2015-06-26 21:02:55 +00:00
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//------------------------------------------------------------------------------------------
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// main.cs
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// Source file for the DXAI enhanced objective implementations.
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// https://github.com/Ragora/T2-DXAI.git
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//
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// Copyright (c) 2014 Robert MacGregor
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// This software is licensed under the MIT license. Refer to LICENSE.txt for more information.
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//------------------------------------------------------------------------------------------
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//------------------------------------------------------------------------------------------
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// +Param %bot.escortTarget: The ID of the object to escort. This can be literally
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// any object that exists in the game world.
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// +Description: The AIEnhancedDefendLocation does exactly as the name implies. The
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// behavior a bot will exhibit with this code is that the bot will attempt to first to
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// the location desiginated by %bot.defendLocation. Once the bot is in range, it will
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// idly step about near the defense location, performing a sort of short range scouting.
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// If the bot were to be knocked too far away, then this logic will simply start all over
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// again.
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//------------------------------------------------------------------------------------------
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function AIEnhancedEscort::initFromObjective(%task, %objective, %client) { }
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function AIEnhancedEscort::assume(%task, %client) { %task.setMonitorFreq(1); }
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function AIEnhancedEscort::retire(%task, %client) { %client.isMoving = false; %client.manualAim = false; }
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2015-10-05 09:03:45 +00:00
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function AIEnhancedEscort::weight(%task, %client) { %task.setWeight(500); }
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2015-06-26 21:02:55 +00:00
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function AIEnhancedEscort::monitor(%task, %client)
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{
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// Is our escort object even a thing?
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if (!isObject(%client.escortTarget))
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return;
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%escortLocation = %client.escortTarget.getPosition();
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// Pick a location near the target
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// FIXME: Only update randomly every so often, or perhaps update using the target's move direction & velocity?
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// TODO: Keep a minimum distance from the escort target, prevents crowding and accidental vehicular death.
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%client.isMoving = true;
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%client.manualAim = true;
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%client.aimLocation = %escortLocation;
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%client.moveLocation = getRandomPositionOnTerrain(%escortLocation, 40);
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}
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//------------------------------------------------------------------------------------------
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// +Param %bot.defendLocation: The X Y Z coordinates of the location that this bot
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// must attempt to defend.
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// +Description: The AIEnhancedDefendLocation does exactly as the name implies. The
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// behavior a bot will exhibit with this code is that the bot will attempt to first to
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// the location desiginated by %bot.defendLocation. Once the bot is in range, it will
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// idly step about near the defense location, performing a sort of short range scouting.
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// If the bot were to be knocked too far away, then this logic will simply start all over
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// again.
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//------------------------------------------------------------------------------------------
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function AIEnhancedDefendLocation::initFromObjective(%task, %objective, %client) { }
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function AIEnhancedDefendLocation::assume(%task, %client) { %task.setMonitorFreq(1); }
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function AIEnhancedDefendLocation::retire(%task, %client) { %client.isMoving = false; }
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2015-10-05 09:03:45 +00:00
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function AIEnhancedDefendLocation::weight(%task, %client) { %task.setWeight(500); }
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2015-06-26 21:02:55 +00:00
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function AIEnhancedDefendLocation::monitor(%task, %client)
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{
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if (%client.getPathDistance(%client.defendLocation) <= 40)
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{
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// Pick a random time to move to a nearby location
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if (%client.defendTime == -1)
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{
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%client.nextDefendRotation = getRandom(5000, 10000);
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%client.isMoving = false;
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}
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// If we're near our random point, just don't move
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if (%client.getPathDistance(%client.moveLocation) <= 10)
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%client.isMoving = false;
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%client.defendTime += 32;
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if (%client.defendTime >= %client.nextDefendRotation)
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{
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%client.defendTime = 0;
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%client.nextDefendRotation = getRandom(5000, 10000);
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// TODO: Replace with something that detects interiors as well
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%client.moveLocation = getRandomPositionOnTerrain(%client.defendLocation, 40);
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%client.isMoving = true;
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}
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}
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else
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{
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%client.defendTime = -1;
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%client.moveLocation = %client.defendLocation;
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%client.isMoving = true;
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}
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}
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//------------------------------------------------------------------------------------------
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// +Param %bot.scoutLocation: The X Y Z coordinates of the location that this bot
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// must attempt to scout.
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// +Param %bot.scoutDistance: The maximum distance that this bot will attempt to scout
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// out around %bot.scoutLocation.
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// +Description: The AIEnhancedScoutLocation does exactly as the name implies. The
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// behavior a bot will exhibit with this code is that the bot will pick random nodes from
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// the navigation graph that is within %bot.scoutDistance of %bot.scoutLocation and head
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// to that chosen node. This produces a bot that will wander around the given location,
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// including into and through interiors & other noded obstructions.
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//------------------------------------------------------------------------------------------
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function AIEnhancedScoutLocation::initFromObjective(%task, %objective, %client) { }
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function AIEnhancedScoutLocation::assume(%task, %client) { %task.setMonitorFreq(1); %client.currentNode = -1; }
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function AIEnhancedScoutLocation::retire(%task, %client) { }
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2015-10-05 09:03:45 +00:00
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function AIEnhancedScoutLocation::weight(%task, %client) { %task.setWeight(500); }
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2015-06-26 21:02:55 +00:00
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function AIEnhancedScoutLocation::monitor(%task, %client)
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{
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// We can't really work without a NavGraph
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if (!isObject(NavGraph))
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return;
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// We just received the task, so find a node within distance of our scout location
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if (%client.currentNode == -1)
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{
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%client.currentNode = NavGraph.randNode(%client.scoutLocation, %client.scoutDistance, true, true);
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if (%client.currentNode != -1)
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{
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%client.moveLocation = NavGraph.nodeLoc(%client.currentNode);
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%client.isMoving = true;
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}
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}
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// We're moving, or are near enough to our target
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else
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{
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2015-06-28 00:43:20 +00:00
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%pathDistance = %client.getPathDistance(%client.moveLocation);
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2015-06-26 21:02:55 +00:00
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// Don't move if we're close enough to our next node
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2015-06-28 00:43:20 +00:00
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if (%pathDistance <= 40 && %client.isMoving)
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2015-06-26 21:02:55 +00:00
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{
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%client.isMoving = false;
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%client.nextScoutRotation = getRandom(5000, 10000);
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%client.scoutTime += 32;
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}
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2015-06-28 00:43:20 +00:00
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else if(%client.getPathDistance(%client.moveLocation) > 40)
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2015-06-26 21:02:55 +00:00
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{
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%client.isMoving = true;
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%client.scoutTime = 0;
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}
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2015-06-28 00:43:20 +00:00
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else
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%client.scoutTime += 32;
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2015-06-26 21:02:55 +00:00
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// Wait a little bit at each node
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if (%client.scoutTime >= %client.nextScoutRotation)
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{
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%client.scoutTime = 0;
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%client.nextScoutRotation = getRandom(5000, 10000);
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// Pick a new node
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%client.currentNode = NavGraph.randNode(%client.scoutLocation, %client.scoutDistance, true, true);
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// Ensure that we found a node.
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if (%client.currentNode != -1)
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{
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%client.moveLocation = NavGraph.nodeLoc(%client.currentNode);
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%client.isMoving = true;
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}
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}
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}
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}
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2015-10-05 09:03:45 +00:00
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//------------------------------------------------------------------------------------------
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//------------------------------------------------------------------------------------------
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// +Param %bot.engangeDistance: The maximum distance at which the bot will go out to
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// attack a hostile.
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// +Param %bot.engageTarget: A manually assigned engage target to go after.
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// +Description: The AIEnhancedEngageTarget is a better implementation of the base
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// AI engage logic.
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//------------------------------------------------------------------------------------------`
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function AIEnhancedEngageTarget::initFromObjective(%task, %objective, %client) { }
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function AIEnhancedEngageTarget::assume(%task, %client) { %task.setMonitorFreq(1); }
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function AIEnhancedEngageTarget::retire(%task, %client) { }
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function AIEnhancedEngageTarget::weight(%task, %client)
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{
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if (!isObject(%client.engageTarget))
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{
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%visibleObjects = %client.getObjectsInViewcone($TypeMasks::PlayerObjectType, %client.viewDistance, true);
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// Choose the closest target
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// TODO: Choose on more advanced metrics like HP
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%chosenTarget = -1;
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%chosenTargetDistance = 9999;
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for (%iteration = 0; %iteration < %visibleObjects.getCount(); %iteration++)
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{
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%potentialTarget = %visibleObjects.getObject(%iteration);
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%potentialTargetDistance = vectorDist(%potentialTarget.getPosition(), %client.player.getPosition());
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if (%potentialTarget.client.team != %client.team && %potentialTargetDistance < %chosenTargetDistance)
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{
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%chosenTargetDistance = %potentialTargetDistance;
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%chosenTarget = %potentialTarget;
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}
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}
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%visibleObjects.delete();
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%client.engageTarget = %chosenTarget;
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}
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else
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{
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// Can we still see them?
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%rayCast = containerRayCast(%client.player.getWorldBoxCenter(), %client.engageTarget.getWorldBoxCenter(), -1, %client.player);
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%hitObject = getWord(%raycast, 0);
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// TODO: Go to the last known position.
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if (%hitObject != %client.engageTarget)
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%client.engageTarget = -1;
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}
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if (!isObject(%client.engageTarget) && %client.engageTargetLastPosition $= "")
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%task.setWeight(0);
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else
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%task.setWeight(1000);
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}
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function AIEnhancedEngageTarget::monitor(%task, %client)
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{
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if (isObject(%client.engageTarget))
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{
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%player = %client.player;
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%targetDistance = vectorDist(%player.getPosition(), %client.engageTarget.getPosition());
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// Firstly, just aim at them for now
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%client.aimAt(%client.engageTarget.getWorldBoxCenter());
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// What is our current best weapon? Right now we just check target distance and weapon spread.
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%bestWeapon = 0;
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for (%iteration = 0; %iteration < %player.weaponSlotCount; %iteration++)
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{
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// Weapons with a decent bit of spread should be used <= 20m
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}
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%player.selectWeaponSlot(%bestWeapon);
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%client.engageTargetLastPosition = %client.engageTarget.getWorldBoxCenter();
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%client.isMoving = true;
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%client.moveLocation = getRandomPositionOnTerrain(%client.engageTargetLastPosition, 40);
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%client.pressFire();
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}
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else if (%client.engageTargetLastPosition !$= "")
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{
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%client.isMoving = true;
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%client.moveLocation = %client.engageTargetLastPosition;
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if (vectorDist(%client.player.getPosition(), %client.engageTargetLastPosition) <= 10)
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{
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%client.engageTargetLastPosition = "";
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%client.isMoving = false;
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}
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}
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}
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//------------------------------------------------------------------------------------------
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//------------------------------------------------------------------------------------------
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// +Param %bot.shouldRearm: A boolean representing whether or not this bot should go
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// and rearm.
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// +Param %bot.targetInventory: The ID of the inventory station to rearm at.
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//------------------------------------------------------------------------------------------`
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function AIEnhancedRearmTask::initFromObjective(%task, %objective, %client) { }
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function AIEnhancedRearmTask::assume(%task, %client) { %task.setMonitorFreq(1); }
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function AIEnhancedRearmTask::retire(%task, %client) { }
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function AIEnhancedRearmTask::weight(%task, %client)
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{
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if (%client.shouldRearm)
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%task.setWeight(600);
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else
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%task.setWeight(0);
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}
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function AIEnhancedRearmTask::monitor(%task, %client)
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{
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if (!isObject(%client.targetInventory))
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%client.targetInventory = %client.getClosestInventory();
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if (isObject(%client.targetInventory))
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{
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// Politely wait if someone is already on it.
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if (vectorDist(%client.targetInventory.getPosition(), %client.player.getPosition()) <= 7 && isObject(%client.targetInventory.triggeredBy))
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%client.isMoving = false;
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else
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{
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%client.isMoving = true;
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%client.moveLocation = %client.targetInventory.getPosition();
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}
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}
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else
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%client.shouldRearm = false; // No inventories?
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}
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//------------------------------------------------------------------------------------------
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//------------------------------------------------------------------------------------------
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// Description: A task that actually makes the bots return a flag that's nearby.
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//------------------------------------------------------------------------------------------`
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function AIEnhancedReturnFlagTask::initFromObjective(%task, %objective, %client) { }
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function AIEnhancedReturnFlagTask::assume(%task, %client) { %task.setMonitorFreq(1); }
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function AIEnhancedReturnFlagTask::retire(%task, %client) { }
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function AIEnhancedReturnFlagTask::weight(%task, %client)
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{
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%flag = nameToID("Team" @ %client.team @ "Flag1");
|
|
|
|
|
if (!isObject(%flag) || %flag.isHome)
|
|
|
|
|
{
|
|
|
|
|
%task.setWeight(0);
|
|
|
|
|
%client.targetFlag = -1;
|
|
|
|
|
%client.isMoving = false;
|
|
|
|
|
}
|
|
|
|
|
else
|
|
|
|
|
{
|
|
|
|
|
// TODO: For now, all the bots go after it! Make this check if the bot is range.
|
|
|
|
|
%task.setWeight(700);
|
|
|
|
|
|
|
|
|
|
%client.targetFlag = %flag;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
function AIEnhancedReturnFlagTask::monitor(%task, %client)
|
|
|
|
|
{
|
|
|
|
|
if (!isObject(%client.targetFlag))
|
|
|
|
|
return;
|
|
|
|
|
|
|
|
|
|
// TODO: Make the bot engage the flag runner if its currently held.
|
|
|
|
|
%client.isMoving = true;
|
|
|
|
|
%client.moveLocation = %client.targetFlag.getPosition();
|
|
|
|
|
}
|
|
|
|
|
//------------------------------------------------------------------------------------------
|
|
|
|
|
|
|
|
|
|
function ObjectiveNameToVoice(%objective)
|
|
|
|
|
{
|
|
|
|
|
%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 "AIEnhancedEscort":
|
|
|
|
|
%result = "slf.tsk.cover";
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
return %result;
|
|
|
|
|
}
|