nav: tweaked reachability timers

nav: ignore pickup item if stuck
fix: bad loading for graphs since last commit
This commit is contained in:
jeefo 2023-04-13 14:07:56 +03:00
commit 5b7e58d360
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6 changed files with 33 additions and 32 deletions

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@ -1837,17 +1837,17 @@ bool Bot::findNextBestNode () {
continue;
}
// ignore non-reacheable nodes...
if (!isReachableNode (path.number)) {
continue;
}
// check if node is already used by another bot...
if (bots.getRoundStartTime () + 5.0f < game.time () && isOccupiedNode (path.number)) {
busyIndex = path.number;
continue;
}
// ignore non-reacheable nodes...
if (!isReachableNode (path.number)) {
continue;
}
// if we're still here, find some close nodes
float distance = pev->origin.distanceSq (path.origin);
@ -1906,7 +1906,7 @@ bool Bot::findNextBestNode () {
}
float Bot::getEstimatedNodeReachTime () {
float estimatedTime = 4.2f;
float estimatedTime = 3.5f;
// if just fired at enemy, increase reachability
if (m_shootTime + 0.15f < game.time ()) {
@ -1926,9 +1926,9 @@ float Bot::getEstimatedNodeReachTime () {
if (longTermReachability) {
estimatedTime *= 2.0f;
}
estimatedTime = cr::clamp (estimatedTime, 3.0f, longTermReachability ? 8.0f : 4.2f);
estimatedTime = cr::clamp (estimatedTime, 3.0f, longTermReachability ? 8.0f : 3.5f);
}
return estimatedTime + m_frameInterval;
return estimatedTime;
}
void Bot::findValidNode () {
@ -3388,7 +3388,7 @@ bool Bot::isReachableNode (int index) {
// some one seems to camp at this node
if (isOccupiedNode (index, true)) {
return true;
return false;
}
float ladderDist = dst.distance2d (src);