fix: crash on predicted node index use after wiped
refactor: reworked prediction to calc prediction for all bots at one job, instead of firing it for every bot
This commit is contained in:
parent
5ce2032acd
commit
93d9187f6d
12 changed files with 205 additions and 182 deletions
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@ -404,17 +404,6 @@ CR_DECLARE_SCOPED_ENUM (GoalTactic,
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RescueHostage
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)
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// frustum sides
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CR_DECLARE_SCOPED_ENUM (FrustumSide,
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Top = 0,
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Bottom,
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Left,
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Right,
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Near,
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Far,
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Num
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)
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// some hard-coded desire defines used to override calculated ones
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namespace TaskPri {
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constexpr auto Normal { 35.0f };
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@ -17,36 +17,6 @@ struct BotRequest {
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String name;
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};
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// initial frustum data
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struct FrustumData : public Singleton <FrustumData> {
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private:
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float Fov = 75.0f;
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float AspectRatio = 1.33333f;
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public:
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float MaxView = 4096.0f;
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float MinView = 2.0f;
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public:
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float farHeight; // height of the far frustum
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float farWidth; // width of the far frustum
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float nearHeight; // height of the near frustum
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float nearWidth; // width of the near frustum
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public:
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FrustumData () {
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nearHeight = 2.0f * cr::tanf (Fov * 0.0174532925f * 0.5f) * MinView;
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nearWidth = nearHeight * AspectRatio;
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farHeight = 2.0f * cr::tanf (Fov * 0.0174532925f * 0.5f) * MaxView;
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farWidth = farHeight * AspectRatio;
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}
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};
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// declare global frustum data
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CR_EXPOSE_GLOBAL_SINGLETON (FrustumData, frustum);
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// manager class
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class BotManager final : public Singleton <BotManager> {
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public:
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@ -68,6 +38,7 @@ private:
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float m_lastChatTime {}; // global chat time timestamp
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float m_timeBombPlanted {}; // time the bomb were planted
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float m_lastRadioTime[kGameTeamNum] {}; // global radio time
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float m_predictUpdateTime {}; // time to update prediction entity
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int m_lastWinner {}; // the team who won previous round
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int m_lastDifficulty {}; // last bots difficulty
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@ -89,7 +60,6 @@ private:
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SmallArray <UniqueBot> m_bots {}; // all available bots
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edict_t *m_killerEntity {}; // killer entity for bots
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FrustumData m_frustumData {};
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protected:
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BotCreateResult create (StringRef name, int difficulty, int personality, int team, int skin);
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@ -152,6 +122,8 @@ public:
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void handleDeath (edict_t *killer, edict_t *victim);
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void setLastWinner (int winner);
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void checkBotModel (edict_t *ent, char *infobuffer);
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void syncUpdateBotsPredict ();
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void updateBotsPredict ();
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bool isTeamStacked (int team);
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bool kickRandom (bool decQuota = true, Team fromTeam = Team::Unassigned);
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@ -318,12 +290,17 @@ public:
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public:
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template <typename F> void enqueue (F &&fn) {
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if (m_botWorker.threadCount () == 0) {
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if (!available ()) {
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fn (); // no threads, no fun, just run task in current thread
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return;
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}
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m_botWorker.enqueue (cr::move (fn));
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}
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public:
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bool available () {
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return m_botWorker.threadCount () > 0;
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}
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};
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// expose global
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@ -99,9 +99,6 @@ public:
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// installs the sendto function interception
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void installSendTo ();
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// check if object inside frustum plane
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bool isObjectInsidePlane (FrustumPlane &plane, const Vector ¢er, float height, float radius);
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// checks if same model omitting the models directory
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bool isModel (const edict_t *ent, StringRef model);
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65
inc/vision.h
Normal file
65
inc/vision.h
Normal file
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@ -0,0 +1,65 @@
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//
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// YaPB, based on PODBot by Markus Klinge ("CountFloyd").
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// Copyright © YaPB Project Developers <yapb@jeefo.net>.
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//
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// SPDX-License-Identifier: MIT
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//
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#pragma once
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// view frustum for bots
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class Frustum : public Singleton <Frustum> {
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public:
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struct Plane {
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Vector normal {};
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Vector point {};
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float result {};
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};
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enum class PlaneSide : int {
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Top = 0,
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Bottom,
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Left,
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Right,
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Near,
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Far,
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Num
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};
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public:
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using Planes = Plane[static_cast <int> (PlaneSide::Num)];
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private:
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static constexpr float kFov = 75.0f;
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static constexpr float kAspectRatio = 16.0f / 9.0f;
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static constexpr float kMaxViewDistance = 4096.0f;
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static constexpr float kMinViewDistance = 2.0f;
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private:
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float m_farHeight; // height of the far frustum
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float m_farWidth; // width of the far frustum
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float m_nearHeight; // height of the near frustum
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float m_nearWidth; // width of the near frustum
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public:
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explicit Frustum () {
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m_nearHeight = 2.0f * cr::tanf (kFov * deg2rad (1.0f) * 0.5f) * kMinViewDistance;
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m_nearWidth = m_nearHeight * kAspectRatio;
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m_farHeight = 2.0f * cr::tanf (kFov * deg2rad (1.0f) * 0.5f) * kMaxViewDistance;
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m_farWidth = m_farHeight * kAspectRatio;
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}
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public:
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// updates bot view frustum
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void calculate (Planes &planes, const Vector &viewAngle, const Vector &viewOffset);
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// check if object inside frustum plane
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bool isObjectInsidePlane (const Plane &plane, const Vector ¢er, float height, float radius) const;
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// check if entity origin inside view plane
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bool check (const Planes &planes, edict_t *ent) const;
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};
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// declare global frustum data
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CR_EXPOSE_GLOBAL_SINGLETON (Frustum, frustum);
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19
inc/yapb.h
19
inc/yapb.h
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@ -112,13 +112,6 @@ struct ClientNoise {
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float last;
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};
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// defines frustum data for bot
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struct FrustumPlane {
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Vector normal;
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Vector point;
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float result;
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};
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// array of clients struct
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struct Client {
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edict_t *ent; // pointer to actual edict
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@ -146,6 +139,7 @@ struct ChatCollection {
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// include bot graph stuff
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#include <graph.h>
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#include <vision.h>
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// this structure links nodes returned from pathfinder
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class PathWalk final : public NonCopyable {
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@ -224,8 +218,6 @@ public:
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private:
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mutable Mutex m_pathFindLock {};
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mutable Mutex m_predictLock {};
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mutable Mutex m_lookAnglesLock {};
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private:
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uint32_t m_states {}; // sensing bitstates
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@ -374,7 +366,7 @@ private:
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Path *m_path {}; // pointer to the current path node
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String m_chatBuffer {}; // space for strings (say text...)
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FrustumPlane m_frustum[FrustumSide::Num] {};
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Frustum::Planes m_viewFrustum {};
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private:
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int pickBestWeapon (Array <int> &vec, int moneySave);
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@ -444,7 +436,6 @@ private:
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bool isPenetrableObstacle2 (const Vector &dest);
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bool isPenetrableObstacle3 (const Vector &dest);
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bool isEnemyBehindShield (edict_t *enemy);
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bool isEnemyInFrustum (edict_t *enemy);
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bool checkChatKeywords (String &reply);
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bool isReplyingToChat ();
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bool isReachableNode (int index);
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@ -472,7 +463,6 @@ private:
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void checkBurstMode (float distance);
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void checkSilencer ();
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void updateAimDir ();
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void syncUpdateLookAngles ();
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void updateLookAngles ();
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void updateBodyAngles ();
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void updateLookAnglesNewbie (const Vector &direction, float delta);
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@ -487,7 +477,6 @@ private:
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void updatePracticeValue (int damage);
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void updatePracticeDamage (edict_t *attacker, int damage);
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void findShortestPath (int srcIndex, int destIndex);
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void calculateFrustum ();
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void findPath (int srcIndex, int destIndex, FindPath pathType = FindPath::Fast);
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void syncFindPath (int srcIndex, int destIndex, FindPath pathType);
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void debugMsgInternal (const char *str);
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@ -511,8 +500,6 @@ private:
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void selectSecondary ();
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void selectWeaponById (int id);
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void selectWeaponByIndex (int index);
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void refreshEnemyPredict ();
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void syncUpdatePredictedIndex ();
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void updatePredictedIndex ();
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void refreshModelName (char *infobuffer);
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@ -523,6 +510,7 @@ private:
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void translateInput ();
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void moveToGoal ();
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void resetMovement ();
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void refreshEnemyPredict ();
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void normal_ ();
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void spraypaint_ ();
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// need to wait until all threads will finish it's work before terminating bot object
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~Bot () {
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MutexScopedLock lock1 (m_pathFindLock);
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MutexScopedLock lock2 (m_lookAnglesLock);
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}
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public:
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@ -1623,17 +1623,12 @@ void Bot::overrideConditions () {
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}
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}
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void Bot::syncUpdatePredictedIndex () {
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void Bot::updatePredictedIndex () {
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auto wipePredict = [this] () {
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m_lastPredictIndex = kInvalidNodeIndex;
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m_lastPredictLength = kInfiniteDistanceLong;
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};
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if (!m_predictLock.tryLock ()) {
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return; // allow only single instance of search per-bot
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}
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ScopedUnlock <Mutex> unlock (m_predictLock);
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const auto lastEnemyOrigin = m_lastEnemyOrigin;
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const auto currentNodeIndex = m_currentNodeIndex;
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const auto &botOrigin = pev->origin;
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@ -1671,15 +1666,6 @@ void Bot::syncUpdatePredictedIndex () {
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wipePredict ();
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}
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void Bot::updatePredictedIndex () {
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if (m_lastEnemyOrigin.empty ()) {
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return; // do not run task if no last enemy
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}
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worker.enqueue ([this] () {
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syncUpdatePredictedIndex ();
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});
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}
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void Bot::refreshEnemyPredict () {
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if (game.isNullEntity (m_enemy) && !game.isNullEntity (m_lastEnemy) && !m_lastEnemyOrigin.empty ()) {
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const auto distanceToLastEnemySq = m_lastEnemyOrigin.distanceSq (pev->origin);
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@ -1693,10 +1679,6 @@ void Bot::refreshEnemyPredict () {
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m_aimFlags |= AimFlags::LastEnemy;
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}
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}
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if (m_aimFlags & AimFlags::PredictPath) {
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updatePredictedIndex ();
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}
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}
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void Bot::setConditions () {
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@ -212,7 +212,7 @@ bool Bot::seesEnemy (edict_t *player) {
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return false;
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}
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if (isEnemyInFrustum (player) && isInViewCone (player->v.origin) && checkBodyParts (player)) {
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if (isInViewCone (player->v.origin) && frustum.check (m_viewFrustum, player) && checkBodyParts (player)) {
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m_seeEnemyTime = game.time ();
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m_lastEnemy = player;
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m_lastEnemyOrigin = m_enemyOrigin;
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@ -277,7 +277,7 @@ bool Bot::lookupEnemies () {
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}
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// check the engine PVS
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if (!isEnemyInFrustum (interesting) || !game.checkVisibility (interesting, set)) {
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if (!frustum.check (m_viewFrustum, interesting) || !game.checkVisibility (interesting, set)) {
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continue;
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}
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@ -303,7 +303,7 @@ bool Bot::lookupEnemies () {
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player = client.ent;
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// check the engine PVS
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if (!isEnemyInFrustum (player) || !game.checkVisibility (player, set)) {
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if (!frustum.check (m_viewFrustum, player) || !game.checkVisibility (player, set)) {
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continue;
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}
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@ -75,8 +75,6 @@ BotManager::BotManager () {
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m_botsCanPause = false;
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m_roundOver = false;
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m_bombSayStatus = BombPlantedSay::ChatSay | BombPlantedSay::Chatter;
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for (int i = 0; i < kGameTeamNum; ++i) {
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m_leaderChoosen[i] = false;
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m_economicsGood[i] = true;
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@ -297,6 +295,9 @@ void BotManager::frame () {
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for (const auto &bot : m_bots) {
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bot->frame ();
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}
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// run prediction for bots
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updateBotsPredict ();
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}
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void BotManager::addbot (StringRef name, int difficulty, int personality, int team, int skin, bool manual) {
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@ -764,6 +765,30 @@ void BotManager::checkBotModel (edict_t *ent, char *infobuffer) {
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}
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}
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void BotManager::syncUpdateBotsPredict () {
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if (m_predictUpdateTime > game.time ()) {
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return;
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}
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// update predicted index for all the bots
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for (const auto &bot : m_bots) {
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if (!bot.get ()) {
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continue;
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}
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if (bot->m_notKilled && (bot->m_aimFlags & AimFlags::PredictPath)) {
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bot->updatePredictedIndex ();
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}
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}
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m_predictUpdateTime = game.time () + 0.1f;
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}
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void BotManager::updateBotsPredict () {
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// push update predict task for all bots to queue
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worker.enqueue ([this] {
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syncUpdateBotsPredict ();
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});
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}
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void BotManager::setWeaponMode (int selection) {
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// this function sets bots weapon mode
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@ -1304,7 +1329,6 @@ void BotManager::handleDeath (edict_t *killer, edict_t *victim) {
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}
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}
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void Bot::newRound () {
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// this function initializes a bot after creation & at the start of each round
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@ -1552,6 +1576,12 @@ void Bot::resetPathSearchType () {
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if (cv_debug_goal.int_ () != kInvalidNodeIndex) {
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m_pathType = FindPath::Fast;
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}
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// no need to be safe on csdm
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if (game.is (GameFlags::CSDM)) {
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m_pathType = FindPath::Fast;
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return;
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}
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}
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void Bot::kill () {
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@ -1969,6 +1999,7 @@ void BotManager::initRound () {
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m_timeBombPlanted = 0.0f;
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m_plantSearchUpdateTime = 0.0f;
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m_autoKillCheckTime = 0.0f;
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m_predictUpdateTime = 0.0f;
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m_botsCanPause = false;
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resetFilters ();
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@ -1993,33 +2024,37 @@ void BotManager::setBombPlanted (bool isPlanted) {
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}
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void BotThreadWorker::shutdown () {
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if (!available ()) {
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return;
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}
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game.print ("Shutting down bot thread worker.");
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m_botWorker.shutdown ();
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}
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void BotThreadWorker::startup (int workers) {
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const size_t count = m_botWorker.threadCount ();
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String disableWorkerEnv = plat.env ("YAPB_SINGLE_THREADED");
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// disable worker if requested via env variable or workers are disabled
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if (workers == 0 || (!disableWorkerEnv.empty () && disableWorkerEnv == "1")) {
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return;
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}
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const auto count = m_botWorker.threadCount ();
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if (count > 0) {
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logger.error ("Tried to start thread pool with existing %d threads in pool.", count);
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return;
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}
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const auto maxThreads = plat.hardwareConcurrency ();
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auto requestedThreads = workers;
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int requestedThreadCount = workers;
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const int hardwareConcurrency = plat.hardwareConcurrency ();
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if (requestedThreadCount == -1) {
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requestedThreadCount = hardwareConcurrency / 4;
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if (requestedThreadCount == 0) {
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requestedThreadCount = 1;
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if (requestedThreads < 0 || requestedThreads >= maxThreads) {
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requestedThreads = 1;
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}
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}
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requestedThreadCount = cr::clamp (requestedThreadCount, 1, hardwareConcurrency - 1);
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requestedThreads = cr::clamp (requestedThreads, 1, maxThreads - 1);
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// notify user
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game.print ("Starting up bot thread worker with %d threads.", requestedThreadCount);
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game.print ("Starting up bot thread worker with %d threads.", requestedThreads);
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// start up the worker
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m_botWorker.startup (static_cast <size_t> (requestedThreadCount));
|
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m_botWorker.startup (static_cast <size_t> (requestedThreads));
|
||||
}
|
||||
|
|
|
|||
|
|
@ -559,18 +559,6 @@ void BotSupport::installSendTo () {
|
|||
}
|
||||
}
|
||||
|
||||
bool BotSupport::isObjectInsidePlane (FrustumPlane &plane, const Vector ¢er, float height, float radius) {
|
||||
auto isPointInsidePlane = [&] (const Vector &point) -> bool {
|
||||
return plane.result + (plane.normal | point) >= 0.0f;
|
||||
};
|
||||
|
||||
const Vector &test = plane.normal.get2d ();
|
||||
const Vector &top = center + Vector (0.0f, 0.0f, height * 0.5f) + test * radius;
|
||||
const Vector &bottom = center - Vector (0.0f, 0.0f, height * 0.5f) + test * radius;
|
||||
|
||||
return isPointInsidePlane (top) || isPointInsidePlane (bottom);
|
||||
}
|
||||
|
||||
bool BotSupport::isModel (const edict_t *ent, StringRef model) {
|
||||
return model.startsWith (ent->v.model.chars (9));
|
||||
}
|
||||
|
|
|
|||
135
src/vision.cpp
135
src/vision.cpp
|
|
@ -138,13 +138,14 @@ void Bot::updateAimDir () {
|
|||
m_lookAtPredict = nullptr;
|
||||
};
|
||||
|
||||
auto isPredictedIndexApplicable = [this] () -> bool {
|
||||
int pathLength = m_lastPredictLength;
|
||||
int predictNode = m_lastPredictIndex;
|
||||
|
||||
auto isPredictedIndexApplicable = [&] () -> bool {
|
||||
if (predictNode != kInvalidNodeIndex) {
|
||||
if (!vistab.visible (m_currentNodeIndex, predictNode) || !vistab.visible (m_previousNodes[0], predictNode)) {
|
||||
predictNode = kInvalidNodeIndex;
|
||||
pathLength = kInfiniteDistanceLong;
|
||||
}
|
||||
}
|
||||
return predictNode != kInvalidNodeIndex && pathLength < cv_max_nodes_for_predict.int_ ();
|
||||
|
|
@ -152,7 +153,7 @@ void Bot::updateAimDir () {
|
|||
|
||||
if (changePredictedEnemy) {
|
||||
if (isPredictedIndexApplicable ()) {
|
||||
m_lookAtPredict = graph[m_lastPredictIndex].origin;
|
||||
m_lookAtPredict = graph[predictNode].origin;
|
||||
|
||||
m_timeNextTracking = game.time () + rg.get (0.5f, 1.0f);
|
||||
m_trackingEdict = m_lastEnemy;
|
||||
|
|
@ -183,7 +184,7 @@ void Bot::updateAimDir () {
|
|||
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 ();
|
||||
const auto nextPathIndex = m_pathWalk.next ();
|
||||
|
||||
if (vistab.visible (m_currentNodeIndex, nextPathIndex)) {
|
||||
m_lookAt = graph[nextPathIndex].origin + pev->view_ofs;
|
||||
|
|
@ -276,55 +277,6 @@ void Bot::checkDarkness () {
|
|||
m_checkDarkTime = game.time () + rg.get (2.0f, 4.0f);
|
||||
}
|
||||
|
||||
|
||||
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);
|
||||
|
|
@ -333,21 +285,10 @@ void Bot::updateBodyAngles () {
|
|||
pev->angles.clampAngles ();
|
||||
|
||||
// calculate frustum plane data here, since look angles update functions call this last one
|
||||
calculateFrustum ();
|
||||
frustum.calculate (m_viewFrustum, pev->v_angle, getEyesPos ());
|
||||
}
|
||||
|
||||
void Bot::updateLookAngles () {
|
||||
worker.enqueue ([this] () {
|
||||
syncUpdateLookAngles ();
|
||||
});
|
||||
}
|
||||
|
||||
void Bot::syncUpdateLookAngles () {
|
||||
if (!m_lookAnglesLock.tryLock ()) {
|
||||
return; // allow only single instance of syncUpdateLookAngles per-bot
|
||||
}
|
||||
ScopedUnlock <Mutex> unlock (m_lookAnglesLock);
|
||||
|
||||
const float delta = cr::clamp (game.time () - m_lookUpdateTime, cr::kFloatEqualEpsilon, kViewFrameUpdate);
|
||||
m_lookUpdateTime = game.time ();
|
||||
|
||||
|
|
@ -364,10 +305,11 @@ void Bot::syncUpdateLookAngles () {
|
|||
|
||||
return;
|
||||
}
|
||||
const float aimSkill = cr::clamp (static_cast <float> (m_difficulty), 1.0f, 4.0f) * 25.0f;
|
||||
|
||||
float accelerate = 3000.0f;
|
||||
float stiffness = 200.0f;
|
||||
float damping = 25.0f;
|
||||
float accelerate = aimSkill * 30.0f;
|
||||
float stiffness = aimSkill * 2.0f;
|
||||
float damping = aimSkill * 0.25f;
|
||||
|
||||
if (((m_aimFlags & (AimFlags::Enemy | AimFlags::Entity | AimFlags::Grenade)) || m_wantsToFire) && m_difficulty > Difficulty::Normal) {
|
||||
if (m_difficulty == Difficulty::Expert) {
|
||||
|
|
@ -381,7 +323,7 @@ void Bot::syncUpdateLookAngles () {
|
|||
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) {
|
||||
if (cr::abs (angleDiffYaw) < 1.0f) {
|
||||
m_lookYawVel = 0.0f;
|
||||
m_idealAngles.y = direction.y;
|
||||
}
|
||||
|
|
@ -480,3 +422,60 @@ void Bot::updateLookAnglesNewbie (const Vector &direction, float delta) {
|
|||
pev->v_angle = pev->v_angle + delta * Vector (m_aimSpeed.x, m_aimSpeed.y, 0.0f);
|
||||
pev->v_angle.clampAngles ();
|
||||
}
|
||||
|
||||
bool Frustum::isObjectInsidePlane (const Plane &plane, const Vector ¢er, float height, float radius) const {
|
||||
auto isPointInsidePlane = [&] (const Vector &point) -> bool {
|
||||
return plane.result + (plane.normal | point) >= 0.0f;
|
||||
};
|
||||
|
||||
const Vector &test = plane.normal.get2d ();
|
||||
const Vector &top = center + Vector (0.0f, 0.0f, height * 0.5f) + test * radius;
|
||||
const Vector &bottom = center - Vector (0.0f, 0.0f, height * 0.5f) + test * radius;
|
||||
|
||||
return isPointInsidePlane (top) || isPointInsidePlane (bottom);
|
||||
}
|
||||
|
||||
void Frustum::calculate (Planes &planes, const Vector &viewAngle, const Vector &viewOffset) {
|
||||
Vector forward, right, up;
|
||||
viewAngle.angleVectors (&forward, &right, &up);
|
||||
|
||||
auto fc = viewOffset + forward * kMaxViewDistance;
|
||||
auto nc = viewOffset + forward * kMinViewDistance;
|
||||
|
||||
auto fbl = fc + (up * m_farHeight * 0.5f) - (right * m_farWidth * 0.5f);
|
||||
auto fbr = fc + (up * m_farHeight * 0.5f) + (right * m_farWidth * 0.5f);
|
||||
auto ftl = fc - (up * m_farHeight * 0.5f) - (right * m_farWidth * 0.5f);
|
||||
auto ftr = fc - (up * m_farHeight * 0.5f) + (right * m_farWidth * 0.5f);
|
||||
auto nbl = nc + (up * m_nearHeight * 0.5f) - (right * m_nearWidth * 0.5f);
|
||||
auto nbr = nc + (up * m_nearHeight * 0.5f) + (right * m_nearWidth * 0.5f);
|
||||
auto ntl = nc - (up * m_nearHeight * 0.5f) - (right * m_nearWidth * 0.5f);
|
||||
auto ntr = nc - (up * m_nearHeight * 0.5f) + (right * m_nearWidth * 0.5f);
|
||||
|
||||
auto setPlane = [&] (PlaneSide side, const Vector &v1, const Vector &v2, const Vector &v3) {
|
||||
auto &plane = planes[static_cast <int> (side)];
|
||||
|
||||
plane.normal = ((v2 - v1) ^ (v3 - v1)).normalize ();
|
||||
plane.point = v2;
|
||||
|
||||
plane.result = -(plane.normal | plane.point);
|
||||
};
|
||||
|
||||
setPlane (PlaneSide::Top, ftl, ntl, ntr);
|
||||
setPlane (PlaneSide::Bottom, fbr, nbr, nbl);
|
||||
setPlane (PlaneSide::Left, fbl, nbl, ntl);
|
||||
setPlane (PlaneSide::Right, ftr, ntr, nbr);
|
||||
setPlane (PlaneSide::Near, nbr, ntr, ntl);
|
||||
setPlane (PlaneSide::Far, fbl, ftl, ftr);
|
||||
}
|
||||
|
||||
bool Frustum::check (const Planes &planes, edict_t *ent) const {
|
||||
constexpr auto kOffset = Vector (0.0f, 0.0f, 5.0f);
|
||||
const Vector &origin = ent->v.origin - kOffset;
|
||||
|
||||
for (const auto &plane : planes) {
|
||||
if (!isObjectInsidePlane (plane, origin, 60.0f, 16.0f)) {
|
||||
return false;
|
||||
}
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
|
|
|||
|
|
@ -69,6 +69,7 @@
|
|||
<ClInclude Include="..\inc\sounds.h" />
|
||||
<ClInclude Include="..\inc\storage.h" />
|
||||
<ClInclude Include="..\inc\support.h" />
|
||||
<ClInclude Include="..\inc\vision.h" />
|
||||
<ClInclude Include="..\inc\vistable.h" />
|
||||
<ClInclude Include="..\inc\yapb.h" />
|
||||
<ClInclude Include="..\inc\version.h" />
|
||||
|
|
|
|||
|
|
@ -183,6 +183,9 @@
|
|||
<ClInclude Include="..\ext\crlib\crlib\simd\neon.h">
|
||||
<Filter>inc\ext\crlib\simd</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="..\inc\vision.h">
|
||||
<Filter>inc</Filter>
|
||||
</ClInclude>
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<ClCompile Include="..\src\botlib.cpp">
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue