Merge branch 'master' into chatter-fixes-and-improvements
This commit is contained in:
commit
09dbba82cf
9 changed files with 218 additions and 91 deletions
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@ -2205,6 +2205,12 @@ The name of setinfo key used to store password to bot commands and menus.
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[TRANSLATED]
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Имя ключа setinfo используемого для хранения пароля доступа к командам и меню бота.
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[ORIGINAL]
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Allows to use classic bot kill on issuing end-round command in menus, instead of gamedll endround.
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[TRANSLATED]
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Позволяет использовать классическое убийство ботов при выполнении команды завершения раунда в меню, вместо использования функции завершения раунда от игровой (dll) библиотеки.
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[ORIGINAL]
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Enables or disables CSDM / FFA mode for bots.
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Allowed values: '0', '1', '2', '3'.
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@ -1 +1 @@
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Subproject commit ea7a91bd042599132e60482f51087d9669dbe1c4
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Subproject commit c72215707a9be44eb2582b82a90a4a7f27a9f2e1
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@ -132,7 +132,7 @@ public:
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~PathWalk () = default;
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public:
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int32_t &doubleNext () {
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int32_t &nextX2 () {
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return at (2);
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}
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@ -307,6 +307,7 @@ private:
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bool m_isCreature {}; // bot is not a player, but something else ? zombie ?
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bool m_defuseNotified {}; // bot is notified about bomb defusion
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bool m_jumpSequence {}; // next path link will be jump link
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bool m_checkFall {}; // check bot fall
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PathWalk m_pathWalk {}; // pointer to current node from path
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Dodge m_dodgeStrafeDir {}; // direction to strafe
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@ -325,6 +326,7 @@ private:
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edict_t *m_targetEntity {}; // the entity that the bot is trying to reach
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edict_t *m_avoidGrenade {}; // pointer to grenade entity to avoid
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edict_t *m_hindrance {}; // the hindrance
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edict_t *m_hearedEnemy {}; // the heared enemy
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Vector m_liftTravelPos {}; // lift travel position
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Vector m_moveAngles {}; // bot move angles
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@ -344,6 +346,7 @@ private:
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Vector m_desiredVelocity {}; // desired velocity for jump nodes
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Vector m_breakableOrigin {}; // origin of breakable
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Vector m_rightRef {}; // right referential vector
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Vector m_checkFallPoint[2] {}; // check fall point
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Array <edict_t *> m_ignoredBreakable {}; // list of ignored breakables
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Array <edict_t *> m_hostages {}; // pointer to used hostage entities
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@ -416,6 +419,7 @@ private:
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bool isOutOfBombTimer ();
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bool isWeaponBadAtDistance (int weaponIndex, float distance);
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bool needToPauseFiring (float distance);
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bool checkZoom (float distance);
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bool lookupEnemies ();
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bool isEnemyHidden (edict_t *enemy);
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bool isEnemyInvincible (edict_t *enemy);
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@ -464,6 +468,7 @@ private:
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void updatePickups ();
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void ensureEntitiesClear ();
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void checkTerrain (float movedDistance, const Vector &dirNormal);
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void checkFall ();
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void checkDarkness ();
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void checkParachute ();
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void updatePracticeValue (int damage);
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@ -91,7 +91,7 @@ void Bot::avoidGrenades () {
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}
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// check if visible to the bot
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if (!seesEntity (pent->v.origin) && isInFOV (pent->v.origin - getEyesPos ()) > pev->fov * 0.5f) {
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if (isInFOV (pent->v.origin - getEyesPos ()) > pev->fov * 0.5f && !seesEntity (pent->v.origin)) {
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continue;
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}
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auto model = pent->v.model.str (9);
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@ -133,11 +133,11 @@ void Bot::avoidGrenades () {
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}
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}
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else if (cv_smoke_grenade_checks.as <int> () == 1 && (pent->v.flags & FL_ONGROUND) && model == kSmokeModelName) {
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if (isInFOV (pent->v.origin - getEyesPos ()) < pev->fov / 3.0f) {
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if (seesEntity (pent->v.origin) && isInFOV (pent->v.origin - getEyesPos ()) < pev->fov / 3.0f) {
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const auto &entOrigin = game.getEntityOrigin (pent);
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const auto &betweenUs = (entOrigin - pev->origin).normalize_apx ();
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const auto &betweenNade = (entOrigin - pev->origin).normalize_apx ();
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const auto &betweenResult = ((Vector (betweenNade.y, betweenNade.x, 0.0f) * 150.0f + entOrigin) - pev->origin).normalize_apx ();
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const auto &betweenResult = ((betweenNade.get2d () * 150.0f + entOrigin) - pev->origin).normalize_apx ();
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if ((betweenNade | betweenUs) > (betweenNade | betweenResult) && util.isVisible (pent->v.origin, ent ())) {
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const float distance = entOrigin.distance (pev->origin);
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@ -751,9 +751,6 @@ void Bot::updatePickups () {
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}
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void Bot::ensureEntitiesClear () {
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if ((!m_isStuck || m_navTimeset + getEstimatedNodeReachTime () + m_frameInterval * 2.0f > game.time ()) && !(m_states & Sense::SeeingEnemy)) {
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return;
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}
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const auto tid = getCurrentTaskId ();
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if (tid == Task::PickupItem || (m_states & Sense::PickupItem)) {
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@ -1685,8 +1682,10 @@ void Bot::overrideConditions () {
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// special handling for sniping
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if (usesSniper () && (m_states & (Sense::SeeingEnemy | Sense::SuspectEnemy))
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&& m_sniperStopTime > game.time ()
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&& tid != Task::SeekCover) {
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&& m_shootTime - 0.4f <= game.time ()
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&& m_sniperStopTime > game.time ()) {
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ignoreCollision ();
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m_moveSpeed = 0.0f;
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m_strafeSpeed = 0.0f;
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@ -1897,8 +1896,7 @@ void Bot::setConditions () {
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}
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// don't listen if seeing enemy, just checked for sounds or being blinded (because its inhuman)
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if (!cv_ignore_enemies
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&& m_soundUpdateTime < game.time ()
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if (m_soundUpdateTime < game.time ()
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&& m_blindTime < game.time ()
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&& m_seeEnemyTime + 1.0f < game.time ()) {
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@ -3214,8 +3212,11 @@ void Bot::logic () {
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checkTerrain (movedDistance, dirNormal);
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}
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// if we have fallen from the place of move, the nearest point is allowed
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checkFall ();
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// check the darkness
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if (cv_check_darkness) {
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if (!m_isCreature && cv_check_darkness) {
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checkDarkness ();
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}
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@ -3227,7 +3228,11 @@ void Bot::logic () {
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m_moveSpeed = -pev->maxspeed;
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m_strafeSpeed = pev->maxspeed * static_cast <float> (m_needAvoidGrenade);
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}
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// ensure we're not stuck destroying/picking something
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if (m_navTimeset + getEstimatedNodeReachTime () + 1.0f < game.time () && !(m_states & Sense::SeeingEnemy) && m_moveToGoal) {
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ensureEntitiesClear ();
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}
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// check if need to use parachute
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checkParachute ();
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@ -3850,10 +3855,10 @@ bool Bot::isOutOfBombTimer () {
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}
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void Bot::updateHearing () {
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if (game.is (GameFlags::FreeForAll) || m_enemyIgnoreTimer > game.time ()) {
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if (game.is (GameFlags::FreeForAll) || m_enemyIgnoreTimer > game.time () || cv_ignore_enemies) {
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return;
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}
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edict_t *hearedEnemy = nullptr;
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m_hearedEnemy = nullptr;
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float nearestDistanceSq = kInfiniteDistance;
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// setup potential visibility set from engine
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@ -3881,13 +3886,13 @@ void Bot::updateHearing () {
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}
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if (distanceSq < nearestDistanceSq) {
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hearedEnemy = client.ent;
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m_hearedEnemy = client.ent;
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nearestDistanceSq = distanceSq;
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}
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}
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// did the bot hear someone ?
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if (util.isPlayer (hearedEnemy)) {
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if (util.isPlayer (m_hearedEnemy)) {
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// change to best weapon if heard something
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if (m_shootTime < game.time () - 5.0f
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&& isOnFloor ()
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@ -3909,7 +3914,7 @@ void Bot::updateHearing () {
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auto getHeardOriginWithError = [&] () -> Vector {
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auto error = kSprayDistance * cr::powf (nearestDistanceSq, 0.5f) / 2048.0f;
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auto origin = hearedEnemy->v.origin;
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auto origin = m_hearedEnemy->v.origin;
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origin.x = origin.x + rg (-error, error);
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origin.y = origin.y + rg (-error, error);
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@ -3919,13 +3924,13 @@ void Bot::updateHearing () {
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// didn't bot already have an enemy ? take this one...
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if (m_lastEnemyOrigin.empty () || game.isNullEntity (m_lastEnemy)) {
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m_lastEnemy = hearedEnemy;
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m_lastEnemy = m_hearedEnemy;
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m_lastEnemyOrigin = getHeardOriginWithError ();
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}
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// bot had an enemy, check if it's the heard one
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else {
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if (hearedEnemy == m_lastEnemy) {
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if (m_hearedEnemy == m_lastEnemy) {
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// bot sees enemy ? then bail out !
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if (m_states & Sense::SeeingEnemy) {
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return;
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@ -3936,8 +3941,8 @@ void Bot::updateHearing () {
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// if bot had an enemy but the heard one is nearer, take it instead
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const float distanceSq = m_lastEnemyOrigin.distanceSq (pev->origin);
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if (distanceSq > hearedEnemy->v.origin.distanceSq (pev->origin) && m_seeEnemyTime + 2.0f < game.time ()) {
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m_lastEnemy = hearedEnemy;
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if (distanceSq > m_hearedEnemy->v.origin.distanceSq (pev->origin) && m_seeEnemyTime + 2.0f < game.time ()) {
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m_lastEnemy = m_hearedEnemy;
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m_lastEnemyOrigin = getHeardOriginWithError ();
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}
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else {
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@ -3947,9 +3952,9 @@ void Bot::updateHearing () {
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}
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// check if heard enemy can be seen
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if (checkBodyParts (hearedEnemy)) {
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m_enemy = hearedEnemy;
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m_lastEnemy = hearedEnemy;
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if (checkBodyParts (m_hearedEnemy)) {
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m_enemy = m_hearedEnemy;
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m_lastEnemy = m_hearedEnemy;
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m_lastEnemyOrigin = m_enemyOrigin;
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m_states |= Sense::SeeingEnemy;
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@ -3959,15 +3964,15 @@ void Bot::updateHearing () {
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// check if heard enemy can be shoot through some obstacle
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else {
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if (cv_shoots_thru_walls
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&& m_lastEnemy == hearedEnemy
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&& m_lastEnemy == m_hearedEnemy
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&& rg.chance (conf.getDifficultyTweaks (m_difficulty)->hearThruPct)
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&& m_seeEnemyTime + 3.0f > game.time ()
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&& isPenetrableObstacle (hearedEnemy->v.origin)) {
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&& isPenetrableObstacle (m_hearedEnemy->v.origin)) {
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m_enemy = hearedEnemy;
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m_lastEnemy = hearedEnemy;
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m_enemyOrigin = hearedEnemy->v.origin;
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m_lastEnemyOrigin = hearedEnemy->v.origin;
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m_enemy = m_hearedEnemy;
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m_lastEnemy = m_hearedEnemy;
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m_enemyOrigin = m_hearedEnemy->v.origin;
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m_lastEnemyOrigin = m_hearedEnemy->v.origin;
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m_states |= (Sense::SeeingEnemy | Sense::SuspectEnemy);
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m_seeEnemyTime = game.time ();
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106
src/combat.cpp
106
src/combat.cpp
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@ -876,6 +876,70 @@ bool Bot::needToPauseFiring (float distance) {
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return false;
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}
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bool Bot::checkZoom (float distance) {
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int zoomMagnification = 0;
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bool zoomChange = false;
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// is the bot holding a sniper rifle?
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if (usesSniper ()) {
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// should the bot switch to the long-range zoom?
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if (distance > 1500.0f) {
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zoomMagnification = 2;
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}
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// else should the bot switch to the close-range zoom ?
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else if (distance > 150.0f) {
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zoomMagnification = 1;
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}
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// else should the bot restore the normal view ?
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else if (distance <= 150.0f) {
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zoomMagnification = 0;
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}
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}
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// else is the bot holding a zoomable rifle?
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else if (m_difficulty < Difficulty::Hard && usesZoomableRifle ()) {
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// should the bot switch to zoomed mode?
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if (distance > 800.0f) {
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zoomMagnification = 1;
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}
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// else should the bot restore the normal view?
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else if (distance <= 800.0f) {
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zoomMagnification = 0;
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}
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}
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switch (zoomMagnification) {
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case 0:
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if (pev->fov < 90.0f) {
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zoomChange = true;
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}
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break;
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case 1:
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if (pev->fov >= 90.0f) {
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zoomChange = true;
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}
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break;
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case 2:
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if (pev->fov >= 40.0f) {
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zoomChange = true;
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}
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break;
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}
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if (zoomChange && m_zoomCheckTime < game.time ()) {
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pev->button |= IN_ATTACK2;
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m_shootTime = game.time () + 0.15f;
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m_zoomCheckTime = game.time () + 0.5f;
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}
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return zoomChange;
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}
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void Bot::selectWeapons (float distance, int index, int id, int choosen) {
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const auto tab = conf.getRawWeapons ();
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@ -922,44 +986,15 @@ void Bot::selectWeapons (float distance, int index, int id, int choosen) {
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m_shieldCheckTime = game.time () + 1.0f;
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}
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// is the bot holding a sniper rifle?
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if (usesSniper () && m_zoomCheckTime < game.time ()) {
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// should the bot switch to the long-range zoom?
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if (distance > 1500.0f && pev->fov >= 40.0f) {
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pev->button |= IN_ATTACK2;
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}
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// else should the bot switch to the close-range zoom ?
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else if (distance > 150.0f && pev->fov >= 90.0f) {
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pev->button |= IN_ATTACK2;
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}
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// else should the bot restore the normal view ?
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else if (distance <= 150.0f && pev->fov < 90.0f) {
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pev->button |= IN_ATTACK2;
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}
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m_zoomCheckTime = game.time () + 0.25f;
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}
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// else is the bot holding a zoomable rifle?
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else if (m_difficulty < Difficulty::Hard && usesZoomableRifle () && m_zoomCheckTime < game.time ()) {
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// should the bot switch to zoomed mode?
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if (distance > 800.0f && pev->fov >= 90.0f) {
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pev->button |= IN_ATTACK2;
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}
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// else should the bot restore the normal view?
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else if (distance <= 800.0f && pev->fov < 90.0f) {
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pev->button |= IN_ATTACK2;
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}
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m_zoomCheckTime = game.time () + 0.5f;
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if (checkZoom (distance)) {
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return;
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}
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// we're should stand still before firing sniper weapons, else sniping is useless..
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if (usesSniper () && (m_aimFlags & (AimFlags::Enemy | AimFlags::LastEnemy))
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&& !m_isReloading && pev->velocity.lengthSq () > 0.0f
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&& getCurrentTaskId () != Task::SeekCover) {
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&& !m_isReloading && pev->velocity.lengthSq () > 0.0f) {
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if (!cr::fzero (pev->velocity.x) || !cr::fzero (pev->velocity.y) || !cr::fzero (pev->velocity.z)) {
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m_moveSpeed = 0.0f;
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m_strafeSpeed = 0.0f;
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m_navTimeset = game.time ();
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@ -969,6 +1004,7 @@ void Bot::selectWeapons (float distance, int index, int id, int choosen) {
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return;
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}
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}
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}
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// need to care for burst fire?
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if (distance < kSprayDistance || m_blindTime > game.time () || usesKnife ()) {
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@ -1331,7 +1367,7 @@ void Bot::attackMovement () {
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};
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auto strafeUpdateTime = [] () {
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return game.time () + rg (0.3f, 1.0f);
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return game.time () + rg (0.3f, 0.8f);
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};
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// to start strafing, we have to first figure out if the target is on the left side or right side
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@ -1401,7 +1437,7 @@ void Bot::attackMovement () {
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}
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}
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else if (m_fightStyle == Fight::Stay) {
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const bool alreadyDucking = m_duckTime > game.time () || isDucking ();
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const bool alreadyDucking = m_duckTime >= game.time () || isDucking () || ((pev->button | pev->oldbuttons) & IN_DUCK);
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if (alreadyDucking) {
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m_duckTime = game.time () + m_frameInterval * 3.0f;
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@ -1467,6 +1467,11 @@ void Bot::newRound () {
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||||
m_timeDoorOpen = 0.0f;
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||||
for (auto &fall : m_checkFallPoint) {
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fall = nullptr;
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||||
}
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m_checkFall = false;
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||||
|
||||
resetCollision ();
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||||
resetDoubleJump ();
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||||
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||||
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|||
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@ -459,7 +459,7 @@ void Bot::doPlayerAvoidance (const Vector &normal) {
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|||
}
|
||||
|
||||
m_hindrance = nullptr;
|
||||
float distanceSq = cr::sqrf (384.0f);
|
||||
float distanceSq = cr::sqrf (512.0f);
|
||||
|
||||
if (isOnLadder () || isInNarrowPlace ()) {
|
||||
return;
|
||||
|
|
@ -489,6 +489,16 @@ void Bot::doPlayerAvoidance (const Vector &normal) {
|
|||
if (ownPrio > otherPrio) {
|
||||
continue;
|
||||
}
|
||||
|
||||
// they are higher priority - make way, unless we're already making way for someone more important
|
||||
if (!game.isNullEntity (m_hindrance) && m_hindrance != client.ent) {
|
||||
const auto avoidPrio = bots.getPlayerPriority (m_hindrance);
|
||||
|
||||
// ignore because we're already avoiding someone better
|
||||
if (avoidPrio > otherPrio) {
|
||||
continue;
|
||||
}
|
||||
}
|
||||
const auto nearestDistanceSq = client.ent->v.origin.distanceSq (pev->origin);
|
||||
|
||||
if (nearestDistanceSq < cr::sqrf (pev->maxspeed) && nearestDistanceSq < distanceSq) {
|
||||
|
|
@ -815,6 +825,59 @@ void Bot::checkTerrain (float movedDistance, const Vector &dirNormal) {
|
|||
}
|
||||
}
|
||||
|
||||
void Bot::checkFall () {
|
||||
|
||||
if (!m_checkFall) {
|
||||
if (isOnFloor ()) {
|
||||
m_checkFallPoint[0] = pev->origin;
|
||||
|
||||
if (!game.isNullEntity (m_enemy)) {
|
||||
m_checkFallPoint[1] = game.getEntityOrigin (m_enemy);
|
||||
}
|
||||
else if (m_currentNodeIndex != kInvalidNodeIndex) {
|
||||
m_checkFallPoint[1] = m_pathOrigin;
|
||||
}
|
||||
else {
|
||||
m_checkFallPoint[1] = nullptr;
|
||||
}
|
||||
}
|
||||
else if (!isOnLadder () && !isInWater ()) {
|
||||
if (!m_checkFallPoint[0].empty () && !m_checkFallPoint[1].empty ()) {
|
||||
m_checkFall = true;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (!m_checkFall || !isOnFloor ()) {
|
||||
return;
|
||||
}
|
||||
m_checkFall = false;
|
||||
bool fixFall = false;
|
||||
|
||||
const float baseDistanceSq = m_checkFallPoint[0].distanceSq (m_checkFallPoint[1]);
|
||||
const float nowDistanceSq = pev->origin.distanceSq (m_checkFallPoint[1]);
|
||||
|
||||
if (nowDistanceSq > baseDistanceSq
|
||||
&& (nowDistanceSq > baseDistanceSq * 1.2f || nowDistanceSq > baseDistanceSq + 200.0f)
|
||||
&& baseDistanceSq >= cr::sqrf (80.0f) && nowDistanceSq >= cr::sqrf (100.0f)) {
|
||||
fixFall = true;
|
||||
}
|
||||
else if (pev->origin.z + 128.0f < m_checkFallPoint[1].z && pev->origin.z + 128.0f < m_checkFallPoint[0].z) {
|
||||
fixFall = true;
|
||||
}
|
||||
|
||||
if (m_currentNodeIndex != kInvalidNodeIndex) {
|
||||
if (pev->origin.distanceSq (m_checkFallPoint[1]) <= cr::sqrf (32.0f) && pev->origin.z + 16.0f < m_checkFallPoint[1].z) {
|
||||
fixFall = true;
|
||||
}
|
||||
}
|
||||
|
||||
if (fixFall) {
|
||||
m_currentNodeIndex = kInvalidNodeIndex;
|
||||
findValidNode ();
|
||||
}
|
||||
}
|
||||
|
||||
void Bot::moveToGoal () {
|
||||
findValidNode ();
|
||||
|
||||
|
|
@ -1641,7 +1704,7 @@ bool Bot::findNextBestNode () {
|
|||
int busyIndex = kInvalidNodeIndex;
|
||||
|
||||
float lessDist[3] = { kInfiniteDistance, kInfiniteDistance, kInfiniteDistance };
|
||||
int lessIndex[3] = { kInvalidNodeIndex, kInvalidNodeIndex , kInvalidNodeIndex };
|
||||
int lessIndex[3] = { kInvalidNodeIndex, kInvalidNodeIndex, kInvalidNodeIndex };
|
||||
|
||||
const auto &origin = pev->origin + pev->velocity * m_frameInterval;
|
||||
const auto &bucket = graph.getNodesInBucket (origin);
|
||||
|
|
@ -3093,9 +3156,9 @@ bool Bot::isOccupiedNode (int index, bool needZeroVelocity) {
|
|||
if (needZeroVelocity && client.ent->v.velocity.length2d () > 0.0f) {
|
||||
continue;
|
||||
}
|
||||
const auto length = client.origin.distanceSq (graph[index].origin);
|
||||
const auto distanceSq = client.origin.distanceSq (graph[index].origin);
|
||||
|
||||
if (length < cr::clamp (cr::sqrf (graph[index].radius) * 2.0f, cr::sqrf (90.0f), cr::sqrf (120.0f))) {
|
||||
if (distanceSq < cr::clamp (cr::sqrf (graph[index].radius) * 2.0f, cr::sqrf (90.0f), cr::sqrf (120.0f))) {
|
||||
return true;
|
||||
}
|
||||
auto bot = bots[client.ent];
|
||||
|
|
@ -3103,7 +3166,7 @@ bool Bot::isOccupiedNode (int index, bool needZeroVelocity) {
|
|||
if (bot == nullptr || bot == this || !bot->m_isAlive) {
|
||||
continue;
|
||||
}
|
||||
return bot->m_currentNodeIndex == index;
|
||||
return bot->m_currentNodeIndex == index || bot->m_previousNodes[0] == index;
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
|
|
|||
|
|
@ -211,7 +211,7 @@ void Bot::normal_ () {
|
|||
else if (m_team == Team::CT) {
|
||||
if (!bots.isBombPlanted () && numFriendsNear (pev->origin, 210.0f) < 4) {
|
||||
const int index = findDefendNode (m_path->origin);
|
||||
float campTime = rg (25.0f, 40.f);
|
||||
float campTime = rg (25.0f, 40.0f);
|
||||
|
||||
// rusher bots don't like to camp too much
|
||||
if (m_personality == Personality::Rusher) {
|
||||
|
|
@ -270,7 +270,7 @@ void Bot::normal_ () {
|
|||
if ((!cr::fzero (m_moveSpeed) && m_moveSpeed > shiftSpeed) && (cv_walking_allowed && mp_footsteps)
|
||||
&& m_difficulty >= Difficulty::Normal
|
||||
&& (m_heardSoundTime + 6.0f >= game.time () || (m_states & Sense::HearingEnemy))
|
||||
&& pev->origin.distanceSq (m_lastEnemyOrigin) < cr::sqrf (768.0f)
|
||||
&& numEnemiesNear (pev->origin, 768.0f) >= 1
|
||||
&& !isKnifeMode ()
|
||||
&& !bots.isBombPlanted ()) {
|
||||
|
||||
|
|
@ -623,12 +623,20 @@ void Bot::camp_ () {
|
|||
|
||||
// random camp dir, or prediction
|
||||
auto useRandomCampDirOrPredictEnemy = [&] () {
|
||||
if (game.isNullEntity (m_lastEnemy) || !m_lastEnemyOrigin.empty ()) {
|
||||
auto pathLength = 0;
|
||||
auto lastEnemyNearestIndex = findAimingNode (m_lastEnemyOrigin, pathLength);
|
||||
if (!m_lastEnemyOrigin.empty ()) {
|
||||
auto pathLength = m_lastPredictLength;
|
||||
auto predictNode = m_lastPredictIndex;
|
||||
|
||||
if (pathLength > 1 && graph.exists (lastEnemyNearestIndex)) {
|
||||
m_lookAtSafe = graph[lastEnemyNearestIndex].origin;
|
||||
if (pathLength > 1 && graph.exists (predictNode)) {
|
||||
m_lookAtSafe = graph[predictNode].origin + pev->view_ofs;
|
||||
}
|
||||
else {
|
||||
pathLength = 0;
|
||||
predictNode = findAimingNode (m_lastEnemyOrigin, pathLength);
|
||||
|
||||
if (pathLength > 1 && graph.exists (predictNode)) {
|
||||
m_lookAtSafe = graph[predictNode].origin + pev->view_ofs;
|
||||
}
|
||||
}
|
||||
}
|
||||
else {
|
||||
|
|
@ -637,10 +645,8 @@ void Bot::camp_ () {
|
|||
};
|
||||
|
||||
if (m_nextCampDirTime < game.time ()) {
|
||||
m_nextCampDirTime = game.time () + rg (2.0f, 5.0f);
|
||||
|
||||
if (m_pathFlags & NodeFlag::Camp) {
|
||||
Vector dest;
|
||||
Vector dest {};
|
||||
|
||||
// switch from 1 direction to the other
|
||||
if (m_campDirection < 1) {
|
||||
|
|
@ -673,6 +679,7 @@ void Bot::camp_ () {
|
|||
else {
|
||||
useRandomCampDirOrPredictEnemy ();
|
||||
}
|
||||
m_nextCampDirTime = game.time () + rg (1.0f, 4.0f);
|
||||
}
|
||||
// press remembered crouch button
|
||||
pev->button |= m_campButtons;
|
||||
|
|
|
|||
|
|
@ -550,10 +550,10 @@ void Bot::setAimDirection () {
|
|||
&& pev->origin.distanceSq (destOrigin) < cr::sqrf (512.0f)) {
|
||||
|
||||
const auto nextPathIndex = m_pathWalk.next ();
|
||||
const auto doubleNextPath = m_pathWalk.doubleNext ();
|
||||
const auto nextPathX2 = m_pathWalk.nextX2 ();
|
||||
|
||||
if (vistab.visible (m_currentNodeIndex, doubleNextPath)) {
|
||||
const auto &gn = graph[doubleNextPath];
|
||||
if (vistab.visible (m_currentNodeIndex, nextPathX2)) {
|
||||
const auto &gn = graph[nextPathX2];
|
||||
m_lookAt = gn.origin + pev->view_ofs;
|
||||
}
|
||||
else if (vistab.visible (m_currentNodeIndex, nextPathIndex)) {
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue