Restructuring; PriorityQueue implementation; commander task weighting & assignment; some code documentation

This commit is contained in:
Robert MacGregor 2015-06-26 17:02:55 -04:00
parent 0a77531cd9
commit 088d7fee8e
7 changed files with 537 additions and 264 deletions

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scripts/DXAI/aicommander.cs Normal file
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//------------------------------------------------------------------------------------------
// aicommander.cs
// Source file for the DXAI commander AI implementation.
// 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.
//------------------------------------------------------------------------------------------
$DXAI::ActiveCommanderCount = 2;
$DXAI::Priorities::DefendGenerator = 1;
$DXAI::Priorities::DefendFlag = 2;
$DXAI::Priorities::ScoutBase = 3;
//-----------------------------------------------
$DXAI::Priorities::CaptureFlag = 4;
$DXAI::Priorities::CaptureObjective = 5;
$DXAI::Priorities::AttackTurret = 6;
$DXAI::Priorities::Count = 3;
// # of bots assigned = mCeil(((totalPriorityValues / priorityCounts) * priority) / priorityCounts)
// totalPriorityValues = 3 + 2
// priorityCounts = 2
// Priority for Gen: 2
// Priority for Flag: 3
// flagBots = ((5.0 / 2.0) * 3.0) / 2.0
// Gen bots = ((5.0 / 2.0) * 2.0) / 2.0
$DXAI::Priorities::DefaultPriorityValue[$DXAI::Priorities::DefendGenerator] = 2;
$DXAI::Priorities::DefaultPriorityValue[$DXAI::Priorities::DefendFlag] = 3;
$DXAI::Priorities::DefaultPriorityValue[$DXAI::Priorities::ScoutBase] = 1;
function AICommander::setup(%this)
{
%this.botList = new SimSet();
%this.idleBotList = new SimSet();
for (%iteration = 0; %iteration < ClientGroup.getCount(); %iteration++)
{
%currentClient = ClientGroup.getObject(%iteration);
if (%currentClient.isAIControlled() && %currentClient.team == %this.team)
{
%this.botList.add(%currentClient);
%this.idleBotList.add(%currentClient);
%currentClient.commander = %this;
}
}
%this.setDefaultPriorities();
// Also set the assignment tracker
for (%iteration = 0; %iteration < $DXAI::Priorities::Count; %iteration++)
%this.assignments[%iteration] = 0;
}
function AICommander::assignTasks(%this)
{
// Calculate how much priority we have total, first
%totalPriority = 0.0;
for (%iteration = 0; %iteration < $DXAI::Priorities::Count; %iteration++)
{
%totalPriority += %this.priorities[%iteration];
%botAssignments[%iteration] = 0;
}
// We create a priority queue preemptively so we can sort task priorities as we go and save a little bit of time
%priorityQueue = PriorityQueue::create();
// Now calculate how many bots we need per objective, and count how many we will need in total
%lostBots = false; // Used for a small optimization
%botCountRequired = 0;
for (%iteration = 0; %iteration < $DXAI::Priorities::Count; %iteration++)
{
%botAssignments[%iteration] = mCeil(((%totalPriority / $DXAI::Priorities::Count) * %this.priorities[%iteration]) / $DXAI::Priorities::Count);
%botAssignments[%iteration] -= %this.botAssignments[%iteration]; // If we already have bots doing this, then we don't need to replicate them
%botCountRequired += %botAssignments[%iteration];
if (%botAssignments[%iteration] < 0)
%lostBots = true;
else
%priorityQueue.add(%iteration, %botAssignments[%iteration]);
}
// Deassign from objectives we need less bots for now and put them into the idle list
// When we lose bots, our %botAssignments[%task] value will be a negative, so we just need
// to ditch mAbs(%botAssignments[%task]) bots from that given task.
for (%taskIteration = 0; %lostBots && %taskIteration < $DXAI::Priorities::Count; %taskiteration++)
// Need to ditch some bots
if (%botAssignments[%taskIteration] < 0)
%this.deassignBots(%taskIteration, mAbs(%botAssignments[%taskIteration]);
// Do we have enough idle bots to just shunt everyone into something?
if (%this.idleBotList.getCount() >= %botCountRequired)
{
for (%taskIteration = 0; %taskIteration < $DXAI::Priorities::Count; %taskiteration++)
for (%botIteration = 0; %botIteration < %botAssignments[%taskIteration]; %botIteration++)
%this.assignTask(%taskIteration, %this.idleBotList.getObject(0));
}
// Okay, we don't have enough bots currently so we'll try to satisify the higher priority objectives first
else
while (!%priorityQueue.isEmpty() && %this.idleBotList.getCount() != 0)
{
%taskID = %priorityQueue.topKey();
%requiredBots = %priorityQueue.topValue();
%priorityQueue.pop();
for (%botIteration = 0; %botIteration < %requiredBots && %this.idleBotList.getCount() != 0; %botIteration++)
%this.assignTask(%taskID, %this.idleBotList.getObject(0));
}
// Regardless, we need to make sure we cleanup the queue
// FIXME: Perhaps just create one per commander and reuse it?
%priorityQueue.delete();
}
function AICommander::deassignBots(%this, %taskID, %count)
{
// TODO: More efficient removal?
for (%iteration = 0; %count > 0 && %iteration < %this.botList.getCount(); %iteration++)
{
%bot = %this.botList.getObject(%iteration);
if (%bot.assignment == %taskID)
{
%bot.clearTasks();
%this.idleBotList.add(%bot);
%count--;
}
}
return %count == 0;
}
function AICommander::assignTask(%this, %taskID, %bot)
{
// Don't try to assign if the bot is already assigned something
if (!%this.idleBotList.contains(%this))
return;
%this.idleBotList.remove(%this);
switch (%taskID)
{
case $DXAI::Priorities::DefendGenerator:
break;
case $DXAI::Priorities::DefendFlag:
break;
case $DXAI::Priorities::ScoutBase:
break;
}
%this.botAssignments[%taskID]++;
%bot.assignment = %taskID;
}
function AICommander::setDefaultPriorities(%this)
{
for (%iteration = 0; %iteration < $DXAI::Priorities::Count; %iteration++)
%this.priorities[%iteration] = $DXAI::Priorities::DefaultPriorityValue[%iteration];
}
function AICommander::cleanUp(%this)
{
%this.botList.delete();
%this.idleBotList.delete();
}
function AICommander::update(%this)
{
for (%iteration = 0; %iteration < %this.botList.getCount(); %iteration++)
%this.botList.getObject(%iteration).update();
}
function AICommander::removeBot(%this, %bot)
{
%this.botList.remove(%bot);
%this.idleBotList.remove(%bot);
%bot.commander = -1;
}
function AICommander::addBot(%this, %bot)
{
if (!%this.botList.isMember(%bot))
%this.botList.add(%bot);
if (!%this.idleBotList.isMember(%bot))
%this.idleBotList.add(%bot);
%bot.commander = %this;
}
function AICommander::notifyPlayerDeath(%this, %killedClient, %killedByClient)
{
}
function AICommander::notifyFlagGrab(%this, %grabbedByClient)
{
%this.priority[$DXAI::Priorities::DefendFlag]++;
// ...well, balls, someone nipped me flag! Are there any bots sitting around being lazy?
// TODO: We should also include nearby scouting bots into this, as well.
if (%this.idleBotList.getCount() != 0)
{
// Go full-force and try to kill that jerk!
for (%iteration = 0; %iteration < %this.idleBotList.getCount(); %iteration++)
{
%idleBot = %this.idleBotList.getObject(%iteration);
%idleBot.attackTarget = %grabbedByClient.player;
}
}
}

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//------------------------------------------------------------------------------------------
// aiconnection.cs
// Source file declaring the custom AIConnection methods used by the DXAI experimental
// AI enhancement project.
// 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.
//------------------------------------------------------------------------------------------
function AIConnection::initialize(%this, %aiClient)
{
%this.fieldOfView = 3.14 / 2; // 90* View cone
%this.viewDistance = 300;
if (!isObject(%aiClient))
error("AIPlayer: Attempted to initialize with bad AI client connection!");
%this.client = %aiClient;
}
function AIConnection::update(%this)
{
if (isObject(%this.player) && %this.player.getMoveState() $= "walk")
{
%this.updateLegs();
%this.updateVisualAcuity();
}
}
function AIConnection::notifyProjectileImpact(%this, %data, %proj, %position)
{
if (!isObject(%proj.sourceObject) || %proj.sourceObject.client.team == %this.team)
return;
}
function AIConnection::isIdle(%this)
{
if (!isObject(%this.commander))
return true;
return %this.commander.idleBotList.isMember(%this);
}
function AIConnection::updateLegs(%this)
{
if (%this.isMoving && %this.getTaskID() != 0)
{
%this.setPath(%this.moveLocation);
%this.stepMove(%this.moveLocation);
if (%this.aimAtLocation)
%this.aimAt(%this.moveLocation);
else if(%this.manualAim)
%this.aimAt(%this.aimLocation);
}
else
{
%this.stop();
%this.clearStep();
}
}
function AIConnection::updateVisualAcuity(%this)
{
if (%this.enableVisualDebug)
{
if (!isObject(%this.originMarker))
{
%this.originMarker = new Waypoint(){ datablock = "WaypointMarker"; team = %this.team; name = %this.namebase SPC " Origin"; };
%this.clockwiseMarker = new Waypoint(){ datablock = "WaypointMarker"; team = %this.team; name = %this.namebase SPC " Clockwise"; };
%this.counterClockwiseMarker = new Waypoint(){ datablock = "WaypointMarker"; team = %this.team; name = %this.namebase SPC " Counter Clockwise"; };
%this.upperMarker = new Waypoint(){ datablock = "WaypointMarker"; team = %this.team; name = %this.namebase SPC " Upper"; };
%this.lowerMarker = new Waypoint(){ datablock = "WaypointMarker"; team = %this.team; name = %this.namebase SPC " Lower"; };
}
%viewCone = %this.calculateViewCone();
%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
%this.clockwiseMarker.setPosition(%viewConeClockwiseVector);
%this.counterClockwiseMarker.setPosition(%viewConeCounterClockwiseVector);
%this.upperMarker.setPosition(%viewConeUpperVector);
%this.lowerMarker.setPosition(%viewConeLowerVector);
%this.originMarker.setPosition(%coneOrigin);
}
else if (isObject(%this.originMarker))
{
%this.originMarker.delete();
%this.clockwiseMarker.delete();
%this.counterClockwiseMarker.delete();
%this.upperMarker.delete();
%this.lowerMarker.delete();
}
%result = %this.getObjectsInViewcone($TypeMasks::ProjectileObjectType | $TypeMasks::PlayerObjectType, %this.viewDistance, true);
// What can we see?
for (%i = 0; %i < %result.getCount(); %i++)
{
%current = %result.getObject(%i);
%this.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 (%this.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 == %this.player)
{
%this.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(%this.player.getPosition(), %hitLocation);
// Is it within the radius damage of this thing?
if (%hitDistance <= %current.getDatablock().damageRadius)
%this.setDangerLocation(%current.getPosition(), 30);
}
// A little bit harder to detect.
else if (%className $= "GrenadeProjectile")
{
}
}
// See a player?
else if (%current.getType() & $TypeMasks::PlayerObjectType)
{
%this.clientDetected(%current);
%this.clientDetected(%current.client);
// ... if the moron is right there in our LOS then we probably should see them
%start = %this.player.getPosition();
%end = vectorAdd(%start, vectorScale(%this.player.getEyeVector(), %this.viewDistance));
%rayCast = containerRayCast(%start, %end, -1, %this.player);
%hitObject = getWord(%raycast, 0);
if (%hitObject == %current)
{
%this.clientDetected(%current);
%this.stepEngage(%current);
}
}
}
%result.delete();
}

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// config.cs
// Configuration for the DXAI System
// Copyright (c) 2014 Robert MacGregor
$DXAI::Commander::minimumFlagDefense = 1;
$DXAI::Commander::minimumGeneratorDefense = 1;
$DXAI::Bot::DefaultFieldOfView = 3.14159 / 2; // 90*
$DXAI::Bot::DefaultViewDistance = 300;

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// helpers.cs
// Helper functions for the AI System
// Copyright (c) 2014 Robert MacGregor
function sameSide(%p1, %p2, %a, %b)
{
%cp1 = vectorCross(vectorSub(%b, %a), vectorSub(%p1, %a));
%cp2 = vectorCross(vectorSub(%b, %a), vectorSub(%p2, %a));
if (vectorDot(%cp1, %cp2) >= 0)
return true;
return false;
}
function pointInTriangle(%point, %a, %b, %c)
{
if (sameSide(%point, %a, %b, %c) && sameSide(%point, %b, %a, %c) && sameSide(%point, %c, %a, %b))
return true;
return false;
}
function AIConnection::reset(%this)
{
AIUnassignClient(%this);
%this.stop();
%this.clearTasks();
%this.clearStep();
%this.lastDamageClient = -1;
%this.lastDamageTurret = -1;
%this.shouldEngage = -1;
%this.setEngageTarget(-1);
%this.setTargetObject(-1);
%this.pilotVehicle = false;
%this.defaultTasksAdded = false;
if (isObject(%this.controlByHuman))
aiReleaseHumanControl(%this.controlByHuman, %this);
}
// TODO: Return in a faster-to-read format: Could try as static GVar names
// as the game's scripting environment for the gameplay is single threaded
// and it probably does a hash to store the values.
// TODO: Mathematical optimizations, right now it's a hack because of no
// reliable way of getting a player's X facing?
function GameConnection::calculateViewCone(%this, %distance)
{
//%xFacing = %this.player.getXFacing();
%halfView = %this.fieldOfView / 2;
%coneOrigin = %this.player.getMuzzlePoint($WeaponSlot);
%forwardVector = %this.player.getForwardVector();
%sideVector = vectorCross("0 0 1", %forwardVector);
// Clockwise
//%viewConeClockwise = %xFacing - %halfView;
// %viewConeClockwisePoint = mCos(%viewConeClockwise) SPC mSin(%viewConeClockwise) SPC "0";
%viewConeClockwisePoint = mCos(-%halfView) SPC mSin(-%halfView) SPC "0";
%viewConeClockwisePoint = vectorScale(%viewConeClockwisePoint, %this.viewDistance);
//%viewConeClockwisePoint = vectorAdd(%viewConeClockwisePoint, %coneOrigin);
// Counter Clockwise
//%viewConeCounterClockwise = %xFacing + %halfView;
//%viewConeCounterClockwisePoint = mCos(%viewConeCounterClockwise) SPC mSin(%viewConeCounterClockwise) SPC "0";
%viewConeCounterClockwisePoint = mCos(%halfView) SPC mSin(%halfView) SPC "0";
%viewConeCounterClockwisePoint = vectorScale(%viewConeCounterClockwisePoint, %this.viewDistance);
//%viewConeCounterClockwisePoint = vectorAdd(%viewConeCounterClockwisePoint, %coneOrigin);
// Offsets
%halfDistance = vectorDist(%viewConeCounterClockwisePoint, %viewConeClockwisePoint) / 2;
%viewConeCounterClockwisePoint = vectorScale(%sideVector, %halfDistance);
%viewConeCounterClockwisePoint = vectorAdd(%coneOrigin, %viewConeCounterClockwisePoint);
%viewConeClockwisePoint = vectorScale(vectorScale(%sideVector, -1), %halfDistance);
%viewConeClockwisePoint = vectorAdd(%coneOrigin, %viewConeClockwisePoint);
// Translate the upper and lower points
%viewForwardPoint = vectorScale(%forwardVector, %this.viewDistance);
%viewConeUpperPoint = vectorAdd(vectorScale("0 0 1", %halfDistance), %viewForwardPoint);
%viewConeUpperPoint = vectorAdd(%coneOrigin, %viewConeUpperPoint);
%viewConeLowerPoint = vectorAdd(vectorScale("0 0 -1", %halfDistance), %viewForwardPoint);
%viewConeLowerPoint = vectorAdd(%coneOrigin, %viewConeLowerPoint);
// Now cast them forward
%viewConeClockwisePoint = vectorAdd(%viewConeClockwisePoint, vectorScale(%this.player.getForwardVector(), %this.viewDistance));
%viewConeCounterClockwisePoint = vectorAdd(%viewConeCounterClockwisePoint, vectorScale(%this.player.getForwardVector(), %this.viewDistance));
return %coneOrigin SPC %viewConeClockwisePoint SPC %viewConeCounterClockwisePoint SPC %viewConeUpperPoint SPC %viewConeLowerPoint;
}
// View cone simulation function
function GameConnection::getObjectsInViewcone(%this, %typeMask, %distance, %performLOSTest)
{
// FIXME: Radians
if (%this.fieldOfView < 0 || %this.fieldOfView > 3.14)
{
%this.fieldOfView = $DXAPI::Bot::DefaultFieldOfView;
error("DXAI: Bad field of view value! (" @ %this @ ".fieldOfView > 3.14 || " @ %this @ ".fieldOfView < 0)");
}
if (%this.viewDistance <= 0)
{
%this.viewDistance = $DXAPI::Bot::DefaultViewDistance;
error("DXAI: Bad view distance value! (" @ %this @ ".viewDistance <= 0)");
}
if (%distance $= "")
%distance = %this.viewDistance;
%viewCone = %this.calculateViewCone(%distance);
// Extract the results: See TODO above ::calculateViewCone implementation
%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);
%result = new SimSet();
// Doing a radius search should hopefully be faster than iterating over all objects in MissionCleanup.
// Even if the game did that internally it's definitely faster than doing it in TS
InitContainerRadiusSearch(%coneOrigin, %distance, %typeMask);
while((%currentObject = containerSearchNext()) != 0)
{
if (%currentObject == %this || !isObject(%currentObject) || containerSearchCurrRadDamageDist() > %distance)
continue;
// Check if the object is within both the horizontal and vertical triangles representing our view cone
if (%currentObject.getType() & %typeMask && pointInTriangle(%currentObject.getPosition(), %viewConeClockwiseVector, %viewConeCounterClockwiseVector, %coneOrigin) && pointInTriangle(%currentObject.getPosition(), %viewConeLowerVector, %viewConeUpperVector, %coneOrigin))
{
if (!%performLOSTest)
%result.add(%currentObject);
else
{
%rayCast = containerRayCast(%coneOrigin, %currentObject.getWorldBoxCenter(), -1, 0);
%hitObject = getWord(%raycast, 0);
// Since the engine doesn't do raycasts against projectiles correctly, we just check if the bot
// hit -nothing- when doing the raycast rather than checking for a hit against the object
if (%hitObject == %currentObject || (%currentObject.getType() & $TypeMasks::ProjectileObjectType && !isObject(%hitObject)))
%result.add(%currentObject);
}
}
}
return %result;
}
function getRandomPosition(%position, %distance)
{
// First, we determine a random direction vector
%direction = vectorNormalize(getRandom(0, 10000) SPC getRandom(0, 10000) SPC getRandom(0, 10000));
// Return the scaled result
return vectorAdd(%position, vectorScale(%direction, getRandom(0, %distance)));
}
function getRandomPositionOnTerrain(%position, %distance)
{
%result = getRandomPosition(%position, %distance);
return setWord(%result, 2, getTerrainHeight(%result));
}
function vectorMultiply(%vec1, %vec2)
{
return (getWord(%vec1, 0) * getWord(%vec2, 0)) SPC
(getWord(%vec1, 1) * getWord(%vec2, 1)) SPC
(getWord(%vec1, 2) * getWord(%vec2, 2));
}
// If the map editor was instantiated, this will prevent a little bit
// of console warnings
function Terraformer::getType(%this) { return 0; }
// Dummy ScriptObject methods to silence console warnings when testing the runtime
// environment; this may not silence for all mods but it should help.
$DXAI::System::RuntimeDummy = new ScriptObject(RuntimeDummy) { class = "RuntimeDummy"; };
function RuntimeDummy::addTask() { }
function RuntimeDummy::reset() { }

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//------------------------------------------------------------------------------------------
// main.cs
// Main source file for the DXAI experimental AI enhancement project.
// 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.
//------------------------------------------------------------------------------------------
exec("scripts/DXAI/objectives.cs");
exec("scripts/DXAI/helpers.cs");
exec("scripts/DXAI/config.cs");
exec("scripts/DXAI/aicommander.cs");
exec("scripts/DXAI/aiconnection.cs");
// General DXAI API implementations
function DXAI::cleanup()
{
$DXAI::System::Setup = false;
for (%iteration = 1; %iteration < $DXAI::ActiveCommanderCount + 1; %iteration++)
{
$DXAI::ActiveCommander[%iteration].cleanup();
$DXAI::ActiveCommander[%iteration].delete();
}
$DXAI::ActiveCommanderCount = 0;
}
function DXAI::setup(%numTeams)
{
// Mark the environment as invalidated for each new run so that our hooks
// can be verified
$DXAI::System::InvalidatedEnvironment = true;
// Set our setup flag so that the execution hooks can behave correctly
$DXAI::System::Setup = true;
for (%iteration = 1; %iteration < %numTeams + 1; %iteration++)
{
%commander = new ScriptObject() { class = "AICommander"; team = %iteration; };
%commander.setup();
$DXAI::ActiveCommander[%iteration] = %commander;
}
// And setup the default values
for (%iteration = 0; %iteration < ClientGroup.getCount(); %iteration++)
{
%currentClient = ClientGroup.getObject(%iteration);
%currentClient.viewDistance = $DXAI::Bot::DefaultViewDistance;
%currentClient.fieldOfView = $DXAI::Bot::DefaultFieldOfView;
}
$DXAI::ActiveCommanderCount = %numTeams;
}
function DXAI::validateEnvironment()
{
%gameModeName = $CurrentMissionType @ "Game";
%payloadTemplate = %payload = "function " @ %gameModeName @ "::<METHODNAME>() { return DefaultGame::<METHODNAME>($DXAI::System::RuntimeDummy); } ";
if (game.AIChooseGameObjective($DXAI::System::RuntimeDummy) != 11595)
{
error("DXAI: Function 'DefaultGame::AIChooseGameObjective' detected to be overwritten by the current gamemode. Correcting ...");
eval(strReplace(%payloadTemplate, "<METHODNAME>", "AIChooseGameObjective"));
// Make sure the patch took
if (game.AIChooseGameObjective($DXAI::System::RuntimeDummy) != 11595)
error("DXAI: Failed to patch 'DefaultGame::AIChooseGameObjective'! DXAI may not function correctly.");
}
if (game.onAIRespawn($DXAI::System::RuntimeDummy) != 11595)
{
error("DXAI: Function 'DefaultGame::onAIRespawn' detected to be overwritten by the current gamemode. Correcting ... ");
eval(strReplace(%payloadTemplate, "<METHODNAME>", "onAIRespawn"));
if (game.onAIRespawn($DXAI::System::RuntimeDummy) != 11595)
error("DXAI: Failed to patch 'DefaultGame::onAIRespawn'! DXAI may not function correctly.");
}
$DXAI::System::InvalidatedEnvironment = false;
}
function DXAI::update()
{
if (isEventPending($DXAI::updateHandle))
cancel($DXAI::updateHandle);
// Check if the bound functions are overwritten by the current gamemode, or if something
// may have invalidated our hooks
if ($DXAI::System::InvalidatedEnvironment && $DXAI::System::Setup)
DXAI::validateEnvironment();
for (%iteration = 1; %iteration < $DXAI::ActiveCommanderCount + 1; %iteration++)
$DXAI::ActiveCommander[%iteration].update();
// Apparently we can't schedule a bound function otherwise
$DXAI::updateHandle = schedule(32,0,"eval", "DXAI::update();");
}
function DXAI::notifyPlayerDeath(%killed, %killedBy)
{
for (%iteration = 1; %iteration < $DXAI::ActiveCommanderCount + 1; %iteration++)
$DXAI::ActiveCommander[%iteration].notifyPlayerDeath(%killed, %killedBy);
}
// Hooks for the AI System
package DXAI_Hooks
{
function DefaultGame::gameOver(%game)
{
parent::gameOver(%game);
DXAI::cleanup();
}
function DefaultGame::startMatch(%game)
{
parent::startMatch(%game);
DXAI::setup(%game.numTeams);
DXAI::update();
}
// Listen server fix
function disconnect()
{
parent::disconnect();
DXAI::Cleanup();
}
function DefaultGame::AIChangeTeam(%game, %client, %newTeam)
{
// Remove us from the old commander's control first
$DXAI::ActiveCommander[%client.team].removeBot(%client);
parent::AIChangeTeam(%game, %client, %newTeam);
$DXAI::ActiveCommander[%newTeam].addBot(%client);
}
function AIConnection::onAIDrop(%client)
{
if (isObject(%client.commander))
%client.commander.removeBot(%client);
parent::onAIDrop(%client);
}
// Hooks for AI System notification
function DefaultGame::onClientKilled(%game, %clVictim, %clKiller, %damageType, %implement, %damageLocation)
{
parent::onClientKilled(%game, %clVictim, %clKiller, %damageType, %implement, %damageLocation);
DXAI::notifyPlayerDeath(%clVictim, %clKiller);
}
function DefaultGame::onAIKilled(%game, %clVictim, %clKiller, %damageType, %implement)
{
parent::onAIKilled(%game, %clVictim, %clKiller, %damageType, %implement);
DXAI::notifyPlayerDeath(%clVictim, %clKiller);
}
function ProjectileData::onExplode(%data, %proj, %pos, %mod)
{
parent::onExplode(%data, %proj, %pos, %mod);
// Look for any bots nearby
InitContainerRadiusSearch(%pos, 100, $TypeMasks::PlayerObjectType);
while ((%targetObject = containerSearchNext()) != 0)
{
%currentDistance = containerSearchCurrRadDamageDist();
if (%currentDistance > 100 || !%targetObject.client.isAIControlled())
continue;
// Get the projectile team
%projectileTeam = -1;
if (isObject(%proj.sourceObject))
%projectileTeam = %proj.sourceObject.client.team;
// Determine if we should run based on team & Team damage
%shouldRun = false;
if (isObject(%proj.sourceObject) && %projectileTeam == %targetObject.client.team && $TeamDamage)
%shouldRun = true;
else if (isObject(%proj.sourceObject) && %projectileTeam != %targetObject.client.team)
%shouldRun = true;
// Determine if we 'heard' it. The sound distance seems to be roughly 55m or less and we check the maxDistance
// IIRC The 55m distance should scale with the min/max distances and volume but I'm not sure how those interact
%heardHit = false;
%hitDistance = vectorDist(%targetObject.getWorldBoxCenter(), %pos);
if (%hitDistance <= 20 && %hitDistance <= %data.explosion.soundProfile.description.maxDistance)
%heardHit = true;
// If the thing has any radius damage (and we heard it), run around a little bit if we need to
if (%data.indirectDamage != 0 && %heardHit)
%targetObject.client.schedule(getRandom(250, 400), "setDangerLocation", %pos, 20);
// If we should care and it wasn't a teammate projectile, notify
if (%shouldRun && %projectileTeam != %targetObject.client.team)
%targetObject.client.notifyProjectileImpact(%data, %proj, %pos);
}
}
// The CreateServer function is hooked so that we can try and guarantee that the DXAI gamemode hooks still
// exist in the runtime.
function CreateServer(%mission, %missionType)
{
// Perform the default exec's
parent::CreateServer(%mission, %missionType);
// Ensure that the DXAI is active.
DXAI::validateEnvironment();
}
// Make this do nothing so the bots don't ever get any objectives by default
function DefaultGame::AIChooseGameObjective(%game, %client) { return 11595; }
function DefaultGame::onAIRespawn(%game, %client)
{
// Make sure the bot has no objectives
// %client.reset();
// %client.defaultTasksAdded = true;
return 11595;
}
// We package hook the exec() and compile() functions to perform execution environment
// checking because these can easily load code that overwrites methods that are otherwise
// hooked by DXAI. This can happen with gamemode specific events because DXAI only hooks into
// DefaultGame. This is mostly helpful for developers.
function exec(%file)
{
$DXAI::System::InvalidatedEnvironment = true;
parent::exec(%file);
}
function compile(%file)
{
$DXAI::System::InvalidatedEnvironment = true;
parent::compile(%file);
}
};
// Only activate the package if it isn't already active.
if (!isActivePackage(DXAI_Hooks))
activatePackage(DXAI_Hooks);

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scripts/DXAI/objectives.cs Normal file
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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.
//------------------------------------------------------------------------------------------
//------------------------------------------------------------------------------------------
// +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; }
function AIEnhancedEscort::weight(%task, %client) { %task.setWeight(1000); }
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;
%client.moveLocation = 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; }
function AIEnhancedDefendLocation::weight(%task, %client) { %task.setWeight(1000); }
function AIEnhancedDefendLocation::monitor(%task, %client)
{
if (%client.getPathDistance(%client.defendLocation) <= 40)
{
// Pick a random time to move to a nearby location
if (%client.defendTime == -1)
{
%client.nextDefendRotation = getRandom(5000, 10000);
%client.isMoving = false;
}
// If we're near our random point, just don't move
if (%client.getPathDistance(%client.moveLocation) <= 10)
%client.isMoving = false;
%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
%client.moveLocation = getRandomPositionOnTerrain(%client.defendLocation, 40);
%client.isMoving = true;
}
}
else
{
%client.defendTime = -1;
%client.moveLocation = %client.defendLocation;
%client.isMoving = true;
}
}
//------------------------------------------------------------------------------------------
// +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) { }
function AIEnhancedScoutLocation::weight(%task, %client) { %task.setWeight(1000); }
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)
{
%client.moveLocation = NavGraph.nodeLoc(%client.currentNode);
%client.isMoving = true;
}
}
// We're moving, or are near enough to our target
else
{
// Don't move if we're close enough to our next node
if (%client.getPathDistance(%client.moveLocation) <= 40 && %client.isMoving)
{
%client.isMoving = false;
%client.nextScoutRotation = getRandom(5000, 10000);
%client.scoutTime += 32;
}
else
{
%client.isMoving = true;
%client.scoutTime = 0;
}
// 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)
{
%client.moveLocation = NavGraph.nodeLoc(%client.currentNode);
%client.isMoving = true;
}
}
}
}
//------------------------------------------------------------------------------------------

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//------------------------------------------------------------------------------------------
// priorityqueue.cs
// Source file for the priority queue implementation.
// 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.
//------------------------------------------------------------------------------------------
function PriorityQueue::add(%this, %key, %value)
{
// Traverse the queue and discover our insertion point
for (%iteration = 0; %iteration < %this.count; %iteration++)
if (%key >= %this.keys[%iteration])
{
%this._shift(%iteration, false);
%this.values[%iteration] = %value;
%this.keys[%iteration] = %key;
%this.keyIndex[%key] = %iteration;
%this.hasKey[%key] = true;
return;
}
// If we never made an insertion, just stick our key and value at the end
%this.values[%this.count] = %value;
%this.keys[%this.count++] = %key;
}
function PriorityQueue::remove(%this, %key)
{
if (!%this.hasKey[%key])
return;
%this.hasKey[%key] = false;
%this._shift(%this.keyIndex[%key], true);
%this.count--;
}
function PriorityQueue::_shift(%this, %index, %isRemoval)
{
if (%isRemoval)
{
for (%iteration = %index; %iteration < %this.count; %iteration++)
{
%this.values[%index] = %this.values[%index + 1];
%this.keys[%index] = %this.keys[%index + 1;
}
return;
}
for (%iteration = %index; %iteration < %this.count; %iteration++)
{
%this.values[%index + 1] = %this.values[%index];
%this.keys[%index + 1] = %this.keys[%index];
}
}
function PriorityQueue::topValue(%this)
{
return %this.values[%this.count - 1];
}
function PriorityQueue::topKey(%this)
{
return %this.keys[%this.count - 1];
}
function PriorityQueue::pop(%this)
{
%this.hasKey[%this.keys[%this.count]] = false;
%this.count--;
}
function PriorityQueue::clear(%this)
{
for (%iteration = 0; %iteration < %this.count; %iteration++)
%this.hasKey[%this.keys[%iteration]] = false;
%this.count = 0;
}
function Priorityqueue::isEmpty(%this)
{
return %this.count == 0;
}
function PriorityQueue::create(%name)
{
return new ScriptObject(%name)
{
class = "PriorityQueue";
count = 0;
};
}