refactor: reformat the code
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parent
79320802bb
commit
009bdf2f3e
15 changed files with 852 additions and 850 deletions
108
src/navigate.cpp
108
src/navigate.cpp
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@ -302,7 +302,7 @@ int Bot::findGoalPost (int tactic, IntArray *defensive, IntArray *offensive) {
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postprocessGoals (graph.m_goalPoints, goalChoices);
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}
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}
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else if (tactic == GoalTactic::RescueHostage && !graph.m_rescuePoints.empty ()) {
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else if (tactic == GoalTactic::RescueHostage && !graph.m_rescuePoints.empty ()) {
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// force ct with hostage(s) to select closest rescue goal
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float nearestDistanceSq = kInfiniteDistance;
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int count = 0;
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@ -893,7 +893,7 @@ void Bot::moveToGoal () {
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src.z += 12.0f;
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dst.z += 18.0f + 28.0f;
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game.testLine (src, dst, TraceIgnore::Everything, ent (), &tr);
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if (tr.flFraction >= 0.95f) {
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@ -1037,7 +1037,7 @@ bool Bot::updateNavigation () {
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selectBestWeapon ();
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}
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}
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if (m_pathFlags & NodeFlag::Ladder) {
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const float ladderDistance = pev->origin.distance (m_pathOrigin);
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@ -1074,10 +1074,10 @@ bool Bot::updateNavigation () {
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// special detection if someone is using the ladder (to prevent to have bots-towers on ladders)
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for (const auto &client : util.getClients ()) {
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if (!(client.flags & ClientFlags::Used)
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|| !(client.flags & ClientFlags::Alive)
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|| (client.ent->v.movetype != MOVETYPE_FLY)
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|| client.team != m_team
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|| client.ent == ent ()) {
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|| !(client.flags & ClientFlags::Alive)
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|| (client.ent->v.movetype != MOVETYPE_FLY)
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|| client.team != m_team
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|| client.ent == ent ()) {
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continue;
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}
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@ -1091,8 +1091,8 @@ bool Bot::updateNavigation () {
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// someone is above or below us and is using the ladder already
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if (tr.pHit == client.ent
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&& cr::abs (pev->origin.z - client.ent->v.origin.z) > 15.0f
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&& (client.ent->v.movetype == MOVETYPE_FLY)) {
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&& cr::abs (pev->origin.z - client.ent->v.origin.z) > 15.0f
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&& (client.ent->v.movetype == MOVETYPE_FLY)) {
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const auto numPreviousNode = rg (0, 2);
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@ -1246,8 +1246,8 @@ bool Bot::updateNavigation () {
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// needs precise placement - check if we get past the point
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if (desiredDistanceSq < cr::sqrf (22.0f)
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&& nodeDistanceSq < cr::sqrf (30.0f)
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&& m_pathOrigin.distanceSq (pev->origin + pev->velocity * m_frameInterval) >= nodeDistanceSq) {
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&& nodeDistanceSq < cr::sqrf (30.0f)
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&& m_pathOrigin.distanceSq (pev->origin + pev->velocity * m_frameInterval) >= nodeDistanceSq) {
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desiredDistanceSq = nodeDistanceSq + 1.0f;
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}
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@ -1287,10 +1287,10 @@ bool Bot::updateNavigation () {
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const int taskTarget = getTask ()->data;
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if (game.mapIs (MapFlags::Demolition)
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&& bots.isBombPlanted ()
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&& m_team == Team::CT
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&& getCurrentTaskId () != Task::EscapeFromBomb
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&& taskTarget != kInvalidNodeIndex) {
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&& bots.isBombPlanted ()
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&& m_team == Team::CT
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&& getCurrentTaskId () != Task::EscapeFromBomb
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&& taskTarget != kInvalidNodeIndex) {
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const Vector &bombOrigin = isBombAudible ();
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@ -1350,9 +1350,9 @@ bool Bot::updateLiftHandling () {
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game.testLine (pev->origin, m_pathOrigin, TraceIgnore::Everything, ent (), &tr);
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if (tr.flFraction < 1.0f
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&& util.isDoorEntity (tr.pHit)
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&& (m_liftState == LiftState::None || m_liftState == LiftState::WaitingFor || m_liftState == LiftState::LookingButtonOutside)
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&& pev->groundentity != tr.pHit) {
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&& util.isDoorEntity (tr.pHit)
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&& (m_liftState == LiftState::None || m_liftState == LiftState::WaitingFor || m_liftState == LiftState::LookingButtonOutside)
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&& pev->groundentity != tr.pHit) {
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if (m_liftState == LiftState::None) {
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m_liftState = LiftState::LookingButtonOutside;
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@ -1372,8 +1372,8 @@ bool Bot::updateLiftHandling () {
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// if trace result shows us that it is a lift
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if (!game.isNullEntity (tr.pHit) && !m_pathWalk.empty () && isFunc (tr.pHit->v.classname.str ()) && !liftClosedDoorExists) {
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if ((m_liftState == LiftState::None
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|| m_liftState == LiftState::WaitingFor
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|| m_liftState == LiftState::LookingButtonOutside) && cr::fzero (tr.pHit->v.velocity.z)) {
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|| m_liftState == LiftState::WaitingFor
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|| m_liftState == LiftState::LookingButtonOutside) && cr::fzero (tr.pHit->v.velocity.z)) {
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if (cr::abs (pev->origin.z - tr.vecEndPos.z) < 70.0f) {
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m_liftEntity = tr.pHit;
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@ -1449,10 +1449,10 @@ bool Bot::updateLiftHandling () {
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for (const auto &bot : bots) {
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if (!bot->m_isAlive
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|| bot->m_team != m_team
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|| bot->m_targetEntity != ent ()
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|| bot->getCurrentTaskId () != Task::FollowUser
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|| bot->m_liftEntity != m_liftEntity) {
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|| bot->m_team != m_team
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|| bot->m_targetEntity != ent ()
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|| bot->getCurrentTaskId () != Task::FollowUser
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|| bot->m_liftEntity != m_liftEntity) {
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continue;
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}
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@ -1484,10 +1484,10 @@ bool Bot::updateLiftHandling () {
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// got a valid button entity ?
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if (!game.isNullEntity (button)
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&& pev->groundentity == m_liftEntity
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&& m_buttonPushTime + 1.0f < game.time ()
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&& cr::fzero (m_liftEntity->v.velocity.z)
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&& isOnFloor ()) {
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&& pev->groundentity == m_liftEntity
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&& m_buttonPushTime + 1.0f < game.time ()
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&& cr::fzero (m_liftEntity->v.velocity.z)
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&& isOnFloor ()) {
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auto buttonWithLineOfSight = lookupButton (m_liftEntity->v.targetname.str (), false);
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@ -1508,14 +1508,14 @@ bool Bot::updateLiftHandling () {
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// is lift activated and bot is standing on it and lift is moving ?
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if (m_liftState == LiftState::LookingButtonInside
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|| m_liftState == LiftState::EnteringIn
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|| m_liftState == LiftState::WaitingForTeammates
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|| m_liftState == LiftState::WaitingFor) {
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|| m_liftState == LiftState::EnteringIn
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|| m_liftState == LiftState::WaitingForTeammates
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|| m_liftState == LiftState::WaitingFor) {
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if (pev->groundentity == m_liftEntity
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&& !cr::fzero (m_liftEntity->v.velocity.z)
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&& isOnFloor ()
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&& ((graph[m_previousNodes[0]].flags & NodeFlag::Lift) || !game.isNullEntity (m_targetEntity))) {
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&& !cr::fzero (m_liftEntity->v.velocity.z)
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&& isOnFloor ()
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&& ((graph[m_previousNodes[0]].flags & NodeFlag::Lift) || !game.isNullEntity (m_targetEntity))) {
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m_liftState = LiftState::TravelingBy;
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m_liftUsageTime = game.time () + 14.0f;
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@ -1555,10 +1555,10 @@ bool Bot::updateLiftHandling () {
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// iterate though clients, and find if lift already used
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for (const auto &client : util.getClients ()) {
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if (!(client.flags & ClientFlags::Used)
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|| !(client.flags & ClientFlags::Alive)
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|| client.team != m_team
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|| client.ent == ent ()
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|| game.isNullEntity (client.ent->v.groundentity)) {
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|| !(client.flags & ClientFlags::Alive)
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|| client.team != m_team
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|| client.ent == ent ()
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|| game.isNullEntity (client.ent->v.groundentity)) {
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continue;
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}
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@ -1613,8 +1613,8 @@ bool Bot::updateLiftHandling () {
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// bot fall down somewhere inside the lift's groove :)
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if (pev->groundentity != m_liftEntity && graph.exists (m_previousNodes[0])) {
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if ((graph[m_previousNodes[0]].flags & NodeFlag::Lift)
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&& (m_path->origin.z - pev->origin.z) > 50.0f
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&& (graph[m_previousNodes[0]].origin.z - pev->origin.z) > 50.0f) {
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&& (m_path->origin.z - pev->origin.z) > 50.0f
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&& (graph[m_previousNodes[0]].origin.z - pev->origin.z) > 50.0f) {
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m_liftState = LiftState::None;
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m_liftEntity = nullptr;
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@ -2129,8 +2129,8 @@ int Bot::findDefendNode (const Vector &origin) {
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for (const auto &path : graph) {
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if (origin.distanceSq (path.origin) < cr::sqrf (kMaxDistance)
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&& vistab.visible (path.number, posIndex)
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&& !isOccupiedNode (path.number)) {
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&& vistab.visible (path.number, posIndex)
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&& !isOccupiedNode (path.number)) {
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found.push (path.number);
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}
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@ -2379,13 +2379,13 @@ bool Bot::advanceMovement () {
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// only if we in normal task and bomb is not planted
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if (tid == Task::Normal
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&& bots.getRoundMidTime () + 5.0f < game.time ()
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&& m_timeCamping + 5.0f < game.time ()
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&& !bots.isBombPlanted ()
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&& m_personality != Personality::Rusher
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&& !m_hasC4 && !m_isVIP
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&& m_loosedBombNodeIndex == kInvalidNodeIndex
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&& !m_hasHostage && !m_isCreature) {
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&& bots.getRoundMidTime () + 5.0f < game.time ()
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&& m_timeCamping + 5.0f < game.time ()
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&& !bots.isBombPlanted ()
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&& m_personality != Personality::Rusher
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&& !m_hasC4 && !m_isVIP
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&& m_loosedBombNodeIndex == kInvalidNodeIndex
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&& !m_hasHostage && !m_isCreature) {
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m_campButtons = 0;
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@ -2497,10 +2497,10 @@ bool Bot::advanceMovement () {
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// is there a jump node right ahead and do we need to draw out the light weapon ?
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if (willJump && !usesKnife ()
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&& m_currentWeapon != Weapon::Scout
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&& !m_isReloading && !usesPistol ()
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&& (jumpDistanceSq > cr::sqrf (145.0f) || (dst.z - 32.0f > src.z && jumpDistanceSq > cr::sqrf (125.0f)))
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&& !(m_states & Sense::SeeingEnemy)) {
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&& m_currentWeapon != Weapon::Scout
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&& !m_isReloading && !usesPistol ()
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&& (jumpDistanceSq > cr::sqrf (145.0f) || (dst.z - 32.0f > src.z && jumpDistanceSq > cr::sqrf (125.0f)))
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&& !(m_states & Sense::SeeingEnemy)) {
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selectWeaponById (Weapon::Knife); // draw out the knife if we needed
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}
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@ -3351,7 +3351,7 @@ void Bot::syncFindPath (int srcIndex, int destIndex, FindPath pathType) {
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m_planner->setG (Heuristic::gfunctionPathDist);
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}
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}
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m_chosenGoalIndex = srcIndex;
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m_goalValue = 0.0f;
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