T2-DXAI/scripts/DXAI/aiconnection.cs

178 lines
6.8 KiB
C#

//------------------------------------------------------------------------------------------
// aiconnection.cs
// Source file declaring the custom AIConnection methods used by the DXAI experimental
// AI enhancement project.
// https://github.com/Ragora/T2-DXAI.git
//
// Copyright (c) 2014 Robert MacGregor
// This software is licensed under the MIT license.
// Refer to LICENSE.txt for more information.
//------------------------------------------------------------------------------------------
function AIConnection::initialize(%this, %aiClient)
{
%this.fieldOfView = 3.14 / 2; // 90* View cone
%this.viewDistance = 300;
if (!isObject(%aiClient))
error("AIPlayer: Attempted to initialize with bad AI client connection!");
%this.client = %aiClient;
}
function AIConnection::update(%this)
{
if (isObject(%this.player) && %this.player.getState() $= "Move")
{
%this.updateLegs();
%this.updateVisualAcuity();
}
}
function AIConnection::notifyProjectileImpact(%this, %data, %proj, %position)
{
if (!isObject(%proj.sourceObject) || %proj.sourceObject.client.team == %this.team)
return;
}
function AIConnection::isIdle(%this)
{
if (!isObject(%this.commander))
return true;
return %this.commander.idleBotList.isMember(%this);
}
function AIConnection::updateLegs(%this)
{
if (%this.isMoving && %this.getTaskID() != 0)
{
%this.setPath(%this.moveLocation);
%this.stepMove(%this.moveLocation);
if (%this.aimAtLocation)
%this.aimAt(%this.moveLocation);
else if(%this.manualAim)
%this.aimAt(%this.aimLocation);
}
else
{
%this.stop();
%this.clearStep();
}
}
function AIConnection::updateVisualAcuity(%this)
{
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();
}
%result = %this.getObjectsInViewcone($TypeMasks::ProjectileObjectType | $TypeMasks::PlayerObjectType, %this.viewDistance, true);
// What can we see?
for (%i = 0; %i < %result.getCount(); %i++)
{
%current = %result.getObject(%i);
%this.awarenessTicks[%current]++;
if (%current.getType() & $TypeMasks::ProjectileObjectType)
{
// Did we "notice" the object yet?
// We pick a random notice time between 700ms and 1200 ms
// Obviously this timer runs on a 32ms tick, but it should help provide a little unpredictability
%noticeTime = getRandom(700, 1200);
if (%this.awarenessTicks[%current] < (%noticeTime / 32))
continue;
%className = %current.getClassName();
// LinearFlareProjectile and LinearProjectile have linear properties, 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);
%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);
}
// A little bit harder to detect.
else if (%className $= "GrenadeProjectile")
{
}
}
// See a player?
else if (%current.getType() & $TypeMasks::PlayerObjectType)
{
%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);
%hitObject = getWord(%raycast, 0);
if (%hitObject == %current)
{
%this.clientDetected(%current);
%this.stepEngage(%current);
}
}
}
%result.delete();
}