]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/common/t_items.qc
Bot AI: improve item rating
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / t_items.qc
index 4f6cf459ebc203d20ded5c825e3760b6152d254f..852a9281411f89f753bf039bc4895dc52d0e7939 100644 (file)
@@ -393,7 +393,7 @@ bool have_pickup_item(entity this)
                if(autocvar_g_pickup_items == 0)
                        return false;
                if(g_weaponarena)
-                       if(this.weapons || (this.items & IT_AMMO)) // no item or ammo pickups in weaponarena
+                       if(this.weapons || this.itemdef.instanceOfAmmo) // no item or ammo pickups in weaponarena
                                return false;
        }
        return true;
@@ -673,21 +673,30 @@ LABEL(YEAH)
 
 float Item_GiveTo(entity item, entity player)
 {
-       float _switchweapon;
        float pickedup;
 
        // if nothing happens to player, just return without taking the item
        pickedup = false;
-       _switchweapon = false;
+       int _switchweapon = 0;
        // in case the player has autoswitch enabled do the following:
        // if the player is using their best weapon before items are given, they
        // probably want to switch to an even better weapon after items are given
-       if (player.autoswitch)
-       if (PS(player).m_switchweapon == w_getbestweapon(player))
-               _switchweapon = true;
 
-       if (!(player.weapons & WepSet_FromWeapon(PS(player).m_switchweapon)))
-               _switchweapon = true;
+       if(player.autoswitch)
+       {
+               for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
+               {
+                       .entity weaponentity = weaponentities[slot];
+                       if(player.(weaponentity).m_weapon != WEP_Null || slot == 0)
+                       {
+                               if(player.(weaponentity).m_switchweapon == w_getbestweapon(player, weaponentity))
+                                       _switchweapon |= BIT(slot);
+
+                               if(!(player.weapons & WepSet_FromWeapon(player.(weaponentity).m_switchweapon)))
+                                       _switchweapon |= BIT(slot);
+                       }
+               }
+       }
 
        pickedup |= Item_GiveAmmoTo(item, player, ammo_fuel, g_pickup_fuel_max, ITEM_MODE_FUEL);
        pickedup |= Item_GiveAmmoTo(item, player, ammo_shells, g_pickup_shells_max, ITEM_MODE_NONE);
@@ -710,7 +719,12 @@ float Item_GiveTo(entity item, entity player)
                        FOREACH(Weapons, it != WEP_Null, {
                                if(w & (it.m_wepset))
                                {
-                                       W_DropEvent(wr_pickup, player, it.m_id, item);
+                                       for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
+                                       {
+                                               .entity weaponentity = weaponentities[slot];
+                                               if(player.(weaponentity).m_weapon != WEP_Null || slot == 0)
+                                                       W_DropEvent(wr_pickup, player, it.m_id, item, weaponentity);
+                                       }
                                        W_GiveWeapon(player, it.m_id);
                                }
                        });
@@ -761,13 +775,25 @@ LABEL(skip)
        // crude hack to enforce switching weapons
        if(g_cts && item.itemdef.instanceOfWeaponPickup)
        {
-               W_SwitchWeapon_Force(player, Weapons_from(item.weapon));
+               for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
+               {
+                       .entity weaponentity = weaponentities[slot];
+                       if(player.(weaponentity).m_weapon != WEP_Null || slot == 0)
+                               W_SwitchWeapon_Force(player, Weapons_from(item.weapon), weaponentity);
+               }
                return 1;
        }
 
-       if (_switchweapon)
-               if (PS(player).m_switchweapon != w_getbestweapon(player))
-                       W_SwitchWeapon_Force(player, w_getbestweapon(player));
+       if(_switchweapon)
+       {
+               for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
+               {
+                       .entity weaponentity = weaponentities[slot];
+                       if(_switchweapon & BIT(slot))
+                       if(player.(weaponentity).m_switchweapon != w_getbestweapon(player, weaponentity))
+                               W_SwitchWeapon_Force(player, w_getbestweapon(player, weaponentity), weaponentity);
+               }
+       }
 
        return 1;
 }
@@ -923,131 +949,106 @@ float generic_pickupevalfunc(entity player, entity item) {return item.bot_pickup
 
 float weapon_pickupevalfunc(entity player, entity item)
 {
-       float c;
-
        // See if I have it already
-       if(!(item.weapons & ~player.weapons))
+       if(player.weapons & item.weapons)
        {
                // If I can pick it up
                if(!item.spawnshieldtime)
-                       c = 0;
-               else if(player.ammo_cells || player.ammo_shells || player.ammo_plasma || player.ammo_nails || player.ammo_rockets)
-               {
-                       // Skilled bots will grab more
-                       c = bound(0, skill / 10, 1) * 0.5;
-               }
-               else
-                       c = 0;
+                       return 0;
+               return ammo_pickupevalfunc(player, item);
        }
-       else
-               c = 1;
+       return item.bot_pickupbasevalue;
+}
 
-       // If custom weapon priorities for bots is enabled rate most wanted weapons higher
-       if( bot_custom_weapon && c )
+float ammo_pickupevalfunc(entity player, entity item)
+{
+       bool need_shells = false, need_nails = false, need_rockets = false, need_cells = false, need_plasma = false, need_fuel = false;
+       entity wpn = NULL;
+       float c = 0;
+       float rating = 0;
+
+       // Detect needed ammo
+       if(item.itemdef.instanceOfWeaponPickup)
        {
-               int best_ratio = 0;
-               int missing = 0;
+               entity ammo = NULL;
+               if(item.ammo_shells)       { need_shells  = true; ammo = ITEM_Shells;      }
+               else if(item.ammo_nails)   { need_nails   = true; ammo = ITEM_Bullets;     }
+               else if(item.ammo_rockets) { need_rockets = true; ammo = ITEM_Rockets;     }
+               else if(item.ammo_cells)   { need_cells   = true; ammo = ITEM_Cells;       }
+               else if(item.ammo_plasma)  { need_plasma  = true; ammo = ITEM_Plasma;      }
+               else if(item.ammo_fuel)    { need_fuel    = true; ammo = ITEM_JetpackFuel; }
 
-               // evaluate weapon usefulness in all ranges
-               for(int list = 0; list < 3; list++)
-               {
-                       int position = -1;
-                       int wep_count = 0;
-                       int wpn = item.weapon;
-                       for (int j = 0; j < WEP_LAST; ++j)
-                       {
-                               int list_wpn = 0;
-                               if (list == 0) list_wpn = bot_weapons_far[j];
-                               else if (list == 1) list_wpn = bot_weapons_mid[j];
-                               else list_wpn = bot_weapons_close[j];
+               if(!ammo)
+                       return 0;
+               wpn = item;
+               rating = ammo.m_botvalue;
+       }
+       else
+       {
+               FOREACH(Weapons, it != WEP_Null, {
+                       if(!(player.weapons & (it.m_wepset)))
+                               continue;
 
-                               if (weaponsInMap & Weapons_from(list_wpn).m_wepset) // only if available
-                               {
-                                       if (list_wpn > 0)
-                                               wep_count++;
-                                       if (position == -1 && list_wpn == wpn)
-                                               position = wep_count;
-                               }
-                       }
-                       if (position == -1)
-                       {
-                               missing++;
-                               position = wep_count; // if missing assume last
-                       }
-                       if (wep_count)
+                       switch(it.ammo_field)
                        {
-                               if (!best_ratio || position / wep_count < best_ratio)
-                                       best_ratio = position / wep_count;
+                               case ammo_shells:  need_shells  = true; break;
+                               case ammo_shells:  need_shells  = true; break;
+                               case ammo_nails:   need_nails   = true; break;
+                               case ammo_rockets: need_rockets = true; break;
+                               case ammo_cells:   need_cells   = true; break;
+                               case ammo_plasma:  need_plasma  = true; break;
+                               case ammo_fuel:    need_fuel    = true; break;
                        }
-               }
-
-               if (missing < 3 && best_ratio)
-                       return (BOT_PICKUP_RATING_HIGH - ( (BOT_PICKUP_RATING_HIGH - BOT_PICKUP_RATING_LOW) * best_ratio )) * c;
+               });
+               rating = item.bot_pickupbasevalue;
        }
 
-       return item.bot_pickupbasevalue * c;
-}
-
-float commodity_pickupevalfunc(entity player, entity item)
-{
-       float c;
-       float need_shells = false, need_nails = false, need_rockets = false, need_cells = false, need_plasma = false, need_fuel = false;
-       c = 0;
-
-       // Detect needed ammo
-       FOREACH(Weapons, it != WEP_Null, {
-               if(!(player.weapons & (it.m_wepset)))
-                       continue;
-
-               if(it.items & ITEM_Shells.m_itemid)
-                       need_shells = true;
-               else if(it.items & ITEM_Bullets.m_itemid)
-                       need_nails = true;
-               else if(it.items & ITEM_Rockets.m_itemid)
-                       need_rockets = true;
-               else if(it.items & ITEM_Cells.m_itemid)
-                       need_cells = true;
-               else if(it.items & ITEM_Plasma.m_itemid)
-                       need_plasma = true;
-               else if(it.items & ITEM_JetpackFuel.m_itemid)
-                       need_fuel = true;
-       });
-
-       // TODO: figure out if the player even has the weapon this ammo is for?
-       // may not affect strategy much though...
-       // find out how much more ammo/armor/health the player can hold
        if (need_shells)
        if (item.ammo_shells)
        if (player.ammo_shells < g_pickup_shells_max)
-               c = c + max(0, 1 - player.ammo_shells / g_pickup_shells_max);
+               c = (player.ammo_shells + item.ammo_shells) / player.ammo_shells;
        if (need_nails)
        if (item.ammo_nails)
        if (player.ammo_nails < g_pickup_nails_max)
-               c = c + max(0, 1 - player.ammo_nails / g_pickup_nails_max);
+               c = (player.ammo_nails + item.ammo_nails) / player.ammo_nails;
        if (need_rockets)
        if (item.ammo_rockets)
        if (player.ammo_rockets < g_pickup_rockets_max)
-               c = c + max(0, 1 - player.ammo_rockets / g_pickup_rockets_max);
+               c = (player.ammo_rockets + item.ammo_rockets) / player.ammo_rockets;
        if (need_cells)
        if (item.ammo_cells)
        if (player.ammo_cells < g_pickup_cells_max)
-               c = c + max(0, 1 - player.ammo_cells / g_pickup_cells_max);
+               c = (player.ammo_cells + item.ammo_cells) / player.ammo_cells;
        if (need_plasma)
        if (item.ammo_plasma)
        if (player.ammo_plasma < g_pickup_plasma_max)
-               c = c + max(0, 1 - player.ammo_plasma / g_pickup_plasma_max);
+               c = (player.ammo_plasma + item.ammo_plasma) / player.ammo_plasma;
        if (need_fuel)
        if (item.ammo_fuel)
        if (player.ammo_fuel < g_pickup_fuel_max)
-               c = c + max(0, 1 - player.ammo_fuel / g_pickup_fuel_max);
+               c = (player.ammo_fuel + item.ammo_fuel) / player.ammo_fuel;
+
+       rating *= min(3, c);
+       if(wpn)
+               // Skilled bots will grab more
+               rating += wpn.bot_pickupbasevalue * (0.1 + 0.1 * bound(0, skill / 10, 1));
+       return rating;
+}
+
+float healtharmor_pickupevalfunc(entity player, entity item)
+{
+       float c = 0;
+       float rating = item.bot_pickupbasevalue;
+
        if (item.armorvalue)
        if (player.armorvalue < item.max_armorvalue)
-               c = c + max(0, 1 - player.armorvalue / item.max_armorvalue);
+               c = (player.armorvalue + player.health + item.armorvalue) / (max(1, player.armorvalue + player.health));
        if (item.health)
        if (player.health < item.max_health)
-               c = c + max(0, 1 - player.health / item.max_health);
+               c = (player.health + item.health) / (max(1, player.health));
 
-       return item.bot_pickupbasevalue * c;
+       rating *= min(3, c);
+       return rating;
 }
 
 void Item_Damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
@@ -1056,6 +1057,12 @@ void Item_Damage(entity this, entity inflictor, entity attacker, float damage, i
                RemoveItem(this);
 }
 
+void item_use(entity this, entity actor, entity trigger)
+{
+       // use the touch function to handle collection
+       gettouch(this)(this, actor);
+}
+
 void _StartItem(entity this, entity def, float defaultrespawntime, float defaultrespawntimejitter)
 {
        string itemname = def.m_name;
@@ -1177,6 +1184,9 @@ void _StartItem(entity this, entity def, float defaultrespawntime, float default
                }
                */
 
+               if(this.targetname != "" && (this.spawnflags & 16))
+                       this.use = item_use;
+
                if(autocvar_spawn_debug >= 2)
                {
             // why not flags & fl_item?
@@ -1665,7 +1675,6 @@ void GiveRot(entity e, float v0, float v1, .float rotfield, float rottime, .floa
 float GiveItems(entity e, float beginarg, float endarg)
 {
        float got, i, val, op;
-       float _switchweapon;
        string cmd;
 
        val = 999;
@@ -1673,10 +1682,18 @@ float GiveItems(entity e, float beginarg, float endarg)
 
        got = 0;
 
-       _switchweapon = false;
-       if (e.autoswitch)
-               if (PS(e).m_switchweapon == w_getbestweapon(e))
-                       _switchweapon = true;
+       int _switchweapon = 0;
+
+       if(e.autoswitch)
+       {
+               for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
+               {
+                       .entity weaponentity = weaponentities[slot];
+                       if(e.(weaponentity).m_weapon != WEP_Null || slot == 0)
+                       if(e.(weaponentity).m_switchweapon == w_getbestweapon(e, weaponentity))
+                               _switchweapon |= BIT(slot);
+               }
+       }
 
        e.strength_finished = max(0, e.strength_finished - time);
        e.invincible_finished = max(0, e.invincible_finished - time);
@@ -1842,10 +1859,23 @@ float GiveItems(entity e, float beginarg, float endarg)
        else
                e.superweapons_finished += time;
 
-       if (!(e.weapons & WepSet_FromWeapon(PS(e).m_switchweapon)))
-               _switchweapon = true;
+       for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
+       {
+               .entity weaponentity = weaponentities[slot];
+               if(e.(weaponentity).m_weapon != WEP_Null || slot == 0)
+               if(!(e.weapons & WepSet_FromWeapon(e.(weaponentity).m_switchweapon)))
+                       _switchweapon |= BIT(slot);
+       }
+
        if(_switchweapon)
-               W_SwitchWeapon_Force(e, w_getbestweapon(e));
+       {
+               for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
+               {
+                       .entity weaponentity = weaponentities[slot];
+                       if(_switchweapon & BIT(slot))
+                               W_SwitchWeapon_Force(e, w_getbestweapon(e, weaponentity), weaponentity);
+               }
+       }
 
        return got;
 }