combat: only move back if there's no wall behind the bot

This commit is contained in:
jeefo 2024-06-01 13:52:04 +03:00
commit 587064e897
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GPG key ID: D696786B81B667C8
3 changed files with 25 additions and 5 deletions

View file

@ -400,6 +400,7 @@ private:
bool isBlockedRight ();
bool checkWallOnLeft ();
bool checkWallOnRight ();
bool checkWallOnBehind ();
bool updateNavigation ();
bool isEnemyThreat ();
bool isWeaponRestricted (int wid);

View file

@ -1314,8 +1314,14 @@ void Bot::attackMovement () {
// only take cover when bomb is not planted and enemy can see the bot or the bot is VIP
if (!game.is (GameFlags::CSDM)) {
if (m_retreatTime < game.time () && (m_states & Sense::SeeingEnemy) && approach < 30 && !bots.isBombPlanted () && (isInViewCone (m_enemy->v.origin) || m_isVIP)) {
startTask (Task::SeekCover, TaskPri::SeekCover, kInvalidNodeIndex, 0.0f, true);
if ((m_states & Sense::SeeingEnemy) && approach < 30 && !bots.isBombPlanted () && (isInViewCone (m_enemy->v.origin) || m_isVIP)) {
if (m_retreatTime < game.time ()) {
startTask (Task::SeekCover, TaskPri::SeekCover, kInvalidNodeIndex, 0.0f, true);
}
if (!checkWallOnBehind ()) {
m_moveSpeed = -pev->maxspeed;
}
}
else if (approach < 50) {
m_moveSpeed = 0.0f;

View file

@ -658,7 +658,7 @@ void Bot::checkTerrain (float movedDistance, const Vector &dirNormal) {
dirLeft = true;
}
const auto &testDir = m_moveSpeed > 0.0f ? forward : -forward;
constexpr float kBlockDistance = 42.0f;
constexpr float kBlockDistance = 52.0f;
// now check which side is blocked
src = pev->origin + right * kBlockDistance;
@ -2987,7 +2987,7 @@ bool Bot::isBlockedRight () {
bool Bot::checkWallOnLeft () {
TraceResult tr {};
game.testLine (pev->origin, pev->origin - pev->angles.right () * 42.0f, TraceIgnore::Monsters, ent (), &tr);
game.testLine (pev->origin, pev->origin - pev->angles.right () * 52.0f, TraceIgnore::Monsters, ent (), &tr);
// check if the trace hit something...
if (tr.flFraction < 1.0f) {
@ -3000,7 +3000,20 @@ bool Bot::checkWallOnRight () {
TraceResult tr {};
// do a trace to the right...
game.testLine (pev->origin, pev->origin + pev->angles.right () * 42.0f, TraceIgnore::Monsters, ent (), &tr);
game.testLine (pev->origin, pev->origin + pev->angles.right () * 52.0f, TraceIgnore::Monsters, ent (), &tr);
// check if the trace hit something...
if (tr.flFraction < 1.0f) {
return true;
}
return false;
}
bool Bot::checkWallOnBehind () {
TraceResult tr {};
// do a trace to the right...
game.testLine (pev->origin, pev->origin - pev->angles.forward () * 52.0f, TraceIgnore::Monsters, ent (), &tr);
// check if the trace hit something...
if (tr.flFraction < 1.0f) {