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f6c2322df9 | ||
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No files matched your search
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/*
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BOTS.C
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Bots in multiplayer (the VR port's): players of the host that it drives
|
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itself. They are the players of machines of the host's own that nothing
|
||||
connects to (network_server_manager.c: bots.count of them, added in the
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||||
lobby), so every machine sees them as it sees any other machine's players,
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and their input goes where a client's does: every tick, the host makes each
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bot's player_action and takes it as a client's input
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(update_server_handle_distributed_input).
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||||
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A bot looks for the nearest enemy it can see, turns to it no faster than a
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||||
player would (and not quite right), closes on it weaving from side to side
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and fires while it is on target. With none in sight it hunts the nearest
|
||||
enemy, or else roams to a point picked at random near someone. It finds its
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way with the game's own pathfinding (ai/path.c: the maps' pathfinding
|
||||
surfaces), as the campaign's actors do: a path a few times a second, whose
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||||
next point it walks to, looking where it goes; where no path is found it
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||||
walks straight at the goal, jumping and turning off when it is stuck.
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*/
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||||
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||||
#include "cseries.h"
|
||||
#include "game/game.h"
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||||
#include "game/game_engine.h"
|
||||
#include "game/players.h"
|
||||
#include "game/player_queues_new.h"
|
||||
#include "objects/objects.h"
|
||||
#include "physics/collisions.h"
|
||||
#include "ai/path.h"
|
||||
#include "units/bipeds.h"
|
||||
#include "scenario/scenario.h"
|
||||
#include "structures/structure_bsp_definitions.h"
|
||||
#include "units/units.h"
|
||||
#include "network_distributed.h"
|
||||
|
||||
#include <math.h>
|
||||
|
||||
void platform_log(char const *format, ...);
|
||||
long config_integer(char const *name);
|
||||
boolean network_game_server_is_bot_machine(long machine_index);
|
||||
|
||||
/* ---------- constants */
|
||||
|
||||
enum
|
||||
{
|
||||
MAXIMUM_BOTS = 16,
|
||||
/* how often a bot finds its path again (ticks) */
|
||||
PATH_REFRESH_TICKS = 15,
|
||||
};
|
||||
|
||||
/* how near a path's point counts as reached, and the goal (world units) */
|
||||
#define BOT_STEP_RADIUS 0.4f
|
||||
#define BOT_GOAL_RADIUS 1.0f
|
||||
|
||||
/* how far a bot sees and shoots (world units), and how near it closes */
|
||||
#define BOT_FIRE_RANGE 30.0f
|
||||
#define BOT_CLOSE_RANGE 3.0f
|
||||
/* how far off target it still fires (radians) */
|
||||
#define BOT_FIRE_CONE 0.08f
|
||||
|
||||
/* ---------- structures */
|
||||
|
||||
struct bot
|
||||
{
|
||||
long player_index;
|
||||
long target_unit_index;
|
||||
short target_seen_ticks;
|
||||
real yaw;
|
||||
real pitch;
|
||||
real aim_error_yaw;
|
||||
real aim_error_pitch;
|
||||
short error_ticks;
|
||||
real_point3d last_position;
|
||||
short stuck_ticks;
|
||||
real wander_yaw;
|
||||
short weave_phase;
|
||||
/* where it is going, and the way there */
|
||||
boolean has_goal;
|
||||
real_point3d goal;
|
||||
long goal_time;
|
||||
long path_time;
|
||||
struct path_result path;
|
||||
};
|
||||
|
||||
/* ---------- globals */
|
||||
|
||||
/* (one search at a time, shared: 80 kB) */
|
||||
static struct path_state bot_path_state;
|
||||
|
||||
static struct
|
||||
{
|
||||
boolean map_logged;
|
||||
struct bot bots[MAXIMUM_BOTS];
|
||||
long seed;
|
||||
long logged_time;
|
||||
long paths_found;
|
||||
long paths_failed;
|
||||
/* how well they play (bots.skill, as the game began) */
|
||||
short reaction_ticks;
|
||||
real turn_rate;
|
||||
real sight_range;
|
||||
real aim_error;
|
||||
} bots;
|
||||
|
||||
/* easy, normal, hard: the ticks a bot takes to notice an enemy, how fast it
|
||||
turns (radians a tick), how far it sees and how far off its aim wanders */
|
||||
static struct
|
||||
{
|
||||
short reaction_ticks;
|
||||
real turn_rate;
|
||||
real sight_range;
|
||||
real aim_error;
|
||||
} const bot_skills[] =
|
||||
{
|
||||
{ 20, 2.2f / 30.0f, 25.0f, 3.0f },
|
||||
{ 13, 2.8f / 30.0f, 32.0f, 1.8f },
|
||||
{ 9, 3.5f / 30.0f, 40.0f, 1.0f },
|
||||
};
|
||||
|
||||
/* ---------- private code */
|
||||
|
||||
static real bot_random(
|
||||
void)
|
||||
{
|
||||
bots.seed = bots.seed * 1103515245 + 12345;
|
||||
return (real)((bots.seed >> 16) & 0x7FFF) / 32767.0f;
|
||||
}
|
||||
|
||||
static real bot_angle_difference(
|
||||
real to,
|
||||
real from)
|
||||
{
|
||||
real difference = to - from;
|
||||
|
||||
while (difference > _pi)
|
||||
difference -= 2.0f * _pi;
|
||||
while (difference < -_pi)
|
||||
difference += 2.0f * _pi;
|
||||
return difference;
|
||||
}
|
||||
|
||||
static boolean bot_can_see(
|
||||
long unit_index,
|
||||
real_point3d const *from,
|
||||
real_point3d const *to)
|
||||
{
|
||||
struct collision_result collision;
|
||||
real_vector3d vector;
|
||||
|
||||
vector.i = to->x - from->x;
|
||||
vector.j = to->y - from->y;
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||||
vector.k = to->z - from->z;
|
||||
return !collision_test_vector(FLAG(_collision_test_structure_bit) | FLAG(_collision_test_front_facing_surfaces_bit),
|
||||
from, &vector, unit_index, &collision);
|
||||
}
|
||||
|
||||
/* the nearest enemy unit the bot can see, or NONE */
|
||||
static long bot_find_target(
|
||||
struct player_datum const *player,
|
||||
real_point3d const *eye)
|
||||
{
|
||||
boolean teams = game_engine_has_teams();
|
||||
long best = NONE;
|
||||
real best_distance = bots.sight_range;
|
||||
short index;
|
||||
|
||||
for (index = 0; index < MAXIMUM_TRACKED_PLAYERS; index++)
|
||||
{
|
||||
struct player_datum *other = distributed_player(index);
|
||||
long unit_index;
|
||||
real_point3d head;
|
||||
real distance;
|
||||
|
||||
if (!other || other == player || (teams && other->team_index == player->team_index))
|
||||
continue;
|
||||
unit_index = distributed_living_unit(other);
|
||||
if (unit_index == NONE)
|
||||
continue;
|
||||
unit_get_camera_position(unit_index, &head);
|
||||
distance = distance3d(eye, &head);
|
||||
if (distance < best_distance && bot_can_see(player->unit_index, eye, &head))
|
||||
{
|
||||
best = unit_index;
|
||||
best_distance = distance;
|
||||
}
|
||||
}
|
||||
return best;
|
||||
}
|
||||
|
||||
/* the way from where the bot's unit stands to the goal (FALSE: none) */
|
||||
static boolean bot_find_path(
|
||||
struct bot *bot,
|
||||
long unit_index)
|
||||
{
|
||||
struct path_input input;
|
||||
real_point3d start;
|
||||
long start_surface = biped_find_pathfinding_surface_index(unit_index, &start);
|
||||
real_point3d goal = bot->goal;
|
||||
long goal_surface = NONE;
|
||||
|
||||
bot->path.valid = FALSE;
|
||||
if (start_surface == NONE)
|
||||
return FALSE;
|
||||
/* (the goal's surface: under it, as a biped would stand there) */
|
||||
{
|
||||
struct collision_result collision;
|
||||
real_vector3d down = { 0.0f, 0.0f, -3.0f };
|
||||
real_point3d above = goal;
|
||||
|
||||
above.z += 0.5f;
|
||||
if (collision_test_vector(FLAG(_collision_test_structure_bit) | FLAG(_collision_test_front_facing_surfaces_bit),
|
||||
&above, &down, NONE, &collision))
|
||||
{
|
||||
goal = collision.point;
|
||||
goal_surface = collision.surface_index;
|
||||
}
|
||||
}
|
||||
if (goal_surface == NONE)
|
||||
return FALSE;
|
||||
path_input_new(&input, 0.25f, FALSE, unit_index);
|
||||
path_input_set_start(&input, &start, start_surface);
|
||||
path_state_new(&input, &bot_path_state, NULL);
|
||||
path_state_destination(&bot_path_state, &goal, goal_surface, BOT_GOAL_RADIUS);
|
||||
if (!path_state_find(&bot_path_state) || !path_state_build_path(&bot_path_state, &bot->path))
|
||||
{
|
||||
bot->path.valid = FALSE;
|
||||
bots.paths_failed++;
|
||||
return FALSE;
|
||||
}
|
||||
bots.paths_found += bot->path.valid != FALSE;
|
||||
return bot->path.valid;
|
||||
}
|
||||
|
||||
/* the point it walks to now: the path's next, or the goal itself */
|
||||
static boolean bot_next_point(
|
||||
struct bot *bot,
|
||||
long unit_index,
|
||||
real_point3d const *position,
|
||||
real_point3d *point)
|
||||
{
|
||||
if (!bot->has_goal)
|
||||
return FALSE;
|
||||
if (game_time_get() - bot->path_time >= PATH_REFRESH_TICKS || game_time_get() < bot->path_time)
|
||||
{
|
||||
bot->path_time = game_time_get();
|
||||
bot_find_path(bot, unit_index);
|
||||
}
|
||||
if (bot->path.valid)
|
||||
{
|
||||
while (bot->path.step_index < bot->path.step_count)
|
||||
{
|
||||
struct path_step const *step = &bot->path.steps[(short)bot->path.step_index];
|
||||
real dx = step->point.x - position->x;
|
||||
real dy = step->point.y - position->y;
|
||||
|
||||
if (dx * dx + dy * dy > BOT_STEP_RADIUS * BOT_STEP_RADIUS)
|
||||
{
|
||||
*point = step->point;
|
||||
return TRUE;
|
||||
}
|
||||
bot->path.step_index++;
|
||||
}
|
||||
/* (the steps done: on to the end, or a path found anew soon) */
|
||||
if (!bot->path.steps_finish_path && game_time_get() - bot->path_time > 5)
|
||||
bot->path_time = game_time_get() - PATH_REFRESH_TICKS;
|
||||
*point = bot->path.endpoint.point;
|
||||
return TRUE;
|
||||
}
|
||||
*point = bot->goal;
|
||||
return TRUE;
|
||||
}
|
||||
|
||||
/* a goal when none is in sight: the nearest enemy, or somewhere near
|
||||
someone at random */
|
||||
static void bot_choose_goal(
|
||||
struct bot *bot,
|
||||
struct player_datum const *player,
|
||||
real_point3d const *position)
|
||||
{
|
||||
boolean teams = game_engine_has_teams();
|
||||
real best_distance = 1000000.0f;
|
||||
short index;
|
||||
boolean found = FALSE;
|
||||
|
||||
for (index = 0; index < MAXIMUM_TRACKED_PLAYERS; index++)
|
||||
{
|
||||
struct player_datum *other = distributed_player(index);
|
||||
long unit_index;
|
||||
real_point3d origin;
|
||||
real distance;
|
||||
|
||||
if (!other || other == player || (teams && other->team_index == player->team_index))
|
||||
continue;
|
||||
unit_index = distributed_living_unit(other);
|
||||
if (unit_index == NONE)
|
||||
continue;
|
||||
object_get_origin(unit_index, &origin);
|
||||
distance = distance3d(position, &origin);
|
||||
if (distance < best_distance)
|
||||
{
|
||||
best_distance = distance;
|
||||
bot->goal = origin;
|
||||
found = TRUE;
|
||||
}
|
||||
}
|
||||
if (!found)
|
||||
{
|
||||
/* (no enemy alive: a few metres off, somewhere) */
|
||||
real angle = bot_random() * 2.0f * _pi;
|
||||
|
||||
bot->goal = *position;
|
||||
bot->goal.x += (real)cos(angle) * 5.0f;
|
||||
bot->goal.y += (real)sin(angle) * 5.0f;
|
||||
}
|
||||
bot->has_goal = TRUE;
|
||||
bot->goal_time = game_time_get();
|
||||
bot->path_time = game_time_get() - PATH_REFRESH_TICKS;
|
||||
}
|
||||
|
||||
/* the throttle that walks a unit facing yaw towards a point */
|
||||
static void bot_walk_to(
|
||||
struct player_action *action,
|
||||
real yaw,
|
||||
real_point3d const *position,
|
||||
real_point3d const *point)
|
||||
{
|
||||
real dx = point->x - position->x;
|
||||
real dy = point->y - position->y;
|
||||
real length = (real)sqrt(dx * dx + dy * dy);
|
||||
|
||||
if (length < 0.001f)
|
||||
return;
|
||||
dx /= length;
|
||||
dy /= length;
|
||||
/* (forward along the facing; left, its strafe's positive) */
|
||||
action->throttle.i = dx * (real)cos(yaw) + dy * (real)sin(yaw);
|
||||
action->throttle.j = -dx * (real)sin(yaw) + dy * (real)cos(yaw);
|
||||
}
|
||||
|
||||
static void bot_think(
|
||||
struct bot *bot,
|
||||
struct player_datum *player,
|
||||
struct player_action *action)
|
||||
{
|
||||
struct unit_datum *unit = unit_try_and_get(player->unit_index);
|
||||
real_point3d eye;
|
||||
real_point3d position;
|
||||
real wanted_yaw;
|
||||
real wanted_pitch = 0.0f;
|
||||
boolean firing = FALSE;
|
||||
real moved;
|
||||
|
||||
csmemset(action, 0, sizeof(*action));
|
||||
action->desired_weapon_index = NONE;
|
||||
action->desired_grenade_index = NONE;
|
||||
action->desired_zoom_level = NONE;
|
||||
if (!unit || unit->object.parent_object_index != NONE)
|
||||
{
|
||||
bot->target_unit_index = NONE;
|
||||
return;
|
||||
}
|
||||
action->desired_weapon_index = unit->unit.current_weapon_index;
|
||||
action->desired_grenade_index = unit->unit.current_grenade_index;
|
||||
unit_get_camera_position(player->unit_index, &eye);
|
||||
object_get_origin(player->unit_index, &position);
|
||||
/* (where it faces now, the first time) */
|
||||
if (bot->error_ticks == 0 && bot->yaw == 0.0f && bot->pitch == 0.0f)
|
||||
{
|
||||
bot->yaw = (real)atan2(unit->unit.aiming_vector.j, unit->unit.aiming_vector.i);
|
||||
bot->wander_yaw = bot->yaw;
|
||||
}
|
||||
|
||||
/* the enemy: noticed after a moment, kept while in sight */
|
||||
{
|
||||
long target = bot_find_target(player, &eye);
|
||||
|
||||
if (target != bot->target_unit_index)
|
||||
{
|
||||
bot->target_unit_index = target;
|
||||
bot->target_seen_ticks = 0;
|
||||
}
|
||||
else if (target != NONE && bot->target_seen_ticks < SHORT_MAX)
|
||||
{
|
||||
bot->target_seen_ticks++;
|
||||
}
|
||||
}
|
||||
/* (its aim wanders a little, anew now and then) */
|
||||
if (--bot->error_ticks <= 0)
|
||||
{
|
||||
bot->error_ticks = 10 + (short)(bot_random() * 20.0f);
|
||||
bot->aim_error_yaw = (bot_random() - 0.5f) * 0.06f * bots.aim_error;
|
||||
bot->aim_error_pitch = (bot_random() - 0.5f) * 0.04f * bots.aim_error;
|
||||
}
|
||||
|
||||
if (bot->target_unit_index != NONE && bot->target_seen_ticks >= bots.reaction_ticks)
|
||||
{
|
||||
real_point3d head;
|
||||
real dx, dy, dz, flat, distance;
|
||||
|
||||
unit_get_camera_position(bot->target_unit_index, &head);
|
||||
/* (at the chest) */
|
||||
head.z -= 0.15f;
|
||||
dx = head.x - eye.x;
|
||||
dy = head.y - eye.y;
|
||||
dz = head.z - eye.z;
|
||||
flat = (real)sqrt(dx * dx + dy * dy);
|
||||
distance = (real)sqrt(dx * dx + dy * dy + dz * dz);
|
||||
wanted_yaw = (real)atan2(dy, dx) + bot->aim_error_yaw;
|
||||
wanted_pitch = (real)atan2(dz, flat) + bot->aim_error_pitch;
|
||||
/* closes on it along its way, weaving, until near */
|
||||
bot->weave_phase++;
|
||||
if (distance > BOT_CLOSE_RANGE)
|
||||
{
|
||||
real_point3d point;
|
||||
|
||||
object_get_origin(bot->target_unit_index, &bot->goal);
|
||||
bot->has_goal = TRUE;
|
||||
if (bot_next_point(bot, player->unit_index, &position, &point))
|
||||
bot_walk_to(action, bot->yaw, &position, &point);
|
||||
}
|
||||
action->throttle.j += (real)sin(bot->weave_phase * 0.08f) * 0.6f;
|
||||
firing = distance < BOT_FIRE_RANGE &&
|
||||
fabsf(bot_angle_difference(wanted_yaw, bot->yaw)) < BOT_FIRE_CONE &&
|
||||
fabsf(wanted_pitch - bot->pitch) < BOT_FIRE_CONE;
|
||||
/* (a melee blow when it is upon it) */
|
||||
if (distance < 1.0f)
|
||||
SET_FLAG(action->control_flags, _unit_control_use_equipment_bit, TRUE);
|
||||
}
|
||||
else
|
||||
{
|
||||
real_point3d point;
|
||||
|
||||
/* hunts, or roams: along its way, looking where it goes */
|
||||
if (!bot->has_goal || game_time_get() - bot->goal_time > 90 ||
|
||||
distance3d(&position, &bot->goal) < BOT_GOAL_RADIUS)
|
||||
{
|
||||
bot_choose_goal(bot, player, &position);
|
||||
}
|
||||
wanted_yaw = bot->wander_yaw;
|
||||
if (bot_next_point(bot, player->unit_index, &position, &point))
|
||||
{
|
||||
real dx = point.x - position.x;
|
||||
real dy = point.y - position.y;
|
||||
|
||||
if (dx * dx + dy * dy > 0.0001f)
|
||||
bot->wander_yaw = wanted_yaw = (real)atan2(dy, dx);
|
||||
bot_walk_to(action, bot->yaw, &position, &point);
|
||||
}
|
||||
if (bot->stuck_ticks > 20)
|
||||
{
|
||||
/* (stuck: somewhere else) */
|
||||
bot_choose_goal(bot, player, &position);
|
||||
bot->goal.x += (bot_random() - 0.5f) * 6.0f;
|
||||
bot->goal.y += (bot_random() - 0.5f) * 6.0f;
|
||||
bot->stuck_ticks = 0;
|
||||
}
|
||||
}
|
||||
|
||||
/* turned no faster than a player turns */
|
||||
{
|
||||
real turn = bot_angle_difference(wanted_yaw, bot->yaw);
|
||||
|
||||
bot->yaw += PIN(turn, -bots.turn_rate, bots.turn_rate);
|
||||
bot->pitch += PIN(wanted_pitch - bot->pitch, -bots.turn_rate, bots.turn_rate);
|
||||
bot->pitch = PIN(bot->pitch, -1.4f, 1.4f);
|
||||
while (bot->yaw > _pi)
|
||||
bot->yaw -= 2.0f * _pi;
|
||||
while (bot->yaw < -_pi)
|
||||
bot->yaw += 2.0f * _pi;
|
||||
}
|
||||
action->desired_facing.yaw = bot->yaw < 0.0f ? bot->yaw + 2.0f * _pi : bot->yaw;
|
||||
action->desired_facing.pitch = bot->pitch;
|
||||
if (firing)
|
||||
{
|
||||
action->primary_trigger = 1.0f;
|
||||
SET_FLAG(action->control_flags, _unit_control_weapon_primary_trigger_bit, TRUE);
|
||||
}
|
||||
|
||||
/* stuck: hardly moved while walking (it jumps, and then turns) */
|
||||
moved = distance3d(&position, &bot->last_position);
|
||||
bot->last_position = position;
|
||||
action->throttle.i = PIN(action->throttle.i, -1.0f, 1.0f);
|
||||
action->throttle.j = PIN(action->throttle.j, -1.0f, 1.0f);
|
||||
if ((fabsf(action->throttle.i) > 0.5f || fabsf(action->throttle.j) > 0.5f) && moved < 0.02f)
|
||||
{
|
||||
bot->stuck_ticks++;
|
||||
if (bot->stuck_ticks == 8)
|
||||
SET_FLAG(action->control_flags, _unit_control_jump_bit, TRUE);
|
||||
}
|
||||
else
|
||||
{
|
||||
bot->stuck_ticks = 0;
|
||||
}
|
||||
}
|
||||
|
||||
/* the bot of a player, made when first needed */
|
||||
static struct bot *bot_get(
|
||||
long player_index)
|
||||
{
|
||||
short index;
|
||||
struct bot *free_bot = NULL;
|
||||
|
||||
for (index = 0; index < MAXIMUM_BOTS; index++)
|
||||
{
|
||||
if (bots.bots[index].player_index == player_index)
|
||||
return &bots.bots[index];
|
||||
if (bots.bots[index].player_index == NONE && !free_bot)
|
||||
free_bot = &bots.bots[index];
|
||||
}
|
||||
if (free_bot)
|
||||
{
|
||||
csmemset(free_bot, 0, sizeof(*free_bot));
|
||||
free_bot->player_index = player_index;
|
||||
free_bot->target_unit_index = NONE;
|
||||
}
|
||||
return free_bot;
|
||||
}
|
||||
|
||||
/* ---------- public code */
|
||||
|
||||
void bots_new_game(
|
||||
void)
|
||||
{
|
||||
short index;
|
||||
|
||||
bots.map_logged = FALSE;
|
||||
for (index = 0; index < MAXIMUM_BOTS; index++)
|
||||
bots.bots[index].player_index = NONE;
|
||||
bots.seed = 12345;
|
||||
bots.logged_time = 0;
|
||||
{
|
||||
long skill = PIN(config_integer("bots.skill"), 0, (long)NUMBEROF(bot_skills) - 1);
|
||||
|
||||
bots.reaction_ticks = bot_skills[skill].reaction_ticks;
|
||||
bots.turn_rate = bot_skills[skill].turn_rate;
|
||||
bots.sight_range = bot_skills[skill].sight_range;
|
||||
bots.aim_error = bot_skills[skill].aim_error;
|
||||
}
|
||||
}
|
||||
|
||||
/* (the host) after each tick: each bot's input for the next */
|
||||
void bots_tick(
|
||||
void)
|
||||
{
|
||||
short index;
|
||||
short count = 0;
|
||||
|
||||
if (!bots.map_logged)
|
||||
{
|
||||
struct structure_bsp *bsp = global_structure_bsp_get();
|
||||
|
||||
bots.map_logged = TRUE;
|
||||
if (bsp)
|
||||
{
|
||||
platform_log("bots: the map's pathfinding: %ld surfaces, %ld edges",
|
||||
bsp->pathfinding_surfaces.count, bsp->pathfinding_edges.count);
|
||||
}
|
||||
}
|
||||
for (index = 0; index < MAXIMUM_TRACKED_PLAYERS; index++)
|
||||
{
|
||||
struct player_datum *player = distributed_player(index);
|
||||
struct bot *bot;
|
||||
struct player_action action;
|
||||
unsigned short control_flags;
|
||||
|
||||
if (!player || player->local_player_index != NONE ||
|
||||
!network_game_server_is_bot_machine(player->network_player_data.machine_index))
|
||||
{
|
||||
continue;
|
||||
}
|
||||
bot = bot_get(DATUM_INDEX_NEW(index, player->identifier));
|
||||
if (!bot)
|
||||
continue;
|
||||
bot_think(bot, player, &action);
|
||||
control_flags = (unsigned short)action.control_flags;
|
||||
update_server_handle_distributed_input(DATUM_INDEX_NEW(index, player->identifier), game_time_get(), &action,
|
||||
&control_flags, 1);
|
||||
count++;
|
||||
}
|
||||
if (count && game_time_get() - bots.logged_time >= 300)
|
||||
{
|
||||
bots.logged_time = game_time_get();
|
||||
platform_log("bots: driving %d; paths found %ld, not %ld", (int)count, bots.paths_found, bots.paths_failed);
|
||||
bots.paths_found = bots.paths_failed = 0;
|
||||
}
|
||||
}
|
||||
@@ -3051,6 +3051,7 @@ void network_distributed_new_game(
|
||||
network_objects_new_game();
|
||||
network_damage_new_game();
|
||||
network_vr_new_game();
|
||||
bots_new_game();
|
||||
}
|
||||
|
||||
/* after each tick (game_time.c) */
|
||||
@@ -3093,6 +3094,7 @@ void network_distributed_tick(
|
||||
distributed_statistics_due = FALSE;
|
||||
distributed_host_send_players();
|
||||
network_vr_tick();
|
||||
bots_tick();
|
||||
distributed_send_pickups();
|
||||
if (game_time_get() % GAME_STATE_INTERVAL_TICKS == 0)
|
||||
distributed_send_game_state(NONE);
|
||||
|
||||
@@ -236,4 +236,8 @@ void network_vr_tick(void);
|
||||
word network_vr_entry_size(void);
|
||||
void network_vr_handle_poses(long machine_index, void const *entries, short count);
|
||||
|
||||
/* bots (bots.c) */
|
||||
void bots_new_game(void);
|
||||
void bots_tick(void);
|
||||
|
||||
#endif // __NETWORK_DISTRIBUTED_H
|
||||
@@ -140,9 +140,6 @@ out (halo_vr_scope_pass). */
|
||||
int halo_vr_scope(short local_player_index, float magnification, float position[3], float forward[3], float up[3],
|
||||
float *vertical_field_of_view);
|
||||
int halo_vr_scope_pass(void);
|
||||
/* how much higher than a rifle's the weapon in hand has its scope's disc
|
||||
(metres; render.c, before halo_vr_scope) */
|
||||
void halo_vr_set_scope_raise(float metres);
|
||||
void halo_vr_capture_scope(float left, float top, float right, float bottom);
|
||||
/* where the weapon's gun node is as drawn, at the ready (world units;
|
||||
first_person_weapons.c, each frame): shots, the crosshair and the laser
|
||||
|
||||
@@ -304,6 +304,12 @@ static const struct config_setting config_settings[] =
|
||||
"The Discord application internet play invites go through while the\n"
|
||||
"Discord desktop client runs; empty for none." },
|
||||
|
||||
{ "bots.count", _config_integer, "0", "HALO_BOTS_COUNT", _environment_value, _platform_android,
|
||||
"Bots in the multiplayer games this machine hosts (0 to 15; 0: none):\n"
|
||||
"players it drives itself, which every machine sees as players. Set in\n"
|
||||
"the lobby's host options (Y)." },
|
||||
{ "bots.skill", _config_integer, "1", "HALO_BOTS_SKILL", _environment_value, _platform_android,
|
||||
"How well the bots play: 0 easy, 1 normal, 2 hard." },
|
||||
{ "update.auto", _config_boolean, "true", "HALO_UPDATE_AUTO", _environment_value, _platform_all,
|
||||
"Look for a new version when the game starts, and offer to update to it;\n"
|
||||
"false never looks (the game's \"Do not ask again\" writes false here)." },
|
||||
@@ -953,7 +959,9 @@ static int config_line_section(const char *line, const char *end, char *section,
|
||||
|
||||
/* sets a boolean setting, for now and in config.toml: its line there is
|
||||
changed (or added), the rest of the file kept as it is */
|
||||
int config_write_boolean(const char *name, int value)
|
||||
/* a boolean's or an integer's new value, kept and written into the file
|
||||
(the line of its key replaced, else added to its section) */
|
||||
static int config_write_value(const char *name, int type, long value)
|
||||
{
|
||||
const char *dot = strchr(name, '.');
|
||||
long index = config_setting_index(name);
|
||||
@@ -964,15 +972,24 @@ int config_write_boolean(const char *name, int value)
|
||||
const char *line;
|
||||
int written = 0, in_section = 0, succeeded;
|
||||
|
||||
if (index < 0 || config_settings[index].type != _config_boolean || !dot || (size_t)(dot - name) >= sizeof(section))
|
||||
if (index < 0 || config_settings[index].type != type || !dot || (size_t)(dot - name) >= sizeof(section))
|
||||
return 0;
|
||||
/* (the file read first, as the other settings are) */
|
||||
config_boolean(name);
|
||||
if (type == _config_boolean)
|
||||
config_boolean(name);
|
||||
else
|
||||
config_integer(name);
|
||||
pthread_mutex_lock(&config_lock);
|
||||
config_values[index].boolean = value != 0;
|
||||
if (type == _config_boolean)
|
||||
config_values[index].boolean = value != 0;
|
||||
else
|
||||
config_values[index].integer = value;
|
||||
snprintf(section, sizeof(section), "%.*s", (int)(dot - name), name);
|
||||
snprintf(key, sizeof(key), "%s", dot + 1);
|
||||
snprintf(line_text, sizeof(line_text), "%s = %s\n", key, value ? "true" : "false");
|
||||
if (type == _config_boolean)
|
||||
snprintf(line_text, sizeof(line_text), "%s = %s\n", key, value ? "true" : "false");
|
||||
else
|
||||
snprintf(line_text, sizeof(line_text), "%s = %ld\n", key, value);
|
||||
snprintf(wanted, sizeof(wanted), "%s", section);
|
||||
config_path(path, sizeof(path));
|
||||
text = config_read_file(path, &size);
|
||||
@@ -1029,6 +1046,16 @@ int config_write_boolean(const char *name, int value)
|
||||
return succeeded;
|
||||
}
|
||||
|
||||
int config_write_boolean(const char *name, int value)
|
||||
{
|
||||
return config_write_value(name, _config_boolean, value != 0);
|
||||
}
|
||||
|
||||
int config_write_integer(const char *name, long value)
|
||||
{
|
||||
return config_write_value(name, _config_integer, value);
|
||||
}
|
||||
|
||||
/* ---------- public code */
|
||||
|
||||
int config_boolean(const char *name)
|
||||
|
||||
@@ -21,5 +21,6 @@ const char *config_string(const char *name);
|
||||
/* sets a boolean setting, and writes it into config.toml (only its line
|
||||
changes); 1 on success */
|
||||
int config_write_boolean(const char *name, int value);
|
||||
int config_write_integer(const char *name, long value);
|
||||
|
||||
#endif
|
||||
+1
-10
@@ -1957,14 +1957,6 @@ The world around it stays as it is (zooming the whole view sickens). */
|
||||
#define SCOPE_ABOVE_HAND 0.07f
|
||||
#define SCOPE_AHEAD_OF_HAND 0.22f
|
||||
|
||||
/* (the weapon in hand's: halo_vr_set_scope_raise) */
|
||||
static float scope_raise;
|
||||
|
||||
void halo_vr_set_scope_raise(float metres)
|
||||
{
|
||||
scope_raise = metres;
|
||||
}
|
||||
|
||||
int halo_vr_scope(short local_player_index, float magnification, float position[3], float forward[3], float up[3],
|
||||
float *vertical_field_of_view)
|
||||
{
|
||||
@@ -1983,7 +1975,7 @@ int halo_vr_scope(short local_player_index, float magnification, float position[
|
||||
game_to_local(right, local_right);
|
||||
for (axis = 0; axis < 3; axis++)
|
||||
{
|
||||
vr.scope_pose.position[axis] = hand->aim.position[axis] + local_up[axis] * (SCOPE_ABOVE_HAND + scope_raise) +
|
||||
vr.scope_pose.position[axis] = hand->aim.position[axis] + local_up[axis] * SCOPE_ABOVE_HAND +
|
||||
local_forward[axis] * SCOPE_AHEAD_OF_HAND;
|
||||
}
|
||||
if (barrel_known())
|
||||
@@ -2175,7 +2167,6 @@ int halo_vr_scope(short local_player_index, float magnification, float position[
|
||||
return 0;
|
||||
}
|
||||
int halo_vr_scope_pass(void) { return 0; }
|
||||
void halo_vr_set_scope_raise(float metres) { (void)metres; }
|
||||
void halo_vr_capture_scope(float left, float top, float right, float bottom)
|
||||
{
|
||||
(void)left; (void)top; (void)right; (void)bottom;
|
||||
|
||||
@@ -5643,6 +5643,8 @@ struct ui_public_game
|
||||
void p2p_set_public_game(int public_game);
|
||||
int p2p_public_game(void);
|
||||
int p2p_public_games(struct ui_public_game *games, int maximum);
|
||||
long config_integer(char const *name);
|
||||
int config_write_integer(char const *name, long value);
|
||||
|
||||
enum
|
||||
{
|
||||
@@ -5661,8 +5663,18 @@ static struct
|
||||
short scroll;
|
||||
short game_count;
|
||||
struct ui_public_game games[MAXIMUM_SHOWN_PUBLIC_GAMES];
|
||||
/* the host options panel, over a hosted game's lobby */
|
||||
boolean host_panel_open;
|
||||
short host_selection;
|
||||
} ui_join_code_globals;
|
||||
|
||||
enum
|
||||
{
|
||||
/* the host options: public, bots, their skill */
|
||||
HOST_PANEL_ROWS = 3,
|
||||
MAXIMUM_BOTS_SHOWN = 15,
|
||||
};
|
||||
|
||||
/* the multiplayer maps' names, as the menus show them */
|
||||
static char const *ui_join_code_map_name(
|
||||
char const *map)
|
||||
@@ -5762,15 +5774,94 @@ static void ui_join_code_panel_event(
|
||||
}
|
||||
}
|
||||
|
||||
/* the host options panel's input: the stick or the pad's arrows up and
|
||||
down choose a row, left and right (or A) change it, B or Y closes it */
|
||||
static void ui_join_code_host_panel_event(
|
||||
struct event_record const *event)
|
||||
{
|
||||
short move = 0;
|
||||
short change = 0;
|
||||
|
||||
if (event->type == _event_type_left_stick)
|
||||
{
|
||||
if (event->data.stick.y == SHORT_MAX)
|
||||
move = -1;
|
||||
else if (event->data.stick.y == SHORT_MIN)
|
||||
move = 1;
|
||||
else if (event->data.stick.x == SHORT_MAX)
|
||||
change = 1;
|
||||
else if (event->data.stick.x == SHORT_MIN)
|
||||
change = -1;
|
||||
}
|
||||
else if (event->type == _event_type_button && event->data.button.value == 1)
|
||||
{
|
||||
switch (event->data.button.index)
|
||||
{
|
||||
case _gamepad_binary_button_dpad_up: move = -1; break;
|
||||
case _gamepad_binary_button_dpad_down: move = 1; break;
|
||||
case _gamepad_binary_button_dpad_right:
|
||||
case _gamepad_analog_button_a:
|
||||
change = 1;
|
||||
break;
|
||||
case _gamepad_binary_button_dpad_left: change = -1; break;
|
||||
case _gamepad_analog_button_b:
|
||||
case _gamepad_analog_button_y:
|
||||
case _gamepad_binary_button_back:
|
||||
ui_join_code_globals.host_panel_open = FALSE;
|
||||
break;
|
||||
}
|
||||
}
|
||||
if (move)
|
||||
ui_join_code_globals.host_selection = (short)PIN(ui_join_code_globals.host_selection + move, 0, HOST_PANEL_ROWS - 1);
|
||||
if (!change)
|
||||
return;
|
||||
switch (ui_join_code_globals.host_selection)
|
||||
{
|
||||
case 0:
|
||||
p2p_set_public_game(!p2p_public_game());
|
||||
break;
|
||||
case 1:
|
||||
{
|
||||
/* (A goes round: past the most, none) */
|
||||
long count = config_integer("bots.count") + change;
|
||||
|
||||
if (count > MAXIMUM_BOTS_SHOWN)
|
||||
count = event->type == _event_type_button && event->data.button.index == _gamepad_analog_button_a ? 0 :
|
||||
MAXIMUM_BOTS_SHOWN;
|
||||
config_write_integer("bots.count", PIN(count, 0, MAXIMUM_BOTS_SHOWN));
|
||||
break;
|
||||
}
|
||||
case 2:
|
||||
{
|
||||
long skill = config_integer("bots.skill") + change;
|
||||
|
||||
if (skill > 2)
|
||||
skill = event->type == _event_type_button && event->data.button.index == _gamepad_analog_button_a ? 0 : 2;
|
||||
config_write_integer("bots.skill", PIN(skill, 0, 2));
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/* X on the screen of games to join: the panel of online games (and in it,
|
||||
everything); Y in a hosted game's lobby: whether the game is public. TRUE:
|
||||
the event is taken. */
|
||||
everything); Y in a hosted game's lobby: the host options (public, bots).
|
||||
TRUE: the event is taken. */
|
||||
static boolean ui_join_code_take_event(
|
||||
struct widget_instance *widget,
|
||||
struct event_record const *event)
|
||||
{
|
||||
if (widget != widget_globals.active_widgets[0])
|
||||
return FALSE;
|
||||
if (ui_join_code_globals.host_panel_open)
|
||||
{
|
||||
if (!ui_join_code_screen_active("connected_pregame_screen") || !global_network_game_server_get())
|
||||
{
|
||||
ui_join_code_globals.host_panel_open = FALSE;
|
||||
return FALSE;
|
||||
}
|
||||
ui_join_code_host_panel_event(event);
|
||||
return TRUE;
|
||||
}
|
||||
if (ui_join_code_globals.panel_open)
|
||||
{
|
||||
if (!ui_join_code_screen_active("server_list_screen"))
|
||||
@@ -5793,7 +5884,8 @@ static boolean ui_join_code_take_event(
|
||||
if (event->data.button.index == _gamepad_analog_button_y &&
|
||||
ui_join_code_screen_active("connected_pregame_screen") && global_network_game_server_get())
|
||||
{
|
||||
p2p_set_public_game(!p2p_public_game());
|
||||
ui_join_code_globals.host_panel_open = TRUE;
|
||||
ui_join_code_globals.host_selection = 0;
|
||||
return TRUE;
|
||||
}
|
||||
return FALSE;
|
||||
@@ -5975,15 +6067,64 @@ static void ui_join_code_render(
|
||||
if (status)
|
||||
ui_join_code_draw_line(392, status, FALSE, FALSE);
|
||||
}
|
||||
else if (ui_join_code_screen_active("connected_pregame_screen") && global_network_game_server_get() &&
|
||||
p2p_join_code(code, sizeof(code)))
|
||||
else if (ui_join_code_screen_active("connected_pregame_screen") && global_network_game_server_get())
|
||||
{
|
||||
char line[96];
|
||||
char line[128];
|
||||
long bots = config_integer("bots.count");
|
||||
char bots_text[24];
|
||||
|
||||
snprintf(line, sizeof(line), "Online join code: %s %%y-button Public game: %s", code,
|
||||
p2p_public_game() ? "Yes" : "No");
|
||||
if (bots > 0)
|
||||
snprintf(bots_text, sizeof(bots_text), "%ld bot%s", bots, bots == 1 ? "" : "s");
|
||||
else
|
||||
snprintf(bots_text, sizeof(bots_text), "no bots");
|
||||
if (p2p_join_code(code, sizeof(code)))
|
||||
{
|
||||
snprintf(line, sizeof(line), "Online join code: %s %%y-button Host options (%s, %s)", code,
|
||||
p2p_public_game() ? "public" : "private", bots_text);
|
||||
}
|
||||
else
|
||||
{
|
||||
snprintf(line, sizeof(line), "%%y-button Host options (%s)", bots_text);
|
||||
}
|
||||
/* (under the buttons' key) */
|
||||
ui_join_code_draw_line(448, line, TRUE, TRUE);
|
||||
if (ui_join_code_globals.host_panel_open)
|
||||
{
|
||||
static char const *const skills[] = { "Easy", "Normal", "Hard" };
|
||||
real_argb_color title_color = { 1.0f, 0.55f, 0.75f, 1.0f };
|
||||
real_argb_color text_color = { 1.0f, 0.85f, 0.85f, 0.85f };
|
||||
short row;
|
||||
|
||||
ui_join_code_draw_quad(140, 150, 500, 330, 0xF0050A18);
|
||||
ui_join_code_draw_quad(140, 150, 500, 152, 0xFF3A6EA5);
|
||||
ui_join_code_draw_quad(140, 328, 500, 330, 0xFF3A6EA5);
|
||||
ui_join_code_draw_text(156, 484, 158, "HOST OPTIONS", FALSE, 0, &title_color);
|
||||
for (row = 0; row < HOST_PANEL_ROWS; row++)
|
||||
{
|
||||
short y = (short)(190 + row * 30);
|
||||
|
||||
if (row == ui_join_code_globals.host_selection)
|
||||
ui_join_code_draw_quad(148, (short)(y - 3), 492, (short)(y + 21), 0x803A6EA5);
|
||||
switch (row)
|
||||
{
|
||||
case 0:
|
||||
snprintf(line, sizeof(line), "Public game: %s", p2p_public_game() ? "Yes (listed online)" : "No");
|
||||
break;
|
||||
case 1:
|
||||
snprintf(line, sizeof(line), "Bots: %s", bots > 0 ? bots_text : "None");
|
||||
break;
|
||||
default:
|
||||
{
|
||||
long skill = PIN(config_integer("bots.skill"), 0, 2);
|
||||
|
||||
snprintf(line, sizeof(line), "Bot skill: %s", skills[skill]);
|
||||
break;
|
||||
}
|
||||
}
|
||||
ui_join_code_draw_text(160, 484, y, line, FALSE, 0, &text_color);
|
||||
}
|
||||
ui_join_code_draw_text(156, 484, 300, "%a-button Change %b-button Done", TRUE, 0, &text_color);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@@ -696,6 +696,12 @@ typedef char network_game_server_countdown_state_offset_assert[
|
||||
offsetof(struct network_game_server, countdown_state) ==
|
||||
8 + HALO_PORT_NETWORK_GAME_SIZE + MAXIMUM_NETWORK_MACHINE_COUNT * 0x10 + 0xC ? 1 : -1];
|
||||
|
||||
#ifdef HALO_ANDROID
|
||||
/* bots' machines (below: the VR port's bots) */
|
||||
static boolean network_game_server_bot_machines[MAXIMUM_NETWORK_MACHINE_COUNT];
|
||||
static short network_game_server_bot_machine_count(struct network_game_server *server);
|
||||
#endif
|
||||
|
||||
/* ---------- prototypes */
|
||||
|
||||
void countdown_timer_increment(
|
||||
@@ -2895,6 +2901,10 @@ boolean server_has_enough_machines(
|
||||
}
|
||||
}
|
||||
|
||||
#ifdef HALO_ANDROID
|
||||
/* (bots' machines count: the VR port's) */
|
||||
machine_count += network_game_server_bot_machine_count(server);
|
||||
#endif
|
||||
has_enough_machines = machine_count >= minimum_machine_count;
|
||||
|
||||
return has_enough_machines;
|
||||
@@ -3548,7 +3558,11 @@ void network_game_server_update_countdown(
|
||||
else
|
||||
{
|
||||
if (network_game_should_accept_remote_connections() == FALSE ||
|
||||
network_game_server_get_client_machine_count(server) > 1)
|
||||
network_game_server_get_client_machine_count(server)
|
||||
#ifdef HALO_ANDROID
|
||||
+ network_game_server_bot_machine_count(server)
|
||||
#endif
|
||||
> 1)
|
||||
{
|
||||
unsigned long countdown;
|
||||
|
||||
@@ -3815,6 +3829,11 @@ static boolean network_game_server_add_new_client(
|
||||
{
|
||||
for (i = 0; i < MAXIMUM_NETWORK_MACHINE_COUNT; i++)
|
||||
{
|
||||
#ifdef HALO_ANDROID
|
||||
/* (not a bot machine's slot) */
|
||||
if (network_game_server_bot_machines[i] && server->game.machines[i].machine_index == i)
|
||||
continue;
|
||||
#endif
|
||||
if (server->client_machines[i].machine_index == NONE)
|
||||
{
|
||||
struct transport_address client_address = { 0 };
|
||||
@@ -4184,6 +4203,221 @@ static boolean network_game_server_have_all_machines_have_precached(
|
||||
return all_machines_have_precached;
|
||||
}
|
||||
|
||||
#ifdef HALO_ANDROID
|
||||
/* ---------- bots (the VR port's: port/linux/game/bots.c)
|
||||
|
||||
Bots are the players of machines of the host's own that nothing connects
|
||||
to: from the top slot down, four players each (a machine's most). The host
|
||||
drives them (bots_tick); every other machine sees them as any other
|
||||
machine's players. A new connection never takes a bot's slot, and in the
|
||||
lobby they count as machines, so that a game of the host and bots starts. */
|
||||
|
||||
long config_integer(char const *name);
|
||||
|
||||
static void network_game_server_bot_copy_name(
|
||||
wchar_t *destination,
|
||||
wchar_t const *source,
|
||||
short size)
|
||||
{
|
||||
short index;
|
||||
|
||||
for (index = 0; index < size - 1 && source[index]; index++)
|
||||
destination[index] = source[index];
|
||||
destination[index] = 0;
|
||||
}
|
||||
|
||||
boolean network_game_server_is_bot_machine(
|
||||
long machine_index)
|
||||
{
|
||||
struct network_game_server *server = global_network_game_server_get();
|
||||
|
||||
return server && VALID_INDEX(machine_index, MAXIMUM_NETWORK_MACHINE_COUNT) &&
|
||||
network_game_server_bot_machines[machine_index] &&
|
||||
server->game.machines[machine_index].machine_index == machine_index;
|
||||
}
|
||||
|
||||
static short network_game_server_bot_machine_count(
|
||||
struct network_game_server *server)
|
||||
{
|
||||
short count = 0;
|
||||
long machine_index;
|
||||
|
||||
for (machine_index = 0; machine_index < MAXIMUM_NETWORK_MACHINE_COUNT; machine_index++)
|
||||
{
|
||||
if (network_game_server_bot_machines[machine_index] &&
|
||||
server->game.machines[machine_index].machine_index == machine_index &&
|
||||
network_game_server_machine_has_players(server, (short)machine_index))
|
||||
{
|
||||
count++;
|
||||
}
|
||||
}
|
||||
return count;
|
||||
}
|
||||
|
||||
static short network_game_server_bot_count(
|
||||
struct network_game_server *server,
|
||||
struct network_player **last)
|
||||
{
|
||||
short count = 0;
|
||||
long player_index;
|
||||
|
||||
*last = NULL;
|
||||
for (player_index = 0; player_index < MAXIMUM_NETWORK_PLAYER_COUNT; player_index++)
|
||||
{
|
||||
struct network_player *player = &server->game.players[player_index];
|
||||
|
||||
if (network_player_is_valid(player) && VALID_INDEX(player->machine_index, MAXIMUM_NETWORK_MACHINE_COUNT) &&
|
||||
network_game_server_bot_machines[(long)player->machine_index])
|
||||
{
|
||||
count++;
|
||||
*last = player;
|
||||
}
|
||||
}
|
||||
return count;
|
||||
}
|
||||
|
||||
static boolean network_game_server_add_bot(
|
||||
struct network_game_server *server,
|
||||
short number)
|
||||
{
|
||||
struct network_player bot;
|
||||
long machine_index;
|
||||
short controller_index;
|
||||
|
||||
if (!network_game_has_free_player_slot(&server->game))
|
||||
return FALSE;
|
||||
/* (a bot machine with room, else a new one from the top) */
|
||||
for (machine_index = MAXIMUM_NETWORK_MACHINE_COUNT - 1; machine_index >= 0; machine_index--)
|
||||
{
|
||||
if (network_game_server_bot_machines[machine_index] &&
|
||||
server->game.machines[machine_index].machine_index == machine_index)
|
||||
{
|
||||
for (controller_index = 0; controller_index < MAXIMUM_LOCAL_PLAYERS; controller_index++)
|
||||
{
|
||||
long player_index;
|
||||
boolean taken = FALSE;
|
||||
|
||||
for (player_index = 0; player_index < MAXIMUM_NETWORK_PLAYER_COUNT && !taken; player_index++)
|
||||
{
|
||||
struct network_player *player = &server->game.players[player_index];
|
||||
|
||||
taken = network_player_is_valid(player) && player->machine_index == machine_index &&
|
||||
player->controller_index == controller_index;
|
||||
}
|
||||
if (!taken)
|
||||
goto found;
|
||||
}
|
||||
}
|
||||
}
|
||||
for (machine_index = MAXIMUM_NETWORK_MACHINE_COUNT - 1; machine_index >= 0; machine_index--)
|
||||
{
|
||||
if (!server->client_machines[machine_index].connection &&
|
||||
server->client_machines[machine_index].machine_index == NONE &&
|
||||
server->game.machines[machine_index].machine_index == NONE)
|
||||
{
|
||||
struct network_machine machine;
|
||||
|
||||
csmemset(&machine, 0, sizeof(machine));
|
||||
network_game_server_bot_copy_name(machine.name, L"Bots", NUMBEROF(machine.name));
|
||||
machine.machine_index = (char)machine_index;
|
||||
if (!network_game_add_machine(&server->game, &machine))
|
||||
return FALSE;
|
||||
network_game_server_bot_machines[machine_index] = TRUE;
|
||||
controller_index = 0;
|
||||
goto found;
|
||||
}
|
||||
}
|
||||
return FALSE;
|
||||
|
||||
found:
|
||||
csmemset(&bot, 0, sizeof(bot));
|
||||
{
|
||||
wchar_t name[NETWORK_PLAYER_NAME_LENGTH];
|
||||
short length = 0;
|
||||
short digits = number < 10 ? 1 : number < 100 ? 2 : 3;
|
||||
short digit;
|
||||
|
||||
network_game_server_bot_copy_name(name, L"Bot ", NUMBEROF(name));
|
||||
while (name[length])
|
||||
length++;
|
||||
for (digit = digits - 1; digit >= 0 && length + digit < NETWORK_PLAYER_NAME_LENGTH - 1; digit--)
|
||||
{
|
||||
name[length + digit] = (wchar_t)(L'0' + number % 10);
|
||||
number /= 10;
|
||||
}
|
||||
name[length + digits] = 0;
|
||||
network_game_server_bot_copy_name(bot.name, name, NUMBEROF(bot.name));
|
||||
}
|
||||
bot.machine_index = (char)machine_index;
|
||||
bot.controller_index = (char)controller_index;
|
||||
bot.primary_color_index = NONE;
|
||||
bot.icon_index = 0;
|
||||
{
|
||||
long player_count_by_team[NUMBER_OF_MULTIPLAYER_TEAMS] = { 0, 0 };
|
||||
long player_index;
|
||||
|
||||
for (player_index = 0; player_index < MAXIMUM_NETWORK_PLAYER_COUNT; player_index++)
|
||||
{
|
||||
struct network_player *other_player = &server->game.players[player_index];
|
||||
|
||||
if (network_player_is_valid(other_player) && VALID_INDEX(other_player->team_index, NUMBER_OF_MULTIPLAYER_TEAMS))
|
||||
player_count_by_team[other_player->team_index]++;
|
||||
}
|
||||
bot.team_index = player_count_by_team[1] < player_count_by_team[0] ? 1 : 0;
|
||||
}
|
||||
if (!player_name_is_unique(server, bot.name))
|
||||
get_unique_random_name(server, &bot);
|
||||
get_unique_random_color(server, &bot);
|
||||
bot.player_list_index = NONE;
|
||||
if (!network_game_add_player(&server->game, &bot))
|
||||
return FALSE;
|
||||
network_event("added a bot on machine %ld", machine_index);
|
||||
return TRUE;
|
||||
}
|
||||
|
||||
/* (the lobby) as many bots as bots.count asks for */
|
||||
static void network_game_server_update_bots(
|
||||
struct network_game_server *server)
|
||||
{
|
||||
long wanted = config_integer("bots.count");
|
||||
struct network_player *last;
|
||||
short count = network_game_server_bot_count(server, &last);
|
||||
boolean changed = FALSE;
|
||||
long machine_index;
|
||||
|
||||
/* (bot machines a new game no longer has) */
|
||||
for (machine_index = 0; machine_index < MAXIMUM_NETWORK_MACHINE_COUNT; machine_index++)
|
||||
{
|
||||
if (network_game_server_bot_machines[machine_index] &&
|
||||
server->game.machines[machine_index].machine_index != machine_index)
|
||||
{
|
||||
network_game_server_bot_machines[machine_index] = FALSE;
|
||||
}
|
||||
}
|
||||
wanted = PIN(wanted, 0, 15);
|
||||
while (count < wanted && network_game_server_add_bot(server, (short)(count + 1)))
|
||||
{
|
||||
count++;
|
||||
changed = TRUE;
|
||||
}
|
||||
while (count > wanted && network_game_server_bot_count(server, &last) > 0 && last)
|
||||
{
|
||||
long bot_machine = last->machine_index;
|
||||
|
||||
network_game_remove_player(&server->game, last);
|
||||
if (!network_game_server_machine_has_players(server, (short)bot_machine))
|
||||
{
|
||||
network_game_remove_machine(&server->game, &server->game.machines[bot_machine]);
|
||||
network_game_server_bot_machines[bot_machine] = FALSE;
|
||||
}
|
||||
count--;
|
||||
changed = TRUE;
|
||||
}
|
||||
if (changed)
|
||||
network_game_server_send_game_data_pregame(server);
|
||||
}
|
||||
#endif
|
||||
|
||||
static boolean network_game_server_idle_pregame_tasks(
|
||||
struct network_game_server *server)
|
||||
{
|
||||
@@ -4194,6 +4428,9 @@ static boolean network_game_server_idle_pregame_tasks(
|
||||
{
|
||||
long itr;
|
||||
|
||||
#ifdef HALO_ANDROID
|
||||
network_game_server_update_bots(server);
|
||||
#endif
|
||||
/* send the lobby changes collected since the last settings update */
|
||||
network_game_server_flush_game_data_pregame(server);
|
||||
|
||||
|
||||
@@ -746,16 +746,6 @@ static void render_vr_scope(
|
||||
if (zoom_level == NONE || player_index == NONE || player_get(player_index)->unit_index == NONE)
|
||||
return;
|
||||
magnification = unit_get_zoom_magnification(player_get(player_index)->unit_index, zoom_level);
|
||||
{
|
||||
/* (a weapon whose body stands higher over the hand than a rifle's
|
||||
has its scope's disc higher: the rocket launcher's tube) */
|
||||
struct unit_datum *unit = unit_get(player_get(player_index)->unit_index);
|
||||
long weapon_index = unit->unit.current_weapon_index >= 0 ?
|
||||
unit->unit.weapon_object_indices[unit->unit.current_weapon_index] : NONE;
|
||||
char const *name = weapon_index != NONE ? tag_get_name(object_get(weapon_index)->definition_index) : NULL;
|
||||
|
||||
halo_vr_set_scope_raise(name && strstr(name, "rocket launcher") ? 0.18f : 0.0f);
|
||||
}
|
||||
if (!halo_vr_scope(window->local_player_index, magnification, position, forward, up, &vertical_field_of_view))
|
||||
return;
|
||||
scope_window = *window;
|
||||
|
||||
Reference in new issue
Block a user