T2-DXAI/scripts/DXAI/main.cs

487 lines
20 KiB
C#

//------------------------------------------------------------------------------------------
// main.cs
// Main source file for the DXAI experimental AI enhancement project.
// https://github.com/Ragora/T2-DXAI.git
//
// Copyright (c) 2015 Robert MacGregor
// This software is licensed under the MIT license. Refer to LICENSE.txt for more information.
//------------------------------------------------------------------------------------------
exec("scripts/DXAI/objectives.cs");
exec("scripts/DXAI/helpers.cs");
exec("scripts/DXAI/config.cs");
exec("scripts/DXAI/aicommander.cs");
exec("scripts/DXAI/aiconnection.cs");
exec("scripts/DXAI/priorityqueue.cs");
exec("scripts/DXAI/cyclicset.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
// active commanders and to delete them for the next mission which guarantees a blank
// slate.
//------------------------------------------------------------------------------------------
function DXAI::cleanup()
{
$DXAI::System::Setup = false;
for (%iteration = 1; %iteration < $DXAI::ActiveCommanderCount + 1; %iteration++)
$DXAI::ActiveCommander[%iteration].delete();
$DXAI::ActiveCommanderCount = 0;
}
//------------------------------------------------------------------------------------------
// Description: This cleanup function is called when the mission starts to to instantiate
// and setup all AI commanders for the game.
// Param %numTeams: The number of teams to initialize for.
//
// TODO: Perhaps calculate %numTeams from the game object?
//------------------------------------------------------------------------------------------
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
// 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
// each mission run.
// Description: This function is called once per update tick (roughly 32 milliseconds) to
// 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
// appropriate dummy parameters are passed in.
//
// TODO: Perhaps calculate %numTeams from the game object?
//------------------------------------------------------------------------------------------
function DXAI::validateEnvironment()
{
%gameModeName = $CurrentMissionType @ "Game";
%boundPayloadTemplate = "function " @ %gameModeName @ "::<METHODNAME>() { return DefaultGame::<METHODNAME>($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(%boundPayloadTemplate, "<METHODNAME>", "AIChooseGameObjective"));
// Make sure the patch took
if (game.AIChooseGameObjective($DXAI::System::RuntimeDummy) != 11595)
error("DXAI: Failed to patch 'DefaultGame::AIChooseGameObjective'! DXAI may not function correctly.");
}
if (onAIRespawn($DXAI::System::RuntimeDummy) != 11595)
{
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 'onAIRespawn'! DXAI may not function correctly.");
}
$DXAI::System::InvalidatedEnvironment = false;
}
//------------------------------------------------------------------------------------------
// Description: This update function is scheduled to be called roughly once every 32
// milliseconds which updates each active commander in the game as well as performs
// an environment validation if necessary.
//
// NOTE: This is called on its own scheduled tick, therefore it should not be called
// directly.
//------------------------------------------------------------------------------------------
function DXAI::update()
{
if (isEventPending($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();");
}
function DXAI::notifyPlayerDeath(%killed, %killedBy)
{
for (%iteration = 1; %iteration < $DXAI::ActiveCommanderCount + 1; %iteration++)
$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
// those that can be, there is an environment validation that is performed to ensure that
// the necessary code will be called in response to the events we need to know about in
// this AI system.
//------------------------------------------------------------------------------------------
package DXAI_Hooks
{
//------------------------------------------------------------------------------------------
// Description: Called when the mission ends. We use this to perform any necessary cleanup
// operations between games.
//------------------------------------------------------------------------------------------
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.
//------------------------------------------------------------------------------------------
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
// cases.
//------------------------------------------------------------------------------------------
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.
//------------------------------------------------------------------------------------------
function DefaultGame::AIChangeTeam(%game, %client, %newTeam)
{
// 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.
//------------------------------------------------------------------------------------------
function AIConnection::onAIDrop(%client)
{
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
// enough, they will shimmy away from the source using setDangerLocation.
//------------------------------------------------------------------------------------------
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)
{
%targetObject.client.schedule(getRandom(250, 400), "setDangerLocation", %pos, 20);
// 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
// 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);
}
//------------------------------------------------------------------------------------------
// Description: The AIGrenadeThrown function is called to notify the AI code that a
// grenade has been added to the game sim which is how bots will evade any grenade that
// is merely within range of them. However, this is not the behavior we want. We want the
// bots to actually see the grenade before responding to it.
//------------------------------------------------------------------------------------------
function AIGrenadeThrown(%projectile)
{
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 onAIRespawn(%client)
{
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.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
// DefaultGame. This is mostly helpful for developers.
function exec(%file)
{
$DXAI::System::InvalidatedEnvironment = true;
parent::exec(%file);
}
function compile(%file)
{
$DXAI::System::InvalidatedEnvironment = true;
parent::compile(%file);
}
function AIRespondToEvent(%client, %eventTag, %targetClient)
{
%clientPos = %client.player.getWorldBoxCenter();
//switch$ (%eventTag)
//{
schedule(250, %targetClient, "AIPlayAnimSound", %targetClient, %clientPos, "cmd.decline", $AIAnimSalute, $AIAnimSalute, 0);
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);
$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 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 && %triggeringClient.shouldRearm)
{
%triggeringClient.shouldRearm = false;
%triggeringClient.player.clearInventory();
// Decide what the bot should pick
%targetLoadout = $DXAI::DefaultLoadout;
if ($DXAI::OptimalLoadouts[%triggeringCLient.primaryTask] !$= "")
{
%count = getWordCount($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);
}
};
// Only activate the package if it isn't already active.
if (!isActivePackage(DXAI_Hooks))
activatePackage(DXAI_Hooks);