mirror of
https://github.com/jmarshall23/DoomRTX.git
synced 2026-08-15 15:51:07 +02:00
178 lines
4.6 KiB
C++
178 lines
4.6 KiB
C++
// BotAI_Battle_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_BattleNBG
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=====================
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*/
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stateResult_t rvmBot::state_BattleNBG(stateParms_t* parms)
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{
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int areanum;
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bot_goal_t goal;
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//aas_entityinfo_t entinfo;
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idEntity* entinfo;
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//bot_moveresult_t moveresult;
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float attack_skill;
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idVec3 target, dir;
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//if (BotIsObserver(bs)) {
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// AIEnter_Observer(bs, "battle 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, "battle nbg: intermission");
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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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// if no enemy.
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if( bs.enemy < 0 )
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{
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stateThread.SetState("state_SeekLTG");
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return SRESULT_DONE_FRAME;
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}
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//BotEntityInfo(bs.enemy, &entinfo);
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entinfo = gameLocal.entities[bs.enemy]->Cast<idPlayer>();
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if( entinfo->health <= 0 )
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{
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//AIEnter_Seek_NBG(bs, "battle nbg: enemy dead");
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stateThread.SetState("state_SeekNBG");
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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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//update the last time the enemy was visible
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if( BotEntityVisible( bs.entitynum, bs.eye, bs.viewangles, 360, bs.enemy ) )
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{
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bs.enemyvisible_time = Bot_Time();
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//VectorCopy(entinfo->GetOrigin(), target);
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target = entinfo->GetOrigin();
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// if not a player enemy
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if( bs.enemy >= MAX_CLIENTS )
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{
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#ifdef MISSIONPACK
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// if attacking an obelisk
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if( bs.enemy == redobelisk.entitynum ||
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bs.enemy == blueobelisk.entitynum )
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{
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target[2] += 16;
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}
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#endif
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}
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//update the reachability area and origin if possible
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//areanum = BotPointAreaNum(target);
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//if (areanum && trap_AAS_AreaReachability(areanum)) {
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VectorCopy( target, bs.lastenemyorigin );
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// bs.lastenemyareanum = areanum;
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//}
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}
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//if the bot has no goal or touches the current 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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else if( BotReachedGoal( &bs, &goal ) )
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{
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bs.nbg_time = 0;
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}
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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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//if the bot still has a goal
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if( botGoalManager.BotGetTopGoal( bs.gs, &goal ) )
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{
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//AIEnter_Battle_Retreat(bs, "battle nbg: time out");
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stateThread.SetState("state_Retreat");
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}
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else
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{
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//AIEnter_Battle_Fight(bs, "battle nbg: time out");
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stateThread.SetState("state_BattleFight");
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}
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return SRESULT_DONE_FRAME;
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}
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//move towards the goal
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BotMoveToGoal( &bs, &goal );
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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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// //BotAI_Print(PRT_MESSAGE, "movement failure %d\n", moveresult.traveltype);
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// bs.nbg_time = 0;
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//}
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////
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//BotAIBlocked(bs, &moveresult, qfalse);
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//update the attack inventory values
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BotUpdateBattleInventory( &bs, bs.enemy );
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//choose the best weapon to fight with
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BotChooseWeapon( &bs );
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//if the view is fixed for the movement
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//if (moveresult.flags & (MOVERESULT_MOVEMENTVIEW | MOVERESULT_SWIMVIEW)) {
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// VectorCopy(moveresult.ideal_viewangles, bs.ideal_viewangles);
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//}
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//else if (!(moveresult.flags & MOVERESULT_MOVEMENTVIEWSET)
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// && !(bs.flags & BFL_IDEALVIEWSET)) {
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// attack_skill = trap_Characteristic_BFloat(bs.character, CHARACTERISTIC_ATTACK_SKILL, 0, 1);
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// //if the bot is skilled anough and the enemy is visible
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// if (attack_skill > 0.3) {
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// //&& BotEntityVisible(bs.entitynum, bs.eye, bs.viewangles, 360, bs.enemy)
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// BotAimAtEnemy(bs);
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// }
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// else {
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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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// else {
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// vectoangles(moveresult.movedir, bs.ideal_viewangles);
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// }
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// bs.ideal_viewangles[2] *= 0.5;
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// }
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//}
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//if (attack_skill > 0.3) {
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//&& BotEntityVisible(bs.entitynum, bs.eye, bs.viewangles, 360, bs.enemy)
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BotAimAtEnemy( &bs );
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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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//attack the enemy if possible
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BotCheckAttack( &bs );
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return SRESULT_WAIT;
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} |