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https://github.com/Ragora/T2-DXAI.git
synced 2026-01-19 18:14:45 +00:00
Back to using the inbuilt AI Task system; fixed the monitor freq
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8687513a42
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@ -16,6 +16,7 @@ function AIVisualAcuity::initFromObjective(%task, %objective, %client)
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function AIVisualAcuity::assume(%task, %client)
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{
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// Called when the bot starts the task
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%task.setMonitorFreq(32);
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}
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function AIVisualAcuity::retire(%task, %client)
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@ -28,21 +29,21 @@ function AIVisualAcuity::weight(%task, %client)
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%task.setWeight(999);
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}
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function AIConnection::visualAcuityUpdate(%this)
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function AIVisualAcuity::monitor(%task, %client)
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{
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// Called when the bot is performing the task
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if (%this.enableVisualDebug)
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// Called when the bot is performing the task
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if (%client.enableVisualDebug)
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{
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if (!isObject(%this.originMarker))
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if (!isObject(%client.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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%client.originMarker = new Waypoint(){ datablock = "WaypointMarker"; team = %client.team; name = %client.namebase SPC " Origin"; };
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%client.clockwiseMarker = new Waypoint(){ datablock = "WaypointMarker"; team = %client.team; name = %client.namebase SPC " Clockwise"; };
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%client.counterClockwiseMarker = new Waypoint(){ datablock = "WaypointMarker"; team = %client.team; name = %client.namebase SPC " Counter Clockwise"; };
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%client.upperMarker = new Waypoint(){ datablock = "WaypointMarker"; team = %client.team; name = %client.namebase SPC " Upper"; };
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%client.lowerMarker = new Waypoint(){ datablock = "WaypointMarker"; team = %client.team; name = %client.namebase SPC " Lower"; };
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}
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%viewCone = %this.calculateViewCone();
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%viewCone = %client.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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@ -51,28 +52,28 @@ function AIConnection::visualAcuityUpdate(%this)
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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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%client.clockwiseMarker.setPosition(%viewConeClockwiseVector);
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%client.counterClockwiseMarker.setPosition(%viewConeCounterClockwiseVector);
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%client.upperMarker.setPosition(%viewConeUpperVector);
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%client.lowerMarker.setPosition(%viewConeLowerVector);
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%client.originMarker.setPosition(%coneOrigin);
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}
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else if (isObject(%this.originMarker))
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else if (isObject(%client.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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%client.originMarker.delete();
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%client.clockwiseMarker.delete();
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%client.counterClockwiseMarker.delete();
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%client.upperMarker.delete();
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%client.lowerMarker.delete();
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}
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%result = %this.getObjectsInViewcone($TypeMasks::ProjectileObjectType | $TypeMasks::PlayerObjectType, %this.viewDistance, true);
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%result = %client.getObjectsInViewcone($TypeMasks::ProjectileObjectType | $TypeMasks::PlayerObjectType, %client.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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%client.awarenessTicks[%current]++;
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if (%current.getType() & $TypeMasks::ProjectileObjectType)
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{
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@ -80,7 +81,7 @@ function AIConnection::visualAcuityUpdate(%this)
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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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if (%client.awarenessTicks[%current] < (%noticeTime / 32))
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continue;
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%className = %current.getClassName();
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@ -96,9 +97,9 @@ function AIConnection::visualAcuityUpdate(%this)
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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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if (%hitObject == %client.player)
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{
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%this.setDangerLocation(%current.getPosition(), 30);
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%client.setDangerLocation(%current.getPosition(), 30);
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continue;
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}
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@ -108,11 +109,11 @@ function AIConnection::visualAcuityUpdate(%this)
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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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%hitDistance = vectorDist(%client.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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%client.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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@ -124,41 +125,18 @@ function AIConnection::visualAcuityUpdate(%this)
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else if (%current.getType() & $TypeMasks::PlayerObjectType)
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{
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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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%start = %client.player.getPosition();
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%end = vectorAdd(%start, vectorScale(%client.player.getEyeVector(), %client.viewDistance));
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%rayCast = containerRayCast(%start, %end, -1, %this.player);
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%rayCast = containerRayCast(%start, %end, -1, %client.player);
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%hitObject = getWord(%raycast, 0);
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echo(%hitObject);
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echo(%current);
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if (%hitObject == %current)
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%this.stepEngage(%current);
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%client.stepEngage(%current);
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}
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}
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%result.delete();
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}
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function AIConnection::enhancedLogicUpdate(%this)
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{
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cancel(%this.enhancedLogicHandle);
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//if (!isObject(%this.))
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if (!isObject(%this.player))
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{
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%this.enhancedLogicHandle = %this.schedule(32, "enhancedLogicUpdate");
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return;
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}
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%this.visualAcuityUpdate();
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%this.enhancedLogicHandle = %this.schedule(32, "enhancedLogicUpdate");
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}
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function AIVisualAcuity::monitor(%task, %client)
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{
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return;
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}
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