📄 ai_dmnet.c
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/*
===========================================================================
Copyright (C) 1999-2005 Id Software, Inc.
This file is part of Quake III Arena source code.
Quake III Arena source code is free software; you can redistribute it
and/or modify it under the terms of the GNU General Public License as
published by the Free Software Foundation; either version 2 of the License,
or (at your option) any later version.
Quake III Arena source code is distributed in the hope that it will be
useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with Foobar; if not, write to the Free Software
Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
===========================================================================
*/
//
/*****************************************************************************
* name: ai_dmnet.c
*
* desc: Quake3 bot AI
*
* $Archive: /MissionPack/code/game/ai_dmnet.c $
*
*****************************************************************************/
#include "g_local.h"
#include "botlib.h"
#include "be_aas.h"
#include "be_ea.h"
#include "be_ai_char.h"
#include "be_ai_chat.h"
#include "be_ai_gen.h"
#include "be_ai_goal.h"
#include "be_ai_move.h"
#include "be_ai_weap.h"
//
#include "ai_main.h"
#include "ai_dmq3.h"
#include "ai_chat.h"
#include "ai_cmd.h"
#include "ai_dmnet.h"
#include "ai_team.h"
//data file headers
#include "chars.h" //characteristics
#include "inv.h" //indexes into the inventory
#include "syn.h" //synonyms
#include "match.h" //string matching types and vars
// for the voice chats
#include "../../ui/menudef.h"
//goal flag, see be_ai_goal.h for the other GFL_*
#define GFL_AIR 128
int numnodeswitches;
char nodeswitch[MAX_NODESWITCHES+1][144];
#define LOOKAHEAD_DISTANCE 300
/*
==================
BotResetNodeSwitches
==================
*/
void BotResetNodeSwitches(void) {
numnodeswitches = 0;
}
/*
==================
BotDumpNodeSwitches
==================
*/
void BotDumpNodeSwitches(bot_state_t *bs) {
int i;
char netname[MAX_NETNAME];
ClientName(bs->client, netname, sizeof(netname));
BotAI_Print(PRT_MESSAGE, "%s at %1.1f switched more than %d AI nodes\n", netname, FloatTime(), MAX_NODESWITCHES);
for (i = 0; i < numnodeswitches; i++) {
BotAI_Print(PRT_MESSAGE, nodeswitch[i]);
}
BotAI_Print(PRT_FATAL, "");
}
/*
==================
BotRecordNodeSwitch
==================
*/
void BotRecordNodeSwitch(bot_state_t *bs, char *node, char *str, char *s) {
char netname[MAX_NETNAME];
ClientName(bs->client, netname, sizeof(netname));
Com_sprintf(nodeswitch[numnodeswitches], 144, "%s at %2.1f entered %s: %s from %s\n", netname, FloatTime(), node, str, s);
#ifdef DEBUG
if (0) {
BotAI_Print(PRT_MESSAGE, nodeswitch[numnodeswitches]);
}
#endif //DEBUG
numnodeswitches++;
}
/*
==================
BotGetAirGoal
==================
*/
int BotGetAirGoal(bot_state_t *bs, bot_goal_t *goal) {
bsp_trace_t bsptrace;
vec3_t end, mins = {-15, -15, -2}, maxs = {15, 15, 2};
int areanum;
//trace up until we hit solid
VectorCopy(bs->origin, end);
end[2] += 1000;
BotAI_Trace(&bsptrace, bs->origin, mins, maxs, end, bs->entitynum, CONTENTS_SOLID|CONTENTS_PLAYERCLIP);
//trace down until we hit water
VectorCopy(bsptrace.endpos, end);
BotAI_Trace(&bsptrace, end, mins, maxs, bs->origin, bs->entitynum, CONTENTS_WATER|CONTENTS_SLIME|CONTENTS_LAVA);
//if we found the water surface
if (bsptrace.fraction > 0) {
areanum = BotPointAreaNum(bsptrace.endpos);
if (areanum) {
VectorCopy(bsptrace.endpos, goal->origin);
goal->origin[2] -= 2;
goal->areanum = areanum;
goal->mins[0] = -15;
goal->mins[1] = -15;
goal->mins[2] = -1;
goal->maxs[0] = 15;
goal->maxs[1] = 15;
goal->maxs[2] = 1;
goal->flags = GFL_AIR;
goal->number = 0;
goal->iteminfo = 0;
goal->entitynum = 0;
return qtrue;
}
}
return qfalse;
}
/*
==================
BotGoForAir
==================
*/
int BotGoForAir(bot_state_t *bs, int tfl, bot_goal_t *ltg, float range) {
bot_goal_t goal;
//if the bot needs air
if (bs->lastair_time < FloatTime() - 6) {
//
#ifdef DEBUG
//BotAI_Print(PRT_MESSAGE, "going for air\n");
#endif //DEBUG
//if we can find an air goal
if (BotGetAirGoal(bs, &goal)) {
trap_BotPushGoal(bs->gs, &goal);
return qtrue;
}
else {
//get a nearby goal outside the water
while(trap_BotChooseNBGItem(bs->gs, bs->origin, bs->inventory, tfl, ltg, range)) {
trap_BotGetTopGoal(bs->gs, &goal);
//if the goal is not in water
if (!(trap_AAS_PointContents(goal.origin) & (CONTENTS_WATER|CONTENTS_SLIME|CONTENTS_LAVA))) {
return qtrue;
}
trap_BotPopGoal(bs->gs);
}
trap_BotResetAvoidGoals(bs->gs);
}
}
return qfalse;
}
/*
==================
BotNearbyGoal
==================
*/
int BotNearbyGoal(bot_state_t *bs, int tfl, bot_goal_t *ltg, float range) {
int ret;
//check if the bot should go for air
if (BotGoForAir(bs, tfl, ltg, range)) return qtrue;
//if the bot is carrying the enemy flag
if (BotCTFCarryingFlag(bs)) {
//if the bot is just a few secs away from the base
if (trap_AAS_AreaTravelTimeToGoalArea(bs->areanum, bs->origin,
bs->teamgoal.areanum, TFL_DEFAULT) < 300) {
//make the range really small
range = 50;
}
}
//
ret = trap_BotChooseNBGItem(bs->gs, bs->origin, bs->inventory, tfl, ltg, range);
/*
if (ret)
{
char buf[128];
//get the goal at the top of the stack
trap_BotGetTopGoal(bs->gs, &goal);
trap_BotGoalName(goal.number, buf, sizeof(buf));
BotAI_Print(PRT_MESSAGE, "%1.1f: new nearby goal %s\n", FloatTime(), buf);
}
*/
return ret;
}
/*
==================
BotReachedGoal
==================
*/
int BotReachedGoal(bot_state_t *bs, bot_goal_t *goal) {
if (goal->flags & GFL_ITEM) {
//if touching the goal
if (trap_BotTouchingGoal(bs->origin, goal)) {
if (!(goal->flags & GFL_DROPPED)) {
trap_BotSetAvoidGoalTime(bs->gs, goal->number, -1);
}
return qtrue;
}
//if the goal isn't there
if (trap_BotItemGoalInVisButNotVisible(bs->entitynum, bs->eye, bs->viewangles, goal)) {
/*
float avoidtime;
int t;
avoidtime = trap_BotAvoidGoalTime(bs->gs, goal->number);
if (avoidtime > 0) {
t = trap_AAS_AreaTravelTimeToGoalArea(bs->areanum, bs->origin, goal->areanum, bs->tfl);
if ((float) t * 0.009 < avoidtime)
return qtrue;
}
*/
return qtrue;
}
//if in the goal area and below or above the goal and not swimming
if (bs->areanum == goal->areanum) {
if (bs->origin[0] > goal->origin[0] + goal->mins[0] && bs->origin[0] < goal->origin[0] + goal->maxs[0]) {
if (bs->origin[1] > goal->origin[1] + goal->mins[1] && bs->origin[1] < goal->origin[1] + goal->maxs[1]) {
if (!trap_AAS_Swimming(bs->origin)) {
return qtrue;
}
}
}
}
}
else if (goal->flags & GFL_AIR) {
//if touching the goal
if (trap_BotTouchingGoal(bs->origin, goal)) return qtrue;
//if the bot got air
if (bs->lastair_time > FloatTime() - 1) return qtrue;
}
else {
//if touching the goal
if (trap_BotTouchingGoal(bs->origin, goal)) return qtrue;
}
return qfalse;
}
/*
==================
BotGetItemLongTermGoal
==================
*/
int BotGetItemLongTermGoal(bot_state_t *bs, int tfl, bot_goal_t *goal) {
//if the bot has no goal
if (!trap_BotGetTopGoal(bs->gs, goal)) {
//BotAI_Print(PRT_MESSAGE, "no ltg on stack\n");
bs->ltg_time = 0;
}
//if the bot touches the current goal
else if (BotReachedGoal(bs, goal)) {
BotChooseWeapon(bs);
bs->ltg_time = 0;
}
//if it is time to find a new long term goal
if (bs->ltg_time < FloatTime()) {
//pop the current goal from the stack
trap_BotPopGoal(bs->gs);
//BotAI_Print(PRT_MESSAGE, "%s: choosing new ltg\n", ClientName(bs->client, netname, sizeof(netname)));
//choose a new goal
//BotAI_Print(PRT_MESSAGE, "%6.1f client %d: BotChooseLTGItem\n", FloatTime(), bs->client);
if (trap_BotChooseLTGItem(bs->gs, bs->origin, bs->inventory, tfl)) {
/*
char buf[128];
//get the goal at the top of the stack
trap_BotGetTopGoal(bs->gs, goal);
trap_BotGoalName(goal->number, buf, sizeof(buf));
BotAI_Print(PRT_MESSAGE, "%1.1f: new long term goal %s\n", FloatTime(), buf);
*/
bs->ltg_time = FloatTime() + 20;
}
else {//the bot gets sorta stuck with all the avoid timings, shouldn't happen though
//
#ifdef DEBUG
char netname[128];
BotAI_Print(PRT_MESSAGE, "%s: no valid ltg (probably stuck)\n", ClientName(bs->client, netname, sizeof(netname)));
#endif
//trap_BotDumpAvoidGoals(bs->gs);
//reset the avoid goals and the avoid reach
trap_BotResetAvoidGoals(bs->gs);
trap_BotResetAvoidReach(bs->ms);
}
//get the goal at the top of the stack
return trap_BotGetTopGoal(bs->gs, goal);
}
return qtrue;
}
/*
==================
BotGetLongTermGoal
we could also create a seperate AI node for every long term goal type
however this saves us a lot of code
==================
*/
int BotGetLongTermGoal(bot_state_t *bs, int tfl, int retreat, bot_goal_t *goal) {
vec3_t target, dir, dir2;
char netname[MAX_NETNAME];
char buf[MAX_MESSAGE_SIZE];
int areanum;
float croucher;
aas_entityinfo_t entinfo, botinfo;
bot_waypoint_t *wp;
if (bs->ltgtype == LTG_TEAMHELP && !retreat) {
//check for bot typing status message
if (bs->teammessage_time && bs->teammessage_time < FloatTime()) {
BotAI_BotInitialChat(bs, "help_start", EasyClientName(bs->teammate, netname, sizeof(netname)), NULL);
trap_BotEnterChat(bs->cs, bs->decisionmaker, CHAT_TELL);
BotVoiceChatOnly(bs, bs->decisionmaker, VOICECHAT_YES);
trap_EA_Action(bs->client, ACTION_AFFIRMATIVE);
bs->teammessage_time = 0;
}
//if trying to help the team mate for more than a minute
if (bs->teamgoal_time < FloatTime())
bs->ltgtype = 0;
//if the team mate IS visible for quite some time
if (bs->teammatevisible_time < FloatTime() - 10) bs->ltgtype = 0;
//get entity information of the companion
BotEntityInfo(bs->teammate, &entinfo);
//if the team mate is visible
if (BotEntityVisible(bs->entitynum, bs->eye, bs->viewangles, 360, bs->teammate)) {
//if close just stand still there
VectorSubtract(entinfo.origin, bs->origin, dir);
if (VectorLengthSquared(dir) < Square(100)) {
trap_BotResetAvoidReach(bs->ms);
return qfalse;
}
}
else {
//last time the bot was NOT visible
bs->teammatevisible_time = FloatTime();
}
//if the entity information is valid (entity in PVS)
if (entinfo.valid) {
areanum = BotPointAreaNum(entinfo.origin);
if (areanum && trap_AAS_AreaReachability(areanum)) {
//update team goal
bs->teamgoal.entitynum = bs->teammate;
bs->teamgoal.areanum = areanum;
VectorCopy(entinfo.origin, bs->teamgoal.origin);
VectorSet(bs->teamgoal.mins, -8, -8, -8);
VectorSet(bs->teamgoal.maxs, 8, 8, 8);
}
}
memcpy(goal, &bs->teamgoal, sizeof(bot_goal_t));
return qtrue;
}
//if the bot accompanies someone
if (bs->ltgtype == LTG_TEAMACCOMPANY && !retreat) {
//check for bot typing status message
if (bs->teammessage_time && bs->teammessage_time < FloatTime()) {
BotAI_BotInitialChat(bs, "accompany_start", EasyClientName(bs->teammate, netname, sizeof(netname)), NULL);
trap_BotEnterChat(bs->cs, bs->decisionmaker, CHAT_TELL);
BotVoiceChatOnly(bs, bs->decisionmaker, VOICECHAT_YES);
trap_EA_Action(bs->client, ACTION_AFFIRMATIVE);
bs->teammessage_time = 0;
}
//if accompanying the companion for 3 minutes
if (bs->teamgoal_time < FloatTime()) {
BotAI_BotInitialChat(bs, "accompany_stop", EasyClientName(bs->teammate, netname, sizeof(netname)), NULL);
trap_BotEnterChat(bs->cs, bs->teammate, CHAT_TELL);
bs->ltgtype = 0;
}
//get entity information of the companion
BotEntityInfo(bs->teammate, &entinfo);
//if the companion is visible
if (BotEntityVisible(bs->entitynum, bs->eye, bs->viewangles, 360, bs->teammate)) {
//update visible time
bs->teammatevisible_time = FloatTime();
VectorSubtract(entinfo.origin, bs->origin, dir);
if (VectorLengthSquared(dir) < Square(bs->formation_dist)) {
//
// if the client being followed bumps into this bot then
// the bot should back up
BotEntityInfo(bs->entitynum, &botinfo);
// if the followed client is not standing ontop of the bot
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