2024-03-20 18:08:17 -06:00

827 lines
25 KiB
C#

$AI_PLAYER_ENABLED = true; //Are bots loaded when markers found on the map
$AI_PLAYER_FIREDELAY = 500; //Delay from end of one firing pulse to begin of next shot.
$AI_PLAYER_ENHANCED_FOV_TIME =3000; //Length of time bot is given 360deg vision when attacked.
$AI_PLAYER_FOV =160; //The bots field of vision 160 means the bot sees -80 to +80 degrees
//from it's eye vector.
$AI_PLAYER_DETECT_DISTANCE =200; //Sets how close a target has to be before a bot will start reacting
//to its presence.
$AI_PLAYER_IGNORE_DISTANCE = 150; //A bot will ignore and not shoot at a target beyond this distance.
$AI_PLAYER_SCANTIME =500; //This is the minimum time in milliseconds between scans for threats.
$AI_PLAYER_CREATION_DELAY =5000; //This delay controls how long a bot will wait to start scanning for
//threats upon creation.
$AI_PLAYER_TRIGGER_DOWN = 100; //Sets how long the bot holds down the trigger when firing. For single
//shot weapons a low value works fine, for continuous fire weapons the
//larger the number, the larget the burst of fire will last.
$AI_PLAYER_DEFAULTRESPAWN = true; //Sets whether bots respawn or not as a deault - can be overrode by setting
//a dynamic variable called respawn in the map editor on a per bot basis.
$AI_PLAYER_RESPAWN_DELAY = 20000; //Sets the delay in ms that a bot will wait before respawning.
$AI_PLAYER_MAX_ATTENTION = 10; //This number and $AI_PLAYER_SCANTIME are multiplied to set the delay in the
//thinking loop. Used to free up processor time on bots out of the mix.
//My default values of 500ms min and 10 for an attention level means that a bot will
//scan no more often than 500ms and no less than 5 seconds.
//The Orc Marker is a simple shape that is placed in the map during design time.
//The shape is replaced with an Orc at the shapes position, and the shape is hidden.
//DO NOT set the shape to be removed upon level loading. If you do so, when you go in to
//edit the map the shapes will have been deleted, and if you save the file your Orc markers will
//not be saved and your markers will be lost.
exec("~/data/shapes/Orc/Orc.cs");
datablock PlayerData(OrcBody)
{
renderFirstPerson = false;
emap = true;
className = Armor;
shapeFile = "~/data/shapes/Orc/Orc.dts";
cameraMaxDist = 3;
computeCRC = true;
canObserve = true;
cmdCategory = "Clients";
cameraDefaultFov = 90.0;
cameraMinFov = 5.0;
cameraMaxFov = 120.0;
debrisShapeName = "~/data/shapes/Orc/debris_Orc.dts";
debris = playerDebris;
aiAvoidThis = true;
minLookAngle = -1.4;
maxLookAngle = 1.4;
maxFreelookAngle = 3.0;
mass = 90;
drag = 0.3;
maxdrag = 0.4;
density = 10;
maxDamage = 100;
maxEnergy = 60;
repairRate = 0.33;
energyPerDamagePoint = 75.0;
rechargeRate = 0.256;
runForce = 48 * 90;
runEnergyDrain = 0;
minRunEnergy = 0;
maxForwardSpeed = 14;
maxBackwardSpeed = 13;
maxSideSpeed = 13;
maxUnderwaterForwardSpeed = 7.4;
maxUnderwaterBackwardSpeed = 6.8;
maxUnderwaterSideSpeed = 6.8;
jumpForce = 8.3 * 90;
jumpEnergyDrain = 0;
minJumpEnergy = 0;
jumpDelay = 15;
recoverDelay = 9;
recoverRunForceScale = 1.2;
minImpactSpeed = 45;
speedDamageScale = 0.4;
boundingBox = "1.2 1.2 2.3";
pickupRadius = 0.75;
// Damage location details
boxNormalHeadPercentage = 0.83;
boxNormalTorsoPercentage = 0.49;
boxHeadLeftPercentage = 0;
boxHeadRightPercentage = 1;
boxHeadBackPercentage = 0;
boxHeadFrontPercentage = 1;
// Foot Prints
decalData = PlayerFootprint;
decalOffset = 0.25;
footPuffEmitter = LightPuffEmitter;
footPuffNumParts = 10;
footPuffRadius = 0.25;
dustEmitter = LiftoffDustEmitter;
splash = PlayerSplash;
splashVelocity = 4.0;
splashAngle = 67.0;
splashFreqMod = 300.0;
splashVelEpsilon = 0.60;
bubbleEmitTime = 0.4;
splashEmitter[0] = PlayerFoamDropletsEmitter;
splashEmitter[1] = PlayerFoamEmitter;
splashEmitter[2] = PlayerBubbleEmitter;
mediumSplashSoundVelocity = 10.0;
hardSplashSoundVelocity = 20.0;
exitSplashSoundVelocity = 5.0;
// Controls over slope of runnable/jumpable surfaces
runSurfaceAngle = 70;
jumpSurfaceAngle = 80;
minJumpSpeed = 20;
maxJumpSpeed = 30;
horizMaxSpeed = 68;
horizResistSpeed = 33;
horizResistFactor = 0.35;
upMaxSpeed = 80;
upResistSpeed = 25;
upResistFactor = 0.3;
footstepSplashHeight = 0.35;
//NOTE: some sounds commented out until wav's are available
// Footstep Sounds
FootSoftSound = FootLightSoftSound;
FootHardSound = FootLightHardSound;
FootMetalSound = FootLightMetalSound;
FootSnowSound = FootLightSnowSound;
FootShallowSound = FootLightShallowSplashSound;
FootWadingSound = FootLightWadingSound;
FootUnderwaterSound = FootLightUnderwaterSound;
//FootBubblesSound = FootLightBubblesSound;
//movingBubblesSound = ArmorMoveBubblesSound;
//waterBreathSound = WaterBreathMaleSound;
//impactSoftSound = ImpactLightSoftSound;
//impactHardSound = ImpactLightHardSound;
//impactMetalSound = ImpactLightMetalSound;
//impactSnowSound = ImpactLightSnowSound;
//impactWaterEasy = ImpactLightWaterEasySound;
//impactWaterMedium = ImpactLightWaterMediumSound;
//impactWaterHard = ImpactLightWaterHardSound;
groundImpactMinSpeed = 10.0;
groundImpactShakeFreq = "4.0 4.0 4.0";
groundImpactShakeAmp = "1.0 1.0 1.0";
groundImpactShakeDuration = 0.8;
groundImpactShakeFalloff = 10.0;
//exitingWater = ExitingWaterLightSound;
observeParameters = "0.5 4.5 4.5";
// Allowable Inventory Items
maxInv[BulletAmmo] = 20;
maxInv[HealthKit] = 1;
maxInv[RifleAmmo] = 100;
maxInv[CrossbowAmmo] = 50;
maxInv[Crossbow] = 1;
maxInv[Rifle] = 1;
};
datablock ItemData(OrcMarker)
{
//This shape will be listed under the Shapes in the mission editor
category = "AIMarker";
// Basic Item properties
//Basic shape file to use as a marker in the editor.
shapeFile = "~/data/shapes/markers/octahedron.dts";
mass = 1;
friction = 1;
elasticity = 0.3;
};
datablock PlayerData(Orc : OrcBody)
{
shootingDelay = 100;
};
function Orc::onReachDestination(%this,%obj)
{
// Moves to the next node on the path.
// Override for all player. Normally we'd override this for only
// a specific player datablock or class of players.
if (%obj.path !$= "") {
if (%obj.currentNode == %obj.targetNode)
%this.onEndOfPath(%obj,%obj.path);
else
%obj.moveToNextNode();
}
}
function Orc::onEndOfPath(%this,%obj,%path)
{
%obj.nextTask();
}
function Orc::onEndSequence(%this,%obj,%slot)
{
echo("Sequence Done!");
%obj.stopThread(%slot);
%obj.nextTask();
}
function Orc::OnDamage(%this, %obj, %delta)
{
%obj.attentionlevel=1;
%obj.enhancefov(%obj);
if(%obj.getState() $= "Dead" && %obj.respawn == true)
{
%obj.delaybeforerespawn(%obj.botname, %obj.marker);
%this.player=0;
}
}
//The load entities function is called from game.cs
//The call takes the form of
// Orc::LoadEntities();
//It is placed in the game.cs file right after the part that reads
// Start the game timer
// if ($Game::Duration)
// $Game::Schedule = schedule($Game::Duration * 1000, 0, "onGameDurationEnd" );
// $Game::Running = true;
//The call uses a simple brute force method of finding all OrcMarkers
//within the given radius of the center of the map. It then inserts an AI player at the
//position of each marker, and then hides the marker from view.
function Orc::LoadEntities()
{
//checks to see if the entities are to be processed.
if ($AI_PLAYER_ENABLED == true)
{
echo("Loading Orc entities...");
%position = "0 0 0";
%radius = 100000.0;
InitContainerRadiusSearch(%position, %radius, $TypeMasks::ItemObjectType);
%i=0;
while ((%targetObject = containerSearchNext()) != 0)
{
if (%targetobject.getDataBlock().getName() $= "OrcMarker")
{
%i++;
%player = Orc::spawnAtMarker("" @ %i, %targetobject);
%targetobject.sethidden(true);
}
}
}
else
{
echo("Patrol entities disabled...");
}
}
//OpenFire - This function is called when the Orc has located a target.
function Orc::openfire(%this, %obj, %tgt)
{
//If the Orc is dead, or the target is dead, then the Orc
//will not shoot, and the Orc's target will be cleared.
if (%obj.getState() $= "Dead" || %tgt.player.getstate() $="Dead")
{
%firing = false;
%obj.clearaim();
}
else
{
//If the Orc was not firing, it will check the current distance to the target,
//if the target is within the Orc's ignore distance it will shoot, otherwise
//the Orc will not shoot.
if(!%firing)
{
%rtt=vectorDist(%obj.getposition(), %tgt.player.getposition());
if(%rtt < $AI_PLAYER_IGNORE_DISTANCE)
{
%firing = true;
//The following lines is added to keep the Orc stocked with ammo all the time.
//If you want the Orc to run out of ammunition then remove this line.
%obj.incinventory("Crossbowammo",100);
//This sets the Orcs target to shoot at. It uses a VectorAdd to
//help correct for the problem of the Orc shooting at the targets
//feet.
//I would recommend using a non-ballistic weapon for your Orcs
//otherwise you may have to do some additional math to calculate a good
//ballistics drop based on the Orcs range to the target.
%obj.setAimLocation(VectorAdd(%tgt.player.getPosition(),"0 0 2.0"));
//This actually starts the Orc shooting - equivalent to pulling and
//holding down the trigger.
%obj.setImageTrigger(0,true);
}
else
{
%obj.clearaim();
}
}
}
//This schedule is set to call the ceasefire method at the end of the desired time
//set for the Orc to hold down the trigger
%this.trigger = %this.schedule($AI_PLAYER_TRIGGER_DOWN,"ceasefire", %obj);
}
//CeaseFire - this makes the Orc lift off the trigger
function Orc::ceasefire(%this, %obj)
{
//Makes the Orc lift off the trigger
%obj.setImageTrigger(0,false);
//This schedule is created to implement a delay between the Orc's
//shots. This can be used to help set how aggressive the bot is.
%this.trigger = %this.schedule($AI_PLAYER_FIREDELAY,"delayfire", %obj);
}
function Orc::delayfire(%this, %obj)
{
//This clears the Orc's 'firing' flag.
//This allows the player to shoot again the next time it
//sees and selects a target within range.
%firing = false;
}
//-----------------------------------------------------------------------------
// Orc static functions
//-----------------------------------------------------------------------------
function Orc::spawn(%name, %obj)
{
// Create the demo player object
%player = new Orc() {
dataBlock = Orc;
//This value is set to true for Orcs, it is referenced in player.cs
//to help handle respawning bots properly.
isbot=true;
//These variables are set for each bot, this is done on a per bot basis
//because the fov and attention level for each bot will be adjusted during
//the game.
//FOV = Bot's field of vision in degrees. (180 deg. means everything in front of the bot)
//attentionlevel = The bot's attention level is raised or lowered based on how near targets
//are and whether targets are visible or not.
fov=$AI_PLAYER_FOV;
attentionlevel = $AI_PLAYER_MAX_ATTENTION/2;
//The following line allows gives access to the markers dynamic variables and it's spawn position.
marker = %obj;
//The pathname variable is a dynamic variable set during map editing.
//This allows the designer to attach each bot to a seperate path
path = %obj.pathname;
botname = %name;
};
MissionCleanup.add(%player);
//The following set of if-then statements trap to see if the marker has a dynamic variable
//called respawn. (Set during map editing.)
//If it does then the players respawn flag is set accordingly true or false
//as stated by the variable.
//If there is no respawn variable set, then the flag is set to the default global value
if (%obj.respawn $= "" )
{
%player.respawn=$AI_PLAYER_DEFAULTRESPAWN;
}
else
{
if (%obj.respawn == true)
%player.respawn=true;
else
%player.respawn=false;
}
//Calls equipbot - to set the Orcs initial inventory
%player.EquipBot(%player);
// %player.setShapeName(%name);
%player.setTransform(%obj.gettransform());
%player.followPath(%obj.pathname,-1);
//This schedule is set start the bots thinking cycle.
//The creation delay is used so that the Orcs can be set to not start
//thinking for a long delay while the rest of the game loads and initializes.
%player.schedule($AI_PLAYER_CREATION_DELAY,"doscan", %player);
return %player;
}
//The delay before respawn function is set to wait a specified duration before
//respawning an Orc
function Orc::DelayBeforeRespawn(%this, %name, %obj)
{
%this.respawntrigger = %this.schedule($AI_PLAYER_RESPAWN_DELAY,"respawn", %name, %obj);
}
//Equipbot - this function is called by spawn and respawn and is used to set the bot's
//initial inventory.
function Orc::EquipBot(%this, %obj)
{
%obj.mountImage(CrossBowImage,0);
%obj.setInventory(CrossbowAmmo,1000);
}
// EnhanceFOV- This function sets the FOV for the Orc to 360 degrees
//This function is called from player.cs when the Orc takes damage.
//This has the same effect as having the Orc scan all around him when damaged.
//This reduces the need to perform a lot of extra checks to see which vector the damage has
//come from, etc...
function Orc::EnhanceFOV(%this, %obj)
{
if (%obj.fov != 360)
{
%obj.fov = 360;
%this.fovtrigger = %this.schedule($AI_PLAYER_ENHANCED_FOV_TIME,"restorefov", %obj);
}
}
//RestoreFOV - this function resets the Orc's FOV back to the default value for the bot
function Orc::restoreFOV(%this, %obj)
{
%obj.fov = $AI_PLAYER_FOV;
}
//This function is called when a bot is respawned, it is nearly identical to spawn
//With the exception of the parameters passed to it.
function Orc::respawn(%this, %name, %obj)
{
// Create the demo player object
%player = new Orc() {
dataBlock = PatrolPlayer;
isbot=true;
attentionlevel = $AI_PLAYER_MAX_ATTENTION/2;
fov=$AI_PLAYER_FOV;
marker = %obj;
path = %obj.pathname;
botname = %name;
};
MissionCleanup.add(%player);
%player.setShapeName(%name);
%player.EquipBot(%player);
%player.setTransform(%obj.gettransform());
%player.followPath(%obj.pathname,-1);
if (%obj.respawn $="" )
{
%player.respawn=$AI_PLAYER_DEFAULTRESPAWN;
}
else
{
if (%obj.respawn == true)
%player.respawn=true;
else
%player.respawn=false;
}
%player.schedule($AI_PLAYER_CREATION_DELAY,"doscan", %player);
return %player;
}
function Orc::spawnAtMarker(%name,%obj)
{
// Spawn a player and place him on the first node of the path
if (!isObject(%obj))
return;
%player = Orc::spawn(%name, %obj);
return %player;
}
//-----------------------------------------------------------------------------
// Orc methods
//-----------------------------------------------------------------------------
function Orc::followPath(%this,%path,%node)
{
// Start the player following a path
%this.stopThread(0);
if (!isObject(%path)) {
%this.path = "";
return;
}
if (%node > %path.getCount() - 1)
%this.targetNode = %path.getCount() - 1;
else
%this.targetNode = %node;
if (%this.path $= %path)
%this.moveToNode(%this.currentNode);
else {
%this.path = %path;
%this.moveToNode(0);
}
}
function Orc::moveToNextNode(%this)
{
if (%this.targetNode < 0 || %this.currentNode < %this.targetNode) {
if (%this.currentNode < %this.path.getCount() - 1)
%this.moveToNode(%this.currentNode + 1);
else
%this.moveToNode(0);
}
else
if (%this.currentNode == 0)
%this.moveToNode(%this.path.getCount() - 1);
else
%this.moveToNode(%this.currentNode - 1);
}
function Orc::moveToNode(%this,%index)
{
// Move to the given path node index
%this.currentNode = %index;
%node = %this.path.getObject(%index);
%this.setMoveDestination(%node.getTransform(), %index == %this.targetNode);
}
//AITargeting
// Return the angle of a vector in relation to world origin
//This function comes from code taken from several resources on garagegames
//The only mods to the code I made are in the end of the code to ensure that variable
//returns the angle in degrees, and that the angle is within 0-360 degrees.
//I've seen sets of this code with the function returng %degangle rather than
//%angle - but in this script %angle is needed.
function Orc::getAngleofVector(%this, %vec)
{
%vector = VectorNormalize(%vec);
%vecx = getWord(%vector,0);
%vecy = getWord(%vector,1);
if(%vecx >= 0 && %vecy >= 0)
%quad = 1;
else
if(%vecx >= 0 && %vecy < 0)
%quad = 2;
else
if(%vecx < 0 && %vecy < 0)
%quad = 3;
else
%quad = 4;
%angle = mATan(%vecy/%vecx, -1);
%degangle = mRadToDeg(%angle);
switch(%quad)
{
case 1:
%angle = %degangle-90;
case 2:
%angle = %degangle+270;
case 3:
%angle = %degangle+90;
case 4:
%angle = %degangle+450;
}
if (%angle < 0) %angle = %angle + 360;
return %angle;
}
//This is another function taken from code off of garagegames.
//The only mods I made to it was to add the extra check to ensure that the
//angle is within the 0-360 range.
function Orc::check2DAngletoTarget(%this, %obj, %tgt)
{
%eyeVec = VectorNormalize(%this.getEyeVector());
%eyeangle = %this.getAngleofVector(%eyeVec);
%posVec = VectorSub(%tgt.player.getPosition(), %obj.getPosition());
%posangle = %this.getAngleofVector(%posVec);
%angle = %posangle - %eyeAngle;
%angle = %angle ? %angle : %angle * -1;
if (%angle < 0) %angle = %angle + 360;
return %angle;
}
//The DoScan function is the thinking part of the bot.
//The following code is commented heavily to help explain the logic behind
//the scripting.
function Orc::DoScan(%this, %obj)
{
//Cancels the ailoop schedule
cancel(%this.ailoop);
//if the %obj object is invalid then exit the DoScan Loop.
if (!%obj)
{
return;
}
//By cancelling the ailoop, then checking to see if the bot is valid,
//This should cancel any errant ailoops left hanging by bots killed or
//removed from the game.
//The next line calls a function to locate the closest human client that is
//both within the bot's range, within it's field of vision, and is not hidden by
//objects in the environment.
%tgtid = %this.GetClosestHumanInSightandRange(%obj);
//Is the %tgtid valid target?
if(%tgtid >=0)
{
//If yes, then get the player object of the client
%tgt=ClientGroup.getobject(%tgtid);
if (%obj.getaimobject() != %tgt)
{
//Open fire on the current target
%this.openfire(%obj, %tgt);
}
}
else
{
//Since there is no valid target, then make sure the Orc is
//not firing, and clear it's target so it will face in a normal direction,
//rather than tracking towards the target
%obj.setImageTrigger(0,false);
%obj.clearaim();
//The attention level is a value from 1 to MAX. The higher the number the
//less attention the bot is paying. A level of 1 means that the bot scans
//at it's fastest level.
//The attention level is adjusted in GetClosestHumanInSightandRange
//The next line ensures that the Orc's attention never goes above the default max
if (%this.attentionlevel == $AI_PLAYER_MAX_ATTENTION)
%obj.clearaim();
}
//Sets the bot's next "DoScan" call - based on the default scan time adjusted by the
//bot's attention level.
%this.ailoop=%this.schedule($AI_PLAYER_SCANTIME * %this.attentionlevel,"DoScan" , %obj);
}
//This is another function taken from code found on garagegames.
//It checks to see if there are any static objects blocking the view
//from the Orc to the target.
function Orc::CheckLOS(%this, %obj, %tgt)
{
%eyeTrans = %obj.getEyeTransform();
%eyeEnd = %tgt.player.getEyeTransform();
%searchResult = containerRayCast(%eyeTrans, %eyeEnd, $TypeMasks::PlayerObjectType |
$TypeMasks::TerrainObjectType | $TypeMasks::InteriorObjectType, %obj);
%foundObject = getword(%searchResult,0);
if(%foundObject.getType() & $TypeMasks::PlayerObjectType)
{
return true;
}
else
{
return false;
}
}
function Orc::GetClosestHumanInSightandRange(%this, %obj)
{
%index = -1; //sets the initial index value to -1 The index is the id number of the nearest
//human target found
%botpos = %this.getposition(); //The bots current position
%count = ClientGroup.getCount(); //The number of clients to check
//The for-next loop cycles through all of the valid clients
for(%i=0; %i < %count; %i++)
{
%client = ClientGroup.getobject(%i); //Get the client info for the client at index %i
//If the client is invalid then the function bails out returning a -1 value, for no
//target found.
if (%client.player $= "" || %client.player ==0)
return -1;
//The following line just changes the %client to %tgt to make it easier to follow the code below
%tgt = %client;
%playpos = %client.player.getposition(); //Assigns the player position to a variable
%tempdist = vectorDist(%playpos, %botpos); //Determine the distance from the bot to the target
//The first test we perform is to see if the target is within the bots range
//Is target in range? If not bail out of checking to see if its in view.
if (%tempdist <= $AI_PLAYER_DETECT_DISTANCE)
{
//Lower attentionlevel to increase response time...
%this.attentionlevel--;
if(%this.attentionlevel < 1) %this.attentionlevel=1;
//The second check is to see if the target is within the FOV of the bot.
//Is the target within the fov field of vision of the bot?
if(%this.Istargetinview(%obj, %tgt, %obj.fov))
{
//Lower attentionlevel to increase response time...
%this.attentionlevel--;
if(%this.attentionlevel < 1) %this.attentionlevel=1;
//The third check we run is to see if there is anything blocking the
//target from the bot.
if(%this.CheckLOS(%obj, %tgt))
{
//We lower the bots attention level again, to further increase it's
//response time, this effectively means that the bot will respnd faster to
//objects that are both in range and in plain sight.
%this.attentionlevel--;
//Prevent the attention level from dropping below 1
if(%this.attentionlevel < 1) %this.attentionlevel=1;
//If there is no current target, then the index to the client/target
//and distance to the target are set. The distance is saved temporarily to run
//a comparison against the other clients to determine which is closest.
if(%i == 0)
{
%dist = %tempdist;
%index = %i;
}
else
{
//If there is a current target, then check the distance to the new target as
//compared to the current set target. If the new target is closest, then set
//the index and tempdistance to the new target.
if(%dist > %tempdist)
{
%dist = %tempdist;
%index = %i;
}
}
}
}
}
else
{
//If there are no targets in view, then the bots attention will slowly lapse and increase
//This will slow down how fast the bot thinks and how often it checks for threats.
%this.attentionlevel = %this.attentionlevel + 0.5;
if(%this.attentionlevel > $AI_PLAYER_MAX_ATTENTION) %this.attentionlevel=$AI_PLAYER_MAX_ATTENTION;
}
}
return %index;
}
//This function checks to see if the target supplied is within the bots FOV
function Orc::IsTargetInView(%this, %obj, %tgt, %fov)
{
%ang = %this.check2dangletotarget(%obj, %tgt);
%visleft = 360 - (%fov/2);
%visright = %fov/2;
if (%ang > %visleft || %ang < %visright)
{
return true;
}
else
{
return false;
}
}
//-----------------------------------------------------------------------------
function Orc::wait(%this,%time)
{
%this.schedule(%time * 1000,"nextTask");
}
function Orc::done(%this,%time)
{
%this.schedule(0,"delete");
}
function Orc::fire(%this,%bool)
{
if (%bool) {
cancel(%this.trigger);
%this.singleShot();
}
else
cancel(%this.trigger);
%this.nextTask();
}
function Orc::animate(%this,%seq)
{
//%this.stopThread(0);
//%this.playThread(0,%seq);
%this.setActionThread(%seq);
}