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DoomRTX/neo/doom3/game/bots/Bot.h
T
Justin Marshall af56d4bfeb Added bot code.
2026-05-19 18:34:55 -07:00

925 lines
28 KiB
C++

// Bot.h
//
class rvmBotAIBotActionBase;
// These need to match items.def
#define INVENTORY_ARMOR 1
#define INVENTORY_GAUNTLET 4
#define INVENTORY_SHOTGUN 5
#define INVENTORY_MACHINEGUN 6
#define INVENTORY_GRENADELAUNCHER 7
#define INVENTORY_ROCKETLAUNCHER 8
#define INVENTORY_LIGHTNING 9
#define INVENTORY_RAILGUN 10
#define INVENTORY_PLASMAGUN 11
#define INVENTORY_BFG10K 13
#define INVENTORY_GRAPPLINGHOOK 14
#define INVENTORY_NAILGUN 15
#define INVENTORY_PROXLAUNCHER 16
#define INVENTORY_CHAINGUN 17
#define INVENTORY_SHELLS 18
#define INVENTORY_BULLETS 19
#define INVENTORY_GRENADES 20
#define INVENTORY_CELLS 21
#define INVENTORY_LIGHTNINGAMMO 22
#define INVENTORY_ROCKETS 23
#define INVENTORY_SLUGS 24
#define INVENTORY_BFGAMMO 25
#define INVENTORY_NAILS 26
#define INVENTORY_MINES 27
#define INVENTORY_BELT 28
#define INVENTORY_HEALTH 29
#define INVENTORY_TELEPORTER 30
#define INVENTORY_MEDKIT 31
#define INVENTORY_KAMIKAZE 32
#define INVENTORY_PORTAL 33
#define INVENTORY_INVULNERABILITY 34
#define INVENTORY_QUAD 35
#define INVENTORY_ENVIRONMENTSUIT 36
#define INVENTORY_HASTE 37
#define INVENTORY_INVISIBILITY 38
#define INVENTORY_REGEN 39
#define INVENTORY_FLIGHT 40
#define INVENTORY_SCOUT 41
#define INVENTORY_GUARD 42
#define INVENTORY_DOUBLER 43
#define INVENTORY_AMMOREGEN 44
#define INVENTORY_REDFLAG 45
#define INVENTORY_BLUEFLAG 46
#define INVENTORY_NEUTRALFLAG 47
#define INVENTORY_REDCUBE 48
#define INVENTORY_BLUECUBE 49
#define INVENTORY_DOUBLESHOTGUN 50
#define MODELINDEX_DEFAULT 0
#define MODELINDEX_ARMORSHARD 1
#define MODELINDEX_ARMORCOMBAT 2
#define MODELINDEX_ARMORBODY 3
#define MODELINDEX_HEALTHSMALL 4
#define MODELINDEX_HEALTH 5
#define MODELINDEX_HEALTHLARGE 6
#define MODELINDEX_HEALTHMEGA 7
#define MODELINDEX_GAUNTLET 8
#define MODELINDEX_SHOTGUN 9
#define MODELINDEX_MACHINEGUN 10
#define MODELINDEX_GRENADELAUNCHER 11
#define MODELINDEX_ROCKETLAUNCHER 12
#define MODELINDEX_LIGHTNING 13
#define MODELINDEX_RAILGUN 14
#define MODELINDEX_PLASMAGUN 15
#define MODELINDEX_BFG10K 16
#define MODELINDEX_GRAPPLINGHOOK 17
#define MODELINDEX_SHELLS 18
#define MODELINDEX_BULLETS 19
#define MODELINDEX_GRENADES 20
#define MODELINDEX_CELLS 21
#define MODELINDEX_LIGHTNINGAMMO 22
#define MODELINDEX_ROCKETS 23
#define MODELINDEX_SLUGS 24
#define MODELINDEX_BFGAMMO 25
#define MODELINDEX_TELEPORTER 26
#define MODELINDEX_MEDKIT 27
#define MODELINDEX_QUAD 28
#define MODELINDEX_ENVIRONMENTSUIT 29
#define MODELINDEX_HASTE 30
#define MODELINDEX_INVISIBILITY 31
#define MODELINDEX_REGEN 32
#define MODELINDEX_FLIGHT 33
#define MODELINDEX_REDFLAG 34
#define MODELINDEX_BLUEFLAG 35
#define MODELINDEX_KAMIKAZE 36
#define MODELINDEX_PORTAL 37
#define MODELINDEX_INVULNERABILITY 38
#define MODELINDEX_NAILS 39
#define MODELINDEX_MINES 40
#define MODELINDEX_BELT 41
#define MODELINDEX_SCOUT 42
#define MODELINDEX_GUARD 43
#define MODELINDEX_DOUBLER 44
#define MODELINDEX_AMMOREGEN 45
#define MODELINDEX_NEUTRALFLAG 46
#define MODELINDEX_REDCUBE 47
#define MODELINDEX_BLUECUBE 48
#define MODELINDEX_NAILGUN 49
#define MODELINDEX_PROXLAUNCHER 50
#define MODELINDEX_CHAINGUN 51
#define MODELINDEX_POINTABLUE 52
#define MODELINDEX_POINTBBLUE 53
#define MODELINDEX_POINTARED 54
#define MODELINDEX_POINTBRED 55
#define MODELINDEX_POINTAWHITE 56
#define MODELINDEX_POINTBWHITE 57
#define MODELINDEX_POINTWHITE 58
#define MODELINDEX_POINTRED 59
#define MODELINDEX_POINTBLUE 60
#define WEAPONINDEX_GAUNTLET 1
#define WEAPONINDEX_MACHINEGUN 2
#define WEAPONINDEX_SHOTGUN 3
#define WEAPONINDEX_GRENADE_LAUNCHER 4
#define WEAPONINDEX_ROCKET_LAUNCHER 5
#define WEAPONINDEX_LIGHTNING 6
#define WEAPONINDEX_RAILGUN 7
#define WEAPONINDEX_PLASMAGUN 8
#define WEAPONINDEX_BFG 9
#define WEAPONINDEX_GRAPPLING_HOOK 10
#define WEAPONINDEX_NAILGUN 11
#define WEAPONINDEX_PROXLAUNCHER 12
#define WEAPONINDEX_CHAINGUN 13
//enemy stuff
#define ENEMY_HORIZONTAL_DIST 200
#define ENEMY_HEIGHT 201
#define MAX_AVOIDGOALS 256
#define MAX_GOALSTACK 8
#define GFL_NONE 0
#define GFL_ITEM 1
#define GFL_ROAM 2
#define GFL_DROPPED 4
#define BLERR_NOERROR 0 //no error
#define BLERR_LIBRARYNOTSETUP 1 //library not setup
#define BLERR_INVALIDENTITYNUMBER 2 //invalid entity number
#define BLERR_NOAASFILE 3 //no AAS file available
#define BLERR_CANNOTOPENAASFILE 4 //cannot open AAS file
#define BLERR_WRONGAASFILEID 5 //incorrect AAS file id
#define BLERR_WRONGAASFILEVERSION 6 //incorrect AAS file version
#define BLERR_CANNOTREADAASLUMP 7 //cannot read AAS file lump
#define BLERR_CANNOTLOADICHAT 8 //cannot load initial chats
#define BLERR_CANNOTLOADITEMWEIGHTS 9 //cannot load item weights
#define BLERR_CANNOTLOADITEMCONFIG 10 //cannot load item config
#define BLERR_CANNOTLOADWEAPONWEIGHTS 11 //cannot load weapon weights
#define BLERR_CANNOTLOADWEAPONCONFIG 12 //cannot load weapon config
#define WT_BALANCE 1
#define MAX_WEIGHTS 128
//fuzzy seperator
struct fuzzyseperator_t
{
fuzzyseperator_t()
{
Reset();
}
void Reset()
{
inUse = false;
index = 0;
value = 0;
type = 0;
weight = 0;
minweight = 0.0f;
maxweight = 0.0f;
child = nullptr;
next = nullptr;
}
bool inUse;
int index;
int value;
int type;
float weight;
float minweight;
float maxweight;
fuzzyseperator_t* child;
fuzzyseperator_t* next;
};
//fuzzy weight
struct weight_t
{
weight_t()
{
Reset();
}
void Reset()
{
name.Clear();
firstseperator = nullptr;
}
idStr name;
fuzzyseperator_t* firstseperator;
};
//weight configuration
struct weightconfig_t
{
weightconfig_t()
{
Reset();
}
void Reset()
{
inUse = false;
numweights = 0;
filename.Clear();
for( int i = 0; i < MAX_WEIGHTS; i++ )
{
weights[i].Reset();
}
}
bool inUse;
int numweights;
weight_t weights[MAX_WEIGHTS];
idStr filename;
};
// ------------------------------------------------------------------------------------
#define BOTFILESBASEFOLDER "botfiles"
//debug line colors
#define LINECOLOR_NONE -1
#define LINECOLOR_RED 1//0xf2f2f0f0L
#define LINECOLOR_GREEN 2//0xd0d1d2d3L
#define LINECOLOR_BLUE 3//0xf3f3f1f1L
#define LINECOLOR_YELLOW 4//0xdcdddedfL
#define LINECOLOR_ORANGE 5//0xe0e1e2e3L
//Print types
#define PRT_MESSAGE 1
#define PRT_WARNING 2
#define PRT_ERROR 3
#define PRT_FATAL 4
#define PRT_EXIT 5
//console message types
#define CMS_NORMAL 0
#define CMS_CHAT 1
//action flags
#define ACTION_ATTACK 0x0000001
#define ACTION_USE 0x0000002
#define ACTION_RESPAWN 0x0000008
#define ACTION_JUMP 0x0000010
#define ACTION_MOVEUP 0x0000020
#define ACTION_CROUCH 0x0000080
#define ACTION_MOVEDOWN 0x0000100
#define ACTION_MOVEFORWARD 0x0000200
#define ACTION_MOVEBACK 0x0000800
#define ACTION_MOVELEFT 0x0001000
#define ACTION_MOVERIGHT 0x0002000
#define ACTION_DELAYEDJUMP 0x0008000
#define ACTION_TALK 0x0010000
#define ACTION_GESTURE 0x0020000
#define ACTION_WALK 0x0080000
#define ACTION_AFFIRMATIVE 0x0100000
#define ACTION_NEGATIVE 0x0200000
#define ACTION_GETFLAG 0x0800000
#define ACTION_GUARDBASE 0x1000000
#define ACTION_PATROL 0x2000000
#define ACTION_FOLLOWME 0x8000000
//#define DEBUG
#define CTF
#define MAX_ITEMS 256
//bot flags
#define BFL_STRAFERIGHT 1 //strafe to the right
#define BFL_ATTACKED 2 //bot has attacked last ai frame
#define BFL_ATTACKJUMPED 4 //bot jumped during attack last frame
#define BFL_AIMATENEMY 8 //bot aimed at the enemy this frame
#define BFL_AVOIDRIGHT 16 //avoid obstacles by going to the right
#define BFL_IDEALVIEWSET 32 //bot has ideal view angles set
#define BFL_FIGHTSUICIDAL 64 //bot is in a suicidal fight
//long term goal types
#define LTG_TEAMHELP 1 //help a team mate
#define LTG_TEAMACCOMPANY 2 //accompany a team mate
#define LTG_DEFENDKEYAREA 3 //defend a key area
#define LTG_GETFLAG 4 //get the enemy flag
#define LTG_RUSHBASE 5 //rush to the base
#define LTG_RETURNFLAG 6 //return the flag
#define LTG_CAMP 7 //camp somewhere
#define LTG_CAMPORDER 8 //ordered to camp somewhere
#define LTG_PATROL 9 //patrol
#define LTG_GETITEM 10 //get an item
#define LTG_KILL 11 //kill someone
#define LTG_HARVEST 12 //harvest skulls
#define LTG_ATTACKENEMYBASE 13 //attack the enemy base
#define LTG_MAKELOVE_UNDER 14
#define LTG_MAKELOVE_ONTOP 15
//some goal dedication times
#define TEAM_HELP_TIME 60 //1 minute teamplay help time
#define TEAM_ACCOMPANY_TIME 600 //10 minutes teamplay accompany time
#define TEAM_DEFENDKEYAREA_TIME 600 //10 minutes ctf defend base time
#define TEAM_CAMP_TIME 600 //10 minutes camping time
#define TEAM_PATROL_TIME 600 //10 minutes patrolling time
#define TEAM_LEAD_TIME 600 //10 minutes taking the lead
#define TEAM_GETITEM_TIME 60 //1 minute
#define TEAM_KILL_SOMEONE 180 //3 minute to kill someone
#define TEAM_ATTACKENEMYBASE_TIME 600 //10 minutes
#define TEAM_HARVEST_TIME 120 //2 minutes
#define CTF_GETFLAG_TIME 600 //10 minutes ctf get flag time
#define CTF_RUSHBASE_TIME 120 //2 minutes ctf rush base time
#define CTF_RETURNFLAG_TIME 180 //3 minutes to return the flag
#define CTF_ROAM_TIME 60 //1 minute ctf roam time
//patrol flags
#define PATROL_LOOP 1
#define PATROL_REVERSE 2
#define PATROL_BACK 4
//teamplay task preference
#define TEAMTP_DEFENDER 1
#define TEAMTP_ATTACKER 2
//CTF strategy
#define CTFS_AGRESSIVE 1
//copied from the aas file header
#define PRESENCE_NONE 1
#define PRESENCE_NORMAL 2
#define PRESENCE_CROUCH 4
//
#define MAX_PROXMINES 64
#define MAX_CHARACTERISTICS 80
#define CT_INTEGER 1
#define CT_FLOAT 2
#define CT_STRING 3
#define DEFAULT_CHARACTER "bots/default_c.c"
#define MAX_AVOIDGOALS 256
#define MAX_GOALSTACK 8
#define GFL_NONE 0
#define GFL_ITEM 1
#define GFL_ROAM 2
#define GFL_DROPPED 4
#define MAX_EPAIRKEY 128
//characteristic value
struct cvalue
{
cvalue()
{
integer = 0;
_float = 0.0f;
string = "";
}
int integer;
float _float;
idStr string;
};
//a characteristic
struct bot_characteristic_t
{
bot_characteristic_t()
{
type = 0;
}
char type; //characteristic type
cvalue value; //characteristic value
};
//a bot character
struct bot_character_t
{
bot_character_t()
{
filename = "";
inUse = false;
skill = 0.0f;
}
idStr filename;
bool inUse;
float skill;
bot_characteristic_t c[MAX_CHARACTERISTICS];
};
//the bot input, will be converted to an usercmd_t
//the bot input, will be converted to an usercmd_t
struct bot_input_t
{
bot_input_t()
{
Reset();
}
void Reset()
{
thinktime = 0;
dir.Zero();
speed = 0;
viewangles.Zero();
actionflags = 0;
weapon = 0;
lastWeaponNum = 0;
respawn = false;
}
float thinktime; //time since last output (in seconds)
idVec3 dir; //movement direction
float speed; //speed in the range [0, 400]
idAngles viewangles; //the view angles
int actionflags; //one of the ACTION_? flags
int weapon; //weapon to use
int lastWeaponNum;
bool respawn;
};
#if 0
//entity state
typedef struct bot_entitystate_s
{
int type; // entity type
int flags; // entity flags
vec3_t origin; // origin of the entity
vec3_t angles; // angles of the model
vec3_t old_origin; // for lerping
vec3_t mins; // bounding box minimums
vec3_t maxs; // bounding box maximums
int groundent; // ground entity
int solid; // solid type
int modelindex; // model used
int modelindex2; // weapons, CTF flags, etc
int frame; // model frame number
int event; // impulse events -- muzzle flashes, footsteps, etc
int eventParm; // even parameter
int powerups; // bit flags
int weapon; // determines weapon and flash model, etc
int legsAnim; // mask off ANIM_TOGGLEBIT
int torsoAnim; // mask off ANIM_TOGGLEBIT
} bot_entitystate_t;
//check points
typedef struct bot_waypoint_s
{
int inuse;
char name[32];
bot_goal_t goal;
struct bot_waypoint_s* next, * prev;
} bot_waypoint_t;
//bot settings
typedef struct bot_settings_s
{
char characterfile[MAX_QPATH];
float skill;
char team[MAX_QPATH];
} bot_settings_t;
#define MAX_ACTIVATESTACK 8
#define MAX_ACTIVATEAREAS 32
typedef struct bot_activategoal_s
{
int inuse;
bot_goal_t goal; //goal to activate (buttons etc.)
float time; //time to activate something
float start_time; //time starting to activate something
float justused_time; //time the goal was used
int shoot; //true if bot has to shoot to activate
int weapon; //weapon to be used for activation
vec3_t target; //target to shoot at to activate something
vec3_t origin; //origin of the blocking entity to activate
int areas[MAX_ACTIVATEAREAS]; //routing areas disabled by blocking entity
int numareas; //number of disabled routing areas
int areasdisabled; //true if the areas are disabled for the routing
struct bot_activategoal_s* next; //next activate goal on stack
} bot_activategoal_t;
//bot state
typedef struct bot_state_s
{
int inuse; //true if this state is used by a bot client
int botthink_residual; //residual for the bot thinks
int client; //client number of the bot
int entitynum; //entity number of the bot
playerState_t cur_ps; //current player state
int last_eFlags; //last ps flags
usercmd_t lastucmd; //usercmd from last frame
int entityeventTime[1024]; //last entity event time
//
bot_settings_t settings; //several bot settings
int ( *ainode )( struct bot_state_s* bs ); //current AI node
float thinktime; //time the bot thinks this frame
vec3_t origin; //origin of the bot
vec3_t velocity; //velocity of the bot
int presencetype; //presence type of the bot
vec3_t eye; //eye coordinates of the bot
int areanum; //the number of the area the bot is in
int inventory[MAX_ITEMS]; //string with items amounts the bot has
int tfl; //the travel flags the bot uses
int flags; //several flags
int respawn_wait; //wait until respawned
int lasthealth; //health value previous frame
int lastkilledplayer; //last killed player
int lastkilledby; //player that last killed this bot
int botdeathtype; //the death type of the bot
int enemydeathtype; //the death type of the enemy
int botsuicide; //true when the bot suicides
int enemysuicide; //true when the enemy of the bot suicides
int setupcount; //true when the bot has just been setup
int map_restart; //true when the map is being restarted
int entergamechat; //true when the bot used an enter game chat
int num_deaths; //number of time this bot died
int num_kills; //number of kills of this bot
int revenge_enemy; //the revenge enemy
int revenge_kills; //number of kills the enemy made
int lastframe_health; //health value the last frame
int lasthitcount; //number of hits last frame
int chatto; //chat to all or team
float walker; //walker charactertic
float ltime; //local bot time
float entergame_time; //time the bot entered the game
float ltg_time; //long term goal time
float nbg_time; //nearby goal time
float respawn_time; //time the bot takes to respawn
float respawnchat_time; //time the bot started a chat during respawn
float chase_time; //time the bot will chase the enemy
float enemyvisible_time; //time the enemy was last visible
float check_time; //time to check for nearby items
float stand_time; //time the bot is standing still
float lastchat_time; //time the bot last selected a chat
float kamikaze_time; //time to check for kamikaze usage
float invulnerability_time; //time to check for invulnerability usage
float standfindenemy_time; //time to find enemy while standing
float attackstrafe_time; //time the bot is strafing in one dir
float attackcrouch_time; //time the bot will stop crouching
float attackchase_time; //time the bot chases during actual attack
float attackjump_time; //time the bot jumped during attack
float enemysight_time; //time before reacting to enemy
float enemydeath_time; //time the enemy died
float enemyposition_time; //time the position and velocity of the enemy were stored
float defendaway_time; //time away while defending
float defendaway_range; //max travel time away from defend area
float rushbaseaway_time; //time away from rushing to the base
float attackaway_time; //time away from attacking the enemy base
float harvestaway_time; //time away from harvesting
float ctfroam_time; //time the bot is roaming in ctf
float killedenemy_time; //time the bot killed the enemy
float arrive_time; //time arrived (at companion)
float lastair_time; //last time the bot had air
float teleport_time; //last time the bot teleported
float camp_time; //last time camped
float camp_range; //camp range
float weaponchange_time; //time the bot started changing weapons
float firethrottlewait_time; //amount of time to wait
float firethrottleshoot_time; //amount of time to shoot
float notblocked_time; //last time the bot was not blocked
float blockedbyavoidspot_time; //time blocked by an avoid spot
float predictobstacles_time; //last time the bot predicted obstacles
int predictobstacles_goalareanum; //last goal areanum the bot predicted obstacles for
vec3_t aimtarget;
vec3_t enemyvelocity; //enemy velocity 0.5 secs ago during battle
vec3_t enemyorigin; //enemy origin 0.5 secs ago during battle
//
int kamikazebody; //kamikaze body
int proxmines[MAX_PROXMINES];
int numproxmines;
//
bot_character_t* character; //the bot character
int ms; //move state of the bot
int gs; //goal state of the bot
int cs; //chat state of the bot
int ws; //weapon state of the bot
//
int enemy; //enemy entity number
int lastenemyareanum; //last reachability area the enemy was in
vec3_t lastenemyorigin; //last origin of the enemy in the reachability area
int weaponnum; //current weapon number
vec3_t viewangles; //current view angles
vec3_t ideal_viewangles; //ideal view angles
vec3_t viewanglespeed;
//
int ltgtype; //long term goal type
// team goals
int teammate; //team mate involved in this team goal
int decisionmaker; //player who decided to go for this goal
int ordered; //true if ordered to do something
float order_time; //time ordered to do something
int owndecision_time; //time the bot made it's own decision
bot_goal_t teamgoal; //the team goal
bot_goal_t altroutegoal; //alternative route goal
float reachedaltroutegoal_time; //time the bot reached the alt route goal
float teammessage_time; //time to message team mates what the bot is doing
float teamgoal_time; //time to stop helping team mate
float teammatevisible_time; //last time the team mate was NOT visible
int teamtaskpreference; //team task preference
// last ordered team goal
int lastgoal_decisionmaker;
int lastgoal_ltgtype;
int lastgoal_teammate;
bot_goal_t lastgoal_teamgoal;
// for leading team mates
int lead_teammate; //team mate the bot is leading
bot_goal_t lead_teamgoal; //team goal while leading
float lead_time; //time leading someone
float leadvisible_time; //last time the team mate was visible
float leadmessage_time; //last time a messaged was sent to the team mate
float leadbackup_time; //time backing up towards team mate
//
char teamleader[32]; //netname of the team leader
float askteamleader_time; //time asked for team leader
float becometeamleader_time; //time the bot will become the team leader
float teamgiveorders_time; //time to give team orders
float lastflagcapture_time; //last time a flag was captured
int numteammates; //number of team mates
int redflagstatus; //0 = at base, 1 = not at base
int blueflagstatus; //0 = at base, 1 = not at base
int neutralflagstatus; //0 = at base, 1 = our team has flag, 2 = enemy team has flag, 3 = enemy team dropped the flag
int flagstatuschanged; //flag status changed
int forceorders; //true if forced to give orders
int flagcarrier; //team mate carrying the enemy flag
int ctfstrategy; //ctf strategy
char subteam[32]; //sub team name
float formation_dist; //formation team mate intervening space
char formation_teammate[16]; //netname of the team mate the bot uses for relative positioning
float formation_angle; //angle relative to the formation team mate
vec3_t formation_dir; //the direction the formation is moving in
vec3_t formation_origin; //origin the bot uses for relative positioning
bot_goal_t formation_goal; //formation goal
bot_activategoal_t* activatestack; //first activate goal on the stack
bot_activategoal_t activategoalheap[MAX_ACTIVATESTACK]; //activate goal heap
bot_waypoint_t* checkpoints; //check points
bot_waypoint_t* patrolpoints; //patrol points
bot_waypoint_t* curpatrolpoint; //current patrol point the bot is going for
int patrolflags; //patrol flags
// jmarshall
bot_goal_t currentgoal;
vec3_t currentMoveGoal;
vec3_t movement_waypoints[NAV_MAX_PATHSTEPS];
int numMovementWaypoints;
int currentWaypoint;
vec3_t last_origin;
vec3_t very_short_term_origin;
int stuck_time;
vec3_t last_enemy_visible_position;
vec3_t random_move_position;
// jmarshall end
bot_input_t input;
} bot_state_t;
void BotUpdateInput( bot_state_t* bs, int time, int elapsed_time );
qboolean BotIsDead( bot_state_t* bs );
void AIEnter_Respawn( bot_state_t* bs, char* s );
extern float floattime;
#define FloatTime() floattime
float Characteristic_BFloat( bot_character_t* ch, int index, float min, float max );
void Characteristic_String( bot_character_t* ch, int index, char* buf, int size );
bot_character_t* BotLoadCharacterFromFile( char* charfile, int skill );
void BotInitLevelItems( void );
void BotChooseWeapon( bot_state_t* bs );
inline float AAS_Time()
{
return floattime;
}
unsigned short int BotTravelTime( vec3_t start, vec3_t end );
#endif
#define MAX_BOT_INVENTORY 256
typedef enum
{
NULLMOVEFLAG = -1,
MOVE_PRONE,
MOVE_CROUCH,
MOVE_WALK,
MOVE_RUN2,
MOVE_SPRINT,
MOVE_JUMP,
} botMoveFlags_t;
//
// rvmBotUtil
//
class rvmBotUtil
{
public:
static float random()
{
return ( ( rand() & 0x7fff ) / ( ( float )0x7fff ) );
}
static float crandom()
{
return ( 2.0 * ( random() - 0.5 ) );
}
};
#include "Bot_char.h"
#include "Bot_weights.h"
#include "Bot_weapons.h"
#include "Bot_goal.h"
struct bot_state_t
{
bot_state_t()
{
character = NULL;
gs = 0;
ws = 0;
Reset();
}
void Reset()
{
attackerEntity = NULL;
client = 0;
entitynum = 0;
setupcount = 0;
entergame_time = 0;
weaponnum = 0;
lasthealth = 0;
ltg_time = 0;
weaponchange_time = 0;
enemy = 0;
enemyvisible_time = 0;
enemysuicide = 0;
enemysight_time = 0;
check_time = 0;
nbg_time = 0;
enemydeath_time = 0;
teleport_time = 0;
flags = 0;
firethrottlewait_time = 0;
attackchase_time = 0;
attackcrouch_time = 0;
attackstrafe_time = 0;
attackjump_time = 0;
firethrottleshoot_time = 0;
chase_time = 0;
thinktime = 0;
useRandomPosition = false;
aimtarget.Zero();
lastenemyorigin.Zero();
origin.Zero();
enemyorigin.Zero();
random_move_position.Zero();
last_enemy_visible_position.Zero();
viewangles.Zero();
eye.Zero();
memset( &inventory[0], 0, sizeof( inventory ) );
}
bot_character_t* character;
int gs;
int ws;
int enemy;
int client;
idEntity* attackerEntity;
int lasthealth;
int entitynum;
int setupcount;
int ltg_time;
int flags;
int weaponnum;
bool useRandomPosition;
float thinktime;
float chase_time;
float attackjump_time;
float attackcrouch_time;
float attackstrafe_time;
float attackchase_time;
float firethrottlewait_time;
float firethrottleshoot_time;
float nbg_time; //nearby goal time
float entergame_time;
float weaponchange_time;
float check_time;
float teleport_time;
float enemyvisible_time; //time the enemy was last visible
int enemysuicide; //true when the enemy of the bot suicides
float enemysight_time; //time before reacting to enemy
float enemydeath_time; //time the enemy died
float aggressiveAttackTime;
idVec3 origin;
idVec3 aimtarget;
idVec3 random_move_position;
idVec3 last_enemy_visible_position;
idAngles viewangles;
idVec3 enemyorigin;
idVec3 eye;
idVec3 lastenemyorigin;
int inventory[MAX_BOT_INVENTORY];
bot_goal_t currentGoal;
bot_input_t botinput;
};
#include "Bot_chat.h"
#define Bot_Time() ((float)gameLocal.time / 1000.0f)
//
// rvmBot
//
class rvmBot : public idPlayer
{
public:
friend class rvmBotAI;
CLASS_PROTOTYPE( rvmBot );
rvmBot();
~rvmBot();
void Spawn( void );
virtual void Think( void ) override;
virtual void SpawnToPoint( const idVec3& spawn_origin, const idAngles& spawn_angles ) override;
virtual void Damage( idEntity* inflictor, idEntity* attacker, const idVec3& dir, const char* damageDefName, const float damageScale, const int location ) override;
virtual void InflictedDamageEvent(idEntity* target) override;
virtual void StateThreadChanged(void) override;
virtual bool IsBot(void) override
{
return true;
}
void SetEnemy( idPlayer* player, idVec3 origin );
void BotInputFrame( void );
void Bot_ResetUcmd( usercmd_t& ucmd );
static void PresenceTypeBoundingBox( int presencetype, idVec3& mins, idVec3& maxs );
private:
void BotSendChatMessage(botChat_t chat, const char *targetName);
void BotInputToUserCommand( bot_input_t* bi, usercmd_t* ucmd, int time );
void BotMoveToGoalOrigin( idVec3 goalOrigin );
void ServerThink( void );
void BotUpdateInventory( void );
bool HasWeapon( int index )
{
return inventory.weapons & ( 1 << index );
}
private:
bot_state_t bs;
bool hasSpawned;
private:
int weapon_machinegun;
int weapon_shotgun;
int weapon_plasmagun;
int weapon_rocketlauncher;
protected:
bool BotIsDead(bot_state_t* bs);
bool BotReachedGoal(bot_state_t* bs, bot_goal_t* goal);
int BotGetItemLongTermGoal(bot_state_t* bs, int tfl, bot_goal_t* goal);
void BotChooseWeapon(bot_state_t* bs);
int BotFindEnemy(bot_state_t* bs, int curenemy);
bool EntityIsDead(idEntity* entity);
float BotEntityVisible(int viewer, idVec3 eye, idAngles viewangles, float fov, int ent);
float BotEntityVisibleTest(int viewer, idVec3 eye, idAngles viewangles, float fov, int ent, bool allowHeightTest);
void BotUpdateBattleInventory(bot_state_t* bs, int enemy);
float BotAggression(bot_state_t* bs);
int BotWantsToRetreat(bot_state_t* bs);
void BotBattleUseItems(bot_state_t* bs);
void BotAimAtEnemy(bot_state_t* bs);
void BotCheckAttack(bot_state_t* bs);
bool BotWantsToChase(bot_state_t* bs);
int BotNearbyGoal(bot_state_t* bs, int tfl, bot_goal_t* ltg, float range);
void BotGetRandomPointNearPosition(idVec3 point, idVec3& randomPoint, float radius);
int BotMoveInRandomDirection(bot_state_t* bs);
void BotMoveToGoal(bot_state_t* bs, bot_goal_t* goal);
void MoveToCoverPoint(void);
static int WP_MACHINEGUN;
static int WP_SHOTGUN;
static int WP_PLASMAGUN;
static int WP_ROCKET_LAUNCHER;
private:
stateResult_t state_Chase(stateParms_t* parms);
stateResult_t state_BattleFight(stateParms_t* parms);
stateResult_t state_BattleNBG(stateParms_t* parms);
stateResult_t state_Retreat(stateParms_t* parms);
stateResult_t state_Respawn(stateParms_t* parms);
stateResult_t state_SeekNBG(stateParms_t* parms);
stateResult_t state_SeekLTG(stateParms_t* parms);
stateResult_t state_Attacked(stateParms_t* parms);
private:
idAAS* aas;
};
extern idCVar bot_skill;