nav: allow null-velocity jump links
nav: fix: bots failure to switch weapon back after jump refactor: re-organize some sources
This commit is contained in:
parent
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commit
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10 changed files with 2245 additions and 2208 deletions
2041
src/botlib.cpp
2041
src/botlib.cpp
File diff suppressed because it is too large
Load diff
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@ -2160,3 +2160,71 @@ bool Bot::isEnemyNoticeable (float range) {
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return rg.get (0.0f, 100.0f) < noticeChance;
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}
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int Bot::getAmmo () {
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return getAmmo (m_currentWeapon);
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}
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int Bot::getAmmo (int id) {
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const auto &prop = conf.getWeaponProp (id);
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if (prop.ammo1 == -1 || prop.ammo1 > kMaxWeapons - 1) {
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return -1;
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}
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return m_ammo[prop.ammo1];
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}
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void Bot::selectWeaponByIndex (int index) {
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auto tab = conf.getRawWeapons ();
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issueCommand (tab[index].name);
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}
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void Bot::selectWeaponById (int id) {
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const auto &prop = conf.getWeaponProp (id);
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issueCommand (prop.classname.chars ());
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}
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void Bot::checkBurstMode (float distance) {
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// this function checks burst mode, and switch it depending distance to to enemy.
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if (hasShield ()) {
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return; // no checking when shield is active
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}
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// if current weapon is glock, disable burstmode on long distances, enable it else
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if (m_currentWeapon == Weapon::Glock18 && distance < 300.0f && m_weaponBurstMode == BurstMode::Off) {
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pev->button |= IN_ATTACK2;
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}
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else if (m_currentWeapon == Weapon::Glock18 && distance >= 300.0f && m_weaponBurstMode == BurstMode::On) {
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pev->button |= IN_ATTACK2;
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}
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// if current weapon is famas, disable burstmode on short distances, enable it else
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if (m_currentWeapon == Weapon::Famas && distance > 400.0f && m_weaponBurstMode == BurstMode::Off) {
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pev->button |= IN_ATTACK2;
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}
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else if (m_currentWeapon == Weapon::Famas && distance <= 400.0f && m_weaponBurstMode == BurstMode::On) {
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pev->button |= IN_ATTACK2;
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}
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}
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void Bot::checkSilencer () {
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if ((m_currentWeapon == Weapon::USP || m_currentWeapon == Weapon::M4A1) && !hasShield () && game.isNullEntity (m_enemy)) {
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int prob = (m_personality == Personality::Rusher ? 35 : 65);
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// aggressive bots don't like the silencer
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if (rg.chance (m_currentWeapon == Weapon::USP ? prob / 2 : prob)) {
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// is the silencer not attached...
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if (pev->weaponanim > 6) {
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pev->button |= IN_ATTACK2; // attach the silencer
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}
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}
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else {
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// is the silencer attached...
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if (pev->weaponanim <= 6) {
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pev->button |= IN_ATTACK2; // detach the silencer
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}
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}
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}
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}
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@ -1304,7 +1304,6 @@ void Bot::newRound () {
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m_isLeader = false;
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m_hasProgressBar = false;
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m_canChooseAimDirection = true;
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m_switchedToKnifeDuringJump = false;
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m_preventFlashing = 0.0f;
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m_timeTeamOrder = 0.0f;
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198
src/navigate.cpp
198
src/navigate.cpp
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@ -840,7 +840,34 @@ bool Bot::updateNavigation () {
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// pressing the jump button gives the illusion of the bot actual jumping.
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if (isOnFloor () || isOnLadder ()) {
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if (m_desiredVelocity.length2d () > 0.0f) {
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pev->velocity = m_desiredVelocity + m_desiredVelocity * 0.05f;
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pev->velocity = m_desiredVelocity;
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}
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else {
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auto feet = pev->origin + pev->mins;
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auto node = Vector { m_pathOrigin.x, m_pathOrigin.y, m_pathOrigin.z - ((m_pathFlags & NodeFlag::Crouch) ? 18.0f : 36.0f) };
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if (feet.z > feet.z) {
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feet = pev->origin + pev->maxs;
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}
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feet = { pev->origin.x, pev->origin.y, feet.z };
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// calculate like we do with grenades
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auto velocity = calcThrow (feet, node);
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if (velocity.lengthSq () < 100.0f) {
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velocity = calcToss (feet, node);
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}
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velocity = velocity + velocity * 0.45f;
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// set the bot "grenade" velocity
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if (velocity.length2d () > 0.0f) {
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pev->velocity = velocity;
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pev->velocity.z = 0.0f;
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}
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else {
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pev->velocity = pev->velocity + pev->velocity * m_frameInterval * 2.0f;
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pev->velocity.z = 0.0f;
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}
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}
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pev->button |= IN_JUMP;
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@ -849,18 +876,11 @@ bool Bot::updateNavigation () {
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m_desiredVelocity = nullptr;
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}
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}
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}
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else if (m_jumpDistance > 0.0f && !isKnifeMode () && m_switchedToKnifeDuringJump && isOnFloor ()) {
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selectBestWeapon ();
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// if jump distance was big enough, cooldown a little
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if (m_jumpDistance > 180.0f) {
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startTask (Task::Pause, TaskPri::Pause, kInvalidNodeIndex, game.time () + 0.45f, false);
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else if (!cv_jasonmode.bool_ () && usesKnife () && isOnFloor ()) {
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selectBestWeapon ();
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}
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m_jumpDistance = 0.0f;
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m_switchedToKnifeDuringJump = false;
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}
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if (m_pathFlags & NodeFlag::Ladder) {
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if (!m_pathWalk.empty ()) {
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if (m_pathWalk.hasNext ()) {
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@ -2194,9 +2214,10 @@ bool Bot::advanceMovement () {
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break;
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}
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}
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// check if bot is going to jump
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bool willJump = false;
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m_jumpDistance = 0.0f;
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float jumpDistance = 0.0f;
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Vector src;
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Vector dst;
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@ -2213,7 +2234,7 @@ bool Bot::advanceMovement () {
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src = path.origin;
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dst = next.origin;
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m_jumpDistance = path.origin.distance (next.origin);
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jumpDistance = src.distance (dst);
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willJump = true;
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break;
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@ -2222,11 +2243,8 @@ bool Bot::advanceMovement () {
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}
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// is there a jump node right ahead and do we need to draw out the light weapon ?
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if (willJump && !usesKnife () && m_currentWeapon != Weapon::Scout && !m_isReloading && !usesPistol () && (m_jumpDistance > 175.0f || (dst.z - 32.0f > src.z && m_jumpDistance > 135.0f)) && !(m_states & Sense::SeeingEnemy)) {
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if (willJump && !usesKnife () && m_currentWeapon != Weapon::Scout && !m_isReloading && !usesPistol () && (jumpDistance > 145.0f || (dst.z - 32.0f > src.z && jumpDistance > 125.0f)) && !(m_states & Sense::SeeingEnemy)) {
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selectWeaponById (Weapon::Knife); // draw out the knife if we needed
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// mark as switched
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m_switchedToKnifeDuringJump = true;
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}
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// bot not already on ladder but will be soon?
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@ -2875,152 +2893,6 @@ int Bot::getRandomCampDir () {
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return graph.random ();
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}
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void Bot::updateBodyAngles () {
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// set the body angles to point the gun correctly
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pev->angles.x = -pev->v_angle.x * (1.0f / 3.0f);
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pev->angles.y = pev->v_angle.y;
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pev->angles.clampAngles ();
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// calculate frustum plane data here, since lookangles update functions call this last one
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calculateFrustum ();
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}
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void Bot::updateLookAngles () {
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const float delta = cr::clamp (game.time () - m_lookUpdateTime, cr::kFloatEqualEpsilon, 1.0f / 30.0f);
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m_lookUpdateTime = game.time ();
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// adjust all body and view angles to face an absolute vector
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Vector direction = (m_lookAt - getEyesPos ()).angles ();
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direction.x = -direction.x; // invert for engine
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direction.clampAngles ();
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// lower skilled bot's have lower aiming
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if (m_difficulty == Difficulty::Noob) {
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updateLookAnglesNewbie (direction, delta);
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updateBodyAngles ();
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return;
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}
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float accelerate = 3000.0f;
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float stiffness = 200.0f;
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float damping = 25.0f;
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if (((m_aimFlags & (AimFlags::Enemy | AimFlags::Entity | AimFlags::Grenade)) || m_wantsToFire) && m_difficulty > Difficulty::Normal) {
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if (m_difficulty == Difficulty::Expert) {
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accelerate += 600.0f;
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}
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stiffness += 100.0f;
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damping -= 5.0f;
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}
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m_idealAngles = pev->v_angle;
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const float angleDiffPitch = cr::anglesDifference (direction.x, m_idealAngles.x);
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const float angleDiffYaw = cr::anglesDifference (direction.y, m_idealAngles.y);
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if (angleDiffYaw < 1.0f && angleDiffYaw > -1.0f) {
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m_lookYawVel = 0.0f;
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m_idealAngles.y = direction.y;
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}
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else {
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float accel = cr::clamp (stiffness * angleDiffYaw - damping * m_lookYawVel, -accelerate, accelerate);
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m_lookYawVel += delta * accel;
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m_idealAngles.y += delta * m_lookYawVel;
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}
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float accel = cr::clamp (2.0f * stiffness * angleDiffPitch - damping * m_lookPitchVel, -accelerate, accelerate);
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m_lookPitchVel += delta * accel;
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m_idealAngles.x += cr::clamp (delta * m_lookPitchVel, -89.0f, 89.0f);
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pev->v_angle = m_idealAngles;
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pev->v_angle.clampAngles ();
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updateBodyAngles ();
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}
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void Bot::updateLookAnglesNewbie (const Vector &direction, float delta) {
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Vector spring { 13.0f, 13.0f, 0.0f };
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Vector damperCoefficient { 0.22f, 0.22f, 0.0f };
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const float offset = cr::clamp (static_cast <float> (m_difficulty), 1.0f, 4.0f) * 25.0f;
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Vector influence = Vector (0.25f, 0.17f, 0.0f) * (100.0f - offset) / 100.f;
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Vector randomization = Vector (2.0f, 0.18f, 0.0f) * (100.0f - offset) / 100.f;
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const float noTargetRatio = 0.3f;
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const float offsetDelay = 1.2f;
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Vector stiffness;
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Vector randomize;
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m_idealAngles = direction.get2d ();
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m_idealAngles.clampAngles ();
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if (m_aimFlags & (AimFlags::Enemy | AimFlags::Entity)) {
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m_playerTargetTime = game.time ();
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m_randomizedIdealAngles = m_idealAngles;
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stiffness = spring * (0.2f + offset / 125.0f);
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}
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else {
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// is it time for bot to randomize the aim direction again (more often where moving) ?
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if (m_randomizeAnglesTime < game.time () && ((pev->velocity.length () > 1.0f && m_angularDeviation.length () < 5.0f) || m_angularDeviation.length () < 1.0f)) {
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// is the bot standing still ?
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if (pev->velocity.length () < 1.0f) {
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randomize = randomization * 0.2f; // randomize less
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}
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else {
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randomize = randomization;
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}
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// randomize targeted location bit (slightly towards the ground)
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m_randomizedIdealAngles = m_idealAngles + Vector (rg.get (-randomize.x * 0.5f, randomize.x * 1.5f), rg.get (-randomize.y, randomize.y), 0.0f);
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// set next time to do this
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m_randomizeAnglesTime = game.time () + rg.get (0.4f, offsetDelay);
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}
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float stiffnessMultiplier = noTargetRatio;
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// take in account whether the bot was targeting someone in the last N seconds
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if (game.time () - (m_playerTargetTime + offsetDelay) < noTargetRatio * 10.0f) {
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stiffnessMultiplier = 1.0f - (game.time () - m_timeLastFired) * 0.1f;
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// don't allow that stiffness multiplier less than zero
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if (stiffnessMultiplier < 0.0f) {
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stiffnessMultiplier = 0.5f;
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}
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}
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// also take in account the remaining deviation (slow down the aiming in the last 10°)
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stiffnessMultiplier *= m_angularDeviation.length () * 0.1f * 0.5f;
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// but don't allow getting below a certain value
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if (stiffnessMultiplier < 0.35f) {
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stiffnessMultiplier = 0.35f;
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}
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stiffness = spring * stiffnessMultiplier; // increasingly slow aim
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}
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// compute randomized angle deviation this time
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m_angularDeviation = m_randomizedIdealAngles - pev->v_angle;
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m_angularDeviation.clampAngles ();
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// spring/damper model aiming
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m_aimSpeed.x = stiffness.x * m_angularDeviation.x - damperCoefficient.x * m_aimSpeed.x;
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m_aimSpeed.y = stiffness.y * m_angularDeviation.y - damperCoefficient.y * m_aimSpeed.y;
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// influence of y movement on x axis and vice versa (less influence than x on y since it's
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// easier and more natural for the bot to "move its mouse" horizontally than vertically)
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m_aimSpeed.x += cr::clamp (m_aimSpeed.y * influence.y, -50.0f, 50.0f);
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m_aimSpeed.y += cr::clamp (m_aimSpeed.x * influence.x, -200.0f, 200.0f);
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// move the aim cursor
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pev->v_angle = pev->v_angle + delta * Vector (m_aimSpeed.x, m_aimSpeed.y, 0.0f);
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pev->v_angle.clampAngles ();
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}
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void Bot::setStrafeSpeed (const Vector &moveDir, float strafeSpeed) {
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const Vector &los = (moveDir - pev->origin).normalize2d ();
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float dot = los | pev->angles.forward ().get2d ();
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1680
src/tasks.cpp
Normal file
1680
src/tasks.cpp
Normal file
File diff suppressed because it is too large
Load diff
455
src/vision.cpp
Normal file
455
src/vision.cpp
Normal file
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@ -0,0 +1,455 @@
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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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ConVar cv_max_nodes_for_predict ("yb_max_nodes_for_predict", "20", "Maximum number for path length, to predict the enemy.", true, 15.0f, 256.0f);
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// game console variables
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ConVar mp_flashlight ("mp_flashlight", nullptr, Var::GameRef);
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float Bot::isInFOV (const Vector &destination) {
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const float entityAngle = cr::wrapAngle360 (destination.yaw ()); // find yaw angle from source to destination...
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const float viewAngle = cr::wrapAngle360 (pev->v_angle.y); // get bot's current view angle...
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// return the absolute value of angle to destination entity
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// zero degrees means straight ahead, 45 degrees to the left or
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// 45 degrees to the right is the limit of the normal view angle
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float absoluteAngle = cr::abs (viewAngle - entityAngle);
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if (absoluteAngle > 180.0f) {
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absoluteAngle = 360.0f - absoluteAngle;
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}
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return absoluteAngle;
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}
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bool Bot::isInViewCone (const Vector &origin) {
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// this function returns true if the spatial vector location origin is located inside
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// the field of view cone of the bot entity, false otherwise. It is assumed that entities
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// have a human-like field of view, that is, about 90 degrees.
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return util.isInViewCone (origin, ent ());
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}
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bool Bot::seesItem (const Vector &destination, const char *classname) {
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TraceResult tr {};
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// trace a line from bot's eyes to destination..
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game.testLine (getEyesPos (), destination, TraceIgnore::None, ent (), &tr);
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// check if line of sight to object is not blocked (i.e. visible)
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if (tr.flFraction < 1.0f && tr.pHit && !tr.fStartSolid) {
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return strcmp (tr.pHit->v.classname.chars (), classname) == 0;
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}
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return true;
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}
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bool Bot::seesEntity (const Vector &dest, bool fromBody) {
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TraceResult tr {};
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// trace a line from bot's eyes to destination...
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game.testLine (fromBody ? pev->origin : getEyesPos (), dest, TraceIgnore::Everything, ent (), &tr);
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// check if line of sight to object is not blocked (i.e. visible)
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return tr.flFraction >= 1.0f;
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}
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void Bot::updateAimDir () {
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uint32_t flags = m_aimFlags;
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// don't allow bot to look at danger positions under certain circumstances
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if (!(flags & (AimFlags::Grenade | AimFlags::Enemy | AimFlags::Entity))) {
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// check if narrow place and we're duck, do not predict enemies in that situation
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const bool duckedInNarrowPlace = isInNarrowPlace () && ((m_pathFlags & NodeFlag::Crouch) || (pev->button & IN_DUCK));
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if (duckedInNarrowPlace || isOnLadder () || isInWater () || (m_pathFlags & NodeFlag::Ladder) || (m_currentTravelFlags & PathFlag::Jump)) {
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flags &= ~(AimFlags::LastEnemy | AimFlags::PredictPath);
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m_canChooseAimDirection = false;
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}
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}
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if (flags & AimFlags::Override) {
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m_lookAt = m_lookAtSafe;
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}
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else if (flags & AimFlags::Grenade) {
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m_lookAt = m_throw;
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float throwDistance = m_throw.distance (pev->origin);
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float coordCorrection = 0.0f;
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if (throwDistance > 100.0f && throwDistance < 800.0f) {
|
||||
coordCorrection = 0.25f * (m_throw.z - pev->origin.z);
|
||||
}
|
||||
else if (throwDistance >= 800.0f) {
|
||||
float angleCorrection = 37.0f * (throwDistance - 800.0f) / 800.0f;
|
||||
|
||||
if (angleCorrection > 45.0f) {
|
||||
angleCorrection = 45.0f;
|
||||
}
|
||||
coordCorrection = throwDistance * cr::tanf (cr::deg2rad (angleCorrection)) + 0.25f * (m_throw.z - pev->origin.z);
|
||||
}
|
||||
m_lookAt.z += coordCorrection * 0.5f;
|
||||
}
|
||||
else if (flags & AimFlags::Enemy) {
|
||||
focusEnemy ();
|
||||
}
|
||||
else if (flags & AimFlags::Entity) {
|
||||
m_lookAt = m_entity;
|
||||
|
||||
// do not look at hostages legs
|
||||
if (m_pickupType == Pickup::Hostage) {
|
||||
m_lookAt.z += 48.0f;
|
||||
}
|
||||
else if (m_pickupType == Pickup::Weapon) {
|
||||
m_lookAt.z += 72.0;
|
||||
}
|
||||
}
|
||||
else if (flags & AimFlags::LastEnemy) {
|
||||
m_lookAt = m_lastEnemyOrigin;
|
||||
|
||||
// did bot just see enemy and is quite aggressive?
|
||||
if (m_seeEnemyTime + 2.0f - m_actualReactionTime + m_baseAgressionLevel > game.time ()) {
|
||||
|
||||
// feel free to fire if shootable
|
||||
if (!usesSniper () && lastEnemyShootable ()) {
|
||||
m_wantsToFire = true;
|
||||
}
|
||||
}
|
||||
}
|
||||
else if (flags & AimFlags::PredictPath) {
|
||||
bool changePredictedEnemy = true;
|
||||
bool predictFailed = false;
|
||||
|
||||
if (m_timeNextTracking < game.time () && m_trackingEdict == m_lastEnemy) {
|
||||
changePredictedEnemy = false;
|
||||
}
|
||||
|
||||
auto doFailPredict = [this] () {
|
||||
m_aimFlags &= ~AimFlags::PredictPath;
|
||||
m_trackingEdict = nullptr;
|
||||
};
|
||||
|
||||
if (changePredictedEnemy) {
|
||||
int pathLength = m_lastPredictLength;
|
||||
int predictNode = m_lastPredictIndex;
|
||||
|
||||
if (predictNode != kInvalidNodeIndex) {
|
||||
TraceResult tr;
|
||||
game.testLine (getEyesPos (), graph[predictNode].origin, TraceIgnore::Everything, ent (), &tr);
|
||||
|
||||
if (tr.flFraction < 0.2f) {
|
||||
pathLength = kInfiniteDistanceLong;
|
||||
}
|
||||
}
|
||||
|
||||
if (graph.exists (predictNode) && pathLength < cv_max_nodes_for_predict.int_ ()) {
|
||||
m_lookAt = graph[predictNode].origin;
|
||||
m_lookAtSafe = m_lookAt;
|
||||
|
||||
m_timeNextTracking = game.time () + 0.25f;
|
||||
m_trackingEdict = m_lastEnemy;
|
||||
|
||||
// feel free to fire if shootable
|
||||
if (!usesSniper () && lastEnemyShootable ()) {
|
||||
m_wantsToFire = true;
|
||||
}
|
||||
}
|
||||
else {
|
||||
doFailPredict ();
|
||||
predictFailed = true;
|
||||
}
|
||||
}
|
||||
|
||||
if (predictFailed) {
|
||||
doFailPredict ();
|
||||
}
|
||||
else {
|
||||
m_lookAt = m_lookAtSafe;
|
||||
}
|
||||
}
|
||||
else if (flags & AimFlags::Camp) {
|
||||
m_lookAt = m_lookAtSafe;
|
||||
}
|
||||
else if (flags & AimFlags::Nav) {
|
||||
m_lookAt = m_destOrigin;
|
||||
|
||||
if (m_moveToGoal && m_seeEnemyTime + 4.0f < game.time () && !m_isStuck && m_moveSpeed > getShiftSpeed () && !(pev->button & IN_DUCK) && m_currentNodeIndex != kInvalidNodeIndex && !(m_pathFlags & (NodeFlag::Ladder | NodeFlag::Crouch)) && m_pathWalk.hasNext () && pev->origin.distanceSq (m_destOrigin) < cr::sqrf (512.0f)) {
|
||||
auto nextPathIndex = m_pathWalk.next ();
|
||||
|
||||
if (vistab.visible (m_currentNodeIndex, nextPathIndex)) {
|
||||
m_lookAt = graph[nextPathIndex].origin + pev->view_ofs;
|
||||
}
|
||||
else {
|
||||
m_lookAt = m_destOrigin;
|
||||
}
|
||||
}
|
||||
else if (m_seeEnemyTime + 3.0f > game.time () && !m_lastEnemyOrigin.empty ()) {
|
||||
m_lookAt = m_lastEnemyOrigin;
|
||||
}
|
||||
else {
|
||||
m_lookAt = m_destOrigin;
|
||||
}
|
||||
|
||||
if (m_canChooseAimDirection && m_seeEnemyTime + 4.0f < game.time () && m_currentNodeIndex != kInvalidNodeIndex && !(m_pathFlags & NodeFlag::Ladder)) {
|
||||
auto dangerIndex = practice.getIndex (m_team, m_currentNodeIndex, m_currentNodeIndex);
|
||||
|
||||
if (graph.exists (dangerIndex) && vistab.visible (m_currentNodeIndex, dangerIndex) && !(graph[dangerIndex].flags & NodeFlag::Crouch)) {
|
||||
if (pev->origin.distanceSq (graph[dangerIndex].origin) < cr::sqrf (160.0f)) {
|
||||
m_lookAt = m_destOrigin;
|
||||
}
|
||||
else {
|
||||
m_lookAt = graph[dangerIndex].origin + pev->view_ofs;
|
||||
|
||||
// add danger flags
|
||||
m_aimFlags |= AimFlags::Danger;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// don't look at bottom of node, if reached it
|
||||
if (m_lookAt == m_destOrigin) {
|
||||
m_lookAt.z = getEyesPos ().z;
|
||||
}
|
||||
}
|
||||
|
||||
if (m_lookAt.empty ()) {
|
||||
m_lookAt = m_destOrigin;
|
||||
}
|
||||
}
|
||||
|
||||
void Bot::checkDarkness () {
|
||||
|
||||
// do not check for darkness at the start of the round
|
||||
if (m_spawnTime + 5.0f > game.time () || !graph.exists (m_currentNodeIndex)) {
|
||||
return;
|
||||
}
|
||||
|
||||
// do not check every frame
|
||||
if (m_checkDarkTime + 5.0f > game.time () || cr::fzero (m_path->light)) {
|
||||
return;
|
||||
}
|
||||
auto skyColor = illum.getSkyColor ();
|
||||
auto flashOn = (pev->effects & EF_DIMLIGHT);
|
||||
|
||||
if (mp_flashlight.bool_ () && !m_hasNVG) {
|
||||
auto task = Task ();
|
||||
|
||||
if (!flashOn && task != Task::Camp && task != Task::Attack && m_heardSoundTime + 3.0f < game.time () && m_flashLevel > 30 && ((skyColor > 50.0f && m_path->light < 10.0f) || (skyColor <= 50.0f && m_path->light < 40.0f))) {
|
||||
pev->impulse = 100;
|
||||
}
|
||||
else if (flashOn && (((m_path->light > 15.0f && skyColor > 50.0f) || (m_path->light > 45.0f && skyColor <= 50.0f)) || task == Task::Camp || task == Task::Attack || m_flashLevel <= 0 || m_heardSoundTime + 3.0f >= game.time ())) {
|
||||
pev->impulse = 100;
|
||||
}
|
||||
}
|
||||
else if (m_hasNVG) {
|
||||
if (flashOn) {
|
||||
pev->impulse = 100;
|
||||
}
|
||||
else if (!m_usesNVG && ((skyColor > 50.0f && m_path->light < 15.0f) || (skyColor <= 50.0f && m_path->light < 40.0f))) {
|
||||
issueCommand ("nightvision");
|
||||
}
|
||||
else if (m_usesNVG && ((m_path->light > 20.0f && skyColor > 50.0f) || (m_path->light > 45.0f && skyColor <= 50.0f))) {
|
||||
issueCommand ("nightvision");
|
||||
}
|
||||
}
|
||||
m_checkDarkTime = game.time ();
|
||||
}
|
||||
|
||||
|
||||
void Bot::calculateFrustum () {
|
||||
// this function updates bot view frustum
|
||||
|
||||
Vector forward, right, up;
|
||||
pev->v_angle.angleVectors (&forward, &right, &up);
|
||||
|
||||
static Vector fc, nc, fbl, fbr, ftl, ftr, nbl, nbr, ntl, ntr;
|
||||
|
||||
fc = getEyesPos () + forward * frustum.MaxView;
|
||||
nc = getEyesPos () + forward * frustum.MinView;
|
||||
|
||||
fbl = fc + (up * frustum.farHeight * 0.5f) - (right * frustum.farWidth * 0.5f);
|
||||
fbr = fc + (up * frustum.farHeight * 0.5f) + (right * frustum.farWidth * 0.5f);
|
||||
ftl = fc - (up * frustum.farHeight * 0.5f) - (right * frustum.farWidth * 0.5f);
|
||||
ftr = fc - (up * frustum.farHeight * 0.5f) + (right * frustum.farWidth * 0.5f);
|
||||
nbl = nc + (up * frustum.nearHeight * 0.5f) - (right * frustum.nearWidth * 0.5f);
|
||||
nbr = nc + (up * frustum.nearHeight * 0.5f) + (right * frustum.nearWidth * 0.5f);
|
||||
ntl = nc - (up * frustum.nearHeight * 0.5f) - (right * frustum.nearWidth * 0.5f);
|
||||
ntr = nc - (up * frustum.nearHeight * 0.5f) + (right * frustum.nearWidth * 0.5f);
|
||||
|
||||
auto setPlane = [&] (FrustumSide side, const Vector &v1, const Vector &v2, const Vector &v3) {
|
||||
auto &plane = m_frustum[side];
|
||||
|
||||
plane.normal = ((v2 - v1) ^ (v3 - v1)).normalize ();
|
||||
plane.point = v2;
|
||||
|
||||
plane.result = -(plane.normal | plane.point);
|
||||
};
|
||||
|
||||
setPlane (FrustumSide::Top, ftl, ntl, ntr);
|
||||
setPlane (FrustumSide::Bottom, fbr, nbr, nbl);
|
||||
setPlane (FrustumSide::Left, fbl, nbl, ntl);
|
||||
setPlane (FrustumSide::Right, ftr, ntr, nbr);
|
||||
setPlane (FrustumSide::Near, nbr, ntr, ntl);
|
||||
setPlane (FrustumSide::Far, fbl, ftl, ftr);
|
||||
}
|
||||
|
||||
bool Bot::isEnemyInFrustum (edict_t *enemy) {
|
||||
const Vector &origin = enemy->v.origin - Vector (0.0f, 0.0f, 5.0f);
|
||||
|
||||
for (auto &plane : m_frustum) {
|
||||
if (!util.isObjectInsidePlane (plane, origin, 60.0f, 16.0f)) {
|
||||
return false;
|
||||
}
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
void Bot::updateBodyAngles () {
|
||||
// set the body angles to point the gun correctly
|
||||
pev->angles.x = -pev->v_angle.x * (1.0f / 3.0f);
|
||||
pev->angles.y = pev->v_angle.y;
|
||||
|
||||
pev->angles.clampAngles ();
|
||||
|
||||
// calculate frustum plane data here, since look angles update functions call this last one
|
||||
calculateFrustum ();
|
||||
}
|
||||
|
||||
void Bot::updateLookAngles () {
|
||||
const float delta = cr::clamp (game.time () - m_lookUpdateTime, cr::kFloatEqualEpsilon, 1.0f / 30.0f);
|
||||
m_lookUpdateTime = game.time ();
|
||||
|
||||
// adjust all body and view angles to face an absolute vector
|
||||
Vector direction = (m_lookAt - getEyesPos ()).angles ();
|
||||
direction.x = -direction.x; // invert for engine
|
||||
|
||||
direction.clampAngles ();
|
||||
|
||||
// lower skilled bot's have lower aiming
|
||||
if (m_difficulty == Difficulty::Noob) {
|
||||
updateLookAnglesNewbie (direction, delta);
|
||||
updateBodyAngles ();
|
||||
|
||||
return;
|
||||
}
|
||||
|
||||
float accelerate = 3000.0f;
|
||||
float stiffness = 200.0f;
|
||||
float damping = 25.0f;
|
||||
|
||||
if (((m_aimFlags & (AimFlags::Enemy | AimFlags::Entity | AimFlags::Grenade)) || m_wantsToFire) && m_difficulty > Difficulty::Normal) {
|
||||
if (m_difficulty == Difficulty::Expert) {
|
||||
accelerate += 600.0f;
|
||||
}
|
||||
stiffness += 100.0f;
|
||||
damping -= 5.0f;
|
||||
}
|
||||
m_idealAngles = pev->v_angle;
|
||||
|
||||
const float angleDiffPitch = cr::anglesDifference (direction.x, m_idealAngles.x);
|
||||
const float angleDiffYaw = cr::anglesDifference (direction.y, m_idealAngles.y);
|
||||
|
||||
if (angleDiffYaw < 1.0f && angleDiffYaw > -1.0f) {
|
||||
m_lookYawVel = 0.0f;
|
||||
m_idealAngles.y = direction.y;
|
||||
}
|
||||
else {
|
||||
float accel = cr::clamp (stiffness * angleDiffYaw - damping * m_lookYawVel, -accelerate, accelerate);
|
||||
|
||||
m_lookYawVel += delta * accel;
|
||||
m_idealAngles.y += delta * m_lookYawVel;
|
||||
}
|
||||
float accel = cr::clamp (2.0f * stiffness * angleDiffPitch - damping * m_lookPitchVel, -accelerate, accelerate);
|
||||
|
||||
m_lookPitchVel += delta * accel;
|
||||
m_idealAngles.x += cr::clamp (delta * m_lookPitchVel, -89.0f, 89.0f);
|
||||
|
||||
pev->v_angle = m_idealAngles;
|
||||
pev->v_angle.clampAngles ();
|
||||
|
||||
updateBodyAngles ();
|
||||
}
|
||||
|
||||
void Bot::updateLookAnglesNewbie (const Vector &direction, float delta) {
|
||||
Vector spring { 13.0f, 13.0f, 0.0f };
|
||||
Vector damperCoefficient { 0.22f, 0.22f, 0.0f };
|
||||
|
||||
const float offset = cr::clamp (static_cast <float> (m_difficulty), 1.0f, 4.0f) * 25.0f;
|
||||
|
||||
Vector influence = Vector (0.25f, 0.17f, 0.0f) * (100.0f - offset) / 100.f;
|
||||
Vector randomization = Vector (2.0f, 0.18f, 0.0f) * (100.0f - offset) / 100.f;
|
||||
|
||||
const float noTargetRatio = 0.3f;
|
||||
const float offsetDelay = 1.2f;
|
||||
|
||||
Vector stiffness;
|
||||
Vector randomize;
|
||||
|
||||
m_idealAngles = direction.get2d ();
|
||||
m_idealAngles.clampAngles ();
|
||||
|
||||
if (m_aimFlags & (AimFlags::Enemy | AimFlags::Entity)) {
|
||||
m_playerTargetTime = game.time ();
|
||||
m_randomizedIdealAngles = m_idealAngles;
|
||||
|
||||
stiffness = spring * (0.2f + offset / 125.0f);
|
||||
}
|
||||
else {
|
||||
// is it time for bot to randomize the aim direction again (more often where moving) ?
|
||||
if (m_randomizeAnglesTime < game.time () && ((pev->velocity.length () > 1.0f && m_angularDeviation.length () < 5.0f) || m_angularDeviation.length () < 1.0f)) {
|
||||
// is the bot standing still ?
|
||||
if (pev->velocity.length () < 1.0f) {
|
||||
randomize = randomization * 0.2f; // randomize less
|
||||
}
|
||||
else {
|
||||
randomize = randomization;
|
||||
}
|
||||
// randomize targeted location bit (slightly towards the ground)
|
||||
m_randomizedIdealAngles = m_idealAngles + Vector (rg.get (-randomize.x * 0.5f, randomize.x * 1.5f), rg.get (-randomize.y, randomize.y), 0.0f);
|
||||
|
||||
// set next time to do this
|
||||
m_randomizeAnglesTime = game.time () + rg.get (0.4f, offsetDelay);
|
||||
}
|
||||
float stiffnessMultiplier = noTargetRatio;
|
||||
|
||||
// take in account whether the bot was targeting someone in the last N seconds
|
||||
if (game.time () - (m_playerTargetTime + offsetDelay) < noTargetRatio * 10.0f) {
|
||||
stiffnessMultiplier = 1.0f - (game.time () - m_timeLastFired) * 0.1f;
|
||||
|
||||
// don't allow that stiffness multiplier less than zero
|
||||
if (stiffnessMultiplier < 0.0f) {
|
||||
stiffnessMultiplier = 0.5f;
|
||||
}
|
||||
}
|
||||
|
||||
// also take in account the remaining deviation (slow down the aiming in the last 10°)
|
||||
stiffnessMultiplier *= m_angularDeviation.length () * 0.1f * 0.5f;
|
||||
|
||||
// but don't allow getting below a certain value
|
||||
if (stiffnessMultiplier < 0.35f) {
|
||||
stiffnessMultiplier = 0.35f;
|
||||
}
|
||||
stiffness = spring * stiffnessMultiplier; // increasingly slow aim
|
||||
}
|
||||
// compute randomized angle deviation this time
|
||||
m_angularDeviation = m_randomizedIdealAngles - pev->v_angle;
|
||||
m_angularDeviation.clampAngles ();
|
||||
|
||||
// spring/damper model aiming
|
||||
m_aimSpeed.x = stiffness.x * m_angularDeviation.x - damperCoefficient.x * m_aimSpeed.x;
|
||||
m_aimSpeed.y = stiffness.y * m_angularDeviation.y - damperCoefficient.y * m_aimSpeed.y;
|
||||
|
||||
// influence of y movement on x axis and vice versa (less influence than x on y since it's
|
||||
// easier and more natural for the bot to "move its mouse" horizontally than vertically)
|
||||
m_aimSpeed.x += cr::clamp (m_aimSpeed.y * influence.y, -50.0f, 50.0f);
|
||||
m_aimSpeed.y += cr::clamp (m_aimSpeed.x * influence.x, -200.0f, 200.0f);
|
||||
|
||||
// move the aim cursor
|
||||
pev->v_angle = pev->v_angle + delta * Vector (m_aimSpeed.x, m_aimSpeed.y, 0.0f);
|
||||
pev->v_angle.clampAngles ();
|
||||
}
|
||||
|
|
@ -7,7 +7,6 @@
|
|||
|
||||
#include <yapb.h>
|
||||
|
||||
|
||||
void GraphVistable::rebuild () {
|
||||
if (!m_rebuild) {
|
||||
return;
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue