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
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31 changed files with 1395 additions and 1305 deletions
181
src/sounds.cpp
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181
src/sounds.cpp
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//
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// YaPB - Counter-Strike Bot based on PODBot by Markus Klinge.
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// Copyright © 2004-2023 YaPB Project <yapb@jeefo.net>.
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//
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// SPDX-License-Identifier: MIT
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//
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#include <yapb.h>
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BotSounds::BotSounds () {
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// register noise cache
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m_noiseCache["player/bhit"] = Noise::NeedHandle | Noise::HitFall;
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m_noiseCache["player/head"] = Noise::NeedHandle | Noise::HitFall;
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m_noiseCache["items/gunpi"] = Noise::NeedHandle | Noise::Pickup;
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m_noiseCache["items/9mmcl"] = Noise::NeedHandle | Noise::Ammo;
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m_noiseCache["weapons/zoo"] = Noise::NeedHandle | Noise::Zoom;
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m_noiseCache["hostage/hos"] = Noise::NeedHandle | Noise::Hostage;
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m_noiseCache["debris/bust"] = Noise::NeedHandle | Noise::Broke;
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m_noiseCache["doors/doorm"] = Noise::NeedHandle | Noise::Door;
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m_noiseCache["weapons/c4_"] = Noise::NeedHandle | Noise::Defuse;
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}
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void BotSounds::listenNoise (edict_t *ent, StringRef sample, float volume) {
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// this function called by the sound hooking code (in emit_sound) enters the played sound into the array associated with the entity
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if (game.isNullEntity (ent) || sample.empty ()) {
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return;
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}
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const auto &origin = game.getEntityOrigin (ent);
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// something wrong with sound...
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if (origin.empty ()) {
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return;
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}
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auto noise = m_noiseCache[sample.substr (0, 11)];
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// we're not handling theese
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if (!(noise & Noise::NeedHandle)) {
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return;
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}
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// find nearest player to sound origin
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auto findNearbyClient = [&origin] () {
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float nearest = kInfiniteDistance;
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Client *result = nullptr;
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// loop through all players
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for (auto &client : util.getClients ()) {
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if (!(client.flags & ClientFlags::Used) || !(client.flags & ClientFlags::Alive)) {
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continue;
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}
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auto distance = client.origin.distanceSq (origin);
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// now find nearest player
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if (distance < nearest) {
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result = &client;
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nearest = distance;
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}
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}
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return result;
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};
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auto client = findNearbyClient ();
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// update noise stats
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auto registerNoise = [&origin, &client, &volume] (float distance, float lasting) {
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client->noise.dist = distance * volume;
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client->noise.last = game.time () + lasting;
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client->noise.pos = origin;
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};
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// client wasn't found
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if (!client) {
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return;
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}
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// hit/fall sound?
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if (noise & Noise::HitFall) {
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registerNoise (768.0f, 0.52f);
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}
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// weapon pickup?
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else if (noise & Noise::Pickup) {
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registerNoise (768.0f, 0.45f);
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}
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// sniper zooming?
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else if (noise & Noise::Zoom) {
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registerNoise (512.0f, 0.10f);
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}
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// ammo pickup?
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else if (noise & Noise::Ammo) {
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registerNoise (512.0f, 0.25f);
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}
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// ct used hostage?
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else if (noise & Noise::Hostage) {
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registerNoise (1024.0f, 5.00);
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}
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// broke something?
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else if (noise & Noise::Broke) {
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registerNoise (1024.0f, 2.00f);
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}
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// someone opened a door
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else if (noise & Noise::Door) {
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registerNoise (1024.0f, 3.00f);
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}
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// some one started to defuse
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else if ((noise & Noise::Defuse) && sample[11] == 'd') {
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registerNoise (512.0f, 0.5f);
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}
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}
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void BotSounds::simulateNoise (int playerIndex) {
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// this function tries to simulate playing of sounds to let the bots hear sounds which aren't
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// captured through server sound hooking
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if (playerIndex < 0 || playerIndex >= game.maxClients ()) {
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return; // reliability check
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}
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auto &client = util.getClient (playerIndex);
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ClientNoise noise {};
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auto buttons = client.ent->v.button | client.ent->v.oldbuttons;
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// pressed attack button?
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if (buttons & IN_ATTACK) {
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noise.dist = 2048.0f;
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noise.last = game.time () + 0.3f;
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}
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// pressed used button?
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else if (buttons & IN_USE) {
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noise.dist = 512.0f;
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noise.last = game.time () + 0.5f;
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}
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// pressed reload button?
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else if (buttons & IN_RELOAD) {
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noise.dist = 512.0f;
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noise.last = game.time () + 0.5f;
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}
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// uses ladder?
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else if (client.ent->v.movetype == MOVETYPE_FLY) {
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if (cr::abs (client.ent->v.velocity.z) > 50.0f) {
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noise.dist = 1024.0f;
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noise.last = game.time () + 0.3f;
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}
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}
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else {
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if (mp_footsteps.bool_ ()) {
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// moves fast enough?
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noise.dist = 1280.0f * (client.ent->v.velocity.length2d () / 260.0f);
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noise.last = game.time () + 0.3f;
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}
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}
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if (noise.dist <= 0.0f) {
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return; // didn't issue sound?
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}
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// some sound already associated
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if (client.noise.last > game.time ()) {
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if (client.noise.dist <= noise.dist) {
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// override it with new
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client.noise.dist = noise.dist;
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client.noise.last = noise.last;
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client.noise.pos = client.ent->v.origin;
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}
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}
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else if (!cr::fzero (noise.last)) {
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// just remember it
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client.noise.dist = noise.dist;
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client.noise.last = noise.last;
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client.noise.pos = client.ent->v.origin;
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}
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}
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