T2-DXAI/scripts/DXAI/objectives.cs

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//------------------------------------------------------------------------------------------
// main.cs
// Source file for the DXAI enhanced objective implementations.
// https://github.com/Ragora/T2-DXAI.git
//
// Copyright (c) 2014 Robert MacGregor
// This software is licensed under the MIT license. Refer to LICENSE.txt for more information.
//------------------------------------------------------------------------------------------
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// Weights
// AIEnhancedFlagCaptureTask - $DXAI::Task::MediumPriority
// AIEnhancedEscort - $DXAI::Task::MediumPriority
// AIEnhancedDefendLocation - $DXAI::Task::MediumPriority
// AIEnhancedScoutLocation - $DXAI::Task::MediumPriority
// AIEnhancedEngageTarget - $DXAI::Task::VeryHighPriority
// AIEnhancedReturnFlagTask - $DXAI::Task::HighPriority
// AIEnhancedRearmTask - $DXAI::Task::HighPriority
$DXAI::Task::NoPriority = 0;
$DXAI::Task::LowPriority = 100;
$DXAI::Task::MediumPriority = 200;
$DXAI::Task::HighPriority = 500;
$DXAI::Task::VeryHighPriority = 1000;
//------------------------------------------------------------------------------------------
// +Param %bot.escortTarget: The ID of the object to escort. This can be literally
// any object that exists in the game world.
// +Description: The AIEnhancedDefendLocation does exactly as the name implies. The
// behavior a bot will exhibit with this code is that the bot will attempt to first to
// the location desiginated by %bot.defendLocation. Once the bot is in range, it will
// idly step about near the defense location, performing a sort of short range scouting.
// If the bot were to be knocked too far away, then this logic will simply start all over
// again.
//------------------------------------------------------------------------------------------
function AIEnhancedEscort::initFromObjective(%task, %objective, %client) { }
function AIEnhancedEscort::assume(%task, %client) { %task.setMonitorFreq(1); }
function AIEnhancedEscort::retire(%task, %client) { %client.isMoving = false; %client.manualAim = false; }
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function AIEnhancedEscort::weight(%task, %client) { %task.setWeight($DXAI::Task::MediumPriority); }
function AIEnhancedEscort::monitor(%task, %client)
{
// Is our escort object even a thing?
if (!isObject(%client.escortTarget))
return;
%escortLocation = %client.escortTarget.getPosition();
// Pick a location near the target
// FIXME: Only update randomly every so often, or perhaps update using the target's move direction & velocity?
// TODO: Keep a minimum distance from the escort target, prevents crowding and accidental vehicular death.
%client.isMoving = true;
%client.manualAim = true;
%client.aimLocation = %escortLocation;
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%client.setMoveTarget(getRandomPositionOnTerrain(%escortLocation, 40));
}
//------------------------------------------------------------------------------------------
// +Param %bot.defendLocation: The X Y Z coordinates of the location that this bot
// must attempt to defend.
// +Description: The AIEnhancedDefendLocation does exactly as the name implies. The
// behavior a bot will exhibit with this code is that the bot will attempt to first to
// the location desiginated by %bot.defendLocation. Once the bot is in range, it will
// idly step about near the defense location, performing a sort of short range scouting.
// If the bot were to be knocked too far away, then this logic will simply start all over
// again.
//------------------------------------------------------------------------------------------
function AIEnhancedDefendLocation::initFromObjective(%task, %objective, %client) { }
function AIEnhancedDefendLocation::assume(%task, %client) { %task.setMonitorFreq(1); }
function AIEnhancedDefendLocation::retire(%task, %client) { %client.isMoving = false; }
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function AIEnhancedDefendLocation::weight(%task, %client) { %task.setWeight($DXAI::Task::MediumPriority); }
function AIEnhancedDefendLocation::monitor(%task, %client)
{
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if (%client.getPathDistance(%client.defendTargetLocation) <= 40)
{
// Pick a random time to move to a nearby location
if (%client.defendTime == -1)
{
%client.nextDefendRotation = getRandom(5000, 10000);
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%client.setMoveTarget(-1);
}
// If we're near our random point, just don't move
if (%client.getPathDistance(%client.moveLocation) <= 10)
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%client.setMoveTarget(-1);
%client.defendTime += 32;
if (%client.defendTime >= %client.nextDefendRotation)
{
%client.defendTime = 0;
%client.nextDefendRotation = getRandom(5000, 10000);
// TODO: Replace with something that detects interiors as well
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%client.setMoveTarget(getRandomPositionOnTerrain(%client.defendTargetLocation, 40));
}
}
else
{
%client.defendTime = -1;
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%client.setMoveTarget(%client.defendTargetLocation);
}
}
//------------------------------------------------------------------------------------------
// +Param %bot.scoutLocation: The X Y Z coordinates of the location that this bot
// must attempt to scout.
// +Param %bot.scoutDistance: The maximum distance that this bot will attempt to scout
// out around %bot.scoutLocation.
// +Description: The AIEnhancedScoutLocation does exactly as the name implies. The
// behavior a bot will exhibit with this code is that the bot will pick random nodes from
// the navigation graph that is within %bot.scoutDistance of %bot.scoutLocation and head
// to that chosen node. This produces a bot that will wander around the given location,
// including into and through interiors & other noded obstructions.
//------------------------------------------------------------------------------------------
function AIEnhancedScoutLocation::initFromObjective(%task, %objective, %client) { }
function AIEnhancedScoutLocation::assume(%task, %client) { %task.setMonitorFreq(1); %client.currentNode = -1; }
function AIEnhancedScoutLocation::retire(%task, %client) { }
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function AIEnhancedScoutLocation::weight(%task, %client) { %task.setWeight($DXAI::Task::MediumPriority); }
function AIEnhancedScoutLocation::monitor(%task, %client)
{
// We can't really work without a NavGraph
if (!isObject(NavGraph))
return;
// We just received the task, so find a node within distance of our scout location
if (%client.currentNode == -1)
{
%client.currentNode = NavGraph.randNode(%client.scoutLocation, %client.scoutDistance, true, true);
if (%client.currentNode != -1)
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%client.setMoveTarget(NavGraph.nodeLoc(%client.currentNode));
}
// We're moving, or are near enough to our target
else
{
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%pathDistance = %client.getPathDistance(%client.moveTarget);
// Don't move if we're close enough to our next node
if (%pathDistance <= 40 && %client.isMoving)
{
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%client.setMoveTarget(-1);
%client.nextScoutRotation = getRandom(5000, 10000);
%client.scoutTime += 32;
}
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else if(%client.getPathDistance(%client.moveTarget) > 40)
{
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// %client.setMoveTarget(%client.moveTarget);
%client.scoutTime = 0;
}
else
%client.scoutTime += 32;
// Wait a little bit at each node
if (%client.scoutTime >= %client.nextScoutRotation)
{
%client.scoutTime = 0;
%client.nextScoutRotation = getRandom(5000, 10000);
// Pick a new node
%client.currentNode = NavGraph.randNode(%client.scoutLocation, %client.scoutDistance, true, true);
// Ensure that we found a node.
if (%client.currentNode != -1)
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%client.setMoveTarget(NavGraph.nodeLoc(%client.currentNode));
}
}
}
//------------------------------------------------------------------------------------------
//------------------------------------------------------------------------------------------
// +Param %bot.engangeDistance: The maximum distance at which the bot will go out to
// attack a hostile.
// +Param %bot.engageTarget: A manually assigned engage target to go after.
// +Description: The AIEnhancedEngageTarget is a better implementation of the base
// AI engage logic.
//------------------------------------------------------------------------------------------`
function AIEnhancedEngageTarget::initFromObjective(%task, %objective, %client) { }
function AIEnhancedEngageTarget::assume(%task, %client) { %task.setMonitorFreq(1); }
function AIEnhancedEngageTarget::retire(%task, %client) { }
function AIEnhancedEngageTarget::weight(%task, %client)
{
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if (!isObject(%client.engageTarget))
{
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%visibleObjects = %client.getObjectsInViewcone($TypeMasks::PlayerObjectType, %client.viewDistance, true);
// Choose the closest target
// TODO: Choose on more advanced metrics like HP
%chosenTarget = -1;
%chosenTargetDistance = 9999;
for (%iteration = 0; %iteration < %visibleObjects.getCount(); %iteration++)
{
%potentialTarget = %visibleObjects.getObject(%iteration);
%potentialTargetDistance = vectorDist(%potentialTarget.getPosition(), %client.player.getPosition());
if (%potentialTarget.client.team != %client.team && %potentialTargetDistance < %chosenTargetDistance)
{
%chosenTargetDistance = %potentialTargetDistance;
%chosenTarget = %potentialTarget;
}
}
%visibleObjects.delete();
%client.engageTarget = %chosenTarget;
}
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else
{
// Can we still see them?
%rayCast = containerRayCast(%client.player.getWorldBoxCenter(), %client.engageTarget.getWorldBoxCenter(), -1, %client.player);
%hitObject = getWord(%raycast, 0);
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// TODO: Go to the last known position.
if (%hitObject != %client.engageTarget)
%client.engageTarget = -1;
}
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if (!isObject(%client.engageTarget) && %client.engageTargetLastPosition $= "")
%task.setWeight($DXAI::Task::NoPriority);
else
%task.setWeight($DXAI::Task::VeryHighPriority);
}
function AIEnhancedEngageTarget::monitor(%task, %client)
{
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if (isObject(%client.engageTarget))
{
%player = %client.player;
%targetDistance = vectorDist(%player.getPosition(), %client.engageTarget.getPosition());
// Firstly, just aim at them for now
%client.aimAt(%client.engageTarget.getWorldBoxCenter());
// What is our current best weapon? Right now we just check target distance and weapon spread.
%bestWeapon = 0;
for (%iteration = 0; %iteration < %player.weaponSlotCount; %iteration++)
{
// Weapons with a decent bit of spread should be used <= 20m
}
%player.selectWeaponSlot(%bestWeapon);
%client.engageTargetLastPosition = %client.engageTarget.getWorldBoxCenter();
%client.setMoveTarget(getRandomPositionOnTerrain(%client.engageTargetLastPosition, 40));
%client.pressFire();
}
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else if (%client.engageTargetLastPosition !$= "")
{
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%client.setMoveTarget(%client.engageTargetLastPosition);
if (vectorDist(%client.player.getPosition(), %client.engageTargetLastPosition) <= 10)
{
%client.engageTargetLastPosition = "";
%client.setMoveTarget(-1);
}
}
}
//------------------------------------------------------------------------------------------
//------------------------------------------------------------------------------------------
// +Param %bot.shouldRearm: A boolean representing whether or not this bot should go
// and rearm.
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// +Param %bot.rearmTarget: The ID of the inventory station to rearm at.
//------------------------------------------------------------------------------------------`
function AIEnhancedRearmTask::initFromObjective(%task, %objective, %client) { }
function AIEnhancedRearmTask::assume(%task, %client) { %task.setMonitorFreq(1); }
function AIEnhancedRearmTask::retire(%task, %client) { }
function AIEnhancedRearmTask::weight(%task, %client)
{
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if (%client.shouldRearm)
%task.setWeight($DXAI::Task::HighPriority);
else
%task.setWeight($DXAI::Task::NoPriority);
}
function AIEnhancedRearmTask::monitor(%task, %client)
{
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if (!isObject(%client.rearmTarget))
%client.rearmTarget = %client.getClosestInventory();
if (isObject(%client.rearmTarget))
{
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// Politely wait if someone is already on it.
if (vectorDist(%client.rearmTarget.getPosition(), %client.player.getPosition()) <= 7 && isObject(%client.rearmTarget.triggeredBy))
%client.setMoveTarget(-1);
else
%client.setMoveTarget(%client.rearmTarget.getPosition());
}
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else
%client.shouldRearm = false; // No inventories?
}
//------------------------------------------------------------------------------------------
//------------------------------------------------------------------------------------------
// Description: A task that actually makes the bots return a flag that's nearby.
//------------------------------------------------------------------------------------------`
function AIEnhancedReturnFlagTask::initFromObjective(%task, %objective, %client) { }
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function AIEnhancedReturnFlagTask::assume(%task, %client) { %task.setMonitorFreq(32); }
function AIEnhancedReturnFlagTask::retire(%task, %client) { }
function AIEnhancedReturnFlagTask::weight(%task, %client)
{
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%flag = nameToID("Team" @ %client.team @ "Flag1");
if (!isObject(%flag) || %flag.isHome)
{
// %client.setMoveTarget(-1);
%task.setWeight($DXAI::Task::NoPriority);
}
else
{
// TODO: For now, all the bots go after it! Make this check if the bot is range.
%task.setWeight($DXAI::Task::HighPriority);
%client.returnFlagTarget = %flag;
}
}
function AIEnhancedReturnFlagTask::monitor(%task, %client)
{
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if (!isObject(%client.returnFlagTarget))
return;
// %client.setFollowTarget(%client.returnFlagTarget, 0, 0, false);
}
//------------------------------------------------------------------------------------------
//------------------------------------------------------------------------------------------
// Description: A task that performs path correction.
//------------------------------------------------------------------------------------------`
function AIEnhancedPathCorrectionTask::initFromObjective(%task, %objective, %client) { }
function AIEnhancedPathCorrectionTask::assume(%task, %client) { %task.setMonitorFreq(1); }
function AIEnhancedPathCorrectionTask::retire(%task, %client) { }
function AIEnhancedPathCorrectionTask::weight(%task, %client)
{
%task.setWeight(0);
}
function AIEnhancedPathCorrectionTask::monitor(%task, %client)
{
}
//------------------------------------------------------------------------------------------
//------------------------------------------------------------------------------------------
// Description: A task that triggers bots to grab & run the enemy flag.
//------------------------------------------------------------------------------------------
function AIEnhancedFlagCaptureTask::initFromObjective(%task, %objective, %client) { }
function AIEnhancedFlagCaptureTask::assume(%task, %client) { %task.setMonitorFreq(1); }
function AIEnhancedFlagCaptureTask::retire(%task, %client) { }
function AIEnhancedFlagCaptureTask::weight(%task, %client)
{
if (%client.shouldRunFlag)
{
// First, is the enemy flag home?
%enemyTeam = %client.team == 1 ? 2 : 1;
%enemyFlag = nameToID("Team" @ %enemyTeam @ "Flag1");
if (isObject(%enemyFlag) && %enemyFlag.isHome)
{
%client.targetCaptureFlag = %enemyFlag;
%task.setWeight($DXAI::Task::MediumPriority);
}
}
else
%task.setWeight($DXAI::Task::NoPriority);
}
function AIEnhancedFlagCaptureTask::monitor(%task, %client)
{
if (!isObject(%client.targetCaptureFlag))
return;
%client.isMovingToTarget = true;
// if (%client.targetCaptureFlag.getObjectMount() != %client.player)
// %client.setMoveTarget(%client.targetCaptureFlag.getPosition());
//// else
%client.setMoveTarget(nameToID("Team" @ %client.team @ "Flag1").getPosition());
}
//------------------------------------------------------------------------------------------
function ObjectiveNameToVoice(%objective)
{
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%result = "avo.grunt";
switch$(%objective)
{
case "AIEnhancedReturnFlagTask":
%result = "slf.def.flag";
case "AIEnhancedRearmTask":
%result = "avo.grunt";
case "AIEnhancedEngageTarget":
%result = "slf.att.attack";
case "AIEnhancedScoutLocation":
%result = "slf.def.defend";
case "AIEnhancedDefendLocation":
%result = "slf.def.defend";
case "AIEnhancedEscort":
%result = "slf.tsk.cover";
}
return %result;
}