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2026-05-22 22:26:19 -07:00

2350 lines
51 KiB
C++

// Bot_goal.cpp
//
#include "precompiled.h"
#include "../Game_local.h"
idCVar bot_droppedweight( "bot_droppedweight", "1000", CVAR_CHEAT | CVAR_INTEGER, "" );
idCVar bot_itemsfile( "bot_itemsfile", "items.c", CVAR_CHEAT, "" );
idBotGoalManager botGoalManager;
static bool BotGoalItemNameContains( const iteminfo_t* itemInfo, const char* needle ) {
if( itemInfo == NULL || needle == NULL ) {
return false;
}
return strstr( itemInfo->classname.c_str(), needle ) != NULL || strstr( itemInfo->name.c_str(), needle ) != NULL;
}
static bool BotGoalHasUsableWeapon( const int* inventory ) {
if( inventory == NULL ) {
return false;
}
return ( inventory[INVENTORY_ROCKETLAUNCHER] > 0 && inventory[INVENTORY_ROCKETS] > 0 ) ||
( inventory[INVENTORY_PLASMAGUN] > 0 && inventory[INVENTORY_CELLS] > 0 ) ||
( inventory[INVENTORY_SHOTGUN] > 0 && inventory[INVENTORY_SHELLS] > 0 ) ||
( inventory[INVENTORY_MACHINEGUN] > 0 && inventory[INVENTORY_BULLETS] > 0 );
}
static bool BotGoalHasPowerWeapon( const int* inventory ) {
if( inventory == NULL ) {
return false;
}
return ( inventory[INVENTORY_ROCKETLAUNCHER] > 0 && inventory[INVENTORY_ROCKETS] > 0 ) ||
( inventory[INVENTORY_PLASMAGUN] > 0 && inventory[INVENTORY_CELLS] > 0 ) ||
( inventory[INVENTORY_SHOTGUN] > 0 && inventory[INVENTORY_SHELLS] > 0 );
}
static bool BotGoalHasOnlyPistolOrDryWeapons( const int* inventory ) {
if( inventory == NULL ) {
return true;
}
const bool ownsNonPistolWeapon = inventory[INVENTORY_MACHINEGUN] > 0 ||
inventory[INVENTORY_SHOTGUN] > 0 ||
inventory[INVENTORY_PLASMAGUN] > 0 ||
inventory[INVENTORY_ROCKETLAUNCHER] > 0;
if( !ownsNonPistolWeapon ) {
return true;
}
if( !BotGoalHasUsableWeapon( inventory ) ) {
return true;
}
const bool onlyMachinegun = inventory[INVENTORY_MACHINEGUN] > 0 &&
inventory[INVENTORY_SHOTGUN] <= 0 &&
inventory[INVENTORY_PLASMAGUN] <= 0 &&
inventory[INVENTORY_ROCKETLAUNCHER] <= 0;
return onlyMachinegun && inventory[INVENTORY_BULLETS] < 25;
}
static float BotGoalCombatItemBias( const iteminfo_t* itemInfo, const int* inventory ) {
if( itemInfo == NULL || inventory == NULL ) {
return 0.0f;
}
const bool desperate = BotGoalHasOnlyPistolOrDryWeapons( inventory );
const bool lacksPowerWeapon = !BotGoalHasPowerWeapon( inventory );
float bias = 0.0f;
// Weapons: route through these during a fight, especially if the bot is stuck
// on pistol/machinegun or is out of usable ammo.
if( BotGoalItemNameContains( itemInfo, "weapon_rocketlauncher" ) || BotGoalItemNameContains( itemInfo, "rocketlauncher" ) ) {
if( inventory[INVENTORY_ROCKETLAUNCHER] <= 0 || desperate ) {
bias += desperate ? 9000.0f : 4200.0f;
}
else if( inventory[INVENTORY_ROCKETS] <= 3 ) {
bias += 2200.0f;
}
}
else if( BotGoalItemNameContains( itemInfo, "weapon_plasmagun" ) || BotGoalItemNameContains( itemInfo, "plasmagun" ) ) {
if( inventory[INVENTORY_PLASMAGUN] <= 0 || desperate ) {
bias += desperate ? 8200.0f : 3800.0f;
}
else if( inventory[INVENTORY_CELLS] <= 18 ) {
bias += 1800.0f;
}
}
else if( BotGoalItemNameContains( itemInfo, "weapon_shotgun" ) || BotGoalItemNameContains( itemInfo, "shotgun" ) ) {
if( inventory[INVENTORY_SHOTGUN] <= 0 || desperate || lacksPowerWeapon ) {
bias += desperate ? 7600.0f : 3200.0f;
}
else if( inventory[INVENTORY_SHELLS] <= 6 ) {
bias += 1600.0f;
}
}
else if( BotGoalItemNameContains( itemInfo, "weapon_machinegun" ) || BotGoalItemNameContains( itemInfo, "machinegun" ) ) {
if( inventory[INVENTORY_MACHINEGUN] <= 0 || desperate ) {
bias += desperate ? 6200.0f : 1800.0f;
}
else if( inventory[INVENTORY_BULLETS] <= 30 ) {
bias += 1200.0f;
}
}
else if( BotGoalItemNameContains( itemInfo, "ammo_rockets" ) || BotGoalItemNameContains( itemInfo, "rocket_ammo" ) ) {
if( inventory[INVENTORY_ROCKETLAUNCHER] > 0 && inventory[INVENTORY_ROCKETS] <= 5 ) {
bias += inventory[INVENTORY_ROCKETS] <= 1 ? 4200.0f : 2400.0f;
}
}
else if( BotGoalItemNameContains( itemInfo, "ammo_cells" ) || BotGoalItemNameContains( itemInfo, "cells" ) ) {
if( inventory[INVENTORY_PLASMAGUN] > 0 && inventory[INVENTORY_CELLS] <= 25 ) {
bias += inventory[INVENTORY_CELLS] <= 8 ? 3600.0f : 2000.0f;
}
}
else if( BotGoalItemNameContains( itemInfo, "ammo_shells" ) || BotGoalItemNameContains( itemInfo, "shells" ) ) {
if( inventory[INVENTORY_SHOTGUN] > 0 && inventory[INVENTORY_SHELLS] <= 10 ) {
bias += inventory[INVENTORY_SHELLS] <= 3 ? 3200.0f : 1700.0f;
}
}
else if( BotGoalItemNameContains( itemInfo, "ammo_clip" ) || BotGoalItemNameContains( itemInfo, "bullets" ) ) {
if( inventory[INVENTORY_MACHINEGUN] > 0 && inventory[INVENTORY_BULLETS] <= 45 ) {
bias += inventory[INVENTORY_BULLETS] <= 10 ? 2800.0f : 1300.0f;
}
}
// Health/armor should also interrupt a fight, but only when it is tactically
// worth the detour. This still lets fuzzy item weights handle normal roaming.
if( BotGoalItemNameContains( itemInfo, "health" ) ) {
if( inventory[INVENTORY_HEALTH] < 35 ) {
bias += 5200.0f;
}
else if( inventory[INVENTORY_HEALTH] < 65 ) {
bias += 2600.0f;
}
else if( inventory[INVENTORY_HEALTH] < 95 ) {
bias += 900.0f;
}
}
if( BotGoalItemNameContains( itemInfo, "armor" ) ) {
if( inventory[INVENTORY_ARMOR] < 25 ) {
bias += 2400.0f;
}
else if( inventory[INVENTORY_ARMOR] < 75 ) {
bias += 1100.0f;
}
}
return bias;
}
/*
==================
idBotGoalManager::idBotGoalManager
==================
*/
idBotGoalManager::idBotGoalManager()
{
freelevelitems = NULL;
levelitems = NULL;
}
/*
==================
idBotGoalManager::BotGoalStateFromHandle
==================
*/
bot_goalstate_t* idBotGoalManager::BotGoalStateFromHandle( int handle )
{
if( handle <= 0 || handle > MAX_CLIENTS )
{
gameLocal.Error( "goal state handle %d out of range\n", handle );
return NULL;
}
if( !botgoalstates[handle].InUse() )
{
gameLocal.Error( "invalid goal state %d\n", handle );
return NULL;
}
return &botgoalstates[handle];
}
/*
==================
idBotGoalManager::BotInterbreedGoalFuzzyLogic
==================
*/
void idBotGoalManager::BotInterbreedGoalFuzzyLogic( int parent1, int parent2, int child )
{
bot_goalstate_t* p1, * p2, * c;
p1 = BotGoalStateFromHandle( parent1 );
p2 = BotGoalStateFromHandle( parent2 );
c = BotGoalStateFromHandle( child );
botFuzzyWeightManager.InterbreedWeightConfigs( p1->itemweightconfig, p2->itemweightconfig, c->itemweightconfig );
}
/*
========================
idBotGoalManager::BotSaveGoalFuzzyLogic
========================
*/
void idBotGoalManager::BotSaveGoalFuzzyLogic( int goalstate, char* filename )
{
bot_goalstate_t* gs;
gs = BotGoalStateFromHandle( goalstate );
//WriteWeightConfig(filename, gs->itemweightconfig);
}
/*
========================
idBotGoalManager::BotMutateGoalFuzzyLogic
========================
*/
void idBotGoalManager::BotMutateGoalFuzzyLogic( int goalstate, float range )
{
bot_goalstate_t* gs;
gs = BotGoalStateFromHandle( goalstate );
botFuzzyWeightManager.EvolveWeightConfig( gs->itemweightconfig );
}
/*
========================
idBotGoalManager::ParseItemInfo
========================
*/
void idBotGoalManager::ParseItemInfo( idParser& parser, iteminfo_t* itemInfo )
{
idToken token;
parser.ExpectTokenString( "{" );
while( true )
{
if( !parser.ReadToken( &token ) )
{
parser.Error( "Unexpected end of file found while parsing weaponinfo!" );
}
if( token == "}" )
{
break;
}
if( token == "name" )
{
idToken valueToken;
if( !parser.ReadToken( &valueToken ) )
{
parser.Error( "Failed to read value token, encountered EOF parsing weapon info!" );
}
itemInfo->name = valueToken;
}
else if( token == "model" )
{
idToken valueToken;
if( !parser.ReadToken( &valueToken ) )
{
parser.Error( "Failed to read value token, encountered EOF parsing weapon info!" );
}
itemInfo->model = valueToken;
}
else if( token == "modelindex" )
{
idToken valueToken;
if( !parser.ReadToken( &valueToken ) )
{
parser.Error( "Failed to read value token, encountered EOF parsing weapon info!" );
}
itemInfo->modelindex = valueToken.GetIntValue();
}
else if( token == "type" )
{
idToken valueToken;
if( !parser.ReadToken( &valueToken ) )
{
parser.Error( "Failed to read value token, encountered EOF parsing weapon info!" );
}
itemInfo->type = valueToken.GetIntValue();
}
else if( token == "index" )
{
idToken valueToken;
if( !parser.ReadToken( &valueToken ) )
{
parser.Error( "Failed to read value token, encountered EOF parsing weapon info!" );
}
itemInfo->index = valueToken.GetIntValue();
}
else if( token == "respawntime" )
{
idToken valueToken;
if( !parser.ReadToken( &valueToken ) )
{
parser.Error( "Failed to read value token, encountered EOF parsing weapon info!" );
}
itemInfo->respawntime = valueToken.GetIntValue();
}
else if( token == "mins" )
{
float value[3];
if( !parser.Parse1DMatrixLegacy( 3, &value[0] ) )
{
parser.Error( "Failed to read value token, encountered EOF parsing weapon info!" );
}
itemInfo->mins.Set( value[0], value[1], value[2] );
}
else if( token == "maxs" )
{
float value[3];
if( !parser.Parse1DMatrixLegacy( 3, &value[0] ) )
{
parser.Error( "Failed to read value token, encountered EOF parsing weapon info!" );
}
itemInfo->maxs.Set( value[0], value[1], value[2] );
}
else
{
parser.Error( "ParseProjectileInfo: Unexpected token %s\n", token.c_str() );
}
}
}
/*
========================
idBotGoalManager::LoadItemConfig
========================
*/
itemconfig_t* idBotGoalManager::LoadItemConfig( char* filename )
{
idToken token;
idStr path;
itemconfig_t ic;
iteminfo_t* ii;
idParser source;
path = filename;
rvmScopedLexerBaseFolder scopedBaseFolder( BOTFILESBASEFOLDER );
if( !source.LoadFile( path ) )
{
gameLocal.Error( "counldn't load %s\n", path.c_str() );
return NULL;
}
ic.Reset();
//parse the item config file
while( source.ReadToken( &token ) )
{
if( token == "iteminfo" )
{
if( ic.numiteminfo >= MAX_BOT_ITEM_INFO )
{
source.Error( "more than %d item info defined\n", MAX_BOT_ITEM_INFO );
return NULL;
}
ii = &ic.iteminfo[ic.numiteminfo];
if( !source.ExpectTokenType( TT_STRING, 0, &token ) )
{
return NULL;
}
token.StripDoubleQuotes();
ii->classname = token;
ParseItemInfo( source, ii );
ii->number = ic.numiteminfo;
ic.numiteminfo++;
}
else
{
gameLocal.Error( "unknown definition %s\n", token.c_str() );
return NULL;
}
}
if( !ic.numiteminfo )
{
common->Warning( "no item info loaded\n" );
}
common->DPrintf( "loaded %s\n", path );
itemconfiglocal = ic;
itemconfig = &itemconfiglocal;
return itemconfig;
}
/*
========================
idBotGoalManager::ItemWeightIndex
========================
*/
static const char* Bot_ItemWeightAlias( const char* classname )
{
if( classname == NULL || classname[0] == '\0' )
{
return NULL;
}
struct itemWeightAlias_t
{
const char* missingName;
const char* fallbackName;
};
static const itemWeightAlias_t aliases[] =
{
{ "weapon_grenadelauncher", "weapon_rocketlauncher" },
{ "weapon_lightning", "weapon_plasmagun" },
{ "weapon_railgun", "weapon_rocketlauncher" },
{ "weapon_fists", "weapon_pistol" },
{ "weapon_grapplinghook", "weapon_chainsaw" },
{ "weapon_nailgun", "weapon_chaingun" },
{ "weapon_prox_launcher", "weapon_rocketlauncher" },
{ "team_redobelisk", "item_armor_shard" },
{ "team_blueobelisk", "item_armor_shard" },
{ "team_neutralobelisk", "item_armor_shard" },
{ NULL, NULL }
};
for( int i = 0; aliases[i].missingName != NULL; i++ )
{
if( idStr::Icmp( classname, aliases[i].missingName ) == 0 )
{
return aliases[i].fallbackName;
}
}
return NULL;
}
static bool Bot_ItemClassnamesMatch( const char* entityClassname, const char* itemClassname )
{
if( entityClassname == NULL || itemClassname == NULL )
{
return false;
}
if( idStr::Icmp( entityClassname, itemClassname ) == 0 )
{
return true;
}
idStr normalizedItem = itemClassname;
if( idStr::Icmp( normalizedItem.Right( 3 ).c_str(), "_mp" ) == 0 )
{
normalizedItem.StripTrailing( "_mp" );
if( idStr::Icmp( entityClassname, normalizedItem.c_str() ) == 0 )
{
return true;
}
}
const char* aliasName = Bot_ItemWeightAlias( itemClassname );
return aliasName != NULL && idStr::Icmp( entityClassname, aliasName ) == 0;
}
int* idBotGoalManager::ItemWeightIndex( weightconfig_t* iwc, itemconfig_t* ic )
{
int* index;
if( iwc == NULL || ic == NULL || ic->numiteminfo <= 0 )
{
return NULL;
}
//initialize item weight index
index = new int[ic->numiteminfo]; // jmarshall: Get this off of the heap!
for( int i = 0; i < ic->numiteminfo; i++ )
{
const char* classname = ic->iteminfo[i].classname.c_str();
index[i] = botFuzzyWeightManager.FindFuzzyWeight( iwc, ( char* )classname );
if( index[i] < 0 )
{
const char* aliasName = Bot_ItemWeightAlias( classname );
if( aliasName != NULL )
{
index[i] = botFuzzyWeightManager.FindFuzzyWeight( iwc, ( char* )aliasName );
}
}
if( index[i] < 0 )
{
static const char* safeFallbacks[] =
{
"item_armor_shard",
"item_armor",
"ammo_clip",
"weapon_machinegun",
"weapon_shotgun",
NULL
};
for( int j = 0; safeFallbacks[j] != NULL; j++ )
{
index[i] = botFuzzyWeightManager.FindFuzzyWeight( iwc, ( char* )safeFallbacks[j] );
if( index[i] >= 0 )
{
break;
}
}
}
if( index[i] < 0 )
{
common->Warning( "item info %d \"%s\" has no fuzzy weight\r\n", i, classname );
}
}
return index;
}
/*
========================
idBotGoalManager::InitLevelItemHeap
========================
*/
void idBotGoalManager::InitLevelItemHeap( void )
{
for( int i = 0; i < MAX_BOT_LEVEL_ITEMS - 1; i++ )
{
levelitemheap[i].next = &levelitemheap[i + 1];
}
levelitemheap[MAX_BOT_LEVEL_ITEMS - 1].next = NULL;
freelevelitems = levelitemheap;
}
/*
========================
idBotGoalManager::AllocLevelItem
========================
*/
levelitem_t* idBotGoalManager::AllocLevelItem( void )
{
levelitem_t* li;
li = freelevelitems;
if( !li )
{
gameLocal.Warning( "out of bot level items, increase MAX_BOT_LEVEL_ITEMS\n" );
return NULL;
}
freelevelitems = freelevelitems->next;
//memset(li, 0, sizeof(levelitem_t));
li->Reset();
return li;
}
/*
========================
idBotGoalManager::FreeLevelItem
========================
*/
void idBotGoalManager::FreeLevelItem( levelitem_t* li )
{
li->next = freelevelitems;
freelevelitems = li;
}
/*
========================
idBotGoalManager::AddLevelItemToList
========================
*/
void idBotGoalManager::AddLevelItemToList( levelitem_t* li )
{
if( levelitems )
{
levelitems->prev = li;
}
li->prev = NULL;
li->next = levelitems;
levelitems = li;
}
/*
========================
idBotGoalManager::RemoveLevelItemFromList
========================
*/
void idBotGoalManager::RemoveLevelItemFromList( levelitem_t* li )
{
if( li->prev )
{
li->prev->next = li->next;
}
else
{
levelitems = li->next;
}
if( li->next )
{
li->next->prev = li->prev;
}
}
/*
========================
idBotGoalManager::BotFreeInfoEntities
========================
*/
void idBotGoalManager::BotFreeInfoEntities( void )
{
maplocation_t* ml, * nextml;
campspot_t* cs, * nextcs;
// for (ml = maplocations; ml; ml = nextml)
// {
// nextml = ml->next;
// // jmarshall
// //FreeMemory(ml);
// // jmarshall end
// }
maplocations.Clear();
//for (cs = campspots; cs; cs = nextcs)
//{
// nextcs = cs->next;
// // jmarshall
// //FreeMemory(cs);
// // jmarshall end
//}
campspots.Clear();
}
/*
========================
idBotGoalManager::BotInitInfoEntities
========================
*/
void idBotGoalManager::BotInitInfoEntities( void )
{
//char classname[MAX_EPAIRKEY];
idStr classname;
maplocation_t* ml;
campspot_t* cs;
BotFreeInfoEntities();
maplocations.Clear();
campspots.Clear();
for( int i = 0; i < gameLocal.num_entities; i++ )
{
idEntity* ent = gameLocal.entities[i];
if( ent == NULL )
{
continue;
}
classname = ent->spawnArgs.GetString( "classname" );
//map locations
if( classname == "target_location" )
{
maplocation_t ml;
ml.origin = ent->GetPhysics()->GetOrigin();
ml.name = ent->GetKey( "message" );
maplocations.Append( ml );
}
//camp spots
else if( classname == "info_camp" )
{
//cs = (campspot_t*)G_AllocClearedMemory(sizeof(campspot_t));
campspot_t cs;
cs.origin = ent->GetPhysics()->GetOrigin();
cs.name = ent->GetKey( "message" );
cs.range = ent->GetFloat( "range" );
cs.weight = ent->GetFloat( "weight" );
cs.wait = ent->GetFloat( "wait" );
cs.random = ent->GetFloat( "random" );
campspots.Append( cs );
}
}
common->Printf( "%d map locations\n", maplocations.Num() );
common->Printf( "%d camp spots\n", campspots.Num() );
}
/*
=======================
idBotGoalManager::InitLevelItems
=======================
*/
void idBotGoalManager::InitLevelItems( void )
{
int i, spawnflags, value;
idStr classname;
idVec3 origin, end;
int ent, goalareanum;
itemconfig_t* ic;
levelitem_t* li;
//bsp_trace_t trace;
//initialize the map locations and camp spots
BotInitInfoEntities();
//initialize the level item heap
InitLevelItemHeap();
levelitems = NULL;
numlevelitems = 0;
ic = itemconfig;
if( !ic )
{
return;
}
//update the modelindexes of the item info
//for (i = 0; i < ic->numiteminfo; i++)
//{
// if (!ic->iteminfo[i].modelindex)
// {
// Log_Write("item %s has modelindex 0", ic->iteminfo[i].classname);
// }
//}
//for (ent = NAV_NextBSPEntity(0); ent; ent = NAV_NextBSPEntity(ent))
for( int idx = 0; idx < gameLocal.num_entities; idx++ )
{
if( gameLocal.entities[idx] == NULL )
{
continue;
}
idItem* ent = gameLocal.entities[idx]->Cast<idItem>();
if( ent == nullptr )
{
continue;
}
spawnflags = ent->GetInt( "spawnflags" );
classname = ent->spawnArgs.GetString( "classname" );
for( i = 0; i < ic->numiteminfo; i++ )
{
if( Bot_ItemClassnamesMatch( classname.c_str(), ic->iteminfo[i].classname.c_str() ) )
{
break;
}
}
if( i >= ic->numiteminfo )
{
gameLocal.Warning( "entity %s unknown item\r\n", classname.c_str() );
continue;
}
//get the origin of the item.
origin = ent->GetPhysics()->GetOrigin();
goalareanum = 0;
// jmarshall - fix floating items
//if it is a floating item
//if (spawnflags & 1)
//{
// //if the item is not floating in water
// if (!(NAV_PointContents(origin) & CONTENTS_WATER))
// {
// VectorCopy(origin, end);
// end[2] -= 32;
// trace = NAV_Trace(origin, ic->iteminfo[i].mins, ic->iteminfo[i].maxs, end, -1, CONTENTS_SOLID | CONTENTS_PLAYERCLIP);
// //if the item not near the ground
// if (trace.fraction >= 1)
// {
// //if the item is not reachable from a jumppad
// goalareanum = NAV_BestReachableFromJumpPadArea(origin, ic->iteminfo[i].mins, ic->iteminfo[i].maxs);
// Log_Write("item %s reachable from jumppad area %d\r\n", ic->iteminfo[i].classname, goalareanum);
// //G_Printf( "item %s reachable from jumppad area %d\r\n", ic->iteminfo[i].classname, goalareanum);
// if (!goalareanum) continue;
// } //end if
// } //end if
//} //end if
// jmarshall end
li = AllocLevelItem();
if( !li )
{
return;
}
li->number = ++numlevelitems;
li->timeout = 0;
li->item = ent;
li->name = classname;
li->flags = 0;
if( ent->GetBool( "notfree" ) )
{
li->flags |= IFL_NOTFREE;
}
if( ent->GetBool( "notteam" ) )
{
li->flags |= IFL_NOTTEAM;
}
if( ent->GetBool( "notsingle" ) )
{
li->flags |= IFL_NOTSINGLE;
}
if( ent->GetBool( "notbot" ) )
{
li->flags |= IFL_NOTBOT;
}
if( classname == "item_botroam" )
{
li->flags |= IFL_ROAM;
//NAV_FloatForBSPEpairKey(ent, "weight", &li->weight);
li->weight = ent->GetFloat( "weight" );
}
////if not a stationary item
//if (!(spawnflags & 1))
//{
// if (!NAV_DropToFloor(origin, ic->iteminfo[i].mins, ic->iteminfo[i].maxs))
// {
// G_Printf( "%s in solid at (%1.1f %1.1f %1.1f)\n",
// classname, origin[0], origin[1], origin[2]);
// } //end if
//} //end if
//item info of the level item
li->iteminfo = i;
//origin of the item
VectorCopy( origin, li->origin );
VectorCopy( origin, li->goalorigin );
AddLevelItemToList( li );
}
gameLocal.Printf( "found %d level items\n", numlevelitems );
}
/*
=======================
idBotGoalManager::BotGoalName
=======================
*/
void idBotGoalManager::BotGoalName( int number, char* name, int size )
{
levelitem_t* li;
if( name == NULL || size <= 0 )
{
return;
}
name[0] = '\0';
if( !itemconfig )
{
return;
}
for( li = levelitems; li; li = li->next )
{
if( li->number == number )
{
idStr::Copynz( name, itemconfig->iteminfo[li->iteminfo].name, size );
return;
}
}
}
/*
=======================
idBotGoalManager::BotResetAvoidGoals
=======================
*/
void idBotGoalManager::BotResetAvoidGoals( int goalstate )
{
bot_goalstate_t* gs;
gs = BotGoalStateFromHandle( goalstate );
if( !gs )
{
return;
}
memset( gs->avoidgoals, 0, MAX_AVOIDGOALS * sizeof( int ) );
memset( gs->avoidgoaltimes, 0, MAX_AVOIDGOALS * sizeof( float ) );
}
/*
=======================
idBotGoalManager::BotResetAvoidGoals
=======================
*/
void idBotGoalManager::BotDumpAvoidGoals( int goalstate )
{
int i;
bot_goalstate_t* gs;
char name[32];
gs = BotGoalStateFromHandle( goalstate );
if( !gs )
{
return;
}
for( i = 0; i < MAX_AVOIDGOALS; i++ )
{
if( gs->avoidgoaltimes[i] >= Bot_Time() )
{
BotGoalName( gs->avoidgoals[i], name, 32 );
//Log_Write("avoid goal %s, number %d for %f seconds", name,
// gs->avoidgoals[i], gs->avoidgoaltimes[i] - NAV_Time());
}
}
}
/*
=======================
idBotGoalManager::BotAddToAvoidGoals
=======================
*/
void idBotGoalManager::BotAddToAvoidGoals( bot_goalstate_t* gs, int number, float avoidtime )
{
int i;
for( i = 0; i < MAX_AVOIDGOALS; i++ )
{
//if the avoid goal is already stored
if( gs->avoidgoals[i] == number )
{
gs->avoidgoals[i] = number;
gs->avoidgoaltimes[i] = Bot_Time() + avoidtime;
return;
}
}
for( i = 0; i < MAX_AVOIDGOALS; i++ )
{
//if this avoid goal has expired
if( gs->avoidgoaltimes[i] < Bot_Time() )
{
gs->avoidgoals[i] = number;
gs->avoidgoaltimes[i] = Bot_Time() + avoidtime;
return;
}
}
}
/*
=======================
idBotGoalManager::BotAddToAvoidGoals
=======================
*/
void idBotGoalManager::BotRemoveFromAvoidGoals( int goalstate, int number )
{
int i;
bot_goalstate_t* gs;
gs = BotGoalStateFromHandle( goalstate );
if( !gs )
{
return;
}
//don't use the goals the bot wants to avoid
for( i = 0; i < MAX_AVOIDGOALS; i++ )
{
if( gs->avoidgoals[i] == number && gs->avoidgoaltimes[i] >= Bot_Time() )
{
gs->avoidgoaltimes[i] = 0;
return;
}
}
}
/*
=======================
idBotGoalManager::BotAvoidGoalTime
=======================
*/
float idBotGoalManager::BotAvoidGoalTime( int goalstate, int number )
{
int i;
bot_goalstate_t* gs;
gs = BotGoalStateFromHandle( goalstate );
if( !gs )
{
return 0;
}
//don't use the goals the bot wants to avoid
for( i = 0; i < MAX_AVOIDGOALS; i++ )
{
if( gs->avoidgoals[i] == number && gs->avoidgoaltimes[i] >= Bot_Time() )
{
return gs->avoidgoaltimes[i] - Bot_Time();
}
}
return 0;
}
/*
=======================
idBotGoalManager::BotSetAvoidGoalTime
=======================
*/
void idBotGoalManager::BotSetAvoidGoalTime( int goalstate, int number, float avoidtime )
{
bot_goalstate_t* gs;
levelitem_t* li;
gs = BotGoalStateFromHandle( goalstate );
if( !gs )
{
return;
}
if( avoidtime < 0 )
{
if( !itemconfig )
{
return;
}
for( li = levelitems; li; li = li->next )
{
if( li->number == number )
{
avoidtime = itemconfig->iteminfo[li->iteminfo].respawntime;
if( !avoidtime )
{
avoidtime = AVOID_DEFAULT_TIME;
}
if( avoidtime < AVOID_MINIMUM_TIME )
{
avoidtime = AVOID_MINIMUM_TIME;
}
BotAddToAvoidGoals( gs, number, avoidtime );
return;
}
}
return;
}
else
{
BotAddToAvoidGoals( gs, number, avoidtime );
}
}
/*
=======================
idBotGoalManager::BotGetLevelItemGoal
=======================
*/
int idBotGoalManager::BotGetLevelItemGoal( int index, char* name, bot_goal_t* goal )
{
levelitem_t* li;
if( !itemconfig )
{
return -1;
}
li = levelitems;
if( index >= 0 )
{
for( ; li; li = li->next )
{
if( li->number == index )
{
li = li->next;
break;
}
}
}
for( ; li; li = li->next )
{
if( gameLocal.gameType == GAME_SP )
{
if( li->flags & IFL_NOTSINGLE )
{
continue;
}
}
else if( gameLocal.gameType >= GAME_TDM )
{
if( li->flags & IFL_NOTTEAM )
{
continue;
}
}
else
{
if( li->flags & IFL_NOTFREE )
{
continue;
}
}
if( li->flags & IFL_NOTBOT )
{
continue;
}
if( itemconfig->iteminfo[li->iteminfo].name == name )
{
// goal->areanum = li->goalareanum;
goal->origin = li->goalorigin;
goal->entitynum = li->item != NULL ? li->item->entityNumber : 0;
goal->mins = itemconfig->iteminfo[li->iteminfo].mins;
goal->maxs = itemconfig->iteminfo[li->iteminfo].maxs;
goal->number = li->number;
goal->flags = GFL_ITEM;
if( li->timeout )
{
goal->flags |= GFL_DROPPED;
}
//G_Printf( "found li %s\n", itemconfig->iteminfo[li->iteminfo].name);
return li->number;
}
}
return -1;
}
/*
=========================
idBotGoalManager::BotGetMapLocationGoal
=========================
*/
int idBotGoalManager::BotGetMapLocationGoal( char* name, bot_goal_t* goal )
{
maplocation_t* ml;
idVec3 mins( -8, -8, -8 );
idVec3 maxs( 8, 8, 8 );
for( int i = 0; i < maplocations.Num(); i++ )
{
ml = &maplocations[i];
if( ml->name == name )
{
goal->areanum = ml->areanum;
VectorCopy( ml->origin, goal->origin );
goal->entitynum = 0;
VectorCopy( mins, goal->mins );
VectorCopy( maxs, goal->maxs );
return true;
}
}
return false;
}
/*
=========================
idBotGoalManager::BotGetNextCampSpotGoal
=========================
*/
int idBotGoalManager::BotGetNextCampSpotGoal( int num, bot_goal_t* goal )
{
int i;
campspot_t* cs;
idVec3 mins( -8, -8, -8 );
idVec3 maxs( 8, 8, 8 );
if( num < 0 )
{
num = 0;
}
i = num;
for( int d = 0; d < campspots.Num(); d++ )
{
cs = &campspots[d];
if( --i < 0 )
{
goal->areanum = cs->areanum;
VectorCopy( cs->origin, goal->origin );
goal->entitynum = 0;
VectorCopy( mins, goal->mins );
VectorCopy( maxs, goal->maxs );
return num + 1;
}
}
return 0;
}
/*
============================
idBotGoalManager::BotFindEntityForLevelItem
============================
*/
void idBotGoalManager::BotFindEntityForLevelItem( levelitem_t* li )
{
int ent, modelindex;
itemconfig_t* ic;
//aas_entityinfo_t entinfo;
idVec3 dir;
ic = itemconfig;
if( !itemconfig )
{
return;
}
for( int idx = 0; idx < gameLocal.num_entities; idx++ )
{
if( gameLocal.entities[idx] == NULL )
{
continue;
}
idItem* ent = gameLocal.entities[idx]->Cast<idItem>();
if( ent == nullptr )
{
continue;
}
//get the model index of the entity
modelindex = ent->GetModelIndex();
if( !modelindex )
{
continue;
}
// jmarshall - eval moving objects
//get info about the entity
//NAV_EntityInfo(ent, &entinfo);
//if the entity is still moving
//if (entinfo.origin[0] != entinfo.lastvisorigin[0] ||
// entinfo.origin[1] != entinfo.lastvisorigin[1] ||
// entinfo.origin[2] != entinfo.lastvisorigin[2]) continue;
//
// jmarshall end
if( ic->iteminfo[li->iteminfo].modelindex == modelindex )
{
//check if the entity is very close
idVec3 dir = li->origin - ent->GetPhysics()->GetOrigin();
if( dir.Length() < 30 )
{
//found an entity for this level item
li->item = ent;
}
}
}
}
/*
========================
UpdateEntityItems
========================
*/
//NOTE: enum entityType_t in bg_public.h
#define ET_ITEM 2
void idBotGoalManager::UpdateEntityItems( void )
{
int i, modelindex;
idVec3 dir;
levelitem_t* li, * nextli;
itemconfig_t* ic;
//timeout current entity items if necessary
for( li = levelitems; li; li = nextli )
{
nextli = li->next;
//if it is a item that will time out
if( li->timeout )
{
//timeout the item
if( li->timeout < Bot_Time() )
{
RemoveLevelItemFromList( li );
FreeLevelItem( li );
}
}
}
//find new entity items
ic = itemconfig;
if( !itemconfig )
{
return;
}
//
for( int idx = 0; idx < gameLocal.num_entities; idx++ )
{
if( gameLocal.entities[idx] == NULL )
{
continue;
}
idItem* ent = gameLocal.entities[idx]->Cast<idItem>();
if( ent == nullptr )
{
continue;
}
//get the model index of the entity
modelindex = ent->GetModelIndex();
if( !modelindex )
{
continue;
}
// jmarshall - eval floating items.
////get info about the entity
//NAV_EntityInfo(ent, &entinfo);
////FIXME: don't do this
////skip all floating items for now
////if (entinfo.groundent != ENTITYNUM_WORLD) continue;
////if the entity is still moving
//if (entinfo.origin[0] != entinfo.lastvisorigin[0] ||
// entinfo.origin[1] != entinfo.lastvisorigin[1] ||
// entinfo.origin[2] != entinfo.lastvisorigin[2]) continue;
// jmarshall end
//check if the entity is already stored as a level item
for( li = levelitems; li; li = li->next )
{
//if the level item is linked to an entity
if( li->item && li->item == ent )
{
//the entity is re-used if the models are different
if( ic->iteminfo[li->iteminfo].modelindex != modelindex )
{
//remove this level item
RemoveLevelItemFromList( li );
FreeLevelItem( li );
li = NULL;
break;
}
else
{
//if (entinfo.origin[0] != li->origin[0] ||
// entinfo.origin[1] != li->origin[1] ||
// entinfo.origin[2] != li->origin[2])
//{
// VectorCopy(entinfo.origin, li->origin);
// //also update the goal area number
// li->goalareanum = NAV_BestReachableArea(li->origin,
// ic->iteminfo[li->iteminfo].mins, ic->iteminfo[li->iteminfo].maxs,
// li->goalorigin);
//} //end if
li->origin = ent->GetPhysics()->GetOrigin();
break;
}
}
}
if( li )
{
continue;
}
//try to link the entity to a level item
for( li = levelitems; li; li = li->next )
{
//if this level item is already linked
if( li->item )
{
continue;
}
//
if( gameLocal.gameType == GAME_SP )
{
if( li->flags & IFL_NOTSINGLE )
{
continue;
}
}
else if( gameLocal.gameType >= GAME_TDM )
{
if( li->flags & IFL_NOTTEAM )
{
continue;
}
}
else
{
if( li->flags & IFL_NOTFREE )
{
continue;
}
}
//if the model of the level item and the entity are the same
if( ic->iteminfo[li->iteminfo].modelindex == modelindex )
{
//check if the entity is very close
dir = li->origin - ent->GetPhysics()->GetOrigin();
if( dir.Length() < 30 )
{
//found an entity for this level item
li->item = ent;
//if the origin is different
//if (entinfo.origin[0] != li->origin[0] ||
// entinfo.origin[1] != li->origin[1] ||
// entinfo.origin[2] != li->origin[2])
//{
// //update the level item origin
// VectorCopy(ent->r.currentOrigin, li->origin);
// //also update the goal area number
// li->goalareanum = NAV_BestReachableArea(li->origin,
// ic->iteminfo[li->iteminfo].mins, ic->iteminfo[li->iteminfo].maxs,
// li->goalorigin);
//} //end if
//update the level item origin
//VectorCopy(ent->r.currentOrigin, li->origin);
li->origin = ent->GetPhysics()->GetOrigin();
break;
}
}
}
if( li )
{
continue;
}
//check if the model is from a known item
for( i = 0; i < ic->numiteminfo; i++ )
{
if( ic->iteminfo[i].modelindex == modelindex )
{
break;
}
}
//if the model is not from a known item
if( i >= ic->numiteminfo )
{
continue;
}
//allocate a new level item
li = AllocLevelItem();
if( !li )
{
continue;
}
//entity number of the level item
li->item = ent;
//number for the level item
li->number = ent->entityNumber;
//set the item info index for the level item
li->iteminfo = i;
//origin of the item
//VectorCopy(ent->r.currentOrigin, li->origin);
li->origin = ent->GetPhysics()->GetOrigin();
// jmarshall - fix this, bots, jump pads, and droppable items, bad combo.
//get the item goal area and goal origin
//li->goalareanum = NAV_BestReachableArea(li->origin,
// ic->iteminfo[i].mins, ic->iteminfo[i].maxs,
// li->goalorigin);
////never go for items dropped into jumppads
//if (NAV_AreaJumpPad(li->goalareanum))
//{
// FreeLevelItem(li);
// continue;
//} //end if
// jmarshall end
//time this item out after 30 seconds
//dropped items disappear after 30 seconds
li->timeout = Bot_Time() + 30;
//add the level item to the list
AddLevelItemToList( li );
//G_Printf( "found new level item %s\n", ic->iteminfo[i].classname);
}
}
/*
====================
idBotGoalManager::BotDumpGoalStack
====================
*/
void idBotGoalManager::BotDumpGoalStack( int goalstate )
{
int i;
bot_goalstate_t* gs;
char name[32];
gs = BotGoalStateFromHandle( goalstate );
if( !gs )
{
return;
}
for( i = 1; i <= gs->goalstacktop; i++ )
{
BotGoalName( gs->goalstack[i].number, name, 32 );
common->Printf( "%d: %s", i, name );
}
}
/*
====================
BotPushGoal
====================
*/
void idBotGoalManager::BotPushGoal( int goalstate, bot_goal_t* goal )
{
bot_goalstate_t* gs;
gs = BotGoalStateFromHandle( goalstate );
if( !gs )
{
return;
}
if( gs->goalstacktop > 0 && gs->goalstack[gs->goalstacktop].number == goal->number )
{
gs->goalstack[gs->goalstacktop] = *goal;
return;
}
if( gs->goalstacktop >= MAX_GOALSTACK - 1 )
{
gameLocal.Warning( "bot goal stack overflow, clearing stale goals\n" );
BotDumpGoalStack( goalstate );
gs->goalstacktop = 0;
}
gs->goalstacktop++;
gs->goalstack[gs->goalstacktop] = *goal;
}
/*
====================
idBotGoalManager::BotPopGoal
====================
*/
void idBotGoalManager::BotPopGoal( int goalstate )
{
bot_goalstate_t* gs;
gs = BotGoalStateFromHandle( goalstate );
if( !gs )
{
return;
}
if( gs->goalstacktop > 0 )
{
gs->goalstacktop--;
}
}
/*
====================
idBotGoalManager::BotEmptyGoalStack
====================
*/
void idBotGoalManager::BotEmptyGoalStack( int goalstate )
{
bot_goalstate_t* gs;
gs = BotGoalStateFromHandle( goalstate );
if( !gs )
{
return;
}
gs->goalstacktop = 0;
}
/*
====================
idBotGoalManager::BotGetTopGoal
====================
*/
int idBotGoalManager::BotGetTopGoal( int goalstate, bot_goal_t* goal )
{
bot_goalstate_t* gs;
gs = BotGoalStateFromHandle( goalstate );
if( !gs )
{
return false;
}
if( !gs->goalstacktop )
{
return false;
}
memcpy( goal, &gs->goalstack[gs->goalstacktop], sizeof( bot_goal_t ) );
return true;
}
/*
====================
idBotGoalManager::BotGetSecondGoal
====================
*/
int idBotGoalManager::BotGetSecondGoal( int goalstate, bot_goal_t* goal )
{
bot_goalstate_t* gs;
gs = BotGoalStateFromHandle( goalstate );
if( !gs )
{
return false;
}
if( gs->goalstacktop <= 1 )
{
return false;
}
memcpy( goal, &gs->goalstack[gs->goalstacktop - 1], sizeof( bot_goal_t ) );
return true;
}
/*
====================
idBotGoalManager::BotChooseLTGItem
====================
*/
int idBotGoalManager::BotChooseLTGItem( int goalstate, idVec3 origin, int* inventory, int travelflags )
{
int t, weightnum;
float weight, bestweight, avoidtime;
iteminfo_t* iteminfo;
itemconfig_t* ic;
levelitem_t* li, * bestitem;
bot_goal_t goal;
bot_goalstate_t* gs;
gs = BotGoalStateFromHandle( goalstate );
if( !gs )
{
return false;
}
if( !gs->itemweightconfig )
{
return false;
}
//get the area the bot is in
//areanum = BotReachabilityArea(origin, gs->client);
//if the bot is in solid or if the area the bot is in has no reachability links
//if (!areanum || !NAV_AreaReachability(areanum))
//{
// //use the last valid area the bot was in
// areanum = gs->lastreachabilityarea;
//} //end if
//remember the last area with reachabilities the bot was in
//gs->lastreachabilityarea = areanum;
//if still in solid
//if (!areanum)
// return qfalse;
//the item configuration
ic = itemconfig;
if( !itemconfig )
{
return false;
}
//best weight and item so far
bestweight = 0;
bestitem = NULL;
memset( &goal, 0, sizeof( bot_goal_t ) );
//go through the items in the level
for( li = levelitems; li; li = li->next )
{
if( gameLocal.gameType == GAME_SP )
{
if( li->flags & IFL_NOTSINGLE )
{
continue;
}
}
else if( gameLocal.gameType >= GAME_TDM )
{
if( li->flags & IFL_NOTTEAM )
{
continue;
}
}
else
{
if( li->flags & IFL_NOTFREE )
{
continue;
}
}
if( li->flags & IFL_NOTBOT )
{
continue;
}
//if the item is not in a possible goal area
//if (!li->goalareanum)
// continue;
//FIXME: is this a good thing? added this for items that never spawned into the game (f.i. CTF flags in obelisk)
if( !li->item && !( li->flags & IFL_ROAM ) )
{
continue;
}
//get the fuzzy weight function for this item
iteminfo = &ic->iteminfo[li->iteminfo];
const float tacticalBias = BotGoalCombatItemBias( iteminfo, inventory );
weightnum = gs->itemweightindex[iteminfo->number];
if( weightnum < 0 )
{
if( tacticalBias <= 0.0f )
{
continue;
}
weight = 0.0f;
}
else
{
#ifdef UNDECIDEDFUZZY
weight = FuzzyWeightUndecided( inventory, gs->itemweightconfig, weightnum );
#else
weight = botFuzzyWeightManager.FuzzyWeight( inventory, gs->itemweightconfig, weightnum );
#endif //UNDECIDEDFUZZY
}
weight += tacticalBias;
#ifdef DROPPEDWEIGHT
//HACK: to make dropped items more attractive
if( li->timeout )
{
weight += bot_droppedweight.GetFloat(); //GetValueFromLibVar(droppedweight);
}
#endif //DROPPEDWEIGHT
//use weight scale for item_botroam
if( li->flags & IFL_ROAM )
{
weight *= li->weight;
}
//
if( weight > 0 )
{
//get the travel time towards the goal area
// jmarshall
//t = NAV_AreaTravelTimeToGoalArea(areanum, origin, li->goalareanum, travelflags);
t = gameLocal.TravelTimeToGoal( origin, li->goalorigin );
// jmarshall end
//if the goal is reachable
if( t > 0 )
{
//if this item won't respawn before we get there
avoidtime = BotAvoidGoalTime( goalstate, li->number );
if( avoidtime - t * 0.009 > 0 )
{
continue;
}
weight /= ( float )t * TRAVELTIME_SCALE;
if( weight > bestweight )
{
bestweight = weight;
bestitem = li;
}
}
}
}
//if no goal item found
if( !bestitem )
{
/*
//if not in lava or slime
if (!NAV_AreaLava(areanum) && !NAV_AreaSlime(areanum))
{
if (NAV_RandomGoalArea(areanum, travelflags, &goal.areanum, goal.origin))
{
VectorSet(goal.mins, -15, -15, -15);
VectorSet(goal.maxs, 15, 15, 15);
goal.entitynum = 0;
goal.number = 0;
goal.flags = GFL_ROAM;
goal.iteminfo = 0;
//push the goal on the stack
BotPushGoal(goalstate, &goal);
//
#ifdef DEBUG
G_Printf( "chosen roam goal area %d\n", goal.areanum);
#endif //DEBUG
return qtrue;
} //end if
} //end if
*/
return false;
}
//create a bot goal for this item
iteminfo = &ic->iteminfo[bestitem->iteminfo];
VectorCopy( bestitem->goalorigin, goal.origin );
VectorCopy( iteminfo->mins, goal.mins );
VectorCopy( iteminfo->maxs, goal.maxs );
// goal.areanum = bestitem->goalareanum;
goal.entitynum = bestitem->item != NULL ? bestitem->item->entityNumber : 0;
goal.number = bestitem->number;
goal.flags = GFL_ITEM;
if( bestitem->timeout )
{
goal.flags |= GFL_DROPPED;
}
if( bestitem->flags & IFL_ROAM )
{
goal.flags |= GFL_ROAM;
}
goal.iteminfo = bestitem->iteminfo;
//if it's a dropped item
if( bestitem->timeout )
{
avoidtime = AVOID_DROPPED_TIME;
}
else
{
avoidtime = iteminfo->respawntime;
if( !avoidtime )
{
avoidtime = AVOID_DEFAULT_TIME;
}
if( avoidtime < AVOID_MINIMUM_TIME )
{
avoidtime = AVOID_MINIMUM_TIME;
}
}
//add the chosen goal to the goals to avoid for a while
BotAddToAvoidGoals( gs, bestitem->number, avoidtime );
//push the goal on the stack
BotPushGoal( goalstate, &goal );
return true;
}
/*
====================
idBotGoalManager::BotChooseNBGItem
====================
*/
int idBotGoalManager::BotChooseNBGItem( int goalstate, idVec3 origin, int* inventory, int travelflags, bot_goal_t* ltg, float maxtime )
{
int areanum, t, weightnum, ltg_time;
float weight, bestweight, avoidtime;
iteminfo_t* iteminfo;
itemconfig_t* ic;
levelitem_t* li, * bestitem;
bot_goal_t goal;
bot_goalstate_t* gs;
gs = BotGoalStateFromHandle( goalstate );
if( !gs )
{
return false;
}
if( !gs->itemweightconfig )
{
return false;
}
//get the area the bot is in
// jmarshall
areanum = 1; // BotReachabilityArea(origin, gs->client);
// jmarshall end
//if the bot is in solid or if the area the bot is in has no reachability links
//if (!areanum || !NAV_AreaReachability(areanum))
//{
// //use the last valid area the bot was in
// areanum = gs->lastreachabilityarea;
//} //end if
//remember the last area with reachabilities the bot was in
gs->lastreachabilityarea = areanum;
//if still in solid
if( !areanum )
{
return false;
}
// jmarshall
if( ltg )
{
//ltg_time = NAV_AreaTravelTimeToGoalArea(areanum, origin, ltg->areanum, travelflags);
ltg_time = gameLocal.TravelTimeToGoal( origin, ltg->origin );
}
else
{
ltg_time = 99999;
}
// jmarshall end
//the item configuration
ic = itemconfig;
if( !itemconfig )
{
return false;
}
//best weight and item so far
bestweight = 0;
bestitem = NULL;
memset( &goal, 0, sizeof( bot_goal_t ) );
//go through the items in the level
for( li = levelitems; li; li = li->next )
{
if( gameLocal.gameType == GAME_SP )
{
if( li->flags & IFL_NOTSINGLE )
{
continue;
}
}
else if( gameLocal.gameType >= GAME_TDM )
{
if( li->flags & IFL_NOTTEAM )
{
continue;
}
}
else
{
if( li->flags & IFL_NOTFREE )
{
continue;
}
}
if( li->flags & IFL_NOTBOT )
{
continue;
}
//if the item is in a possible goal area
// if (!li->goalareanum)
// continue;
//FIXME: is this a good thing? added this for items that never spawned into the game (f.i. CTF flags in obelisk)
if( !li->item && !( li->flags & IFL_ROAM ) )
{
continue;
}
//get the fuzzy weight function for this item
iteminfo = &ic->iteminfo[li->iteminfo];
const float tacticalBias = BotGoalCombatItemBias( iteminfo, inventory );
weightnum = gs->itemweightindex[iteminfo->number];
if( weightnum < 0 )
{
if( tacticalBias <= 0.0f )
{
continue;
}
weight = 0.0f;
}
else
{
#ifdef UNDECIDEDFUZZY
weight = FuzzyWeightUndecided( inventory, gs->itemweightconfig, weightnum );
#else
weight = botFuzzyWeightManager.FuzzyWeight( inventory, gs->itemweightconfig, weightnum );
#endif //UNDECIDEDFUZZY
}
weight += tacticalBias;
#ifdef DROPPEDWEIGHT
//HACK: to make dropped items more attractive
if( li->timeout )
{
weight += bot_droppedweight.GetFloat();
}
#endif //DROPPEDWEIGHT
//use weight scale for item_botroam
if( li->flags & IFL_ROAM )
{
weight *= li->weight;
}
//
if( weight > 0 )
{
//get the travel time towards the goal area
//t = NAV_AreaTravelTimeToGoalArea(areanum, origin, li->goalareanum, travelflags);
t = gameLocal.TravelTimeToGoal( origin, li->goalorigin );
//if the goal is reachable
if( t > 0 && t < maxtime )
{
//if this item won't respawn before we get there
avoidtime = BotAvoidGoalTime( goalstate, li->number );
if( avoidtime - t * 0.009 > 0 )
{
continue;
}
//
weight /= ( float )t * TRAVELTIME_SCALE;
//
if( weight > bestweight )
{
t = 0;
if( ltg && !li->timeout )
{
//get the travel time from the goal to the long term goal
// jmarshall
//t = NAV_AreaTravelTimeToGoalArea(li->goalareanum, li->goalorigin, ltg->areanum, travelflags);
t = gameLocal.TravelTimeToGoal( li->goalorigin, ltg->origin );
// jmarshall end
} //end if
// For ordinary detours, keep the original "on the way" check. For tactical
// combat pickups such as a missing weapon, ammo, or low-health pickup, allow
// a short off-route move because surviving the fight is more important than
// staying glued to the enemy/chase goal.
if( tacticalBias > 0.0f || t <= ltg_time )
{
bestweight = weight;
bestitem = li;
} //end if
} //end if
} //end if
} //end if
} //end for
//if no goal item found
if( !bestitem )
{
return false;
}
//create a bot goal for this item
iteminfo = &ic->iteminfo[bestitem->iteminfo];
VectorCopy( bestitem->goalorigin, goal.origin );
VectorCopy( iteminfo->mins, goal.mins );
VectorCopy( iteminfo->maxs, goal.maxs );
// goal.areanum = bestitem->goalareanum;
goal.entitynum = bestitem->item != NULL ? bestitem->item->entityNumber : 0;
goal.number = bestitem->number;
goal.flags = GFL_ITEM;
if( bestitem->timeout )
{
goal.flags |= GFL_DROPPED;
}
if( bestitem->flags & IFL_ROAM )
{
goal.flags |= GFL_ROAM;
}
goal.iteminfo = bestitem->iteminfo;
//if it's a dropped item
if( bestitem->timeout )
{
avoidtime = AVOID_DROPPED_TIME;
} //end if
else
{
avoidtime = iteminfo->respawntime;
if( !avoidtime )
{
avoidtime = AVOID_DEFAULT_TIME;
}
if( avoidtime < AVOID_MINIMUM_TIME )
{
avoidtime = AVOID_MINIMUM_TIME;
}
} //end else
//add the chosen goal to the goals to avoid for a while
BotAddToAvoidGoals( gs, bestitem->number, avoidtime );
//push the goal on the stack
BotPushGoal( goalstate, &goal );
//
return true;
} //end of the function BotChooseNBGItem
/*
====================
idBotGoalManager::BotTouchingGoal
====================
*/
int idBotGoalManager::BotTouchingGoal( idVec3 origin, bot_goal_t* goal )
{
int i;
idVec3 boxmins, boxmaxs;
idVec3 absmins, absmaxs;
idVec3 safety_maxs( 0, 0, 0 ); //{4, 4, 10};
idVec3 safety_mins( 0, 0, 0 ); //{-4, -4, 0};
rvmBot::PresenceTypeBoundingBox( PRESENCE_NORMAL, boxmins, boxmaxs );
VectorSubtract( goal->mins, boxmaxs, absmins );
VectorSubtract( goal->maxs, boxmins, absmaxs );
VectorAdd( absmins, goal->origin, absmins );
VectorAdd( absmaxs, goal->origin, absmaxs );
//make the box a little smaller for safety
VectorSubtract( absmaxs, safety_maxs, absmaxs );
VectorSubtract( absmins, safety_mins, absmins );
for( i = 0; i < 3; i++ )
{
if( origin[i] < absmins[i] || origin[i] > absmaxs[i] )
{
return false;
}
}
return true;
}
/*
========================
idBotGoalManager::BotItemGoalInVisButNotVisible
========================
*/
int idBotGoalManager::BotItemGoalInVisButNotVisible( int viewer, idVec3 eye, idAngles viewangles, bot_goal_t* goal )
{
//aas_entityinfo_t entinfo;
trace_t trace;
idVec3 middle;
if( !( goal->flags & GFL_ITEM ) )
{
return false;
}
VectorAdd( goal->mins, goal->maxs, middle );
VectorScale( middle, 0.5, middle );
VectorAdd( goal->origin, middle, middle );
//trap_Trace(&trace, eye, NULL, NULL, middle, viewer, CONTENTS_SOLID);
idMat3 axis;
axis.Identity();
gameLocal.clip.Translation( trace, eye, middle, NULL, axis, CONTENTS_SOLID, NULL );
//if the goal middle point is visible
if( trace.fraction >= 1 )
{
//the goal entity number doesn't have to be valid
//just assume it's valid
if( goal->entitynum <= 0 )
{
return false;
}
// jmarshall - time delay thing here?
//
//if the entity data isn't valid
//NAV_EntityInfo(goal->entitynum, &entinfo);
//NOTE: for some wacko reason entities are sometimes
// not updated
//if (!entinfo.valid) return qtrue;
//if (entinfo.ltime < NAV_Time() - 0.5)
// return qtrue;
// jmarshall end
}
return false;
}
/*
========================
BotResetGoalState
========================
*/
void idBotGoalManager::BotResetGoalState( int goalstate )
{
bot_goalstate_t* gs;
gs = BotGoalStateFromHandle( goalstate );
if( !gs )
{
return;
}
//memset(gs->goalstack, 0, MAX_GOALSTACK * sizeof(bot_goal_t));
for( int i = 0; i < MAX_GOALSTACK; i++ )
{
gs->goalstack[i].Reset();
}
gs->goalstacktop = 0;
BotResetAvoidGoals( goalstate );
}
/*
========================
idBotGoalManager::BotResetGoalState
========================
*/
int idBotGoalManager::BotLoadItemWeights( int goalstate, char* filename )
{
bot_goalstate_t* gs;
gs = BotGoalStateFromHandle( goalstate );
if( !gs )
{
return BLERR_CANNOTLOADITEMWEIGHTS;
}
//load the weight configuration
gs->itemweightconfig = botFuzzyWeightManager.ReadWeightConfig( filename );
if( !gs->itemweightconfig )
{
gameLocal.Error( "couldn't load weights\n" );
return BLERR_CANNOTLOADITEMWEIGHTS;
}
//if there's no item configuration
if( !itemconfig )
{
return BLERR_CANNOTLOADITEMWEIGHTS;
}
//create the item weight index
gs->itemweightindex = ItemWeightIndex( gs->itemweightconfig, itemconfig );
//everything went ok
return BLERR_NOERROR;
}
/*
========================
idBotGoalManager::BotResetGoalState
========================
*/
void idBotGoalManager::BotFreeItemWeights( int goalstate )
{
bot_goalstate_t* gs;
gs = BotGoalStateFromHandle( goalstate );
if( !gs )
{
return;
}
if( gs->itemweightconfig )
{
botFuzzyWeightManager.FreeWeightConfig( gs->itemweightconfig );
gs->itemweightconfig = NULL;
}
if( gs->itemweightindex )
{
delete[] gs->itemweightindex;
gs->itemweightindex = NULL;
}
}
/*
========================
idBotGoalManager::BotAllocGoalState
========================
*/
int idBotGoalManager::BotAllocGoalState( int client )
{
int i;
for( i = 1; i <= MAX_CLIENTS; i++ )
{
if( !botgoalstates[i].InUse() )
{
botgoalstates[i].Reset();
botgoalstates[i].client = client;
return i;
}
}
return 0;
}
/*
========================
idBotGoalManager::BotFreeGoalState
========================
*/
void idBotGoalManager::BotFreeGoalState( int handle )
{
if( handle <= 0 || handle > MAX_CLIENTS )
{
gameLocal.Error( "goal state handle %d out of range\n", handle );
return;
}
if( !botgoalstates[handle].InUse() )
{
gameLocal.Error( "invalid goal state handle %d\n", handle );
return;
}
BotFreeItemWeights( handle );
// jmarshall
//FreeMemory(botgoalstates[handle]);
// jmarshall end
botgoalstates[handle].Reset();
}
/*
========================
idBotGoalManager::BotSetupGoalAI
========================
*/
int idBotGoalManager::BotSetupGoalAI( void )
{
//load the item configuration
itemconfig = LoadItemConfig( ( char* )bot_itemsfile.GetString() );
if( !itemconfig )
{
gameLocal.Error( "couldn't load item config\n" );
return BLERR_CANNOTLOADITEMCONFIG;
}
//everything went ok
return BLERR_NOERROR;
}
/*
========================
idBotGoalManager::BotSetupGoalAI
========================
*/
void idBotGoalManager::BotShutdownGoalAI( void )
{
int i;
// jmarshall
//if (itemconfig)
// FreeMemory(itemconfig);
// jmarshall end
itemconfig = NULL;
// jmarshall
//if (levelitemheap)
// FreeMemory(levelitemheap);
// jmarshall end
//levelitemheap = NULL;
for( int i = 0; i < MAX_BOT_LEVEL_ITEMS; i++ )
{
levelitemheap[i].Reset();
}
freelevelitems = NULL;
levelitems = NULL;
numlevelitems = 0;
BotFreeInfoEntities();
for( i = 1; i <= MAX_CLIENTS; i++ )
{
if( botgoalstates[i].InUse() )
{
BotFreeGoalState( i );
}
}
}
/*
=======================
idBotGoalManager::BotNearGoal(
=======================
*/
bool idBotGoalManager::BotNearGoal( idVec3 p1, idVec3 p2 )
{
idVec3 p1_z, p2_z;
p1_z[0] = p1[0];
p1_z[1] = p1[1];
p1_z[2] = 0;
p2_z[0] = p2[0];
p2_z[1] = p2[1];
p2_z[2] = 0;
float distToGoal = idMath::Distance( p1_z, p2_z );
if( distToGoal <= 50 )
{
return true;
}
return false;
}