fixing bots

git-svn-id: svn://svn.code.sf.net/p/actiongame/code/trunk/ac@6023 e016b1c5-ed68-44aa-a2f7-31cac88cffde
This commit is contained in:
flowtron
2011-01-18 06:00:21 +00:00
parent 63e847ac75
commit b967a54ed7
6 changed files with 532 additions and 552 deletions
+15 -15
View File
@@ -1,7 +1,7 @@
//
// C++ Implementation: bot
//
// Description: Main bot code for Action Cube
// Description: Main bot code for AssaultCube
//
// Main bot file
//
@@ -23,14 +23,14 @@ extern void spawnstate(playerent *d);
void CACBot::Spawn()
{
// Init all bot variabeles
m_pMyEnt->nextprimary = 2 + rnd(4);
m_pMyEnt->targetyaw = m_pMyEnt->targetpitch = 0.0f;
m_pMyEnt->pBot = this;
// Init all bot variabeles
m_pMyEnt->nextprimary = 2 + rnd(5); // 2011jan18:ft: 2 == GUN_RIFLE, GUN_SHOTGUN, GUN_SUBGUN, GUN_SNIPER, GUN_ASSAULT - if CPISTOL is activated this needs a FIXME to rnd(6)
m_pMyEnt->targetyaw = m_pMyEnt->targetpitch = 0.0f;
m_pMyEnt->pBot = this;
spawnplayer(m_pMyEnt);
m_eCurrentBotState = STATE_NORMAL;
spawnplayer(m_pMyEnt);
m_eCurrentBotState = STATE_NORMAL;
m_iShootDelay = m_iChangeWeaponDelay = 0;
m_iCheckEnvDelay = 0;
m_vPrevOrigin = g_vecZero;
@@ -39,7 +39,7 @@ void CACBot::Spawn()
m_iStuckTime = 0;
m_iStrafeTime = m_iStrafeCheckDelay = 0;
m_iMoveDir = DIR_NONE;
m_pPrevEnemy = NULL;
m_iCombatNavTime = 0;
m_iSPMoveTime = 0;
@@ -52,27 +52,27 @@ void CACBot::Spawn()
m_pHuntTarget = NULL;
m_fPrevHuntDist = 0.0f;
m_iHuntLastTurnLessTime = m_iHuntPlayerUpdateTime = m_iHuntPauseTime = 0;
m_iLastJumpPad = 0;
m_pTargetEnt = NULL;
m_iCheckTeleporterDelay = m_iCheckJumppadsDelay = 0;
m_iCheckEntsDelay = 0;
m_iCheckTriggersDelay = 0;
m_iLookForWaypointTime = 0;
m_iAimDelay = 0;
m_fYawToTurn = m_fPitchToTurn = 0.0f;
m_vGoal = m_vWaterGoal = g_vecZero;
ResetWaypointVars();
}
void CACBot::CheckItemPickup()
{
checkitems(m_pMyEnt);
checkitems(m_pMyEnt);
}
// AC Bot class end
#endif
+12 -1
View File
@@ -37,7 +37,18 @@ public:
};
inline void AddScreenText(const char *t, ...) {} // UNDONE
inline void AddDebugText(const char *t, ...) {} // UNDONE
inline void AddDebugText(const char *t, ...)
{
#ifdef _DEBUG
va_list v;
va_start(v, t);
conoutf(t,v);
va_end(v);
#endif
}
#endif
+73 -92
View File
@@ -1,7 +1,7 @@
//
// C++ Implementation: bot
//
// Description:
// Description:
//
// Contains code of the base bot class
//
@@ -38,14 +38,14 @@ CBot::~CBot()
void CBot::Spawn()
{
// Init all bot variabeles
spawnplayer(m_pMyEnt);
// Init all bot variabeles
spawnplayer(m_pMyEnt);
m_pMyEnt->targetyaw = m_pMyEnt->targetpitch = 0.0f;
m_pMyEnt->enemy = NULL;
m_pMyEnt->maxspeed = 22.0f;
m_pMyEnt->pBot = this;
m_pMyEnt->pBot = this;
m_eCurrentBotState = STATE_NORMAL;
m_iShootDelay = m_iChangeWeaponDelay = 0;
m_iCheckEnvDelay = 0;
@@ -55,7 +55,7 @@ void CBot::Spawn()
m_iStuckTime = 0;
m_iStrafeTime = m_iStrafeCheckDelay = 0;
m_iMoveDir = DIR_NONE;
m_pPrevEnemy = NULL;
m_iCombatNavTime = 0;
m_iSPMoveTime = 0;
@@ -72,7 +72,7 @@ void CBot::Spawn()
m_iLookAroundDelay = m_iLookAroundTime = m_iLookAroundUpdateTime = 0;
m_fLookAroundYaw = 0.0f;
m_bLookLeft = false;
m_iLastJumpPad = 0;
m_pTargetEnt = NULL;
while(!m_UnreachableEnts.Empty()) delete m_UnreachableEnts.Pop();
@@ -80,75 +80,56 @@ void CBot::Spawn()
m_iCheckEntsDelay = 0;
m_iCheckTriggersDelay = 0;
m_iLookForWaypointTime = 0;
m_iAimDelay = 0;
m_fYawToTurn = m_fPitchToTurn = 0.0f;
m_vGoal = m_vWaterGoal = g_vecZero;
ResetWaypointVars();
}
void CBot::Think()
{
if (intermission)
return;
// Bot is dead?
if (m_pMyEnt->state == CS_DEAD)
{
if(lastmillis-m_pMyEnt->respawnoffset<1200)
{
m_pMyEnt->move = 0;
moveplayer(m_pMyEnt, 1, true);
}
else if (!m_arena && lastmillis-m_pMyEnt->respawnoffset>5000)
Spawn();
SendBotInfo();
return;
}
CheckItemPickup();
TLinkedList<unreachable_ent_s*>::node_s *p = m_UnreachableEnts.GetFirst(), *tmp;
while(p)
{
if ((lastmillis - p->Entry->time) > 3500)
{
tmp = p;
p = p->next;
delete tmp->Entry;
m_UnreachableEnts.DeleteNode(tmp);
continue;
}
p = p->next;
}
if (!BotManager.IdleBots())
{
MainAI();
}
else
{
ResetMoveSpeed();
}
// Aim to ideal yaw and pitch
AimToIdeal();
// Store current location, to see if the bot is stuck
m_vPrevOrigin = m_pMyEnt->o;
// Don't check for stuck if the bot doesn't want to move
if (!m_pMyEnt->move && !m_pMyEnt->strafe)
m_iStuckCheckDelay = max(m_iStuckCheckDelay, lastmillis+100.0f);
// Move the bot
moveplayer(m_pMyEnt, 1, true);
// Update bot info on all clients
SendBotInfo();
if (intermission) return;
// Bot is dead?
if (m_pMyEnt->state == CS_DEAD)
{
if(lastmillis-m_pMyEnt->respawnoffset<1200)
{
m_pMyEnt->move = 0;
moveplayer(m_pMyEnt, 1, true);
}
else if (!m_arena && lastmillis-m_pMyEnt->respawnoffset>5000) Spawn();
SendBotInfo();
return;
}
CheckItemPickup();
TLinkedList<unreachable_ent_s*>::node_s *p = m_UnreachableEnts.GetFirst(), *tmp;
while(p)
{
if ((lastmillis - p->Entry->time) > 3500)
{
tmp = p;
p = p->next;
delete tmp->Entry;
m_UnreachableEnts.DeleteNode(tmp);
continue;
}
p = p->next;
}
if (!BotManager.IdleBots()) { MainAI(); }
else { ResetMoveSpeed(); }
// Aim to ideal yaw and pitch
AimToIdeal();
// Store current location, to see if the bot is stuck
m_vPrevOrigin = m_pMyEnt->o;
// Don't check for stuck if the bot doesn't want to move
if (!m_pMyEnt->move && !m_pMyEnt->strafe) m_iStuckCheckDelay = max(m_iStuckCheckDelay, lastmillis+100.0f);
// Move the bot
moveplayer(m_pMyEnt, 1, true);
// Update bot info on all clients
SendBotInfo();
}
void CBot::AimToVec(const vec &o)
@@ -177,7 +158,7 @@ void CBot::AimToIdeal()
float YDiff = fabs(m_pMyEnt->targetyaw - m_pMyEnt->yaw);
// How higher the diff, how higher the offsets and aim speed
if (XOffset)
{
if (RandomLong(0, 1))
@@ -198,7 +179,7 @@ void CBot::AimToIdeal()
else
RealYOffset = 0.0f;
if (XDiff >= 1.0f)
AimXSpeed = (AimXSpeed * (XDiff / 80.0f)) + (AimXSpeed * 0.25f);
else
@@ -211,16 +192,16 @@ void CBot::AimToIdeal()
m_fPitchToTurn = fabs((m_pMyEnt->targetpitch + RealXOffset) - m_pMyEnt->pitch);
m_fYawToTurn = fabs((m_pMyEnt->targetyaw + RealYOffset) - m_pMyEnt->yaw);
float flIdealPitch = ChangeAngle(AimXSpeed, m_pMyEnt->targetpitch + RealXOffset, m_pMyEnt->pitch);
float flIdealYaw = ChangeAngle(AimYSpeed, m_pMyEnt->targetyaw + RealYOffset, m_pMyEnt->yaw);
// m_pMyEnt->pitch = WrapXAngle(m_pMyEnt->targetpitch); // Uncomment for instant aiming
// m_pMyEnt->yaw = WrapYZAngle(m_pMyEnt->targetyaw);
m_pMyEnt->pitch = WrapXAngle(flIdealPitch);
m_pMyEnt->yaw = WrapYZAngle(flIdealYaw);
}
m_pMyEnt->yaw = WrapYZAngle(flIdealYaw);
}
// Function code by Botman
float CBot::ChangeAngle(float speed, float ideal, float current)
@@ -230,7 +211,7 @@ float CBot::ChangeAngle(float speed, float ideal, float current)
// find the difference in the current and ideal angle
diff = fabs(current - ideal);
// speed that we can turn during this frame...
speed = speed * (float(BotManager.m_iFrameTime)/1000.0f);
@@ -241,7 +222,7 @@ float CBot::ChangeAngle(float speed, float ideal, float current)
// check if the bot is already facing the idealpitch direction...
if (diff <= 1.0f)
return ideal;
if ((current >= 180) && (ideal >= 180))
{
if (current > ideal)
@@ -261,7 +242,7 @@ float CBot::ChangeAngle(float speed, float ideal, float current)
else if ((current < 180) && (ideal >= 180))
{
current_180 = current + 180;
if (current_180 > ideal)
current += speed;
else
@@ -276,7 +257,7 @@ float CBot::ChangeAngle(float speed, float ideal, float current)
}
return current;
return current;
}
void CBot::SendBotInfo()
@@ -303,7 +284,7 @@ float CBot::GetDistance(entity *e)
bool CBot::SelectGun(int Gun)
{
if(m_pMyEnt->weaponsel->reloading) return false;
if(m_pMyEnt->weaponsel->reloading) return false;
if (m_pMyEnt->gunselect != Gun) audiomgr.playsound(S_GUNCHANGE, m_pMyEnt);
m_pMyEnt->gunselect = Gun;
return true;
@@ -319,21 +300,21 @@ bool CBot::IsVisible(vec o, int Dir, float flDist, bool CheckPlayers, float *pEn
{
static vec angles, end, forward, right, up;
static traceresult_s tr;
end = o;
angles = GetViewAngles();
angles.x = 0;
if (Dir & UP)
angles.x = WrapXAngle(angles.x + 45.0f);
else if (Dir & DOWN)
angles.x = WrapXAngle(angles.x - 45.0f);
if ((Dir & FORWARD) || (Dir & BACKWARD))
{
if (Dir & BACKWARD)
angles.y = WrapYZAngle(angles.y + 180.0f);
if (Dir & LEFT)
{
if (Dir & FORWARD)
@@ -357,17 +338,17 @@ bool CBot::IsVisible(vec o, int Dir, float flDist, bool CheckPlayers, float *pEn
angles.x = WrapXAngle(angles.x + 90.0f);
else if (Dir & DOWN)
angles.x = WrapXAngle(angles.x - 90.0f);
AnglesToVectors(angles, forward, right, up);
forward.mul(flDist);
end.add(forward);
TraceLine(o, end, m_pMyEnt, CheckPlayers, &tr);
if (pEndDist)
*pEndDist = GetDistance(o, tr.end);
return !tr.collided;
}
@@ -386,7 +367,7 @@ void CBot::SetMoveDir(int iMoveDir, bool add)
m_pMyEnt->strafe = -1;
else if (!add)
m_pMyEnt->strafe = 0;
if (iMoveDir & UP)
m_pMyEnt->jumpnext = true;
}
@@ -419,5 +400,5 @@ void CBot::ResetCurrentTask()
break;
}
}
// Bot class end
+2 -1
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@@ -241,7 +241,8 @@ public:
// AI Functions
bool FindEnemy(void);
void CheckReload(void);
void CheckReload(void);
void CheckWeaponSwitch(void); // 2011jan17:ft: fix non-shooting bots
void ShootEnemy(void);
bool CheckHunt(void);
bool HuntEnemy(void);
+342 -325
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File diff suppressed because it is too large Load Diff
+88 -118
View File
@@ -50,61 +50,51 @@ void CBotManager::Init()
void CBotManager::Think()
{
if (m_bInit)
{
Init();
m_bInit = false;
}
if (m_bInit)
{
Init();
m_bInit = false;
}
if (m_pBotToView) ViewBot();
AddDebugText("m_sMaxAStarBots: %d", m_sMaxAStarBots);
AddDebugText("m_sCurrentTriggerNr: %d", m_sCurrentTriggerNr);
short x, y;
WaypointClass.GetNodeIndexes(player1->o, &x, &y);
AddDebugText("x: %d y: %d", x, y);
if (m_pBotToView)
ViewBot();
m_iFrameTime = lastmillis - m_iPrevTime;
if (m_iFrameTime > 250) m_iFrameTime = 250;
m_iPrevTime = lastmillis;
AddDebugText("m_sMaxAStarBots: %d", m_sMaxAStarBots);
AddDebugText("m_sCurrentTriggerNr: %d", m_sCurrentTriggerNr);
short x, y;
WaypointClass.GetNodeIndexes(player1->o, &x, &y);
AddDebugText("x: %d y: %d", x, y);
m_iFrameTime = lastmillis - m_iPrevTime;
if (m_iFrameTime > 250) m_iFrameTime = 250;
m_iPrevTime = lastmillis;
// Is it time to re-add bots?
if ((m_fReAddBotDelay < lastmillis) && (m_fReAddBotDelay != -1.0f))
{
while(m_StoredBots.Empty() == false)
{
CStoredBot *pStoredBot = m_StoredBots.Pop();
ReAddBot(pStoredBot);
delete pStoredBot;
}
m_fReAddBotDelay = -1.0f;
}
// If this is a ded server check if there are any players, if not bots should be idle
if (dedserv)
{
bool botsbeidle = true;
loopv(players)
{
if (players[i] && (players[i]->state != CS_DEDHOST)) { botsbeidle = false; break; }
}
if (botsbeidle) return;
}
// Let all bots 'think'
loopv(bots)
{
if (!bots[i])
continue;
if (bots[i]->pBot)
bots[i]->pBot->Think();
else
condebug("Error: pBot == NULL in bot ent\n");
}
// Is it time to re-add bots?
if ((m_fReAddBotDelay < lastmillis) && (m_fReAddBotDelay != -1.0f))
{
while(m_StoredBots.Empty() == false)
{
CStoredBot *pStoredBot = m_StoredBots.Pop();
ReAddBot(pStoredBot);
delete pStoredBot;
}
m_fReAddBotDelay = -1.0f;
}
// If this is a ded server check if there are any players, if not bots should be idle
if (dedserv)
{
bool botsbeidle = true;
loopv(players) { if (players[i] && (players[i]->state != CS_DEDHOST)) { botsbeidle = false; break; } }
if (botsbeidle) return;
}
// Let all bots 'think'
loopv(bots)
{
if (!bots[i]) continue;
if (bots[i]->pBot)
{
bots[i]->pBot->CheckWeaponSwitch(); // 2011jan17:ft: fix non-shooting bots
bots[i]->pBot->Think();
}
else condebug("Error: pBot == NULL in bot ent\n");
}
}
void CBotManager::LoadBotNamesFile()
@@ -894,72 +884,60 @@ void CBotManager::PickNextTrigger()
botent *CBotManager::CreateBot(const char *team, const char *skill, const char *name)
{
if (m_bInit)
{
Init();
m_bInit = false;
}
if (m_bInit)
{
Init();
m_bInit = false;
}
botent *m = newbotent();
if (!m) return NULL;
loopi(NUMGUNS) m->ammo[i] = m->mag[i] = 0;
loopi(NUMGUNS) m->ammo[i] = m->mag[i] = 0;
m->lifesequence = 0;
setskin(m, rnd(6));
setskin(m, rnd(6));
// Create new bot class, dependand on the current mod
#if defined VANILLA_CUBE
m->pBot = new CCubeBot;
m->pBot = new CCubeBot;
#elif defined AC_CUBE
m->pBot = new CACBot;
m->pBot = new CACBot;
#else
#error "Unsupported mod!"
#error "Unsupported mod!"
#endif
m->type = ENT_BOT;
m->pBot->m_pMyEnt = m;
m->pBot->m_iLastBotUpdate = 0;
m->pBot->m_bSendC2SInit = false;
m->type = ENT_BOT;
m->pBot->m_pMyEnt = m;
m->pBot->m_iLastBotUpdate = 0;
m->pBot->m_bSendC2SInit = false;
if (name && *name)
copystring(m->name, name, 16);
else
copystring(m->name, BotManager.GetBotName(), 16);
if (name && *name) copystring(m->name, name, 16);
else copystring(m->name, BotManager.GetBotName(), 16);
const char *tempteam = team && *team && strcmp(team, "random") ? team : BotManager.GetBotTeam();
m->team = TEAM_SPECT;
loopi(TEAM_NUM) if(!strcmp(teamnames[i], tempteam)) { m->team = i; break; }
const char *tempteam = team && *team && strcmp(team, "random") ? team : BotManager.GetBotTeam();
m->team = TEAM_SPECT;
loopi(TEAM_NUM) if(!strcmp(teamnames[i], tempteam)) { m->team = i; break; }
if (skill && *skill && strcmp(skill, "random"))
{
if (!strcasecmp(skill, "best"))
m->pBot->m_sSkillNr = 0;
else if (!strcasecmp(skill, "good"))
m->pBot->m_sSkillNr = 1;
else if (!strcasecmp(skill, "medium"))
m->pBot->m_sSkillNr = 2;
else if (!strcasecmp(skill, "worse"))
m->pBot->m_sSkillNr = 3;
else if (!strcasecmp(skill, "bad"))
m->pBot->m_sSkillNr = 4;
else
{
conoutf("Wrong skill specified. Should be best, good, medium, "
"worse or bad");
conoutf("Using default skill instead...");
m->pBot->m_sSkillNr = BotManager.m_sBotSkill;
}
}
else // No skill specified, use default
m->pBot->m_sSkillNr = BotManager.m_sBotSkill;
m->pBot->m_pBotSkill = &BotManager.m_BotSkills[m->pBot->m_sSkillNr];
// Sync waypoints
m->pBot->SyncWaypoints();
m->pBot->Spawn();
bots.add(m);
return m;
if (skill && *skill && strcmp(skill, "random"))
{
if (!strcasecmp(skill, "best")) m->pBot->m_sSkillNr = 0;
else if (!strcasecmp(skill, "good")) m->pBot->m_sSkillNr = 1;
else if (!strcasecmp(skill, "medium")) m->pBot->m_sSkillNr = 2;
else if (!strcasecmp(skill, "worse")) m->pBot->m_sSkillNr = 3;
else if (!strcasecmp(skill, "bad")) m->pBot->m_sSkillNr = 4;
else
{
conoutf("Wrong skill specified. Should be best, good, medium, "
"worse or bad");
conoutf("Using default skill instead...");
m->pBot->m_sSkillNr = BotManager.m_sBotSkill;
}
}
else // No skill specified, use default
m->pBot->m_sSkillNr = BotManager.m_sBotSkill;
m->pBot->m_pBotSkill = &BotManager.m_BotSkills[m->pBot->m_sSkillNr];
// Sync waypoints
m->pBot->SyncWaypoints();
m->pBot->Spawn();
bots.add(m);
return m;
}
bool botmode()
@@ -973,19 +951,12 @@ bool botmode()
void addbot(char *arg1, char *arg2, char *arg3)
{
if(!botmode()) return;
if(!botmode()) return;
conoutf("Creating bot...\n");
botent *b = BotManager.CreateBot(arg1, arg2, arg3);
if (b)
conoutf("connected: %s", b->name);
else
{
conoutf("Error: Couldn't create bot!");
return;
}
if (b) conoutf("connected: %s", b->name);
else { conoutf("Error: Couldn't create bot!"); return; }
}
COMMAND(addbot, ARG_3STR);
void addnbot(char *arg1, char *arg2, char *arg3)
@@ -1001,7 +972,6 @@ void addnbot(char *arg1, char *arg2, char *arg3)
i--;
}
}
COMMAND(addnbot, ARG_3STR);
void botsshoot(int Shoot)