X-Git-Url: http://de.git.xonotic.org/?p=xonotic%2Fxonotic-data.pk3dir.git;a=blobdiff_plain;f=qcsrc%2Fserver%2Fbot%2Fdefault%2Fhavocbot%2Fhavocbot.qc;h=9f3e075f1d6fbbbd7290d0e361c6df2e9601e418;hp=5ccc80a3a026fa43f6c2e7ea2b59f5a978d898bb;hb=7f042267d93f57719b68f0725af14d444f5c8932;hpb=3e21073f2bd7f282947bc1f214b3ec25d69ccae0 diff --git a/qcsrc/server/bot/default/havocbot/havocbot.qc b/qcsrc/server/bot/default/havocbot/havocbot.qc index 5ccc80a3a0..9f3e075f1d 100644 --- a/qcsrc/server/bot/default/havocbot/havocbot.qc +++ b/qcsrc/server/bot/default/havocbot/havocbot.qc @@ -9,10 +9,13 @@ #include "../waypoints.qh" #include +#include #include #include -#include +#include +#include +#include #include #include @@ -27,6 +30,10 @@ void havocbot_ai(entity this) if(bot_execute_commands(this)) return; + if(this.goalcurrent) + if(wasfreed(this.goalcurrent)) + navigation_poproute(this); + if (bot_strategytoken == this) if (!bot_strategytoken_taken) { @@ -42,7 +49,7 @@ void havocbot_ai(entity this) // TODO: tracewalk() should take care of this job (better path finding under water) // if we don't have a goal and we're under water look for a waypoint near the "shore" and push it - if(IS_DEAD(this)) + if(!(IS_DEAD(this))) if(!this.goalcurrent) if(this.waterlevel == WATERLEVEL_SWIMMING || (this.aistatus & AI_STATUS_OUT_WATER)) { @@ -83,10 +90,16 @@ void havocbot_ai(entity this) return; havocbot_chooseenemy(this); - if (this.bot_chooseweapontime < time ) + + for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot) { - this.bot_chooseweapontime = time + autocvar_bot_ai_chooseweaponinterval; - havocbot_chooseweapon(this); + .entity weaponentity = weaponentities[slot]; + if(this.(weaponentity).m_weapon != WEP_Null || slot == 0) + if(this.(weaponentity).bot_chooseweapontime < time) + { + this.(weaponentity).bot_chooseweapontime = time + autocvar_bot_ai_chooseweaponinterval; + havocbot_chooseweapon(this, weaponentity); + } } havocbot_aim(this); lag_update(this); @@ -97,8 +110,6 @@ void havocbot_ai(entity this) if(this.weapons) { - Weapon w = PS(this).m_weapon; - w.wr_aim(w, this); if (autocvar_bot_nofire || IS_INDEPENDENT_PLAYER(this)) { PHYS_INPUT_BUTTON_ATCK(this) = false; @@ -106,8 +117,16 @@ void havocbot_ai(entity this) } else { - if(PHYS_INPUT_BUTTON_ATCK(this) || PHYS_INPUT_BUTTON_ATCK2(this)) - this.lastfiredweapon = PS(this).m_weapon.m_id; + for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot) + { + .entity weaponentity = weaponentities[slot]; + Weapon w = this.(weaponentity).m_weapon; + if(w == WEP_Null && slot != 0) + continue; + w.wr_aim(w, this, weaponentity); + if(PHYS_INPUT_BUTTON_ATCK(this) || PHYS_INPUT_BUTTON_ATCK2(this)) // TODO: what if we didn't fire this weapon, but the previous? + this.(weaponentity).lastfiredweapon = this.(weaponentity).m_weapon.m_id; + } } } else @@ -154,20 +173,28 @@ void havocbot_ai(entity this) // if the bot is not attacking, consider reloading weapons if (!(this.aistatus & AI_STATUS_ATTACKING)) { - // we are currently holding a weapon that's not fully loaded, reload it - if(skill >= 2) // bots can only reload the held weapon on purpose past this skill - if(this.clip_load < this.clip_size) - this.impulse = 20; // "press" the reload button, not sure if this is done right - - // if we're not reloading a weapon, switch to any weapon in our invnetory that's not fully loaded to reload it next - // the code above executes next frame, starting the reloading then - if(skill >= 5) // bots can only look for unloaded weapons past this skill - if(this.clip_load >= 0) // only if we're not reloading a weapon already + for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot) { - FOREACH(Weapons, it != WEP_Null, LAMBDA( - if((this.weapons & (it.m_wepset)) && (it.spawnflags & WEP_FLAG_RELOADABLE) && (this.weapon_load[it.m_id] < it.reloading_ammo)) - PS(this).m_switchweapon = it; - )); + .entity weaponentity = weaponentities[slot]; + + if(this.(weaponentity).m_weapon == WEP_Null && slot != 0) + continue; + + // we are currently holding a weapon that's not fully loaded, reload it + if(skill >= 2) // bots can only reload the held weapon on purpose past this skill + if(this.(weaponentity).clip_load < this.(weaponentity).clip_size) + this.impulse = 20; // "press" the reload button, not sure if this is done right + + // if we're not reloading a weapon, switch to any weapon in our invnetory that's not fully loaded to reload it next + // the code above executes next frame, starting the reloading then + if(skill >= 5) // bots can only look for unloaded weapons past this skill + if(this.(weaponentity).clip_load >= 0) // only if we're not reloading a weapon already + { + FOREACH(Weapons, it != WEP_Null, LAMBDA( + if((this.weapons & (it.m_wepset)) && (it.spawnflags & WEP_FLAG_RELOADABLE) && (this.(weaponentity).weapon_load[it.m_id] < it.reloading_ammo)) + this.(weaponentity).m_switchweapon = it; + )); + } } } } @@ -583,25 +610,35 @@ void havocbot_movetogoal(entity this) else if(this.health>WEP_CVAR(devastator, damage)*0.5) { if(this.velocity.z < 0) - if(client_hasweapon(this, WEP_DEVASTATOR, true, false)) { - this.movement_x = maxspeed; - - if(this.rocketjumptime) + for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot) { - if(time > this.rocketjumptime) + .entity weaponentity = weaponentities[slot]; + + if(this.(weaponentity).m_weapon == WEP_Null && slot != 0) + continue; + + if(client_hasweapon(this, WEP_DEVASTATOR, weaponentity, true, false)) { - PHYS_INPUT_BUTTON_ATCK2(this) = true; - this.rocketjumptime = 0; + this.movement_x = maxspeed; + + if(this.rocketjumptime) + { + if(time > this.rocketjumptime) + { + PHYS_INPUT_BUTTON_ATCK2(this) = true; + this.rocketjumptime = 0; + } + return; + } + + this.(weaponentity).m_switchweapon = WEP_DEVASTATOR; + this.v_angle_x = 90; + PHYS_INPUT_BUTTON_ATCK(this) = true; + this.rocketjumptime = time + WEP_CVAR(devastator, detonatedelay); + return; } - return; } - - PS(this).m_switchweapon = WEP_DEVASTATOR; - this.v_angle_x = 90; - PHYS_INPUT_BUTTON_ATCK(this) = true; - this.rocketjumptime = time + WEP_CVAR(devastator, detonatedelay); - return; } } else @@ -836,11 +873,28 @@ void havocbot_movetogoal(entity this) if (((dodge * v_up) < 0) && random()*frametime >= 0.5*bound(0,(10-skill-this.bot_dodgeskill)*0.1,1)) this.havocbot_ducktime=time+0.3/bound(0.1,skill+this.bot_dodgeskill,10); } +entity havocbot_gettarget(entity this, bool secondary) +{ + entity best = NULL; + vector eye = CENTER_OR_VIEWOFS(this); + IL_EACH(g_bot_targets, boolean((secondary) ? it.classname == "misc_breakablemodel" : it.classname != "misc_breakablemodel"), + { + vector v = CENTER_OR_VIEWOFS(it); + if(vdist(v - eye, <, autocvar_bot_ai_enemydetectionradius)) + if(!best || vlen2(CENTER_OR_VIEWOFS(best) - eye) > vlen2(v - eye)) + if(bot_shouldattack(this, it)) + { + traceline(eye, v, true, this); + if (trace_ent == it || trace_fraction >= 1) + best = it; + } + }); + + return best; +} + void havocbot_chooseenemy(entity this) { - entity head, best, head2; - float rating, bestrating, hf; - vector eye, v; if (autocvar_bot_nofire || IS_INDEPENDENT_PLAYER(this)) { this.enemy = NULL; @@ -879,13 +933,12 @@ void havocbot_chooseenemy(entity this) if (time < this.havocbot_chooseenemy_finished) return; this.havocbot_chooseenemy_finished = time + autocvar_bot_ai_enemydetectioninterval; - eye = this.origin + this.view_ofs; - best = NULL; - bestrating = 100000000; - head = head2 = findchainfloat(bot_attack, true); + vector eye = this.origin + this.view_ofs; + entity best = NULL; + float bestrating = 100000000; // Backup hit flags - hf = this.dphitcontentsmask; + int hf = this.dphitcontentsmask; // Search for enemies, if no enemy can be seen directly try to look through transparent objects @@ -898,42 +951,38 @@ void havocbot_chooseenemy(entity this) { scan_secondary_targets = false; LABEL(scan_targets) - for( ; head; head = head.chain) + IL_EACH(g_bot_targets, it.bot_attack, { if(!scan_secondary_targets) { - if(head.classname == "misc_breakablemodel") + if(it.classname == "misc_breakablemodel") { have_secondary_targets = true; continue; } } - else - { - if(head.classname != "misc_breakablemodel") - continue; - } + else if(it.classname != "misc_breakablemodel") + continue; - v = (head.absmin + head.absmax) * 0.5; - rating = vlen(v - eye); - if (rating rating) - if (bot_shouldattack(this, head)) + if (bot_shouldattack(this, it)) { traceline(eye, v, true, this); - if (trace_ent == head || trace_fraction >= 1) + if (trace_ent == it || trace_fraction >= 1) { - best = head; + best = it; bestrating = rating; } } - } + }); if(!best && have_secondary_targets && !scan_secondary_targets) { scan_secondary_targets = true; // restart the loop - head = head2; bestrating = 100000000; goto scan_targets; } @@ -948,7 +997,6 @@ LABEL(scan_targets) // Set flags to see through transparent objects this.dphitcontentsmask |= DPCONTENTS_OPAQUE; - head = head2; scan_transparent = true; } @@ -961,7 +1009,7 @@ LABEL(scan_targets) this.havocbot_stickenemy = false; } -float havocbot_chooseweapon_checkreload(entity this, int new_weapon) +float havocbot_chooseweapon_checkreload(entity this, .entity weaponentity, int new_weapon) { // bots under this skill cannot find unloaded weapons to reload idly when not in combat, // so skip this for them, or they'll never get to reload their weapons at all. @@ -970,11 +1018,11 @@ float havocbot_chooseweapon_checkreload(entity this, int new_weapon) return false; // if this weapon is scheduled for reloading, don't switch to it during combat - if (this.weapon_load[new_weapon] < 0) + if (this.(weaponentity).weapon_load[new_weapon] < 0) { bool other_weapon_available = false; FOREACH(Weapons, it != WEP_Null, LAMBDA( - if(it.wr_checkammo1(it, this) + it.wr_checkammo2(it, this)) + if(it.wr_checkammo1(it, this, weaponentity) + it.wr_checkammo2(it, this, weaponentity)) other_weapon_available = true; )); if(other_weapon_available) @@ -984,14 +1032,14 @@ float havocbot_chooseweapon_checkreload(entity this, int new_weapon) return false; } -void havocbot_chooseweapon(entity this) +void havocbot_chooseweapon(entity this, .entity weaponentity) { int i; // ;) if(g_weaponarena_weapons == WEPSET(TUBA)) { - PS(this).m_switchweapon = WEP_TUBA; + this.(weaponentity).m_switchweapon = WEP_TUBA; return; } @@ -999,11 +1047,11 @@ void havocbot_chooseweapon(entity this) if(this.enemy==NULL) { // If no weapon was chosen get the first available weapon - if(PS(this).m_weapon==WEP_Null) + if(this.(weaponentity).m_weapon==WEP_Null) FOREACH(Weapons, it != WEP_Null, LAMBDA( - if(client_hasweapon(this, it, true, false)) + if(client_hasweapon(this, it, weaponentity, true, false)) { - PS(this).m_switchweapon = it; + this.(weaponentity).m_switchweapon = it; return; } )); @@ -1031,7 +1079,7 @@ void havocbot_chooseweapon(entity this) combo = false; if(autocvar_bot_ai_weapon_combo) - if(PS(this).m_weapon.m_id == this.lastfiredweapon) + if(this.(weaponentity).m_weapon.m_id == this.(weaponentity).lastfiredweapon) if(af > combo_time) { combo = true; @@ -1047,11 +1095,11 @@ void havocbot_chooseweapon(entity this) if ( distance > bot_distance_far ) { for(i=0; i < Weapons_COUNT && bot_weapons_far[i] != -1 ; ++i){ w = bot_weapons_far[i]; - if ( client_hasweapon(this, Weapons_from(w), true, false) ) + if ( client_hasweapon(this, Weapons_from(w), weaponentity, true, false) ) { - if ((PS(this).m_weapon.m_id == w && combo) || havocbot_chooseweapon_checkreload(this, w)) + if ((this.(weaponentity).m_weapon.m_id == w && combo) || havocbot_chooseweapon_checkreload(this, weaponentity, w)) continue; - PS(this).m_switchweapon = Weapons_from(w); + this.(weaponentity).m_switchweapon = Weapons_from(w); return; } } @@ -1061,11 +1109,11 @@ void havocbot_chooseweapon(entity this) if ( distance > bot_distance_close) { for(i=0; i < Weapons_COUNT && bot_weapons_mid[i] != -1 ; ++i){ w = bot_weapons_mid[i]; - if ( client_hasweapon(this, Weapons_from(w), true, false) ) + if ( client_hasweapon(this, Weapons_from(w), weaponentity, true, false) ) { - if ((PS(this).m_weapon.m_id == w && combo) || havocbot_chooseweapon_checkreload(this, w)) + if ((this.(weaponentity).m_weapon.m_id == w && combo) || havocbot_chooseweapon_checkreload(this, weaponentity, w)) continue; - PS(this).m_switchweapon = Weapons_from(w); + this.(weaponentity).m_switchweapon = Weapons_from(w); return; } } @@ -1074,11 +1122,11 @@ void havocbot_chooseweapon(entity this) // Choose weapons for close distance for(i=0; i < Weapons_COUNT && bot_weapons_close[i] != -1 ; ++i){ w = bot_weapons_close[i]; - if ( client_hasweapon(this, Weapons_from(w), true, false) ) + if ( client_hasweapon(this, Weapons_from(w), weaponentity, true, false) ) { - if ((PS(this).m_weapon.m_id == w && combo) || havocbot_chooseweapon_checkreload(this, w)) + if ((this.(weaponentity).m_weapon.m_id == w && combo) || havocbot_chooseweapon_checkreload(this, weaponentity, w)) continue; - PS(this).m_switchweapon = Weapons_from(w); + this.(weaponentity).m_switchweapon = Weapons_from(w); return; } } @@ -1214,7 +1262,7 @@ float havocbot_moveto(entity this, vector pos) this.aistatus |= AI_STATUS_WAYPOINT_PERSONAL_LINKING; // if pos is inside a teleport, then let's mark it as teleport waypoint - FOREACH_ENTITY_CLASS("trigger_teleport", WarpZoneLib_BoxTouchesBrush(pos, pos, it, NULL), + IL_EACH(g_teleporters, WarpZoneLib_BoxTouchesBrush(pos, pos, it, NULL), { wp.wpflags |= WAYPOINTFLAG_TELEPORT; this.lastteleporttime = 0;