From 7256502afa0babe60fcafbd2888cd3e33c3f9b6b Mon Sep 17 00:00:00 2001 From: xolatile Date: Wed, 16 Jul 2025 23:07:43 +0200 Subject: Source code, broken... --- src/fpsgame/ai.h | 317 +++++++++++++++++++++++++++++++++++++++++++++++++++++++ 1 file changed, 317 insertions(+) create mode 100644 src/fpsgame/ai.h (limited to 'src/fpsgame/ai.h') diff --git a/src/fpsgame/ai.h b/src/fpsgame/ai.h new file mode 100644 index 0000000..43efde9 --- /dev/null +++ b/src/fpsgame/ai.h @@ -0,0 +1,317 @@ +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 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 &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 obstacles; + vector 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 &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 state; + vector 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 &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 &interests, bool all = false, bool force = false); + extern bool parseinterests(fpsent *d, aistate &b, vector &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(); +} + + -- cgit v1.2.3