nav: minor change in ladder use.
aim: slight improvement in enemy prediction node recruitment.
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parent
d1d379d266
commit
1d60f19402
16 changed files with 151 additions and 145 deletions
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@ -573,8 +573,14 @@ void Bot::checkTerrain (float movedDistance, const Vector &dirNormal) {
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}
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// not stuck yet
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else {
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bool isOnLadderPath = false;
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if ((m_pathFlags & NodeFlag::Ladder) && isPreviousLadder ()) {
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isOnLadderPath = true;
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}
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// test if there's something ahead blocking the way
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if (!isOnLadderPath () && !isOnLadder () && isBlockedForward (dirNormal, &tr)) {
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if (!isOnLadderPath && !isOnLadder () && isBlockedForward (dirNormal, &tr)) {
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if (cr::fzero (m_firstCollideTime)) {
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m_firstCollideTime = game.time () + 0.2f;
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}
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@ -874,10 +880,10 @@ void Bot::checkFall () {
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else if (pev->origin.z + 128.0f < m_checkFallPoint[1].z && pev->origin.z + 128.0f < m_checkFallPoint[0].z) {
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fixFall = true;
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}
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else if (m_currentNodeIndex != kInvalidNodeIndex) {
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if (pev->origin.distanceSq (m_checkFallPoint[1]) <= cr::sqrf (32.0f) && pev->origin.z + 64.0f < m_checkFallPoint[1].z) {
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fixFall = true;
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}
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else if (m_currentNodeIndex != kInvalidNodeIndex
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&& nowDistanceSq <= cr::sqrf (32.0f)
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&& pev->origin.z + 64.0f < m_checkFallPoint[1].z) {
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fixFall = true;
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}
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if (fixFall) {
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@ -1052,27 +1058,15 @@ bool Bot::updateNavigation () {
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const auto prevNodeIndex = m_previousNodes[0];
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const float ladderDistance = pev->origin.distance (m_pathOrigin);
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if (graph.exists (prevNodeIndex) && !(graph[prevNodeIndex].flags & NodeFlag::Ladder)) {
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// do a precise movement when very near
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if (graph.exists (prevNodeIndex) && !(graph[prevNodeIndex].flags & NodeFlag::Ladder) && ladderDistance < 64.0f) {
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if (m_pathOrigin.z >= pev->origin.z + 16.0f) {
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m_pathOrigin = m_path->origin + kLadderOffset;
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}
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else if (m_pathOrigin.z < pev->origin.z - 16.0f) {
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m_pathOrigin = m_path->origin - kLadderOffset;
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}
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}
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else if (m_pathOrigin.z < pev->origin.z + 16.0f && !isOnLadder () && isOnFloor () && !isDucking ()) {
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m_moveSpeed = ladderDistance;
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if (m_moveSpeed < 150.0f) {
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m_moveSpeed = 150.0f;
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}
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else if (m_moveSpeed > pev->maxspeed) {
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m_moveSpeed = pev->maxspeed;
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}
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}
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// do a precise movement when very near
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if (graph.exists (prevNodeIndex) && !(graph[prevNodeIndex].flags & NodeFlag::Ladder) && ladderDistance < 64.0f) {
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if (!isDucking ()) {
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m_moveSpeed = pev->maxspeed * 0.4f;
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}
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@ -1084,36 +1078,41 @@ bool Bot::updateNavigation () {
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m_approachingLadderTimer.start (m_frameInterval * 4.0f);
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}
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if (m_pathOrigin.z < pev->origin.z + 16.0f && !isOnLadder () && isOnFloor () && !isDucking ()) {
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m_moveSpeed = ladderDistance;
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if (m_moveSpeed < 150.0f) {
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m_moveSpeed = 150.0f;
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}
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else if (m_moveSpeed > pev->maxspeed) {
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m_moveSpeed = pev->maxspeed;
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}
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}
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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.team != m_team
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|| client.ent == ent ()) {
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|| client.ent == ent ()
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|| !(client.ent->v.movetype == MOVETYPE_FLY)) {
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continue;
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}
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if (client.ent->v.origin.distanceSq (m_pathOrigin) > cr::sqrf (64.0f)) {
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continue;
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}
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bool foundGround = false;
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int previousNode = 0;
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// someone is above or below us and is using the ladder already
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if (cr::abs (pev->origin.z - client.ent->v.origin.z) > 15.0f && (client.ent->v.movetype == MOVETYPE_FLY)) {
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const auto numPreviousNode = rg (0, 2);
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for (int i = 0; i < numPreviousNode; ++i) {
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if (graph.exists (prevNodeIndex) && (graph[prevNodeIndex].flags & NodeFlag::Ladder)) {
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if (cr::abs (pev->origin.z - client.ent->v.origin.z) > 15.0f) {
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if (isPreviousLadder ()) {
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if (client.ent->v.origin.distanceSq (pev->origin) < cr::sqrf (64.0f)) {
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foundGround = true;
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previousNode = m_previousNodes[i];
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break;
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}
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}
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if (foundGround) {
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findPath (m_previousNodes[0], previousNode, m_pathType);
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}
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}
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if (foundGround) {
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clearSearchNodes ();
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findNextBestNode ();
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}
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}
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}
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@ -2345,6 +2344,11 @@ bool Bot::selectBestNextNode () {
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continue;
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}
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// skip isn't visible links
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if (!vistab.visible (link.index, nextNodeIndex) || !vistab.visible (link.index, prevNodeIndex)) {
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continue;
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}
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// don't use ladder nodes as alternative
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if (graph[link.index].flags & (NodeFlag::Ladder | NodeFlag::Camp | PathFlag::Jump)) {
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continue;
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@ -3298,13 +3302,11 @@ bool Bot::isReachableNode (int index) {
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return tr.flFraction >= 1.0f;
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}
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bool Bot::isOnLadderPath () {
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bool Bot::isPreviousLadder () {
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const auto prevNodeIndex = m_previousNodes[0];
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// bot entered ladder path
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return (m_pathFlags & NodeFlag::Ladder)
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&& graph.exists (prevNodeIndex)
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&& (graph[prevNodeIndex].flags & NodeFlag::Ladder);
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return graph.exists (prevNodeIndex) && (graph[prevNodeIndex].flags & NodeFlag::Ladder);
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}
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void Bot::findShortestPath (int srcIndex, int destIndex) {
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