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:
jeefo 2023-05-10 09:08:34 +03:00
commit 48e157c7b4
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GPG key ID: 927BCA0779BEA8ED
10 changed files with 2245 additions and 2208 deletions

File diff suppressed because it is too large Load diff

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@ -2160,3 +2160,71 @@ bool Bot::isEnemyNoticeable (float range) {
return rg.get (0.0f, 100.0f) < noticeChance;
}
int Bot::getAmmo () {
return getAmmo (m_currentWeapon);
}
int Bot::getAmmo (int id) {
const auto &prop = conf.getWeaponProp (id);
if (prop.ammo1 == -1 || prop.ammo1 > kMaxWeapons - 1) {
return -1;
}
return m_ammo[prop.ammo1];
}
void Bot::selectWeaponByIndex (int index) {
auto tab = conf.getRawWeapons ();
issueCommand (tab[index].name);
}
void Bot::selectWeaponById (int id) {
const auto &prop = conf.getWeaponProp (id);
issueCommand (prop.classname.chars ());
}
void Bot::checkBurstMode (float distance) {
// this function checks burst mode, and switch it depending distance to to enemy.
if (hasShield ()) {
return; // no checking when shield is active
}
// if current weapon is glock, disable burstmode on long distances, enable it else
if (m_currentWeapon == Weapon::Glock18 && distance < 300.0f && m_weaponBurstMode == BurstMode::Off) {
pev->button |= IN_ATTACK2;
}
else if (m_currentWeapon == Weapon::Glock18 && distance >= 300.0f && m_weaponBurstMode == BurstMode::On) {
pev->button |= IN_ATTACK2;
}
// if current weapon is famas, disable burstmode on short distances, enable it else
if (m_currentWeapon == Weapon::Famas && distance > 400.0f && m_weaponBurstMode == BurstMode::Off) {
pev->button |= IN_ATTACK2;
}
else if (m_currentWeapon == Weapon::Famas && distance <= 400.0f && m_weaponBurstMode == BurstMode::On) {
pev->button |= IN_ATTACK2;
}
}
void Bot::checkSilencer () {
if ((m_currentWeapon == Weapon::USP || m_currentWeapon == Weapon::M4A1) && !hasShield () && game.isNullEntity (m_enemy)) {
int prob = (m_personality == Personality::Rusher ? 35 : 65);
// aggressive bots don't like the silencer
if (rg.chance (m_currentWeapon == Weapon::USP ? prob / 2 : prob)) {
// is the silencer not attached...
if (pev->weaponanim > 6) {
pev->button |= IN_ATTACK2; // attach the silencer
}
}
else {
// is the silencer attached...
if (pev->weaponanim <= 6) {
pev->button |= IN_ATTACK2; // detach the silencer
}
}
}
}

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@ -1304,7 +1304,6 @@ void Bot::newRound () {
m_isLeader = false;
m_hasProgressBar = false;
m_canChooseAimDirection = true;
m_switchedToKnifeDuringJump = false;
m_preventFlashing = 0.0f;
m_timeTeamOrder = 0.0f;

View file

@ -840,7 +840,34 @@ bool Bot::updateNavigation () {
// pressing the jump button gives the illusion of the bot actual jumping.
if (isOnFloor () || isOnLadder ()) {
if (m_desiredVelocity.length2d () > 0.0f) {
pev->velocity = m_desiredVelocity + m_desiredVelocity * 0.05f;
pev->velocity = m_desiredVelocity;
}
else {
auto feet = pev->origin + pev->mins;
auto node = Vector { m_pathOrigin.x, m_pathOrigin.y, m_pathOrigin.z - ((m_pathFlags & NodeFlag::Crouch) ? 18.0f : 36.0f) };
if (feet.z > feet.z) {
feet = pev->origin + pev->maxs;
}
feet = { pev->origin.x, pev->origin.y, feet.z };
// calculate like we do with grenades
auto velocity = calcThrow (feet, node);
if (velocity.lengthSq () < 100.0f) {
velocity = calcToss (feet, node);
}
velocity = velocity + velocity * 0.45f;
// set the bot "grenade" velocity
if (velocity.length2d () > 0.0f) {
pev->velocity = velocity;
pev->velocity.z = 0.0f;
}
else {
pev->velocity = pev->velocity + pev->velocity * m_frameInterval * 2.0f;
pev->velocity.z = 0.0f;
}
}
pev->button |= IN_JUMP;
@ -849,18 +876,11 @@ bool Bot::updateNavigation () {
m_desiredVelocity = nullptr;
}
}
}
else if (m_jumpDistance > 0.0f && !isKnifeMode () && m_switchedToKnifeDuringJump && isOnFloor ()) {
selectBestWeapon ();
// if jump distance was big enough, cooldown a little
if (m_jumpDistance > 180.0f) {
startTask (Task::Pause, TaskPri::Pause, kInvalidNodeIndex, game.time () + 0.45f, false);
else if (!cv_jasonmode.bool_ () && usesKnife () && isOnFloor ()) {
selectBestWeapon ();
}
m_jumpDistance = 0.0f;
m_switchedToKnifeDuringJump = false;
}
if (m_pathFlags & NodeFlag::Ladder) {
if (!m_pathWalk.empty ()) {
if (m_pathWalk.hasNext ()) {
@ -2194,9 +2214,10 @@ bool Bot::advanceMovement () {
break;
}
}
// check if bot is going to jump
bool willJump = false;
m_jumpDistance = 0.0f;
float jumpDistance = 0.0f;
Vector src;
Vector dst;
@ -2213,7 +2234,7 @@ bool Bot::advanceMovement () {
src = path.origin;
dst = next.origin;
m_jumpDistance = path.origin.distance (next.origin);
jumpDistance = src.distance (dst);
willJump = true;
break;
@ -2222,11 +2243,8 @@ bool Bot::advanceMovement () {
}
// is there a jump node right ahead and do we need to draw out the light weapon ?
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)) {
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)) {
selectWeaponById (Weapon::Knife); // draw out the knife if we needed
// mark as switched
m_switchedToKnifeDuringJump = true;
}
// bot not already on ladder but will be soon?
@ -2875,152 +2893,6 @@ int Bot::getRandomCampDir () {
return graph.random ();
}
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 lookangles 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 ();
}
void Bot::setStrafeSpeed (const Vector &moveDir, float strafeSpeed) {
const Vector &los = (moveDir - pev->origin).normalize2d ();
float dot = los | pev->angles.forward ().get2d ();

1680
src/tasks.cpp Normal file

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455
src/vision.cpp Normal file
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@ -0,0 +1,455 @@
//
// YaPB - Counter-Strike Bot based on PODBot by Markus Klinge.
// Copyright © 2004-2023 YaPB Project <yapb@jeefo.net>.
//
// SPDX-License-Identifier: MIT
//
#include <yapb.h>
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);
// game console variables
ConVar mp_flashlight ("mp_flashlight", nullptr, Var::GameRef);
float Bot::isInFOV (const Vector &destination) {
const float entityAngle = cr::wrapAngle360 (destination.yaw ()); // find yaw angle from source to destination...
const float viewAngle = cr::wrapAngle360 (pev->v_angle.y); // get bot's current view angle...
// return the absolute value of angle to destination entity
// zero degrees means straight ahead, 45 degrees to the left or
// 45 degrees to the right is the limit of the normal view angle
float absoluteAngle = cr::abs (viewAngle - entityAngle);
if (absoluteAngle > 180.0f) {
absoluteAngle = 360.0f - absoluteAngle;
}
return absoluteAngle;
}
bool Bot::isInViewCone (const Vector &origin) {
// this function returns true if the spatial vector location origin is located inside
// the field of view cone of the bot entity, false otherwise. It is assumed that entities
// have a human-like field of view, that is, about 90 degrees.
return util.isInViewCone (origin, ent ());
}
bool Bot::seesItem (const Vector &destination, const char *classname) {
TraceResult tr {};
// trace a line from bot's eyes to destination..
game.testLine (getEyesPos (), destination, TraceIgnore::None, ent (), &tr);
// check if line of sight to object is not blocked (i.e. visible)
if (tr.flFraction < 1.0f && tr.pHit && !tr.fStartSolid) {
return strcmp (tr.pHit->v.classname.chars (), classname) == 0;
}
return true;
}
bool Bot::seesEntity (const Vector &dest, bool fromBody) {
TraceResult tr {};
// trace a line from bot's eyes to destination...
game.testLine (fromBody ? pev->origin : getEyesPos (), dest, TraceIgnore::Everything, ent (), &tr);
// check if line of sight to object is not blocked (i.e. visible)
return tr.flFraction >= 1.0f;
}
void Bot::updateAimDir () {
uint32_t flags = m_aimFlags;
// don't allow bot to look at danger positions under certain circumstances
if (!(flags & (AimFlags::Grenade | AimFlags::Enemy | AimFlags::Entity))) {
// check if narrow place and we're duck, do not predict enemies in that situation
const bool duckedInNarrowPlace = isInNarrowPlace () && ((m_pathFlags & NodeFlag::Crouch) || (pev->button & IN_DUCK));
if (duckedInNarrowPlace || isOnLadder () || isInWater () || (m_pathFlags & NodeFlag::Ladder) || (m_currentTravelFlags & PathFlag::Jump)) {
flags &= ~(AimFlags::LastEnemy | AimFlags::PredictPath);
m_canChooseAimDirection = false;
}
}
if (flags & AimFlags::Override) {
m_lookAt = m_lookAtSafe;
}
else if (flags & AimFlags::Grenade) {
m_lookAt = m_throw;
float throwDistance = m_throw.distance (pev->origin);
float coordCorrection = 0.0f;
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 ();
}

View file

@ -7,7 +7,6 @@
#include <yapb.h>
void GraphVistable::rebuild () {
if (!m_rebuild) {
return;