mirror of
https://github.com/openmoh/openmohaa.git
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560 lines
16 KiB
C++
560 lines
16 KiB
C++
/*
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===========================================================================
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Copyright (C) 2024 the OpenMoHAA team
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This file is part of OpenMoHAA source code.
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OpenMoHAA source code is free software; you can redistribute it
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and/or modify it under the terms of the GNU General Public License as
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published by the Free Software Foundation; either version 2 of the License,
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or (at your option) any later version.
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OpenMoHAA source code is distributed in the hope that it will be
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useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with OpenMoHAA source code; if not, write to the Free Software
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Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
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===========================================================================
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*/
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// actorenemy.cpp:
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#include "actorenemy.h"
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#include "worldspawn.h"
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#include "sentient.h"
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#include "actor.h"
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float ActorEnemy::UpdateLMRF(Actor *pSelf, bool *pbInFovAndRange, bool *pbVisible)
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{
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float fMaxRange, fRange, fRangeScale, fNormalizedRange;
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float fForward;
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float fFovScale;
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float fMinSightTime;
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float fLMRF;
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float fFarPlane;
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Vector vDelta;
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float fObfuscation;
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*pbInFovAndRange = false;
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*pbVisible = false;
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vDelta = pSelf->VirtualEyePosition() - GetEnemy()->origin;
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vDelta[2] = 0;
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fRange = vDelta.lengthXYSquared();
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fMaxRange = pSelf->m_fSight;
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if (world->farplane_distance > 0) {
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fFarPlane = world->farplane_distance * 0.828f;
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if (fMaxRange > fFarPlane) {
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fMaxRange = fFarPlane;
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}
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}
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if (fRange > Square(fMaxRange)) {
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return 8.0;
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}
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fForward = sqrt(fRange);
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fMinSightTime = -DotProduct2D(pSelf->m_vEyeDir, vDelta);
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if (fMinSightTime < 0) {
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return 8.0;
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}
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fMinSightTime += 128;
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if (pSelf->m_fFovDot * fForward > fMinSightTime) {
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return 8.0;
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}
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*pbInFovAndRange = true;
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if (!pSelf->CanSee(m_pEnemy, 0, 0, false)) {
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return 8.0;
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}
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// Added in 2.0.
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// Check for obfuscation
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fObfuscation = G_VisualObfuscation(pSelf->VirtualEyePosition(), m_pEnemy->EyePosition());
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if (fObfuscation >= 1.f) {
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return 8.0;
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}
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*pbVisible = true;
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fFovScale = (fMinSightTime / (fForward + 128.0) * -1.3 - (pSelf->m_fFovDot * 0.2 - 1.5)) / (1.0 - pSelf->m_fFovDot);
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fRangeScale = fForward / fMaxRange;
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fNormalizedRange = (((fRangeScale * 16.0 + -16.0) * fRangeScale + -1.0) * fRangeScale + 7.0) * fRangeScale;
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fNormalizedRange = fNormalizedRange / 3.0;
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fLMRF = Square(m_pEnemy->stealthMovementScale * fNormalizedRange) * (fForward + 128.0) / fMinSightTime;
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fLMRF *= pSelf->m_fNoticeTimeScale * g_ai_noticescale->value;
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if (fLMRF < fFovScale) {
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return fFovScale;
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}
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return fLMRF;
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}
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float ActorEnemy::UpdateVisibility(Actor *pSelf, bool *pbInFovAndRange, bool *pbVisible)
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{
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float fLMRF, fFrameTime;
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fFrameTime = level.time - m_fLastLookTime;
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m_fLastLookTime = level.time;
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fLMRF = UpdateLMRF(pSelf, pbInFovAndRange, pbVisible);
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if (fLMRF < 8.0) {
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m_fVisibility += fFrameTime / fLMRF;
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} else if (m_fVisibility < 1.0) {
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m_fVisibility -= fFrameTime * 0.25;
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if (m_fVisibility < 0.0) {
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m_fVisibility = 0.0;
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}
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}
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m_fTotalVisibility = m_fVisibility + GetEnemy()->m_fPlayerSightLevel;
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if (m_fTotalVisibility > 1) {
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m_fVisibility = 1;
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m_fTotalVisibility = 1;
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}
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return m_fTotalVisibility;
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}
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int ActorEnemy::UpdateThreat(Actor *pSelf)
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{
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static float fRangeThreatSquared[] = {
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Square(2048),
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Square(1400),
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Square(1100),
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Square(916),
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Square(784),
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Square(683),
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Square(600),
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Square(529),
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Square(466),
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Square(410),
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Square(357),
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Square(305),
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Square(254),
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Square(200),
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Square(137)
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};
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static int iWeaponThreat[7][5] = {
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{5, 3, 1, 1, 1},
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{8, 6, 4, 2, 1},
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{10, 9, 7, 8, 4},
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{12, 10, 8, 4, 3},
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{12, 12, 9, 7, 4},
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{12, 10, 5, 2, 1},
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{10, 12, 10, 7, 5}
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};
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int iWeapon;
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int iZone;
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Vector vDelta;
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int i;
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m_iThreat = 0;
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m_fCurrentRangeSquared = 1e38f;
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if (m_pEnemy->m_bIsDisguised || m_fTotalVisibility < 0.999f || level.inttime < m_iNextEnemyTime) {
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return m_iThreat;
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}
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m_iThreat = 10000;
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if (m_bVisible) {
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m_iThreat = 10500;
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}
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vDelta = m_pEnemy->origin - pSelf->origin;
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m_fCurrentRangeSquared = vDelta.lengthSquared();
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if (m_fCurrentRangeSquared < Square(256)) {
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iZone = 0;
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} else if (m_fCurrentRangeSquared < Square(768)) {
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iZone = 1;
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} else if (m_fCurrentRangeSquared < Square(1280)) {
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iZone = 2;
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} else if (m_fCurrentRangeSquared < Square(2048)) {
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iZone = 3;
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} else {
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iZone = 4;
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}
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Weapon *pEnemyWeapon = m_pEnemy->GetActiveWeapon(WEAPON_MAIN);
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iWeapon = 0;
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if (pEnemyWeapon) {
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int iWeapClass = pEnemyWeapon->GetWeaponClass();
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if (iWeapClass & WEAPON_CLASS_PISTOL) {
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iWeapon = 1;
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} else if (iWeapClass & WEAPON_CLASS_RIFLE) {
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iWeapon = 2;
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} else if (iWeapClass & WEAPON_CLASS_SMG) {
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iWeapon = 3;
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} else if (iWeapClass & WEAPON_CLASS_MG) {
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iWeapon = 4;
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} else if (iWeapClass & WEAPON_CLASS_GRENADE) {
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iWeapon = 5;
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} else {
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iWeapon = 6;
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}
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}
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for (i = 0; i < ARRAY_LEN(fRangeThreatSquared) && fRangeThreatSquared[i] > m_fCurrentRangeSquared; i++) {}
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m_iThreat += iWeaponThreat[iWeapon][iZone] + m_pEnemy->m_iThreatBias + i;
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float fMinSafeDistSquared = 1.21 * pSelf->m_fMinDistanceSquared + 16384;
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if (m_fCurrentRangeSquared < fMinSafeDistSquared) {
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m_iThreat += 500 - (sqrt(m_fCurrentRangeSquared / fMinSafeDistSquared) * 500);
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}
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vec2_t vLine;
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VectorSub2D(m_vLastKnownPos, pSelf->origin, vLine);
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float fDot = DotProduct2D(vLine, m_vLastKnownPos);
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Sentient *pSquadMate;
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for (pSquadMate = m_pEnemy->m_pNextSquadMate; pSquadMate != m_pEnemy; pSquadMate = pSquadMate->m_pNextSquadMate) {
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if (fDot > DotProduct2D(vLine, pSquadMate->origin)) {
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m_iThreat -= 4;
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}
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}
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if (m_pEnemy->IsSubclassOfActor()) {
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Actor *pActorEnemy = static_cast<Actor *>(m_pEnemy.Pointer());
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if (pActorEnemy->m_ThinkState == THINKSTATE_PAIN) {
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m_iThreat -= 2;
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}
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}
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fDot = vDelta * pSelf->orientation[0];
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if (fDot > 0) {
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if (m_fCurrentRangeSquared * 0.5 >= Square(fDot) && m_fCurrentRangeSquared * 0.5 > Square(fDot)) {
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m_iThreat++;
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}
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} else {
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if (m_fCurrentRangeSquared * 0.5 > Square(fDot)) {
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m_iThreat++;
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}
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}
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int iEnemyDiscount = m_pEnemy->m_iAttackerCount;
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if (m_pEnemy == pSelf->m_Enemy) {
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iEnemyDiscount -= 2;
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if (level.inttime < pSelf->m_iEnemyChangeTime + 1000) {
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m_iThreat += 5;
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}
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}
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if (iEnemyDiscount > 4) {
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iEnemyDiscount = 4;
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}
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m_iThreat -= iEnemyDiscount;
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if (m_pEnemy == pSelf->m_pLastAttacker) {
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m_iThreat += 5;
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}
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if (m_pEnemy == pSelf->m_FavoriteEnemy) {
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m_iThreat += 250;
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}
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return m_iThreat;
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}
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ActorEnemySet::ActorEnemySet()
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{
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m_iCheckCount = 0;
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m_pCurrentEnemy = NULL;
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m_iCurrentThreat = 0;
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m_fCurrentVisibility = 0.0;
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}
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ActorEnemy *ActorEnemySet::AddPotentialEnemy(Sentient *pEnemy)
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{
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ActorEnemy NewEnemy;
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if (pEnemy->IsDead() || pEnemy->m_iThreatBias == THREATBIAS_IGNOREME) {
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return NULL;
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}
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for (int i = 0; i < m_Enemies.NumObjects(); i++) {
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ActorEnemy *pActorEnemy = &m_Enemies[i];
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if (pActorEnemy->m_pEnemy == pEnemy) {
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pActorEnemy->m_iAddTime = level.inttime;
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return pActorEnemy;
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}
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}
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NewEnemy.m_iAddTime = level.inttime;
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NewEnemy.m_iNextEnemyTime = 0;
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NewEnemy.m_fLastLookTime = level.time;
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NewEnemy.m_fVisibility = 0.0;
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NewEnemy.m_fTotalVisibility = 0.0;
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NewEnemy.m_iThreat = 0;
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NewEnemy.m_pEnemy = pEnemy;
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NewEnemy.m_fCurrentRangeSquared = 1e38f;
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NewEnemy.m_vLastKnownPos = vec_zero;
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NewEnemy.m_iLastSightChangeTime = 0;
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NewEnemy.m_bVisible = false;
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int index = m_Enemies.AddObject(NewEnemy);
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return m_Enemies.AddressOfObjectAt(index);
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}
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void ActorEnemySet::FlagBadEnemy(Sentient *pEnemy)
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{
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ActorEnemy *pActorEnemy = NULL;
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for (int i = 1; i <= m_Enemies.NumObjects(); i++) {
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if (m_Enemies.ObjectAt(i).m_pEnemy == pEnemy) {
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pActorEnemy = m_Enemies.AddressOfObjectAt(i);
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break;
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}
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}
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if (!pActorEnemy) {
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return;
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}
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// Added in 2.0.
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// Set the reaction time
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pActorEnemy->m_iNextEnemyTime = level.inttime + 5000;
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pActorEnemy->m_fLastLookTime = level.time;
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pActorEnemy->m_fVisibility = 0.0;
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pActorEnemy->m_fTotalVisibility = 0.0;
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pActorEnemy->m_iThreat = 0;
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pActorEnemy->m_iLastSightChangeTime = level.inttime;
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pActorEnemy->m_bVisible = false;
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if (pEnemy == m_pCurrentEnemy) {
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m_pCurrentEnemy = NULL;
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m_fCurrentVisibility = 0.0;
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m_iCurrentThreat = 0;
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}
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}
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void ActorEnemySet::CheckEnemies(Actor *pSelf)
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{
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float fVisibility;
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int iThreat;
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int i;
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int nChecked;
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bool bInFovAndRange;
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bool bVisible;
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float fRangeSquared;
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ActorEnemy *pActorEnemy;
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for (i = 1; i <= m_Enemies.NumObjects();) {
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pActorEnemy = &m_Enemies[i - 1];
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if (!pActorEnemy->GetEnemy() || pActorEnemy->GetEnemy()->m_Team == pSelf->m_Team
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|| pActorEnemy->GetEnemy()->IsDead() || level.inttime > pActorEnemy->m_iAddTime + 10000
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|| pActorEnemy->GetEnemy()->m_iThreatBias == THREATBIAS_IGNOREME || pActorEnemy->GetEnemy()->IsDisabled()) {
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m_Enemies.RemoveObjectAt(i);
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} else {
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i++;
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}
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}
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if (!m_Enemies.NumObjects()) {
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m_iCurrentThreat = 0;
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m_pCurrentEnemy = NULL;
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return;
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}
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bInFovAndRange = false;
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for (nChecked = 0; nChecked < m_Enemies.NumObjects() && !bInFovAndRange; nChecked++) {
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m_iCheckCount++;
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if (m_iCheckCount > m_Enemies.NumObjects()) {
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m_iCheckCount = 1;
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}
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pActorEnemy = &m_Enemies[m_iCheckCount - 1];
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fVisibility = pActorEnemy->UpdateVisibility(pSelf, &bInFovAndRange, &bVisible);
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if (fVisibility > 0) {
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if (fVisibility >= m_fCurrentVisibility) {
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m_fCurrentVisibility = fVisibility;
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m_pCurrentEnemy = pActorEnemy->GetEnemy();
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} else if (pActorEnemy->m_pEnemy == m_pCurrentEnemy) {
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m_fCurrentVisibility = fVisibility;
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}
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if (g_showawareness->integer) {
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Com_Printf(
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"ent #%3i: enemy #%i: awareness = %5.1f%%, threat = %i\n",
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pSelf->entnum,
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pActorEnemy->GetEnemy()->entnum,
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(fVisibility * 100.0),
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0
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);
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}
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} else if (pActorEnemy->m_pEnemy == m_pCurrentEnemy) {
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m_iCurrentThreat = 0;
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m_pCurrentEnemy = NULL;
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m_fCurrentVisibility = 0;
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}
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if (bVisible) {
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if (!pActorEnemy->m_bVisible) {
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pActorEnemy->m_bVisible = true;
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pActorEnemy->m_iLastSightChangeTime = level.inttime;
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}
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pActorEnemy->m_vLastKnownPos = pActorEnemy->m_pEnemy->origin;
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} else if (pActorEnemy->m_bVisible) {
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pActorEnemy->m_bVisible = false;
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pActorEnemy->m_iLastSightChangeTime = level.inttime;
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}
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}
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if (m_pCurrentEnemy && m_pCurrentEnemy->IsDead()) {
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m_pCurrentEnemy = NULL;
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m_iCurrentThreat = 0;
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m_fCurrentVisibility = 0;
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}
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m_iCurrentThreat = 0;
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fRangeSquared = 1e37f;
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if (m_fCurrentVisibility >= 0.999f) {
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for (i = 1; i <= m_Enemies.NumObjects(); i++) {
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pActorEnemy = &m_Enemies.ObjectAt(i);
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pActorEnemy->UpdateThreat(pSelf);
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iThreat = pActorEnemy->GetThreat();
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if (m_iCurrentThreat >= iThreat) {
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if (m_iCheckCount != iThreat) {
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continue;
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}
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if (pActorEnemy->GetRangeSquared() < fRangeSquared) {
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continue;
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}
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}
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m_iCurrentThreat = pActorEnemy->GetThreat();
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m_pCurrentEnemy = pActorEnemy->GetEnemy();
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fRangeSquared = pActorEnemy->m_fCurrentRangeSquared;
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}
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}
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if ((!m_pCurrentEnemy || !m_pCurrentEnemy->m_bIsDisguised) && m_iCurrentThreat <= 0) {
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m_pCurrentEnemy = NULL;
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m_iCurrentThreat = 0;
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m_fCurrentVisibility = 0;
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}
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}
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bool ActorEnemySet::HasAlternateEnemy(void) const
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{
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for (int i = 1; i <= m_Enemies.NumObjects(); i++) {
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const ActorEnemy& actorEnemy = m_Enemies.ObjectAt(i);
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if (actorEnemy.GetVisibility() >= 0.999f && actorEnemy.GetEnemy() != m_pCurrentEnemy) {
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return true;
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}
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}
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return false;
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}
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void ActorEnemySet::RemoveAll(void)
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{
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m_Enemies.ClearObjectList();
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m_iCheckCount = 0;
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m_pCurrentEnemy = NULL;
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m_fCurrentVisibility = 0.0;
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m_iCurrentThreat = 0;
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}
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void ActorEnemySet::ConfirmEnemy(Actor *pSelf, Sentient *pEnemy)
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{
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ActorEnemy *pActorEnemy;
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pSelf->m_bEnemyIsDisguised = false;
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pActorEnemy = ActorEnemySet::AddPotentialEnemy(pEnemy);
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if (!pActorEnemy) {
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return;
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}
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// Added in 2.0.
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// Ignore if below reaction time
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if (level.inttime < pActorEnemy->m_iNextEnemyTime) {
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return;
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}
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pActorEnemy->m_fVisibility = 1.0;
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pActorEnemy->m_fTotalVisibility = 1.0;
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pActorEnemy->m_vLastKnownPos = pEnemy->origin;
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if (m_fCurrentVisibility < 1.0) {
|
|
m_iCurrentThreat = pActorEnemy->UpdateThreat(pSelf);
|
|
m_fCurrentVisibility = 1.0;
|
|
m_pCurrentEnemy = pEnemy;
|
|
}
|
|
}
|
|
|
|
void ActorEnemySet::ConfirmEnemyIfCanSeeSharerOrEnemy(Actor *pSelf, Actor *pSharer, Sentient *pEnemy)
|
|
{
|
|
ActorEnemy *pActorEnemy;
|
|
|
|
pSelf->m_bEnemyIsDisguised = false;
|
|
pActorEnemy = ActorEnemySet::AddPotentialEnemy(pEnemy);
|
|
if (!pActorEnemy) {
|
|
return;
|
|
}
|
|
|
|
// Added in 2.0.
|
|
// Ignore if below reaction time
|
|
if (level.inttime < pActorEnemy->m_iNextEnemyTime) {
|
|
return;
|
|
}
|
|
|
|
if (pActorEnemy->m_fTotalVisibility >= 1.f) {
|
|
pActorEnemy->m_vLastKnownPos = pEnemy->origin;
|
|
return;
|
|
}
|
|
|
|
if (!pActorEnemy->m_bVisible
|
|
&& !pSelf->CanSee(pSharer, pSelf->m_bSilent ? 90 : 0, world->farplane_distance * 0.828f, false)) {
|
|
return;
|
|
}
|
|
|
|
pActorEnemy->m_fVisibility = 1.0;
|
|
pActorEnemy->m_fTotalVisibility = 1.0;
|
|
pActorEnemy->m_vLastKnownPos = pEnemy->origin;
|
|
|
|
if (m_fCurrentVisibility < 1.0) {
|
|
m_iCurrentThreat = pActorEnemy->UpdateThreat(pSelf);
|
|
m_fCurrentVisibility = 1.0;
|
|
m_pCurrentEnemy = pEnemy;
|
|
}
|
|
}
|
|
|
|
bool ActorEnemySet::CaresAboutPerfectInfo(Sentient *pEnemy)
|
|
{
|
|
ActorEnemy *pActorEnemy = ActorEnemySet::AddPotentialEnemy(pEnemy);
|
|
if (!pActorEnemy) {
|
|
return false;
|
|
}
|
|
|
|
// Added in 2.0.
|
|
// Ignore if below reaction time
|
|
if (level.inttime < pActorEnemy->m_iNextEnemyTime) {
|
|
return false;
|
|
}
|
|
|
|
if (pActorEnemy->m_fTotalVisibility < 1.0f) {
|
|
return true;
|
|
}
|
|
|
|
if ((pEnemy->origin - pActorEnemy->m_vLastKnownPos).lengthSquared() <= Square(512)) {
|
|
return false;
|
|
}
|
|
|
|
return true;
|
|
}
|