mirror of
https://github.com/jmarshall23/DoomRTX.git
synced 2026-08-14 01:01:05 +02:00
142 lines
3.9 KiB
C++
142 lines
3.9 KiB
C++
// BotAI_Seek_NBG.cpp
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//
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#pragma hdrstop
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#include "precompiled.h"
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#include "../Game_local.h"
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/*
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=====================
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rvmBot::state_SeekNBG
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=====================
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*/
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stateResult_t rvmBot::state_SeekNBG(stateParms_t* parms)
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{
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bot_goal_t goal;
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idVec3 target, dir;
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//bot_moveresult_t moveresult;
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//if (BotIsObserver(bs)) {
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// AIEnter_Observer(bs, "seek nbg: observer");
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// return qfalse;
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//}
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////if in the intermission
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//if (BotIntermission(bs)) {
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// AIEnter_Intermission(bs, "seek nbg: intermision");
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// return qfalse;
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//}
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// respawn if dead.
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if( BotIsDead( &bs ) )
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{
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stateThread.SetState("state_Respawn");
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return SRESULT_DONE_FRAME;
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}
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//bs.tfl = TFL_DEFAULT;
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//if (bot_grapple.integer) bs.tfl |= TFL_GRAPPLEHOOK;
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////if in lava or slime the bot should be able to get out
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//if (BotInLavaOrSlime(bs)) bs.tfl |= TFL_LAVA | TFL_SLIME;
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////
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//if (BotCanAndWantsToRocketJump(bs)) {
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// bs.tfl |= TFL_ROCKETJUMP;
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//}
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////map specific code
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//BotMapScripts(bs);
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//no enemy
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bs.enemy = -1;
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//if the bot has no goal
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if( !botGoalManager.BotGetTopGoal( bs.gs, &goal ) )
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{
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bs.nbg_time = 0;
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}
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//if the bot touches the current goal
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else if( BotReachedGoal( &bs, &goal ) )
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{
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BotChooseWeapon( &bs );
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bs.nbg_time = 0;
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}
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if( bs.nbg_time < Bot_Time() )
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{
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//pop the current goal from the stack
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botGoalManager.BotPopGoal( bs.gs );
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//check for new nearby items right away
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//NOTE: we canNOT reset the check_time to zero because it would create an endless loop of node switches
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bs.check_time = Bot_Time() + 0.05;
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//go back to seek ltg
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// AIEnter_Seek_LTG(bs, "seek nbg: time out");
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stateThread.SetState("state_SeekLTG");
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return SRESULT_DONE_FRAME;
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}
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//predict obstacles
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//if (BotAIPredictObstacles(bs, &goal))
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// return qfalse;
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////initialize the movement state
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//BotSetupForMovement(bs);
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////move towards the goal
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//trap_BotMoveToGoal(&moveresult, bs.ms, &goal, bs.tfl);
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////if the movement failed
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//if (moveresult.failure) {
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// //reset the avoid reach, otherwise bot is stuck in current area
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// trap_BotResetAvoidReach(bs.ms);
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// bs.nbg_time = 0;
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//}
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BotMoveToGoal( &bs, &goal );
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//check if the bot is blocked
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//BotAIBlocked(bs, &moveresult, qtrue);
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////
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//BotClearPath(bs, &moveresult);
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// jmarshall - fix look at code.
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//if the viewangles are used for the movement
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//if (moveresult.flags & (MOVERESULT_MOVEMENTVIEWSET | MOVERESULT_MOVEMENTVIEW | MOVERESULT_SWIMVIEW)) {
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// VectorCopy(moveresult.ideal_viewangles, bs.ideal_viewangles);
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//}
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////if waiting for something
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//else if (moveresult.flags & MOVERESULT_WAITING) {
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// if (random() < bs.thinktime * 0.8) {
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// BotRoamGoal(bs, target);
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// VectorSubtract(target, bs.origin, dir);
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// vectoangles(dir, bs.ideal_viewangles);
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// bs.ideal_viewangles[2] *= 0.5;
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// }
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//}
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//else if (!(bs.flags & BFL_IDEALVIEWSET)) {
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// if (!trap_BotGetSecondGoal(bs.gs, &goal)) trap_BotGetTopGoal(bs.gs, &goal);
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// if (trap_BotMovementViewTarget(bs.ms, &goal, bs.tfl, 300, target)) {
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// VectorSubtract(target, bs.origin, dir);
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// vectoangles(dir, bs.ideal_viewangles);
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// }
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// //FIXME: look at cluster portals?
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// else vectoangles(moveresult.movedir, bs.ideal_viewangles);
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// bs.ideal_viewangles[2] *= 0.5;
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//}
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////if the weapon is used for the bot movement
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//if (moveresult.flags & MOVERESULT_MOVEMENTWEAPON) bs.weaponnum = moveresult.weapon;
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// jmarshall end
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//if there is an enemy
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if( BotFindEnemy( &bs, -1 ) )
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{
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if( BotWantsToRetreat( &bs ) )
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{
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//keep the current long term goal and retreat
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//AIEnter_Battle_NBG(bs, "seek nbg: found enemy");
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stateThread.SetState("state_BattleNBG");
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return SRESULT_DONE_FRAME;
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}
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else
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{
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//trap_BotResetLastAvoidReach(bs.ms);
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//empty the goal stack
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botGoalManager.BotEmptyGoalStack( bs.gs );
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//go fight
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//AIEnter_Battle_Fight(bs, "seek nbg: found enemy");
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stateThread.SetState("state_BattleFight");
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return SRESULT_DONE_FRAME;
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}
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}
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return SRESULT_WAIT;
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} |