aim: verify camp angles from nav data before using them

aim: tweaked a bit grenade handling, so bots should use them more
aim: reduce time between selecting grenade and throwing it away
aim: removed hacks in look angles code, due to removing yb_whoose_your_daddy cvar
aim: use direct enemy origin from visibility check, and not re-calculate it
aim: update enemy prediction, so it now depends on frame interval for a bot
aim: additional height offset are tweaked, and now used only for difficulty 4
nav: tweaked a bit player avoidance code, and it's not preventing bot from checking terrain
nav: do not check banned nodes, when bucket sizes re too low
nav: cover nodes are now selected depending on total bots on server
nav: let bot enter pause task after long jump
nav: extend velocity by a little for a jump, like it was in first versions of bot
nav: stuck checking is now taken in account lower minimal speed if bot is ducking
fix: navigation reachability timers, so bots will have correct current node index while camping
fix: bots are unable to finish pickup or destroy breakable task, if target is not reachable
fix: cover nodes are now calculated as they should
fix: manual calling bots add_[t/ct] now ignores yb_join_team cvar
bot: tweaked a little difficulty levels, so level 4 is now nightmare level, and 3 is very heard
bot: minor refactoring and moving functions to correct source file
bot: add yb_economics_disrespect_percent, so bots can ignore economics and buy more different guns
bot: add yb_check_darkness that allows to disable darkness checks for bot, thus disallowing usage of flashlight
bot: camp buttons are now lightly depends on bot health
chat: welcome chat message from bots is now sent during first freeze time period
crlib: switch over to stdint.h and remove crlib-own types
crlib: fixed alignment in sse code
This commit is contained in:
jeefo 2023-04-07 14:46:49 +03:00
commit 29c00565dc
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GPG key ID: 927BCA0779BEA8ED
31 changed files with 1395 additions and 1305 deletions

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@ -7,18 +7,6 @@
#pragma once
// noise types
CR_DECLARE_SCOPED_ENUM (Noise,
NeedHandle = cr::bit (0),
HitFall = cr::bit (1),
Pickup = cr::bit (2),
Zoom = cr::bit (3),
Ammo = cr::bit (4),
Hostage = cr::bit (5),
Broke = cr::bit (6),
Door = cr::bit (7)
)
class BotSupport final : public Singleton <BotSupport> {
private:
bool m_needToSendWelcome {};
@ -28,8 +16,7 @@ private:
SmallArray <Client> m_clients {};
SmallArray <Twin <String, String>> m_tags {};
HashMap <int32, String> m_weaponAlias {};
HashMap <String, int32> m_noiseCache {};
HashMap <int32_t, String> m_weaponAlias {};
Detour <decltype (sendto)> m_sendToDetour { "ws2_32.dll", "sendto", sendto };
public:
@ -41,7 +28,7 @@ public:
void checkWelcome ();
// converts weapon id to alias name
StringRef weaponIdToAlias (int32 id);
StringRef weaponIdToAlias (int32_t id);
// check if origin is visible from the entity side
bool isVisible (const Vector &origin, edict_t *ent);
@ -73,12 +60,6 @@ public:
// tracing decals for bots spraying logos
void traceDecals (entvars_t *pev, TraceResult *trace, int logotypeIndex);
// attaches sound to client struct
void listenNoise (edict_t *ent, StringRef sample, float volume);
// simulate sound for players
void simulateNoise (int playerIndex);
// update stats on clients
void updateClients ();
@ -153,7 +134,7 @@ public:
}
public:
static int32 CR_STDCALL sendTo (int socket, const void *message, size_t length, int flags, const struct sockaddr *dest, int destLength);
static int32_t CR_STDCALL sendTo (int socket, const void *message, size_t length, int flags, const struct sockaddr *dest, int destLength);
};
// explose global