nav: do not switch back to primary weapon, if escaping from bomb
revert: some of thread-workers stuff done previous commits due to stability issues
This commit is contained in:
parent
93d9187f6d
commit
bb6117feb0
6 changed files with 36 additions and 46 deletions
|
|
@ -1623,12 +1623,17 @@ void Bot::overrideConditions () {
|
|||
}
|
||||
}
|
||||
|
||||
void Bot::updatePredictedIndex () {
|
||||
void Bot::syncUpdatePredictedIndex () {
|
||||
auto wipePredict = [this] () {
|
||||
m_lastPredictIndex = kInvalidNodeIndex;
|
||||
m_lastPredictLength = kInfiniteDistanceLong;
|
||||
};
|
||||
|
||||
if (!m_predictLock.tryLock ()) {
|
||||
return; // allow only single instance of search per-bot
|
||||
}
|
||||
ScopedUnlock <Mutex> unlock (m_predictLock);
|
||||
|
||||
const auto lastEnemyOrigin = m_lastEnemyOrigin;
|
||||
const auto currentNodeIndex = m_currentNodeIndex;
|
||||
const auto &botOrigin = pev->origin;
|
||||
|
|
@ -1666,6 +1671,16 @@ void Bot::updatePredictedIndex () {
|
|||
wipePredict ();
|
||||
}
|
||||
|
||||
void Bot::updatePredictedIndex () {
|
||||
if (m_lastEnemyOrigin.empty ()) {
|
||||
return; // do not run task if no last enemy
|
||||
}
|
||||
|
||||
worker.enqueue ([this] () {
|
||||
syncUpdatePredictedIndex ();
|
||||
});
|
||||
}
|
||||
|
||||
void Bot::refreshEnemyPredict () {
|
||||
if (game.isNullEntity (m_enemy) && !game.isNullEntity (m_lastEnemy) && !m_lastEnemyOrigin.empty ()) {
|
||||
const auto distanceToLastEnemySq = m_lastEnemyOrigin.distanceSq (pev->origin);
|
||||
|
|
@ -1679,6 +1694,10 @@ void Bot::refreshEnemyPredict () {
|
|||
m_aimFlags |= AimFlags::LastEnemy;
|
||||
}
|
||||
}
|
||||
|
||||
if (m_aimFlags & AimFlags::PredictPath) {
|
||||
updatePredictedIndex ();
|
||||
}
|
||||
}
|
||||
|
||||
void Bot::setConditions () {
|
||||
|
|
@ -3222,7 +3241,10 @@ void Bot::takeDamage (edict_t *inflictor, int damage, int armor, int bits) {
|
|||
// other player.
|
||||
|
||||
m_lastDamageType = bits;
|
||||
updatePracticeValue (damage);
|
||||
|
||||
if (!game.is (GameFlags::CSDM)) {
|
||||
updatePracticeValue (damage);
|
||||
}
|
||||
|
||||
if (util.isPlayer (inflictor) || (cv_attack_monsters.bool_ () && util.isMonster (inflictor))) {
|
||||
if (!util.isMonster (inflictor) && cv_tkpunish.bool_ () && game.getTeam (inflictor) == m_team && !util.isFakeClient (inflictor)) {
|
||||
|
|
|
|||
|
|
@ -295,9 +295,6 @@ void BotManager::frame () {
|
|||
for (const auto &bot : m_bots) {
|
||||
bot->frame ();
|
||||
}
|
||||
|
||||
// run prediction for bots
|
||||
updateBotsPredict ();
|
||||
}
|
||||
|
||||
void BotManager::addbot (StringRef name, int difficulty, int personality, int team, int skin, bool manual) {
|
||||
|
|
@ -765,30 +762,6 @@ void BotManager::checkBotModel (edict_t *ent, char *infobuffer) {
|
|||
}
|
||||
}
|
||||
|
||||
void BotManager::syncUpdateBotsPredict () {
|
||||
if (m_predictUpdateTime > game.time ()) {
|
||||
return;
|
||||
}
|
||||
|
||||
// update predicted index for all the bots
|
||||
for (const auto &bot : m_bots) {
|
||||
if (!bot.get ()) {
|
||||
continue;
|
||||
}
|
||||
if (bot->m_notKilled && (bot->m_aimFlags & AimFlags::PredictPath)) {
|
||||
bot->updatePredictedIndex ();
|
||||
}
|
||||
}
|
||||
m_predictUpdateTime = game.time () + 0.1f;
|
||||
}
|
||||
|
||||
void BotManager::updateBotsPredict () {
|
||||
// push update predict task for all bots to queue
|
||||
worker.enqueue ([this] {
|
||||
syncUpdateBotsPredict ();
|
||||
});
|
||||
}
|
||||
|
||||
void BotManager::setWeaponMode (int selection) {
|
||||
// this function sets bots weapon mode
|
||||
|
||||
|
|
@ -1999,7 +1972,6 @@ void BotManager::initRound () {
|
|||
m_timeBombPlanted = 0.0f;
|
||||
m_plantSearchUpdateTime = 0.0f;
|
||||
m_autoKillCheckTime = 0.0f;
|
||||
m_predictUpdateTime = 0.0f;
|
||||
m_botsCanPause = false;
|
||||
|
||||
resetFilters ();
|
||||
|
|
|
|||
|
|
@ -901,7 +901,7 @@ bool Bot::updateNavigation () {
|
|||
// pressing the jump button gives the illusion of the bot actual jumping.
|
||||
if (isOnFloor () || isOnLadder ()) {
|
||||
if (m_desiredVelocity.length2d () > 0.0f) {
|
||||
pev->velocity = m_desiredVelocity;
|
||||
pev->velocity = m_desiredVelocity + m_desiredVelocity * m_frameInterval;
|
||||
}
|
||||
else {
|
||||
auto feet = pev->origin + pev->mins;
|
||||
|
|
@ -943,7 +943,7 @@ bool Bot::updateNavigation () {
|
|||
}
|
||||
}
|
||||
}
|
||||
else if (!cv_jasonmode.bool_ () && usesKnife () && isOnFloor ()) {
|
||||
else if (!cv_jasonmode.bool_ () && usesKnife () && isOnFloor () && getCurrentTaskId () != Task::EscapeFromBomb) {
|
||||
selectBestWeapon ();
|
||||
}
|
||||
}
|
||||
|
|
|
|||
|
|
@ -7,7 +7,7 @@
|
|||
|
||||
#include <yapb.h>
|
||||
|
||||
ConVar cv_max_nodes_for_predict ("yb_max_nodes_for_predict", "20", "Maximum number for path length, to predict the enemy.", true, 15.0f, 256.0f);
|
||||
ConVar cv_max_nodes_for_predict ("yb_max_nodes_for_predict", "25", "Maximum number for path length, to predict the enemy.", true, 15.0f, 256.0f);
|
||||
|
||||
// game console variables
|
||||
ConVar mp_flashlight ("mp_flashlight", nullptr, Var::GameRef);
|
||||
|
|
@ -19,12 +19,12 @@ float Bot::isInFOV (const Vector &destination) {
|
|||
// return the absolute value of angle to destination entity
|
||||
// zero degrees means straight ahead, 45 degrees to the left or
|
||||
// 45 degrees to the right is the limit of the normal view angle
|
||||
float absoluteAngle = cr::abs (viewAngle - entityAngle);
|
||||
const float absAngle = cr::abs (viewAngle - entityAngle);
|
||||
|
||||
if (absoluteAngle > 180.0f) {
|
||||
absoluteAngle = 360.0f - absoluteAngle;
|
||||
if (absAngle > 180.0f) {
|
||||
return 360.0f - absAngle;
|
||||
}
|
||||
return absoluteAngle;
|
||||
return absAngle;
|
||||
}
|
||||
|
||||
bool Bot::isInViewCone (const Vector &origin) {
|
||||
|
|
@ -142,18 +142,15 @@ void Bot::updateAimDir () {
|
|||
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;
|
||||
}
|
||||
if (!vistab.visible (m_currentNodeIndex, predictNode) || !vistab.visible (m_previousNodes[0], predictNode)) {
|
||||
predictNode = kInvalidNodeIndex;
|
||||
}
|
||||
return predictNode != kInvalidNodeIndex && pathLength < cv_max_nodes_for_predict.int_ ();
|
||||
};
|
||||
|
||||
if (changePredictedEnemy) {
|
||||
if (isPredictedIndexApplicable ()) {
|
||||
m_lookAtPredict = graph[predictNode].origin;
|
||||
m_lookAtPredict = graph[m_lastPredictIndex].origin;
|
||||
|
||||
m_timeNextTracking = game.time () + rg.get (0.5f, 1.0f);
|
||||
m_trackingEdict = m_lastEnemy;
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue