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-rw-r--r--src/fpsgame/ai.h317
1 files changed, 317 insertions, 0 deletions
diff --git a/src/fpsgame/ai.h b/src/fpsgame/ai.h
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+struct fpsent;
+
+#define MAXBOTS 32
+
+enum { AI_NONE = 0, AI_BOT, AI_MAX };
+#define isaitype(a) (a >= 0 && a <= AI_MAX-1)
+
+namespace ai
+{
+ const int MAXWAYPOINTS = USHRT_MAX - 2;
+ const int MAXWAYPOINTLINKS = 6;
+ const int WAYPOINTRADIUS = 16;
+
+ const float MINWPDIST = 4.f; // is on top of
+ const float CLOSEDIST = 32.f; // is close
+ const float FARDIST = 128.f; // too far to remap close
+ const float JUMPMIN = 4.f; // decides to jump
+ const float JUMPMAX = 32.f; // max jump
+ const float SIGHTMIN = 64.f; // minimum line of sight
+ const float SIGHTMAX = 1024.f; // maximum line of sight
+ const float VIEWMIN = 90.f; // minimum field of view
+ const float VIEWMAX = 180.f; // maximum field of view
+
+ struct waypoint
+ {
+ vec o;
+ float curscore, estscore;
+ int weight;
+ ushort route, prev;
+ ushort links[MAXWAYPOINTLINKS];
+
+ waypoint() {}
+ waypoint(const vec &o, int weight = 0) : o(o), weight(weight), route(0) { memset(links, 0, sizeof(links)); }
+
+ int score() const { return int(curscore) + int(estscore); }
+
+ int find(int wp)
+ {
+ loopi(MAXWAYPOINTLINKS) if(links[i] == wp) return i;
+ return -1;
+ }
+
+ bool haslinks() { return links[0]!=0; }
+ };
+ extern vector<waypoint> waypoints;
+
+ static inline bool iswaypoint(int n)
+ {
+ return n > 0 && n < waypoints.length();
+ }
+
+ extern int showwaypoints, dropwaypoints;
+ extern int closestwaypoint(const vec &pos, float mindist, bool links, fpsent *d = NULL);
+ extern void findwaypointswithin(const vec &pos, float mindist, float maxdist, vector<int> &results);
+ extern void inferwaypoints(fpsent *d, const vec &o, const vec &v, float mindist = ai::CLOSEDIST);
+
+ struct avoidset
+ {
+ struct obstacle
+ {
+ void *owner;
+ int numwaypoints;
+ float above;
+
+ obstacle(void *owner, float above = -1) : owner(owner), numwaypoints(0), above(above) {}
+ };
+
+ vector<obstacle> obstacles;
+ vector<int> waypoints;
+
+ void clear()
+ {
+ obstacles.setsize(0);
+ waypoints.setsize(0);
+ }
+
+ void add(void *owner, float above)
+ {
+ obstacles.add(obstacle(owner, above));
+ }
+
+ void add(void *owner, float above, int wp)
+ {
+ if(obstacles.empty() || owner != obstacles.last().owner) add(owner, above);
+ obstacles.last().numwaypoints++;
+ waypoints.add(wp);
+ }
+
+ void add(avoidset &avoid)
+ {
+ waypoints.put(avoid.waypoints.getbuf(), avoid.waypoints.length());
+ loopv(avoid.obstacles)
+ {
+ obstacle &o = avoid.obstacles[i];
+ if(obstacles.empty() || o.owner != obstacles.last().owner) add(o.owner, o.above);
+ obstacles.last().numwaypoints += o.numwaypoints;
+ }
+ }
+
+ void avoidnear(void *owner, float above, const vec &pos, float limit);
+
+ #define loopavoid(v, d, body) \
+ if(!(v).obstacles.empty()) \
+ { \
+ int cur = 0; \
+ loopv((v).obstacles) \
+ { \
+ const ai::avoidset::obstacle &ob = (v).obstacles[i]; \
+ int next = cur + ob.numwaypoints; \
+ if(ob.owner != d) \
+ { \
+ for(; cur < next; cur++) \
+ { \
+ int wp = (v).waypoints[cur]; \
+ body; \
+ } \
+ } \
+ cur = next; \
+ } \
+ }
+
+ bool find(int n, fpsent *d) const
+ {
+ loopavoid(*this, d, { if(wp == n) return true; });
+ return false;
+ }
+
+ int remap(fpsent *d, int n, vec &pos, bool retry = false);
+ };
+
+ extern bool route(fpsent *d, int node, int goal, vector<int> &route, const avoidset &obstacles, int retries = 0);
+ extern void navigate();
+ extern void clearwaypoints(bool full = false);
+ extern void seedwaypoints();
+ extern void loadwaypoints(bool force = false, const char *mname = NULL);
+ extern void savewaypoints(bool force = false, const char *mname = NULL);
+
+ // ai state information for the owner client
+ enum
+ {
+ AI_S_WAIT = 0, // waiting for next command
+ AI_S_DEFEND, // defend goal target
+ AI_S_PURSUE, // pursue goal target
+ AI_S_INTEREST, // interest in goal entity
+ AI_S_MAX
+ };
+
+ enum
+ {
+ AI_T_NODE,
+ AI_T_PLAYER,
+ AI_T_AFFINITY,
+ AI_T_ENTITY,
+ AI_T_MAX
+ };
+
+ struct interest
+ {
+ int state, node, target, targtype;
+ float score;
+ interest() : state(-1), node(-1), target(-1), targtype(-1), score(0.f) {}
+ ~interest() {}
+ };
+
+ struct aistate
+ {
+ int type, millis, targtype, target, idle;
+ bool override;
+
+ aistate(int m, int t, int r = -1, int v = -1) : type(t), millis(m), targtype(r), target(v)
+ {
+ reset();
+ }
+ ~aistate() {}
+
+ void reset()
+ {
+ idle = 0;
+ override = false;
+ }
+ };
+
+ const int NUMPREVNODES = 6;
+
+ struct aiinfo
+ {
+ vector<aistate> state;
+ vector<int> route;
+ vec target, spot;
+ int enemy, enemyseen, enemymillis, weappref, prevnodes[NUMPREVNODES], targnode, targlast, targtime, targseq,
+ lastrun, lasthunt, lastaction, lastcheck, jumpseed, jumprand, blocktime, huntseq, blockseq, lastaimrnd;
+ float targyaw, targpitch, views[3], aimrnd[3];
+ bool dontmove, becareful, tryreset, trywipe;
+
+ aiinfo()
+ {
+ clearsetup();
+ reset();
+ loopk(3) views[k] = 0.f;
+ }
+ ~aiinfo() {}
+
+ void clearsetup()
+ {
+ weappref = GUN_PISTOL;
+ spot = target = vec(0, 0, 0);
+ lastaction = lasthunt = lastcheck = enemyseen = enemymillis = blocktime = huntseq = blockseq = targtime = targseq = lastaimrnd = 0;
+ lastrun = jumpseed = lastmillis;
+ jumprand = lastmillis+5000;
+ targnode = targlast = enemy = -1;
+ }
+
+ void clear(bool prev = false)
+ {
+ if(prev) memset(prevnodes, -1, sizeof(prevnodes));
+ route.setsize(0);
+ }
+
+ void wipe(bool prev = false)
+ {
+ clear(prev);
+ state.setsize(0);
+ addstate(AI_S_WAIT);
+ trywipe = false;
+ }
+
+ void clean(bool tryit = false)
+ {
+ if(!tryit) becareful = dontmove = false;
+ targyaw = rnd(360);
+ targpitch = 0.f;
+ tryreset = tryit;
+ }
+
+ void reset(bool tryit = false) { wipe(); clean(tryit); }
+
+ bool hasprevnode(int n) const
+ {
+ loopi(NUMPREVNODES) if(prevnodes[i] == n) return true;
+ return false;
+ }
+
+ void addprevnode(int n)
+ {
+ if(prevnodes[0] != n)
+ {
+ memmove(&prevnodes[1], prevnodes, sizeof(prevnodes) - sizeof(prevnodes[0]));
+ prevnodes[0] = n;
+ }
+ }
+
+ aistate &addstate(int t, int r = -1, int v = -1)
+ {
+ return state.add(aistate(lastmillis, t, r, v));
+ }
+
+ void removestate(int index = -1)
+ {
+ if(index < 0) state.pop();
+ else if(state.inrange(index)) state.remove(index);
+ if(!state.length()) addstate(AI_S_WAIT);
+ }
+
+ aistate &getstate(int idx = -1)
+ {
+ if(state.inrange(idx)) return state[idx];
+ return state.last();
+ }
+
+ aistate &switchstate(aistate &b, int t, int r = -1, int v = -1)
+ {
+ if((b.type == t && b.targtype == r) || (b.type == AI_S_INTEREST && b.targtype == AI_T_NODE))
+ {
+ b.millis = lastmillis;
+ b.target = v;
+ b.reset();
+ return b;
+ }
+ return addstate(t, r, v);
+ }
+ };
+
+ extern avoidset obstacles;
+ extern vec aitarget;
+
+ extern float viewdist(int x = 101);
+ extern float viewfieldx(int x = 101);
+ extern float viewfieldy(int x = 101);
+ extern bool targetable(fpsent *d, fpsent *e);
+ extern bool cansee(fpsent *d, vec &x, vec &y, vec &targ = aitarget);
+
+ extern void init(fpsent *d, int at, int on, int sk, int bn, int pm, const char *name, const char *team);
+ extern void update();
+ extern void avoid();
+ extern void think(fpsent *d, bool run);
+
+ extern bool badhealth(fpsent *d);
+ extern bool checkothers(vector<int> &targets, fpsent *d = NULL, int state = -1, int targtype = -1, int target = -1, bool teams = false, int *members = NULL);
+ extern bool makeroute(fpsent *d, aistate &b, int node, bool changed = true, int retries = 0);
+ extern bool makeroute(fpsent *d, aistate &b, const vec &pos, bool changed = true, int retries = 0);
+ extern bool randomnode(fpsent *d, aistate &b, const vec &pos, float guard = SIGHTMIN, float wander = SIGHTMAX);
+ extern bool randomnode(fpsent *d, aistate &b, float guard = SIGHTMIN, float wander = SIGHTMAX);
+ extern bool violence(fpsent *d, aistate &b, fpsent *e, int pursue = 0);
+ extern bool patrol(fpsent *d, aistate &b, const vec &pos, float guard = SIGHTMIN, float wander = SIGHTMAX, int walk = 1, bool retry = false);
+ extern bool defend(fpsent *d, aistate &b, const vec &pos, float guard = SIGHTMIN, float wander = SIGHTMAX, int walk = 1);
+ extern void assist(fpsent *d, aistate &b, vector<interest> &interests, bool all = false, bool force = false);
+ extern bool parseinterests(fpsent *d, aistate &b, vector<interest> &interests, bool override = false, bool ignore = false);
+
+ extern void spawned(fpsent *d);
+ extern void damaged(fpsent *d, fpsent *e);
+ extern void killed(fpsent *d, fpsent *e);
+ extern void itemspawned(int ent);
+
+ extern void render();
+}
+
+