mirror of
https://github.com/Ragora/T2-DXAI.git
synced 2026-01-20 02:24:47 +00:00
Make bots ignore their own fired projectiles so they don't try to dodge it; implement forced jetting; implement a basic engage routine that more or less emulates the base T2 AI's; fix magic numbers in timing code in some AI tasks
This commit is contained in:
parent
274d858679
commit
b9afd41b1c
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@ -5,7 +5,7 @@
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//
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// The AICommander type is a complex beast. They have the following proerties associated
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// with them:
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// * %commander.botList: A SimSet of all bots that are currently associated with the
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// * %commander.botList: A SimSet of all bots that are currently associated with the
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// given commander.
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// * %commander.idleBotList: A SimSet of all bots that are currently considered be idle.
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// These bots were not explicitly given anything to do by the commander AI and so they are
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@ -13,7 +13,7 @@
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// * %commander.botAssignments[%assignmentID]: An associative container that maps
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// assignment ID's (those desiginated by $DXAI::Priorities::*) to the total number of
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// bots assigned.
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// * %commander.objectiveCycles[%assignmentID]: An associative container that maps assignment
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// * %commander.objectiveCycles[%assignmentID]: An associative container that maps assignment
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// ID's (those desiginated by $DXAI::Priorities::*) to an instance of a CyclicSet which contains
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// the ID's of AI nav graph placed objective markers to allow for cycling through the objectives
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// set for the team.
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@ -28,24 +28,26 @@ $DXAI::Priorities::DefendGenerator = 0;
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$DXAI::Priorities::DefendFlag = 1;
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$DXAI::Priorities::ScoutBase = 2;
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//-----------------------------------------------
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$DXAI::Priorities::CaptureFlag = 4;
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$DXAI::Priorities::CaptureFlag = 3;
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$DXAI::Priorities::CaptureObjective = 5;
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$DXAI::Priorities::AttackTurret = 6;
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$DXAI::Priorities::Count = 3;
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$DXAI::Priorities::Count = 4;
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//------------------------------------------------------------------------------------------
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// Description: These global variables are the default priorities that commanders will
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// initialize with for specific tasks that can be distributed to the bots on the team.
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//
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// Description: These global variables are the default priorities that commanders will
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// initialize with for specific tasks that can be distributed to the bots on the team.
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//
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// NOTE: These should be fairly laid back initially and allow for a good count of idle bots.
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//------------------------------------------------------------------------------------------
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$DXAI::Priorities::DefaultPriorityValue[$DXAI::Priorities::DefendGenerator] = 2;
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$DXAI::Priorities::DefaultPriorityValue[$DXAI::Priorities::DefendFlag] = 3;
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$DXAI::Priorities::DefaultPriorityValue[$DXAI::Priorities::ScoutBase] = 1;
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$DXAI::Priorities::DefaultPriorityValue[$DXAI::Priorities::CaptureFlag] = 2;
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$DXAI::Priorities::Text[$DXAI::Priorities::DefendGenerator] = "Defending a Generator";
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$DXAI::Priorities::Text[$DXAI::Priorities::DefendFlag] = "Defending the Flag";
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$DXAI::Priorities::Text[$DXAI::Priorities::ScoutBase] = "Scouting a Location";
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$DXAI::Priorities::Text[$DXAI::Priorities::CaptureFlag] = "Capture the Flag";
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//------------------------------------------------------------------------------------------
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// Description: Sets up the AI commander by creating the bot list sim sets as well as
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@ -53,32 +55,32 @@ $DXAI::Priorities::Text[$DXAI::Priorities::ScoutBase] = "Scouting a Location";
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// independent ticks started up such as the visual acuity tick.
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//------------------------------------------------------------------------------------------
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function AICommander::setup(%this)
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{
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{
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%this.botList = new SimSet();
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%this.idleBotList = new SimSet();
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for (%iteration = 0; %iteration < ClientGroup.getCount(); %iteration++)
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{
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%currentClient = ClientGroup.getObject(%iteration);
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if (%currentClient.isAIControlled() && %currentClient.team == %this.team)
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{
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%this.botList.add(%currentClient);
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%this.idleBotList.add(%currentClient);
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%currentClient.commander = %this;
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%currentClient.initialize();
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%currentClient.visibleHostiles = new SimSet();
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// Start our ticks.
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%currentClient.updateVisualAcuity();
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%currentClient.stuckCheck();
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}
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}
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%this.setDefaultPriorities();
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// Also set the assignment tracker and the cyclers for each objective type
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for (%iteration = 0; %iteration < $DXAI::Priorities::Count; %iteration++)
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{
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@ -100,7 +102,7 @@ function AICommander::_skimObjectiveGroup(%this, %group)
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for (%iteration = 0; %iteration < %group.getCount(); %iteration++)
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{
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%current = %group.getObject(%iteration);
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// We're getting ballsy here, recursion in TS!
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if (%current.getClassName() $= "SimGroup")
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%this._skimObjectiveGroup(%current);
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@ -114,13 +116,13 @@ function AICommander::_skimObjectiveGroup(%this, %group)
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case "AIODefendLocation":
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// FIXME: Console spam from .targetObjectID not being set?
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%datablockName = %current.targetObjectID.getDatablock().getName();
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// Defending the flag?
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if (%datablockName $= "FLAG")
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%this.objectiveCycles[$DXAI::Priorities::DefendFlag].add(%current);
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else if (%datablockName $="GeneratorLarge")
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%this.objectiveCycles[$DXAI::Priorities::DefendGenerator].add(%current);
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%this.objectiveCycles[$DXAI::Priorities::DefendGenerator].add(%current);
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case "AIORepairObject":
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case "AIOTouchObject":
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case "AIODeployEquipment":
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@ -139,13 +141,13 @@ function AICommander::loadObjectives(%this)
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// First we clear the old cyclers
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for (%iteration = 0; %iteration < $DXAI::Priorities::Count; %iteration++)
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%this.objectiveCycles[%iteration].clear();
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%teamGroup = "Team" @ %this.team;
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%teamGroup = nameToID(%teamGroup);
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if (!isObject(%teamGroup))
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return;
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// Search this group for something named "AIObjectives". Each team has one, so we can't reliably just use that name
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%group = %teamGroup;
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for (%iteration = 0; %iteration < %group.getCount(); %iteration++)
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@ -157,20 +159,20 @@ function AICommander::loadObjectives(%this)
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break;
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}
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}
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if (%group == %teamGroup)
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return;
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// Now that we have our objective set, skim it for anything usable
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%this._skimObjectiveGroup(%group);
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// We also need to determine some locations for objectives not involved in the original game, such as the AIEnhancedScout task.
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// Simply create a scout objective on the flag with a distance of 100m
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%scoutLocationObjective = new ScriptObject() { distance = 100; };
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%defendFlagObjective = %this.objectiveCycles[$DXAI::Priorities::DefendFlag].next();
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%scoutLocationObjective.location = %defendFlagObjective.location;
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%this.objectiveCycles[$DXAI::Priorities::ScoutBase].add(%scoutLocationObjective);
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}
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@ -193,18 +195,19 @@ function AICommander::assignTasks(%this)
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%bot.addTask(AIEnhancedEngageTarget);
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%bot.addTask(AIEnhancedRearmTask);
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%bot.addTask(AIEnhancedPathCorrectionTask);
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// We only need this task if we're actually playing CTF.
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if ($CurrentMissionType $= "CTF")
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{
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%bot.addTask(AIEnhancedReturnFlagTask);
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%bot.addTask(AIEnhancedFlagCaptureTask);
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}
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%bot.targetLoadout = 0;
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// Assign the default loadout
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%bot.targetLoadout = $DXAI::DefaultLoadout ;
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%bot.shouldRearm = true;
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}
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// Calculate how much priority we have total
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%totalPriority = 0.0;
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for (%iteration = 0; %iteration < $DXAI::Priorities::Count; %iteration++)
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@ -212,10 +215,10 @@ function AICommander::assignTasks(%this)
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%totalPriority += %this.priorities[%iteration];
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%botAssignments[%iteration] = 0;
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}
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// We create a priority queue preemptively so we can sort task priorities as we go and save a little bit of time
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%priorityQueue = PriorityQueue::create();
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// Now calculate how many bots we need per objective, and count how many we will need in total
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%lostBots = false; // Used for a small optimization
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%botCountRequired = 0;
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@ -232,7 +235,7 @@ function AICommander::assignTasks(%this)
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echo(%botAssignments[%iteration] SPC " bots on task " @ $DXAI::Priorities::Text[%iteration]);
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}
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}
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// Deassign from objectives we need less bots for now and put them into the idle list
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// When we lose bots, our %botAssignments[%task] value will be a negative, so we just need
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// to ditch mAbs(%botAssignments[%task]) bots from that given task.
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@ -240,7 +243,7 @@ function AICommander::assignTasks(%this)
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// Need to ditch some bots
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if (%botAssignments[%taskIteration] < 0)
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%this.deassignBots(%taskIteration, mAbs(%botAssignments[%taskIteration]));
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// Do we have enough idle bots to just shunt everyone into something?
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if (%this.idleBotList.getCount() >= %botCountRequired)
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{
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@ -259,7 +262,7 @@ function AICommander::assignTasks(%this)
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for (%botIteration = 0; %botIteration < %requiredBots && %this.idleBotList.getCount() != 0; %botIteration++)
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%this.assignTask(%taskID, %this.idleBotList.getObject(0));
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}
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// Regardless, we need to make sure we cleanup the queue
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// FIXME: Perhaps just create one per commander and reuse it?
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%priorityQueue.delete();
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@ -281,7 +284,7 @@ function AICommander::deassignBots(%this, %taskID, %count)
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%count--;
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}
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}
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return %count == 0;
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}
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@ -290,18 +293,18 @@ function AICommander::assignTask(%this, %taskID, %bot)
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// Don't try to assign if the bot is already assigned something
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if (!%this.idleBotList.isMember(%bot))
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return;
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%this.idleBotList.remove(%bot);
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switch (%taskID)
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{
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case $DXAI::Priorities::DefendGenerator or $DXAI::Priorities::DefendFlag:
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%objective = %this.objectiveCycles[%taskID].next();
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// Set the bot to defend the location
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%bot.defendTargetLocation = %objective.location;
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%datablockName = %objective.targetObjectID.getDatablock().getName();
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switch$(%datablockName)
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{
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case "FLAG":
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@ -309,18 +312,24 @@ function AICommander::assignTask(%this, %taskID, %bot)
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case "GeneratorLarge":
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%bot.defenseDescription = "generator";
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}
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%bot.addTask("AIEnhancedDefendLocation");
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%bot.primaryTask = "AIEnhancedDefendLocation";
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%bot.addTask(%bot.primaryTask);
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case $DXAI::Priorities::ScoutBase:
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%objective = %this.objectiveCycles[%taskID].next();
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// Set the bot to defend the location
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%bot.scoutTargetLocation = %objective.location;
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%bot.scoutDistance = %objective.distance;
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%bot.addTask("AIEnhancedScoutLocation");
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%bot.primaryTask = "AIEnhancedScoutLocation";
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%bot.addTask(%bot.primaryTask);
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case $DXAI::Priorities::CaptureFlag:
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%bot.shouldRunFlag = true;
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}
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%this.botAssignments[%taskID]++;
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%bot.assignment = %taskID;
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}
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@ -336,7 +345,7 @@ function AICommander::setDefaultPriorities(%this)
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}
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//------------------------------------------------------------------------------------------
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// Description: Performs a deinitialization that should be ran before deleting the
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// Description: Performs a deinitialization that should be ran before deleting the
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// commander object itself.
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//
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// NOTE: This is called automatically by .delete so this shouldn't have to be called
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@ -350,7 +359,7 @@ function AICommander::cleanUp(%this)
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cancel(%current.visualAcuityTick);
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cancel(%current.stuckCheckTick);
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}
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%this.botList.delete();
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%this.idleBotList.delete();
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}
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@ -379,7 +388,7 @@ function AICommander::removeBot(%this, %bot)
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{
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%this.botList.remove(%bot);
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%this.idleBotList.remove(%bot);
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%bot.commander = -1;
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}
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@ -394,10 +403,10 @@ function AICommander::addBot(%this, %bot)
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{
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if (%bot.team != %this.team)
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return false;
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%this.botList.add(%bot);
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%this.idleBotList.add(%bot);
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%bot.commander = %this;
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return true;
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}
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@ -409,7 +418,7 @@ function AICommander::notifyPlayerDeath(%this, %killedClient, %killedByClient)
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function AICommander::notifyFlagGrab(%this, %grabbedByClient)
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{
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%this.priority[$DXAI::Priorities::DefendFlag]++;
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// ...well, balls, someone nipped me flag! Are there any bots sitting around being lazy?
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// TODO: We should also include nearby scouting bots into this, as well.
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if (%this.idleBotList.getCount() != 0)
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@ -421,4 +430,4 @@ function AICommander::notifyFlagGrab(%this, %grabbedByClient)
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%idleBot.attackTarget = %grabbedByClient.player;
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}
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}
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}
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}
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@ -1,11 +1,11 @@
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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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// AI enhancement project.
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// https://github.com/Ragora/T2-DXAI.git
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//
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// Copyright (c) 2015 Robert MacGregor
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// This software is licensed under the MIT license.
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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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@ -36,7 +36,7 @@ function AIConnection::update(%this)
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//------------------------------------------------------------------------------------------
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// Description: Called by the main system when a hostile projectile impacts near the bot.
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// This ideally is supposed to trigger some search logic instead of instantly knowing
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// This ideally is supposed to trigger some search logic instead of instantly knowing
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// where the shooter is like the original AI did.
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//
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// NOTE: This is automatically called by the main system and therefore should not be called
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@ -58,10 +58,21 @@ 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::runJets(%this, %timeMS)
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{
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%this.shouldJet = true;
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%this.schedule(%timeMS, "_cancelJets");
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}
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function AIConnection::_cancelJets(%this)
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{
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%this.shouldJet = false;
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}
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//------------------------------------------------------------------------------------------
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// Description: Basically resets the entire state of the given AIConnection. It does not
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// unassign tasks, but it does reset the bot's current movement state.
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@ -69,7 +80,7 @@ function AIConnection::isIdle(%this)
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function AIConnection::reset(%this)
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{
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// AIUnassignClient(%this);
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%this.stop();
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// %this.clearTasks();
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%this.clearStep();
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@ -80,14 +91,14 @@ function AIConnection::reset(%this)
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%this.setTargetObject(-1);
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%this.pilotVehicle = false;
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%this.defaultTasksAdded = false;
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if (isObject(%this.controlByHuman))
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aiReleaseHumanControl(%this.controlByHuman, %this);
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}
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//------------------------------------------------------------------------------------------
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// Description: Tells the AIConnection to move to a given position. They will automatically
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// plot a path and attempt to navigate there.
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// plot a path and attempt to navigate there.
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// Param %position: The target location to move to. If this is simply -1, then all current
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// moves will be cancelled.
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//
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@ -104,13 +115,14 @@ function AIConnection::setMoveTarget(%this, %position)
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%this.isFollowingTarget = false;
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return;
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}
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%this.moveTarget = %position;
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%this.isMovingToTarget = true;
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%this.isFollowingTarget = false;
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%this.setPath(%position);
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%this.stepMove(%position);
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%this.minimumPathDistance = 9999;
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%this.maximumPathDistance = -9999;
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}
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@ -139,16 +151,16 @@ function AIConnection::setFollowTarget(%this, %target, %minDistance, %maxDistanc
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%this.isMovingToTarget = false;
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%this.isFollowingTarget = false;
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}
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if (!isObject(%target))
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return;
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%this.followTarget = %target;
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%this.isFollowingTarget = true;
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%this.followMinDistance = %minDistance;
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%this.followMaxDistance = %maxDistance;
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%this.followHostile = %hostile;
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%this.stepEscort(%target);
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}
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@ -165,22 +177,22 @@ function AIConnection::stuckCheck(%this)
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{
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if (isEventPending(%this.stuckCheckTick))
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||||
cancel(%this.stuckCheckTick);
|
||||
|
||||
|
||||
%targetDistance = %this.pathDistRemaining(9000);
|
||||
if (!%this.isMovingToTarget || !isObject(%this.player) || %this.player.getState() !$= "Move" || %targetDistance <= 5)
|
||||
{
|
||||
%this.stuckCheckTick = %this.schedule(5000, "stuckCheck");
|
||||
return;
|
||||
}
|
||||
|
||||
|
||||
if (!%this.isPathCorrecting && %targetDistance >= %this.minimumPathDistance && %this.minimumPathDistance != 9999)
|
||||
%this.isPathCorrecting = true;
|
||||
|
||||
%this.isPathCorrecting = true;
|
||||
|
||||
if (%targetDistance > %this.maximumPathDistance)
|
||||
%this.maximumPathDistance = %targetDistance;
|
||||
if (%targetDistance < %this.minimumPathDistance)
|
||||
%this.minimumPathDistance = %targetDistance;
|
||||
|
||||
|
||||
%this.stuckCheckTick = %this.schedule(5000, "stuckCheck");
|
||||
}
|
||||
|
||||
|
|
@ -197,11 +209,30 @@ function AIConnection::updateLegs(%this)
|
|||
%now = getSimTime();
|
||||
%delta = %now - %this.lastUpdateLegs;
|
||||
%this.lastUpdateLegs = %now;
|
||||
|
||||
|
||||
// Check the grenade set for anything we'll want to avoid (and can see)
|
||||
for (%iteration = 0; %iteration < AIGrenadeSet.getCount(); %iteration++)
|
||||
{
|
||||
%grenade = AIGrenadeSet.getObject(%iteration);
|
||||
|
||||
if (%this.player.canSeeObject(%grenade, 10, %this.fieldOfView))
|
||||
%this.dangerObjects.add(%grenade);
|
||||
}
|
||||
|
||||
// Set any danger we may need.
|
||||
for (%iteration = 0; %iteration < %this.dangerObjects.getCount(); %iteration++)
|
||||
%this.setDangerLocation(%this.dangerObjects.getObject(%iteration).getPosition(), 3);
|
||||
|
||||
|
||||
if (%this.shouldJet && !%this.player.isJetting())
|
||||
{
|
||||
%this.pressJump();
|
||||
|
||||
if (!isEventPending(%this.jetSchedule))
|
||||
%this.jetSchedule = %this.schedule(128, "pressJet");
|
||||
}
|
||||
else if (%this.shouldJet)
|
||||
%this.pressJet();
|
||||
|
||||
if (%this.isMovingToTarget)
|
||||
{
|
||||
if (%this.aimAtLocation)
|
||||
|
|
@ -211,7 +242,7 @@ function AIConnection::updateLegs(%this)
|
|||
}
|
||||
else if (%this.isFollowingTarget)
|
||||
{
|
||||
|
||||
|
||||
}
|
||||
else
|
||||
{
|
||||
|
|
@ -220,6 +251,14 @@ function AIConnection::updateLegs(%this)
|
|||
}
|
||||
}
|
||||
|
||||
function AITask::getWeightFreq(%this) { return %this.weightFreq; }
|
||||
|
||||
function AITask::getMonitorFreq(%this) { return %this.monitorFreq; }
|
||||
|
||||
function AITask::getWeightTimeMS(%this) { return %this.getWeightFreq() * 32; }
|
||||
|
||||
function AITask::getMonitorTimeMS(%this) { return %this.getMonitorFreq() * 32; }
|
||||
|
||||
//------------------------------------------------------------------------------------------
|
||||
// Description: A function called by the ::update function of the AIConnection that is
|
||||
// called once every 32ms by the commander AI logic to update the bot's current aiming &
|
||||
|
|
@ -232,55 +271,55 @@ function AIConnection::updateWeapons(%this)
|
|||
{
|
||||
%lockedObject = %this.player;
|
||||
%mount = %this.player.getObjectMount();
|
||||
|
||||
|
||||
if (isObject(%mount))
|
||||
%lockedObject = %mount;
|
||||
|
||||
|
||||
// FIXME: Toss %this.player.lockedCount grenades, this will toss all of them basically instantly.
|
||||
if (%lockedObject.isLocked() && %this.player.invFlareGrenade != 0)
|
||||
{
|
||||
%this.pressGrenade();
|
||||
}
|
||||
|
||||
|
||||
if (isObject(%this.engageTarget))
|
||||
{
|
||||
%player = %this.player;
|
||||
%targetDistance = vectorDist(%player.getPosition(), %this.engageTarget.getPosition());
|
||||
|
||||
|
||||
// Firstly, just aim at them for now
|
||||
%this.aimAt(%this.engageTarget.getPosition());
|
||||
|
||||
// What is our current best weapon? Right now we just check target distance and weapon spread.
|
||||
%bestWeapon = 0;
|
||||
|
||||
|
||||
for (%iteration = 0; %iteration < %player.weaponSlotCount; %iteration++)
|
||||
{
|
||||
%currentWeapon = %player.weaponSlot[%iteration];
|
||||
%currentWeaponImage = %currentWeapon.image;
|
||||
|
||||
|
||||
// No ammo?
|
||||
if (%currentWeapon.usesAmmo && %this.player.inv[%currentWeapon.ammoDB] <= 0)
|
||||
continue;
|
||||
|
||||
|
||||
if (%targetDistance <= %currentWeapon.dryEffectiveRange)
|
||||
%bestWeapon = %iteration;
|
||||
// else if (%currentWeapon.spread < 3 && %targetDistance >= 20)
|
||||
// %bestWeapon = %iteration;
|
||||
// else if (%targetDistance >= 100 && %currentWeapon.projectileType $= "GrenadeProjectile")
|
||||
// %bestWeapon = %iteration;
|
||||
|
||||
|
||||
// Weapons with a decent bit of spread should be used <= 20m
|
||||
// Arced & precision Weapons should be used at >= 100m
|
||||
|
||||
|
||||
}
|
||||
|
||||
|
||||
%player.selectWeaponSlot(%bestWeapon);
|
||||
%this.pressFire(200);
|
||||
}
|
||||
}
|
||||
|
||||
//------------------------------------------------------------------------------------------
|
||||
// Description: A function called randomly on time periods between
|
||||
// Description: A function called randomly on time periods between
|
||||
// $DXAI::Bot::MinimumVisualAcuityTime and $DXAI::Bot::MaximumVisualAcuityTime which
|
||||
// attempts to simulate Human eyesight using a complex view cone algorithm implemented
|
||||
// entirely in Torque Script.
|
||||
|
|
@ -296,100 +335,64 @@ function AIConnection::updateVisualAcuity(%this)
|
|||
{
|
||||
if (isEventPending(%this.visualAcuityTick))
|
||||
cancel(%this.visualAcuityTick);
|
||||
|
||||
|
||||
// If we can't even see or if we're downright dead, don't do anything.
|
||||
if (%this.visibleDistance = 0 || !isObject(%this.player) || %this.player.getState() !$= "Move")
|
||||
{
|
||||
%this.visualAcuityTick = %this.schedule(getRandom($DXAI::Bot::MinimumVisualAcuityTime, $DXAI::Bot::MaximumVisualAcuityTime), "updateVisualAcuity");
|
||||
return;
|
||||
}
|
||||
|
||||
// The visual debug feature is a system in which we can use waypoints to view the bot's calculated viewcone per tick.
|
||||
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();
|
||||
}
|
||||
|
||||
|
||||
%now = getSimTime();
|
||||
%deltaTime = %now - %this.lastVisualAcuityUpdate;
|
||||
%this.lastVisualAcuityUpdate = %now;
|
||||
|
||||
|
||||
%visibleObjects = %this.getObjectsInViewcone($TypeMasks::ProjectileObjectType | $TypeMasks::PlayerObjectType, %this.viewDistance, true);
|
||||
|
||||
for (%iteration = 0; %iteration < %visibleObjects.getCount(); %iteration++)
|
||||
{
|
||||
%current = %visibleObjects.getObject(%iteration);
|
||||
|
||||
|
||||
%this.awarenessTime[%current] += %deltaTime;
|
||||
|
||||
|
||||
// Did we "notice" the object yet?
|
||||
%noticeTime = getRandom(700, 1200);
|
||||
if (%this.awarenessTime[%current] < %noticeTime)
|
||||
continue;
|
||||
|
||||
|
||||
// Is it a object we want to avoid?
|
||||
if (AIGrenadeSet.isMember(%current))
|
||||
%this.dangerObjects.add(%current);
|
||||
|
||||
if (%current.getType() & $TypeMasks::ProjectileObjectType)
|
||||
{
|
||||
|
||||
if (%current.getType() & $TypeMasks::ProjectileObjectType && %current.sourceObject != %this.player)
|
||||
{
|
||||
%className = %current.getClassName();
|
||||
|
||||
|
||||
// LinearFlareProjectile and LinearProjectile have linear trajectories, 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);
|
||||
%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);
|
||||
|
|
@ -397,21 +400,22 @@ function AIConnection::updateVisualAcuity(%this)
|
|||
// A little bit harder to detect.
|
||||
else if (%className $= "GrenadeProjectile")
|
||||
{
|
||||
|
||||
|
||||
}
|
||||
}
|
||||
// See a player?
|
||||
else if (%current.getType() & $TypeMasks::PlayerObjectType && %current.client.team != %this.team)
|
||||
{
|
||||
%this.visibleHostiles.add(%current);
|
||||
|
||||
//%this.clientDetected(%current);
|
||||
// %this.clientDetected(%current.client);
|
||||
|
||||
|
||||
// ... if the moron is right there in our LOS then we probably should see them
|
||||
// %start = %this.player.getPosition();
|
||||
// %end = vectorAdd(%start, vectorScale(%this.player.getEyeVector(), %this.viewDistance));
|
||||
|
||||
// %rayCast = containerRayCast(%start, %end, -1, %this.player);
|
||||
|
||||
// %rayCast = containerRayCast(%start, %end, -1, %this.player);
|
||||
// %hitObject = getWord(%raycast, 0);
|
||||
|
||||
// if (%hitObject == %current)
|
||||
|
|
@ -421,12 +425,12 @@ function AIConnection::updateVisualAcuity(%this)
|
|||
// }
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
// Now we run some logic on some things that we no longer can see.
|
||||
for (%iteration = 0; %iteration < %this.visibleHostiles.getCount(); %iteration++)
|
||||
{
|
||||
%current = %this.visibleHostiles.getObject(%iteration);
|
||||
|
||||
|
||||
if (%this.visibleHostiles.isMember(%current) && !%visibleObjects.isMember(%current))
|
||||
{
|
||||
%this.awarenessTime[%current] -= %deltaTime;
|
||||
|
|
@ -437,7 +441,7 @@ function AIConnection::updateVisualAcuity(%this)
|
|||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
%visibleObjects.delete();
|
||||
%this.visualAcuityTick = %this.schedule(getRandom($DXAI::Bot::MinimumVisualAcuityTime, $DXAI::Bot::MaximumVisualAcuityTime), "updateVisualAcuity");
|
||||
}
|
||||
}
|
||||
|
|
|
|||
|
|
@ -148,6 +148,77 @@ function GameConnection::getClosestInventory(%this)
|
|||
return %closestInventory;
|
||||
}
|
||||
|
||||
function Player::getFacingAngle(%this)
|
||||
{
|
||||
%vector = vectorNormalize(%this.getMuzzleVector($WeaponSlot));
|
||||
return mAtan(getWord(%vector, 1), getWord(%vector, 0));
|
||||
}
|
||||
|
||||
function Player::getViewConeIntersection(%this, %target, %maxDistance, %viewAngle)
|
||||
{
|
||||
%myPosition = %this.getPosition();
|
||||
%targetPosition = %target.getPosition();
|
||||
|
||||
if (vectorDist(%myPosition, %targetPosition) > %maxDistance)
|
||||
return false;
|
||||
|
||||
%offset = vectorNormalize(vectorSub(%targetPosition, %myPosition));
|
||||
%enemyAngle = mAtan(getWord(%offset, 1), getWord(%offset, 0));
|
||||
%myAngle = %this.getFacingAngle();
|
||||
|
||||
%angle = %enemyAngle - %myAngle;
|
||||
|
||||
%viewMax = %viewAngle / 2;
|
||||
%viewMin = -(%viewAngle / 2);
|
||||
|
||||
if (%angle >= %viewMin && %angle <= %viewMax)
|
||||
return true;
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
function Player::getPackName(%this)
|
||||
{
|
||||
%item = %this.getMountedImage(2).item;
|
||||
|
||||
if (!isObject(%item))
|
||||
return "";
|
||||
|
||||
return %item.getName();
|
||||
}
|
||||
|
||||
function Player::canSeeObject(%this, %target, %maxDistance, %viewAngle)
|
||||
{
|
||||
if (%target.isCloaked() || !%this.getViewConeIntersection(%target, %maxDistance, %viewAngle))
|
||||
return false;
|
||||
|
||||
%coneOrigin = %this.getPosition();
|
||||
|
||||
// Try to raycast the object
|
||||
%rayCast = containerRayCast(%coneOrigin, %target.getWorldBoxCenter(), $TypeMasks::AllObjectType, %this);
|
||||
%hitObject = getWord(%raycast, 0);
|
||||
|
||||
// Since the engine doesn't do raycasts against projectiles & items correctly, we just check if the bot
|
||||
// hit -nothing- when doing the raycast rather than checking for a hit against the object
|
||||
%workaroundTypes = $TypeMasks::ProjectileObjectType | $TypeMasks::ItemObjectType;
|
||||
|
||||
if (%hitObject == %target || (%target.getType() & %workaroundTypes && !isObject(%hitObject)))
|
||||
return true;
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
function Precipitation::isCloaked(%this) { return false; }
|
||||
function LinearProjectile::isCloaked(%this) { return false; }
|
||||
function LinearFlareProjectile::isCloaked(%this) { return false; }
|
||||
function GrenadeProjectile::isCloaked(%this) { return false; }
|
||||
function SniperProjectile::isCloaked(%this) { return false; }
|
||||
|
||||
function Player::getBackwardsVector(%this)
|
||||
{
|
||||
return vectorScale(%this.getForwardVector(), -1);
|
||||
}
|
||||
|
||||
//------------------------------------------------------------------------------------------
|
||||
// Description: Calculates a list of objects that can be seen by the given client using
|
||||
// distance & field of view values passed in for evaluation.
|
||||
|
|
@ -176,43 +247,22 @@ function GameConnection::getObjectsInViewcone(%this, %typeMask, %distance, %perf
|
|||
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();
|
||||
|
||||
%coneOrigin = %this.player.getPosition();
|
||||
|
||||
// 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)
|
||||
if (%currentObject == %this || !isObject(%currentObject) || containerSearchCurrRadDamageDist() > %distance || %currentObject.isCloaked())
|
||||
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)
|
||||
if (%currentObject.getType() & %typeMask && %this.player.getViewConeIntersection(%currentObject, %distance, %this.fieldOfView))
|
||||
if (!%performLOSTest || %this.player.canSeeObject(%currentObject, %distance, %this.fieldOfView))
|
||||
%result.add(%currentObject);
|
||||
else
|
||||
{
|
||||
%rayCast = containerRayCast(%coneOrigin, %currentObject.getWorldBoxCenter(), $TypeMasks::AllObjectType, %this.player);
|
||||
|
||||
%hitObject = getWord(%raycast, 0);
|
||||
|
||||
// Since the engine doesn't do raycasts against projectiles & items correctly, we just check if the bot
|
||||
// hit -nothing- when doing the raycast rather than checking for a hit against the object
|
||||
%workaroundTypes = $TypeMasks::ProjectileObjectType | $TypeMasks::ItemObjectType;
|
||||
if (%hitObject == %currentObject || (%currentObject.getType() & %workaroundTypes && !isObject(%hitObject)))
|
||||
%result.add(%currentObject);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return %result;
|
||||
|
|
@ -237,7 +287,7 @@ function getRandomPosition(%position, %distance, %raycast)
|
|||
if (!%raycast)
|
||||
return %result;
|
||||
|
||||
%rayCast = containerRayCast(%position, %result, $TypeMasks::AllObjectType, 0);
|
||||
%rayCast = containerRayCast(%position, %result, $TypeMasks::InteriorObjectType | $TypeMasks::StaticShapeObjectType, 0);
|
||||
%result = getWords(%raycast, 1, 3);
|
||||
|
||||
return %result;
|
||||
|
|
@ -257,6 +307,23 @@ function getRandomPositionOnTerrain(%position, %distance)
|
|||
return setWord(%result, 2, getTerrainHeight(%result));
|
||||
}
|
||||
|
||||
function getRandomPositionInInterior(%position, %distance)
|
||||
{
|
||||
%firstPass = getRandomPosition(%position, %distance, true);
|
||||
|
||||
%rayCast = containerRayCast(%position, vectorAdd(%position, "0 0 -9000"), $TypeMasks::InteriorObjectType | $TypeMasks::StaticShapeObjectType, 0);
|
||||
|
||||
if (%rayCast == -1)
|
||||
return %firstPass;
|
||||
|
||||
return getWords(%raycast, 1, 3);
|
||||
}
|
||||
|
||||
function getRandomFloat(%min, %max)
|
||||
{
|
||||
return %min + (getRandom() * (%max - %min));
|
||||
}
|
||||
|
||||
//------------------------------------------------------------------------------------------
|
||||
// Description: Multiplies two vectors together and returns the result.
|
||||
// Param %vec1: The first vector to multiply.
|
||||
|
|
|
|||
|
|
@ -9,23 +9,64 @@
|
|||
//------------------------------------------------------------------------------------------
|
||||
|
||||
$DXAI::Loadouts[0, "Name"] = "Light Scout";
|
||||
$DXAI::Loadouts[0, "Weapon", 0] = ChainGun;
|
||||
$DXAI::Loadouts[0, "Weapon", 0] = Chaingun;
|
||||
$DXAI::Loadouts[0, "Weapon", 1] = Disc;
|
||||
$DXAI::Loadouts[0, "Weapon", 2] = GrenadeLauncher;
|
||||
$DXAI::Loadouts[0, "Pack"] = EnergyPack;
|
||||
$DXAI::Loadouts[0, "WeaponCount"] = 3;
|
||||
$DXAI::Loadouts[0, "Armor"] = "Light";
|
||||
|
||||
$DXAI::Loadouts[1, "Name"] = "Defender";
|
||||
$DXAI::Loadouts[1, "Weapon", 0] = ChainGun;
|
||||
$DXAI::Loadouts[1, "Name"] = "Light Defender";
|
||||
$DXAI::Loadouts[1, "Weapon", 0] = Blaster;
|
||||
$DXAI::Loadouts[1, "Weapon", 1] = Disc;
|
||||
$DXAI::Loadouts[1, "Weapon", 2] = GrenadeLauncher;
|
||||
$DXAI::Loadouts[1, "Weapon", 3] = GrenadeLauncher;
|
||||
$DXAI::Loadouts[1, "Pack"] = AmmoPack;
|
||||
$DXAI::Loadouts[1, "WeaponCount"] = 4;
|
||||
$DXAI::Loadouts[1, "Armor"] = "Medium";
|
||||
$DXAI::Loadouts[1, "Pack"] = EnergyPack;
|
||||
$DXAI::Loadouts[1, "WeaponCount"] = 3;
|
||||
$DXAI::Loadouts[1, "Armor"] = "Light";
|
||||
|
||||
$DXAI::OptimalLoadouts["AIEnhancedDefendLocation"] = "1";
|
||||
$DXAI::Loadouts[2, "Name"] = "Medium Defender";
|
||||
$DXAI::Loadouts[2, "Weapon", 0] = ChainGun;
|
||||
$DXAI::Loadouts[2, "Weapon", 1] = Disc;
|
||||
$DXAI::Loadouts[2, "Weapon", 2] = GrenadeLauncher;
|
||||
$DXAI::Loadouts[2, "Weapon", 3] = Plasma;
|
||||
$DXAI::Loadouts[2, "Pack"] = AmmoPack;
|
||||
$DXAI::Loadouts[2, "WeaponCount"] = 4;
|
||||
$DXAI::Loadouts[2, "Armor"] = "Medium";
|
||||
|
||||
$DXAI::Loadouts::Count = 2;
|
||||
$DXAI::Loadouts::Default = 0;
|
||||
$DXAI::Loadouts[3, "Name"] = "Heavy Defender";
|
||||
$DXAI::Loadouts[3, "Weapon", 0] = ChainGun;
|
||||
$DXAI::Loadouts[3, "Weapon", 1] = Disc;
|
||||
$DXAI::Loadouts[3, "Weapon", 2] = GrenadeLauncher;
|
||||
$DXAI::Loadouts[3, "Weapon", 3] = Mortar;
|
||||
$DXAI::Loadouts[3, "Weapon", 4] = Plasma;
|
||||
$DXAI::Loadouts[3, "Pack"] = AmmoPack;
|
||||
$DXAI::Loadouts[3, "WeaponCount"] = 5;
|
||||
$DXAI::Loadouts[3, "Armor"] = "Heavy";
|
||||
|
||||
$DXAI::Loadouts[4, "Name"] = "Hardened Defender";
|
||||
$DXAI::Loadouts[4, "Weapon", 0] = ChainGun;
|
||||
$DXAI::Loadouts[4, "Weapon", 1] = Disc;
|
||||
$DXAI::Loadouts[4, "Weapon", 2] = GrenadeLauncher;
|
||||
$DXAI::Loadouts[4, "Weapon", 3] = Mortar;
|
||||
$DXAI::Loadouts[4, "Weapon", 4] = Plasma;
|
||||
$DXAI::Loadouts[4, "Pack"] = ShieldPack;
|
||||
$DXAI::Loadouts[4, "WeaponCount"] = 5;
|
||||
$DXAI::Loadouts[4, "Armor"] = "Heavy";
|
||||
|
||||
$DXAI::Loadouts[5, "Name"] = "Cloaked Scout";
|
||||
$DXAI::Loadouts[5, "Weapon", 0] = Chaingun;
|
||||
$DXAI::Loadouts[5, "Weapon", 1] = Disc;
|
||||
$DXAI::Loadouts[5, "Weapon", 2] = GrenadeLauncher;
|
||||
$DXAI::Loadouts[5, "Pack"] = CloakingPack;
|
||||
$DXAI::Loadouts[5, "WeaponCount"] = 3;
|
||||
$DXAI::Loadouts[5, "Armor"] = "Light";
|
||||
|
||||
$DXAI::OptimalLoadouts["AIEnhancedFlagCaptureTask"] = "0";
|
||||
$DXAI::OptimalLoadouts["AIEnhancedScoutLocation"] = "0 5";
|
||||
$DXAI::OptimalLoadouts["AIEnhancedDefendLocation"] = "2 3 4";
|
||||
|
||||
// A default loadout to use when the bot has no objective.
|
||||
$DXAI::DefaultLoadout = 0;
|
||||
|
||||
$DXAI::Loadouts::Count = 6;
|
||||
$DXAI::Loadouts::Default = 0;
|
||||
|
|
|
|||
|
|
@ -14,8 +14,8 @@ exec("scripts/DXAI/aicommander.cs");
|
|||
exec("scripts/DXAI/aiconnection.cs");
|
||||
exec("scripts/DXAI/priorityqueue.cs");
|
||||
exec("scripts/DXAI/cyclicset.cs");
|
||||
exec("scripts/DXAI/loadouts.cs");
|
||||
exec("scripts/DXAI/weaponProfiler.cs");
|
||||
exec("scripts/DXAI/loadouts.cs");
|
||||
|
||||
//------------------------------------------------------------------------------------------
|
||||
// Description: This cleanup function is called when the mission ends to clean up all
|
||||
|
|
@ -25,10 +25,10 @@ exec("scripts/DXAI/weaponProfiler.cs");
|
|||
function DXAI::cleanup()
|
||||
{
|
||||
$DXAI::System::Setup = false;
|
||||
|
||||
|
||||
for (%iteration = 1; %iteration < $DXAI::ActiveCommanderCount + 1; %iteration++)
|
||||
$DXAI::ActiveCommander[%iteration].delete();
|
||||
|
||||
|
||||
$DXAI::ActiveCommanderCount = 0;
|
||||
}
|
||||
|
||||
|
|
@ -44,37 +44,37 @@ 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;
|
||||
|
||||
|
||||
// Create the AIGrenadeSet to hold known grenades.
|
||||
new SimSet(AIGrenadeSet);
|
||||
|
||||
|
||||
for (%iteration = 1; %iteration < %numTeams + 1; %iteration++)
|
||||
{
|
||||
%commander = new ScriptObject() { class = "AICommander"; team = %iteration; };
|
||||
%commander.setup();
|
||||
|
||||
|
||||
$DXAI::ActiveCommander[%iteration] = %commander;
|
||||
%commander.loadObjectives();
|
||||
%commander.assignTasks();
|
||||
}
|
||||
|
||||
|
||||
// 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;
|
||||
}
|
||||
|
||||
//------------------------------------------------------------------------------------------
|
||||
// Why: Due to the way the AI system must hook into some functions and the way game
|
||||
// Why: Due to the way the AI system must hook into some functions and the way game
|
||||
// modes work, we must generate runtime overrides for some gamemode related functions. We
|
||||
// can't simply hook DefaultGame functions base game modes will declare their own and so
|
||||
// we'll need to hook those functions post-start as the game mode scripts are executed for
|
||||
|
|
@ -83,7 +83,7 @@ function DXAI::setup(%numTeams)
|
|||
// check that the hooks we need are actually active if the system detects that may be a
|
||||
// necessity to do so. A runtime check is initiated at gamemode start and for each exec
|
||||
// call made during runtime as any given exec can overwrite the hooks we required.
|
||||
// If they were not overwritten, the function will return 11595 and do nothing else if the
|
||||
// If they were not overwritten, the function will return 11595 and do nothing else if the
|
||||
// appropriate dummy parameters are passed in.
|
||||
//
|
||||
// TODO: Perhaps calculate %numTeams from the game object?
|
||||
|
|
@ -91,29 +91,29 @@ function DXAI::setup(%numTeams)
|
|||
function DXAI::validateEnvironment()
|
||||
{
|
||||
%gameModeName = $CurrentMissionType @ "Game";
|
||||
|
||||
%payloadTemplate = %payload = "function " @ %gameModeName @ "::<METHODNAME>() { return DefaultGame::<METHODNAME>($DXAI::System::RuntimeDummy); } ";
|
||||
|
||||
%boundPayloadTemplate = "function " @ %gameModeName @ "::<METHODNAME>() { return DefaultGame::<METHODNAME>($DXAI::System::RuntimeDummy); } ";
|
||||
%payloadTemplate = "function <METHODNAME>() { return <METHODNAME>($DXAI::System::RuntimeDummy); } ";
|
||||
if (game.AIChooseGameObjective($DXAI::System::RuntimeDummy) != 11595)
|
||||
{
|
||||
error("DXAI: Function 'DefaultGame::AIChooseGameObjective' detected to be overwritten by the current gamemode. Correcting ...");
|
||||
|
||||
eval(strReplace(%payloadTemplate, "<METHODNAME>", "AIChooseGameObjective"));
|
||||
|
||||
|
||||
eval(strReplace(%boundPayloadTemplate, "<METHODNAME>", "AIChooseGameObjective"));
|
||||
|
||||
// Make sure the patch took
|
||||
if (game.AIChooseGameObjective($DXAI::System::RuntimeDummy) != 11595)
|
||||
error("DXAI: Failed to patch 'DefaultGame::AIChooseGameObjective'! DXAI may not function correctly.");
|
||||
}
|
||||
|
||||
if (game.onAIRespawn($DXAI::System::RuntimeDummy) != 11595)
|
||||
|
||||
if (onAIRespawn($DXAI::System::RuntimeDummy) != 11595)
|
||||
{
|
||||
error("DXAI: Function 'DefaultGame::onAIRespawn' detected to be overwritten by the current gamemode. Correcting ... ");
|
||||
|
||||
error("DXAI: Function '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.");
|
||||
error("DXAI: Failed to patch 'onAIRespawn'! DXAI may not function correctly.");
|
||||
}
|
||||
|
||||
|
||||
$DXAI::System::InvalidatedEnvironment = false;
|
||||
}
|
||||
|
||||
|
|
@ -129,18 +129,18 @@ function DXAI::update()
|
|||
{
|
||||
if (isEventPending($DXAI::updateHandle))
|
||||
cancel($DXAI::updateHandle);
|
||||
|
||||
|
||||
if (!isObject(Game))
|
||||
return;
|
||||
|
||||
|
||||
// Check if the bound functions are overwritten by the current gamemode, or if something
|
||||
// may have invalidated our hooks
|
||||
if ($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();");
|
||||
}
|
||||
|
|
@ -151,6 +151,11 @@ function DXAI::notifyPlayerDeath(%killed, %killedBy)
|
|||
$DXAI::ActiveCommander[%iteration].notifyPlayerDeath(%killed, %killedBy);
|
||||
}
|
||||
|
||||
function DXAI::notifyFlagGrab(%grabbedBy, %flagTeam)
|
||||
{
|
||||
$DXAI::ActiveCommander[%flagTeam].notifyFlagGrab(%grabbedBy);
|
||||
}
|
||||
|
||||
//------------------------------------------------------------------------------------------
|
||||
// Description: There is a series of functions that the AI code can safely hook without
|
||||
// worry of being overwritten implicitly such as the disconnect or exec functions. For
|
||||
|
|
@ -167,10 +172,10 @@ package DXAI_Hooks
|
|||
function DefaultGame::gameOver(%game)
|
||||
{
|
||||
parent::gameOver(%game);
|
||||
|
||||
|
||||
DXAI::cleanup();
|
||||
}
|
||||
|
||||
|
||||
//------------------------------------------------------------------------------------------
|
||||
// Description: Called when the mission starts. We use this to perform initialization and
|
||||
// to start the update ticks.
|
||||
|
|
@ -178,11 +183,11 @@ package DXAI_Hooks
|
|||
function DefaultGame::startMatch(%game)
|
||||
{
|
||||
parent::startMatch(%game);
|
||||
|
||||
|
||||
DXAI::setup(%game.numTeams);
|
||||
DXAI::update();
|
||||
}
|
||||
|
||||
|
||||
//------------------------------------------------------------------------------------------
|
||||
// Description: We hook the disconnect function as a step to fix console spam from leaving
|
||||
// a listen server due to the AI code continuing to run post-server shutdown in those
|
||||
|
|
@ -191,10 +196,10 @@ package DXAI_Hooks
|
|||
function disconnect()
|
||||
{
|
||||
parent::disconnect();
|
||||
|
||||
|
||||
DXAI::cleanup();
|
||||
}
|
||||
|
||||
|
||||
//------------------------------------------------------------------------------------------
|
||||
// Description: In the game, bots can be made to change teams which means we need to hook
|
||||
// this event so that commander affiliations can be properly updated.
|
||||
|
|
@ -203,12 +208,12 @@ package DXAI_Hooks
|
|||
{
|
||||
// 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);
|
||||
}
|
||||
|
||||
|
||||
//------------------------------------------------------------------------------------------
|
||||
// Description: In the game, bots can be kicked like regular players so we hook this to
|
||||
// ensure that commanders are properly notified of lesser bot counts.
|
||||
|
|
@ -217,25 +222,25 @@ package DXAI_Hooks
|
|||
{
|
||||
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);
|
||||
}
|
||||
|
||||
|
||||
//------------------------------------------------------------------------------------------
|
||||
// Description: We hook this function to implement some basic sound simulation for bots.
|
||||
// This means that if something explodes, a bot will hear it and if the sound is close
|
||||
|
|
@ -244,37 +249,37 @@ package DXAI_Hooks
|
|||
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, and look at it for a bit
|
||||
if (%data.indirectDamage != 0 && %heardHit)
|
||||
{
|
||||
|
|
@ -282,26 +287,26 @@ package DXAI_Hooks
|
|||
// TODO: Perhaps attempt to discern the direction of fire?
|
||||
%targetObject.client.aimAt(%pos);
|
||||
}
|
||||
|
||||
|
||||
// If we should care and it wasn't a teammate projectile, notify
|
||||
if (%shouldRun && %projectileTeam != %targetObject.client.team)
|
||||
%targetObject.client.notifyProjectileImpact(%data, %proj, %pos);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
//------------------------------------------------------------------------------------------
|
||||
// Description: This function is hooked so that we can try and guarantee that the DXAI
|
||||
// Description: This function is hooked so that we can try and guarantee that the DXAI
|
||||
// gamemode hooks still exist in the runtime as game mode scripts are executed for each
|
||||
// mission load.
|
||||
//------------------------------------------------------------------------------------------
|
||||
function CreateServer(%mission, %missionType)
|
||||
{
|
||||
{
|
||||
// Perform the default exec's
|
||||
parent::CreateServer(%mission, %missionType);
|
||||
|
||||
|
||||
// Ensure that the DXAI is active.
|
||||
DXAI::validateEnvironment();
|
||||
|
||||
|
||||
// Run our profiler here as well.
|
||||
WeaponProfiler::run(false);
|
||||
}
|
||||
|
|
@ -316,24 +321,34 @@ package DXAI_Hooks
|
|||
{
|
||||
AIGrenadeSet.add(%projectile);
|
||||
}
|
||||
|
||||
|
||||
// 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)
|
||||
|
||||
function onAIRespawn(%client)
|
||||
{
|
||||
// Make sure the bot has no objectives
|
||||
// %client.reset();
|
||||
// %client.defaultTasksAdded = true;
|
||||
if (%client != $DXAI::System::RuntimeDummy)
|
||||
parent::onAIRespawn(%client);
|
||||
|
||||
// Clear the tasks and assign the default tasks
|
||||
// FIXME: Assign tasks on a per-gamemode basis correctly
|
||||
%client.clearTasks();
|
||||
%client.addTask(AIEnhancedEngageTarget);
|
||||
%client.addTask(AIEnhancedRearmTask);
|
||||
%client.addTask(AIEnhancedPathCorrectionTask);
|
||||
%client.addTask(AIEnhancedReturnFlagTask);
|
||||
%client.addTask(AIEnhancedFlagCaptureTask);
|
||||
|
||||
%client.addTask(%client.primaryTask);
|
||||
|
||||
%client.hasFlag = false;
|
||||
%client.shouldRearm = true;
|
||||
%client.targetLoadout = 1;
|
||||
|
||||
%client.engageTargetLastPosition = "";
|
||||
%client.engageTarget = -1;
|
||||
|
||||
|
||||
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
|
||||
|
|
@ -343,13 +358,13 @@ package DXAI_Hooks
|
|||
$DXAI::System::InvalidatedEnvironment = true;
|
||||
parent::exec(%file);
|
||||
}
|
||||
|
||||
|
||||
function compile(%file)
|
||||
{
|
||||
$DXAI::System::InvalidatedEnvironment = true;
|
||||
parent::compile(%file);
|
||||
}
|
||||
|
||||
|
||||
function AIRespondToEvent(%client, %eventTag, %targetClient)
|
||||
{
|
||||
%clientPos = %client.player.getWorldBoxCenter();
|
||||
|
|
@ -359,45 +374,122 @@ package DXAI_Hooks
|
|||
schedule(2000, %targetClient, "AIPlayAnimSound", %targetClient, %clientPos, ObjectiveNameToVoice(%targetClient), $AIAnimSalute, $AIAnimSalute, 0);
|
||||
schedule(3700, %targetClient, "AIPlayAnimSound", %targetClient, %clientPos, "vqk.sorry", $AIAnimSalute, $AIAnimSalute, 0);
|
||||
}
|
||||
|
||||
|
||||
function AISystemEnabled(%enabled)
|
||||
{
|
||||
parent::AISystemEnabled(%enabled);
|
||||
|
||||
echo(%enabled);
|
||||
$DXAI::AISystemEnabled = %enabled;
|
||||
}
|
||||
|
||||
|
||||
function AIConnection::onAIDrop(%client)
|
||||
{
|
||||
parent::onAIDrop(%client);
|
||||
|
||||
|
||||
if (isObject(%client.visibleHostiles))
|
||||
%client.visibleHostiles.delete();
|
||||
}
|
||||
|
||||
|
||||
function CTFGame::flagCap(%game, %player)
|
||||
{
|
||||
parent::flagCap(%game, %player);
|
||||
|
||||
%player.client.hasFlag = false;
|
||||
}
|
||||
|
||||
function CTFGame::playerTouchEnemyFlag(%game, %player, %flag)
|
||||
{
|
||||
parent::playerTouchEnemyFlag(%game, %player, %flag);
|
||||
|
||||
// So you grabbed the flag eh?
|
||||
%client = %player.client;
|
||||
|
||||
if (%client.isAIControlled())
|
||||
{
|
||||
// In case a bot picks up the flag that wasn't trying to run the flag
|
||||
%client.shouldRunFlag = true;
|
||||
|
||||
// Make sure he knows he has the flag so he can run home
|
||||
%client.hasFlag = true;
|
||||
}
|
||||
|
||||
// Notify the AI Commander
|
||||
DXAI::notifyFlagGrab(%client, %flag.team);
|
||||
|
||||
return 11595;
|
||||
}
|
||||
|
||||
function AITask::setMonitorFreq(%this, %freq)
|
||||
{
|
||||
parent::setMonitorFreq(%this, %freq);
|
||||
%this.monitorFreq = %freq;
|
||||
}
|
||||
|
||||
function AITask::setWeightFreq(%this, %freq)
|
||||
{
|
||||
parent::setWeightFreq(%this, %freq);
|
||||
%this.weightFreq = %freq;
|
||||
}
|
||||
|
||||
function Station::stationTriggered(%data, %obj, %isTriggered)
|
||||
{
|
||||
parent::stationTriggered(%data, %obj, %isTriggered);
|
||||
|
||||
%triggeringClient = %obj.triggeredBy.client;
|
||||
|
||||
if (!isObject(%triggeringClient) || !%triggeringClient.isAIControlled())
|
||||
return;
|
||||
|
||||
// TODO: If the bot isn't supposed to be on the station, at least restock ammunition?
|
||||
// FIXME: Can bots trigger dead stations?
|
||||
if (%isTriggered && %obj.triggeredBy.client.isAIControlled() && %obj.triggeredBy.client.shouldRearm)
|
||||
if (%isTriggered && %triggeringClient.shouldRearm)
|
||||
{
|
||||
%bot = %obj.triggeredBy.client;
|
||||
|
||||
%bot.shouldRearm = false;
|
||||
%bot.player.clearInventory();
|
||||
|
||||
%bot.player.setArmor($DXAI::Loadouts[%bot.targetLoadout, "Armor"]);
|
||||
%bot.player.setInventory($DXAI::Loadouts[%bot.targetLoadout, "Pack"], 1, true);
|
||||
|
||||
for (%iteration = 0; %iteration < $DXAI::Loadouts[%bot.targetLoadout, "WeaponCount"]; %iteration++)
|
||||
%triggeringClient.shouldRearm = false;
|
||||
%triggeringClient.player.clearInventory();
|
||||
|
||||
// Decide what the bot should pick
|
||||
%targetLoadout = $DXAI::DefaultLoadout;
|
||||
|
||||
if ($DXAI::OptimalLoadouts[%triggeringCLient.primaryTask] !$= "")
|
||||
{
|
||||
%bot.player.setInventory($DXAI::Loadouts[%bot.targetLoadout, "Weapon", %iteration], 1, true);
|
||||
%bot.player.setInventory($DXAI::Loadouts[%bot.targetLoadout, "Weapon", %iteration].Image.Ammo, 999, true); // TODO: Make it actually top out correctly!
|
||||
%count = getWordCount($DXAI::OptimalLoadouts[%triggeringCLient.primaryTask]);
|
||||
%targetLoadout = getWord($DXAI::OptimalLoadouts[%triggeringCLient.primaryTask], getRandom(0, %count - 1));
|
||||
}
|
||||
else if (%triggeringClient.primaryTask !$= "")
|
||||
error("DXAI: Bot " @ %triggeringClient @ " used default loadout because his current task '" @ %triggeringClient.primaryTask @ "' has no recommended loadouts.");
|
||||
else
|
||||
error("DXAI: Bot " @ %triggeringClient @ " used default loadout because he no has task.");
|
||||
|
||||
%triggeringClient.player.setArmor($DXAI::Loadouts[%targetLoadout, "Armor"]);
|
||||
%triggeringClient.player.setInventory($DXAI::Loadouts[%targetLoadout, "Pack"], 1, true);
|
||||
|
||||
for (%iteration = 0; %iteration < $DXAI::Loadouts[%targetLoadout, "WeaponCount"]; %iteration++)
|
||||
{
|
||||
%triggeringClient.player.setInventory($DXAI::Loadouts[%targetLoadout, "Weapon", %iteration], 1, true);
|
||||
%ammoName = $DXAI::Loadouts[%targetLoadout, "Weapon", %iteration].Image.Ammo;
|
||||
|
||||
// Assign the correct amount of ammo
|
||||
// FIXME: Does this work with ammo packs?
|
||||
%armor = %triggeringClient.player.getDatablock();
|
||||
if (%armor.max[%ammoName] $= "")
|
||||
{
|
||||
%maxAmmo = 999;
|
||||
error("DXAI: Bot " @ %triggeringClient @ " given 999 units of '" @ %ammoName @ "' because the current armor '" @ %armor.getName() @ "' has no maximum set.");
|
||||
}
|
||||
else
|
||||
%maxAmmo = %armor.max[%ammoName];
|
||||
|
||||
%triggeringClient.player.setInventory(%ammoName, %maxAmmo, true);
|
||||
}
|
||||
|
||||
%triggeringClient.currentLoadout = %targetLoadout;
|
||||
|
||||
// Always use the first weapon
|
||||
%triggeringClient.player.use($DXAI::Loadouts[%targetLoadout, "Weapon", 0]);
|
||||
}
|
||||
|
||||
// Regardless, we want the bot to GTFO off the station when they can
|
||||
// FIXME: This should be part of the rearm routine, pick a nearby random node before adjusting objective weight
|
||||
%triggeringClient.schedule(2000, "setDangerLocation", %obj.getPosition(), 20);
|
||||
}
|
||||
};
|
||||
|
||||
|
|
|
|||
|
|
@ -1,6 +1,6 @@
|
|||
//------------------------------------------------------------------------------------------
|
||||
// main.cs
|
||||
// Source file for the DXAI enhanced objective implementations.
|
||||
// Source file for the DXAI enhanced objective implementations.
|
||||
// https://github.com/Ragora/T2-DXAI.git
|
||||
//
|
||||
// Copyright (c) 2015 Robert MacGregor
|
||||
|
|
@ -12,14 +12,14 @@ $DXAI::Task::LowPriority = 100;
|
|||
$DXAI::Task::MediumPriority = 200;
|
||||
$DXAI::Task::HighPriority = 500;
|
||||
$DXAI::Task::VeryHighPriority = 1000;
|
||||
$DXAI::Task::ReservedPriority = 5000;
|
||||
$DXAI::Task::ReservedPriority = 5000;
|
||||
|
||||
//------------------------------------------------------------------------------------------
|
||||
// +Param %bot.escortTarget: The ID of the object to escort. This can be literally
|
||||
// any object that exists in the game world.
|
||||
// +Description: The AIEnhancedDefendLocation does exactly as the name implies. The
|
||||
// behavior a bot will exhibit with this code is that the bot will attempt to first to
|
||||
// the location desiginated by %bot.defendLocation. Once the bot is in range, it will
|
||||
// the location desiginated by %bot.defendLocation. Once the bot is in range, it will
|
||||
// idly step about near the defense location, performing a sort of short range scouting.
|
||||
// If the bot were to be knocked too far away, then this logic will simply start all over
|
||||
// again.
|
||||
|
|
@ -30,20 +30,20 @@ function AIEnhancedEscort::retire(%task, %client) { %client.isMoving = false; %c
|
|||
function AIEnhancedEscort::weight(%task, %client) { %task.setWeight($DXAI::Task::MediumPriority); }
|
||||
|
||||
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.setMoveTarget(getRandomPositionOnTerrain(%escortLocation, 40));
|
||||
}
|
||||
|
||||
|
|
@ -52,7 +52,7 @@ function AIEnhancedEscort::monitor(%task, %client)
|
|||
// 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
|
||||
// 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.
|
||||
|
|
@ -63,7 +63,7 @@ function AIEnhancedDefendLocation::retire(%task, %client) { %client.isMoving = f
|
|||
function AIEnhancedDefendLocation::weight(%task, %client) { %task.setWeight($DXAI::Task::MediumPriority); }
|
||||
|
||||
function AIEnhancedDefendLocation::monitor(%task, %client)
|
||||
{
|
||||
{
|
||||
if (%client.getPathDistance(%client.defendTargetLocation) <= 40)
|
||||
{
|
||||
// Pick a random time to move to a nearby location
|
||||
|
|
@ -72,19 +72,22 @@ function AIEnhancedDefendLocation::monitor(%task, %client)
|
|||
%client.nextDefendRotation = getRandom(5000, 10000);
|
||||
%client.setMoveTarget(-1);
|
||||
}
|
||||
|
||||
|
||||
// If we're near our random point, just don't move
|
||||
if (%client.getPathDistance(%client.moveLocation) <= 10)
|
||||
%client.setMoveTarget(-1);
|
||||
|
||||
%client.defendTime += 1024;
|
||||
|
||||
%client.defendTime += %task.getMonitorTimeMS();
|
||||
if (%client.defendTime >= %client.nextDefendRotation)
|
||||
{
|
||||
%client.defendTime = 0;
|
||||
%client.nextDefendRotation = getRandom(5000, 10000);
|
||||
|
||||
// TODO: Replace with something that detects interiors as well
|
||||
%client.setMoveTarget(getRandomPositionOnTerrain(%client.defendTargetLocation, 40));
|
||||
|
||||
%nextPosition = NavGraph.nodeLoc(NavGraph.randNode(%client.player.getPosition(), 40, true, true));
|
||||
|
||||
// If it isn't far enough, just pass on moving. This will help prevent bots jumping up in the air randomly.
|
||||
if (vectorDist(%client.player.getPosition(), %nextPosition) > 5)
|
||||
%client.setMoveTarget(%nextPosition);
|
||||
}
|
||||
}
|
||||
else
|
||||
|
|
@ -114,16 +117,16 @@ function AIEnhancedScoutLocation::monitor(%task, %client)
|
|||
{
|
||||
if (%client.engageTarget)
|
||||
return AIEnhancedScoutLocation::monitorEngage(%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.scoutTargetLocation, %client.scoutDistance, true, true);
|
||||
|
||||
|
||||
if (%client.currentNode != -1)
|
||||
%client.setMoveTarget(NavGraph.nodeLoc(%client.currentNode));
|
||||
}
|
||||
|
|
@ -131,13 +134,13 @@ function AIEnhancedScoutLocation::monitor(%task, %client)
|
|||
else
|
||||
{
|
||||
%pathDistance = %client.getPathDistance(%client.moveTarget);
|
||||
|
||||
|
||||
// Don't move if we're close enough to our next node
|
||||
if (%pathDistance <= 40 && %client.isMovingToTarget)
|
||||
{
|
||||
%client.setMoveTarget(-1);
|
||||
%client.nextScoutRotation = getRandom(5000, 10000);
|
||||
%client.scoutTime += 1024;
|
||||
%client.scoutTime += %task.getMonitorTimeMS();
|
||||
}
|
||||
else if(%client.getPathDistance(%client.moveTarget) > 40)
|
||||
{
|
||||
|
|
@ -145,8 +148,8 @@ function AIEnhancedScoutLocation::monitor(%task, %client)
|
|||
%client.scoutTime = 0;
|
||||
}
|
||||
else
|
||||
%client.scoutTime += 1024;
|
||||
|
||||
%client.scoutTime += %task.getMonitorTimeMS();
|
||||
|
||||
// Wait a little bit at each node
|
||||
if (%client.scoutTime >= %client.nextScoutRotation)
|
||||
{
|
||||
|
|
@ -155,12 +158,12 @@ function AIEnhancedScoutLocation::monitor(%task, %client)
|
|||
|
||||
// Pick a new node
|
||||
%client.currentNode = NavGraph.randNode(%client.scoutTargetLocation, %client.scoutDistance, true, true);
|
||||
|
||||
|
||||
// Ensure that we found a node.
|
||||
if (%client.currentNode != -1)
|
||||
%client.setMoveTarget(NavGraph.nodeLoc(%client.currentNode));
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
function AIEnhancedScoutLocation::monitorEngage(%task, %client)
|
||||
|
|
@ -180,34 +183,62 @@ function AIEnhancedEngageTarget::initFromObjective(%task, %objective, %client) {
|
|||
function AIEnhancedEngageTarget::assume(%task, %client) { %task.setMonitorFreq(1); }
|
||||
function AIEnhancedEngageTarget::retire(%task, %client) { }
|
||||
|
||||
function AIEnhancedEngageTarget::weight(%task, %client)
|
||||
function AIEnhancedEngageTarget::weight(%task, %client)
|
||||
{
|
||||
// Blow through seen targets
|
||||
%chosenTarget = -1;
|
||||
%chosenTargetDistance = 9999;
|
||||
|
||||
|
||||
%botPosition = %client.player.getPosition();
|
||||
for (%iteration = 0; %iteration < %client.visibleHostiles.getCount(); %iteration++)
|
||||
{
|
||||
%current = %client.visibleHostiles.getObject(%iteration);
|
||||
|
||||
|
||||
%targetDistance = vectorDist(%current.getPosition(), %botPosition);
|
||||
if (%targetDistance < %chosenTargetDistance)
|
||||
|
||||
// FIXME: We immediately forget about the asshole here
|
||||
if (%targetDistance < %chosenTargetDistance && %client.player.canSeeObject(%current, %client.viewDistance, %client.fieldOfView))
|
||||
{
|
||||
%chosenTargetDistance = %targetDistance;
|
||||
%chosenTarget = %current;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
%client.engageTarget = %chosenTarget;
|
||||
if (!isObject(%client.engageTarget) && %client.engageTargetLastPosition $= "")
|
||||
{
|
||||
%task.setWeight($DXAI::Task::NoPriority);
|
||||
|
||||
// Make sure we disable the pack
|
||||
if (%client.player.getPackName() $= "ShieldPack")
|
||||
{
|
||||
%client.player.setImageTrigger(2, false);
|
||||
%client.rechargingEnergy = false;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
%task.setWeight($DXAI::Task::VeryHighPriority);
|
||||
|
||||
// If we have a shield pack on, use it
|
||||
if (%client.player.getPackName() $= "ShieldPack" && %client.player.getEnergyLevel() >= 30 && !%client.rechargingEnergy)
|
||||
%client.player.setImageTrigger(2, true);
|
||||
else if (%client.player.getPackName() $= "ShieldPack" && %client.player.getEnergyLevel() >= 70)
|
||||
{
|
||||
%client.player.setImageTrigger(2, true);
|
||||
%client.rechargingEnergy = false;
|
||||
}
|
||||
else if (%client.player.getPackName() $= "ShieldPack")
|
||||
{
|
||||
// We ran out of energy, let the pack recharge for a bit
|
||||
%client.player.setImageTrigger(2, false);
|
||||
%client.rechargingEnergy = true;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
function AIEnhancedEngageTarget::monitor(%task, %client)
|
||||
{
|
||||
{
|
||||
if (isObject(%client.engageTarget))
|
||||
{
|
||||
if (%client.engageTarget.getState() !$= "Move")
|
||||
|
|
@ -216,10 +247,61 @@ function AIEnhancedEngageTarget::monitor(%task, %client)
|
|||
%client.engageTargetLastPosition = "";
|
||||
return;
|
||||
}
|
||||
|
||||
// %client.engageTargetLastPosition = %client.engageTarget.getWorldBoxCenter();
|
||||
// %client.setMoveTarget(getRandomPositionOnTerrain(%client.engageTargetLastPosition, 40));
|
||||
//%client.pressFire();
|
||||
|
||||
// Calculate the T between the target and this bot
|
||||
%normal = vectorNormalize(vectorSub(%client.engageTarget.getWorldBoxCenter(), %client.player.getWorldBoxCenter()));
|
||||
|
||||
%forwardAngle = mAtan(getWord(%normal, 1), getWord(%normal, 0));
|
||||
%horizontalMaxAngle = %forwardAngle + mDegToRad(90);
|
||||
%horizontalMinAngle = %forwardAngle - mDegToRad(90);
|
||||
|
||||
%randomAngle = getRandomFloat(%horizontalMaxAngle, %horizontalMinAngle);
|
||||
|
||||
// FIXME: Maintain weapon distance
|
||||
%minDist = 20;
|
||||
%maxDist = 30;
|
||||
|
||||
%distance = getRandom(%minDist, %maxDist);
|
||||
|
||||
// Calculate a final point
|
||||
%normal = mSin(%randomAngle) SPC mCos(%randomAngle);
|
||||
|
||||
%targetPoint = vectorAdd(%client.engageTarget.getWorldBoxCenter(), vectorScale(%normal, %distance));
|
||||
%targetPoint = setWord(%targetPoint, 2, getTerrainHeight(%targetPoint));
|
||||
|
||||
%targetPoint = vectorAdd(%targetPoint, "0 0 2");
|
||||
%client.engageTargetLastPosition = %client.engageTarget.getWorldBoxCenter();
|
||||
|
||||
if (%client.engageJetTiming $= "")
|
||||
%client.engageJetTiming = getRandom(500, 10000);
|
||||
else
|
||||
%client.engageJetTime += %task.getMonitorTimeMS();
|
||||
|
||||
if (%client.engageJetTime >= %client.engageJetTiming && %client.player.getEnergyPercent() >= 0.5)
|
||||
{
|
||||
%client.combatJetTiming = getRandom(1000, 1500) + %client.engageJetTiming;
|
||||
%client.runJets(%client.combatJetTiming);
|
||||
|
||||
%client.engageJetTiming = "";
|
||||
%client.engageJetTime = 0;
|
||||
|
||||
%client.isCombatJetting = true;
|
||||
|
||||
%client.setMoveTarget(vectorScale(%client.engageTarget.getBackwardsVector(), 20));
|
||||
}
|
||||
|
||||
if (%client.isCombatJetting && %client.combatJetTime < %client.combatJetTiming && %client.player.getEnergyPercent() >= 0.2)
|
||||
{
|
||||
%client.combatJetTime += %task.getMonitorTimeMS();
|
||||
%client.setMoveTarget(vectorScale(%client.engageTarget.getBackwardsVector(), 20));
|
||||
}
|
||||
else
|
||||
{
|
||||
%client.setMoveTarget(%targetPoint);
|
||||
|
||||
%client.combatJetTime = 0;
|
||||
%client.isCombatJetting = false;
|
||||
}
|
||||
}
|
||||
else if (%client.engageTargetLastPosition !$= "")
|
||||
{
|
||||
|
|
@ -244,21 +326,21 @@ function AIEnhancedRearmTask::initFromObjective(%task, %objective, %client) { }
|
|||
function AIEnhancedRearmTask::assume(%task, %client) { %task.setMonitorFreq(32); }
|
||||
function AIEnhancedRearmTask::retire(%task, %client) { }
|
||||
|
||||
function AIEnhancedRearmTask::weight(%task, %client)
|
||||
function AIEnhancedRearmTask::weight(%task, %client)
|
||||
{
|
||||
if (%client.shouldRearm)
|
||||
%task.setWeight($DXAI::Task::HighPriority);
|
||||
else
|
||||
%task.setWeight($DXAI::Task::NoPriority);
|
||||
|
||||
|
||||
%task.setMonitorFreq(getRandom(10, 32));
|
||||
}
|
||||
|
||||
function AIEnhancedRearmTask::monitor(%task, %client)
|
||||
{
|
||||
{
|
||||
if (!isObject(%client.rearmTarget))
|
||||
%client.rearmTarget = %client.getClosestInventory();
|
||||
|
||||
|
||||
if (isObject(%client.rearmTarget))
|
||||
{
|
||||
// Politely wait if someone is already on it.
|
||||
|
|
@ -279,7 +361,7 @@ function AIEnhancedReturnFlagTask::initFromObjective(%task, %objective, %client)
|
|||
function AIEnhancedReturnFlagTask::assume(%task, %client) { %task.setMonitorFreq(32); }
|
||||
function AIEnhancedReturnFlagTask::retire(%task, %client) { }
|
||||
|
||||
function AIEnhancedReturnFlagTask::weight(%task, %client)
|
||||
function AIEnhancedReturnFlagTask::weight(%task, %client)
|
||||
{
|
||||
%flag = nameToID("Team" @ %client.team @ "Flag1");
|
||||
if (!isObject(%flag) || %flag.isHome)
|
||||
|
|
@ -290,16 +372,16 @@ function AIEnhancedReturnFlagTask::weight(%task, %client)
|
|||
else
|
||||
{
|
||||
// TODO: For now, all the bots go after it! Make this check if the bot is range.
|
||||
%task.setWeight($DXAI::Task::HighPriority);
|
||||
%client.returnFlagTarget = %flag;
|
||||
%task.setWeight($DXAI::Task::HighPriority);
|
||||
%client.returnFlagTarget = %flag;
|
||||
}
|
||||
}
|
||||
|
||||
function AIEnhancedReturnFlagTask::monitor(%task, %client)
|
||||
{
|
||||
{
|
||||
if (!isObject(%client.returnFlagTarget))
|
||||
return;
|
||||
|
||||
|
||||
if (isObject(%client.engageTarget) && %client.engageTarget.getState() $= "Move")
|
||||
AIEnhancedReturnFlagTask::monitorEngage(%task, %client);
|
||||
else
|
||||
|
|
@ -319,7 +401,7 @@ function AIEnhancedPathCorrectionTask::initFromObjective(%task, %objective, %cli
|
|||
function AIEnhancedPathCorrectionTask::assume(%task, %client) { %task.setMonitorFreq(2); }
|
||||
function AIEnhancedPathCorrectionTask::retire(%task, %client) { }
|
||||
|
||||
function AIEnhancedPathCorrectionTask::weight(%task, %client)
|
||||
function AIEnhancedPathCorrectionTask::weight(%task, %client)
|
||||
{
|
||||
if (%client.isPathCorrecting)
|
||||
%task.setWeight($DXAI::Task::VeryHighPriority);
|
||||
|
|
@ -328,7 +410,7 @@ function AIEnhancedPathCorrectionTask::weight(%task, %client)
|
|||
}
|
||||
|
||||
function AIEnhancedPathCorrectionTask::monitor(%task, %client)
|
||||
{
|
||||
{
|
||||
if (%client.isPathCorrecting)
|
||||
{
|
||||
if (%client.player.getEnergyPercent() >= 1)
|
||||
|
|
@ -336,7 +418,7 @@ function AIEnhancedPathCorrectionTask::monitor(%task, %client)
|
|||
else
|
||||
%client.setMoveTarget(-1);
|
||||
}
|
||||
|
||||
|
||||
}
|
||||
//------------------------------------------------------------------------------------------
|
||||
|
||||
|
|
@ -347,14 +429,14 @@ function AIEnhancedFlagCaptureTask::initFromObjective(%task, %objective, %client
|
|||
function AIEnhancedFlagCaptureTask::assume(%task, %client) { %task.setMonitorFreq(1); }
|
||||
function AIEnhancedFlagCaptureTask::retire(%task, %client) { }
|
||||
|
||||
function AIEnhancedFlagCaptureTask::weight(%task, %client)
|
||||
function AIEnhancedFlagCaptureTask::weight(%task, %client)
|
||||
{
|
||||
if (%client.shouldRunFlag)
|
||||
{
|
||||
// First, is the enemy flag home?
|
||||
%enemyTeam = %client.team == 1 ? 2 : 1;
|
||||
%enemyFlag = nameToID("Team" @ %enemyTeam @ "Flag1");
|
||||
|
||||
|
||||
if (isObject(%enemyFlag) && %enemyFlag.isHome)
|
||||
{
|
||||
%client.targetCaptureFlag = %enemyFlag;
|
||||
|
|
@ -366,11 +448,11 @@ function AIEnhancedFlagCaptureTask::weight(%task, %client)
|
|||
}
|
||||
|
||||
function AIEnhancedFlagCaptureTask::monitor(%task, %client)
|
||||
{
|
||||
if (!isObject(%client.targetCaptureFlag))
|
||||
{
|
||||
if (!isObject(%client.targetCaptureFlag) && !%client.hasFlag)
|
||||
return;
|
||||
|
||||
if (%client.targetCaptureFlag.getObjectMount() != %client.player)
|
||||
|
||||
if (!%client.hasFlag)
|
||||
%client.setMoveTarget(%client.targetCaptureFlag.getPosition());
|
||||
else
|
||||
%client.setMoveTarget(nameToID("Team" @ %client.team @ "Flag1").getPosition());
|
||||
|
|
@ -380,7 +462,7 @@ function AIEnhancedFlagCaptureTask::monitor(%task, %client)
|
|||
function ObjectiveNameToVoice(%bot)
|
||||
{
|
||||
%objective = %bot.getTaskName();
|
||||
|
||||
|
||||
%result = "avo.grunt";
|
||||
switch$(%objective)
|
||||
{
|
||||
|
|
@ -405,6 +487,6 @@ function ObjectiveNameToVoice(%bot)
|
|||
case "AIEnhancedEscort":
|
||||
%result = "slf.tsk.cover";
|
||||
}
|
||||
|
||||
|
||||
return %result;
|
||||
}
|
||||
}
|
||||
|
|
|
|||
Loading…
Reference in a new issue