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Restructuring; PriorityQueue implementation; commander task weighting & assignment; some code documentation
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7 changed files with 537 additions and 264 deletions
178
scripts/DXAI/aiconnection.cs
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178
scripts/DXAI/aiconnection.cs
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//------------------------------------------------------------------------------------------
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// aiconnection.cs
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// Source file declaring the custom AIConnection methods used by the DXAI experimental
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// AI enhancement project.
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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.
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// Refer to LICENSE.txt for more information.
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//------------------------------------------------------------------------------------------
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function AIConnection::initialize(%this, %aiClient)
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{
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%this.fieldOfView = 3.14 / 2; // 90* View cone
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%this.viewDistance = 300;
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if (!isObject(%aiClient))
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error("AIPlayer: Attempted to initialize with bad AI client connection!");
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%this.client = %aiClient;
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}
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function AIConnection::update(%this)
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{
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if (isObject(%this.player) && %this.player.getMoveState() $= "walk")
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{
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%this.updateLegs();
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%this.updateVisualAcuity();
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}
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}
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function AIConnection::notifyProjectileImpact(%this, %data, %proj, %position)
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{
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if (!isObject(%proj.sourceObject) || %proj.sourceObject.client.team == %this.team)
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return;
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}
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function AIConnection::isIdle(%this)
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{
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if (!isObject(%this.commander))
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return true;
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return %this.commander.idleBotList.isMember(%this);
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}
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function AIConnection::updateLegs(%this)
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{
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if (%this.isMoving && %this.getTaskID() != 0)
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{
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%this.setPath(%this.moveLocation);
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%this.stepMove(%this.moveLocation);
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if (%this.aimAtLocation)
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%this.aimAt(%this.moveLocation);
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else if(%this.manualAim)
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%this.aimAt(%this.aimLocation);
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}
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else
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{
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%this.stop();
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%this.clearStep();
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}
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}
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function AIConnection::updateVisualAcuity(%this)
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{
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if (%this.enableVisualDebug)
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{
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if (!isObject(%this.originMarker))
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{
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%this.originMarker = new Waypoint(){ datablock = "WaypointMarker"; team = %this.team; name = %this.namebase SPC " Origin"; };
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%this.clockwiseMarker = new Waypoint(){ datablock = "WaypointMarker"; team = %this.team; name = %this.namebase SPC " Clockwise"; };
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%this.counterClockwiseMarker = new Waypoint(){ datablock = "WaypointMarker"; team = %this.team; name = %this.namebase SPC " Counter Clockwise"; };
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%this.upperMarker = new Waypoint(){ datablock = "WaypointMarker"; team = %this.team; name = %this.namebase SPC " Upper"; };
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%this.lowerMarker = new Waypoint(){ datablock = "WaypointMarker"; team = %this.team; name = %this.namebase SPC " Lower"; };
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}
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%viewCone = %this.calculateViewCone();
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%coneOrigin = getWords(%viewCone, 0, 2);
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%viewConeClockwiseVector = getWords(%viewCone, 3, 5);
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%viewConeCounterClockwiseVector = getWords(%viewCone, 6, 8);
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%viewConeUpperVector = getWords(%viewCone, 9, 11);
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%viewConeLowerVector = getWords(%viewCone, 12, 14);
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// Update all the markers
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%this.clockwiseMarker.setPosition(%viewConeClockwiseVector);
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%this.counterClockwiseMarker.setPosition(%viewConeCounterClockwiseVector);
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%this.upperMarker.setPosition(%viewConeUpperVector);
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%this.lowerMarker.setPosition(%viewConeLowerVector);
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%this.originMarker.setPosition(%coneOrigin);
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}
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else if (isObject(%this.originMarker))
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{
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%this.originMarker.delete();
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%this.clockwiseMarker.delete();
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%this.counterClockwiseMarker.delete();
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%this.upperMarker.delete();
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%this.lowerMarker.delete();
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}
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%result = %this.getObjectsInViewcone($TypeMasks::ProjectileObjectType | $TypeMasks::PlayerObjectType, %this.viewDistance, true);
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// What can we see?
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for (%i = 0; %i < %result.getCount(); %i++)
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{
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%current = %result.getObject(%i);
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%this.awarenessTicks[%current]++;
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if (%current.getType() & $TypeMasks::ProjectileObjectType)
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{
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// Did we "notice" the object yet?
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// We pick a random notice time between 700ms and 1200 ms
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// Obviously this timer runs on a 32ms tick, but it should help provide a little unpredictability
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%noticeTime = getRandom(700, 1200);
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if (%this.awarenessTicks[%current] < (%noticeTime / 32))
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continue;
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%className = %current.getClassName();
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// LinearFlareProjectile and LinearProjectile have linear properties, so we can easily determine if a dodge is necessary
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if (%className $= "LinearFlareProjectile" || %className $= "LinearProjectile")
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{
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//%this.setDangerLocation(%current.getPosition(), 20);
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// Perform a raycast to determine a hitpoint
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%currentPosition = %current.getPosition();
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%rayCast = containerRayCast(%currentPosition, vectorAdd(%currentPosition, vectorScale(%current.initialDirection, 200)), -1, 0);
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%hitObject = getWord(%raycast, 0);
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// We're set for a direct hit on us!
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if (%hitObject == %this.player)
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{
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%this.setDangerLocation(%current.getPosition(), 30);
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continue;
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}
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// If there is no radius damage, don't worry about it now
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if (!%current.getDatablock().hasDamageRadius)
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continue;
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// How close is the hit loc?
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%hitLocation = getWords(%rayCast, 1, 3);
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%hitDistance = vectorDist(%this.player.getPosition(), %hitLocation);
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// Is it within the radius damage of this thing?
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if (%hitDistance <= %current.getDatablock().damageRadius)
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%this.setDangerLocation(%current.getPosition(), 30);
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}
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// A little bit harder to detect.
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else if (%className $= "GrenadeProjectile")
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{
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}
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}
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// See a player?
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else if (%current.getType() & $TypeMasks::PlayerObjectType)
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{
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%this.clientDetected(%current);
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%this.clientDetected(%current.client);
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// ... if the moron is right there in our LOS then we probably should see them
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%start = %this.player.getPosition();
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%end = vectorAdd(%start, vectorScale(%this.player.getEyeVector(), %this.viewDistance));
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%rayCast = containerRayCast(%start, %end, -1, %this.player);
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%hitObject = getWord(%raycast, 0);
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if (%hitObject == %current)
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{
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%this.clientDetected(%current);
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%this.stepEngage(%current);
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}
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}
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}
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%result.delete();
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}
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