nav: fallback to whole map search if buckets fails
bot: improved breakable destroying aim: improved short-range firing ctrl: prevent commands execution while disconnected from server build: fix cmake for apple silicon builds
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7238fe76f5
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5eab5dfb3c
12 changed files with 100 additions and 90 deletions
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@ -161,8 +161,10 @@ void Bot::checkBreakable (edict_t *touch) {
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m_breakableEntity = lookupBreakable ();
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}
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else {
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m_breakableEntity = touch;
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m_breakableOrigin = game.getEntityOrigin (touch);
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if (m_breakableEntity != touch) {
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m_breakableEntity = touch;
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m_breakableOrigin = game.getEntityOrigin (touch);
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}
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}
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// re-check from previous steps
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@ -177,6 +179,7 @@ void Bot::checkBreakablesAround () {
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if (!m_buyingFinished
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|| !cv_destroy_breakables_around
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|| usesKnife ()
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|| usesSniper ()
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|| rg.chance (25)
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|| !game.hasBreakables ()
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|| m_seeEnemyTime + 4.0f > game.time ()
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@ -208,7 +211,7 @@ void Bot::checkBreakablesAround () {
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}
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const auto &origin = game.getEntityOrigin (breakable);
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const auto distanceToObstacleSq = origin.distanceSq (pev->origin);
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const auto distanceToObstacleSq = origin.distanceSq2d (pev->origin);
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// too far, skip it
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if (distanceToObstacleSq > cr::sqrf (radius)) {
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@ -221,7 +224,7 @@ void Bot::checkBreakablesAround () {
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}
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// maybe time to give up?
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if (m_lastBreakable == breakable && m_breakableTime + 1.0f < game.time ()) {
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if (m_lastBreakable == breakable && m_breakableTime + 1.5f < game.time ()) {
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m_ignoredBreakable.emplace (breakable);
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m_breakableOrigin.clear ();
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@ -250,6 +253,12 @@ void Bot::checkBreakablesAround () {
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edict_t *Bot::lookupBreakable () {
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// this function checks if bot is blocked by a shoot able breakable in his moving direction
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// we're got something already
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if (util.isBreakableEntity (m_breakableEntity)) {
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return m_breakableEntity;
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}
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const float detectBreakableDistance = (usesKnife () || isOnLadder ()) ? 32.0f : rg (72.0f, 256.0f);
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auto doLookup = [&] (const Vector &start, const Vector &end, const float dist) -> edict_t * {
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TraceResult tr {};
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game.testLine (start, start + (end - start).normalize_apx () * dist, TraceIgnore::None, ent (), &tr);
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@ -267,56 +276,18 @@ edict_t *Bot::lookupBreakable () {
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}
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return nullptr;
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};
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auto hit = doLookup (pev->origin, m_destOrigin, detectBreakableDistance);
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// got recipe from KWo
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for (auto i = 0; i < 5; ++i) {
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if (i == 1 && game.isNullEntity (m_breakableEntity)) {
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continue;
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}
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Vector end = m_pathOrigin;
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Vector start = getEyesPos ();
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if (!game.isNullEntity (hit)) {
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return hit;
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}
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hit = doLookup (getEyesPos (), m_destOrigin, detectBreakableDistance);
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if (graph.exists (m_currentNodeIndex)) {
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end = graph[m_currentNodeIndex].origin;
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}
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switch (i) {
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case 0:
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if (graph.exists (m_previousNodes[0])) {
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start = graph[m_previousNodes[0]].origin;
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}
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else {
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continue;
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}
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break;
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case 1:
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start = getEyesPos ();
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end = game.getEntityOrigin (m_breakableEntity);
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break;
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case 2:
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start = pev->origin;
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end = m_destOrigin;
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break;
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case 3:
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start = getEyesPos ();
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end = m_destOrigin;
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break;
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case 4:
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start = getEyesPos ();
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break;
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}
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auto hit = doLookup (start, end, (usesKnife () || isOnLadder ()) ? 32.0f : rg (72.0f, 256.0f));
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if (!game.isNullEntity (hit)) {
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return hit;
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}
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if (!game.isNullEntity (hit)) {
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return hit;
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}
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m_breakableEntity = nullptr;
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m_breakableOrigin.clear ();
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m_breakableOrigin = nullptr;
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return nullptr;
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}
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@ -1076,7 +1076,7 @@ bool Bot::checkZoom (float distance) {
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return zoomChange;
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}
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void Bot::selectWeapons (float distance, int index, int id, int choosen) {
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void Bot::selectWeapons (float distance, int, int id, int choosen) {
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const auto tab = conf.getRawWeapons ();
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// we want to fire weapon, don't reload now
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@ -1150,7 +1150,7 @@ void Bot::selectWeapons (float distance, int index, int id, int choosen) {
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const float timeDelta = game.time () - m_frameInterval;
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// need to care for burst fire?
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if (distance < kSprayDistance || m_blindTime > game.time () || usesKnife ()) {
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if ((distance < kSprayDistance && !isRecoilHigh ()) || m_blindTime > game.time () || usesKnife ()) {
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if (id == Weapon::Knife) {
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if (distance < 64.0f) {
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const auto primaryAttackChance = (m_oldButtons & IN_ATTACK2) ? 80 : 40;
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@ -1165,7 +1165,7 @@ void Bot::selectWeapons (float distance, int index, int id, int choosen) {
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}
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else {
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// if automatic weapon press attack
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if (tab[choosen].primaryFireHold && getAmmoInClip () > tab[index].minPrimaryAmmo) {
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if (tab[choosen].primaryFireHold) {
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pev->button |= IN_ATTACK;
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}
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@ -2207,6 +2207,10 @@ BotControl::BotControl () {
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}
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void BotControl::handleEngineCommands () {
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if (m_denyCommands) {
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return;
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}
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collectArgs ();
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setIssuer (game.getLocalEntity ());
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@ -2215,6 +2219,10 @@ void BotControl::handleEngineCommands () {
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}
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bool BotControl::handleClientSideCommandsWrapper (edict_t *ent, bool isMenus) {
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if (m_denyCommands) {
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return false;
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}
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collectArgs ();
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setIssuer (ent);
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@ -51,6 +51,9 @@ void Game::precache () {
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void Game::levelInitialize (edict_t *entities, int max) {
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// this function precaches needed models and initialize class variables
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// enable command handling
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ctrl.setDenyCommands (false);
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// re-initialize bot's array
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bots.destroy ();
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@ -215,6 +218,10 @@ void Game::levelShutdown () {
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// suspend any analyzer tasks
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analyzer.suspend ();
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// disable command handling
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ctrl.setDenyCommands (true);
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}
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void Game::drawLine (edict_t *ent, const Vector &start, const Vector &end, int width, int noise, const Color &color, int brightness, int speed, int life, DrawLine type) {
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@ -761,7 +768,7 @@ bool Game::loadCSBinary () {
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// lookup for x64 binaries first
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if (plat.x64) {
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libs.insert (0, { "mp_amd64", "cs_amd64" });
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libs.insert (0, { "mp_amd64", "mp_arm64", "cs_arm64", "cs_amd64" });
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}
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auto libCheck = [&] (StringRef mod, StringRef dll) {
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@ -1663,6 +1663,7 @@ void BotGraph::populateNodes () {
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m_rescuePoints.clear ();
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m_sniperPoints.clear ();
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m_visitedGoals.clear ();
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m_nodeNumbers.clear ();
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for (const auto &path : m_paths) {
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if (path.flags & NodeFlag::TerroristOnly) {
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@ -1683,6 +1684,7 @@ void BotGraph::populateNodes () {
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else if (path.flags & NodeFlag::Rescue) {
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m_rescuePoints.push (path.number);
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}
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m_nodeNumbers.push (path.number);
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}
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}
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@ -2275,7 +2277,7 @@ void BotGraph::frame () {
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// draw the radius circle
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Vector origin = (path.flags & NodeFlag::Crouch) ? path.origin : path.origin - Vector (0.0f, 0.0f, 18.0f);
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Color radiusColor { 36, 36, 255 };
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static Color radiusColor { 36, 36, 255 };
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// if radius is nonzero, draw a full circle
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if (path.radius > 0.0f) {
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@ -2805,13 +2807,6 @@ BotGraph::BotGraph () {
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m_facingAtIndex = kInvalidNodeIndex;
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m_isOnLadder = false;
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m_terrorPoints.clear ();
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m_ctPoints.clear ();
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m_goalPoints.clear ();
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m_campPoints.clear ();
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m_rescuePoints.clear ();
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m_sniperPoints.clear ();
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m_editFlags = 0;
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m_pathDisplayTime = 0.0f;
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@ -1751,7 +1751,24 @@ bool Bot::findNextBestNode () {
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// this function find a node in the near of the bot if bot had lost his path of pathfinder needs
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// to be restarted over again.
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int busyIndex = kInvalidNodeIndex;
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const auto &origin = pev->origin + Vector { pev->velocity.x, pev->velocity.y, 0.0f } * m_frameInterval;
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const auto &bucket = graph.getNodesInBucket (origin);
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// maximum number of nodes to recheck without buckets
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constexpr auto kNearestRecheckThreshold = 1200;
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// try to search in buckets first
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if (!findNextBestNodeEx (bucket, graph.length () < kNearestRecheckThreshold ? true : false)) {
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// fallback to nearest search instead
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return findNextBestNodeEx (graph.getNodeNumbers (), false);
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}
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return true;
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}
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bool Bot::findNextBestNodeEx (const IntArray &data, bool returnFailure) {
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// this function find a node in the near of the bot if bot had lost his path of pathfinder needs
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// to be restarted over again.
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float lessDist[3] {};
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int lessIndex[3] {};
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@ -1760,12 +1777,9 @@ bool Bot::findNextBestNode () {
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lessDist[i] = kInfiniteDistance;
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lessIndex[i] = kInvalidNodeIndex;
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}
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const auto &numToSkip = returnFailure ? 0 : cr::clamp (rg (0, 2), 0, static_cast <int> (data.length () / 2));
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const auto &origin = pev->origin + pev->velocity * m_frameInterval;
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const auto &bucket = graph.getNodesInBucket (origin);
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const auto &numToSkip = cr::clamp (rg (0, 2), 0, static_cast <int> (bucket.length () / 2));
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for (const auto &i : bucket) {
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for (const auto &i : data) {
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const auto &path = graph[i];
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if (!graph.exists (path.number)) {
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@ -1801,12 +1815,6 @@ bool Bot::findNextBestNode () {
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continue;
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}
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// check if node is already used by another bot...
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if (bots.getRoundStartTime () + 5.0f < game.time () && isOccupiedNode (path.number)) {
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busyIndex = path.number;
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continue;
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}
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// ignore non-reacheable nodes...
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if (!isReachableNode (path.number)) {
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continue;
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@ -1845,13 +1853,11 @@ bool Bot::findNextBestNode () {
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}
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selected = lessIndex[index];
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// if we're still have no node and have busy one (by other bot) pick it up
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if (selected == kInvalidNodeIndex && busyIndex != kInvalidNodeIndex) {
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selected = busyIndex;
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}
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// worst case... find at least something
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if (selected == kInvalidNodeIndex) {
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if (returnFailure) {
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return false;
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}
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selected = findNearestNode ();
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}
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@ -1977,7 +1983,7 @@ int Bot::findNearestNode () {
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// try to search ANYTHING that can be reached
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if (!graph.exists (index)) {
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nearestDistanceSq = cr::sqrf (kMaxDistance);
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const auto &nearestNodes = graph.getNearestInRadius (kMaxDistance, pev->origin);
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const auto &nearestNodes = graph.getNodeNumbers ();
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for (const auto &i : nearestNodes) {
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const auto &path = graph[i];
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@ -1460,13 +1460,13 @@ void Bot::escapeFromBomb_ () {
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}
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void Bot::shootBreakable_ () {
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m_aimFlags |= AimFlags::Override;
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// breakable destroyed?
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if (!util.isBreakableEntity (m_breakableEntity)) {
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completeTask ();
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return;
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}
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m_aimFlags |= AimFlags::Override;
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pev->button |= m_campButtons;
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m_checkTerrain = false;
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@ -1475,19 +1475,27 @@ void Bot::shootBreakable_ () {
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m_navTimeset = game.time ();
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m_lookAtSafe = m_breakableOrigin;
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// is bot facing the breakable?
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if (util.getConeDeviation (ent (), m_lookAtSafe) >= 0.95f) {
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m_aimFlags |= AimFlags::Override;
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const float distToObstacle = pev->origin.distanceSq (m_lookAtSafe);
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// is bot facing the breakable?
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if (util.getConeDeviation (ent (), m_lookAtSafe) >= 0.90f) {
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m_moveSpeed = 0.0f;
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m_strafeSpeed = 0.0f;
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m_wantsToFire = true;
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m_shootTime = game.time ();
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// enforce shooting
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if (!usesKnife () && !m_isReloading && !(pev->button & IN_RELOAD) && getAmmoInClip () > 0) {
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if (!(m_oldButtons & IN_ATTACK)) {
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pev->button |= IN_ATTACK;
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}
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}
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// if with knife with no ammo, recompute breakable distance
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if (!hasAnyAmmoInClip ()
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&& usesKnife ()
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&& pev->origin.distanceSq (m_lookAtSafe) > cr::sqrf (72.0f)) {
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&& distToObstacle > cr::sqrf (72.0f)) {
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completeTask ();
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}
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