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https://github.com/Ragora/T2-DXAI.git
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Bots now all have an engage task; bots now all have a return flag task; AI engage has some basic engage functionality; began work on the new AI-player interaction system; Bots will spot players via their view cone now
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5 changed files with 342 additions and 6 deletions
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@ -20,7 +20,7 @@
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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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function AIEnhancedEscort::weight(%task, %client) { %task.setWeight(1000); }
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function AIEnhancedEscort::weight(%task, %client) { %task.setWeight(500); }
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function AIEnhancedEscort::monitor(%task, %client)
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{
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@ -53,7 +53,7 @@ function AIEnhancedEscort::monitor(%task, %client)
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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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function AIEnhancedDefendLocation::weight(%task, %client) { %task.setWeight(1000); }
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function AIEnhancedDefendLocation::weight(%task, %client) { %task.setWeight(500); }
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function AIEnhancedDefendLocation::monitor(%task, %client)
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{
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@ -103,7 +103,7 @@ function AIEnhancedDefendLocation::monitor(%task, %client)
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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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function AIEnhancedScoutLocation::weight(%task, %client) { %task.setWeight(1000); }
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function AIEnhancedScoutLocation::weight(%task, %client) { %task.setWeight(500); }
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function AIEnhancedScoutLocation::monitor(%task, %client)
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{
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@ -159,4 +159,191 @@ function AIEnhancedScoutLocation::monitor(%task, %client)
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}
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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.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");
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if (!isObject(%flag) || %flag.isHome)
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{
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%task.setWeight(0);
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%client.targetFlag = -1;
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%client.isMoving = false;
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}
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else
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{
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// TODO: For now, all the bots go after it! Make this check if the bot is range.
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%task.setWeight(700);
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%client.targetFlag = %flag;
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}
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}
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function AIEnhancedReturnFlagTask::monitor(%task, %client)
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{
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if (!isObject(%client.targetFlag))
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return;
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// TODO: Make the bot engage the flag runner if its currently held.
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%client.isMoving = true;
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%client.moveLocation = %client.targetFlag.getPosition();
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}
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//------------------------------------------------------------------------------------------
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function ObjectiveNameToVoice(%objective)
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{
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%result = "avo.grunt";
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switch$(%objective)
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{
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case "AIEnhancedReturnFlagTask":
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%result = "slf.def.flag";
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case "AIEnhancedRearmTask":
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%result = "avo.grunt";
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case "AIEnhancedEngageTarget":
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%result = "slf.att.attack";
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case "AIEnhancedScoutLocation":
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%result = "slf.def.defend";
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case "AIEnhancedEscort":
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%result = "slf.tsk.cover";
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}
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return %result;
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}
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