false;
if(!d->name[0])
{
if(aidebug) conoutf("%s assigned to %s at skill %d", colorname(d, name), o ? colorname(o) : "?", sk);
else conoutf("\f0join:\f7 %s", colorname(d, name));
resetthisguy = true;
}
else
{
if(d->ownernum != ocn)
{
if(aidebug) conoutf("%s reassigned to %s", colorname(d, name), o ? colorname(o) : "?");
resetthisguy = true;
}
if(d->skill != sk && aidebug) conoutf("%s changed skill to %d", colorname(d, name), sk);
}
copystring(d->name, name, MAXNAMELEN+1);
d->team = validteam(team) ? team : 0;
d->ownernum = ocn;
d->plag = 0;
d->skill = sk;
d->playermodel = chooserandomplayermodel(pm);
d->playercolor = col;
if(resetthisguy) removeweapons(d);
if(d->ownernum >= 0 && player1->clientnum == d->ownernum)
{
create(d);
if(d->ai)
{
d->ai->views[0] = viewfieldx(d->skill);
d->ai->views[1] = viewfieldy(d->skill);
d->ai->views[2] = viewdist(d->skill);
}
}
else if(d->ai) destroy(d);
}
void update()
{
if(intermission) { loopv(players) if(players[i]->ai) players[i]->stopmoving(); }
else // fixed rate logic done out-of-sequence at 1 frame per second for each ai
{
if(totalmillis-updatemillis > 1000)
{
avoid();
forcegun = multiplayer(false) ? -1 : aiforcegun;
updatemillis = totalmillis;
}
if(!iteration && totalmillis-itermillis > 1000)
{
iteration = 1;
itermillis = totalmillis;
}
int count = 0;
loopv(players) if(players[i]->ai) think(players[i], ++count == iteration ? true : false);
if(++iteration > count) iteration = 0;
}
}
bool checkothers(vector<int> &targets, gameent *d, int state, int targtype, int target, bool teams, int *members)
{ // checks the states of other ai for a match
targets.setsize(0);
loopv(players)
{
gameent *e = players[i];
if(targets.find(e->clientnum) >= 0) continue;
if(teams && d && !isteam(d->team, e->team)) continue;
if(members) (*members)++;
if(e == d || !e->ai || e->state != CS_ALIVE) continue;
aistate &b = e->ai->getstate();
if(state >= 0 && b.type != state) continue;
if(target >= 0 && b.target != target) continue;
if(targtype >=0 && b.targtype != targtype) continue;
targets.add(e->clientnum);
}
return !targets.empty();
}
bool makeroute(gameent *d, aistate &b, int node, bool changed, int retries)
{
if(!iswaypoint(d->lastnode)) return false;
if(changed && d->ai->route.length() > 1 && d->ai->route[0] == node) return true;
if(route(d, d->lastnode, node, d->ai->route, obstacles, retries))
{
b.override = false;
return true;
}
// retry fails: 0 = first attempt, 1 = try ignoring obstacles, 2 = try ignoring prevnodes too
if(retries <= 1) return makeroute(d, b, node, false, retries+1);
return false;
}
bool makeroute(gameent *d, aistate &b, const vec &pos, bool changed, int retries)
{
int node = closestwaypoint(pos, SIGHTMIN, true);
return makeroute(d, b, node, changed, retries);
}
bool randomnode(gameent *d, aistate &b, const vec &pos, float guard, float wander)
{
static vector<int> candidates;
candidates.setsize(0);
findwaypointswithin(pos, guard, wander, candidates);
while(!candidates.empty())
{
int w = rnd(candidates.length()), n = candidates.removeunordered(w);
if(n != d->lastnode && !d->ai->hasprevnode(n) && !obstacles.find(n, d) && makeroute(d, b, n)) return true;
}
return false;
}
bool randomnode(gameent *d, aistate &b, float guard, float wander)
{
return randomnode(d, b, d->feetpos(), guard, wander);
}
bool badhealth(gameent *d)
{
//if(d->skill <= 100) return d->health <= (111-d->skill)/4;
return false;
}
bool enemy(gameent *d, aistate &b, const vec &pos, float guard = SIGHTMIN, int pursue = 0)
{
gameent *t = NULL;
vec dp = d->headpos();
float mindist = guard*guard, bestdist = 1e16f;
int atk = guns[d->gunselect].attacks[ACT_SHOOT];
loopv(players)
{
gameent *e = players[i];
if(e == d || !targetable(d, e)) continue;
vec ep = getaimpos(d, atk, e);
float dist = ep.squaredist(dp);
if(dist < bestdist && (cansee(d, dp, ep) || dist <= mindist))
{
t = e;
bestdist = dist;
}
}
if(t && violence(d, b, t, pursue)) return true;
return false;
}
bool patrol(gameent *d, aistate &b, const vec &pos, float guard, float wander, int walk, bool retry)
{
vec feet = d->feetpos();
if(walk == 2 || b.override || (walk && feet.squaredist(pos) <= guard*guard) || !makeroute(d, b, pos))
{ // run away and back to keep ourselves busy
if(!b.override && randomnode(d, b, pos, guard, wander))
{
b.override = true;
return true;
}
else if(d->ai->route.empty())
{
if(!retry)
{
b.override = false;
return patrol(d, b, pos, guard, wander, walk, true);
}
b.override = false;
return false;
}
}
b.override = false;
return true;
}
bool defend(gameent *d, aistate &b, const vec &pos, float guard, float wander, int walk)
{
bool hasenemy = enemy(d, b, pos, wander);
if(!walk)
{
if(d->feetpos().squaredist(pos) <= guard*guard)
{
b.idle = hasenemy ? 2 : 1;
return true;
}
walk++;
}
return patrol(d, b, pos, guard, wander, walk);
}
bool violence(gameent *d, aistate &b, gameent *e, int pursue)
{
if(e && targetable(d, e))
{
if(pursue)
{
if((b.targtype != AI_T_AFFINITY || !(pursue%2)) && makeroute(d, b, e->lastnode))
d->ai->switchstate(b, AI_S_PURSUE, AI_T_PLAYER, e->clientnum);
else if(pursue >= 3) return false; // can't pursue
}
if(d->ai->enemy != e->clientnum)
{
d->ai->enemyseen = d->ai->enemymillis = lastmillis;
d->ai->enemy = e->clientnum;
}
return true;
}
return false;
}
bool target(gameent *d, aistate &b, int pursue = 0, bool force = false, float mindist = 0.f)
{
static vector<gameent *> hastried; hastried.setsize(0);
vec dp = d->headpos();
while(true)
{
float dist = 1e16f;
gameent *t = NULL;
int atk = guns[d->gunselect].attacks[ACT_SHOOT];
loopv(players)
{
gameent *e = players[i];
if(e == d || hastried.find(e) >= 0 || !targetable(d, e)) continue;
vec ep = getaimpos(d, atk, e);
float v = ep.squaredist(dp);
if((!t || v < dist) && (mindist <= 0 || v <= mindist) && (force || cansee(d, dp, ep)))
{
t = e;
dist = v;
}
}
if(t)
{
if(violence(d, b, t, pursue)) return true;
hastried.add(t);
}
else break;
}
return false;
}
int isgoodammo(int gun) { return gun == GUN_PULSE || gun == GUN_RAIL; }
bool hasgoodammo(gameent *d)
{
static const int goodguns[] = { GUN_PULSE, GUN_RAIL };
loopi(sizeof(goodguns)/sizeof(goodguns[0])) if(d->hasammo(goodguns[0])) return true;
return false;
}
void assist(gameent *d, aistate &b, vector<interest> &interests, bool all, bool force)
{
loopv(players)
{
gameent *e = players[i];
if(e == d || (!all && e->aitype != AI_NONE) || !isteam(d->team, e->team)) continue;
interest &n = interests.add();
n.state = AI_S_DEFEND;
n.node = e->lastnode;
n.target = e->clientnum;
n.targtype = AI_T_PLAYER;
n.score = e->o.squaredist(d->o)/(hasgoodammo(d) ? 1e8f : (force ? 1e4f : 1e2f));
}
}
static void tryitem(gameent *d, extentity &e, int id, aistate &b, vector<interest> &interests, bool force = false)
{
float score = 0;
switch(e.type)
{
}
if(score != 0)
{
interest &n = interests.add();
n.state = AI_S_INTEREST;
n.node = closestwaypoint(e.o, SIGHTMIN, true);
n.target = id;
n.targtype = AI_T_ENTITY;
n.score = d->feetpos().squaredist(e.o)/(force ? -1 : score);
}
}
void items(gameent *d, aistate &b, vector<interest> &interests, bool force = false)
{
loopv(entities::ents)
{
extentity &e = *(extentity *)entities::ents[i];
if(!e.spawned() || e.nopickup() || !d->canpickup(e.type)) continue;
tryitem(d, e, i, b, interests, force);
}
}
static vector<int> targets;
bool parseinterests(gameent *d, aistate &b, vector<interest> &interests, bool override, bool ignore)
{
while(!interests.empty())
{
int q = interests.length()-1;
loopi(interests.length()-1) if(interests[i].score < interests[q].score) q = i;
interest n = interests.removeunordered(q);
bool proceed = true;
if(!ignore) switch(n.state)
{
case AI_S_DEFEND: // don't get into herds
{
int members = 0;
proceed = !checkothers(targets, d, n.state, n.targtype, n.target, true, &members) && members > 1;
break;
}
default: break;
}
if(proceed && makeroute(d, b, n.node))
{
d->ai->switchstate(b, n.state, n.targtype, n.target);
return true;
}
}
return false;
}
bool find(gameent *d, aistate &b, bool override = false)
{
static vector<interest> interests;
interests.setsize(0);
#if 0
if(!hasgoodammo(d) || d->health < min(d->skill - 15, 75))
items(d, b, interests);
else
{
static vector<int> nearby;
nearby.setsize(0);
findents(I_FIRST, I_LAST, false, d->feetpos(), vec(32, 32, 24), nearby);
loopv(nearby)
{
int id = nearby[i];
extentity &e = *(extentity *)entities::ents[id];
if(d->canpickup(e.type)) tryitem(d, e, id, b, interests);
}
}
#endif
if(cmode) cmode->aifind(d, b, interests);
if(m_teammode) assist(d, b, interests);
return parseinterests(d, b, interests, override);
}
bool findassist(gameent *d, aistate &b, bool override = false)
{
static vector<interest> interests;
interests.setsize(0);
assist(d, b, interests);
while(!interests.empty())
{
int q = interests.length()-1;
loopi(interests.length()-1) if(interests[i].score < interests[q].score) q = i;
interest n = interests.removeunordered(q);
bool proceed = true;
switch(n.state)
{
case AI_S_DEFEND: // don't get into herds
{
int members = 0;
proceed = !checkothers(targets, d, n.state, n.targtype, n.target, true, &members) && members > 1;
break;
}
default: break;
}
if(proceed && makeroute(d, b, n.node))
{
d->ai->switchstate(b, n.state, n.targtype, n.target);
return true;
}
}
return false;
}
void damaged(gameent *d, gameent *e)
{
if(d->ai && canmove(d) && targetable(d, e)) // see if this ai is interested in a grudge
{
aistate &b = d->ai->getstate();
if(violence(d, b, e)) return;
}
if(checkothers(targets, d, AI_S_DEFEND, AI_T_PLAYER, d->clientnum, true))
{
loopv(targets)
{
gameent *t = getclient(targets[i]);
if(!t->ai || !canmove(t) || !targetable(t, e)) continue;
aistate &c = t->ai->getstate();
if(violence(t, c, e)) return;
}
}
}
void findorientation(vec &o, float yaw, float pitch, vec &pos)
{
vec dir;
vecfromyawpitch(yaw, pitch, 1, 0, dir);
if(raycubepos(o, dir, pos, 0, RAY_CLIPMAT|RAY_SKIPFIRST) == -1)
pos = dir.mul(2*getworldsize()).add(o); //otherwise 3dgui won't work when outside of map
}
void setup(gameent *d)
{
d->ai->clearsetup();
d->ai->reset(true);
d->ai->lastrun = lastmillis;
if(forcegun >= 0 && forcegun < NUMGUNS) d->ai->weappref = forcegun;
else d->ai->weappref = rnd(NUMGUNS);
vec dp = d->headpos();
findorientation(dp, d->yaw, d->pitch, d->ai->target);
}
void spawned(gameent *d)
{
if(d->ai) setup(d);
}
void killed(gameent *d, gameent *e)
{
if(d->ai) d->ai->reset();
}
void itemspawned(int ent)
{
if(!entities::ents.inrange(ent)) return;
extentity &e = *entities::ents[ent];
if(validitem(e.type))
{
loopv(players) if(players[i] && players[i]->ai && players[i]->aitype == AI_BOT && players[i]->canpickup(e.type))
{
gameent *d = players[i];
bool wantsitem = false;
switch(e.type)
{
}
if(wantsitem)
{
aistate &b = d->ai->getstate();
if(b.targtype == AI_T_AFFINITY) continue;
if(b.type == AI_S_INTEREST && b.targtype == AI_T_ENTITY)
{
if(entities::ents.inrange(b.target))
{
if(d->o.squaredist(entities::ents[ent]->o) < d->o.squaredist(entities::ents[b.target]->o))
d->ai->switchstate(b, AI_S_INTEREST, AI_T_ENTITY, ent);
}
continue;
}
d->ai->switchstate(b, AI_S_INTEREST, AI_T_ENTITY, ent);
}
}
}
}
bool check(gameent *d, aistate &b)
{
if(cmode && cmode->aicheck(d, b)) return true;
return false;
}
int dowait(gameent *d, aistate &b)
{
d->ai->clear(true); // ensure they're clean
if(check(d, b) || find(d, b)) return 1;
if(target(d, b, 4, false)) return 1;
if(target(d, b, 4, true)) return 1;
if(randomnode(d, b, SIGHTMIN, 1e16f))
{
d->ai->switchstate(b, AI_S_INTEREST, AI_T_NODE, d->ai->route[0]);
return 1;
}
return 0; // but don't pop the state
}
int dodefend(gameent *d, aistate &b)
{
if(d->state == CS_ALIVE)
{
switch(b.targtype)
{
case AI_T_NODE:
if(check(d, b)) return 1;
if(iswaypoint(b.target)) return defend(d, b, waypoints[b.target].o) ? 1 : 0;
break;
case AI_T_ENTITY:
if(check(d, b)) return 1;
if(entities::ents.inrange(b.target)) return defend(d, b, entities::ents[b.target]->o) ? 1 : 0;
break;
case AI_T_AFFINITY:
if(cmode) return cmode->aidefend(d, b) ? 1 : 0;
break;
case AI_T_PLAYER:
{
if(check(d, b)) return 1;
gameent *e = getclient(b.target);
if(e && e->state == CS_ALIVE) return defend(d, b, e->feetpos()) ? 1 : 0;
break;
}
default: break;
}
}
return 0;
}
int dointerest(gameent *d, aistate &b)
{
if(d->state != CS_ALIVE) return 0;
switch(b.targtype)
{
case AI_T_NODE: // this is like a wait state without sitting still..
if(check(d, b) || find(d, b)) return 1;
if(target(d, b, 4, true)) return 1;
if(iswaypoint(b.target) && vec(waypoints[b.target].o).sub(d->feetpos()).magnitude() > CLOSEDIST)
return makeroute(d, b, waypoints[b.target].o) ? 1 : 0;
break;
case AI_T_ENTITY:
if(entities::ents.inrange(b.target))
{
extentity &e = *(extentity *)entities::ents[b.target];
if(!e.spawned() || e.nopickup() || !validitem(e.type)) return 0;
//if(d->feetpos().squaredist(e.o) <= CLOSEDIST*CLOSEDIST)
//{
// b.idle = 1;
// return true;
//}
return makeroute(d, b, e.o) ? 1 : 0;
}
break;
}
return 0;
}
int dopursue(gameent *d, aistate &b)
{
if(d->state == CS_ALIVE)
{
switch(b.targtype)
{
case AI_T_NODE:
{
if(check(d, b)) return 1;
if(iswaypoint(b.target))
return defend(d, b, waypoints[b.target].o) ? 1 : 0;
break;
}
case AI_T_AFFINITY:
{
if(cmode) return cmode->aipursue(d, b) ? 1 : 0;
break;
}
case AI_T_PLAYER:
{
//if(check(d, b)) return 1;
gameent *e = getclient(b.target);
if(e && e->state == CS_ALIVE)
{
int atk = guns[d->gunselect].attacks[ACT_SHOOT];
float guard = SIGHTMIN, wander = attacks[atk].range;
return patrol(d, b, e->feetpos(), guard, wander) ? 1 : 0;
}
break;
}
default: break;
}
}
return 0;
}
int closenode(gameent *d)
{
vec pos = d->feetpos();
int node1 = -1, node2 = -1;
float mindist1 = CLOSEDIST*CLOSEDIST, mindist2 = CLOSEDIST*CLOSEDIST;
loopv(d->ai->route) if(iswaypoint(d->ai->route[i]))
{
vec epos = waypoints[d->ai->route[i]].o;
float dist = epos.squaredist(pos);
if(dist > FARDIST*FARDIST) continue;
int entid = obstacles.remap(d, d->ai->route[i], epos);
if(entid >= 0)
{
if(entid != i) dist = epos.squaredist(pos);
if(dist < mindist1) { node1 = i; mindist1 = dist; }
}
else if(dist < mindist2) { node2 = i; mindist2 = dist; }
}
return node1 >= 0 ? node1 : node2;
}
int wpspot(gameent *d, int n, bool check = false)
{
if(iswaypoint(n)) loopk(2)
{
vec epos = waypoints[n].o;
int entid = obstacles.remap(d, n, epos, k!=0);
if(iswaypoint(entid))
{
d->ai->spot = epos;
d->ai->targnode = entid;
return !check || d->feetpos().squaredist(epos) > MINWPDIST*MINWPDIST ? 1 : 2;
}
}
return 0;
}
int randomlink(gameent *d, int n)
{
if(iswaypoint(n) && waypoints[n].haslinks())
{
waypoint &w = waypoints[n];
static vector<int> linkmap; linkmap.setsize(0);
loopi(MAXWAYPOINTLINKS)
{
if(!w.links[i]) break;
if(iswaypoint(w.links[i]) && !d->ai->hasprevnode(w.links[i]) && d->ai->route.find(w.links[i]) < 0)
linkmap.add(w.links[i]);
}
if(!linkmap.empty()) return linkmap[rnd(linkmap.length())];
}
return -1;
}
bool anynode(gameent *d, aistate &b, int len = NUMPREVNODES)
{
if(iswaypoint(d->lastnode)) loopk(2)
{
d->ai->clear(k ? true : false);
int n = randomlink(d, d->lastnode);
if(wpspot(d, n))
{
d->ai->route.add(n);
d->ai->route.add(d->lastnode);
loopi(len)
{
n = randomlink(d, n);
if(iswaypoint(n)) d->ai->route.insert(0, n);
else break;
}
return true;
}
}
return false;
}
bool checkroute(gameent *d, int n)
{
if(d->ai->route.empty() || !d->ai->route.inrange(n)) return false;
int last = d->ai->lastcheck ? lastmillis-d->ai->lastcheck : 0;
if(last < 500 || n < 3) return false; // route length is too short
d->ai->lastcheck = lastmillis;
int w = iswaypoint(d->lastnode) ? d->lastnode : d->ai->route[n], c = min(n-1, NUMPREVNODES);
loopj(c) // check ahead to see if we need to go around something
{
int p = n-j-1, v = d->ai->route[p];
if(d->ai->hasprevnode(v) || obstacles.find(v, d)) // something is in the way, try to remap around it
{
int m = p-1;
if(m < 3) return false; // route length is too short from this point
loopirev(m)
{
int t = d->ai->route[i];
if(!d->ai->hasprevnode(t) && !obstacles.find(t, d))
{
static vector<int> remap; remap.setsize(0);
if(route(d, w, t, remap, obstacles))
{ // kill what we don't want and put the remap in
while(d->ai->route.length() > i) d->ai->route.pop();
loopvk(remap) d->ai->route.add(remap[k]);
return true;
}
return false; // we failed
}
}
return false;
}
}
return false;
}
bool hunt(gameent *d, aistate &b)
{
if(!d->ai->route.empty())
{
int n = closenode(d);
if(d->ai->route.inrange(n) && checkroute(d, n)) n = closenode(d);
if(d->ai->route.inrange(n))
{
if(!n)
{
switch(wpspot(d, d->ai->route[n], true))
{
case 2: d->ai->clear(false);
case 1: return true; // not close enough to pop it yet
case 0: default: break;
}
}
else
{
while(d->ai->route.length() > n+1) d->ai->route.pop(); // waka-waka-waka-waka
int m = n-1; // next, please!
if(d->ai->route.inrange(m) && wpspot(d, d->ai->route[m])) return true;
}
}
}
b.override = false;
return anynode(d, b);
}
void jumpto(gameent *d, aistate &b, const vec &pos)
{
vec off = vec(pos).sub(d->feetpos()), dir(off.x, off.y, 0);
bool sequenced = d->ai->blockseq || d->ai->targseq, offground = d->timeinair && !d->inwater,
jump = !offground && lastmillis >= d->ai->jumpseed && (sequenced || off.z >= JUMPMIN || lastmillis >= d->ai->jumprand);
if(jump)
{
vec old = d->o;
d->o = vec(pos).addz(d->eyeheight);
if(collide(d, vec(0, 0, 1))) jump = false;
d->o = old;
if(jump)
{
float radius = 18*18;
loopv(entities::ents) if(entities::ents[i]->type == JUMPPAD)
{
gameentity &e = *(gameentity *)entities::ents[i];
if(e.o.squaredist(pos) <= radius) { jump = false; break; }
}
}
}
if(jump)
{
d->jumping = true;
int seed = (111-d->skill)*(d->inwater ? 3 : 5);
d->ai->jumpseed = lastmillis+seed+rnd(seed);
seed *= b.idle ? 50 : 25;
d->ai->jumprand = lastmillis+seed+rnd(seed);
}
}
void fixfullrange(float &yaw, float &pitch, float &roll, bool full)
{
if(full)
{
while(pitch < -180.0f) pitch += 360.0f;
while(pitch >= 180.0f) pitch -= 360.0f;
while(roll < -180.0f) roll += 360.0f;
while(roll >= 180.0f) roll -= 360.0f;
}
else
{
if(pitch > 89.9f) pitch = 89.9f;
if(pitch < -89.9f) pitch = -89.9f;
if(roll > 89.9f) roll = 89.9f;
if(roll < -89.9f) roll = -89.9f;
}
while(yaw < 0.0f) yaw += 360.0f;
while(yaw >= 360.0f) yaw -= 360.0f;
}
void fixrange(float &yaw, float &pitch)
{
float r = 0.f;
fixfullrange(yaw, pitch, r, false);
}
void getyawpitch(const vec &from, const vec &pos, float &yaw, float &pitch)
{
float dist = from.dist(pos);
yaw = -atan2(pos.x-from.x, pos.y-from.y)/RAD;
pitch = asin((pos.z-from.z)/dist)/RAD;
}
void scaleyawpitch(float &yaw, float &pitch, float targyaw, float targpitch, float frame, float scale)
{
if(yaw < targyaw-180.0f) yaw += 360.0f;
if(yaw > targyaw+180.0f) yaw -= 360.0f;
float offyaw = fabs(targyaw-yaw)*frame, offpitch = fabs(targpitch-pitch)*frame*scale;
if(targyaw > yaw)
{
yaw += offyaw;
if(targyaw < yaw) yaw = targyaw;
}
else if(targyaw < yaw)
{
yaw -= offyaw;
if(targyaw > yaw) yaw = targyaw;
}
if(targpitch > pitch)
{
pitch += offpitch;
if(targpitch < pitch) pitch = targpitch;
}
else if(targpitch < pitch)
{
pitch -= offpitch;
if(targpitch > pitch) pitch = targpitch;
}
fixrange(yaw, pitch);
}
bool lockon(gameent *d, int atk, gameent *e, float maxdist)
{
if(attacks[atk].action == ACT_MELEE && !d->blocked && !d->timeinair)
{
vec dir = vec(e->o).sub(d->o);
float xydist = dir.x*dir.x+dir.y*dir.y, zdist = dir.z*dir.z, mdist = maxdist*maxdist, ddist = d->radius*d->radius+e->radius*e->radius;
if(zdist <= ddist && xydist >= ddist+4 && xydist <= mdist+ddist) return true;
}
return false;
}
int process(gameent *d, aistate &b)
{
int result = 0, stupify = d->skill <= 10+rnd(15) ? rnd(d->skill*1000) : 0, skmod = 101-d->skill;
float frame = d->skill <= 100 ? float(lastmillis-d->ai->lastrun)/float(max(skmod,1)*10) : 1;
vec dp = d->headpos();
bool idle = b.idle == 1 || (stupify && stupify <= skmod);
d->ai->dontmove = false;
if(idle)
{
d->ai->lastaction = d->ai->lasthunt = lastmillis;
d->ai->dontmove = true;
d->ai->spot = vec(0, 0, 0);
}
else if(hunt(d, b))
{
getyawpitch(dp, vec(d->ai->spot).addz(d->eyeheight), d->ai->targyaw, d->ai->targpitch);
d->ai->lasthunt = lastmillis;
}
else
{
idle = d->ai->dontmove = true;
d->ai->spot = vec(0, 0, 0);
}
if(!d->ai->dontmove) jumpto(d, b, d->ai->spot);
gameent *e = getclient(d->ai->enemy);
bool enemyok = e && targetable(d, e);
if(!enemyok || d->skill >= 50)
{
gameent *f = (gameent *)intersectclosest(dp, d->ai->target, d, 1);
if(f)
{
if(targetable(d, f))
{
if(!enemyok) violence(d, b, f);
enemyok = true;
e = f;
}
else enemyok = false;
}
else if(!enemyok && target(d, b, 0, false, SIGHTMIN))
enemyok = (e = getclient(d->ai->enemy)) != NULL;
}
if(enemyok)
{
int atk = guns[d->gunselect].attacks[ACT_SHOOT];
vec ep = getaimpos(d, atk, e);
float yaw, pitch;
getyawpitch(dp, ep, yaw, pitch);
fixrange(yaw, pitch);
bool insight = cansee(d, dp, ep), hasseen = d->ai->enemyseen && lastmillis-d->ai->enemyseen <= (d->skill*10)+3000,
quick = d->ai->enemyseen && lastmillis-d->ai->enemyseen <= skmod+30;
if(insight) d->ai->enemyseen = lastmillis;
if(idle || insight || hasseen || quick)
{
float sskew = insight || d->skill > 100 ? 1.5f : (hasseen ? 1.f : 0.5f);
if(insight && lockon(d, atk, e, 16))
{
d->ai->targyaw = yaw;
d->ai->targpitch = pitch;
if(!idle) frame *= 2;
d->ai->becareful = false;
}
scaleyawpitch(d->yaw, d->pitch, yaw, pitch, frame, sskew);
if(insight || quick)
{
if(canshoot(d, atk, e) && hastarget(d, atk, b, e, yaw, pitch, dp.squaredist(ep)))
{
d->attacking = attacks[atk].action;
d->ai->lastaction = lastmillis;
result = 3;
}
else result = 2;
}
else result = 1;
}
else
{
if(!d->ai->enemyseen || lastmillis-d->ai->enemyseen > (d->skill*50)+3000)
{
d->ai->enemy = -1;
d->ai->enemyseen = d->ai->enemymillis = 0;
}
enemyok = false;
result = 0;
}
}
else
{
if(!enemyok)
{
d->ai->enemy = -1;
d->ai->enemyseen = d->ai->enemymillis = 0;
}
enemyok = false;
result = 0;
}
fixrange(d->ai->targyaw, d->ai->targpitch);
if(!result) scaleyawpitch(d->yaw, d->pitch, d->ai->targyaw, d->ai->targpitch, frame*0.25f, 1.f);
if(d->ai->becareful && d->physstate == PHYS_FALL)
{
float offyaw, offpitch;
vectoyawpitch(d->vel, offyaw, offpitch);
offyaw -= d->yaw; offpitch -= d->pitch;
if(fabs(offyaw)+fabs(offpitch) >= 135) d->ai->becareful = false;
else if(d->ai->becareful) d->ai->dontmove = true;
}
else d->ai->becareful = false;
if(d->ai->dontmove) d->move = d->strafe = 0;
else
{ // our guys move one way.. but turn another?! :)
const struct aimdir { int move, strafe, offset; } aimdirs[8] =
{
{ 1, 0, 0 },
{ 1, -1, 45 },
{ 0, -1, 90 },
{ -1, -1, 135 },
{ -1, 0, 180 },
{ -1, 1, 225 },
{ 0, 1, 270 },
{ 1, 1, 315 }
};
float yaw = d->ai->targyaw-d->yaw;
while(yaw < 0.0f) yaw += 360.0f;
while(yaw >= 360.0f) yaw -= 360.0f;
int r = clamp(((int)floor((yaw+22.5f)/45.0f))&7, 0, 7);
const aimdir &ad = aimdirs[r];
d->move = ad.move;
d->strafe = ad.strafe;
}
findorientation(dp, d->yaw, d->pitch, d->ai->target);
return result;
}
bool hasrange(gameent *d, gameent *e, int weap)
{
if(!e) return true;
if(targetable(d, e))
{
int atk = guns[weap].attacks[ACT_SHOOT];
vec ep = getaimpos(d, atk, e);
float dist = ep.squaredist(d->headpos());
if(attackrange(d, atk, dist)) return true;
}
return false;
}
bool request(gameent *d, aistate &b)
{
gameent *e = getclient(d->ai->enemy);
if(!d->hasammo(d->gunselect) || !hasrange(d, e, d->gunselect) || (d->gunselect != d->ai->weappref && (!isgoodammo(d->gunselect) || d->hasammo(d->ai->weappref))))
{
static const int gunprefs[] = { GUN_PULSE, GUN_RAIL };
int gun = -1;
if(d->hasammo(d->ai->weappref) && hasrange(d, e, d->ai->weappref)) gun = d->ai->weappref;
else
{
loopi(sizeof(gunprefs)/sizeof(gunprefs[0])) if(d->hasammo(gunprefs[i]) && hasrange(d, e, gunprefs[i]))
{
gun = gunprefs[i];
break;
}
}
if(gun >= 0 && gun != d->gunselect) gunselect(gun, d);
}
return process(d, b) >= 2;
}
void timeouts(gameent *d, aistate &b)
{
if(d->blocked)
{
d->ai->blocktime += lastmillis-d->ai->lastrun;
if(d->ai->blocktime > (d->ai->blockseq+1)*1000)
{
d->ai->blockseq++;
switch(d->ai->blockseq)
{
case 1: case 2: case 3:
if(entities::ents.inrange(d->ai->targnode)) d->ai->addprevnode(d->ai->targnode);
d->ai->clear(false);
break;
case 4: d->ai->reset(true); break;
case 5: d->ai->reset(false); break;
case 6: default: suicide(d); return; break; // this is our last resort..
}
}
}
else d->ai->blocktime = d->ai->blockseq = 0;
if(d->ai->targnode == d->ai->targlast)
{
d->ai->targtime += lastmillis-d->ai->lastrun;
if(d->ai->targtime > (d->ai->targseq+1)*1000)
{
d->ai->targseq++;
switch(d->ai->targseq)
{
case 1: case 2: case 3:
if(entities::ents.inrange(d->ai->targnode)) d->ai->addprevnode(d->ai->targnode);
d->ai->clear(false);
break;
case 4: d->ai->reset(true); break;
case 5: d->ai->reset(false); break;
case 6: default: suicide(d); return; break; // this is our last resort..
}
}
}
else
{
d->ai->targtime = d->ai->targseq = 0;
d->ai->targlast = d->ai->targnode;
}
if(d->ai->lasthunt)
{
int millis = lastmillis-d->ai->lasthunt;
if(millis <= 1000) { d->ai->tryreset = false; d->ai->huntseq = 0; }
else if(millis > (d->ai->huntseq+1)*1000)
{
d->ai->huntseq++;
switch(d->ai->huntseq)
{
case 1: d->ai->reset(true); break;
case 2: d->ai->reset(false); break;
case 3: default: suicide(d); return; break; // this is our last resort..
}
}
}
}
void logic(gameent *d, aistate &b, bool run)
{
bool allowmove = canmove(d) && b.type != AI_S_WAIT;
if(d->state != CS_ALIVE || !allowmove) d->stopmoving();
if(d->state == CS_ALIVE)
{
if(allowmove)
{
if(!request(d, b)) target(d, b, 0, b.idle ? true : false);
shoot(d, d->ai->target);
}
if(!intermission)
{
if(d->ragdoll) cleanragdoll(d);
moveplayer(d, 10, true);
if(allowmove && !b.idle) timeouts(d, b);
entities::checkitems(d);
if(cmode) cmode->checkitems(d);
}
}
else if(d->state == CS_DEAD)
{
if(d->ragdoll) moveragdoll(d);
else if(lastmillis-d->lastpain<2000)
{
d->move = d->strafe = 0;
moveplayer(d, 10, false);
}
}
d->attacking = ACT_IDLE;
d->jumping = false;
}
void avoid()
{
// guess as to the radius of ai and other critters relying on the avoid set for now
float guessradius = player1->radius;
obstacles.clear();
loopv(players)
{
dynent *d = players[i];
if(d->state != CS_ALIVE) continue;
obstacles.avoidnear(d, d->o.z + d->aboveeye + 1, d->feetpos(), guessradius + d->radius);
}
extern avoidset wpavoid;
obstacles.add(wpavoid);
avoidweapons(obstacles, guessradius);
}
void think(gameent *d, bool run)
{
// the state stack works like a chain of commands, certain commands simply replace each other
// others spawn new commands to the stack the ai reads the top command from the stack and executes
// it or pops the stack and goes back along the history until it finds a suitable command to execute
bool cleannext = false;
if(d->ai->state.empty()) d->ai->addstate(AI_S_WAIT);
loopvrev(d->ai->state)
{
aistate &c = d->ai->state[i];
if(cleannext)
{
c.millis = lastmillis;
c.override = false;
cleannext = false;
}
if(d->state == CS_DEAD && d->respawned!=d->lifesequence && (!cmode || cmode->respawnwait(d, 250) <= 0) && lastmillis - d->lastpain >= 500)
{
addmsg(N_TRYSPAWN, "rc", d);
d->respawned = d->lifesequence;
}
else if(d->state == CS_ALIVE && run)
{
int result = 0;
c.idle = 0;
switch(c.type)
{
case AI_S_WAIT: result = dowait(d, c); break;
case AI_S_DEFEND: result = dodefend(d, c); break;
case AI_S_PURSUE: result = dopursue(d, c); break;
case AI_S_INTEREST: result = dointerest(d, c); break;
default: result = 0; break;
}
if(result <= 0)
{
if(c.type != AI_S_WAIT)
{
switch(result)
{
case 0: default: d->ai->removestate(i); cleannext = true; break;
case -1: i = d->ai->state.length()-1; break;
}
continue; // shouldn't interfere
}
}
}
logic(d, c, run);
break;
}
if(d->ai->trywipe) d->ai->wipe();
d->ai->lastrun = lastmillis;
}
void drawroute(gameent *d, float amt = 1.f)
{
int last = -1;
loopvrev(d->ai->route)
{
if(d->ai->route.inrange(last))
{
int index = d->ai->route[i], prev = d->ai->route[last];
if(iswaypoint(index) && iswaypoint(prev))
{
waypoint &e = waypoints[index], &f = waypoints[prev];
vec fr = f.o, dr = e.o;
fr.z += amt; dr.z += amt;
particle_flare(fr, dr, 1, PART_STREAK, 0xFFFFFF);
}
}
last = i;
}
if(aidebug >= 5)
{
vec pos = d->feetpos();
if(d->ai->spot != vec(0, 0, 0)) particle_flare(pos, d->ai->spot, 1, PART_LIGHTNING, 0x00FFFF);
if(iswaypoint(d->ai->targnode))
particle_flare(pos, waypoints[d->ai->targnode].o, 1, PART_LIGHTNING, 0xFF00FF);
if(iswaypoint(d->lastnode))
particle_flare(pos, waypoints[d->lastnode].o, 1, PART_LIGHTNING, 0xFFFF00);
loopi(NUMPREVNODES) if(iswaypoint(d->ai->prevnodes[i]))
{
particle_flare(pos, waypoints[d->ai->prevnodes[i]].o, 1, PART_LIGHTNING, 0x884400);
pos = waypoints[d->ai->prevnodes[i]].o;
}
}
}
VAR(showwaypoints, 0, 0, 1);
VAR(showwaypointsradius, 0, 200, 10000);
const char *stnames[AI_S_MAX] = {
"wait", "defend", "pursue", "interest"
}, *sttypes[AI_T_MAX+1] = {
"none", "node", "player", "affinity", "entity"
};
void render()
{
if(aidebug > 1)
{
int total = 0, alive = 0;
loopv(players) if(players[i]->ai) total++;
loopv(players) if(players[i]->state == CS_ALIVE && players[i]->ai)
{
gameent *d = players[i];
vec pos = d->abovehead();
pos.z += 3;
alive++;
if(aidebug >= 4) drawroute(d, 4.f*(float(alive)/float(total)));
if(aidebug >= 3)
{
defformatstring(q, "node: %d route: %d (%d)",
d->lastnode,
!d->ai->route.empty() ? d->ai->route[0] : -1,
d->ai->route.length()
);
particle_textcopy(pos, q, PART_TEXT, 1);
pos.z += 2;
}
bool top = true;
loopvrev(d->ai->state)
{
aistate &b = d->ai->state[i];
defformatstring(s, "%s%s (%d ms) %s:%d",
top ? "\fg" : "\fy",
stnames[b.type],
lastmillis-b.millis,
sttypes[b.targtype+1], b.target
);
particle_textcopy(pos, s, PART_TEXT, 1);
pos.z += 2;
if(top)
{
if(aidebug >= 3) top = false;
else break;
}
}
if(aidebug >= 3)
{
if(d->ai->weappref >= 0 && d->ai->weappref < NUMGUNS)
{
particle_textcopy(pos, guns[d->ai->weappref].name, PART_TEXT, 1);
pos.z += 2;
}
gameent *e = getclient(d->ai->enemy);
if(e)
{
particle_textcopy(pos, colorname(e), PART_TEXT, 1);
pos.z += 2;
}
}
}
if(aidebug >= 4)
{
int cur = 0;
loopv(obstacles.obstacles)
{
const avoidset::obstacle &ob = obstacles.obstacles[i];
int next = cur + ob.numwaypoints;
for(; cur < next; cur++)
{
int ent = obstacles.waypoints[cur];
if(iswaypoint(ent))
regular_particle_splash(PART_EDIT, 2, 40, waypoints[ent].o, 0xFF6600, 1.5f);
}
cur = next;
}
}
}
if(showwaypoints || aidebug >= 6)
{
vector<int> close;
int len = waypoints.length();
if(showwaypointsradius)
{
findwaypointswithin(camera1->o, 0, showwaypointsradius, close);
len = close.length();
}
loopi(len)
{
waypoint &w = waypoints[showwaypointsradius ? close[i] : i];
loopj(MAXWAYPOINTLINKS)
{
int link = w.links[j];
if(!link) break;
particle_flare(w.o, waypoints[link].o, 1, PART_STREAK, 0x0000FF);
}
}
}
}
}