nav: added fall control so that bots now take a new path when falling from heights.

nav: increase player avoidance distance.
combat: added zoom check for better use of the sniper gun (inspired by podbot).
This commit is contained in:
commandcobra7 2024-04-30 14:13:32 +03:00 committed by jeefo
commit b720eaf51e
6 changed files with 198 additions and 121 deletions

View file

@ -133,11 +133,11 @@ void Bot::avoidGrenades () {
}
}
else if (cv_smoke_grenade_checks.as <int> () == 1 && (pent->v.flags & FL_ONGROUND) && model == kSmokeModelName) {
if (isInFOV (pent->v.origin - getEyesPos ()) < pev->fov / 3.0f) {
if (seesEntity (pent->v.origin) && isInFOV (pent->v.origin - getEyesPos ()) < pev->fov / 3.0f) {
const auto &entOrigin = game.getEntityOrigin (pent);
const auto &betweenUs = (entOrigin - pev->origin).normalize_apx ();
const auto &betweenNade = (entOrigin - pev->origin).normalize_apx ();
const auto &betweenResult = ((Vector (betweenNade.y, betweenNade.x, 0.0f) * 150.0f + entOrigin) - pev->origin).normalize_apx ();
const auto &betweenResult = ((betweenNade.get2d () * 150.0f + entOrigin) - pev->origin).normalize_apx ();
if ((betweenNade | betweenUs) > (betweenNade | betweenResult) && util.isVisible (pent->v.origin, ent ())) {
const float distance = entOrigin.distance (pev->origin);
@ -751,9 +751,6 @@ void Bot::updatePickups () {
}
void Bot::ensureEntitiesClear () {
if ((!m_isStuck || m_navTimeset + getEstimatedNodeReachTime () + m_frameInterval * 2.0f > game.time ()) && !(m_states & Sense::SeeingEnemy)) {
return;
}
const auto tid = getCurrentTaskId ();
if (tid == Task::PickupItem || (m_states & Sense::PickupItem)) {
@ -1685,8 +1682,10 @@ void Bot::overrideConditions () {
// special handling for sniping
if (usesSniper () && (m_states & (Sense::SeeingEnemy | Sense::SuspectEnemy))
&& m_sniperStopTime > game.time ()
&& tid != Task::SeekCover) {
&& m_shootTime - 0.4f <= game.time ()
&& m_sniperStopTime > game.time ()) {
ignoreCollision ();
m_moveSpeed = 0.0f;
m_strafeSpeed = 0.0f;
@ -1897,8 +1896,7 @@ void Bot::setConditions () {
}
// don't listen if seeing enemy, just checked for sounds or being blinded (because its inhuman)
if (!cv_ignore_enemies
&& m_soundUpdateTime < game.time ()
if (m_soundUpdateTime < game.time ()
&& m_blindTime < game.time ()
&& m_seeEnemyTime + 1.0f < game.time ()) {
@ -3203,6 +3201,9 @@ void Bot::logic () {
checkTerrain (movedDistance, dirNormal);
}
// if we have fallen from the place of move, the nearest point is allowed
checkFall ();
// check the darkness
if (cv_check_darkness) {
checkDarkness ();
@ -3216,7 +3217,11 @@ void Bot::logic () {
m_moveSpeed = -pev->maxspeed;
m_strafeSpeed = pev->maxspeed * static_cast <float> (m_needAvoidGrenade);
}
ensureEntitiesClear ();
// ensure we're not stuck destroying/picking something
if (m_navTimeset + getEstimatedNodeReachTime () < game.time () && !(m_states & Sense::SeeingEnemy) && m_moveToGoal) {
ensureEntitiesClear ();
}
// check if need to use parachute
checkParachute ();
@ -3839,10 +3844,10 @@ bool Bot::isOutOfBombTimer () {
}
void Bot::updateHearing () {
if (game.is (GameFlags::FreeForAll) || m_enemyIgnoreTimer > game.time ()) {
if (game.is (GameFlags::FreeForAll) || m_enemyIgnoreTimer > game.time () || cv_ignore_enemies) {
return;
}
edict_t *hearedEnemy = nullptr;
m_hearedEnemy = nullptr;
float nearestDistanceSq = kInfiniteDistance;
// setup potential visibility set from engine
@ -3870,13 +3875,13 @@ void Bot::updateHearing () {
}
if (distanceSq < nearestDistanceSq) {
hearedEnemy = client.ent;
m_hearedEnemy = client.ent;
nearestDistanceSq = distanceSq;
}
}
// did the bot hear someone ?
if (util.isPlayer (hearedEnemy)) {
if (util.isPlayer (m_hearedEnemy)) {
// change to best weapon if heard something
if (m_shootTime < game.time () - 5.0f
&& isOnFloor ()
@ -3898,7 +3903,7 @@ void Bot::updateHearing () {
auto getHeardOriginWithError = [&] () -> Vector {
auto error = kSprayDistance * cr::powf (nearestDistanceSq, 0.5f) / 2048.0f;
auto origin = hearedEnemy->v.origin;
auto origin = m_hearedEnemy->v.origin;
origin.x = origin.x + rg (-error, error);
origin.y = origin.y + rg (-error, error);
@ -3908,13 +3913,13 @@ void Bot::updateHearing () {
// didn't bot already have an enemy ? take this one...
if (m_lastEnemyOrigin.empty () || game.isNullEntity (m_lastEnemy)) {
m_lastEnemy = hearedEnemy;
m_lastEnemy = m_hearedEnemy;
m_lastEnemyOrigin = getHeardOriginWithError ();
}
// bot had an enemy, check if it's the heard one
else {
if (hearedEnemy == m_lastEnemy) {
if (m_hearedEnemy == m_lastEnemy) {
// bot sees enemy ? then bail out !
if (m_states & Sense::SeeingEnemy) {
return;
@ -3925,8 +3930,8 @@ void Bot::updateHearing () {
// if bot had an enemy but the heard one is nearer, take it instead
const float distanceSq = m_lastEnemyOrigin.distanceSq (pev->origin);
if (distanceSq > hearedEnemy->v.origin.distanceSq (pev->origin) && m_seeEnemyTime + 2.0f < game.time ()) {
m_lastEnemy = hearedEnemy;
if (distanceSq > m_hearedEnemy->v.origin.distanceSq (pev->origin) && m_seeEnemyTime + 2.0f < game.time ()) {
m_lastEnemy = m_hearedEnemy;
m_lastEnemyOrigin = getHeardOriginWithError ();
}
else {
@ -3936,9 +3941,9 @@ void Bot::updateHearing () {
}
// check if heard enemy can be seen
if (checkBodyParts (hearedEnemy)) {
m_enemy = hearedEnemy;
m_lastEnemy = hearedEnemy;
if (checkBodyParts (m_hearedEnemy)) {
m_enemy = m_hearedEnemy;
m_lastEnemy = m_hearedEnemy;
m_lastEnemyOrigin = m_enemyOrigin;
m_states |= Sense::SeeingEnemy;
@ -3948,15 +3953,15 @@ void Bot::updateHearing () {
// check if heard enemy can be shoot through some obstacle
else {
if (cv_shoots_thru_walls
&& m_lastEnemy == hearedEnemy
&& m_lastEnemy == m_hearedEnemy
&& rg.chance (conf.getDifficultyTweaks (m_difficulty)->hearThruPct)
&& m_seeEnemyTime + 3.0f > game.time ()
&& isPenetrableObstacle (hearedEnemy->v.origin)) {
&& isPenetrableObstacle (m_hearedEnemy->v.origin)) {
m_enemy = hearedEnemy;
m_lastEnemy = hearedEnemy;
m_enemyOrigin = hearedEnemy->v.origin;
m_lastEnemyOrigin = hearedEnemy->v.origin;
m_enemy = m_hearedEnemy;
m_lastEnemy = m_hearedEnemy;
m_enemyOrigin = m_hearedEnemy->v.origin;
m_lastEnemyOrigin = m_hearedEnemy->v.origin;
m_states |= (Sense::SeeingEnemy | Sense::SuspectEnemy);
m_seeEnemyTime = game.time ();

View file

@ -876,6 +876,70 @@ bool Bot::needToPauseFiring (float distance) {
return false;
}
bool Bot::checkZoom (float distance) {
int zoomMagnification = 0;
bool zoomChange = false;
// is the bot holding a sniper rifle?
if (usesSniper ()) {
// should the bot switch to the long-range zoom?
if (distance > 1500.0f) {
zoomMagnification = 2;
}
// else should the bot switch to the close-range zoom ?
else if (distance > 150.0f) {
zoomMagnification = 1;
}
// else should the bot restore the normal view ?
else if (distance <= 150.0f) {
zoomMagnification = 0;
}
}
// else is the bot holding a zoomable rifle?
else if (m_difficulty < Difficulty::Hard && usesZoomableRifle ()) {
// should the bot switch to zoomed mode?
if (distance > 800.0f) {
zoomMagnification = 1;
}
// else should the bot restore the normal view?
else if (distance <= 800.0f) {
zoomMagnification = 0;
}
}
switch (zoomMagnification) {
case 0:
if (pev->fov < 90.0f) {
zoomChange = true;
}
break;
case 1:
if (pev->fov >= 90.0f) {
zoomChange = true;
}
break;
case 2:
if (pev->fov >= 40.0f) {
zoomChange = true;
}
break;
}
if (zoomChange && m_zoomCheckTime < game.time ()) {
pev->button |= IN_ATTACK2;
m_shootTime = game.time () + 0.15f;
m_zoomCheckTime = game.time () + 0.5f;
}
return zoomChange;
}
void Bot::selectWeapons (float distance, int index, int id, int choosen) {
const auto tab = conf.getRawWeapons ();
@ -922,51 +986,23 @@ void Bot::selectWeapons (float distance, int index, int id, int choosen) {
m_shieldCheckTime = game.time () + 1.0f;
}
// is the bot holding a sniper rifle?
if (usesSniper () && m_zoomCheckTime < game.time ()) {
// should the bot switch to the long-range zoom?
if (distance > 1500.0f && pev->fov >= 40.0f) {
pev->button |= IN_ATTACK2;
}
// else should the bot switch to the close-range zoom ?
else if (distance > 150.0f && pev->fov >= 90.0f) {
pev->button |= IN_ATTACK2;
}
// else should the bot restore the normal view ?
else if (distance <= 150.0f && pev->fov < 90.0f) {
pev->button |= IN_ATTACK2;
}
m_zoomCheckTime = game.time () + 0.25f;
}
// else is the bot holding a zoomable rifle?
else if (m_difficulty < Difficulty::Hard && usesZoomableRifle () && m_zoomCheckTime < game.time ()) {
// should the bot switch to zoomed mode?
if (distance > 800.0f && pev->fov >= 90.0f) {
pev->button |= IN_ATTACK2;
}
// else should the bot restore the normal view?
else if (distance <= 800.0f && pev->fov < 90.0f) {
pev->button |= IN_ATTACK2;
}
m_zoomCheckTime = game.time () + 0.5f;
if (checkZoom (distance)) {
return;
}
// we're should stand still before firing sniper weapons, else sniping is useless..
if (usesSniper () && (m_aimFlags & (AimFlags::Enemy | AimFlags::LastEnemy))
&& !m_isReloading && pev->velocity.lengthSq () > 0.0f
&& getCurrentTaskId () != Task::SeekCover) {
&& !m_isReloading && pev->velocity.lengthSq () > 0.0f) {
m_moveSpeed = 0.0f;
m_strafeSpeed = 0.0f;
m_navTimeset = game.time ();
if (!cr::fzero (pev->velocity.x) || !cr::fzero (pev->velocity.y) || !cr::fzero (pev->velocity.z)) {
m_moveSpeed = 0.0f;
m_strafeSpeed = 0.0f;
m_navTimeset = game.time ();
if (cr::abs (pev->velocity.x) > 5.0f || cr::abs (pev->velocity.y) > 5.0f || cr::abs (pev->velocity.z) > 5.0f) {
m_sniperStopTime = game.time () + 2.0f;
return;
if (cr::abs (pev->velocity.x) > 5.0f || cr::abs (pev->velocity.y) > 5.0f || cr::abs (pev->velocity.z) > 5.0f) {
m_sniperStopTime = game.time () + 2.0f;
return;
}
}
}
@ -1309,7 +1345,7 @@ void Bot::attackMovement () {
const auto pistolStrafeDistance = game.is (GameFlags::CSDM) ? kSprayDistanceX2 * 3.0f : kSprayDistanceX2;
// fire hurts friend value here is from previous frame, but acceptable, and saves us alot of cpu cycles
if (approach < 30 || m_fireHurtsFriend || ((usesPistol () || usesShotgun ())
if (approach >= 30 || m_fireHurtsFriend || ((usesPistol () || usesShotgun ())
&& distance < pistolStrafeDistance
&& isInViewCone (m_enemyOrigin))) {
m_fightStyle = Fight::Strafe;
@ -1401,7 +1437,7 @@ void Bot::attackMovement () {
}
}
else if (m_fightStyle == Fight::Stay) {
const bool alreadyDucking = m_duckTime > game.time () || isDucking ();
const bool alreadyDucking = m_duckTime < game.time () || isDucking ();
if (alreadyDucking) {
m_duckTime = game.time () + m_frameInterval * 3.0f;
@ -1422,14 +1458,6 @@ void Bot::attackMovement () {
m_strafeSpeed = 0.0f;
}
if (m_difficulty >= Difficulty::Normal && isOnFloor () && m_duckTime < game.time ()) {
if (distance < kSprayDistanceX2) {
if (rg (0, 1000) < rg (5, 10) && pev->velocity.length2d () > 150.0f && isInViewCone (m_enemy->v.origin)) {
pev->button |= IN_JUMP;
}
}
}
if (m_isReloading) {
m_moveSpeed = -pev->maxspeed;
m_duckTime = game.time () - 1.0f;

View file

@ -1467,6 +1467,11 @@ void Bot::newRound () {
m_timeDoorOpen = 0.0f;
for (auto &fall : m_checkFallPoint) {
fall = nullptr;
}
m_checkFall = false;
resetCollision ();
resetDoubleJump ();

View file

@ -459,7 +459,7 @@ void Bot::doPlayerAvoidance (const Vector &normal) {
}
m_hindrance = nullptr;
float distanceSq = cr::sqrf (384.0f);
float distanceSq = cr::sqrf (512.0f);
if (isOnLadder () || isInNarrowPlace ()) {
return;
@ -489,6 +489,16 @@ void Bot::doPlayerAvoidance (const Vector &normal) {
if (ownPrio > otherPrio) {
continue;
}
// they are higher priority - make way, unless we're already making way for someone more important
if (!game.isNullEntity (m_hindrance) && m_hindrance != client.ent) {
const auto avoidPrio = bots.getPlayerPriority (m_hindrance);
// ignore because we're already avoiding someone better
if (avoidPrio > otherPrio) {
continue;
}
}
const auto nearestDistanceSq = client.ent->v.origin.distanceSq (pev->origin);
if (nearestDistanceSq < cr::sqrf (pev->maxspeed) && nearestDistanceSq < distanceSq) {
@ -815,6 +825,59 @@ void Bot::checkTerrain (float movedDistance, const Vector &dirNormal) {
}
}
void Bot::checkFall () {
if (!m_checkFall) {
if (isOnFloor ()) {
m_checkFallPoint[0] = pev->origin;
if (!game.isNullEntity (m_enemy)) {
m_checkFallPoint[1] = game.getEntityOrigin (m_enemy);
}
else if (m_currentNodeIndex != kInvalidNodeIndex) {
m_checkFallPoint[1] = m_pathOrigin;
}
else {
m_checkFallPoint[1] = nullptr;
}
}
else if (!isOnLadder () && !isInWater ()) {
if (!m_checkFallPoint[0].empty () && !m_checkFallPoint[1].empty ()) {
m_checkFall = true;
}
}
}
if (!m_checkFall || !isOnFloor ()) {
return;
}
m_checkFall = false;
bool fixFall = false;
const float baseDistanceSq = m_checkFallPoint[0].distanceSq (m_checkFallPoint[1]);
const float nowDistanceSq = pev->origin.distanceSq (m_checkFallPoint[1]);
if (nowDistanceSq > baseDistanceSq
&& (nowDistanceSq > baseDistanceSq * 1.2f || nowDistanceSq > baseDistanceSq + 200.0f)
&& baseDistanceSq >= cr::sqrf (80.0f) && nowDistanceSq >= cr::sqrf (100.0f)) {
fixFall = true;
}
else if (pev->origin.z + 128.0f < m_checkFallPoint[1].z && pev->origin.z + 128.0f < m_checkFallPoint[0].z) {
fixFall = true;
}
if (m_currentNodeIndex != kInvalidNodeIndex) {
if (pev->origin.distanceSq (m_checkFallPoint[1]) <= cr::sqrf (32.0f) && pev->origin.z + 16.0f < m_checkFallPoint[1].z) {
fixFall = true;
}
}
if (fixFall) {
m_currentNodeIndex = kInvalidNodeIndex;
findValidNode ();
}
}
void Bot::moveToGoal () {
findValidNode ();
@ -1607,33 +1670,6 @@ void Bot::clearSearchNodes () {
m_chosenGoalIndex = kInvalidNodeIndex;
}
int Bot::findAimingNode (const Vector &to, int &pathLength) {
// return the most distant node which is seen from the bot to the target and is within count
ensureCurrentNodeIndex ();
const int destIndex = graph.getNearest (to);
int bestIndex = m_currentNodeIndex;
if (destIndex == kInvalidNodeIndex) {
return kInvalidNodeIndex;
}
auto result = planner.find (destIndex, m_currentNodeIndex, [&] (int index) {
++pathLength;
if (vistab.visible (m_currentNodeIndex, index)) {
bestIndex = index;
return false;
}
return true;
});
if (result && bestIndex == m_currentNodeIndex) {
return kInvalidNodeIndex;
}
return bestIndex;
}
bool Bot::findNextBestNode () {
// this function find a node in the near of the bot if bot had lost his path of pathfinder needs
// to be restarted over again.
@ -1641,7 +1677,7 @@ bool Bot::findNextBestNode () {
int busyIndex = kInvalidNodeIndex;
float lessDist[3] = { kInfiniteDistance, kInfiniteDistance, kInfiniteDistance };
int lessIndex[3] = { kInvalidNodeIndex, kInvalidNodeIndex , kInvalidNodeIndex };
int lessIndex[3] = { kInvalidNodeIndex, kInvalidNodeIndex, kInvalidNodeIndex };
const auto &origin = pev->origin + pev->velocity * m_frameInterval;
const auto &bucket = graph.getNodesInBucket (origin);
@ -3093,9 +3129,9 @@ bool Bot::isOccupiedNode (int index, bool needZeroVelocity) {
if (needZeroVelocity && client.ent->v.velocity.length2d () > 0.0f) {
continue;
}
const auto length = client.origin.distanceSq (graph[index].origin);
const auto distanceSq = client.origin.distanceSq (graph[index].origin);
if (length < cr::clamp (cr::sqrf (graph[index].radius) * 2.0f, cr::sqrf (90.0f), cr::sqrf (120.0f))) {
if (distanceSq < cr::clamp (cr::sqrf (graph[index].radius) * 2.0f, cr::sqrf (90.0f), cr::sqrf (120.0f))) {
return true;
}
auto bot = bots[client.ent];
@ -3103,7 +3139,7 @@ bool Bot::isOccupiedNode (int index, bool needZeroVelocity) {
if (bot == nullptr || bot == this || !bot->m_isAlive) {
continue;
}
return bot->m_currentNodeIndex == index;
return bot->m_currentNodeIndex == index || bot->m_previousNodes[0] == index;
}
return false;
}

View file

@ -212,7 +212,7 @@ void Bot::normal_ () {
else if (m_team == Team::CT) {
if (!bots.isBombPlanted () && numFriendsNear (pev->origin, 210.0f) < 4) {
const int index = findDefendNode (m_path->origin);
float campTime = rg (25.0f, 40.f);
float campTime = rg (25.0f, 40.0f);
// rusher bots don't like to camp too much
if (m_personality == Personality::Rusher) {
@ -271,7 +271,7 @@ void Bot::normal_ () {
if ((!cr::fzero (m_moveSpeed) && m_moveSpeed > shiftSpeed) && (cv_walking_allowed && mp_footsteps)
&& m_difficulty >= Difficulty::Normal
&& (m_heardSoundTime + 6.0f >= game.time () || (m_states & Sense::HearingEnemy))
&& pev->origin.distanceSq (m_lastEnemyOrigin) < cr::sqrf (768.0f)
&& numEnemiesNear (pev->origin, 768.0f) >= 1
&& !isKnifeMode ()
&& !bots.isBombPlanted ()) {
@ -624,12 +624,12 @@ void Bot::camp_ () {
// random camp dir, or prediction
auto useRandomCampDirOrPredictEnemy = [&] () {
if (game.isNullEntity (m_lastEnemy) || !m_lastEnemyOrigin.empty ()) {
auto pathLength = 0;
auto lastEnemyNearestIndex = findAimingNode (m_lastEnemyOrigin, pathLength);
if (!m_lastEnemyOrigin.empty ()) {
auto pathLength = m_lastPredictLength;
auto predictNode = m_lastPredictIndex;
if (pathLength > 1 && graph.exists (lastEnemyNearestIndex)) {
m_lookAtSafe = graph[lastEnemyNearestIndex].origin;
if (pathLength > 1 && graph.exists (predictNode)) {
m_lookAtSafe = graph[predictNode].origin + pev->view_ofs;
}
}
else {
@ -638,10 +638,8 @@ void Bot::camp_ () {
};
if (m_nextCampDirTime < game.time ()) {
m_nextCampDirTime = game.time () + rg (2.0f, 5.0f);
if (m_pathFlags & NodeFlag::Camp) {
Vector dest;
Vector dest {};
// switch from 1 direction to the other
if (m_campDirection < 1) {
@ -674,6 +672,7 @@ void Bot::camp_ () {
else {
useRandomCampDirOrPredictEnemy ();
}
m_nextCampDirTime = game.time () + rg (1.0f, 4.0f);
}
// press remembered crouch button
pev->button |= m_campButtons;