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:
Robert MacGregor 2016-07-06 21:14:45 -04:00
parent 274d858679
commit b9afd41b1c
6 changed files with 619 additions and 324 deletions

View file

@ -5,7 +5,7 @@
//
// The AICommander type is a complex beast. They have the following proerties associated
// with them:
// * %commander.botList: A SimSet of all bots that are currently associated with the
// * %commander.botList: A SimSet of all bots that are currently associated with the
// given commander.
// * %commander.idleBotList: A SimSet of all bots that are currently considered be idle.
// These bots were not explicitly given anything to do by the commander AI and so they are
@ -13,7 +13,7 @@
// * %commander.botAssignments[%assignmentID]: An associative container that maps
// assignment ID's (those desiginated by $DXAI::Priorities::*) to the total number of
// bots assigned.
// * %commander.objectiveCycles[%assignmentID]: An associative container that maps assignment
// * %commander.objectiveCycles[%assignmentID]: An associative container that maps assignment
// ID's (those desiginated by $DXAI::Priorities::*) to an instance of a CyclicSet which contains
// the ID's of AI nav graph placed objective markers to allow for cycling through the objectives
// set for the team.
@ -28,24 +28,26 @@ $DXAI::Priorities::DefendGenerator = 0;
$DXAI::Priorities::DefendFlag = 1;
$DXAI::Priorities::ScoutBase = 2;
//-----------------------------------------------
$DXAI::Priorities::CaptureFlag = 4;
$DXAI::Priorities::CaptureFlag = 3;
$DXAI::Priorities::CaptureObjective = 5;
$DXAI::Priorities::AttackTurret = 6;
$DXAI::Priorities::Count = 3;
$DXAI::Priorities::Count = 4;
//------------------------------------------------------------------------------------------
// Description: These global variables are the default priorities that commanders will
// initialize with for specific tasks that can be distributed to the bots on the team.
//
// Description: These global variables are the default priorities that commanders will
// initialize with for specific tasks that can be distributed to the bots on the team.
//
// NOTE: These should be fairly laid back initially and allow for a good count of idle bots.
//------------------------------------------------------------------------------------------
$DXAI::Priorities::DefaultPriorityValue[$DXAI::Priorities::DefendGenerator] = 2;
$DXAI::Priorities::DefaultPriorityValue[$DXAI::Priorities::DefendFlag] = 3;
$DXAI::Priorities::DefaultPriorityValue[$DXAI::Priorities::ScoutBase] = 1;
$DXAI::Priorities::DefaultPriorityValue[$DXAI::Priorities::CaptureFlag] = 2;
$DXAI::Priorities::Text[$DXAI::Priorities::DefendGenerator] = "Defending a Generator";
$DXAI::Priorities::Text[$DXAI::Priorities::DefendFlag] = "Defending the Flag";
$DXAI::Priorities::Text[$DXAI::Priorities::ScoutBase] = "Scouting a Location";
$DXAI::Priorities::Text[$DXAI::Priorities::CaptureFlag] = "Capture the Flag";
//------------------------------------------------------------------------------------------
// Description: Sets up the AI commander by creating the bot list sim sets as well as
@ -53,32 +55,32 @@ $DXAI::Priorities::Text[$DXAI::Priorities::ScoutBase] = "Scouting a Location";
// independent ticks started up such as the visual acuity tick.
//------------------------------------------------------------------------------------------
function AICommander::setup(%this)
{
{
%this.botList = new SimSet();
%this.idleBotList = new SimSet();
for (%iteration = 0; %iteration < ClientGroup.getCount(); %iteration++)
{
%currentClient = ClientGroup.getObject(%iteration);
if (%currentClient.isAIControlled() && %currentClient.team == %this.team)
{
%this.botList.add(%currentClient);
%this.idleBotList.add(%currentClient);
%currentClient.commander = %this;
%currentClient.initialize();
%currentClient.visibleHostiles = new SimSet();
// Start our ticks.
%currentClient.updateVisualAcuity();
%currentClient.stuckCheck();
}
}
%this.setDefaultPriorities();
// Also set the assignment tracker and the cyclers for each objective type
for (%iteration = 0; %iteration < $DXAI::Priorities::Count; %iteration++)
{
@ -100,7 +102,7 @@ function AICommander::_skimObjectiveGroup(%this, %group)
for (%iteration = 0; %iteration < %group.getCount(); %iteration++)
{
%current = %group.getObject(%iteration);
// We're getting ballsy here, recursion in TS!
if (%current.getClassName() $= "SimGroup")
%this._skimObjectiveGroup(%current);
@ -114,13 +116,13 @@ function AICommander::_skimObjectiveGroup(%this, %group)
case "AIODefendLocation":
// FIXME: Console spam from .targetObjectID not being set?
%datablockName = %current.targetObjectID.getDatablock().getName();
// Defending the flag?
if (%datablockName $= "FLAG")
%this.objectiveCycles[$DXAI::Priorities::DefendFlag].add(%current);
else if (%datablockName $="GeneratorLarge")
%this.objectiveCycles[$DXAI::Priorities::DefendGenerator].add(%current);
%this.objectiveCycles[$DXAI::Priorities::DefendGenerator].add(%current);
case "AIORepairObject":
case "AIOTouchObject":
case "AIODeployEquipment":
@ -139,13 +141,13 @@ function AICommander::loadObjectives(%this)
// First we clear the old cyclers
for (%iteration = 0; %iteration < $DXAI::Priorities::Count; %iteration++)
%this.objectiveCycles[%iteration].clear();
%teamGroup = "Team" @ %this.team;
%teamGroup = nameToID(%teamGroup);
if (!isObject(%teamGroup))
return;
// Search this group for something named "AIObjectives". Each team has one, so we can't reliably just use that name
%group = %teamGroup;
for (%iteration = 0; %iteration < %group.getCount(); %iteration++)
@ -157,20 +159,20 @@ function AICommander::loadObjectives(%this)
break;
}
}
if (%group == %teamGroup)
return;
// Now that we have our objective set, skim it for anything usable
%this._skimObjectiveGroup(%group);
// We also need to determine some locations for objectives not involved in the original game, such as the AIEnhancedScout task.
// Simply create a scout objective on the flag with a distance of 100m
%scoutLocationObjective = new ScriptObject() { distance = 100; };
%defendFlagObjective = %this.objectiveCycles[$DXAI::Priorities::DefendFlag].next();
%scoutLocationObjective.location = %defendFlagObjective.location;
%this.objectiveCycles[$DXAI::Priorities::ScoutBase].add(%scoutLocationObjective);
}
@ -193,18 +195,19 @@ function AICommander::assignTasks(%this)
%bot.addTask(AIEnhancedEngageTarget);
%bot.addTask(AIEnhancedRearmTask);
%bot.addTask(AIEnhancedPathCorrectionTask);
// We only need this task if we're actually playing CTF.
if ($CurrentMissionType $= "CTF")
{
%bot.addTask(AIEnhancedReturnFlagTask);
%bot.addTask(AIEnhancedFlagCaptureTask);
}
%bot.targetLoadout = 0;
// Assign the default loadout
%bot.targetLoadout = $DXAI::DefaultLoadout ;
%bot.shouldRearm = true;
}
// Calculate how much priority we have total
%totalPriority = 0.0;
for (%iteration = 0; %iteration < $DXAI::Priorities::Count; %iteration++)
@ -212,10 +215,10 @@ function AICommander::assignTasks(%this)
%totalPriority += %this.priorities[%iteration];
%botAssignments[%iteration] = 0;
}
// We create a priority queue preemptively so we can sort task priorities as we go and save a little bit of time
%priorityQueue = PriorityQueue::create();
// Now calculate how many bots we need per objective, and count how many we will need in total
%lostBots = false; // Used for a small optimization
%botCountRequired = 0;
@ -232,7 +235,7 @@ function AICommander::assignTasks(%this)
echo(%botAssignments[%iteration] SPC " bots on task " @ $DXAI::Priorities::Text[%iteration]);
}
}
// Deassign from objectives we need less bots for now and put them into the idle list
// When we lose bots, our %botAssignments[%task] value will be a negative, so we just need
// to ditch mAbs(%botAssignments[%task]) bots from that given task.
@ -240,7 +243,7 @@ function AICommander::assignTasks(%this)
// Need to ditch some bots
if (%botAssignments[%taskIteration] < 0)
%this.deassignBots(%taskIteration, mAbs(%botAssignments[%taskIteration]));
// Do we have enough idle bots to just shunt everyone into something?
if (%this.idleBotList.getCount() >= %botCountRequired)
{
@ -259,7 +262,7 @@ function AICommander::assignTasks(%this)
for (%botIteration = 0; %botIteration < %requiredBots && %this.idleBotList.getCount() != 0; %botIteration++)
%this.assignTask(%taskID, %this.idleBotList.getObject(0));
}
// Regardless, we need to make sure we cleanup the queue
// FIXME: Perhaps just create one per commander and reuse it?
%priorityQueue.delete();
@ -281,7 +284,7 @@ function AICommander::deassignBots(%this, %taskID, %count)
%count--;
}
}
return %count == 0;
}
@ -290,18 +293,18 @@ function AICommander::assignTask(%this, %taskID, %bot)
// Don't try to assign if the bot is already assigned something
if (!%this.idleBotList.isMember(%bot))
return;
%this.idleBotList.remove(%bot);
switch (%taskID)
{
case $DXAI::Priorities::DefendGenerator or $DXAI::Priorities::DefendFlag:
%objective = %this.objectiveCycles[%taskID].next();
// Set the bot to defend the location
%bot.defendTargetLocation = %objective.location;
%datablockName = %objective.targetObjectID.getDatablock().getName();
switch$(%datablockName)
{
case "FLAG":
@ -309,18 +312,24 @@ function AICommander::assignTask(%this, %taskID, %bot)
case "GeneratorLarge":
%bot.defenseDescription = "generator";
}
%bot.addTask("AIEnhancedDefendLocation");
%bot.primaryTask = "AIEnhancedDefendLocation";
%bot.addTask(%bot.primaryTask);
case $DXAI::Priorities::ScoutBase:
%objective = %this.objectiveCycles[%taskID].next();
// Set the bot to defend the location
%bot.scoutTargetLocation = %objective.location;
%bot.scoutDistance = %objective.distance;
%bot.addTask("AIEnhancedScoutLocation");
%bot.primaryTask = "AIEnhancedScoutLocation";
%bot.addTask(%bot.primaryTask);
case $DXAI::Priorities::CaptureFlag:
%bot.shouldRunFlag = true;
}
%this.botAssignments[%taskID]++;
%bot.assignment = %taskID;
}
@ -336,7 +345,7 @@ function AICommander::setDefaultPriorities(%this)
}
//------------------------------------------------------------------------------------------
// Description: Performs a deinitialization that should be ran before deleting the
// Description: Performs a deinitialization that should be ran before deleting the
// commander object itself.
//
// NOTE: This is called automatically by .delete so this shouldn't have to be called
@ -350,7 +359,7 @@ function AICommander::cleanUp(%this)
cancel(%current.visualAcuityTick);
cancel(%current.stuckCheckTick);
}
%this.botList.delete();
%this.idleBotList.delete();
}
@ -379,7 +388,7 @@ function AICommander::removeBot(%this, %bot)
{
%this.botList.remove(%bot);
%this.idleBotList.remove(%bot);
%bot.commander = -1;
}
@ -394,10 +403,10 @@ function AICommander::addBot(%this, %bot)
{
if (%bot.team != %this.team)
return false;
%this.botList.add(%bot);
%this.idleBotList.add(%bot);
%bot.commander = %this;
return true;
}
@ -409,7 +418,7 @@ function AICommander::notifyPlayerDeath(%this, %killedClient, %killedByClient)
function AICommander::notifyFlagGrab(%this, %grabbedByClient)
{
%this.priority[$DXAI::Priorities::DefendFlag]++;
// ...well, balls, someone nipped me flag! Are there any bots sitting around being lazy?
// TODO: We should also include nearby scouting bots into this, as well.
if (%this.idleBotList.getCount() != 0)
@ -421,4 +430,4 @@ function AICommander::notifyFlagGrab(%this, %grabbedByClient)
%idleBot.attackTarget = %grabbedByClient.player;
}
}
}
}

View file

@ -1,11 +1,11 @@
//------------------------------------------------------------------------------------------
// aiconnection.cs
// Source file declaring the custom AIConnection methods used by the DXAI experimental
// AI enhancement project.
// AI enhancement project.
// https://github.com/Ragora/T2-DXAI.git
//
// Copyright (c) 2015 Robert MacGregor
// This software is licensed under the MIT license.
// This software is licensed under the MIT license.
// Refer to LICENSE.txt for more information.
//------------------------------------------------------------------------------------------
@ -36,7 +36,7 @@ function AIConnection::update(%this)
//------------------------------------------------------------------------------------------
// Description: Called by the main system when a hostile projectile impacts near the bot.
// This ideally is supposed to trigger some search logic instead of instantly knowing
// This ideally is supposed to trigger some search logic instead of instantly knowing
// where the shooter is like the original AI did.
//
// NOTE: This is automatically called by the main system and therefore should not be called
@ -58,10 +58,21 @@ function AIConnection::isIdle(%this)
{
if (!isObject(%this.commander))
return true;
return %this.commander.idleBotList.isMember(%this);
}
function AIConnection::runJets(%this, %timeMS)
{
%this.shouldJet = true;
%this.schedule(%timeMS, "_cancelJets");
}
function AIConnection::_cancelJets(%this)
{
%this.shouldJet = false;
}
//------------------------------------------------------------------------------------------
// Description: Basically resets the entire state of the given AIConnection. It does not
// unassign tasks, but it does reset the bot's current movement state.
@ -69,7 +80,7 @@ function AIConnection::isIdle(%this)
function AIConnection::reset(%this)
{
// AIUnassignClient(%this);
%this.stop();
// %this.clearTasks();
%this.clearStep();
@ -80,14 +91,14 @@ function AIConnection::reset(%this)
%this.setTargetObject(-1);
%this.pilotVehicle = false;
%this.defaultTasksAdded = false;
if (isObject(%this.controlByHuman))
aiReleaseHumanControl(%this.controlByHuman, %this);
}
//------------------------------------------------------------------------------------------
// Description: Tells the AIConnection to move to a given position. They will automatically
// plot a path and attempt to navigate there.
// plot a path and attempt to navigate there.
// Param %position: The target location to move to. If this is simply -1, then all current
// moves will be cancelled.
//
@ -104,13 +115,14 @@ function AIConnection::setMoveTarget(%this, %position)
%this.isFollowingTarget = false;
return;
}
%this.moveTarget = %position;
%this.isMovingToTarget = true;
%this.isFollowingTarget = false;
%this.setPath(%position);
%this.stepMove(%position);
%this.minimumPathDistance = 9999;
%this.maximumPathDistance = -9999;
}
@ -139,16 +151,16 @@ function AIConnection::setFollowTarget(%this, %target, %minDistance, %maxDistanc
%this.isMovingToTarget = false;
%this.isFollowingTarget = false;
}
if (!isObject(%target))
return;
%this.followTarget = %target;
%this.isFollowingTarget = true;
%this.followMinDistance = %minDistance;
%this.followMaxDistance = %maxDistance;
%this.followHostile = %hostile;
%this.stepEscort(%target);
}
@ -165,22 +177,22 @@ function AIConnection::stuckCheck(%this)
{
if (isEventPending(%this.stuckCheckTick))
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");
}
}

View file

@ -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.

View file

@ -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;

View file

@ -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);
}
};

View file

@ -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;
}
}