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
No known key found for this signature in database
GPG key ID: D696786B81B667C8
10 changed files with 181 additions and 23 deletions

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@ -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)