aim: add more fail conditions t to fail enemy prediction

bot: allow to disable think-per-frame optimization on xash3d completely, to reduce view-lags. (controlled via  cv_think_fps_disable
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jeefo 2023-06-24 21:38:34 +03:00
commit c1d045828e
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GPG key ID: 927BCA0779BEA8ED
4 changed files with 22 additions and 6 deletions

@ -1 +1 @@
Subproject commit 60e0b07a5f4cf630cd2ad49112129ac3e5859b5d
Subproject commit 3e1b576f85c56a1909cb49008b1b23135b390edb

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@ -1266,6 +1266,11 @@ void Bot::attackMovement () {
if (m_difficulty >= Difficulty::Normal && (m_jumpTime + 5.0f < game.time () && isOnFloor () && rg.get (0, 1000) < (m_isReloading ? 8 : 2) && pev->velocity.length2d () > 150.0f) && !usesSniper ()) {
pev->button |= IN_JUMP;
}
// do not move forward/backward is too far
if (distance > 1024.0) {
m_moveSpeed = 0.0f;
}
}
else if (m_fightStyle == Fight::Stay) {
const bool alreadyDucking = m_duckTime > game.time () || isDucking ();

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@ -15,6 +15,8 @@ ConVar cv_quota ("yb_quota", "9", "Specifies the number bots to be added to the
ConVar cv_quota_mode ("yb_quota_mode", "normal", "Specifies the type of quota.\nAllowed values: 'normal', 'fill', and 'match'.\nIf 'fill', the server will adjust bots to keep N players in the game, where N is yb_quota.\nIf 'match', the server will maintain a 1:N ratio of humans to bots, where N is yb_quota_match.", false);
ConVar cv_quota_match ("yb_quota_match", "0", "Number of players to match if yb_quota_mode set to 'match'", true, 0.0f, static_cast <float> (kGameMaxPlayers));
ConVar cv_think_fps ("yb_think_fps", "26.0", "Specifies how many times per second bot code will run.", true, 24.0f, 90.0f);
ConVar cv_think_fps_disable ("yb_think_fps_disable", "0", "Allows to completely disable think fps on Xash3D.", false, 0.0f, 1.0f, Var::Xash3D);
ConVar cv_autokill_delay ("yb_autokill_delay", "0.0", "Specifies amount of time in seconds when bots will be killed if no humans left alive.", true, 0.0f, 90.0f);
ConVar cv_join_after_player ("yb_join_after_player", "0", "Specifies whether bots should join server, only when at least one human player in game.");
@ -1512,12 +1514,20 @@ void Bot::newRound () {
if (rg.chance (50)) {
pushChatterMessage (Chatter::NewRound);
}
auto interval = cr::clamp (cv_think_fps.float_ (), 24.0f, 90.0f);
auto updateInterval = 1.0f / cr::clamp (cv_think_fps.float_ (), 24.0f, 90.0f);
if (game.is (GameFlags::Xash3D) && interval < 50.0f) {
interval = 50.0f; // xash works acceptable at 50fps
if (game.is (GameFlags::Xash3D)) {
if (cv_think_fps_disable.bool_ ()) {
updateInterval = 0.0f;
}
else if (updateInterval < 50.0f) {
updateInterval = 1.0f / 50.0f; // xash3d works acceptable at 50fps
}
}
m_updateInterval = game.is (GameFlags::Legacy) ? 0.0f : 1.0f / interval;
else if (game.is (GameFlags::Legacy)) {
updateInterval = 0.0f; // legacy games behaves strange, when this enabled
}
m_updateInterval = updateInterval;
}
void Bot::resetPathSearchType () {

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@ -133,6 +133,7 @@ void Bot::updateAimDir () {
return; // do not fail instantly
}
m_aimFlags &= ~AimFlags::PredictPath;
m_trackingEdict = nullptr;
m_lookAtPredict = nullptr;
};
@ -142,7 +143,7 @@ void Bot::updateAimDir () {
int predictNode = m_lastPredictIndex;
if (predictNode != kInvalidNodeIndex) {
if (!vistab.visible (m_currentNodeIndex, predictNode)) {
if (!vistab.visible (m_currentNodeIndex, predictNode) || !vistab.visible (m_previousNodes[0], predictNode)) {
predictNode = kInvalidNodeIndex;
}
}