nav: improve player avoidance once more

nav: try to repath our ways if stuck with other bot
combat: a little improvement in knife usage
control: enable/disable regame's round infinite when editing graph
chatlib: replace say/say_team for older hlds to fix buffer overruns in gamelib
Co-Authored-By: Max <161382234+dyspose@users.noreply.github.com>
This commit is contained in:
jeefo 2025-02-22 15:46:56 +03:00
commit 30013702c7
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GPG key ID: D696786B81B667C8
10 changed files with 181 additions and 23 deletions

View file

@ -32,7 +32,8 @@ CR_DECLARE_SCOPED_ENUM (NetMsg,
Fashlight = 21,
ItemStatus = 22,
ScoreInfo = 23,
ScoreAttrib = 24
ScoreAttrib = 24,
SayText = 25
)
// vgui menus (since latest steam updates is obsolete, but left for old cs)

View file

@ -313,6 +313,7 @@ private:
bool m_defuseNotified {}; // bot is notified about bomb defusion
bool m_jumpSequence {}; // next path link will be jump link
bool m_checkFall {}; // check bot fall
bool m_botMovement {}; // bot movement allowed ?
PathWalk m_pathWalk {}; // pointer to current node from path
Dodge m_dodgeStrafeDir {}; // direction to strafe
@ -367,6 +368,7 @@ private:
CountdownTimer m_approachingLadderTimer {}; // bot is approaching ladder
CountdownTimer m_lostReachableNodeTimer {}; // bot's issuing next node, probably he's lost
CountdownTimer m_fixFallTimer {}; // timer we're fixed fall last time
CountdownTimer m_repathTimer {}; // bots is going to repath his route
private:
int pickBestWeapon (Array <int> &vec, int moneySave);
@ -747,6 +749,7 @@ public:
void clearTasks ();
void dropWeaponForUser (edict_t *user, bool discardC4);
void sendToChat (StringRef message, bool teamOnly);
void sendToChatLegacy (StringRef message, bool teamOnly);
void pushChatMessage (int type, bool isTeamSay = false);
void pushRadioMessage (int message);
void pushChatterMessage (int message);

View file

@ -924,7 +924,7 @@ void Bot::instantChatter (int type) {
msg.start (MSG_ONE, msgs.id (NetMsg::SendAudio), nullptr, client.ent); // begin message
msg.writeByte (ownIndex);
if (pev->deadflag & DEAD_DYING) {
if (pev->deadflag == DEAD_DYING) {
client.iconTimestamp[ownIndex] = game.time () + painSound.duration;
writeChatterSound (painSound);
}
@ -1696,34 +1696,40 @@ void Bot::overrideConditions () {
// then start escape from bomb immediate
startTask (Task::EscapeFromBomb, TaskPri::EscapeFromBomb, kInvalidNodeIndex, 0.0f, true);
}
constexpr float kReachEnemyWikKnifeDistanceSq = cr::sqrf (102.0f);
float reachEnemyWikKnifeDistanceSq = cr::sqrf (128.0f);
// special handling, if we have a knife in our hands
if (isKnifeMode () && (util.isPlayer (m_enemy) || (cv_attack_monsters && util.isMonster (m_enemy)))) {
const float distanceSq2d = pev->origin.distanceSq2d (m_enemy->v.origin);
const auto distanceSq2d = pev->origin.distanceSq2d (m_enemy->v.origin);
const auto nearestToEnemyPoint = graph.getNearest (m_enemy->v.origin);
if (nearestToEnemyPoint != kInvalidNodeIndex && nearestToEnemyPoint != m_currentNodeIndex) {
reachEnemyWikKnifeDistanceSq = graph[nearestToEnemyPoint].origin.distanceSq (m_enemy->v.origin);
reachEnemyWikKnifeDistanceSq += cr::sqrf (48.0f);
}
// do nodes movement if enemy is not reachable with a knife
if (distanceSq2d > kReachEnemyWikKnifeDistanceSq && (m_states & Sense::SeeingEnemy)) {
const int nearestToEnemyPoint = graph.getNearest (m_enemy->v.origin);
if (distanceSq2d > reachEnemyWikKnifeDistanceSq && (m_states & Sense::SeeingEnemy)) {
if (nearestToEnemyPoint != kInvalidNodeIndex
&& nearestToEnemyPoint != m_currentNodeIndex
&& cr::abs (graph[nearestToEnemyPoint].origin.z - m_enemy->v.origin.z) < 16.0f) {
const float taskTime = game.time () + distanceSq2d / cr::sqrf (m_moveSpeed) * 2.0f;
if (tid != Task::MoveToPosition && !cr::fequal (getTask ()->desire, TaskPri::Hide)) {
startTask (Task::MoveToPosition, TaskPri::Hide, nearestToEnemyPoint, game.time () + distanceSq2d / cr::sqrf (m_moveSpeed) * 2.0f, true);
startTask (Task::MoveToPosition, TaskPri::Hide, nearestToEnemyPoint, taskTime, true);
}
else {
if (tid == Task::MoveToPosition && getTask ()->data != nearestToEnemyPoint) {
clearTask (Task::MoveToPosition);
startTask (Task::MoveToPosition, TaskPri::Hide, nearestToEnemyPoint, game.time () + distanceSq2d / cr::sqrf (m_moveSpeed) * 2.0f, true);
startTask (Task::MoveToPosition, TaskPri::Hide, nearestToEnemyPoint, taskTime, true);
}
}
}
}
else {
if (!m_isCreature
&& distanceSq2d <= kReachEnemyWikKnifeDistanceSq
&& distanceSq2d <= reachEnemyWikKnifeDistanceSq
&& (m_states & Sense::SeeingEnemy)
&& tid == Task::MoveToPosition) {
@ -2364,7 +2370,7 @@ bool Bot::reactOnEnemy () {
if (m_isCreature && !game.isNullEntity (m_enemy)) {
m_isEnemyReachable = false;
if (pev->origin.distanceSq (m_enemy->v.origin) < cr::sqrf (128.0f)) {
if (pev->origin.distanceSq2d (m_enemy->v.origin) < cr::sqrf (118.0f)) {
m_navTimeset = game.time ();
m_isEnemyReachable = true;
}
@ -2971,7 +2977,9 @@ void Bot::frame () {
// run bot command on twice speed
if (m_commandDelay.time <= timestamp) {
runMovement ();
if (m_botMovement || pev->deadflag == DEAD_DYING) {
runMovement ();
}
m_commandDelay.time = timestamp + m_commandDelay.interval;
}
@ -3036,7 +3044,7 @@ void Bot::update () {
m_isCreature = isCreature ();
// is bot movement enabled
bool botMovement = false;
m_botMovement = false;
// for some unknown reason some bots have speed of 1.0 after respawn on csdm
if (game.is (GameFlags::CSDM) && cr::fequal (pev->maxspeed, 1.0f) && tid == Task::Normal) {
@ -3077,17 +3085,17 @@ void Bot::update () {
&& !cv_freeze_bots
&& !graph.hasChanged ()) {
botMovement = true;
m_botMovement = true;
}
checkMsgQueue ();
if (!m_isStale && botMovement) {
if (!m_isStale && m_botMovement) {
logic (); // execute main code
}
else if (pev->maxspeed < 10.0f) {
logicDuringFreezetime ();
}
else if (!botMovement) {
else if (!m_botMovement) {
resetMovement ();
}
}
@ -4278,6 +4286,7 @@ float Bot::getShiftSpeed () {
if (getCurrentTaskId () == Task::SeekCover
|| (m_aimFlags & AimFlags::Enemy)
|| isDucking ()
|| m_isCreature
|| (pev->button & IN_DUCK)
|| (m_oldButtons & IN_DUCK)
|| (m_currentTravelFlags & PathFlag::Jump)

View file

@ -249,8 +249,14 @@ void Bot::prepareChatMessage (StringRef message) {
size_t replaceCounter = 0;
while (replaceCounter < 6 && (pos = m_chatBuffer.find ('%')) != String::InvalidIndex) {
const auto replacePosition = pos + 1;
if (replacePosition > m_chatBuffer.length ()) {
continue;
}
// found one, let's do replace
switch (m_chatBuffer[pos + 1]) {
switch (m_chatBuffer[replacePosition]) {
// the highest frag player
case 'f':
@ -294,6 +300,7 @@ void Bot::prepareChatMessage (StringRef message) {
case 'g':
m_chatBuffer.replace ("%g", graph.getAuthor ());
break;
};
++replaceCounter;
}
@ -375,11 +382,97 @@ void Bot::checkForChat () {
}
}
void Bot::sendToChat (StringRef message, bool teamOnly) {
// this function prints saytext message to all players
if (m_isCreature || message.empty () || !cv_chat) {
return;
}
issueCommand ("%s \"%s\"", teamOnly ? "say_team" : "say", message);
// special handling for legacy games
if (game.is (GameFlags::Legacy)) {
sendToChatLegacy (message, teamOnly);
}
else {
issueCommand ("%s \"%s\"", teamOnly ? "say_team" : "say", message);
}
}
void Bot::sendToChatLegacy (StringRef message, bool teamOnly) {
// this function prints saytext message to all players for legacy games (< cs 1.6)
// note: for some reason using regular say & say_team for sending chat messages on hlds on a legacy games
// causes buffer overruns somewhere in gamedll Host_Say function, thus crashing the game randomly.
// so this function mimics what legacy gamedll is doing in their Host_Say.
bool dedicatedSend = false;
auto sendChatMsg = [&] (const Client &client, String chatMsg) {
auto rcv = bots[client.ent];
if (rcv != nullptr) {
rcv->m_sayTextBuffer.entityIndex = m_index;
rcv->m_sayTextBuffer.sayText = message;
rcv->m_sayTextBuffer.timeNextChat = game.time () + rcv->m_sayTextBuffer.chatDelay;
}
if (((client.flags & ClientFlags::Alive) && m_isAlive)
|| (!(client.flags & ClientFlags::Alive) && m_isAlive)
|| (!(client.flags & ClientFlags::Alive) && !m_isAlive)) {
MessageWriter (MSG_ONE, msgs.id (NetMsg::SayText), nullptr, client.ent)
.writeByte (m_index)
.writeString (chatMsg.chars ());
}
if (game.isDedicated () && !dedicatedSend) {
game.print ("%s", chatMsg.trim ());
}
dedicatedSend = true;
};
if (teamOnly) {
StringRef teamName {};
if (m_team == Team::Terrorist) {
teamName = "(Terrorist)";
}
else if (m_team == Team::CT) {
teamName = "(Counter-Terrorist)";
}
for (const auto &client : util.getClients ()) {
if (!(client.flags & ClientFlags::Used) || client.team2 != m_team || client.ent == ent ()) {
continue;
}
String chatMsg {};
if (m_isAlive) {
chatMsg.appendf ("%c%s %c%s%c : %s\n", 0x01, teamName, 0x03, pev->netname.chars (), 0x01, message);
}
else {
chatMsg.appendf ("%c*DEAD*%s %c%s%c : %s\n", 0x01, teamName, 0x03, pev->netname.chars (), 0x01, message);
}
sendChatMsg (client, chatMsg);
}
return;
}
for (const auto &client : util.getClients ()) {
if (!(client.flags & ClientFlags::Used) || client.ent == ent ()) {
continue;
}
String chatMsg {};
if (m_isAlive) {
chatMsg.appendf ("%c%s : %s\n", 0x02, pev->netname.chars (), message);
}
else {
chatMsg.appendf ("%c*DEAD* %c%s%c : %s\n", 0x01, 0x03, pev->netname.chars (), 0x01, message);
}
sendChatMsg (client, chatMsg);
}
}

View file

@ -1520,6 +1520,10 @@ void Bot::attackMovement () {
if (usesKnife () && isEnemyCone) {
m_fightStyle = Fight::Strafe;
if (distanceSq > cr::sqrf (100.0f)) {
m_fightStyle = Fight::None;
}
}
if (m_fightStyle == Fight::Strafe) {
@ -1584,7 +1588,7 @@ void Bot::attackMovement () {
}
// do not move if inside "corridor"
if (wallOnRight && wallOnLeft) {
if (wallOnRight && wallOnLeft && !usesKnife ()) {
m_strafeSpeed = 0.0f;
m_moveSpeed = 0.0f;

View file

@ -510,6 +510,14 @@ int BotControl::cmdNodeOn () {
mp_roundtime.set (9);
mp_freezetime.set (0);
mp_timelimit.set (0);
if (game.is (GameFlags::ReGameDLL)) {
ConVarRef mp_round_infinite ("mp_round_infinite");
if (mp_round_infinite.exists ()) {
mp_round_infinite.set ("1");
}
}
}
return BotCommandResult::Handled;
}
@ -527,6 +535,13 @@ int BotControl::cmdNodeOff () {
mp_freezetime.set (m_graphSaveVarValues.freezetime);
mp_timelimit.set (m_graphSaveVarValues.timelimit);
if (game.is (GameFlags::ReGameDLL)) {
ConVarRef mp_round_infinite ("mp_round_infinite");
if (mp_round_infinite.exists ()) {
mp_round_infinite.set ("0");
}
}
msg ("Graph editor has been disabled.");
}
else if (arg <StringRef> (option) == "models") {

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@ -1409,6 +1409,8 @@ void BotManager::handleDeath (edict_t *killer, edict_t *victim) {
// mark bot as "spawned", and reset it to new-round state when it dead (for csdm/zombie only)
if (victimBot != nullptr) {
victimBot->spawned ();
victimBot->m_isAlive = false;
}
// is this message about a bot who killed somebody?
@ -1559,6 +1561,7 @@ void Bot::newRound () {
m_forgetLastVictimTimer.invalidate ();
m_lostReachableNodeTimer.invalidate ();
m_fixFallTimer.invalidate ();
m_repathTimer.invalidate ();
for (auto &timer : m_chatterTimes) {
timer = kMaxChatterRepeatInterval;

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@ -465,6 +465,7 @@ MessageDispatcher::MessageDispatcher () {
// we're need next messages IDs but we're won't handle them, so they will be removed from wanted list as soon as they get engine IDs
addWanted ("BotVoice", NetMsg::BotVoice, nullptr);
addWanted ("SendAudio", NetMsg::SendAudio, nullptr);
addWanted ("SayText", NetMsg::SayText, nullptr);
// register text msg cache
m_textMsgCache["#CTs_Win"] = TextMsgCache::NeedHandle | TextMsgCache::CounterWin;

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@ -476,8 +476,6 @@ void Bot::doPlayerAvoidance (const Vector &normal) {
m_hindrance = nullptr;
float distanceSq = cr::sqrf (pev->maxspeed);
const auto ownPrio = bots.getPlayerPriority (ent ());
auto clearCamp = [&] (edict_t *ent) {
auto bot = bots[ent];
@ -496,6 +494,7 @@ void Bot::doPlayerAvoidance (const Vector &normal) {
}
}
};
const auto ownPrio = bots.getPlayerPriority (ent ());
// find nearest player to bot
for (const auto &client : util.getClients ()) {
@ -532,6 +531,27 @@ void Bot::doPlayerAvoidance (const Vector &normal) {
if (game.isNullEntity (m_hindrance)) {
return;
}
// if we're stuck with a hindrance, probably we're in bad place, find path to single goal for both bots
if (m_isStuck) {
auto other = bots[m_hindrance];
if (other != nullptr) {
m_prevGoalIndex = other->m_prevGoalIndex;
m_chosenGoalIndex = other->m_chosenGoalIndex;
auto destIndex = m_chosenGoalIndex;
if (!graph.exists (destIndex)) {
destIndex = m_prevGoalIndex;
}
if (graph.exists (destIndex)) {
findPath (m_currentNodeIndex, destIndex, other->m_pathType);
other->findPath (m_currentNodeIndex, destIndex);
}
}
}
const float interval = m_frameInterval * (!isDucking () && pev->velocity.lengthSq2d () > 0.0f ? 6.0f : 2.0f);
// use our movement angles, try to predict where we should be next frame
@ -576,8 +596,11 @@ void Bot::checkTerrain (float movedDistance, const Vector &dirNormal) {
const auto tid = getCurrentTaskId ();
// minimal speed for consider stuck
const float minimalSpeed = isDucking () ? kMinMovedDistance : kMinMovedDistance * 4;
// standing still, no need to check?
if ((m_moveSpeed >= 10 || m_strafeSpeed >= 10)
if ((cr::abs (m_moveSpeed) >= minimalSpeed || cr::abs (m_strafeSpeed) >= minimalSpeed)
&& m_lastCollTime < game.time ()
&& tid != Task::Attack
&& tid != Task::Camp) {
@ -1327,6 +1350,11 @@ bool Bot::updateNavigation () {
desiredDistanceSq = 0.0f;
}
// if just recalculated path, assume reached current node
if (!m_repathTimer.elapsed () && !pathHasFlags) {
desiredDistanceSq = cr::sqrf (72.0f);
}
// needs precise placement - check if we get past the point
if (desiredDistanceSq < cr::sqrf (20.0f) && nodeDistanceSq < cr::sqrf (30.0f)) {
const auto predictRangeSq = m_pathOrigin.distanceSq (pev->origin + pev->velocity * m_frameInterval);
@ -3492,6 +3520,7 @@ void Bot::syncFindPath (int srcIndex, int destIndex, FindPath pathType) {
}
clearSearchNodes ();
m_repathTimer.start (0.5f);
m_chosenGoalIndex = srcIndex;
m_goalValue = 0.0f;

View file

@ -793,7 +793,7 @@ void Bot::moveToPos_ () {
}
auto ensureDestIndexOK = [&] (int &index) {
if (isOccupiedNode (index)) {
if (!m_position.empty () && isOccupiedNode (index)) {
index = findDefendNode (m_position);
}
};