mirror of
https://github.com/Ragora/T2-DXAI.git
synced 2026-01-20 02:24:47 +00:00
340 lines
11 KiB
C#
340 lines
11 KiB
C#
// DXAI_Main.cs
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// Experimental AI System for ProjectR3
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// Copyright (c) 2014 Robert MacGregor
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exec("scripts/Server/DXAI_Objectives.cs");
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exec("scripts/Server/DXAI_Helpers.cs");
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exec("scripts/Server/DXAI_Config.cs");
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$DXAI::ActiveCommanderCount = 2;
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// AICommander
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// This is a script object that exists for every team in a given
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// gamemode and performs the coordination of bots in the game.
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function AICommander::notifyPlayerDeath(%this, %killed, %killedBy)
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{
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}
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function AICommander::setup(%this)
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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.team == %this.team && %currentClient.isAIControlled())
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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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}
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}
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}
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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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function AICommander::addBot(%this, %bot)
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{
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if (!%this.botList.isMember(%bot))
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%this.botList.add(%bot);
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if (!%this.idleBotList.isMember(%bot))
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%this.idleBotList.add(%bot);
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%bot.commander = %this;
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}
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function AICommander::cleanup(%this)
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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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function AICommander::update(%this)
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{
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for (%iteration = 0; %iteration < %this.botList.getCount(); %iteration++)
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%this.botList.getObject(%iteration).update();
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}
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// General DXAI API implementations
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function DXAI::cleanup()
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{
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$DXAI::System::Setup = false;
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for (%iteration = 1; %iteration < $DXAI::ActiveCommanderCount + 1; %iteration++)
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{
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$DXAI::ActiveCommander[%iteration].cleanup();
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$DXAI::ActiveCommander[%iteration].delete();
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}
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$DXAI::ActiveCommanderCount = 0;
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}
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function DXAI::setup(%numTeams)
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{
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// Mark the environment as invalidated for each new run so that our hooks
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// can be verified
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$DXAI::System::InvalidatedEnvironment = true;
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// Set our setup flag so that the execution hooks can behave correctly
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$DXAI::System::Setup = true;
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for (%iteration = 1; %iteration < %numTeams + 1; %iteration++)
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{
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%commander = new ScriptObject() { class = "AICommander"; team = %iteration; };
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%commander.setup();
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$DXAI::ActiveCommander[%iteration] = %commander;
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}
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// And setup the default values
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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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%currentClient.viewDistance = $DXAI::Bot::DefaultViewDistance;
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%currentClient.fieldOfView = $DXAI::Bot::DefaultFieldOfView;
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}
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$DXAI::ActiveCommanderCount = %numTeams;
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}
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function DXAI::validateEnvironment()
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{
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%gameModeName = $CurrentMissionType @ "Game";
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%payloadTemplate = %payload = "function " @ %gameModeName @ "::<METHODNAME>() { return DefaultGame::<METHODNAME>($DXAI::System::RuntimeDummy); } ";
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if (game.AIChooseGameObjective($DXAI::System::RuntimeDummy) != 11595)
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{
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error("DXAI: Function 'DefaultGame::AIChooseGameObjective' detected to be overwritten by the current gamemode. Correcting ...");
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eval(strReplace(%payloadTemplate, "<METHODNAME>", "AIChooseGameObjective"));
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// Make sure the patch took
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if (game.AIChooseGameObjective($DXAI::System::RuntimeDummy) != 11595)
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error("DXAI: Failed to patch 'DefaultGame::AIChooseGameObjective'! DXAI may not function correctly.");
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}
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if (game.onAIRespawn($DXAI::System::RuntimeDummy) != 11595)
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{
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error("DXAI: Function 'DefaultGame::onAIRespawn' detected to be overwritten by the current gamemode. Correcting ... ");
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eval(strReplace(%payloadTemplate, "<METHODNAME>", "onAIRespawn"));
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if (game.onAIRespawn($DXAI::System::RuntimeDummy) != 11595)
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error("DXAI: Failed to patch 'DefaultGame::onAIRespawn'! DXAI may not function correctly.");
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}
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$DXAI::System::InvalidatedEnvironment = false;
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}
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function DXAI::update()
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{
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if (isEventPending($DXAI::updateHandle))
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cancel($DXAI::updateHandle);
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// Check if the bound functions are overwritten by the current gamemode, or if something
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// may have invalidated our hooks
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if ($DXAI::System::InvalidatedEnvironment && $DXAI::System::Setup)
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DXAI::validateEnvironment();
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for (%iteration = 1; %iteration < $DXAI::ActiveCommanderCount + 1; %iteration++)
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$DXAI::ActiveCommander[%iteration].update();
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// Apparently we can't schedule a bound function otherwise
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$DXAI::updateHandle = schedule(32,0,"eval", "DXAI::update();");
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}
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function DXAI::notifyPlayerDeath(%killed, %killedBy)
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{
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for (%iteration = 1; %iteration < $DXAI::ActiveCommanderCount + 1; %iteration++)
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$DXAI::ActiveCommander[%iteration].notifyPlayerDeath(%killed, %killedBy);
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}
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// AIPlayer
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// This is a script object that contains DXAI functionality on a per-soldier
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// basis
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function AIConnection::initialize(%this, %aiClient)
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{
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%this.fieldOfView = 3.14 / 2; // 90* View cone
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%this.viewDistance = 300;
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if (!isObject(%aiClient))
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error("AIPlayer: Attempted to initialize with bad AI client connection!");
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%this.client = %aiClient;
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}
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function AIConnection::update(%this)
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{
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}
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function AIConnection::notifyProjectileImpact(%this, %data, %proj, %position)
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{
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if (!isObject(%proj.sourceObject) || %proj.sourceObject.client.team == %this.team)
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return;
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}
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function AIConnection::isIdle(%this)
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{
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if (!isObject(%this.commander))
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return true;
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return %this.commander.idleBotList.isMember(%this);
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}
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// Hooks for the AI System
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package DXAI_Hooks
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{
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function DefaultGame::gameOver(%game)
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{
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parent::gameOver(%game);
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DXAI::cleanup();
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}
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function DefaultGame::startMatch(%game)
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{
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parent::startMatch(%game);
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DXAI::setup(%game.numTeams);
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DXAI::update();
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}
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// Listen server fix
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function disconnect()
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{
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parent::disconnect();
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DXAI::Cleanup();
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}
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function DefaultGame::AIChangeTeam(%game, %client, %newTeam)
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{
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// Remove us from the old commander's control first
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$DXAI::ActiveCommander[%client.team].removeBot(%client);
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parent::AIChangeTeam(%game, %client, %newTeam);
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$DXAI::ActiveCommander[%newTeam].addBot(%client);
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}
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function AIConnection::onAIDrop(%client)
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{
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if (isObject(%client.commander))
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%client.commander.removeBot(%client);
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parent::onAIDrop(%client);
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}
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// Hooks for AI System notification
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function DefaultGame::onClientKilled(%game, %clVictim, %clKiller, %damageType, %implement, %damageLocation)
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{
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parent::onClientKilled(%game, %clVictim, %clKiller, %damageType, %implement, %damageLocation);
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DXAI::notifyPlayerDeath(%clVictim, %clKiller);
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}
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function DefaultGame::onAIKilled(%game, %clVictim, %clKiller, %damageType, %implement)
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{
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parent::onAIKilled(%game, %clVictim, %clKiller, %damageType, %implement);
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DXAI::notifyPlayerDeath(%clVictim, %clKiller);
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}
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function ProjectileData::onExplode(%data, %proj, %pos, %mod)
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{
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parent::onExplode(%data, %proj, %pos, %mod);
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// Look for any bots nearby
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InitContainerRadiusSearch(%pos, 100, $TypeMasks::PlayerObjectType);
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while ((%targetObject = containerSearchNext()) != 0)
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{
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%currentDistance = containerSearchCurrRadDamageDist();
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if (%currentDistance > 100 || !%targetObject.client.isAIControlled())
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continue;
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// Get the projectile team
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%projectileTeam = -1;
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if (isObject(%proj.sourceObject))
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%projectileTeam = %proj.sourceObject.client.team;
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// Determine if we should run based on team & Team damage
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%shouldRun = false;
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if (isObject(%proj.sourceObject) && %projectileTeam == %targetObject.client.team && $TeamDamage)
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%shouldRun = true;
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else if (isObject(%proj.sourceObject) && %projectileTeam != %targetObject.client.team)
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%shouldRun = true;
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// Determine if we 'heard' it. The sound distance seems to be roughly 55m or less and we check the maxDistance
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// IIRC The 55m distance should scale with the min/max distances and volume but I'm not sure how those interact
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%heardHit = false;
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%hitDistance = vectorDist(%targetObject.getWorldBoxCenter(), %pos);
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if (%hitDistance <= 20 && %hitDistance <= %data.explosion.soundProfile.description.maxDistance)
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%heardHit = true;
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// If the thing has any radius damage (and we heard it), run around a little bit if we need to
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if (%data.indirectDamage != 0 && %heardHit)
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%targetObject.client.schedule(getRandom(250, 400), "setDangerLocation", %pos, 20);
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// If we should care and it wasn't a teammate projectile, notify
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if (%shouldRun && %projectileTeam != %targetObject.client.team)
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%targetObject.client.notifyProjectileImpact(%data, %proj, %pos);
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}
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}
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function CreateServer(%mission, %missionType)
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{
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// Perform the default exec's
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parent::CreateServer(%mission, %missionType);
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// Ensure that the DXAI is active.
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$DXAI::System::InvalidatedEnvironment = true;
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}
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// Make this do nothing so the bots don't ever get any objectives by default
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function DefaultGame::AIChooseGameObjective(%game, %client) { return 11595; }
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function DefaultGame::onAIRespawn(%game, %client)
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{
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// Make sure the bot has no objectives
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// %client.reset();
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// %client.defaultTasksAdded = true;
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return 11595;
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}
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// We package hook the exec() and compile() functions to perform execution environment
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// checking because these can easily load code that overwrites methods that are otherwise
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// hooked by DXAI. This can happen with gamemode specific events because DXAI only hooks into
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// DefaultGame. This is mostly helpful for developers.
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function exec(%file)
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{
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$DXAI::System::InvalidatedEnvironment = true;
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parent::exec(%file);
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}
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function compile(%file)
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{
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$DXAI::System::InvalidatedEnvironment = true;
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parent::compile(%file);
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}
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};
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if (!isActivePackage(DXAI_Hooks))
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activatePackage(DXAI_Hooks);
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