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authorxolatile2025-07-16 23:07:43 +0200
committerxolatile2025-07-16 23:07:43 +0200
commit7256502afa0babe60fcafbd2888cd3e33c3f9b6b (patch)
tree8a8495662a69bdadc4b5d9152656b9f02a44d668 /src/fpsgame/ai.cpp
parentbc596ac9d4cdd00abf537b88d3c544be161330cc (diff)
downloadxolatile-badassbug-7256502afa0babe60fcafbd2888cd3e33c3f9b6b.tar.xz
xolatile-badassbug-7256502afa0babe60fcafbd2888cd3e33c3f9b6b.tar.zst
Source code, broken...
Diffstat (limited to 'src/fpsgame/ai.cpp')
-rw-r--r--src/fpsgame/ai.cpp1467
1 files changed, 1467 insertions, 0 deletions
diff --git a/src/fpsgame/ai.cpp b/src/fpsgame/ai.cpp
new file mode 100644
index 0000000..cfe3502
--- /dev/null
+++ b/src/fpsgame/ai.cpp
@@ -0,0 +1,1467 @@
+#include "game.h"
+
+extern int fog;
+
+namespace ai
+{
+ using namespace game;
+
+ avoidset obstacles;
+ int updatemillis = 0, iteration = 0, itermillis = 0, forcegun = -1;
+ vec aitarget(0, 0, 0);
+
+ VAR(aidebug, 0, 0, 6);
+ VAR(aiforcegun, -1, -1, NUMGUNS-1);
+
+ ICOMMAND(addbot, "s", (char *s), addmsg(N_ADDBOT, "ri", *s ? clamp(parseint(s), 1, 101) : -1));
+ ICOMMAND(delbot, "", (), addmsg(N_DELBOT, "r"));
+ ICOMMAND(botlimit, "i", (int *n), addmsg(N_BOTLIMIT, "ri", *n));
+ ICOMMAND(botbalance, "i", (int *n), addmsg(N_BOTBALANCE, "ri", *n));
+
+ float viewdist(int x)
+ {
+ return x <= 100 ? clamp((SIGHTMIN+(SIGHTMAX-SIGHTMIN))/100.f*float(x), float(SIGHTMIN), float(fog)) : float(fog);
+ }
+
+ float viewfieldx(int x)
+ {
+ return x <= 100 ? clamp((VIEWMIN+(VIEWMAX-VIEWMIN))/100.f*float(x), float(VIEWMIN), float(VIEWMAX)) : float(VIEWMAX);
+ }
+
+ float viewfieldy(int x)
+ {
+ return viewfieldx(x)*3.f/4.f;
+ }
+
+ bool canmove(fpsent *d)
+ {
+ return d->state != CS_DEAD && !intermission;
+ }
+
+ float weapmindist(int weap)
+ {
+ return max(int(guns[weap].exprad), 2);
+ }
+
+ float weapmaxdist(int weap)
+ {
+ return guns[weap].range + 4;
+ }
+
+ bool weaprange(fpsent *d, int weap, float dist)
+ {
+ float mindist = weapmindist(weap), maxdist = weapmaxdist(weap);
+ return dist >= mindist*mindist && dist <= maxdist*maxdist;
+ }
+
+ bool targetable(fpsent *d, fpsent *e)
+ {
+ if(d == e || !canmove(d)) return false;
+ return e->state == CS_ALIVE && !isteam(d->team, e->team);
+ }
+
+ bool getsight(vec &o, float yaw, float pitch, vec &q, vec &v, float mdist, float fovx, float fovy)
+ {
+ float dist = o.dist(q);
+
+ if(dist <= mdist)
+ {
+ float x = fmod(fabs(asin((q.z-o.z)/dist)/RAD-pitch), 360);
+ float y = fmod(fabs(-atan2(q.x-o.x, q.y-o.y)/RAD-yaw), 360);
+ if(min(x, 360-x) <= fovx && min(y, 360-y) <= fovy) return raycubelos(o, q, v);
+ }
+ return false;
+ }
+
+ bool cansee(fpsent *d, vec &x, vec &y, vec &targ)
+ {
+ aistate &b = d->ai->getstate();
+ if(canmove(d) && b.type != AI_S_WAIT)
+ return getsight(x, d->yaw, d->pitch, y, targ, d->ai->views[2], d->ai->views[0], d->ai->views[1]);
+ return false;
+ }
+
+ bool canshoot(fpsent *d, fpsent *e)
+ {
+ if(weaprange(d, d->gunselect, e->o.squaredist(d->o)) && targetable(d, e))
+ return d->ammo[d->gunselect] > 0 && lastmillis - d->lastaction >= d->gunwait;
+ return false;
+ }
+
+ bool canshoot(fpsent *d)
+ {
+ return !d->ai->becareful && d->ammo[d->gunselect] > 0 && lastmillis - d->lastaction >= d->gunwait;
+ }
+
+ bool hastarget(fpsent *d, aistate &b, fpsent *e, float yaw, float pitch, float dist)
+ { // add margins of error
+ if(weaprange(d, d->gunselect, dist) || (d->skill <= 100 && !rnd(d->skill)))
+ {
+ if(d->gunselect == GUN_FIST) return true;
+ float skew = clamp(float(lastmillis-d->ai->enemymillis)/float((d->skill*guns[d->gunselect].attackdelay/200.f)), 0.f, guns[d->gunselect].projspeed ? 0.25f : 1e16f),
+ offy = yaw-d->yaw, offp = pitch-d->pitch;
+ if(offy > 180) offy -= 360;
+ else if(offy < -180) offy += 360;
+ if(fabs(offy) <= d->ai->views[0]*skew && fabs(offp) <= d->ai->views[1]*skew) return true;
+ }
+ return false;
+ }
+
+ vec getaimpos(fpsent *d, fpsent *e)
+ {
+ vec o = e->o;
+ if(d->gunselect == GUN_RL) o.z += (e->aboveeye*0.2f)-(0.8f*d->eyeheight);
+ else if(d->gunselect != GUN_GL) o.z += (e->aboveeye-e->eyeheight)*0.5f;
+ if(d->skill <= 100)
+ {
+ if(lastmillis >= d->ai->lastaimrnd)
+ {
+ const int aiskew[NUMGUNS] = { 1, 10, 50, 5, 20, 1, 100, 10, 10, 10, 1, 1 };
+ #define rndaioffset(r) ((rnd(int(r*aiskew[d->gunselect]*2)+1)-(r*aiskew[d->gunselect]))*(1.f/float(max(d->skill, 1))))
+ loopk(3) d->ai->aimrnd[k] = rndaioffset(e->radius);
+ int dur = (d->skill+10)*10;
+ d->ai->lastaimrnd = lastmillis+dur+rnd(dur);
+ }
+ loopk(3) o[k] += d->ai->aimrnd[k];
+ }
+ return o;
+ }
+
+ void create(fpsent *d)
+ {
+ if(!d->ai) d->ai = new aiinfo;
+ }
+
+ void destroy(fpsent *d)
+ {
+ if(d->ai) DELETEP(d->ai);
+ }
+
+ void init(fpsent *d, int at, int ocn, int sk, int bn, int pm, const char *name, const char *team)
+ {
+ loadwaypoints();
+
+ fpsent *o = newclient(ocn);
+
+ d->aitype = at;
+
+ bool resetthisguy = false;
+ if(!d->name[0])
+ {
+ if(aidebug) conoutf(CON_DEBUG, "%s assigned to %s at skill %d", colorname(d, name), o ? colorname(o) : "?", sk);
+ else conoutf("\f0join:\f7 %s", colorname(d, name));
+ resetthisguy = true;
+ }
+ else
+ {
+ if(d->ownernum != ocn)
+ {
+ if(aidebug) conoutf(CON_DEBUG, "%s reassigned to %s", colorname(d, name), o ? colorname(o) : "?");
+ resetthisguy = true;
+ }
+ if(d->skill != sk && aidebug) conoutf(CON_DEBUG, "%s changed skill to %d", colorname(d, name), sk);
+ }
+
+ copystring(d->name, name, MAXNAMELEN+1);
+ copystring(d->team, team, MAXTEAMLEN+1);
+ d->ownernum = ocn;
+ d->plag = 0;
+ d->skill = sk;
+ d->playermodel = chooserandomplayermodel(pm);
+
+ if(resetthisguy) removeweapons(d);
+ if(d->ownernum >= 0 && player1->clientnum == d->ownernum)
+ {
+ create(d);
+ if(d->ai)
+ {
+ d->ai->views[0] = viewfieldx(d->skill);
+ d->ai->views[1] = viewfieldy(d->skill);
+ d->ai->views[2] = viewdist(d->skill);
+ }
+ }
+ else if(d->ai) destroy(d);
+ }
+
+ void update()
+ {
+ if(intermission) { loopv(players) if(players[i]->ai) players[i]->stopmoving(); }
+ else // fixed rate logic done out-of-sequence at 1 frame per second for each ai
+ {
+ if(totalmillis-updatemillis > 1000)
+ {
+ avoid();
+ forcegun = multiplayer(false) ? -1 : aiforcegun;
+ updatemillis = totalmillis;
+ }
+ if(!iteration && totalmillis-itermillis > 1000)
+ {
+ iteration = 1;
+ itermillis = totalmillis;
+ }
+ int count = 0;
+ loopv(players) if(players[i]->ai) think(players[i], ++count == iteration ? true : false);
+ if(++iteration > count) iteration = 0;
+ }
+ }
+
+ bool checkothers(vector<int> &targets, fpsent *d, int state, int targtype, int target, bool teams, int *members)
+ { // checks the states of other ai for a match
+ targets.setsize(0);
+ loopv(players)
+ {
+ fpsent *e = players[i];
+ if(targets.find(e->clientnum) >= 0) continue;
+ if(teams && d && !isteam(d->team, e->team)) continue;
+ if(members) (*members)++;
+ if(e == d || !e->ai || e->state != CS_ALIVE) continue;
+ aistate &b = e->ai->getstate();
+ if(state >= 0 && b.type != state) continue;
+ if(target >= 0 && b.target != target) continue;
+ if(targtype >=0 && b.targtype != targtype) continue;
+ targets.add(e->clientnum);
+ }
+ return !targets.empty();
+ }
+
+ bool makeroute(fpsent *d, aistate &b, int node, bool changed, int retries)
+ {
+ if(!iswaypoint(d->lastnode)) return false;
+ if(changed && d->ai->route.length() > 1 && d->ai->route[0] == node) return true;
+ if(route(d, d->lastnode, node, d->ai->route, obstacles, retries))
+ {
+ b.override = false;
+ return true;
+ }
+ // retry fails: 0 = first attempt, 1 = try ignoring obstacles, 2 = try ignoring prevnodes too
+ if(retries <= 1) return makeroute(d, b, node, false, retries+1);
+ return false;
+ }
+
+ bool makeroute(fpsent *d, aistate &b, const vec &pos, bool changed, int retries)
+ {
+ int node = closestwaypoint(pos, SIGHTMIN, true);
+ return makeroute(d, b, node, changed, retries);
+ }
+
+ bool randomnode(fpsent *d, aistate &b, const vec &pos, float guard, float wander)
+ {
+ static vector<int> candidates;
+ candidates.setsize(0);
+ findwaypointswithin(pos, guard, wander, candidates);
+
+ while(!candidates.empty())
+ {
+ int w = rnd(candidates.length()), n = candidates.removeunordered(w);
+ if(n != d->lastnode && !d->ai->hasprevnode(n) && !obstacles.find(n, d) && makeroute(d, b, n)) return true;
+ }
+ return false;
+ }
+
+ bool randomnode(fpsent *d, aistate &b, float guard, float wander)
+ {
+ return randomnode(d, b, d->feetpos(), guard, wander);
+ }
+
+ bool badhealth(fpsent *d)
+ {
+ if(d->skill <= 100) return d->health <= (111-d->skill)/4;
+ return false;
+ }
+
+ bool enemy(fpsent *d, aistate &b, const vec &pos, float guard = SIGHTMIN, int pursue = 0)
+ {
+ fpsent *t = NULL;
+ vec dp = d->headpos();
+ float mindist = guard*guard, bestdist = 1e16f;
+ loopv(players)
+ {
+ fpsent *e = players[i];
+ if(e == d || !targetable(d, e)) continue;
+ vec ep = getaimpos(d, e);
+ float dist = ep.squaredist(dp);
+ if(dist < bestdist && (cansee(d, dp, ep) || dist <= mindist))
+ {
+ t = e;
+ bestdist = dist;
+ }
+ }
+ if(t && violence(d, b, t, pursue)) return true;
+ return false;
+ }
+
+ bool patrol(fpsent *d, aistate &b, const vec &pos, float guard, float wander, int walk, bool retry)
+ {
+ vec feet = d->feetpos();
+ if(walk == 2 || b.override || (walk && feet.squaredist(pos) <= guard*guard) || !makeroute(d, b, pos))
+ { // run away and back to keep ourselves busy
+ if(!b.override && randomnode(d, b, pos, guard, wander))
+ {
+ b.override = true;
+ return true;
+ }
+ else if(d->ai->route.empty())
+ {
+ if(!retry)
+ {
+ b.override = false;
+ return patrol(d, b, pos, guard, wander, walk, true);
+ }
+ b.override = false;
+ return false;
+ }
+ }
+ b.override = false;
+ return true;
+ }
+
+ bool defend(fpsent *d, aistate &b, const vec &pos, float guard, float wander, int walk)
+ {
+ bool hasenemy = enemy(d, b, pos, wander, d->gunselect == GUN_FIST ? 1 : 0);
+ if(!walk)
+ {
+ if(d->feetpos().squaredist(pos) <= guard*guard)
+ {
+ b.idle = hasenemy ? 2 : 1;
+ return true;
+ }
+ walk++;
+ }
+ return patrol(d, b, pos, guard, wander, walk);
+ }
+
+ bool violence(fpsent *d, aistate &b, fpsent *e, int pursue)
+ {
+ if(e && targetable(d, e))
+ {
+ if(pursue)
+ {
+ if((b.targtype != AI_T_AFFINITY || !(pursue%2)) && makeroute(d, b, e->lastnode))
+ d->ai->switchstate(b, AI_S_PURSUE, AI_T_PLAYER, e->clientnum);
+ else if(pursue >= 3) return false; // can't pursue
+ }
+ if(d->ai->enemy != e->clientnum)
+ {
+ d->ai->enemyseen = d->ai->enemymillis = lastmillis;
+ d->ai->enemy = e->clientnum;
+ }
+ return true;
+ }
+ return false;
+ }
+
+ bool target(fpsent *d, aistate &b, int pursue = 0, bool force = false, float mindist = 0.f)
+ {
+ static vector<fpsent *> hastried; hastried.setsize(0);
+ vec dp = d->headpos();
+ while(true)
+ {
+ float dist = 1e16f;
+ fpsent *t = NULL;
+ loopv(players)
+ {
+ fpsent *e = players[i];
+ if(e == d || hastried.find(e) >= 0 || !targetable(d, e)) continue;
+ vec ep = getaimpos(d, e);
+ float v = ep.squaredist(dp);
+ if((!t || v < dist) && (mindist <= 0 || v <= mindist) && (force || cansee(d, dp, ep)))
+ {
+ t = e;
+ dist = v;
+ }
+ }
+ if(t)
+ {
+ if(violence(d, b, t, pursue)) return true;
+ hastried.add(t);
+ }
+ else break;
+ }
+ return false;
+ }
+
+ int isgoodammo(int gun) { return gun >= GUN_SG && gun <= GUN_GL; }
+
+ bool hasgoodammo(fpsent *d)
+ {
+ static const int goodguns[] = { GUN_CG, GUN_RL, GUN_SG, GUN_RIFLE };
+ loopi(sizeof(goodguns)/sizeof(goodguns[0])) if(d->hasammo(goodguns[0])) return true;
+ if(d->ammo[GUN_GL] > 5) return true;
+ return false;
+ }
+
+ void assist(fpsent *d, aistate &b, vector<interest> &interests, bool all, bool force)
+ {
+ loopv(players)
+ {
+ fpsent *e = players[i];
+ if(e == d || (!all && e->aitype != AI_NONE) || !isteam(d->team, e->team)) continue;
+ interest &n = interests.add();
+ n.state = AI_S_DEFEND;
+ n.node = e->lastnode;
+ n.target = e->clientnum;
+ n.targtype = AI_T_PLAYER;
+ n.score = e->o.squaredist(d->o)/(hasgoodammo(d) ? 1e8f : (force ? 1e4f : 1e2f));
+ }
+ }
+
+ static void tryitem(fpsent *d, extentity &e, int id, aistate &b, vector<interest> &interests, bool force = false)
+ {
+ float score = 0;
+ switch(e.type)
+ {
+ case I_HEALTH:
+ if(d->health < min(d->skill, 75)) score = 1e3f;
+ break;
+ case I_QUAD: score = 1e3f; break;
+ case I_BOOST: score = 1e2f; break;
+ case I_GREENARMOUR: case I_YELLOWARMOUR:
+ {
+ int atype = A_GREEN + e.type - I_GREENARMOUR;
+ if(atype > d->armourtype) score = atype == A_YELLOW ? 1e2f : 1e1f;
+ else if(d->armour < 50) score = 1e1f;
+ break;
+ }
+ default:
+ {
+ if(e.type >= I_SHELLS && e.type <= I_CARTRIDGES && !d->hasmaxammo(e.type))
+ {
+ int gun = e.type - I_SHELLS + GUN_SG;
+ // go get a weapon upgrade
+ if(gun == d->ai->weappref) score = 1e8f;
+ else if(isgoodammo(gun)) score = hasgoodammo(d) ? 1e2f : 1e4f;
+ }
+ break;
+ }
+ }
+ if(score != 0)
+ {
+ interest &n = interests.add();
+ n.state = AI_S_INTEREST;
+ n.node = closestwaypoint(e.o, SIGHTMIN, true);
+ n.target = id;
+ n.targtype = AI_T_ENTITY;
+ n.score = d->feetpos().squaredist(e.o)/(force ? -1 : score);
+ }
+ }
+
+ void items(fpsent *d, aistate &b, vector<interest> &interests, bool force = false)
+ {
+ loopv(entities::ents)
+ {
+ extentity &e = *(extentity *)entities::ents[i];
+ if(!e.spawned() || e.nopickup() || !d->canpickup(e.type)) continue;
+ tryitem(d, e, i, b, interests, force);
+ }
+ }
+
+ static vector<int> targets;
+
+ bool parseinterests(fpsent *d, aistate &b, vector<interest> &interests, bool override, bool ignore)
+ {
+ while(!interests.empty())
+ {
+ int q = interests.length()-1;
+ loopi(interests.length()-1) if(interests[i].score < interests[q].score) q = i;
+ interest n = interests.removeunordered(q);
+ bool proceed = true;
+ if(!ignore) switch(n.state)
+ {
+ case AI_S_DEFEND: // don't get into herds
+ {
+ int members = 0;
+ proceed = !checkothers(targets, d, n.state, n.targtype, n.target, true, &members) && members > 1;
+ break;
+ }
+ default: break;
+ }
+ if(proceed && makeroute(d, b, n.node))
+ {
+ d->ai->switchstate(b, n.state, n.targtype, n.target);
+ return true;
+ }
+ }
+ return false;
+ }
+
+ bool find(fpsent *d, aistate &b, bool override = false)
+ {
+ static vector<interest> interests;
+ interests.setsize(0);
+ if(!m_noitems)
+ {
+ if((!m_noammo && !hasgoodammo(d)) || d->health < min(d->skill - 15, 75))
+ items(d, b, interests);
+ else
+ {
+ static vector<int> nearby;
+ nearby.setsize(0);
+ findents(I_SHELLS, I_QUAD, false, d->feetpos(), vec(32, 32, 24), nearby);
+ loopv(nearby)
+ {
+ int id = nearby[i];
+ extentity &e = *(extentity *)entities::ents[id];
+ if(d->canpickup(e.type)) tryitem(d, e, id, b, interests);
+ }
+ }
+ }
+ if(cmode) cmode->aifind(d, b, interests);
+ if(m_teammode) assist(d, b, interests);
+ return parseinterests(d, b, interests, override);
+ }
+
+ bool findassist(fpsent *d, aistate &b, bool override = false)
+ {
+ static vector<interest> interests;
+ interests.setsize(0);
+ assist(d, b, interests);
+ while(!interests.empty())
+ {
+ int q = interests.length()-1;
+ loopi(interests.length()-1) if(interests[i].score < interests[q].score) q = i;
+ interest n = interests.removeunordered(q);
+ bool proceed = true;
+ switch(n.state)
+ {
+ case AI_S_DEFEND: // don't get into herds
+ {
+ int members = 0;
+ proceed = !checkothers(targets, d, n.state, n.targtype, n.target, true, &members) && members > 1;
+ break;
+ }
+ default: break;
+ }
+ if(proceed && makeroute(d, b, n.node))
+ {
+ d->ai->switchstate(b, n.state, n.targtype, n.target);
+ return true;
+ }
+ }
+ return false;
+ }
+
+ void damaged(fpsent *d, fpsent *e)
+ {
+ if(d->ai && canmove(d) && targetable(d, e)) // see if this ai is interested in a grudge
+ {
+ aistate &b = d->ai->getstate();
+ if(violence(d, b, e, d->gunselect == GUN_FIST ? 1 : 0)) return;
+ }
+ if(checkothers(targets, d, AI_S_DEFEND, AI_T_PLAYER, d->clientnum, true))
+ {
+ loopv(targets)
+ {
+ fpsent *t = getclient(targets[i]);
+ if(!t->ai || !canmove(t) || !targetable(t, e)) continue;
+ aistate &c = t->ai->getstate();
+ if(violence(t, c, e, d->gunselect == GUN_FIST ? 1 : 0)) return;
+ }
+ }
+ }
+
+ void findorientation(vec &o, float yaw, float pitch, vec &pos)
+ {
+ vec dir;
+ vecfromyawpitch(yaw, pitch, 1, 0, dir);
+ if(raycubepos(o, dir, pos, 0, RAY_CLIPMAT|RAY_SKIPFIRST) == -1)
+ pos = dir.mul(2*getworldsize()).add(o);
+ }
+
+ void setup(fpsent *d)
+ {
+ d->ai->clearsetup();
+ d->ai->reset(true);
+ d->ai->lastrun = lastmillis;
+ if(m_insta) d->ai->weappref = GUN_RIFLE;
+ else
+ {
+ if(forcegun >= 0 && forcegun < NUMGUNS) d->ai->weappref = forcegun;
+ else if(m_noammo) d->ai->weappref = -1;
+ else d->ai->weappref = rnd(GUN_GL-GUN_SG+1)+GUN_SG;
+ }
+ vec dp = d->headpos();
+ findorientation(dp, d->yaw, d->pitch, d->ai->target);
+ }
+
+ void spawned(fpsent *d)
+ {
+ if(d->ai) setup(d);
+ }
+
+ void killed(fpsent *d, fpsent *e)
+ {
+ if(d->ai) d->ai->reset();
+ }
+
+ void itemspawned(int ent)
+ {
+ if(entities::ents.inrange(ent) && entities::ents[ent]->type >= I_SHELLS && entities::ents[ent]->type <= I_QUAD)
+ {
+ loopv(players) if(players[i] && players[i]->ai && players[i]->aitype == AI_BOT && players[i]->canpickup(entities::ents[ent]->type))
+ {
+ fpsent *d = players[i];
+ bool wantsitem = false;
+ switch(entities::ents[ent]->type)
+ {
+ case I_BOOST: case I_HEALTH: wantsitem = badhealth(d); break;
+ case I_GREENARMOUR: case I_YELLOWARMOUR: case I_QUAD: break;
+ default:
+ {
+ itemstat &is = itemstats[entities::ents[ent]->type-I_SHELLS];
+ wantsitem = isgoodammo(is.info) && d->ammo[is.info] <= (d->ai->weappref == is.info ? is.add : is.add/2);
+ break;
+ }
+ }
+ if(wantsitem)
+ {
+ aistate &b = d->ai->getstate();
+ if(b.targtype == AI_T_AFFINITY) continue;
+ if(b.type == AI_S_INTEREST && b.targtype == AI_T_ENTITY)
+ {
+ if(entities::ents.inrange(b.target))
+ {
+ if(d->o.squaredist(entities::ents[ent]->o) < d->o.squaredist(entities::ents[b.target]->o))
+ d->ai->switchstate(b, AI_S_INTEREST, AI_T_ENTITY, ent);
+ }
+ continue;
+ }
+ d->ai->switchstate(b, AI_S_INTEREST, AI_T_ENTITY, ent);
+ }
+ }
+ }
+ }
+
+ bool check(fpsent *d, aistate &b)
+ {
+ if(cmode && cmode->aicheck(d, b)) return true;
+ return false;
+ }
+
+ int dowait(fpsent *d, aistate &b)
+ {
+ d->ai->clear(true); // ensure they're clean
+ if(check(d, b) || find(d, b)) return 1;
+ if(target(d, b, 4, false)) return 1;
+ if(target(d, b, 4, true)) return 1;
+ if(randomnode(d, b, SIGHTMIN, 1e16f))
+ {
+ d->ai->switchstate(b, AI_S_INTEREST, AI_T_NODE, d->ai->route[0]);
+ return 1;
+ }
+ return 0; // but don't pop the state
+ }
+
+ int dodefend(fpsent *d, aistate &b)
+ {
+ if(d->state == CS_ALIVE)
+ {
+ switch(b.targtype)
+ {
+ case AI_T_NODE:
+ if(check(d, b)) return 1;
+ if(iswaypoint(b.target)) return defend(d, b, waypoints[b.target].o) ? 1 : 0;
+ break;
+ case AI_T_ENTITY:
+ if(check(d, b)) return 1;
+ if(entities::ents.inrange(b.target)) return defend(d, b, entities::ents[b.target]->o) ? 1 : 0;
+ break;
+ case AI_T_AFFINITY:
+ if(cmode) return cmode->aidefend(d, b) ? 1 : 0;
+ break;
+ case AI_T_PLAYER:
+ {
+ if(check(d, b)) return 1;
+ fpsent *e = getclient(b.target);
+ if(e && e->state == CS_ALIVE) return defend(d, b, e->feetpos()) ? 1 : 0;
+ break;
+ }
+ default: break;
+ }
+ }
+ return 0;
+ }
+
+ int dointerest(fpsent *d, aistate &b)
+ {
+ if(d->state != CS_ALIVE) return 0;
+ switch(b.targtype)
+ {
+ case AI_T_NODE: // this is like a wait state without sitting still..
+ if(check(d, b) || find(d, b)) return 1;
+ if(target(d, b, 4, true)) return 1;
+ if(iswaypoint(b.target) && vec(waypoints[b.target].o).sub(d->feetpos()).magnitude() > CLOSEDIST)
+ return makeroute(d, b, waypoints[b.target].o) ? 1 : 0;
+ break;
+ case AI_T_ENTITY:
+ if(entities::ents.inrange(b.target))
+ {
+ extentity &e = *(extentity *)entities::ents[b.target];
+ if(!e.spawned() || e.nopickup() || e.type < I_SHELLS || e.type > I_CARTRIDGES || d->hasmaxammo(e.type)) return 0;
+ //if(d->feetpos().squaredist(e.o) <= CLOSEDIST*CLOSEDIST)
+ //{
+ // b.idle = 1;
+ // return true;
+ //}
+ return makeroute(d, b, e.o) ? 1 : 0;
+ }
+ break;
+ }
+ return 0;
+ }
+
+ int dopursue(fpsent *d, aistate &b)
+ {
+ if(d->state == CS_ALIVE)
+ {
+ switch(b.targtype)
+ {
+ case AI_T_NODE:
+ {
+ if(check(d, b)) return 1;
+ if(iswaypoint(b.target))
+ return defend(d, b, waypoints[b.target].o) ? 1 : 0;
+ break;
+ }
+
+ case AI_T_AFFINITY:
+ {
+ if(cmode) return cmode->aipursue(d, b) ? 1 : 0;
+ break;
+ }
+
+ case AI_T_PLAYER:
+ {
+ //if(check(d, b)) return 1;
+ fpsent *e = getclient(b.target);
+ if(e && e->state == CS_ALIVE)
+ {
+ float guard = SIGHTMIN, wander = guns[d->gunselect].range;
+ if(d->gunselect == GUN_FIST) guard = 0.f;
+ return patrol(d, b, e->feetpos(), guard, wander) ? 1 : 0;
+ }
+ break;
+ }
+ default: break;
+ }
+ }
+ return 0;
+ }
+
+ int closenode(fpsent *d)
+ {
+ vec pos = d->feetpos();
+ int node1 = -1, node2 = -1;
+ float mindist1 = CLOSEDIST*CLOSEDIST, mindist2 = CLOSEDIST*CLOSEDIST;
+ loopv(d->ai->route) if(iswaypoint(d->ai->route[i]))
+ {
+ vec epos = waypoints[d->ai->route[i]].o;
+ float dist = epos.squaredist(pos);
+ if(dist > FARDIST*FARDIST) continue;
+ int entid = obstacles.remap(d, d->ai->route[i], epos);
+ if(entid >= 0)
+ {
+ if(entid != i) dist = epos.squaredist(pos);
+ if(dist < mindist1) { node1 = i; mindist1 = dist; }
+ }
+ else if(dist < mindist2) { node2 = i; mindist2 = dist; }
+ }
+ return node1 >= 0 ? node1 : node2;
+ }
+
+ int wpspot(fpsent *d, int n, bool check = false)
+ {
+ if(iswaypoint(n)) loopk(2)
+ {
+ vec epos = waypoints[n].o;
+ int entid = obstacles.remap(d, n, epos, k!=0);
+ if(iswaypoint(entid))
+ {
+ d->ai->spot = epos;
+ d->ai->targnode = entid;
+ return !check || d->feetpos().squaredist(epos) > MINWPDIST*MINWPDIST ? 1 : 2;
+ }
+ }
+ return 0;
+ }
+
+ int randomlink(fpsent *d, int n)
+ {
+ if(iswaypoint(n) && waypoints[n].haslinks())
+ {
+ waypoint &w = waypoints[n];
+ static vector<int> linkmap; linkmap.setsize(0);
+ loopi(MAXWAYPOINTLINKS)
+ {
+ if(!w.links[i]) break;
+ if(iswaypoint(w.links[i]) && !d->ai->hasprevnode(w.links[i]) && d->ai->route.find(w.links[i]) < 0)
+ linkmap.add(w.links[i]);
+ }
+ if(!linkmap.empty()) return linkmap[rnd(linkmap.length())];
+ }
+ return -1;
+ }
+
+ bool anynode(fpsent *d, aistate &b, int len = NUMPREVNODES)
+ {
+ if(iswaypoint(d->lastnode)) loopk(2)
+ {
+ d->ai->clear(k ? true : false);
+ int n = randomlink(d, d->lastnode);
+ if(wpspot(d, n))
+ {
+ d->ai->route.add(n);
+ d->ai->route.add(d->lastnode);
+ loopi(len)
+ {
+ n = randomlink(d, n);
+ if(iswaypoint(n)) d->ai->route.insert(0, n);
+ else break;
+ }
+ return true;
+ }
+ }
+ return false;
+ }
+
+ bool checkroute(fpsent *d, int n)
+ {
+ if(d->ai->route.empty() || !d->ai->route.inrange(n)) return false;
+ int last = d->ai->lastcheck ? lastmillis-d->ai->lastcheck : 0;
+ if(last < 500 || n < 3) return false; // route length is too short
+ d->ai->lastcheck = lastmillis;
+ int w = iswaypoint(d->lastnode) ? d->lastnode : d->ai->route[n], c = min(n-1, NUMPREVNODES);
+ loopj(c) // check ahead to see if we need to go around something
+ {
+ int p = n-j-1, v = d->ai->route[p];
+ if(d->ai->hasprevnode(v) || obstacles.find(v, d)) // something is in the way, try to remap around it
+ {
+ int m = p-1;
+ if(m < 3) return false; // route length is too short from this point
+ loopirev(m)
+ {
+ int t = d->ai->route[i];
+ if(!d->ai->hasprevnode(t) && !obstacles.find(t, d))
+ {
+ static vector<int> remap; remap.setsize(0);
+ if(route(d, w, t, remap, obstacles))
+ { // kill what we don't want and put the remap in
+ while(d->ai->route.length() > i) d->ai->route.pop();
+ loopvk(remap) d->ai->route.add(remap[k]);
+ return true;
+ }
+ return false; // we failed
+ }
+ }
+ return false;
+ }
+ }
+ return false;
+ }
+
+ bool hunt(fpsent *d, aistate &b)
+ {
+ if(!d->ai->route.empty())
+ {
+ int n = closenode(d);
+ if(d->ai->route.inrange(n) && checkroute(d, n)) n = closenode(d);
+ if(d->ai->route.inrange(n))
+ {
+ if(!n)
+ {
+ switch(wpspot(d, d->ai->route[n], true))
+ {
+ case 2: d->ai->clear(false);
+ case 1: return true; // not close enough to pop it yet
+ case 0: default: break;
+ }
+ }
+ else
+ {
+ while(d->ai->route.length() > n+1) d->ai->route.pop(); // waka-waka-waka-waka
+ int m = n-1; // next, please!
+ if(d->ai->route.inrange(m) && wpspot(d, d->ai->route[m])) return true;
+ }
+ }
+ }
+ b.override = false;
+ return anynode(d, b);
+ }
+
+ void jumpto(fpsent *d, aistate &b, const vec &pos)
+ {
+ vec off = vec(pos).sub(d->feetpos()), dir(off.x, off.y, 0);
+ bool sequenced = d->ai->blockseq || d->ai->targseq, offground = d->timeinair && !d->inwater,
+ jump = !offground && lastmillis >= d->ai->jumpseed && (sequenced || off.z >= JUMPMIN || lastmillis >= d->ai->jumprand);
+ if(jump)
+ {
+ vec old = d->o;
+ d->o = vec(pos).add(vec(0, 0, d->eyeheight));
+ if(collide(d, vec(0, 0, 1))) jump = false;
+ d->o = old;
+ if(jump)
+ {
+ float radius = 18*18;
+ loopv(entities::ents) if(entities::ents[i]->type == JUMPPAD)
+ {
+ fpsentity &e = *(fpsentity *)entities::ents[i];
+ if(e.o.squaredist(pos) <= radius) { jump = false; break; }
+ }
+ }
+ }
+ if(jump)
+ {
+ d->jumping = true;
+ int seed = (111-d->skill)*(d->inwater ? 3 : 5);
+ d->ai->jumpseed = lastmillis+seed+rnd(seed);
+ seed *= b.idle ? 50 : 25;
+ d->ai->jumprand = lastmillis+seed+rnd(seed);
+ }
+ }
+
+ void fixfullrange(float &yaw, float &pitch, float &roll, bool full)
+ {
+ if(full)
+ {
+ while(pitch < -180.0f) pitch += 360.0f;
+ while(pitch >= 180.0f) pitch -= 360.0f;
+ while(roll < -180.0f) roll += 360.0f;
+ while(roll >= 180.0f) roll -= 360.0f;
+ }
+ else
+ {
+ if(pitch > 89.9f) pitch = 89.9f;
+ if(pitch < -89.9f) pitch = -89.9f;
+ if(roll > 89.9f) roll = 89.9f;
+ if(roll < -89.9f) roll = -89.9f;
+ }
+ while(yaw < 0.0f) yaw += 360.0f;
+ while(yaw >= 360.0f) yaw -= 360.0f;
+ }
+
+ void fixrange(float &yaw, float &pitch)
+ {
+ float r = 0.f;
+ fixfullrange(yaw, pitch, r, false);
+ }
+
+ void getyawpitch(const vec &from, const vec &pos, float &yaw, float &pitch)
+ {
+ float dist = from.dist(pos);
+ yaw = -atan2(pos.x-from.x, pos.y-from.y)/RAD;
+ pitch = asin((pos.z-from.z)/dist)/RAD;
+ }
+
+ void scaleyawpitch(float &yaw, float &pitch, float targyaw, float targpitch, float frame, float scale)
+ {
+ if(yaw < targyaw-180.0f) yaw += 360.0f;
+ if(yaw > targyaw+180.0f) yaw -= 360.0f;
+ float offyaw = fabs(targyaw-yaw)*frame, offpitch = fabs(targpitch-pitch)*frame*scale;
+ if(targyaw > yaw)
+ {
+ yaw += offyaw;
+ if(targyaw < yaw) yaw = targyaw;
+ }
+ else if(targyaw < yaw)
+ {
+ yaw -= offyaw;
+ if(targyaw > yaw) yaw = targyaw;
+ }
+ if(targpitch > pitch)
+ {
+ pitch += offpitch;
+ if(targpitch < pitch) pitch = targpitch;
+ }
+ else if(targpitch < pitch)
+ {
+ pitch -= offpitch;
+ if(targpitch > pitch) pitch = targpitch;
+ }
+ fixrange(yaw, pitch);
+ }
+
+ bool lockon(fpsent *d, fpsent *e, float maxdist)
+ {
+ if(d->gunselect == GUN_FIST && !d->blocked && !d->timeinair)
+ {
+ vec dir = vec(e->o).sub(d->o);
+ float xydist = dir.x*dir.x+dir.y*dir.y, zdist = dir.z*dir.z, mdist = maxdist*maxdist, ddist = d->radius*d->radius+e->radius*e->radius;
+ if(zdist <= ddist && xydist >= ddist+4 && xydist <= mdist+ddist) return true;
+ }
+ return false;
+ }
+
+ int process(fpsent *d, aistate &b)
+ {
+ int result = 0, stupify = d->skill <= 10+rnd(15) ? rnd(d->skill*1000) : 0, skmod = 101-d->skill;
+ float frame = d->skill <= 100 ? float(lastmillis-d->ai->lastrun)/float(max(skmod,1)*10) : 1;
+ vec dp = d->headpos();
+
+ bool idle = b.idle == 1 || (stupify && stupify <= skmod);
+ d->ai->dontmove = false;
+ if(idle)
+ {
+ d->ai->lastaction = d->ai->lasthunt = lastmillis;
+ d->ai->dontmove = true;
+ d->ai->spot = vec(0, 0, 0);
+ }
+ else if(hunt(d, b))
+ {
+ getyawpitch(dp, vec(d->ai->spot).add(vec(0, 0, d->eyeheight)), d->ai->targyaw, d->ai->targpitch);
+ d->ai->lasthunt = lastmillis;
+ }
+ else
+ {
+ idle = d->ai->dontmove = true;
+ d->ai->spot = vec(0, 0, 0);
+ }
+
+ if(!d->ai->dontmove) jumpto(d, b, d->ai->spot);
+
+ fpsent *e = getclient(d->ai->enemy);
+ bool enemyok = e && targetable(d, e);
+ if(!enemyok || d->skill >= 50)
+ {
+ fpsent *f = (fpsent *)intersectclosest(dp, d->ai->target, d);
+ if(f)
+ {
+ if(targetable(d, f))
+ {
+ if(!enemyok) violence(d, b, f, d->gunselect == GUN_FIST ? 1 : 0);
+ enemyok = true;
+ e = f;
+ }
+ else enemyok = false;
+ }
+ else if(!enemyok && target(d, b, d->gunselect == GUN_FIST ? 1 : 0, false, SIGHTMIN))
+ enemyok = (e = getclient(d->ai->enemy)) != NULL;
+ }
+ if(enemyok)
+ {
+ vec ep = getaimpos(d, e);
+ float yaw, pitch;
+ getyawpitch(dp, ep, yaw, pitch);
+ fixrange(yaw, pitch);
+ bool insight = cansee(d, dp, ep), hasseen = d->ai->enemyseen && lastmillis-d->ai->enemyseen <= (d->skill*10)+3000,
+ quick = d->ai->enemyseen && lastmillis-d->ai->enemyseen <= (d->gunselect == GUN_CG ? 300 : skmod)+30;
+ if(insight) d->ai->enemyseen = lastmillis;
+ if(idle || insight || hasseen || quick)
+ {
+ float sskew = insight || d->skill > 100 ? 1.5f : (hasseen ? 1.f : 0.5f);
+ if(insight && lockon(d, e, 16))
+ {
+ d->ai->targyaw = yaw;
+ d->ai->targpitch = pitch;
+ if(!idle) frame *= 2;
+ d->ai->becareful = false;
+ }
+ scaleyawpitch(d->yaw, d->pitch, yaw, pitch, frame, sskew);
+ if(insight || quick)
+ {
+ if(canshoot(d, e) && hastarget(d, b, e, yaw, pitch, dp.squaredist(ep)))
+ {
+ d->attacking = true;
+ d->ai->lastaction = lastmillis;
+ result = 3;
+ }
+ else result = 2;
+ }
+ else result = 1;
+ }
+ else
+ {
+ if(!d->ai->enemyseen || lastmillis-d->ai->enemyseen > (d->skill*50)+3000)
+ {
+ d->ai->enemy = -1;
+ d->ai->enemyseen = d->ai->enemymillis = 0;
+ }
+ enemyok = false;
+ result = 0;
+ }
+ }
+ else
+ {
+ if(!enemyok)
+ {
+ d->ai->enemy = -1;
+ d->ai->enemyseen = d->ai->enemymillis = 0;
+ }
+ enemyok = false;
+ result = 0;
+ }
+
+ fixrange(d->ai->targyaw, d->ai->targpitch);
+ if(!result) scaleyawpitch(d->yaw, d->pitch, d->ai->targyaw, d->ai->targpitch, frame*0.25f, 1.f);
+
+ if(d->ai->becareful && d->physstate == PHYS_FALL)
+ {
+ float offyaw, offpitch;
+ vectoyawpitch(d->vel, offyaw, offpitch);
+ offyaw -= d->yaw; offpitch -= d->pitch;
+ if(fabs(offyaw)+fabs(offpitch) >= 135) d->ai->becareful = false;
+ else if(d->ai->becareful) d->ai->dontmove = true;
+ }
+ else d->ai->becareful = false;
+
+ if(d->ai->dontmove) d->move = d->strafe = 0;
+ else
+ { // our guys move one way.. but turn another?! :)
+ const struct aimdir { int move, strafe, offset; } aimdirs[8] =
+ {
+ { 1, 0, 0 },
+ { 1, -1, 45 },
+ { 0, -1, 90 },
+ { -1, -1, 135 },
+ { -1, 0, 180 },
+ { -1, 1, 225 },
+ { 0, 1, 270 },
+ { 1, 1, 315 }
+ };
+ float yaw = d->ai->targyaw-d->yaw;
+ while(yaw < 0.0f) yaw += 360.0f;
+ while(yaw >= 360.0f) yaw -= 360.0f;
+ int r = clamp(((int)floor((yaw+22.5f)/45.0f))&7, 0, 7);
+ const aimdir &ad = aimdirs[r];
+ d->move = ad.move;
+ d->strafe = ad.strafe;
+ }
+ findorientation(dp, d->yaw, d->pitch, d->ai->target);
+ return result;
+ }
+
+ bool hasrange(fpsent *d, fpsent *e, int weap)
+ {
+ if(!e) return true;
+ if(targetable(d, e))
+ {
+ vec ep = getaimpos(d, e);
+ float dist = ep.squaredist(d->headpos());
+ if(weaprange(d, weap, dist)) return true;
+ }
+ return false;
+ }
+
+ bool request(fpsent *d, aistate &b)
+ {
+ fpsent *e = getclient(d->ai->enemy);
+ if(!d->hasammo(d->gunselect) || !hasrange(d, e, d->gunselect) || (d->gunselect != d->ai->weappref && (!isgoodammo(d->gunselect) || d->hasammo(d->ai->weappref))))
+ {
+ static const int gunprefs[] = { GUN_CG, GUN_RL, GUN_SG, GUN_RIFLE, GUN_GL, GUN_PISTOL, GUN_FIST };
+ int gun = -1;
+ if(d->hasammo(d->ai->weappref) && hasrange(d, e, d->ai->weappref)) gun = d->ai->weappref;
+ else
+ {
+ loopi(sizeof(gunprefs)/sizeof(gunprefs[0])) if(d->hasammo(gunprefs[i]) && hasrange(d, e, gunprefs[i]))
+ {
+ gun = gunprefs[i];
+ break;
+ }
+ }
+ if(gun >= 0 && gun != d->gunselect) gunselect(gun, d);
+ }
+ return process(d, b) >= 2;
+ }
+
+ void timeouts(fpsent *d, aistate &b)
+ {
+ if(d->blocked)
+ {
+ d->ai->blocktime += lastmillis-d->ai->lastrun;
+ if(d->ai->blocktime > (d->ai->blockseq+1)*1000)
+ {
+ d->ai->blockseq++;
+ switch(d->ai->blockseq)
+ {
+ case 1: case 2: case 3:
+ if(entities::ents.inrange(d->ai->targnode)) d->ai->addprevnode(d->ai->targnode);
+ d->ai->clear(false);
+ break;
+ case 4: d->ai->reset(true); break;
+ case 5: d->ai->reset(false); break;
+ case 6: default: suicide(d); return; break; // this is our last resort..
+ }
+ }
+ }
+ else d->ai->blocktime = d->ai->blockseq = 0;
+
+ if(d->ai->targnode == d->ai->targlast)
+ {
+ d->ai->targtime += lastmillis-d->ai->lastrun;
+ if(d->ai->targtime > (d->ai->targseq+1)*1000)
+ {
+ d->ai->targseq++;
+ switch(d->ai->targseq)
+ {
+ case 1: case 2: case 3:
+ if(entities::ents.inrange(d->ai->targnode)) d->ai->addprevnode(d->ai->targnode);
+ d->ai->clear(false);
+ break;
+ case 4: d->ai->reset(true); break;
+ case 5: d->ai->reset(false); break;
+ case 6: default: suicide(d); return; break; // this is our last resort..
+ }
+ }
+ }
+ else
+ {
+ d->ai->targtime = d->ai->targseq = 0;
+ d->ai->targlast = d->ai->targnode;
+ }
+
+ if(d->ai->lasthunt)
+ {
+ int millis = lastmillis-d->ai->lasthunt;
+ if(millis <= 1000) { d->ai->tryreset = false; d->ai->huntseq = 0; }
+ else if(millis > (d->ai->huntseq+1)*1000)
+ {
+ d->ai->huntseq++;
+ switch(d->ai->huntseq)
+ {
+ case 1: d->ai->reset(true); break;
+ case 2: d->ai->reset(false); break;
+ case 3: default: suicide(d); return; break; // this is our last resort..
+ }
+ }
+ }
+ }
+
+ void logic(fpsent *d, aistate &b, bool run)
+ {
+ bool allowmove = canmove(d) && b.type != AI_S_WAIT;
+ if(d->state != CS_ALIVE || !allowmove) d->stopmoving();
+ if(d->state == CS_ALIVE)
+ {
+ if(allowmove)
+ {
+ if(!request(d, b)) target(d, b, d->gunselect == GUN_FIST ? 1 : 0, b.idle ? true : false);
+ shoot(d, d->ai->target);
+ }
+ if(!intermission)
+ {
+ if(d->ragdoll) cleanragdoll(d);
+ moveplayer(d, 10, true);
+ if(allowmove && !b.idle) timeouts(d, b);
+ if(d->quadmillis) entities::checkquad(curtime, d);
+ entities::checkitems(d);
+ if(cmode) cmode->checkitems(d);
+ }
+ }
+ else if(d->state == CS_DEAD)
+ {
+ if(d->ragdoll) moveragdoll(d);
+ else if(lastmillis-d->lastpain<2000)
+ {
+ d->move = d->strafe = 0;
+ moveplayer(d, 10, false);
+ }
+ }
+ d->attacking = d->jumping = false;
+ }
+
+ void avoid()
+ {
+ // guess as to the radius of ai and other critters relying on the avoid set for now
+ float guessradius = player1->radius;
+ obstacles.clear();
+ loopv(players)
+ {
+ dynent *d = players[i];
+ if(d->state != CS_ALIVE) continue;
+ obstacles.avoidnear(d, d->o.z + d->aboveeye + 1, d->feetpos(), guessradius + d->radius);
+ }
+ extern avoidset wpavoid;
+ obstacles.add(wpavoid);
+ avoidweapons(obstacles, guessradius);
+ }
+
+ void think(fpsent *d, bool run)
+ {
+ // the state stack works like a chain of commands, certain commands simply replace each other
+ // others spawn new commands to the stack the ai reads the top command from the stack and executes
+ // it or pops the stack and goes back along the history until it finds a suitable command to execute
+ bool cleannext = false;
+ if(d->ai->state.empty()) d->ai->addstate(AI_S_WAIT);
+ loopvrev(d->ai->state)
+ {
+ aistate &c = d->ai->state[i];
+ if(cleannext)
+ {
+ c.millis = lastmillis;
+ c.override = false;
+ cleannext = false;
+ }
+ if(d->state == CS_DEAD && d->respawned!=d->lifesequence && (!cmode || cmode->respawnwait(d, 250) <= 0) && lastmillis - d->lastpain >= 500)
+ {
+ addmsg(N_TRYSPAWN, "rc", d);
+ d->respawned = d->lifesequence;
+ }
+ else if(d->state == CS_ALIVE && run)
+ {
+ int result = 0;
+ c.idle = 0;
+ switch(c.type)
+ {
+ case AI_S_WAIT: result = dowait(d, c); break;
+ case AI_S_DEFEND: result = dodefend(d, c); break;
+ case AI_S_PURSUE: result = dopursue(d, c); break;
+ case AI_S_INTEREST: result = dointerest(d, c); break;
+ default: result = 0; break;
+ }
+ if(result <= 0)
+ {
+ if(c.type != AI_S_WAIT)
+ {
+ switch(result)
+ {
+ case 0: default: d->ai->removestate(i); cleannext = true; break;
+ case -1: i = d->ai->state.length()-1; break;
+ }
+ continue; // shouldn't interfere
+ }
+ }
+ }
+ logic(d, c, run);
+ break;
+ }
+ if(d->ai->trywipe) d->ai->wipe();
+ d->ai->lastrun = lastmillis;
+ }
+
+ void drawroute(fpsent *d, float amt = 1.f)
+ {
+ int last = -1;
+ loopvrev(d->ai->route)
+ {
+ if(d->ai->route.inrange(last))
+ {
+ int index = d->ai->route[i], prev = d->ai->route[last];
+ if(iswaypoint(index) && iswaypoint(prev))
+ {
+ waypoint &e = waypoints[index], &f = waypoints[prev];
+ vec fr = f.o, dr = e.o;
+ fr.z += amt; dr.z += amt;
+ particle_flare(fr, dr, 1, PART_STREAK, 0xFFFFFF);
+ }
+ }
+ last = i;
+ }
+ if(aidebug >= 5)
+ {
+ vec pos = d->feetpos();
+ if(d->ai->spot != vec(0, 0, 0)) particle_flare(pos, d->ai->spot, 1, PART_LIGHTNING, 0x00FFFF);
+ if(iswaypoint(d->ai->targnode))
+ particle_flare(pos, waypoints[d->ai->targnode].o, 1, PART_LIGHTNING, 0xFF00FF);
+ if(iswaypoint(d->lastnode))
+ particle_flare(pos, waypoints[d->lastnode].o, 1, PART_LIGHTNING, 0xFFFF00);
+ loopi(NUMPREVNODES) if(iswaypoint(d->ai->prevnodes[i]))
+ {
+ particle_flare(pos, waypoints[d->ai->prevnodes[i]].o, 1, PART_LIGHTNING, 0x884400);
+ pos = waypoints[d->ai->prevnodes[i]].o;
+ }
+ }
+ }
+
+ VAR(showwaypoints, 0, 0, 1);
+ VAR(showwaypointsradius, 0, 200, 10000);
+
+ const char *stnames[AI_S_MAX] = {
+ "wait", "defend", "pursue", "interest"
+ }, *sttypes[AI_T_MAX+1] = {
+ "none", "node", "player", "affinity", "entity"
+ };
+ void render()
+ {
+ if(aidebug > 1)
+ {
+ int total = 0, alive = 0;
+ loopv(players) if(players[i]->ai) total++;
+ loopv(players) if(players[i]->state == CS_ALIVE && players[i]->ai)
+ {
+ fpsent *d = players[i];
+ vec pos = d->abovehead();
+ pos.z += 3;
+ alive++;
+ if(aidebug >= 4) drawroute(d, 4.f*(float(alive)/float(total)));
+ if(aidebug >= 3)
+ {
+ defformatstring(q, "node: %d route: %d (%d)",
+ d->lastnode,
+ !d->ai->route.empty() ? d->ai->route[0] : -1,
+ d->ai->route.length()
+ );
+ particle_textcopy(pos, q, PART_TEXT, 1);
+ pos.z += 2;
+ }
+ bool top = true;
+ loopvrev(d->ai->state)
+ {
+ aistate &b = d->ai->state[i];
+ defformatstring(s, "%s%s (%d ms) %s:%d",
+ top ? "\fg" : "\fy",
+ stnames[b.type],
+ lastmillis-b.millis,
+ sttypes[b.targtype+1], b.target
+ );
+ particle_textcopy(pos, s, PART_TEXT, 1);
+ pos.z += 2;
+ if(top)
+ {
+ if(aidebug >= 3) top = false;
+ else break;
+ }
+ }
+ if(aidebug >= 3)
+ {
+ if(d->ai->weappref >= 0 && d->ai->weappref < NUMGUNS)
+ {
+ particle_textcopy(pos, guns[d->ai->weappref].name, PART_TEXT, 1);
+ pos.z += 2;
+ }
+ fpsent *e = getclient(d->ai->enemy);
+ if(e)
+ {
+ particle_textcopy(pos, colorname(e), PART_TEXT, 1);
+ pos.z += 2;
+ }
+ }
+ }
+ if(aidebug >= 4)
+ {
+ int cur = 0;
+ loopv(obstacles.obstacles)
+ {
+ const avoidset::obstacle &ob = obstacles.obstacles[i];
+ int next = cur + ob.numwaypoints;
+ for(; cur < next; cur++)
+ {
+ int ent = obstacles.waypoints[cur];
+ if(iswaypoint(ent))
+ regular_particle_splash(PART_EDIT, 2, 40, waypoints[ent].o, 0xFF6600, 1.5f);
+ }
+ cur = next;
+ }
+ }
+ }
+ if(showwaypoints || aidebug >= 6)
+ {
+ vector<int> close;
+ int len = waypoints.length();
+ if(showwaypointsradius)
+ {
+ findwaypointswithin(camera1->o, 0, showwaypointsradius, close);
+ len = close.length();
+ }
+ loopi(len)
+ {
+ waypoint &w = waypoints[showwaypointsradius ? close[i] : i];
+ loopj(MAXWAYPOINTLINKS)
+ {
+ int link = w.links[j];
+ if(!link) break;
+ particle_flare(w.o, waypoints[link].o, 1, PART_STREAK, 0x0000FF);
+ }
+ }
+
+ }
+ }
+}
+