Files
DoomRTX/neo/doom3/game/bots/BotAI_Battle_NBG.cpp
T
2026-05-19 08:28:43 -07:00

178 lines
4.6 KiB
C++

// BotAI_Battle_NBG.cpp
//
#pragma hdrstop
#include "precompiled.h"
#include "../Game_local.h"
/*
=====================
rvmBot::state_BattleNBG
=====================
*/
stateResult_t rvmBot::state_BattleNBG(stateParms_t* parms)
{
int areanum;
bot_goal_t goal;
//aas_entityinfo_t entinfo;
idEntity* entinfo;
//bot_moveresult_t moveresult;
float attack_skill;
idVec3 target, dir;
//if (BotIsObserver(bs)) {
// AIEnter_Observer(bs, "battle nbg: observer");
// return qfalse;
//}
////if in the intermission
//if (BotIntermission(bs)) {
// AIEnter_Intermission(bs, "battle nbg: intermission");
// return qfalse;
//}
// respawn if dead.
if( BotIsDead( &bs ) )
{
stateThread.SetState("state_Respawn");
return SRESULT_DONE_FRAME;
}
// if no enemy.
if( bs.enemy < 0 )
{
stateThread.SetState("state_SeekLTG");
return SRESULT_DONE_FRAME;
}
//BotEntityInfo(bs.enemy, &entinfo);
entinfo = gameLocal.entities[bs.enemy]->Cast<idPlayer>();
if( entinfo->health <= 0 )
{
//AIEnter_Seek_NBG(bs, "battle nbg: enemy dead");
stateThread.SetState("state_SeekNBG");
return SRESULT_DONE_FRAME;
}
//bs.tfl = TFL_DEFAULT;
//if (bot_grapple.integer) bs.tfl |= TFL_GRAPPLEHOOK;
////if in lava or slime the bot should be able to get out
//if (BotInLavaOrSlime(bs)) bs.tfl |= TFL_LAVA | TFL_SLIME;
////
//if (BotCanAndWantsToRocketJump(bs)) {
// bs.tfl |= TFL_ROCKETJUMP;
//}
////map specific code
//BotMapScripts(bs);
//update the last time the enemy was visible
if( BotEntityVisible( bs.entitynum, bs.eye, bs.viewangles, 360, bs.enemy ) )
{
bs.enemyvisible_time = Bot_Time();
//VectorCopy(entinfo->GetOrigin(), target);
target = entinfo->GetOrigin();
// if not a player enemy
if( bs.enemy >= MAX_CLIENTS )
{
#ifdef MISSIONPACK
// if attacking an obelisk
if( bs.enemy == redobelisk.entitynum ||
bs.enemy == blueobelisk.entitynum )
{
target[2] += 16;
}
#endif
}
//update the reachability area and origin if possible
//areanum = BotPointAreaNum(target);
//if (areanum && trap_AAS_AreaReachability(areanum)) {
VectorCopy( target, bs.lastenemyorigin );
// bs.lastenemyareanum = areanum;
//}
}
//if the bot has no goal or touches the current goal
if( !botGoalManager.BotGetTopGoal( bs.gs, &goal ) )
{
bs.nbg_time = 0;
}
else if( BotReachedGoal( &bs, &goal ) )
{
bs.nbg_time = 0;
}
//
if( bs.nbg_time < Bot_Time() )
{
//pop the current goal from the stack
botGoalManager.BotPopGoal( bs.gs );
//if the bot still has a goal
if( botGoalManager.BotGetTopGoal( bs.gs, &goal ) )
{
//AIEnter_Battle_Retreat(bs, "battle nbg: time out");
stateThread.SetState("state_Retreat");
}
else
{
//AIEnter_Battle_Fight(bs, "battle nbg: time out");
stateThread.SetState("state_BattleFight");
}
return SRESULT_DONE_FRAME;
}
//move towards the goal
BotMoveToGoal( &bs, &goal );
//initialize the movement state
//BotSetupForMovement(bs);
////move towards the goal
//trap_BotMoveToGoal(&moveresult, bs.ms, &goal, bs.tfl);
////if the movement failed
//if (moveresult.failure) {
// //reset the avoid reach, otherwise bot is stuck in current area
// trap_BotResetAvoidReach(bs.ms);
// //BotAI_Print(PRT_MESSAGE, "movement failure %d\n", moveresult.traveltype);
// bs.nbg_time = 0;
//}
////
//BotAIBlocked(bs, &moveresult, qfalse);
//update the attack inventory values
BotUpdateBattleInventory( &bs, bs.enemy );
//choose the best weapon to fight with
BotChooseWeapon( &bs );
//if the view is fixed for the movement
//if (moveresult.flags & (MOVERESULT_MOVEMENTVIEW | MOVERESULT_SWIMVIEW)) {
// VectorCopy(moveresult.ideal_viewangles, bs.ideal_viewangles);
//}
//else if (!(moveresult.flags & MOVERESULT_MOVEMENTVIEWSET)
// && !(bs.flags & BFL_IDEALVIEWSET)) {
// attack_skill = trap_Characteristic_BFloat(bs.character, CHARACTERISTIC_ATTACK_SKILL, 0, 1);
// //if the bot is skilled anough and the enemy is visible
// if (attack_skill > 0.3) {
// //&& BotEntityVisible(bs.entitynum, bs.eye, bs.viewangles, 360, bs.enemy)
// BotAimAtEnemy(bs);
// }
// else {
// if (trap_BotMovementViewTarget(bs.ms, &goal, bs.tfl, 300, target)) {
// VectorSubtract(target, bs.origin, dir);
// vectoangles(dir, bs.ideal_viewangles);
// }
// else {
// vectoangles(moveresult.movedir, bs.ideal_viewangles);
// }
// bs.ideal_viewangles[2] *= 0.5;
// }
//}
//if (attack_skill > 0.3) {
//&& BotEntityVisible(bs.entitynum, bs.eye, bs.viewangles, 360, bs.enemy)
BotAimAtEnemy( &bs );
//}
//if the weapon is used for the bot movement
//if (moveresult.flags & MOVERESULT_MOVEMENTWEAPON) bs.weaponnum = moveresult.weapon;
//attack the enemy if possible
BotCheckAttack( &bs );
return SRESULT_WAIT;
}