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struct fpsent;
#define MAXBOTS 32
enum { AI_NONE = 0, AI_BOT, AI_MAX };
#define isaitype(a) (a >= 0 && a <= AI_MAX-1)
namespace ai
{
const int MAXWAYPOINTS = USHRT_MAX - 2;
const int MAXWAYPOINTLINKS = 6;
const int WAYPOINTRADIUS = 16;
const float MINWPDIST = 4.f; // is on top of
const float CLOSEDIST = 32.f; // is close
const float FARDIST = 128.f; // too far to remap close
const float JUMPMIN = 4.f; // decides to jump
const float JUMPMAX = 32.f; // max jump
const float SIGHTMIN = 64.f; // minimum line of sight
const float SIGHTMAX = 1024.f; // maximum line of sight
const float VIEWMIN = 90.f; // minimum field of view
const float VIEWMAX = 180.f; // maximum field of view
struct waypoint
{
vec o;
float curscore, estscore;
int weight;
ushort route, prev;
ushort links[MAXWAYPOINTLINKS];
waypoint() {}
waypoint(const vec &o, int weight = 0) : o(o), weight(weight), route(0) { memset(links, 0, sizeof(links)); }
int score() const { return int(curscore) + int(estscore); }
int find(int wp)
{
loopi(MAXWAYPOINTLINKS) if(links[i] == wp) return i;
return -1;
}
bool haslinks() { return links[0]!=0; }
};
extern vector<waypoint> waypoints;
static inline bool iswaypoint(int n)
{
return n > 0 && n < waypoints.length();
}
extern int showwaypoints, dropwaypoints;
extern int closestwaypoint(const vec &pos, float mindist, bool links, fpsent *d = NULL);
extern void findwaypointswithin(const vec &pos, float mindist, float maxdist, vector<int> &results);
extern void inferwaypoints(fpsent *d, const vec &o, const vec &v, float mindist = ai::CLOSEDIST);
struct avoidset
{
struct obstacle
{
void *owner;
int numwaypoints;
float above;
obstacle(void *owner, float above = -1) : owner(owner), numwaypoints(0), above(above) {}
};
vector<obstacle> obstacles;
vector<int> waypoints;
void clear()
{
obstacles.setsize(0);
waypoints.setsize(0);
}
void add(void *owner, float above)
{
obstacles.add(obstacle(owner, above));
}
void add(void *owner, float above, int wp)
{
if(obstacles.empty() || owner != obstacles.last().owner) add(owner, above);
obstacles.last().numwaypoints++;
waypoints.add(wp);
}
void add(avoidset &avoid)
{
waypoints.put(avoid.waypoints.getbuf(), avoid.waypoints.length());
loopv(avoid.obstacles)
{
obstacle &o = avoid.obstacles[i];
if(obstacles.empty() || o.owner != obstacles.last().owner) add(o.owner, o.above);
obstacles.last().numwaypoints += o.numwaypoints;
}
}
void avoidnear(void *owner, float above, const vec &pos, float limit);
#define loopavoid(v, d, body) \
if(!(v).obstacles.empty()) \
{ \
int cur = 0; \
loopv((v).obstacles) \
{ \
const ai::avoidset::obstacle &ob = (v).obstacles[i]; \
int next = cur + ob.numwaypoints; \
if(ob.owner != d) \
{ \
for(; cur < next; cur++) \
{ \
int wp = (v).waypoints[cur]; \
body; \
} \
} \
cur = next; \
} \
}
bool find(int n, fpsent *d) const
{
loopavoid(*this, d, { if(wp == n) return true; });
return false;
}
int remap(fpsent *d, int n, vec &pos, bool retry = false);
};
extern bool route(fpsent *d, int node, int goal, vector<int> &route, const avoidset &obstacles, int retries = 0);
extern void navigate();
extern void clearwaypoints(bool full = false);
extern void seedwaypoints();
extern void loadwaypoints(bool force = false, const char *mname = NULL);
extern void savewaypoints(bool force = false, const char *mname = NULL);
// ai state information for the owner client
enum
{
AI_S_WAIT = 0, // waiting for next command
AI_S_DEFEND, // defend goal target
AI_S_PURSUE, // pursue goal target
AI_S_INTEREST, // interest in goal entity
AI_S_MAX
};
enum
{
AI_T_NODE,
AI_T_PLAYER,
AI_T_AFFINITY,
AI_T_ENTITY,
AI_T_MAX
};
struct interest
{
int state, node, target, targtype;
float score;
interest() : state(-1), node(-1), target(-1), targtype(-1), score(0.f) {}
~interest() {}
};
struct aistate
{
int type, millis, targtype, target, idle;
bool override;
aistate(int m, int t, int r = -1, int v = -1) : type(t), millis(m), targtype(r), target(v)
{
reset();
}
~aistate() {}
void reset()
{
idle = 0;
override = false;
}
};
const int NUMPREVNODES = 6;
struct aiinfo
{
vector<aistate> state;
vector<int> route;
vec target, spot;
int enemy, enemyseen, enemymillis, weappref, prevnodes[NUMPREVNODES], targnode, targlast, targtime, targseq,
lastrun, lasthunt, lastaction, lastcheck, jumpseed, jumprand, blocktime, huntseq, blockseq, lastaimrnd;
float targyaw, targpitch, views[3], aimrnd[3];
bool dontmove, becareful, tryreset, trywipe;
aiinfo()
{
clearsetup();
reset();
loopk(3) views[k] = 0.f;
}
~aiinfo() {}
void clearsetup()
{
weappref = GUN_PISTOL;
spot = target = vec(0, 0, 0);
lastaction = lasthunt = lastcheck = enemyseen = enemymillis = blocktime = huntseq = blockseq = targtime = targseq = lastaimrnd = 0;
lastrun = jumpseed = lastmillis;
jumprand = lastmillis+5000;
targnode = targlast = enemy = -1;
}
void clear(bool prev = false)
{
if(prev) memset(prevnodes, -1, sizeof(prevnodes));
route.setsize(0);
}
void wipe(bool prev = false)
{
clear(prev);
state.setsize(0);
addstate(AI_S_WAIT);
trywipe = false;
}
void clean(bool tryit = false)
{
if(!tryit) becareful = dontmove = false;
targyaw = rnd(360);
targpitch = 0.f;
tryreset = tryit;
}
void reset(bool tryit = false) { wipe(); clean(tryit); }
bool hasprevnode(int n) const
{
loopi(NUMPREVNODES) if(prevnodes[i] == n) return true;
return false;
}
void addprevnode(int n)
{
if(prevnodes[0] != n)
{
memmove(&prevnodes[1], prevnodes, sizeof(prevnodes) - sizeof(prevnodes[0]));
prevnodes[0] = n;
}
}
aistate &addstate(int t, int r = -1, int v = -1)
{
return state.add(aistate(lastmillis, t, r, v));
}
void removestate(int index = -1)
{
if(index < 0) state.pop();
else if(state.inrange(index)) state.remove(index);
if(!state.length()) addstate(AI_S_WAIT);
}
aistate &getstate(int idx = -1)
{
if(state.inrange(idx)) return state[idx];
return state.last();
}
aistate &switchstate(aistate &b, int t, int r = -1, int v = -1)
{
if((b.type == t && b.targtype == r) || (b.type == AI_S_INTEREST && b.targtype == AI_T_NODE))
{
b.millis = lastmillis;
b.target = v;
b.reset();
return b;
}
return addstate(t, r, v);
}
};
extern avoidset obstacles;
extern vec aitarget;
extern float viewdist(int x = 101);
extern float viewfieldx(int x = 101);
extern float viewfieldy(int x = 101);
extern bool targetable(fpsent *d, fpsent *e);
extern bool cansee(fpsent *d, vec &x, vec &y, vec &targ = aitarget);
extern void init(fpsent *d, int at, int on, int sk, int bn, int pm, const char *name, const char *team);
extern void update();
extern void avoid();
extern void think(fpsent *d, bool run);
extern bool badhealth(fpsent *d);
extern bool checkothers(vector<int> &targets, fpsent *d = NULL, int state = -1, int targtype = -1, int target = -1, bool teams = false);
extern bool makeroute(fpsent *d, aistate &b, int node, bool changed = true, int retries = 0);
extern bool makeroute(fpsent *d, aistate &b, const vec &pos, bool changed = true, int retries = 0);
extern bool randomnode(fpsent *d, aistate &b, const vec &pos, float guard = SIGHTMIN, float wander = SIGHTMAX);
extern bool randomnode(fpsent *d, aistate &b, float guard = SIGHTMIN, float wander = SIGHTMAX);
extern bool violence(fpsent *d, aistate &b, fpsent *e, int pursue = 0);
extern bool patrol(fpsent *d, aistate &b, const vec &pos, float guard = SIGHTMIN, float wander = SIGHTMAX, int walk = 1, bool retry = false);
extern bool defend(fpsent *d, aistate &b, const vec &pos, float guard = SIGHTMIN, float wander = SIGHTMAX, int walk = 1);
extern void assist(fpsent *d, aistate &b, vector<interest> &interests, bool all = false, bool force = false);
extern bool parseinterests(fpsent *d, aistate &b, vector<interest> &interests, bool override = false, bool ignore = false);
extern void spawned(fpsent *d);
extern void damaged(fpsent *d, fpsent *e);
extern void killed(fpsent *d, fpsent *e);
extern void itemspawned(int ent);
extern void render();
}
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