T2-DXAI/scripts/DXAI_Objectives.cs

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// DXAI_Objectives.cs
// Objectives for the AI system
// Copyright (c) 2014 Robert MacGregor
//----------------------------------------------------------------------
// The AIVisualAcuity task is a complementary task for the AI grunt systems
// to perform better at recognizing things visually with reasonably
// Human perception capabilities.
// ---------------------------------------------------------------------
function AIVisualAcuity::initFromObjective(%task, %objective, %client)
{
// Called to initialize from an objective object
}
function AIVisualAcuity::assume(%task, %client)
{
// Called when the bot starts the task
%task.setMonitorFreq(32);
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}
function AIVisualAcuity::retire(%task, %client)
{
// Called when the bot stops the task
}
function AIVisualAcuity::weight(%task, %client)
{
%task.setWeight(999);
}
function AIVisualAcuity::monitor(%task, %client)
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{
// Called when the bot is performing the task
if (%client.enableVisualDebug)
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{
if (!isObject(%client.originMarker))
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{
%client.originMarker = new Waypoint(){ datablock = "WaypointMarker"; team = %client.team; name = %client.namebase SPC " Origin"; };
%client.clockwiseMarker = new Waypoint(){ datablock = "WaypointMarker"; team = %client.team; name = %client.namebase SPC " Clockwise"; };
%client.counterClockwiseMarker = new Waypoint(){ datablock = "WaypointMarker"; team = %client.team; name = %client.namebase SPC " Counter Clockwise"; };
%client.upperMarker = new Waypoint(){ datablock = "WaypointMarker"; team = %client.team; name = %client.namebase SPC " Upper"; };
%client.lowerMarker = new Waypoint(){ datablock = "WaypointMarker"; team = %client.team; name = %client.namebase SPC " Lower"; };
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}
%viewCone = %client.calculateViewCone();
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%coneOrigin = getWords(%viewCone, 0, 2);
%viewConeClockwiseVector = getWords(%viewCone, 3, 5);
%viewConeCounterClockwiseVector = getWords(%viewCone, 6, 8);
%viewConeUpperVector = getWords(%viewCone, 9, 11);
%viewConeLowerVector = getWords(%viewCone, 12, 14);
// Update all the markers
%client.clockwiseMarker.setPosition(%viewConeClockwiseVector);
%client.counterClockwiseMarker.setPosition(%viewConeCounterClockwiseVector);
%client.upperMarker.setPosition(%viewConeUpperVector);
%client.lowerMarker.setPosition(%viewConeLowerVector);
%client.originMarker.setPosition(%coneOrigin);
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}
else if (isObject(%client.originMarker))
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{
%client.originMarker.delete();
%client.clockwiseMarker.delete();
%client.counterClockwiseMarker.delete();
%client.upperMarker.delete();
%client.lowerMarker.delete();
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}
%result = %client.getObjectsInViewcone($TypeMasks::ProjectileObjectType | $TypeMasks::PlayerObjectType, %client.viewDistance, true);
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// What can we see?
for (%i = 0; %i < %result.getCount(); %i++)
{
%current = %result.getObject(%i);
%client.awarenessTicks[%current]++;
if (%current.getType() & $TypeMasks::ProjectileObjectType)
{
// Did we "notice" the object yet?
// We pick a random notice time between 700ms and 1200 ms
// Obviously this timer runs on a 32ms tick, but it should help provide a little unpredictability
%noticeTime = getRandom(700, 1200);
if (%client.awarenessTicks[%current] < (%noticeTime / 32))
continue;
%className = %current.getClassName();
// LinearFlareProjectile and LinearProjectile have linear properties, so we can easily determine if a dodge is necessary
if (%className $= "LinearFlareProjectile" || %className $= "LinearProjectile")
{
//%this.setDangerLocation(%current.getPosition(), 20);
// Perform a raycast to determine a hitpoint
%currentPosition = %current.getPosition();
%rayCast = containerRayCast(%currentPosition, vectorAdd(%currentPosition, vectorScale(%current.initialDirection, 200)), -1, 0);
%hitObject = getWord(%raycast, 0);
// We're set for a direct hit on us!
if (%hitObject == %client.player)
{
%client.setDangerLocation(%current.getPosition(), 30);
continue;
}
// If there is no radius damage, don't worry about it now
if (!%current.getDatablock().hasDamageRadius)
continue;
// How close is the hit loc?
%hitLocation = getWords(%rayCast, 1, 3);
%hitDistance = vectorDist(%client.player.getPosition(), %hitLocation);
// Is it within the radius damage of this thing?
if (%hitDistance <= %current.getDatablock().damageRadius)
%client.setDangerLocation(%current.getPosition(), 30);
}
// A little bit harder to detect.
else if (%className $= "GrenadeProjectile")
{
}
}
// See a player?
else if (%current.getType() & $TypeMasks::PlayerObjectType)
{
// ... if the moron is right there in our LOS then we probably should see them
%start = %client.player.getPosition();
%end = vectorAdd(%start, vectorScale(%client.player.getEyeVector(), %client.viewDistance));
%rayCast = containerRayCast(%start, %end, -1, %client.player);
%hitObject = getWord(%raycast, 0);
echo(%hitObject);
echo(%current);
if (%hitObject == %current)
%client.stepEngage(%current);
}
}
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%result.delete();
}