nav: allow null-velocity jump links
nav: fix: bots failure to switch weapon back after jump refactor: re-organize some sources
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10 changed files with 2245 additions and 2208 deletions
455
src/vision.cpp
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455
src/vision.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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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) {
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coordCorrection = 0.25f * (m_throw.z - pev->origin.z);
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}
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else if (throwDistance >= 800.0f) {
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float angleCorrection = 37.0f * (throwDistance - 800.0f) / 800.0f;
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if (angleCorrection > 45.0f) {
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angleCorrection = 45.0f;
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}
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coordCorrection = throwDistance * cr::tanf (cr::deg2rad (angleCorrection)) + 0.25f * (m_throw.z - pev->origin.z);
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}
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m_lookAt.z += coordCorrection * 0.5f;
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}
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else if (flags & AimFlags::Enemy) {
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focusEnemy ();
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}
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else if (flags & AimFlags::Entity) {
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m_lookAt = m_entity;
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// do not look at hostages legs
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if (m_pickupType == Pickup::Hostage) {
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m_lookAt.z += 48.0f;
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}
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else if (m_pickupType == Pickup::Weapon) {
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m_lookAt.z += 72.0;
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}
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}
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else if (flags & AimFlags::LastEnemy) {
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m_lookAt = m_lastEnemyOrigin;
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// did bot just see enemy and is quite aggressive?
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if (m_seeEnemyTime + 2.0f - m_actualReactionTime + m_baseAgressionLevel > game.time ()) {
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// feel free to fire if shootable
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if (!usesSniper () && lastEnemyShootable ()) {
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m_wantsToFire = true;
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}
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}
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}
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else if (flags & AimFlags::PredictPath) {
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bool changePredictedEnemy = true;
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bool predictFailed = false;
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if (m_timeNextTracking < game.time () && m_trackingEdict == m_lastEnemy) {
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changePredictedEnemy = false;
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}
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auto doFailPredict = [this] () {
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m_aimFlags &= ~AimFlags::PredictPath;
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m_trackingEdict = nullptr;
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};
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if (changePredictedEnemy) {
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int pathLength = m_lastPredictLength;
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int predictNode = m_lastPredictIndex;
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if (predictNode != kInvalidNodeIndex) {
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TraceResult tr;
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game.testLine (getEyesPos (), graph[predictNode].origin, TraceIgnore::Everything, ent (), &tr);
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if (tr.flFraction < 0.2f) {
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pathLength = kInfiniteDistanceLong;
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}
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}
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if (graph.exists (predictNode) && pathLength < cv_max_nodes_for_predict.int_ ()) {
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m_lookAt = graph[predictNode].origin;
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m_lookAtSafe = m_lookAt;
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m_timeNextTracking = game.time () + 0.25f;
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m_trackingEdict = m_lastEnemy;
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// feel free to fire if shootable
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if (!usesSniper () && lastEnemyShootable ()) {
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m_wantsToFire = true;
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}
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}
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else {
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doFailPredict ();
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predictFailed = true;
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}
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}
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if (predictFailed) {
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doFailPredict ();
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}
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else {
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m_lookAt = m_lookAtSafe;
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}
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}
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else if (flags & AimFlags::Camp) {
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m_lookAt = m_lookAtSafe;
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}
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else if (flags & AimFlags::Nav) {
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m_lookAt = m_destOrigin;
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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)) {
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auto nextPathIndex = m_pathWalk.next ();
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if (vistab.visible (m_currentNodeIndex, nextPathIndex)) {
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m_lookAt = graph[nextPathIndex].origin + pev->view_ofs;
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}
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else {
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m_lookAt = m_destOrigin;
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}
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}
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else if (m_seeEnemyTime + 3.0f > game.time () && !m_lastEnemyOrigin.empty ()) {
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m_lookAt = m_lastEnemyOrigin;
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}
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else {
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m_lookAt = m_destOrigin;
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}
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if (m_canChooseAimDirection && m_seeEnemyTime + 4.0f < game.time () && m_currentNodeIndex != kInvalidNodeIndex && !(m_pathFlags & NodeFlag::Ladder)) {
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auto dangerIndex = practice.getIndex (m_team, m_currentNodeIndex, m_currentNodeIndex);
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if (graph.exists (dangerIndex) && vistab.visible (m_currentNodeIndex, dangerIndex) && !(graph[dangerIndex].flags & NodeFlag::Crouch)) {
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if (pev->origin.distanceSq (graph[dangerIndex].origin) < cr::sqrf (160.0f)) {
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m_lookAt = m_destOrigin;
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}
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else {
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m_lookAt = graph[dangerIndex].origin + pev->view_ofs;
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// add danger flags
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m_aimFlags |= AimFlags::Danger;
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}
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}
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}
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// don't look at bottom of node, if reached it
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if (m_lookAt == m_destOrigin) {
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m_lookAt.z = getEyesPos ().z;
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}
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}
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if (m_lookAt.empty ()) {
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m_lookAt = m_destOrigin;
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}
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}
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void Bot::checkDarkness () {
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// do not check for darkness at the start of the round
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if (m_spawnTime + 5.0f > game.time () || !graph.exists (m_currentNodeIndex)) {
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return;
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}
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// do not check every frame
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if (m_checkDarkTime + 5.0f > game.time () || cr::fzero (m_path->light)) {
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return;
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}
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auto skyColor = illum.getSkyColor ();
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auto flashOn = (pev->effects & EF_DIMLIGHT);
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if (mp_flashlight.bool_ () && !m_hasNVG) {
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auto task = Task ();
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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))) {
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pev->impulse = 100;
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}
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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 ())) {
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pev->impulse = 100;
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}
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}
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else if (m_hasNVG) {
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if (flashOn) {
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pev->impulse = 100;
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}
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else if (!m_usesNVG && ((skyColor > 50.0f && m_path->light < 15.0f) || (skyColor <= 50.0f && m_path->light < 40.0f))) {
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issueCommand ("nightvision");
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}
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else if (m_usesNVG && ((m_path->light > 20.0f && skyColor > 50.0f) || (m_path->light > 45.0f && skyColor <= 50.0f))) {
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issueCommand ("nightvision");
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}
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}
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m_checkDarkTime = game.time ();
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}
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void Bot::calculateFrustum () {
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// this function updates bot view frustum
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Vector forward, right, up;
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pev->v_angle.angleVectors (&forward, &right, &up);
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static Vector fc, nc, fbl, fbr, ftl, ftr, nbl, nbr, ntl, ntr;
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fc = getEyesPos () + forward * frustum.MaxView;
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nc = getEyesPos () + forward * frustum.MinView;
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fbl = fc + (up * frustum.farHeight * 0.5f) - (right * frustum.farWidth * 0.5f);
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fbr = fc + (up * frustum.farHeight * 0.5f) + (right * frustum.farWidth * 0.5f);
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ftl = fc - (up * frustum.farHeight * 0.5f) - (right * frustum.farWidth * 0.5f);
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ftr = fc - (up * frustum.farHeight * 0.5f) + (right * frustum.farWidth * 0.5f);
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nbl = nc + (up * frustum.nearHeight * 0.5f) - (right * frustum.nearWidth * 0.5f);
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nbr = nc + (up * frustum.nearHeight * 0.5f) + (right * frustum.nearWidth * 0.5f);
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ntl = nc - (up * frustum.nearHeight * 0.5f) - (right * frustum.nearWidth * 0.5f);
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ntr = nc - (up * frustum.nearHeight * 0.5f) + (right * frustum.nearWidth * 0.5f);
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auto setPlane = [&] (FrustumSide side, const Vector &v1, const Vector &v2, const Vector &v3) {
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auto &plane = m_frustum[side];
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plane.normal = ((v2 - v1) ^ (v3 - v1)).normalize ();
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plane.point = v2;
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plane.result = -(plane.normal | plane.point);
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};
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setPlane (FrustumSide::Top, ftl, ntl, ntr);
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setPlane (FrustumSide::Bottom, fbr, nbr, nbl);
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setPlane (FrustumSide::Left, fbl, nbl, ntl);
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setPlane (FrustumSide::Right, ftr, ntr, nbr);
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setPlane (FrustumSide::Near, nbr, ntr, ntl);
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setPlane (FrustumSide::Far, fbl, ftl, ftr);
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}
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bool Bot::isEnemyInFrustum (edict_t *enemy) {
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const Vector &origin = enemy->v.origin - Vector (0.0f, 0.0f, 5.0f);
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for (auto &plane : m_frustum) {
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if (!util.isObjectInsidePlane (plane, origin, 60.0f, 16.0f)) {
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return false;
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}
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}
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return true;
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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 look angles 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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||||
}
|
||||
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 ();
|
||||
}
|
||||
Loading…
Add table
Add a link
Reference in a new issue