Files
assaultcube-/source/src/bot/bot.h
T
2016-09-08 22:36:46 +02:00

401 lines
14 KiB
C++

//
// C++ Interface: bot
//
// Description:
//
// Main bot header
//
//
// Author: Rick <[email protected]>
//
//
//
/*
TODO list
-bots that "cover" each other in team matches ?
-If a bot gets ammo it should ignore that kind of ammo for the next 10 seconds. ?
-bots should ignore players that are too far away ?
-bots should dodge/jump when shot at
-If the bot's only weapon is the fist it should make looking for ammo its priority - Done ?
-Make all the "UNDONE's" done :)
-Finish waypoint navigation
-Make bot personalities
-More advanced enemy scoring
-Bots should less bump into walls
-(Better) Coop support
-Check for reachable instead of visible in GetNearestWaypoint
-Waypoint experience file
-Bots should avoid team mates
-Handle failed goals better(ie remember them)
-Fix bots getting stuck in each other
-Optimize hunting code
-Check/Fix msg code
*/
#ifndef BOT_H
#define BOT_H
#ifndef RELEASE_BUILD
#define RELEASE_BUILD // Set when you want to make a release build
#endif
#include "bot_util.h"
#include "bot_waypoint.h"
extern itemstat itemstats[];
#ifdef RELEASE_BUILD
inline void condebug(const char *s, int a = 0, int b = 0, int c = 0) {}
inline void debugnav(const char *s, int a = 0, int b = 0, int c = 0) {}
inline void debugbeam(vec &s, vec &e) { }
#else
inline void condebug(const char *s, int a = 0, int b = 0, int c = 0) { /*conoutf(s, a, b, c);*/ }
inline void debugnav(const char *s, int a = 0, int b = 0, int c = 0) { /*conoutf(s, a, b, c);*/ }
inline void debugbeam(vec &s, vec &e) { /*particle_trail(1, 500, s, e);*/ }
#endif
#define JUMP_HEIGHT 4.0f // NOT accurate
#define FORWARD (1<<1)
#define BACKWARD (1<<2)
#define LEFT (1<<3)
#define RIGHT (1<<4)
#define UP (1<<5)
#define DOWN (1<<6)
#define DIR_NONE 0
//fixmebot
#define m_sp 1000
#define m_classicsp 1000
enum EBotCommands // For voting of bot commands
{
COMMAND_ADDBOT=0,
COMMAND_KICKBOT,
COMMAND_BOTSKILL
};
struct bot_skill_s
{
float flMinReactionDelay; // Minimal reaction time
float flMaxReactionDelay; // Maximal reaction time
float flMinAimXSpeed; // Minimal X aim speed in degrees(base value)
float flMaxAimXSpeed; // Maximal X aim speed in degrees(base value)
float flMinAimYSpeed; // Minimal Y aim speed in degrees(base value)
float flMaxAimYSpeed; // Maximal Y aim speed in degrees(base value)
float flMinAimXOffset; // Minimal X aim offset in degrees(base value)
float flMaxAimXOffset; // Maximal X aim offset in degrees(base value)
float flMinAimYOffset; // Minimal Y aim offset in degrees(base value)
float flMaxAimYOffset; // Maximal Y aim offset in degrees(base value)
float flMinAttackDelay; // Minimal delay for when a bot can attack again
float flMaxAttackDelay; // Maximal delay for when a bot can attack again
float flMinEnemySearchDelay; // Minimal delay for when a bot can search for an
// enemy again
float flMaxEnemySearchDelay; // Maximal delay for when a bot can search for an
// enemy again
float flAlwaysDetectDistance;
int iMaxHearVolume; // Max volume that bot can hear
int iFov; // bots field of view
bool bCanPredict; // Can this bot predict his enemy position?
bool bCircleStrafe; // Can this bot circle strafe?
bool bCanSearchItemsInCombat;
};
enum EBotWeaponTypes
{
TYPE_MELEE, // Fist, knife etc
TYPE_NORMAL, // Normal weapon, distance doesn't really matter(ie pistol)
TYPE_SHOTGUN,
TYPE_SNIPER, // Rifle, sniper etc
TYPE_GRENADE,
TYPE_AUTO // Chain gun, machine gun etc
};
struct weaponinfo_s
{
EBotWeaponTypes eWeaponType;
float flMinDesiredDistance;
float flMaxDesiredDistance;
float flMinFireDistance;
float flMaxFireDistance;
short sMinDesiredAmmo;
};
enum ECurrentBotState
{
STATE_ENEMY, // Bot has an enemy
STATE_HUNT, // Bot is hunting an enemy
STATE_ENT, // Bot is heading to an entity
STATE_SP, // Bot is doing sp specific stuff
STATE_NORMAL // Bot is doing normal navigation
};
struct unreachable_ent_s
{
entity *ent;
int time;
unreachable_ent_s(entity *e, int t) : ent(e), time(t) { };
};
class CBot
{
public:
botent *m_pMyEnt;
int m_iLastBotUpdate;
// Combat variabels
playerent *m_pPrevEnemy;
int m_iShootDelay;
int m_iChangeWeaponDelay;
int m_iCombatNavTime;
int m_iEnemySearchDelay;
int m_iSawEnemyTime;
bool m_bCombatJump;
float m_iCombatJumpDelay;
bool m_bShootAtFeet;
// Hunting variabeles
int m_iHuntDelay;
vec m_vHuntLocation, m_vPrevHuntLocation;
playerent *m_pHuntTarget;
float m_fPrevHuntDist;
int m_iHuntPauseTime, m_iHuntPlayerUpdateTime, m_iHuntLastTurnLessTime;
int m_iLookAroundDelay, m_iLookAroundTime, m_iLookAroundUpdateTime;
float m_fLookAroundYaw;
bool m_bLookLeft;
// Navigation variabeles
int m_iCheckEnvDelay;
int m_iLastJumpPad;
vec m_vPrevOrigin;
float m_iStuckCheckDelay;
bool m_bStuck;
int m_iStuckTime;
int m_iStrafeTime;
int m_iStrafeCheckDelay;
int m_iMoveDir;
int m_iSPMoveTime;
bool m_bCalculatingAStarPath;
TLinkedList<waypoint_s *> m_AStarNodeList;
TPriorList<waypoint_s *, float> m_AStarOpenList[2];
TLinkedList<waypoint_s *> m_AStarClosedList[2];
vec m_vWaterGoal; // Place to go to when underwater
// Waypoint variabeles
TLinkedList<waypoint_s *> m_WaypointList[MAX_MAP_GRIDS][MAX_MAP_GRIDS];
float m_iWaypointTime;
waypoint_s *m_pCurrentWaypoint;
waypoint_s *m_pCurrentGoalWaypoint;
vec m_vGoal;
waypoint_s *m_pPrevWaypoints[5];
int m_iRandomWaypointTime;
float m_fPrevWaypointDistance;
int m_iLookForWaypointTime;
int m_iWaypointHeadLastTurnLessTime; // Last time the didn't had to turn much wile
// heading to a WP
int m_iWaypointHeadPauseTime; // Pause time to give the bot time to aim.
bool m_bGoToDebugGoal;
// Misc stuff
ECurrentBotState m_eCurrentBotState;
entity *m_pTargetEnt;
TLinkedList<unreachable_ent_s *> m_UnreachableEnts;
int m_iCheckTeleporterDelay;
int m_iCheckJumppadsDelay;
int m_iCheckEntsDelay;
int m_iCheckTriggersDelay;
int m_iAimDelay;
float m_fYawToTurn, m_fPitchToTurn;
bot_skill_s *m_pBotSkill; // Pointer to current bot skill
short m_sSkillNr; // Skill number, 0 == best 4 == worst
void AimToVec(const vec &o);
void AimToIdeal(void);
float ChangeAngle(float speed, float ideal, float current);
bool SelectGun(int Gun);
virtual void CheckItemPickup(void) = 0;
void SendBotInfo(void);
float GetDistance(const vec &o);
float GetDistance(const vec &v1, const vec &v2);
float GetDistance(entity *e);
float Get2DDistance(const vec &v) { return ::Get2DDistance(m_pMyEnt->o, v); };
vec GetViewAngles(void) { return vec(m_pMyEnt->pitch, m_pMyEnt->yaw, m_pMyEnt->roll); };
void ResetMoveSpeed(void) { m_pMyEnt->move = m_pMyEnt->strafe = 0; };
void SetMoveDir(int iMoveDir, bool add);
void ResetCurrentTask();
// AI Functions
bool BotsAgainstHumans();
bool DetectEnemy(playerent *p);
bool FindEnemy(void);
void CheckReload(void);
void CheckWeaponSwitch(void); // 2011jan17:ft: fix non-shooting bots
void CheckScope(void);
void ShootEnemy(void);
bool CheckHunt(void);
bool HuntEnemy(void);
void DoCombatNav(void);
void MainAI(void);
bool CheckStuck(void);
bool CheckJump(void);
bool CheckCrouch(void);
bool CheckStrafe(void);
void CheckFOV(void);
bool IsVisible(const vec &o, bool CheckPlayers = false) { return ::IsVisible(m_pMyEnt->o, o,
(CheckPlayers) ? m_pMyEnt :
NULL); };
bool IsVisible(playerent *d, bool CheckPlayers = false) { return ::IsVisible(m_pMyEnt->o, d->o,
(CheckPlayers) ?
m_pMyEnt : NULL); };
bool IsVisible(entity *e, bool CheckPlayers = false);
bool IsVisible(vec o, int Dir, float flDist, bool CheckPlayers, float *pEndDist = NULL);
bool IsVisible(int Dir, float flDist, bool CheckPlayers)
{ return IsVisible(m_pMyEnt->o, Dir, flDist, CheckPlayers); };
bool IsInFOV(const vec &o);
bool IsInFOV(playerent *d) { return IsInFOV(d->o); };
int GetShootDelay(void);
virtual bool ChoosePreferredWeapon(void);
virtual entity *SearchForEnts(bool bUseWPs, float flRange=9999.0f,
float flMaxHeight=JUMP_HEIGHT) = 0;
virtual bool HeadToTargetEnt(void) = 0;
bool CheckItems(void);
bool InUnreachableList(entity *e);
virtual bool DoSPStuff(void) = 0;
vec GetEnemyPos(playerent *d);
bool AStar(void);
float AStarCost(waypoint_s *pWP1, waypoint_s *pWP2);
void CleanAStarLists(bool bPathFailed);
bool IsReachable(vec to, float flMaxHeight=JUMP_HEIGHT);
bool WaterNav(void);
void HearSound(int n, vec *o);
// Waypoint functions
bool HeadToWaypoint(void);
bool FindWaypoint(void);
void ResetWaypointVars(void);
void SetCurrentWaypoint(node_s *pWP);
void SetCurrentWaypoint(waypoint_s *pWP);
void SetCurrentGoalWaypoint(node_s *pNode);
void SetCurrentGoalWaypoint(waypoint_s *pWP);
bool CurrentWPIsValid(void);
bool ReachedGoalWP(void);
bool HeadToGoal(void);
waypoint_s *GetWPFromNode(node_s *pNode);
waypoint_s *GetNearestWaypoint(vec v_src, float flRange);
waypoint_s *GetNearestWaypoint(float flRange) { return GetNearestWaypoint(m_pMyEnt->o, flRange); };
waypoint_s *GetNearestTriggerWaypoint(vec v_src, float flRange);
#ifdef WP_FLOOD
waypoint_s *GetNearestFloodWP(vec v_origin, float flRange);
waypoint_s *GetNearestFloodWP(float flRange) { return GetNearestFloodWP(m_pMyEnt->o, flRange); };
waypoint_s *GetNearestTriggerFloodWP(vec v_origin, float flRange);
#endif
void SyncWaypoints(void);
friend class CBotManager;
friend class CWaypointClass;
bool m_bSendC2SInit;
virtual ~CBot(void);
virtual void Spawn(void);
virtual void Think(void);
void GoToDebugGoal(vec o);
};
class CStoredBot // Used to store bots after mapchange, so that they can be readded
{
public:
char m_szName[32];
char m_szTeam[32];
short m_sSkillNr;
CStoredBot(char *name, char *team, short skill) : m_sSkillNr(skill)
{ strcpy(m_szName, name); strcpy(m_szTeam, team); };
};
extern vector<botent *> bots;
class CBotManager
{
char m_szBotNames[150][16]; // Max 150 bot names with a length of 16 characters
short m_sBotNameCount;
char m_szBotTeams[20][5]; // Max 100 bot teams co a length of 5 characters
short m_sBotTeamCount;
bool m_bInit;
bool m_bBotsShoot;
bool m_bIdleBots;
bot_skill_s m_BotSkills[5]; // 5 different bot skills, 0 = best 4 = worst
int m_iFrameTime;
int m_iPrevTime;
short m_sBotSkill; // Bad - Worse - Medium - Good - Best
short m_sMaxAStarBots; // Max bots that can use a* at the same time
short m_sUsingAStarBotsCount; // Number of bots that are using a*
short m_sCurrentTriggerNr; // Current waypoint trigger bots should use
TLinkedList<CStoredBot *> m_StoredBots; // List of bots that should be re-added after map change
float m_fReAddBotDelay;
void LoadBotNamesFile(void);
const char *GetBotName(void);
void LoadBotTeamsFile(void);
void CreateSkillData(void);
void InitSkillData(void);
void InitBotItems(void);
friend class CBot;
friend class CACBot;
friend class CWaypointClass;
public:
botent *m_pBotToView;
// Construction
CBotManager(void) { m_bInit = true; m_bBotsShoot = true; m_bIdleBots = false; m_fReAddBotDelay = -1.0f; };
// Destruction
~CBotManager(void);
void Init(void);
void Think(void);
void RenderBots(void);
void RespawnBots(void) { loopv(bots) if (bots[i] && bots[i]->pBot) bots[i]->pBot->Spawn(); };
void ClearStoredBots(void) { while(!m_StoredBots.Empty()) delete m_StoredBots.Pop(); }
void ReAddBot(CStoredBot *bot) { CreateBot(bot->m_szTeam, SkillNrToSkillName(bot->m_sSkillNr), bot->m_szName); };
void EndMap(void);
void BeginMap(const char *szMapName);
int GetBotIndex(botent *m);
void LetBotsUpdateStats(void);
void LetBotsHear(int n, vec *loc);
void AddWaypoint(node_s *pNode);
void DelWaypoint(node_s *pNode);
bool BotsShoot(void) { return m_bBotsShoot; };
bool IdleBots(void) { return m_bIdleBots; };
void SetBotsShoot(bool bShoot) { m_bBotsShoot = bShoot; };
void SetIdleBots(bool bIdle) { m_bIdleBots = bIdle; };
void EnableBotView(botent *bot) { m_pBotToView = bot; };
void DisableBotView(void);
void ChangeBotSkill(short Skill, botent *bot = NULL);
botent *CreateBot(const char *team, const char *skill, const char *name);
void ViewBot(void);
void CalculateMaxAStarCount(void);
void PickNextTrigger(void);
const char *GetBotTeam(void);
void MakeBotFileName(const char *szFileName, const char *szDir1, const char *szDir2,
char *szOutput);
};
#include "ac_bot.h"
extern CBotManager BotManager;
extern const vec g_vecZero;
extern CACWaypointClass WaypointClass;
extern void kickallbots();
#endif