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Commits
| Author | SHA1 | Date | |
|---|---|---|---|
|
|
c5d86c8d8b | ||
|
|
1c8e651bb1 |
+333
-22
@@ -32,6 +32,12 @@ In the objective games a bot plays for the objective, fighting on the way:
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- king of the hill: to the hill, and around in it;
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- oddball: to the ball (taken as a weapon is), hunting whoever carries it;
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with it, away from the enemy, striking those who come near.
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In a game of teams a bot plays with its team: it holds its fire while a
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teammate is in the line of it, takes on first the enemies near its
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teammates (people above all), escorts a teammate who carries the enemy's
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flag or the ball, and, with nothing to do, every other bot keeps near the
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nearest person on its team.
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*/
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#include "cseries.h"
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@@ -111,6 +117,12 @@ struct bot
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real sidestep;
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/* whether it walks to a point this tick (not only weaving in a fight) */
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boolean walking;
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/* the paths to its goal not found in a row, and goals given up for a
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while on that account: following a person, a thing to pick up */
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short path_failures;
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long follow_again_time;
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long ignored_item_index;
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long ignored_item_time;
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real wander_yaw;
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short weave_phase;
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/* where it is going, and the way there */
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@@ -127,6 +139,8 @@ struct bot
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/* the objective, as it played it this tick: where it goes, whom it
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hunts first, and whether it carries the flag or ball (no firing) */
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boolean has_objective;
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/* the objective is a place to hold (the hill, its own flag's stand) */
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boolean holding;
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real_point3d objective;
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long objective_unit_index;
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boolean carrying;
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@@ -232,6 +246,124 @@ static boolean bot_can_see(
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from, &vector, unit_index, &collision);
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}
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/* ---------- the team */
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/* whether a player is a person (on a machine of its own, not a bot's) */
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static boolean bot_player_is_person(
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struct player_datum const *player)
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{
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return !network_game_server_is_bot_machine(player->network_player_data.machine_index);
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}
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/* how much nearer an enemy at this point counts for being near the bot's
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teammates: up to 10 world units for one by a person, 6 by a bot */
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static real bot_threat_to_team(
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struct player_datum const *player,
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real_point3d const *enemy)
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{
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real threat = 0.0f;
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short index;
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for (index = 0; index < MAXIMUM_TRACKED_PLAYERS; index++)
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{
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struct player_datum *mate = distributed_player(index);
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long unit_index;
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real_point3d head;
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real distance;
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real most;
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if (!mate || mate == player || mate->team_index != player->team_index)
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continue;
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unit_index = distributed_living_unit(mate);
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if (unit_index == NONE)
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continue;
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unit_get_camera_position(unit_index, &head);
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distance = distance3d(enemy, &head);
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most = bot_player_is_person(mate) ? 10.0f : 6.0f;
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if (distance < 12.0f)
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threat = MAX(threat, most * (1.0f - distance / 12.0f));
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}
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return threat;
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}
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/* whether a teammate stands in the line of fire to a point (nearer than
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it, within 0.8 world units of the line) */
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static boolean bot_teammate_in_line(
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struct player_datum const *player,
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real_point3d const *eye,
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real_point3d const *target)
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{
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real_vector3d line;
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real length;
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short index;
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if (!game_engine_has_teams())
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return FALSE;
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vector_from_points3d(eye, target, &line);
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length = magnitude3d(&line);
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if (length < 0.01f)
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return FALSE;
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for (index = 0; index < MAXIMUM_TRACKED_PLAYERS; index++)
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{
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struct player_datum *mate = distributed_player(index);
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long unit_index;
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real_point3d center;
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real_vector3d offset;
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real along;
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real_point3d nearest;
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if (!mate || mate == player || mate->team_index != player->team_index)
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continue;
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unit_index = distributed_living_unit(mate);
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if (unit_index == NONE)
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continue;
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unit_get_camera_position(unit_index, ¢er);
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center.z -= 0.25f;
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vector_from_points3d(eye, ¢er, &offset);
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along = dot_product3d(&offset, &line) / length;
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if (along <= 0.0f || along >= length)
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continue;
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nearest.x = eye->x + line.i * along / length;
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nearest.y = eye->y + line.j * along / length;
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nearest.z = eye->z + line.k * along / length;
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if (distance3d(&nearest, ¢er) < 0.8f)
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return TRUE;
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}
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return FALSE;
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}
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/* the nearest person on the bot's team, alive (NONE: none) */
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static long bot_nearest_person(
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struct player_datum const *player,
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real_point3d const *position)
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{
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long best = NONE;
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real best_distance = 40.0f;
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short index;
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for (index = 0; index < MAXIMUM_TRACKED_PLAYERS; index++)
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{
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struct player_datum *mate = distributed_player(index);
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long unit_index;
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real_point3d origin;
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real distance;
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if (!mate || mate == player || mate->team_index != player->team_index || !bot_player_is_person(mate))
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continue;
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unit_index = distributed_living_unit(mate);
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if (unit_index == NONE)
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continue;
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object_get_origin(unit_index, &origin);
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distance = distance3d(position, &origin);
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if (distance < best_distance)
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{
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best_distance = distance;
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best = unit_index;
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}
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}
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return best;
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}
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/* the nearest enemy unit the bot can see, or NONE */
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static long bot_find_target(
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struct player_datum const *player,
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@@ -256,6 +388,11 @@ static long bot_find_target(
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continue;
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unit_get_camera_position(unit_index, &head);
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distance = distance3d(eye, &head);
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if (distance >= bots.sight_range)
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continue;
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/* (one near a teammate counts as nearer: helped first) */
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if (teams)
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distance -= bot_threat_to_team(player, &head);
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if (distance < best_distance && bot_can_see(player->unit_index, eye, &head))
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{
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best = unit_index;
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@@ -299,6 +436,7 @@ static boolean bot_find_path(
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if (goal_surface == NONE)
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{
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bots.fail_goal++;
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bot->path_failures++;
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return FALSE;
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}
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/* (a little wider than a biped: paths that keep off walls and corners) */
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@@ -333,9 +471,11 @@ static boolean bot_find_path(
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bot->path.valid = FALSE;
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bots.paths_failed++;
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bots.fail_search++;
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bot->path_failures++;
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return FALSE;
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}
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bots.paths_found += bot->path.valid != FALSE;
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bot->path_failures = 0;
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return bot->path.valid;
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}
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@@ -776,6 +916,88 @@ static boolean bots_ctf_base(
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return FALSE;
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}
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/* near a teammate who carries something, a few world units off on the bot's
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side of it (an escort, not on the carrier's heels) */
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static void bot_escort_point(
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real_point3d const *position,
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real_point3d const *carried,
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real_point3d *point)
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{
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real dx = position->x - carried->x;
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real dy = position->y - carried->y;
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real length = (real)sqrt(dx * dx + dy * dy);
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*point = *carried;
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if (length > 0.01f)
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{
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point->x += dx / length * 2.5f;
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point->y += dy / length * 2.5f;
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}
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}
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/* Bots with one place to go spread out: each has a direction of its own
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(the golden angle on from the last bot's), a place of its own about a
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point to hold, and comes to a point from far off by a way of its own,
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wide of the others', going straight to it only for the last stretch. */
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static real bot_spread_angle(
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long player_index)
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{
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return (real)DATUM_INDEX_TO_ABSOLUTE_INDEX(player_index) * 2.39996f;
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}
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/* the bot's place about a point (radius: world units) */
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static void bot_spot_around(
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real_point3d const *center,
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long player_index,
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real radius,
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real_point3d *spot)
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{
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real angle = bot_spread_angle(player_index);
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*spot = *center;
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spot->x += (real)cos(angle) * radius;
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spot->y += (real)sin(angle) * radius;
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}
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/* its place about a point, or the point itself when there is no way to the
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place (in a wall, past a ledge) */
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static void bot_hold_spot(
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struct bot const *bot,
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real_point3d const *center,
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real radius,
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real_point3d *spot)
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{
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if (bot->path_failures >= 3)
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*spot = *center;
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else
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bot_spot_around(center, bot->player_index, radius, spot);
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}
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/* where it heads for a point from where it is: from far off, out to a side
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of the straight way (its own side and width), in from 10 world units */
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static void bot_approach(
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struct bot const *bot,
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real_point3d const *position,
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real_point3d const *goal,
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real_point3d *point)
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{
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long index = DATUM_INDEX_TO_ABSOLUTE_INDEX(bot->player_index);
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real dx = goal->x - position->x;
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real dy = goal->y - position->y;
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real distance = (real)sqrt(dx * dx + dy * dy);
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real side = (index & 1 ? 1.0f : -1.0f) * (3.0f + (real)((index >> 1) % 3) * 1.5f);
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real share;
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*point = *goal;
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/* (no way to the side: straight) */
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if (distance < 10.0f || bot->path_failures >= 2)
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return;
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share = MIN((distance - 10.0f) / 10.0f, 1.0f);
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point->x += -dy / distance * side * share;
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point->y += dx / distance * side * share;
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}
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/* what the objective asks of the bot now (bot->has_objective and the rest) */
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static void bot_play_objective_now(
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struct bot *bot,
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@@ -809,6 +1031,7 @@ static void bot_play_objective_now(
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short index;
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bot->has_objective = FALSE;
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bot->holding = FALSE;
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bot->objective_unit_index = NONE;
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bot->carrying = FALSE;
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if (type == game_engine_king)
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@@ -823,13 +1046,12 @@ static void bot_play_objective_now(
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dx = center.x - position->x;
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dy = center.y - position->y;
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bot->has_objective = TRUE;
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bot->objective = center;
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/* (on the hill: about in it, not on its middle) */
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if (dx * dx + dy * dy < 1.5f * 1.5f)
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{
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bot->objective.x += (real)cos(bot->weave_phase * 0.05f) * 1.0f;
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bot->objective.y += (real)sin(bot->weave_phase * 0.05f) * 1.0f;
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}
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bot->holding = TRUE;
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/* (near: a place of its own on the hill; far: a way of its own) */
|
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if (dx * dx + dy * dy < 6.0f * 6.0f)
|
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bot_hold_spot(bot, ¢er, 1.2f, &bot->objective);
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else
|
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bot_approach(bot, position, ¢er, &bot->objective);
|
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}
|
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return;
|
||||
}
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@@ -876,23 +1098,42 @@ static void bot_play_objective_now(
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bot->objective = own->position;
|
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return;
|
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}
|
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/* (every third guards its own) */
|
||||
/* (every third guards its own: about the stand, or, every other one
|
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of them, ahead of it towards the enemy's) */
|
||||
if ((DATUM_INDEX_TO_ABSOLUTE_INDEX(player_index) % 3) == 2 && bots_ctf_base(player->team_index, &base))
|
||||
{
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real_point3d enemy_base;
|
||||
|
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bot->has_objective = TRUE;
|
||||
bot->objective = base;
|
||||
if (distance3d(position, &base) < 4.0f)
|
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bot->holding = TRUE;
|
||||
if (((DATUM_INDEX_TO_ABSOLUTE_INDEX(player_index) / 3) & 1) &&
|
||||
bots_ctf_base((player->team_index + 1) % 2, &enemy_base))
|
||||
{
|
||||
bot->objective.x += (real)cos(bot->weave_phase * 0.03f) * 3.0f;
|
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bot->objective.y += (real)sin(bot->weave_phase * 0.03f) * 3.0f;
|
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real dx = enemy_base.x - base.x;
|
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real dy = enemy_base.y - base.y;
|
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real length = (real)sqrt(dx * dx + dy * dy);
|
||||
|
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bot->objective = base;
|
||||
if (length > 0.01f)
|
||||
{
|
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bot->objective.x += dx / length * 7.0f;
|
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bot->objective.y += dy / length * 7.0f;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
bot_hold_spot(bot, &base, 3.0f, &bot->objective);
|
||||
}
|
||||
return;
|
||||
}
|
||||
/* theirs: to take it, or to cover its carrier */
|
||||
/* theirs: to take it, or to escort the teammate carrying it */
|
||||
if (enemy)
|
||||
{
|
||||
bot->has_objective = TRUE;
|
||||
bot->objective = enemy->position;
|
||||
if (enemy->carrier_player_index != NONE)
|
||||
bot_hold_spot(bot, &enemy->position, 3.0f, &bot->objective);
|
||||
else
|
||||
bot_approach(bot, position, &enemy->position, &bot->objective);
|
||||
}
|
||||
return;
|
||||
}
|
||||
@@ -911,13 +1152,20 @@ static void bot_play_objective_now(
|
||||
bot->carrying = TRUE;
|
||||
return;
|
||||
}
|
||||
/* (one a teammate carries: not to be chased) */
|
||||
/* (one a teammate carries: escorted, not chased) */
|
||||
if (item->carrier_player_index != NONE && game_engine_has_teams())
|
||||
{
|
||||
struct player_datum *carrier = player_try_and_get(item->carrier_player_index);
|
||||
|
||||
if (carrier && carrier->team_index == player->team_index)
|
||||
{
|
||||
if (!nearest)
|
||||
{
|
||||
bot->has_objective = TRUE;
|
||||
bot_hold_spot(bot, &item->position, 3.0f, &bot->objective);
|
||||
}
|
||||
continue;
|
||||
}
|
||||
}
|
||||
distance = distance3d(position, &item->position);
|
||||
if (distance < nearest_distance)
|
||||
@@ -929,7 +1177,7 @@ static void bot_play_objective_now(
|
||||
if (nearest)
|
||||
{
|
||||
bot->has_objective = TRUE;
|
||||
bot->objective = nearest->position;
|
||||
bot_approach(bot, position, &nearest->position, &bot->objective);
|
||||
if (nearest->carrier_player_index != NONE)
|
||||
{
|
||||
struct player_datum *carrier = player_try_and_get(nearest->carrier_player_index);
|
||||
@@ -976,6 +1224,7 @@ static void bot_think(
|
||||
real wanted_yaw;
|
||||
real wanted_pitch = 0.0f;
|
||||
boolean firing = FALSE;
|
||||
boolean following = FALSE;
|
||||
real moved;
|
||||
|
||||
csmemset(action, 0, sizeof(*action));
|
||||
@@ -1097,13 +1346,13 @@ static void bot_think(
|
||||
}
|
||||
bot->weave_phase++;
|
||||
/* (a good weapon or powerup close by: taken in the fight too) */
|
||||
if (!bot->carrying && (game_time_get() - bot->item_look_time >= ITEM_LOOK_TICKS / 2 ||
|
||||
if (!bot->carrying && !bot->has_objective && (game_time_get() - bot->item_look_time >= ITEM_LOOK_TICKS / 2 ||
|
||||
game_time_get() < bot->item_look_time))
|
||||
{
|
||||
bot->item_look_time = game_time_get();
|
||||
bot->item_index = bot_find_item(unit, &position, 10.0f, 4.0f);
|
||||
}
|
||||
if (bot->item_index != NONE && !bot->carrying && object_try_and_get(bot->item_index) &&
|
||||
if (bot->item_index != NONE && !bot->carrying && !bot->has_objective && object_try_and_get(bot->item_index) &&
|
||||
bot_item_worth(unit, bot->item_index) > 0.0f)
|
||||
{
|
||||
real_point3d item_position;
|
||||
@@ -1153,6 +1402,13 @@ static void bot_think(
|
||||
firing = !bot->carrying && distance < BOT_FIRE_RANGE &&
|
||||
fabsf(bot_angle_difference(wanted_yaw, bot->yaw)) < BOT_FIRE_CONE &&
|
||||
fabsf(wanted_pitch - bot->pitch) < BOT_FIRE_CONE;
|
||||
/* (a teammate in the line of fire: held, and a step aside for a
|
||||
clear shot) */
|
||||
if (firing && bot_teammate_in_line(player, &eye, &head))
|
||||
{
|
||||
firing = FALSE;
|
||||
action->throttle.j = (bot->weave_phase / 30) & 1 ? 1.0f : -1.0f;
|
||||
}
|
||||
/* (a melee blow when it is upon it) */
|
||||
if (distance < 1.0f)
|
||||
SET_FLAG(action->control_flags, _unit_control_use_equipment_bit, TRUE);
|
||||
@@ -1201,6 +1457,8 @@ static void bot_think(
|
||||
long item = bot_find_item(unit, &position, BOT_ITEM_RANGE, 0.0f);
|
||||
|
||||
bot->item_look_time = game_time_get();
|
||||
if (item == bot->ignored_item_index && game_time_get() - bot->ignored_item_time < 600)
|
||||
item = NONE;
|
||||
if (item != bot->item_index)
|
||||
{
|
||||
bot->item_index = item;
|
||||
@@ -1215,8 +1473,16 @@ static void bot_think(
|
||||
}
|
||||
if (bot->item_index != NONE && !bot->has_objective)
|
||||
{
|
||||
/* (taken or gone: on) */
|
||||
if (!object_try_and_get(bot->item_index) || bot_item_worth(unit, bot->item_index) <= 0.0f)
|
||||
/* (taken or gone, or no way to it: on) */
|
||||
if (bot->path_failures >= 3)
|
||||
{
|
||||
bot->ignored_item_index = bot->item_index;
|
||||
bot->ignored_item_time = game_time_get();
|
||||
bot->path_failures = 0;
|
||||
bot->item_index = NONE;
|
||||
bot->has_goal = FALSE;
|
||||
}
|
||||
else if (!object_try_and_get(bot->item_index) || bot_item_worth(unit, bot->item_index) <= 0.0f)
|
||||
{
|
||||
bot->item_index = NONE;
|
||||
bot->has_goal = FALSE;
|
||||
@@ -1229,12 +1495,56 @@ static void bot_think(
|
||||
bot_take_item(bot, player, unit, action);
|
||||
}
|
||||
}
|
||||
/* (in a team, every other bot with nothing to do keeps near the
|
||||
nearest person on its team) */
|
||||
following = FALSE;
|
||||
if (bot->item_index == NONE && !bot->has_objective && game_engine_has_teams() &&
|
||||
(DATUM_INDEX_TO_ABSOLUTE_INDEX(bot->player_index) & 1) == 0 &&
|
||||
game_time_get() >= bot->follow_again_time)
|
||||
{
|
||||
long person = bot_nearest_person(player, &position);
|
||||
|
||||
if (person != NONE)
|
||||
{
|
||||
real_point3d origin;
|
||||
|
||||
following = TRUE;
|
||||
object_get_origin(person, &origin);
|
||||
/* (near: where it is, not on top of them) */
|
||||
if (distance3d(&position, &origin) > 6.0f)
|
||||
bot_escort_point(&position, &origin, &bot->goal);
|
||||
else
|
||||
bot->goal = position;
|
||||
bot->has_goal = TRUE;
|
||||
bot->goal_time = game_time_get();
|
||||
/* (no way to them, as up where only a teleporter goes: not for
|
||||
ten seconds) */
|
||||
if (bot->path_failures >= 3)
|
||||
{
|
||||
bot->follow_again_time = game_time_get() + 300;
|
||||
bot->path_failures = 0;
|
||||
following = FALSE;
|
||||
}
|
||||
}
|
||||
}
|
||||
/* hunts, or roams: along its way, looking where it goes */
|
||||
if (bot->item_index == NONE && !bot->has_objective &&
|
||||
(!bot->has_goal || game_time_get() - bot->goal_time > 90 ||
|
||||
if (bot->item_index == NONE && !bot->has_objective && !following &&
|
||||
(!bot->has_goal || game_time_get() - bot->goal_time > 90 || bot->path_failures >= 3 ||
|
||||
distance3d(&position, &bot->goal) < BOT_GOAL_RADIUS))
|
||||
{
|
||||
boolean unreachable = bot->path_failures >= 3;
|
||||
|
||||
bot_choose_goal(bot, player, &position);
|
||||
/* (no way to the last: somewhere near at random instead) */
|
||||
if (unreachable)
|
||||
{
|
||||
real angle = bot_random() * 2.0f * _pi;
|
||||
|
||||
bot->goal = position;
|
||||
bot->goal.x += (real)cos(angle) * 6.0f;
|
||||
bot->goal.y += (real)sin(angle) * 6.0f;
|
||||
}
|
||||
bot->path_failures = 0;
|
||||
}
|
||||
wanted_yaw = bot->wander_yaw;
|
||||
if (bot_next_point(bot, player->unit_index, &position, &point))
|
||||
@@ -1363,6 +1673,7 @@ static struct bot *bot_get(
|
||||
free_bot->player_index = player_index;
|
||||
free_bot->target_unit_index = NONE;
|
||||
free_bot->item_index = NONE;
|
||||
free_bot->ignored_item_index = NONE;
|
||||
}
|
||||
return free_bot;
|
||||
}
|
||||
|
||||
Reference in new issue
Block a user