Initial commit.
This commit is contained in:
958
code/game/AI_Default.cpp
Normal file
958
code/game/AI_Default.cpp
Normal file
@@ -0,0 +1,958 @@
|
||||
#include "g_headers.h"
|
||||
|
||||
#include "Q3_Interface.h"
|
||||
|
||||
//#include "anims.h"
|
||||
//extern int PM_AnimLength( int index, animNumber_t anim );
|
||||
//extern qboolean PM_HasAnimation( gentity_t *ent, int animation );
|
||||
//extern int PM_AnimLength( int index, animNumber_t anim );
|
||||
//#define MAX_IDLE_ANIMS 8
|
||||
extern int g_crosshairEntNum;
|
||||
|
||||
/*
|
||||
void NPC_LostEnemyDecideChase(void)
|
||||
|
||||
We lost our enemy and want to drop him but see if we should chase him if we are in the proper bState
|
||||
*/
|
||||
|
||||
void NPC_LostEnemyDecideChase(void)
|
||||
{
|
||||
switch( NPCInfo->behaviorState )
|
||||
{
|
||||
case BS_HUNT_AND_KILL:
|
||||
//We were chasing him and lost him, so try to find him
|
||||
if ( NPC->enemy == NPCInfo->goalEntity && NPC->enemy->lastWaypoint != WAYPOINT_NONE )
|
||||
{//Remember his last valid Wp, then check it out
|
||||
//FIXME: Should we only do this if there's no other enemies or we've got LOCKED_ENEMY on?
|
||||
NPC_BSSearchStart( NPC->enemy->lastWaypoint, BS_SEARCH );
|
||||
}
|
||||
//If he's not our goalEntity, we're running somewhere else, so lose him
|
||||
break;
|
||||
default:
|
||||
break;
|
||||
}
|
||||
G_ClearEnemy( NPC );
|
||||
}
|
||||
/*
|
||||
-------------------------
|
||||
NPC_StandIdle
|
||||
-------------------------
|
||||
*/
|
||||
|
||||
void NPC_StandIdle( void )
|
||||
{
|
||||
/*
|
||||
//Must be done with any other animations
|
||||
if ( NPC->client->ps.legsAnimTimer != 0 )
|
||||
return;
|
||||
|
||||
//Not ready to do another one
|
||||
if ( TIMER_Done( NPC, "idleAnim" ) == false )
|
||||
return;
|
||||
|
||||
int anim = NPC->client->ps.legsAnim;
|
||||
|
||||
if ( anim != BOTH_STAND1 && anim != BOTH_STAND2 )
|
||||
return;
|
||||
|
||||
//FIXME: Account for STAND1 or STAND2 here and set the base anim accordingly
|
||||
int baseSeq = ( anim == BOTH_STAND1 ) ? BOTH_STAND1_RANDOM1 : BOTH_STAND2_RANDOM1;
|
||||
|
||||
//Must have at least one random idle animation
|
||||
//NOTENOTE: This relies on proper ordering of animations, which SHOULD be okay
|
||||
if ( PM_HasAnimation( NPC, baseSeq ) == false )
|
||||
return;
|
||||
|
||||
int newIdle = Q_irand( 0, MAX_IDLE_ANIMS-1 );
|
||||
|
||||
//FIXME: Technically this could never complete.. but that's not really too likely
|
||||
while( 1 )
|
||||
{
|
||||
if ( PM_HasAnimation( NPC, baseSeq + newIdle ) )
|
||||
break;
|
||||
|
||||
newIdle = Q_irand( 0, MAX_IDLE_ANIMS );
|
||||
}
|
||||
|
||||
//Start that animation going
|
||||
NPC_SetAnim( NPC, SETANIM_BOTH, baseSeq + newIdle, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD );
|
||||
|
||||
int newTime = PM_AnimLength( NPC->client->clientInfo.animFileIndex, (animNumber_t) (baseSeq + newIdle) );
|
||||
|
||||
//Don't do this again for a random amount of time
|
||||
TIMER_Set( NPC, "idleAnim", newTime + Q_irand( 2000, 10000 ) );
|
||||
*/
|
||||
}
|
||||
|
||||
qboolean NPC_StandTrackAndShoot (gentity_t *NPC, qboolean canDuck)
|
||||
{
|
||||
qboolean attack_ok = qfalse;
|
||||
qboolean duck_ok = qfalse;
|
||||
qboolean faced = qfalse;
|
||||
float attack_scale = 1.0;
|
||||
|
||||
//First see if we're hurt bad- if so, duck
|
||||
//FIXME: if even when ducked, we can shoot someone, we should.
|
||||
//Maybe is can be shot even when ducked, we should run away to the nearest cover?
|
||||
if ( canDuck )
|
||||
{
|
||||
if ( NPC->health < 20 )
|
||||
{
|
||||
// if( NPC->svFlags&SVF_HEALING || random() )
|
||||
if( random() )
|
||||
{
|
||||
duck_ok = qtrue;
|
||||
}
|
||||
}
|
||||
else if ( NPC->health < 40 )
|
||||
{
|
||||
// if ( NPC->svFlags&SVF_HEALING )
|
||||
// {//Medic is on the way, get down!
|
||||
// duck_ok = qtrue;
|
||||
// }
|
||||
// no more borg
|
||||
/// if ( NPC->client->playerTeam!= TEAM_BORG )
|
||||
// {//Borg don't care if they're about to die
|
||||
//attack_scale will be a max of .66
|
||||
// attack_scale = NPC->health/60;
|
||||
// }
|
||||
}
|
||||
}
|
||||
|
||||
//NPC_CheckEnemy( qtrue, qfalse );
|
||||
|
||||
if ( !duck_ok )
|
||||
{//made this whole part a function call
|
||||
attack_ok = NPC_CheckCanAttack( attack_scale, qtrue );
|
||||
faced = qtrue;
|
||||
}
|
||||
|
||||
if ( canDuck && (duck_ok || (!attack_ok && client->fireDelay == 0)) && ucmd.upmove != -127 )
|
||||
{//if we didn't attack check to duck if we're not already
|
||||
if( !duck_ok )
|
||||
{
|
||||
if ( NPC->enemy->client )
|
||||
{
|
||||
if ( NPC->enemy->enemy == NPC )
|
||||
{
|
||||
if ( NPC->enemy->client->buttons & BUTTON_ATTACK )
|
||||
{//FIXME: determine if enemy fire angles would hit me or get close
|
||||
if ( NPC_CheckDefend( 1.0 ) )//FIXME: Check self-preservation? Health?
|
||||
{
|
||||
duck_ok = qtrue;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if ( duck_ok )
|
||||
{//duck and don't shoot
|
||||
attack_ok = qfalse;
|
||||
ucmd.upmove = -127;
|
||||
NPCInfo->duckDebounceTime = level.time + 1000;//duck for a full second
|
||||
}
|
||||
}
|
||||
|
||||
return faced;
|
||||
}
|
||||
|
||||
|
||||
void NPC_BSIdle( void )
|
||||
{
|
||||
//FIXME if there is no nav data, we need to do something else
|
||||
// if we're stuck, try to move around it
|
||||
if ( UpdateGoal() )
|
||||
{
|
||||
NPC_MoveToGoal( qtrue );
|
||||
}
|
||||
|
||||
if ( ( ucmd.forwardmove == 0 ) && ( ucmd.rightmove == 0 ) && ( ucmd.upmove == 0 ) )
|
||||
{
|
||||
// NPC_StandIdle();
|
||||
}
|
||||
|
||||
NPC_UpdateAngles( qtrue, qtrue );
|
||||
ucmd.buttons |= BUTTON_WALKING;
|
||||
}
|
||||
|
||||
void NPC_BSRun (void)
|
||||
{
|
||||
//FIXME if there is no nav data, we need to do something else
|
||||
// if we're stuck, try to move around it
|
||||
if ( UpdateGoal() )
|
||||
{
|
||||
NPC_MoveToGoal( qtrue );
|
||||
}
|
||||
|
||||
NPC_UpdateAngles( qtrue, qtrue );
|
||||
}
|
||||
|
||||
void NPC_BSStandGuard (void)
|
||||
{
|
||||
//FIXME: Use Snapshot info
|
||||
if ( NPC->enemy == NULL )
|
||||
{//Possible to pick one up by being shot
|
||||
if( random() < 0.5 )
|
||||
{
|
||||
if(NPC->client->enemyTeam)
|
||||
{
|
||||
gentity_t *newenemy = NPC_PickEnemy(NPC, NPC->client->enemyTeam, (NPC->cantHitEnemyCounter < 10), (NPC->client->enemyTeam == TEAM_PLAYER), qtrue);
|
||||
//only checks for vis if couldn't hit last enemy
|
||||
if(newenemy)
|
||||
{
|
||||
G_SetEnemy( NPC, newenemy );
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if ( NPC->enemy != NULL )
|
||||
{
|
||||
if( NPCInfo->tempBehavior == BS_STAND_GUARD )
|
||||
{
|
||||
NPCInfo->tempBehavior = BS_DEFAULT;
|
||||
}
|
||||
|
||||
if( NPCInfo->behaviorState == BS_STAND_GUARD )
|
||||
{
|
||||
NPCInfo->behaviorState = BS_STAND_AND_SHOOT;
|
||||
}
|
||||
}
|
||||
|
||||
NPC_UpdateAngles( qtrue, qtrue );
|
||||
}
|
||||
|
||||
/*
|
||||
-------------------------
|
||||
NPC_BSHuntAndKill
|
||||
-------------------------
|
||||
*/
|
||||
|
||||
void NPC_BSHuntAndKill( void )
|
||||
{
|
||||
qboolean turned = qfalse;
|
||||
vec3_t vec;
|
||||
float enemyDist;
|
||||
visibility_t oEVis;
|
||||
int curAnim;
|
||||
|
||||
NPC_CheckEnemy( NPCInfo->tempBehavior != BS_HUNT_AND_KILL, qfalse );//don't find new enemy if this is tempbehav
|
||||
|
||||
if ( NPC->enemy )
|
||||
{
|
||||
oEVis = enemyVisibility = NPC_CheckVisibility ( NPC->enemy, CHECK_FOV|CHECK_SHOOT );//CHECK_360|//CHECK_PVS|
|
||||
if(enemyVisibility > VIS_PVS)
|
||||
{
|
||||
if ( !NPC_EnemyTooFar( NPC->enemy, 0, qtrue ) )
|
||||
{//Enemy is close enough to shoot - FIXME: this next func does this also, but need to know here for info on whether ot not to turn later
|
||||
NPC_CheckCanAttack( 1.0, qfalse );
|
||||
turned = qtrue;
|
||||
}
|
||||
}
|
||||
|
||||
curAnim = NPC->client->ps.legsAnim;
|
||||
if(curAnim != BOTH_ATTACK1 && curAnim != BOTH_ATTACK2 && curAnim != BOTH_ATTACK3 && curAnim != BOTH_MELEE1 && curAnim != BOTH_MELEE2 )
|
||||
{//Don't move toward enemy if we're in a full-body attack anim
|
||||
//FIXME, use IdealDistance to determin if we need to close distance
|
||||
VectorSubtract(NPC->enemy->currentOrigin, NPC->currentOrigin, vec);
|
||||
enemyDist = VectorLength(vec);
|
||||
if( enemyDist > 48 && ((enemyDist*1.5)*(enemyDist*1.5) >= NPC_MaxDistSquaredForWeapon() ||
|
||||
oEVis != VIS_SHOOT ||
|
||||
//!(ucmd.buttons & BUTTON_ATTACK) ||
|
||||
enemyDist > IdealDistance(NPC)*3 ) )
|
||||
{//We should close in?
|
||||
NPCInfo->goalEntity = NPC->enemy;
|
||||
|
||||
NPC_MoveToGoal( qtrue );
|
||||
}
|
||||
else if(enemyDist < IdealDistance(NPC))
|
||||
{//We should back off?
|
||||
//if(ucmd.buttons & BUTTON_ATTACK)
|
||||
{
|
||||
NPCInfo->goalEntity = NPC->enemy;
|
||||
NPCInfo->goalRadius = 12;
|
||||
NPC_MoveToGoal( qtrue );
|
||||
|
||||
ucmd.forwardmove *= -1;
|
||||
ucmd.rightmove *= -1;
|
||||
VectorScale( NPC->client->ps.moveDir, -1, NPC->client->ps.moveDir );
|
||||
|
||||
ucmd.buttons |= BUTTON_WALKING;
|
||||
}
|
||||
}//otherwise, stay where we are
|
||||
}
|
||||
}
|
||||
else
|
||||
{//ok, stand guard until we find an enemy
|
||||
if( NPCInfo->tempBehavior == BS_HUNT_AND_KILL )
|
||||
{
|
||||
NPCInfo->tempBehavior = BS_DEFAULT;
|
||||
}
|
||||
else
|
||||
{
|
||||
NPCInfo->tempBehavior = BS_STAND_GUARD;
|
||||
NPC_BSStandGuard();
|
||||
}
|
||||
return;
|
||||
}
|
||||
|
||||
if(!turned)
|
||||
{
|
||||
NPC_UpdateAngles(qtrue, qtrue);
|
||||
}
|
||||
}
|
||||
|
||||
void NPC_BSStandAndShoot (void)
|
||||
{
|
||||
//FIXME:
|
||||
//When our numbers outnumber enemies 3 to 1, or only one of them,
|
||||
//go into hunt and kill mode
|
||||
|
||||
//FIXME:
|
||||
//When they're all dead, go to some script or wander off to sickbay?
|
||||
|
||||
if(NPC->client->playerTeam && NPC->client->enemyTeam)
|
||||
{
|
||||
//FIXME: don't realize this right away- or else enemies show up and we're standing around
|
||||
/*
|
||||
if( teamNumbers[NPC->enemyTeam] == 0 )
|
||||
{//ok, stand guard until we find another enemy
|
||||
//reset our rush counter
|
||||
teamCounter[NPC->playerTeam] = 0;
|
||||
NPCInfo->tempBehavior = BS_STAND_GUARD;
|
||||
NPC_BSStandGuard();
|
||||
return;
|
||||
}*/
|
||||
/*
|
||||
//FIXME: whether to do this or not should be settable
|
||||
else if( NPC->playerTeam != TEAM_BORG )//Borg don't rush
|
||||
{
|
||||
//FIXME: In case reinforcements show up, we should wait a few seconds
|
||||
//and keep checking before rushing!
|
||||
//Also: what if not everyone on our team is going after playerTeam?
|
||||
//Also: our team count includes medics!
|
||||
if(NPC->health > 25)
|
||||
{//Can we rush the enemy?
|
||||
if(teamNumbers[NPC->enemyTeam] == 1 ||
|
||||
teamNumbers[NPC->playerTeam] >= teamNumbers[NPC->enemyTeam]*3)
|
||||
{//Only one of them or we outnumber 3 to 1
|
||||
if(teamStrength[NPC->playerTeam] >= 75 ||
|
||||
(teamStrength[NPC->playerTeam] >= 50 && teamStrength[NPC->playerTeam] > teamStrength[NPC->enemyTeam]))
|
||||
{//Our team is strong enough to rush
|
||||
teamCounter[NPC->playerTeam]++;
|
||||
if(teamNumbers[NPC->playerTeam] * 17 <= teamCounter[NPC->playerTeam])
|
||||
{//ok, we waited 1.7 think cycles on average and everyone is go, let's do it!
|
||||
//FIXME: Should we do this to everyone on our team?
|
||||
NPCInfo->behaviorState = BS_HUNT_AND_KILL;
|
||||
//FIXME: if the tide changes, we should retreat!
|
||||
//FIXME: when do we reset the counter?
|
||||
NPC_BSHuntAndKill ();
|
||||
return;
|
||||
}
|
||||
}
|
||||
else//Oops! Something's wrong, reset the counter to rush
|
||||
teamCounter[NPC->playerTeam] = 0;
|
||||
}
|
||||
else//Oops! Something's wrong, reset the counter to rush
|
||||
teamCounter[NPC->playerTeam] = 0;
|
||||
}
|
||||
}
|
||||
*/
|
||||
}
|
||||
|
||||
NPC_CheckEnemy(qtrue, qfalse);
|
||||
|
||||
if(NPCInfo->duckDebounceTime > level.time && NPC->client->ps.weapon != WP_SABER )
|
||||
{
|
||||
ucmd.upmove = -127;
|
||||
if(NPC->enemy)
|
||||
{
|
||||
NPC_CheckCanAttack(1.0, qtrue);
|
||||
}
|
||||
return;
|
||||
}
|
||||
|
||||
if(NPC->enemy)
|
||||
{
|
||||
if(!NPC_StandTrackAndShoot( NPC, qtrue ))
|
||||
{//That func didn't update our angles
|
||||
NPCInfo->desiredYaw = NPC->client->ps.viewangles[YAW];
|
||||
NPCInfo->desiredPitch = NPC->client->ps.viewangles[PITCH];
|
||||
NPC_UpdateAngles(qtrue, qtrue);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
NPCInfo->desiredYaw = NPC->client->ps.viewangles[YAW];
|
||||
NPCInfo->desiredPitch = NPC->client->ps.viewangles[PITCH];
|
||||
NPC_UpdateAngles(qtrue, qtrue);
|
||||
// NPC_BSIdle();//only moves if we have a goal
|
||||
}
|
||||
}
|
||||
|
||||
void NPC_BSRunAndShoot (void)
|
||||
{
|
||||
/*if(NPC->playerTeam && NPC->enemyTeam)
|
||||
{
|
||||
//FIXME: don't realize this right away- or else enemies show up and we're standing around
|
||||
if( teamNumbers[NPC->enemyTeam] == 0 )
|
||||
{//ok, stand guard until we find another enemy
|
||||
//reset our rush counter
|
||||
teamCounter[NPC->playerTeam] = 0;
|
||||
NPCInfo->tempBehavior = BS_STAND_GUARD;
|
||||
NPC_BSStandGuard();
|
||||
return;
|
||||
}
|
||||
}*/
|
||||
|
||||
//NOTE: are we sure we want ALL run and shoot people to move this way?
|
||||
//Shouldn't it check to see if we have an enemy and our enemy is our goal?!
|
||||
//Moved that check into NPC_MoveToGoal
|
||||
//NPCInfo->combatMove = qtrue;
|
||||
|
||||
NPC_CheckEnemy( qtrue, qfalse );
|
||||
|
||||
if ( NPCInfo->duckDebounceTime > level.time ) // && NPCInfo->hidingGoal )
|
||||
{
|
||||
ucmd.upmove = -127;
|
||||
if ( NPC->enemy )
|
||||
{
|
||||
NPC_CheckCanAttack( 1.0, qfalse );
|
||||
}
|
||||
return;
|
||||
}
|
||||
|
||||
if ( NPC->enemy )
|
||||
{
|
||||
int monitor = NPC->cantHitEnemyCounter;
|
||||
NPC_StandTrackAndShoot( NPC, qfalse );//(NPCInfo->hidingGoal != NULL) );
|
||||
|
||||
if ( !(ucmd.buttons & BUTTON_ATTACK) && ucmd.upmove >= 0 && NPC->cantHitEnemyCounter > monitor )
|
||||
{//not crouching and not firing
|
||||
vec3_t vec;
|
||||
|
||||
VectorSubtract( NPC->enemy->currentOrigin, NPC->currentOrigin, vec );
|
||||
vec[2] = 0;
|
||||
if ( VectorLength( vec ) > 128 || NPC->cantHitEnemyCounter >= 10 )
|
||||
{//run at enemy if too far away
|
||||
//The cantHitEnemyCounter getting high has other repercussions
|
||||
//100 (10 seconds) will make you try to pick a new enemy...
|
||||
//But we're chasing, so we clamp it at 50 here
|
||||
if ( NPC->cantHitEnemyCounter > 60 )
|
||||
{
|
||||
NPC->cantHitEnemyCounter = 60;
|
||||
}
|
||||
|
||||
if ( NPC->cantHitEnemyCounter >= (NPCInfo->stats.aggression+1) * 10 )
|
||||
{
|
||||
NPC_LostEnemyDecideChase();
|
||||
}
|
||||
|
||||
//chase and face
|
||||
ucmd.angles[YAW] = 0;
|
||||
ucmd.angles[PITCH] = 0;
|
||||
NPCInfo->goalEntity = NPC->enemy;
|
||||
NPCInfo->goalRadius = 12;
|
||||
NPC_MoveToGoal( qtrue );
|
||||
NPC_UpdateAngles(qtrue, qtrue);
|
||||
}
|
||||
else
|
||||
{
|
||||
//FIXME: this could happen if they're just on the other side
|
||||
//of a thin wall or something else blocking out shot. That
|
||||
//would make us just stand there and not go around it...
|
||||
//but maybe it's okay- might look like we're waiting for
|
||||
//him to come out...?
|
||||
//Current solution: runs around if cantHitEnemyCounter gets
|
||||
//to 10 (1 second).
|
||||
}
|
||||
}
|
||||
else
|
||||
{//Clear the can't hit enemy counter here
|
||||
NPC->cantHitEnemyCounter = 0;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
if ( NPCInfo->tempBehavior == BS_HUNT_AND_KILL )
|
||||
{//lost him, go back to what we were doing before
|
||||
NPCInfo->tempBehavior = BS_DEFAULT;
|
||||
return;
|
||||
}
|
||||
|
||||
// NPC_BSRun();//only moves if we have a goal
|
||||
}
|
||||
}
|
||||
|
||||
//Simply turn until facing desired angles
|
||||
void NPC_BSFace (void)
|
||||
{
|
||||
//FIXME: once you stop sending turning info, they reset to whatever their delta_angles was last????
|
||||
//Once this is over, it snaps back to what it was facing before- WHY???
|
||||
if( NPC_UpdateAngles ( qtrue, qtrue ) )
|
||||
{
|
||||
Q3_TaskIDComplete( NPC, TID_BSTATE );
|
||||
|
||||
NPCInfo->desiredYaw = client->ps.viewangles[YAW];
|
||||
NPCInfo->desiredPitch = client->ps.viewangles[PITCH];
|
||||
|
||||
NPCInfo->aimTime = 0;//ok to turn normally now
|
||||
}
|
||||
}
|
||||
|
||||
void NPC_BSPointShoot (qboolean shoot)
|
||||
{//FIXME: doesn't check for clear shot...
|
||||
vec3_t muzzle, dir, angles, org;
|
||||
|
||||
if ( !NPC->enemy || !NPC->enemy->inuse || (NPC->enemy->NPC && NPC->enemy->health <= 0) )
|
||||
{//FIXME: should still keep shooting for a second or two after they actually die...
|
||||
Q3_TaskIDComplete( NPC, TID_BSTATE );
|
||||
goto finished;
|
||||
return;
|
||||
}
|
||||
|
||||
CalcEntitySpot(NPC, SPOT_WEAPON, muzzle);
|
||||
CalcEntitySpot(NPC->enemy, SPOT_HEAD, org);//Was spot_org
|
||||
//Head is a little high, so let's aim for the chest:
|
||||
if ( NPC->enemy->client )
|
||||
{
|
||||
org[2] -= 12;//NOTE: is this enough?
|
||||
}
|
||||
|
||||
VectorSubtract(org, muzzle, dir);
|
||||
vectoangles(dir, angles);
|
||||
|
||||
switch( NPC->client->ps.weapon )
|
||||
{
|
||||
case WP_NONE:
|
||||
// case WP_TRICORDER:
|
||||
case WP_MELEE:
|
||||
case WP_TUSKEN_STAFF:
|
||||
case WP_SABER:
|
||||
//don't do any pitch change if not holding a firing weapon
|
||||
break;
|
||||
default:
|
||||
NPCInfo->desiredPitch = NPCInfo->lockedDesiredPitch = AngleNormalize360(angles[PITCH]);
|
||||
break;
|
||||
}
|
||||
|
||||
NPCInfo->desiredYaw = NPCInfo->lockedDesiredYaw = AngleNormalize360(angles[YAW]);
|
||||
|
||||
if ( NPC_UpdateAngles ( qtrue, qtrue ) )
|
||||
{//FIXME: if angles clamped, this may never work!
|
||||
//NPCInfo->shotTime = NPC->attackDebounceTime = 0;
|
||||
|
||||
if ( shoot )
|
||||
{//FIXME: needs to hold this down if using a weapon that requires it, like phaser...
|
||||
ucmd.buttons |= BUTTON_ATTACK;
|
||||
}
|
||||
|
||||
if ( !shoot || !(NPC->svFlags & SVF_LOCKEDENEMY) )
|
||||
{//If locked_enemy is on, dont complete until it is destroyed...
|
||||
Q3_TaskIDComplete( NPC, TID_BSTATE );
|
||||
goto finished;
|
||||
}
|
||||
}
|
||||
else if ( shoot && (NPC->svFlags & SVF_LOCKEDENEMY) )
|
||||
{//shooting them till their dead, not aiming right at them yet...
|
||||
/*
|
||||
qboolean movingTarget = qfalse;
|
||||
|
||||
if ( NPC->enemy->client )
|
||||
{
|
||||
if ( VectorLengthSquared( NPC->enemy->client->ps.velocity ) )
|
||||
{
|
||||
movingTarget = qtrue;
|
||||
}
|
||||
}
|
||||
else if ( VectorLengthSquared( NPC->enemy->s.pos.trDelta ) )
|
||||
{
|
||||
movingTarget = qtrue;
|
||||
}
|
||||
|
||||
if (movingTarget )
|
||||
*/
|
||||
{
|
||||
float dist = VectorLength( dir );
|
||||
float yawMiss, yawMissAllow = NPC->enemy->maxs[0];
|
||||
float pitchMiss, pitchMissAllow = (NPC->enemy->maxs[2] - NPC->enemy->mins[2])/2;
|
||||
|
||||
if ( yawMissAllow < 8.0f )
|
||||
{
|
||||
yawMissAllow = 8.0f;
|
||||
}
|
||||
|
||||
if ( pitchMissAllow < 8.0f )
|
||||
{
|
||||
pitchMissAllow = 8.0f;
|
||||
}
|
||||
|
||||
yawMiss = tan(DEG2RAD(AngleDelta ( NPC->client->ps.viewangles[YAW], NPCInfo->desiredYaw ))) * dist;
|
||||
pitchMiss = tan(DEG2RAD(AngleDelta ( NPC->client->ps.viewangles[PITCH], NPCInfo->desiredPitch))) * dist;
|
||||
|
||||
if ( yawMissAllow >= yawMiss && pitchMissAllow > pitchMiss )
|
||||
{
|
||||
ucmd.buttons |= BUTTON_ATTACK;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return;
|
||||
|
||||
finished:
|
||||
NPCInfo->desiredYaw = client->ps.viewangles[YAW];
|
||||
NPCInfo->desiredPitch = client->ps.viewangles[PITCH];
|
||||
|
||||
NPCInfo->aimTime = 0;//ok to turn normally now
|
||||
}
|
||||
|
||||
/*
|
||||
void NPC_BSMove(void)
|
||||
Move in a direction, face another
|
||||
*/
|
||||
void NPC_BSMove(void)
|
||||
{
|
||||
gentity_t *goal = NULL;
|
||||
|
||||
NPC_CheckEnemy(qtrue, qfalse);
|
||||
if(NPC->enemy)
|
||||
{
|
||||
NPC_CheckCanAttack(1.0, qfalse);
|
||||
}
|
||||
else
|
||||
{
|
||||
NPC_UpdateAngles(qtrue, qtrue);
|
||||
}
|
||||
|
||||
goal = UpdateGoal();
|
||||
if(goal)
|
||||
{
|
||||
// NPCInfo->moveToGoalMod = 1.0;
|
||||
|
||||
NPC_SlideMoveToGoal();
|
||||
}
|
||||
}
|
||||
|
||||
/*
|
||||
void NPC_BSShoot(void)
|
||||
Move in a direction, face another
|
||||
*/
|
||||
|
||||
void NPC_BSShoot(void)
|
||||
{
|
||||
// NPC_BSMove();
|
||||
|
||||
enemyVisibility = VIS_SHOOT;
|
||||
|
||||
if ( client->ps.weaponstate != WEAPON_READY && client->ps.weaponstate != WEAPON_FIRING )
|
||||
{
|
||||
client->ps.weaponstate = WEAPON_READY;
|
||||
}
|
||||
|
||||
WeaponThink(qtrue);
|
||||
}
|
||||
|
||||
/*
|
||||
void NPC_BSPatrol( void )
|
||||
|
||||
Same as idle, but you look for enemies every "vigilance"
|
||||
using your angles, HFOV, VFOV and visrange, and listen for sounds within earshot...
|
||||
*/
|
||||
void NPC_BSPatrol( void )
|
||||
{
|
||||
//int alertEventNum;
|
||||
|
||||
if(level.time > NPCInfo->enemyCheckDebounceTime)
|
||||
{
|
||||
NPCInfo->enemyCheckDebounceTime = level.time + (NPCInfo->stats.vigilance * 1000);
|
||||
NPC_CheckEnemy(qtrue, qfalse);
|
||||
if(NPC->enemy)
|
||||
{//FIXME: do anger script
|
||||
NPCInfo->behaviorState = BS_HUNT_AND_KILL;
|
||||
//NPC_AngerSound();
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
//FIXME: Implement generic sound alerts
|
||||
/*
|
||||
alertEventNum = NPC_CheckAlertEvents( qtrue, qtrue );
|
||||
if( alertEventNum != -1 )
|
||||
{//If we heard something, see if we should check it out
|
||||
if ( NPC_CheckInvestigate( alertEventNum ) )
|
||||
{
|
||||
return;
|
||||
}
|
||||
}
|
||||
*/
|
||||
|
||||
NPCInfo->investigateSoundDebounceTime = 0;
|
||||
//FIXME if there is no nav data, we need to do something else
|
||||
// if we're stuck, try to move around it
|
||||
if ( UpdateGoal() )
|
||||
{
|
||||
NPC_MoveToGoal( qtrue );
|
||||
}
|
||||
|
||||
NPC_UpdateAngles( qtrue, qtrue );
|
||||
|
||||
ucmd.buttons |= BUTTON_WALKING;
|
||||
}
|
||||
|
||||
/*
|
||||
void NPC_BSDefault(void)
|
||||
uses various scriptflags to determine how an npc should behave
|
||||
*/
|
||||
extern void NPC_CheckGetNewWeapon( void );
|
||||
extern void NPC_BSST_Attack( void );
|
||||
|
||||
void NPC_BSDefault( void )
|
||||
{
|
||||
// vec3_t enemyDir;
|
||||
// float enemyDist;
|
||||
// float shootDist;
|
||||
// qboolean enemyFOV = qfalse;
|
||||
// qboolean enemyShotFOV = qfalse;
|
||||
// qboolean enemyPVS = qfalse;
|
||||
// vec3_t enemyHead;
|
||||
// vec3_t muzzle;
|
||||
// qboolean enemyLOS = qfalse;
|
||||
// qboolean enemyCS = qfalse;
|
||||
qboolean move = qtrue;
|
||||
// qboolean shoot = qfalse;
|
||||
|
||||
|
||||
if( NPCInfo->scriptFlags & SCF_FIRE_WEAPON )
|
||||
{
|
||||
WeaponThink( qtrue );
|
||||
}
|
||||
|
||||
if ( NPCInfo->scriptFlags & SCF_FORCED_MARCH )
|
||||
{//being forced to walk
|
||||
if( NPC->client->ps.torsoAnim != TORSO_SURRENDER_START )
|
||||
{
|
||||
NPC_SetAnim( NPC, SETANIM_TORSO, TORSO_SURRENDER_START, SETANIM_FLAG_HOLD );
|
||||
}
|
||||
}
|
||||
//look for a new enemy if don't have one and are allowed to look, validate current enemy if have one
|
||||
NPC_CheckEnemy( (NPCInfo->scriptFlags&SCF_LOOK_FOR_ENEMIES), qfalse );
|
||||
if ( !NPC->enemy )
|
||||
{//still don't have an enemy
|
||||
if ( !(NPCInfo->scriptFlags&SCF_IGNORE_ALERTS) )
|
||||
{//check for alert events
|
||||
//FIXME: Check Alert events, see if we should investigate or just look at it
|
||||
int alertEvent = NPC_CheckAlertEvents( qtrue, qtrue, -1, qtrue, AEL_DISCOVERED );
|
||||
|
||||
//There is an event to look at
|
||||
if ( alertEvent >= 0 )//&& level.alertEvents[alertEvent].ID != NPCInfo->lastAlertID )
|
||||
{//heard/saw something
|
||||
if ( level.alertEvents[alertEvent].level >= AEL_DISCOVERED && (NPCInfo->scriptFlags&SCF_LOOK_FOR_ENEMIES) )
|
||||
{//was a big event
|
||||
if ( level.alertEvents[alertEvent].owner
|
||||
&& level.alertEvents[alertEvent].owner != NPC
|
||||
&& level.alertEvents[alertEvent].owner->client
|
||||
&& level.alertEvents[alertEvent].owner->health >= 0
|
||||
&& level.alertEvents[alertEvent].owner->client->playerTeam == NPC->client->enemyTeam )
|
||||
{//an enemy
|
||||
G_SetEnemy( NPC, level.alertEvents[alertEvent].owner );
|
||||
}
|
||||
}
|
||||
else
|
||||
{//FIXME: investigate lesser events
|
||||
}
|
||||
}
|
||||
//FIXME: also check our allies' condition?
|
||||
}
|
||||
}
|
||||
|
||||
if ( NPC->enemy && !(NPCInfo->scriptFlags&SCF_FORCED_MARCH) )
|
||||
{
|
||||
// just use the stormtrooper attack AI...
|
||||
NPC_CheckGetNewWeapon();
|
||||
if ( NPC->client->leader
|
||||
&& NPCInfo->goalEntity == NPC->client->leader
|
||||
&& !Q3_TaskIDPending( NPC, TID_MOVE_NAV ) )
|
||||
{
|
||||
NPC_ClearGoal();
|
||||
}
|
||||
NPC_BSST_Attack();
|
||||
return;
|
||||
/*
|
||||
//have an enemy
|
||||
//FIXME: if one of these fails, meaning we can't shoot, do we really need to do the rest?
|
||||
VectorSubtract( NPC->enemy->currentOrigin, NPC->currentOrigin, enemyDir );
|
||||
enemyDist = VectorNormalize( enemyDir );
|
||||
enemyDist *= enemyDist;
|
||||
shootDist = NPC_MaxDistSquaredForWeapon();
|
||||
|
||||
enemyFOV = InFOV( NPC->enemy, NPC, NPCInfo->stats.hfov, NPCInfo->stats.vfov );
|
||||
enemyShotFOV = InFOV( NPC->enemy, NPC, 20, 20 );
|
||||
enemyPVS = gi.inPVS( NPC->enemy->currentOrigin, NPC->currentOrigin );
|
||||
|
||||
if ( enemyPVS )
|
||||
{//in the pvs
|
||||
trace_t tr;
|
||||
|
||||
CalcEntitySpot( NPC->enemy, SPOT_HEAD, enemyHead );
|
||||
enemyHead[2] -= Q_flrand( 0.0f, NPC->enemy->maxs[2]*0.5f );
|
||||
CalcEntitySpot( NPC, SPOT_WEAPON, muzzle );
|
||||
enemyLOS = NPC_ClearLOS( muzzle, enemyHead );
|
||||
|
||||
gi.trace ( &tr, muzzle, vec3_origin, vec3_origin, enemyHead, NPC->s.number, MASK_SHOT );
|
||||
enemyCS = NPC_EvaluateShot( tr.entityNum, qtrue );
|
||||
}
|
||||
else
|
||||
{//skip thr 2 traces since they would have to fail
|
||||
enemyLOS = qfalse;
|
||||
enemyCS = qfalse;
|
||||
}
|
||||
|
||||
if ( enemyCS && enemyShotFOV )
|
||||
{//can hit enemy if we want
|
||||
NPC->cantHitEnemyCounter = 0;
|
||||
}
|
||||
else
|
||||
{//can't hit
|
||||
NPC->cantHitEnemyCounter++;
|
||||
}
|
||||
|
||||
if ( enemyCS && enemyShotFOV && enemyDist < shootDist )
|
||||
{//can shoot
|
||||
shoot = qtrue;
|
||||
if ( NPCInfo->goalEntity == NPC->enemy )
|
||||
{//my goal is my enemy and I have a clear shot, no need to chase right now
|
||||
move = qfalse;
|
||||
}
|
||||
}
|
||||
else
|
||||
{//don't shoot yet, keep chasing
|
||||
shoot = qfalse;
|
||||
move = qtrue;
|
||||
}
|
||||
|
||||
//shoot decision
|
||||
if ( !(NPCInfo->scriptFlags&SCF_DONT_FIRE) )
|
||||
{//try to shoot
|
||||
if ( NPC->enemy )
|
||||
{
|
||||
if ( shoot )
|
||||
{
|
||||
if( !(NPCInfo->scriptFlags & SCF_FIRE_WEAPON) ) // we've already fired, no need to do it again here
|
||||
{
|
||||
WeaponThink( qtrue );
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
//chase decision
|
||||
if ( NPCInfo->scriptFlags & SCF_CHASE_ENEMIES )
|
||||
{//go after him
|
||||
NPCInfo->goalEntity = NPC->enemy;
|
||||
//FIXME: don't need to chase when have a clear shot and in range?
|
||||
if ( !enemyCS && NPC->cantHitEnemyCounter > 60 )
|
||||
{//haven't been able to shoot enemy for about 6 seconds, need to do something
|
||||
//FIXME: combat points? Just chase?
|
||||
if ( enemyPVS )
|
||||
{//in my PVS, just pick a combat point
|
||||
//FIXME: implement
|
||||
}
|
||||
else
|
||||
{//just chase him
|
||||
}
|
||||
}
|
||||
//FIXME: in normal behavior, should we use combat Points? Do we care? Is anyone actually going to ever use this AI?
|
||||
}
|
||||
else if ( NPC->cantHitEnemyCounter > 60 )
|
||||
{//pick a new one
|
||||
NPC_CheckEnemy( qtrue, qfalse );
|
||||
}
|
||||
|
||||
if ( enemyPVS && enemyLOS )//&& !enemyShotFOV )
|
||||
{//have a clear LOS to him//, but not looking at him
|
||||
//Find the desired angles
|
||||
vec3_t angles;
|
||||
|
||||
GetAnglesForDirection( muzzle, enemyHead, angles );
|
||||
|
||||
NPCInfo->desiredYaw = AngleNormalize180( angles[YAW] );
|
||||
NPCInfo->desiredPitch = AngleNormalize180( angles[PITCH] );
|
||||
}
|
||||
*/
|
||||
}
|
||||
|
||||
if ( UpdateGoal() )
|
||||
{//have a goal
|
||||
if ( !NPC->enemy
|
||||
&& NPC->client->leader
|
||||
&& NPCInfo->goalEntity == NPC->client->leader
|
||||
&& !Q3_TaskIDPending( NPC, TID_MOVE_NAV ) )
|
||||
{
|
||||
NPC_BSFollowLeader();
|
||||
}
|
||||
else
|
||||
{
|
||||
//set angles
|
||||
if ( (NPCInfo->scriptFlags & SCF_FACE_MOVE_DIR) || NPCInfo->goalEntity != NPC->enemy )
|
||||
{//face direction of movement, NOTE: default behavior when not chasing enemy
|
||||
NPCInfo->combatMove = qfalse;
|
||||
}
|
||||
else
|
||||
{//face goal.. FIXME: what if have a navgoal but want to face enemy while moving? Will this do that?
|
||||
vec3_t dir, angles;
|
||||
|
||||
NPCInfo->combatMove = qfalse;
|
||||
|
||||
VectorSubtract( NPCInfo->goalEntity->currentOrigin, NPC->currentOrigin, dir );
|
||||
vectoangles( dir, angles );
|
||||
NPCInfo->desiredYaw = angles[YAW];
|
||||
if ( NPCInfo->goalEntity == NPC->enemy )
|
||||
{
|
||||
NPCInfo->desiredPitch = angles[PITCH];
|
||||
}
|
||||
}
|
||||
|
||||
//set movement
|
||||
//override default walk/run behavior
|
||||
//NOTE: redundant, done in NPC_ApplyScriptFlags
|
||||
if ( NPCInfo->scriptFlags & SCF_RUNNING )
|
||||
{
|
||||
ucmd.buttons &= ~BUTTON_WALKING;
|
||||
}
|
||||
else if ( NPCInfo->scriptFlags & SCF_WALKING )
|
||||
{
|
||||
ucmd.buttons |= BUTTON_WALKING;
|
||||
}
|
||||
else if ( NPCInfo->goalEntity == NPC->enemy )
|
||||
{
|
||||
ucmd.buttons &= ~BUTTON_WALKING;
|
||||
}
|
||||
else
|
||||
{
|
||||
ucmd.buttons |= BUTTON_WALKING;
|
||||
}
|
||||
|
||||
if ( NPCInfo->scriptFlags & SCF_FORCED_MARCH )
|
||||
{//being forced to walk
|
||||
if ( g_crosshairEntNum != NPC->s.number )
|
||||
{//don't walk if player isn't aiming at me
|
||||
move = qfalse;
|
||||
}
|
||||
}
|
||||
|
||||
if ( move )
|
||||
{
|
||||
//move toward goal
|
||||
NPC_MoveToGoal( qtrue );
|
||||
}
|
||||
}
|
||||
}
|
||||
else if ( !NPC->enemy && NPC->client->leader )
|
||||
{
|
||||
NPC_BSFollowLeader();
|
||||
}
|
||||
|
||||
//update angles
|
||||
NPC_UpdateAngles( qtrue, qtrue );
|
||||
}
|
||||
Reference in New Issue
Block a user