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).
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1443d8b4d0
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b720eaf51e
6 changed files with 198 additions and 121 deletions
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@ -133,11 +133,11 @@ void Bot::avoidGrenades () {
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}
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}
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else if (cv_smoke_grenade_checks.as <int> () == 1 && (pent->v.flags & FL_ONGROUND) && model == kSmokeModelName) {
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if (isInFOV (pent->v.origin - getEyesPos ()) < pev->fov / 3.0f) {
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if (seesEntity (pent->v.origin) && isInFOV (pent->v.origin - getEyesPos ()) < pev->fov / 3.0f) {
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const auto &entOrigin = game.getEntityOrigin (pent);
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const auto &betweenUs = (entOrigin - pev->origin).normalize_apx ();
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const auto &betweenNade = (entOrigin - pev->origin).normalize_apx ();
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const auto &betweenResult = ((Vector (betweenNade.y, betweenNade.x, 0.0f) * 150.0f + entOrigin) - pev->origin).normalize_apx ();
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const auto &betweenResult = ((betweenNade.get2d () * 150.0f + entOrigin) - pev->origin).normalize_apx ();
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if ((betweenNade | betweenUs) > (betweenNade | betweenResult) && util.isVisible (pent->v.origin, ent ())) {
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const float distance = entOrigin.distance (pev->origin);
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@ -751,9 +751,6 @@ void Bot::updatePickups () {
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}
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void Bot::ensureEntitiesClear () {
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if ((!m_isStuck || m_navTimeset + getEstimatedNodeReachTime () + m_frameInterval * 2.0f > game.time ()) && !(m_states & Sense::SeeingEnemy)) {
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return;
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}
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const auto tid = getCurrentTaskId ();
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if (tid == Task::PickupItem || (m_states & Sense::PickupItem)) {
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@ -1685,8 +1682,10 @@ void Bot::overrideConditions () {
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// special handling for sniping
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if (usesSniper () && (m_states & (Sense::SeeingEnemy | Sense::SuspectEnemy))
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&& m_sniperStopTime > game.time ()
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&& tid != Task::SeekCover) {
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&& m_shootTime - 0.4f <= game.time ()
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&& m_sniperStopTime > game.time ()) {
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ignoreCollision ();
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m_moveSpeed = 0.0f;
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m_strafeSpeed = 0.0f;
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@ -1897,8 +1896,7 @@ void Bot::setConditions () {
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}
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// don't listen if seeing enemy, just checked for sounds or being blinded (because its inhuman)
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if (!cv_ignore_enemies
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&& m_soundUpdateTime < game.time ()
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if (m_soundUpdateTime < game.time ()
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&& m_blindTime < game.time ()
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&& m_seeEnemyTime + 1.0f < game.time ()) {
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@ -3203,6 +3201,9 @@ void Bot::logic () {
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checkTerrain (movedDistance, dirNormal);
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}
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// if we have fallen from the place of move, the nearest point is allowed
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checkFall ();
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// check the darkness
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if (cv_check_darkness) {
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checkDarkness ();
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@ -3216,7 +3217,11 @@ void Bot::logic () {
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m_moveSpeed = -pev->maxspeed;
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m_strafeSpeed = pev->maxspeed * static_cast <float> (m_needAvoidGrenade);
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}
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ensureEntitiesClear ();
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// ensure we're not stuck destroying/picking something
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if (m_navTimeset + getEstimatedNodeReachTime () < game.time () && !(m_states & Sense::SeeingEnemy) && m_moveToGoal) {
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ensureEntitiesClear ();
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}
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// check if need to use parachute
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checkParachute ();
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@ -3839,10 +3844,10 @@ bool Bot::isOutOfBombTimer () {
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}
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void Bot::updateHearing () {
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if (game.is (GameFlags::FreeForAll) || m_enemyIgnoreTimer > game.time ()) {
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if (game.is (GameFlags::FreeForAll) || m_enemyIgnoreTimer > game.time () || cv_ignore_enemies) {
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return;
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}
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edict_t *hearedEnemy = nullptr;
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m_hearedEnemy = nullptr;
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float nearestDistanceSq = kInfiniteDistance;
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// setup potential visibility set from engine
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@ -3870,13 +3875,13 @@ void Bot::updateHearing () {
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}
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if (distanceSq < nearestDistanceSq) {
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hearedEnemy = client.ent;
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m_hearedEnemy = client.ent;
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nearestDistanceSq = distanceSq;
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}
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}
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// did the bot hear someone ?
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if (util.isPlayer (hearedEnemy)) {
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if (util.isPlayer (m_hearedEnemy)) {
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// change to best weapon if heard something
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if (m_shootTime < game.time () - 5.0f
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&& isOnFloor ()
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@ -3898,7 +3903,7 @@ void Bot::updateHearing () {
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auto getHeardOriginWithError = [&] () -> Vector {
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auto error = kSprayDistance * cr::powf (nearestDistanceSq, 0.5f) / 2048.0f;
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auto origin = hearedEnemy->v.origin;
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auto origin = m_hearedEnemy->v.origin;
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origin.x = origin.x + rg (-error, error);
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origin.y = origin.y + rg (-error, error);
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@ -3908,13 +3913,13 @@ void Bot::updateHearing () {
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// didn't bot already have an enemy ? take this one...
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if (m_lastEnemyOrigin.empty () || game.isNullEntity (m_lastEnemy)) {
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m_lastEnemy = hearedEnemy;
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m_lastEnemy = m_hearedEnemy;
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m_lastEnemyOrigin = getHeardOriginWithError ();
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}
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// bot had an enemy, check if it's the heard one
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else {
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if (hearedEnemy == m_lastEnemy) {
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if (m_hearedEnemy == m_lastEnemy) {
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// bot sees enemy ? then bail out !
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if (m_states & Sense::SeeingEnemy) {
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return;
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@ -3925,8 +3930,8 @@ void Bot::updateHearing () {
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// if bot had an enemy but the heard one is nearer, take it instead
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const float distanceSq = m_lastEnemyOrigin.distanceSq (pev->origin);
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if (distanceSq > hearedEnemy->v.origin.distanceSq (pev->origin) && m_seeEnemyTime + 2.0f < game.time ()) {
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m_lastEnemy = hearedEnemy;
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if (distanceSq > m_hearedEnemy->v.origin.distanceSq (pev->origin) && m_seeEnemyTime + 2.0f < game.time ()) {
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m_lastEnemy = m_hearedEnemy;
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m_lastEnemyOrigin = getHeardOriginWithError ();
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}
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else {
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@ -3936,9 +3941,9 @@ void Bot::updateHearing () {
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}
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// check if heard enemy can be seen
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if (checkBodyParts (hearedEnemy)) {
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m_enemy = hearedEnemy;
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m_lastEnemy = hearedEnemy;
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if (checkBodyParts (m_hearedEnemy)) {
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m_enemy = m_hearedEnemy;
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m_lastEnemy = m_hearedEnemy;
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m_lastEnemyOrigin = m_enemyOrigin;
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m_states |= Sense::SeeingEnemy;
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@ -3948,15 +3953,15 @@ void Bot::updateHearing () {
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// check if heard enemy can be shoot through some obstacle
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else {
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if (cv_shoots_thru_walls
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&& m_lastEnemy == hearedEnemy
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&& m_lastEnemy == m_hearedEnemy
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&& rg.chance (conf.getDifficultyTweaks (m_difficulty)->hearThruPct)
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&& m_seeEnemyTime + 3.0f > game.time ()
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&& isPenetrableObstacle (hearedEnemy->v.origin)) {
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&& isPenetrableObstacle (m_hearedEnemy->v.origin)) {
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m_enemy = hearedEnemy;
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m_lastEnemy = hearedEnemy;
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m_enemyOrigin = hearedEnemy->v.origin;
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m_lastEnemyOrigin = hearedEnemy->v.origin;
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m_enemy = m_hearedEnemy;
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m_lastEnemy = m_hearedEnemy;
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m_enemyOrigin = m_hearedEnemy->v.origin;
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m_lastEnemyOrigin = m_hearedEnemy->v.origin;
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m_states |= (Sense::SeeingEnemy | Sense::SuspectEnemy);
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m_seeEnemyTime = game.time ();
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