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 ();