nav: minor change in ladder use.

aim: slight improvement in enemy prediction node recruitment.
This commit is contained in:
commandcobra7 2024-11-13 17:52:19 +03:00 committed by jeefo
commit 1d60f19402
16 changed files with 151 additions and 145 deletions

View file

@ -97,7 +97,6 @@ void Bot::avoidGrenades () {
auto model = pent->v.model.str (9);
if (m_preventFlashing < game.time ()
&& m_personality == Personality::Rusher
&& cv_whose_your_daddy
&& model == kFlashbangModelName) {
@ -209,15 +208,15 @@ void Bot::checkBreakablesAround () {
}
const auto &origin = game.getEntityOrigin (breakable);
const auto lengthToObstacleSq = origin.distanceSq (pev->origin);
const auto distanceToObstacleSq = origin.distanceSq (pev->origin);
// too far, skip it
if (lengthToObstacleSq > cr::sqrf (radius)) {
if (distanceToObstacleSq > cr::sqrf (radius)) {
continue;
}
// too close, skip it
if (lengthToObstacleSq < cr::sqrf (100.0f)) {
if (distanceToObstacleSq < cr::sqrf (100.0f)) {
continue;
}
@ -343,7 +342,7 @@ void Bot::updatePickups () {
}
const auto &interesting = bots.getInterestingEntities ();
const float radius = cr::sqrf (cv_object_pickup_radius.as <float> ());
const float radiusSq = cr::sqrf (cv_object_pickup_radius.as <float> ());
if (!game.isNullEntity (m_pickupItem)) {
bool itemExists = false;
@ -358,7 +357,7 @@ void Bot::updatePickups () {
const Vector &origin = game.getEntityOrigin (ent);
// too far from us ?
if (pev->origin.distanceSq (origin) > radius) {
if (pev->origin.distanceSq (origin) > radiusSq) {
continue;
}
@ -397,7 +396,7 @@ void Bot::updatePickups () {
}
// too far from us ?
if (pev->origin.distanceSq (origin) > radius) {
if (pev->origin.distanceSq (origin) > radiusSq) {
continue;
}
@ -1705,6 +1704,7 @@ void Bot::overrideConditions () {
// special handling for sniping
if (usesSniper () && (m_states & (Sense::SeeingEnemy | Sense::SuspectEnemy))
&& m_shootTime - 0.4f <= game.time ()
&& m_shootTime + 0.1f > game.time ()
&& m_sniperStopTime > game.time ()) {
ignoreCollision ();
@ -1751,7 +1751,7 @@ void Bot::syncUpdatePredictedIndex () {
}
ScopedUnlock <Mutex> unlock (m_predictLock);
const auto lastEnemyOrigin = m_lastEnemyOrigin;
const auto &lastEnemyOrigin = m_lastEnemyOrigin;
const auto currentNodeIndex = m_currentNodeIndex;
const auto &botOrigin = pev->origin;
@ -1760,8 +1760,8 @@ void Bot::syncUpdatePredictedIndex () {
return;
}
int destIndex = graph.getNearest (lastEnemyOrigin);
int bestIndex = kInvalidNodeIndex;
const int destIndex = graph.getNearest (lastEnemyOrigin);
int bestIndex = m_currentNodeIndex;
if (destIndex == kInvalidNodeIndex) {
wipePredict ();
@ -1769,7 +1769,7 @@ void Bot::syncUpdatePredictedIndex () {
}
int pathLength = 0;
auto result = planner.find (destIndex, currentNodeIndex, [&] (int index) {
planner.find (destIndex, currentNodeIndex, [&] (int index) {
++pathLength;
if (vistab.visible (currentNodeIndex, index) && botOrigin.distanceSq (graph[index].origin) < cr::sqrf (2048.0f)) {
@ -1779,13 +1779,12 @@ void Bot::syncUpdatePredictedIndex () {
return true;
});
if (result && bestIndex != kInvalidNodeIndex) {
if (bestIndex != currentNodeIndex) {
m_lastPredictIndex = bestIndex;
m_lastPredictLength = pathLength;
return;
}
wipePredict ();
}
void Bot::updatePredictedIndex () {
@ -1947,7 +1946,7 @@ void Bot::setConditions () {
if (!m_lastEnemyOrigin.empty ()) {
const auto distanceSq = pev->origin.distanceSq (m_lastEnemyOrigin);
if (distanceSq > cr::sqrf (2048.0f) || (game.isNullEntity (m_enemy) && m_seeEnemyTime + 10.0f < game.time ())) {
if (distanceSq >= cr::sqrf (2048.0f) || (game.isNullEntity (m_enemy) && m_seeEnemyTime + 10.0f < game.time ())) {
m_lastEnemyOrigin.clear ();
m_lastEnemy = nullptr;
@ -2057,9 +2056,6 @@ void Bot::filterTasks () {
else if (m_isVIP || m_isReloading || (sniping && usesSniper ())) {
ratio *= 3.0f; // triple the seek cover desire if bot is VIP or reloading
}
else if (m_lastEnemyOrigin.distanceSq2d (pev->origin) < cr::sqrf (256.0f)) {
ratio *= 3.0f;
}
else if (game.is (GameFlags::CSDM)) {
ratio = 0.0f;
}

View file

@ -1433,7 +1433,7 @@ void Bot::attackMovement () {
if ((m_states & Sense::SeeingEnemy)
&& approach < 30
&& !bots.isBombPlanted ()
&& (isInViewCone (m_enemy->v.origin) || m_isVIP)) {
&& (isInViewCone (m_enemy->v.origin) || m_isVIP || m_isReloading)) {
if (m_retreatTime < game.time ()) {
startTask (Task::SeekCover, TaskPri::SeekCover, kInvalidNodeIndex, 0.0f, true);
@ -1453,7 +1453,10 @@ void Bot::attackMovement () {
const bool isFullView = !!(m_enemyParts & (Visibility::Head | Visibility::Body));
if (m_lastFightStyleCheck < game.time ()) {
if (usesSniper ()) {
if (usesSniper ()
&& m_shootTime - 0.4f <= game.time ()
&& m_shootTime + 0.1f > game.time ()
&& m_sniperStopTime > game.time ()) {
m_fightStyle = Fight::Stay;
}
else if (usesRifle () || usesSubmachine () || usesHeavy ()) {

View file

@ -1518,6 +1518,8 @@ void Bot::newRound () {
m_trackingEdict = nullptr;
m_enemyBodyPartSet = nullptr;
m_timeNextTracking = 0.0f;
m_lastPredictIndex = kInvalidNodeIndex;
m_lastPredictLength = kInfiniteDistanceLong;
m_buttonPushTime = 0.0f;
m_enemyUpdateTime = 0.0f;

View file

@ -573,8 +573,14 @@ void Bot::checkTerrain (float movedDistance, const Vector &dirNormal) {
}
// not stuck yet
else {
bool isOnLadderPath = false;
if ((m_pathFlags & NodeFlag::Ladder) && isPreviousLadder ()) {
isOnLadderPath = true;
}
// test if there's something ahead blocking the way
if (!isOnLadderPath () && !isOnLadder () && isBlockedForward (dirNormal, &tr)) {
if (!isOnLadderPath && !isOnLadder () && isBlockedForward (dirNormal, &tr)) {
if (cr::fzero (m_firstCollideTime)) {
m_firstCollideTime = game.time () + 0.2f;
}
@ -874,10 +880,10 @@ void Bot::checkFall () {
else if (pev->origin.z + 128.0f < m_checkFallPoint[1].z && pev->origin.z + 128.0f < m_checkFallPoint[0].z) {
fixFall = true;
}
else if (m_currentNodeIndex != kInvalidNodeIndex) {
if (pev->origin.distanceSq (m_checkFallPoint[1]) <= cr::sqrf (32.0f) && pev->origin.z + 64.0f < m_checkFallPoint[1].z) {
fixFall = true;
}
else if (m_currentNodeIndex != kInvalidNodeIndex
&& nowDistanceSq <= cr::sqrf (32.0f)
&& pev->origin.z + 64.0f < m_checkFallPoint[1].z) {
fixFall = true;
}
if (fixFall) {
@ -1052,27 +1058,15 @@ bool Bot::updateNavigation () {
const auto prevNodeIndex = m_previousNodes[0];
const float ladderDistance = pev->origin.distance (m_pathOrigin);
if (graph.exists (prevNodeIndex) && !(graph[prevNodeIndex].flags & NodeFlag::Ladder)) {
// do a precise movement when very near
if (graph.exists (prevNodeIndex) && !(graph[prevNodeIndex].flags & NodeFlag::Ladder) && ladderDistance < 64.0f) {
if (m_pathOrigin.z >= pev->origin.z + 16.0f) {
m_pathOrigin = m_path->origin + kLadderOffset;
}
else if (m_pathOrigin.z < pev->origin.z - 16.0f) {
m_pathOrigin = m_path->origin - kLadderOffset;
}
}
else if (m_pathOrigin.z < pev->origin.z + 16.0f && !isOnLadder () && isOnFloor () && !isDucking ()) {
m_moveSpeed = ladderDistance;
if (m_moveSpeed < 150.0f) {
m_moveSpeed = 150.0f;
}
else if (m_moveSpeed > pev->maxspeed) {
m_moveSpeed = pev->maxspeed;
}
}
// do a precise movement when very near
if (graph.exists (prevNodeIndex) && !(graph[prevNodeIndex].flags & NodeFlag::Ladder) && ladderDistance < 64.0f) {
if (!isDucking ()) {
m_moveSpeed = pev->maxspeed * 0.4f;
}
@ -1084,36 +1078,41 @@ bool Bot::updateNavigation () {
m_approachingLadderTimer.start (m_frameInterval * 4.0f);
}
if (m_pathOrigin.z < pev->origin.z + 16.0f && !isOnLadder () && isOnFloor () && !isDucking ()) {
m_moveSpeed = ladderDistance;
if (m_moveSpeed < 150.0f) {
m_moveSpeed = 150.0f;
}
else if (m_moveSpeed > pev->maxspeed) {
m_moveSpeed = pev->maxspeed;
}
}
// special detection if someone is using the ladder (to prevent to have bots-towers on ladders)
for (const auto &client : util.getClients ()) {
if (!(client.flags & ClientFlags::Used)
|| !(client.flags & ClientFlags::Alive)
|| client.team != m_team
|| client.ent == ent ()) {
|| client.ent == ent ()
|| !(client.ent->v.movetype == MOVETYPE_FLY)) {
continue;
}
if (client.ent->v.origin.distanceSq (m_pathOrigin) > cr::sqrf (64.0f)) {
continue;
}
bool foundGround = false;
int previousNode = 0;
// someone is above or below us and is using the ladder already
if (cr::abs (pev->origin.z - client.ent->v.origin.z) > 15.0f && (client.ent->v.movetype == MOVETYPE_FLY)) {
const auto numPreviousNode = rg (0, 2);
for (int i = 0; i < numPreviousNode; ++i) {
if (graph.exists (prevNodeIndex) && (graph[prevNodeIndex].flags & NodeFlag::Ladder)) {
if (cr::abs (pev->origin.z - client.ent->v.origin.z) > 15.0f) {
if (isPreviousLadder ()) {
if (client.ent->v.origin.distanceSq (pev->origin) < cr::sqrf (64.0f)) {
foundGround = true;
previousNode = m_previousNodes[i];
break;
}
}
if (foundGround) {
findPath (m_previousNodes[0], previousNode, m_pathType);
}
}
if (foundGround) {
clearSearchNodes ();
findNextBestNode ();
}
}
}
@ -2345,6 +2344,11 @@ bool Bot::selectBestNextNode () {
continue;
}
// skip isn't visible links
if (!vistab.visible (link.index, nextNodeIndex) || !vistab.visible (link.index, prevNodeIndex)) {
continue;
}
// don't use ladder nodes as alternative
if (graph[link.index].flags & (NodeFlag::Ladder | NodeFlag::Camp | PathFlag::Jump)) {
continue;
@ -3298,13 +3302,11 @@ bool Bot::isReachableNode (int index) {
return tr.flFraction >= 1.0f;
}
bool Bot::isOnLadderPath () {
bool Bot::isPreviousLadder () {
const auto prevNodeIndex = m_previousNodes[0];
// bot entered ladder path
return (m_pathFlags & NodeFlag::Ladder)
&& graph.exists (prevNodeIndex)
&& (graph[prevNodeIndex].flags & NodeFlag::Ladder);
return graph.exists (prevNodeIndex) && (graph[prevNodeIndex].flags & NodeFlag::Ladder);
}
void Bot::findShortestPath (int srcIndex, int destIndex) {

View file

@ -1398,7 +1398,10 @@ void Bot::escapeFromBomb_ () {
pev->button |= IN_ATTACK2;
}
if (!usesKnife () && m_numEnemiesLeft == 0) {
if (!usesKnife ()
&& m_lastEnemyOrigin.empty ()
&& !(m_states & Sense::SeeingEnemy)
&& !util.isAlive (m_lastEnemy)) {
selectWeaponById (Weapon::Knife);
}