some combat behavior tweaks
This commit is contained in:
parent
c12437689c
commit
d0a8cb727a
4 changed files with 70 additions and 63 deletions
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@ -961,7 +961,7 @@ private:
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void BotAI (void);
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void CheckSpawnTimeConditions (void);
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bool IsMorePowerfulWeaponCanBeBought (void);
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void PerformWeaponPurchase (void);
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void PurchaseWeapons (void);
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bool CanDuckUnder (const Vector &normal);
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bool CanJumpUp (const Vector &normal);
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@ -1070,7 +1070,7 @@ private:
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void SelectBestWeapon (void);
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void SelectPistol (void);
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bool IsFriendInLineOfFire (void);
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bool IsFriendInLineOfFire (float distance);
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bool IsGroupOfEnemies (const Vector &location, int numEnemies = 1, int radius = 256);
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bool IsShootableThruObstacle (const Vector &dest);
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@ -24,10 +24,6 @@ ConVar yb_freeze_bots ("yb_freeze_bots", "0");
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ConVar yb_spraypaints ("yb_spraypaints", "1");
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ConVar yb_botbuy ("yb_botbuy", "1");
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ConVar yb_timersound ("yb_timersound", "0.5", VT_NOSERVER);
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ConVar yb_timerpickup ("yb_timerpickup", "0.5", VT_NOSERVER);
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ConVar yb_timergrenade ("yb_timergrenade", "0.5", VT_NOSERVER);
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ConVar yb_chatter_path ("yb_chatter_path", "sound/radio/bot", VT_NOSERVER);
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ConVar yb_restricted_weapons ("yb_restricted_weapons", "");
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@ -205,10 +201,10 @@ bool Bot::IsEnemyViewable (edict_t *player)
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bool forceTrueIfVisible = false;
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if (IsValidPlayer (pev->dmg_inflictor) && GetTeam (pev->dmg_inflictor) != m_team && ::IsInViewCone (EyePosition (), pev->dmg_inflictor))
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if (IsValidPlayer (pev->dmg_inflictor) && GetTeam (pev->dmg_inflictor) != m_team)
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forceTrueIfVisible = true;
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if (CheckVisibility (player, &m_enemyOrigin, &m_visibility) && (IsInViewCone (player->v.origin + Vector (0, 0, 14)) || forceTrueIfVisible))
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if (CheckVisibility (player, &m_enemyOrigin, &m_visibility) && (IsInViewCone (player->v.origin + pev->view_ofs) || forceTrueIfVisible))
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{
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m_seeEnemyTime = GetWorldTime ();
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m_lastEnemy = player;
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@ -262,7 +258,7 @@ void Bot::CheckGrenadeThrow (void)
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}
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// check again in some seconds
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m_grenadeCheckTime = GetWorldTime () + yb_timergrenade.GetFloat ();
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m_grenadeCheckTime = GetWorldTime () + 0.5f;
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// check if we have grenades to throw
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int grenadeToThrow = CheckGrenades ();
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@ -998,8 +994,9 @@ void Bot::FindItem (void)
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}
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}
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if (pickupOrigin.z > EyePosition ().z + (m_pickupType == PICKUP_HOSTAGE ? 40.0f : 15.0f)|| IsDeadlyDrop (pickupOrigin)) // check if item is too high to reach, check if getting the item would hurt bot
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if (pickupOrigin.z > EyePosition ().z + (m_pickupType == PICKUP_HOSTAGE ? 40.0f : 15.0f) || IsDeadlyDrop (pickupOrigin)) // check if item is too high to reach, check if getting the item would hurt bot
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{
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m_itemIgnore = m_pickupItem;
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m_pickupItem = NULL;
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m_pickupType = PICKUP_NONE;
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@ -1261,7 +1258,7 @@ void Bot::CheckMessageQueue (void)
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}
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PushMessageQueue (GSM_IDLE);
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PerformWeaponPurchase ();
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PurchaseWeapons ();
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break;
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@ -1503,7 +1500,7 @@ bool Bot::IsMorePowerfulWeaponCanBeBought (void)
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return false;
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}
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void Bot::PerformWeaponPurchase (void)
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void Bot::PurchaseWeapons (void)
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{
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// this function does all the work in selecting correct buy menus for most weapons/items
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@ -1998,7 +1995,7 @@ void Bot::SetConditions (void)
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if (!yb_ignore_enemies.GetBool () && m_soundUpdateTime <= GetWorldTime () && m_blindTime < GetWorldTime ())
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{
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ReactOnSound ();
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m_soundUpdateTime = GetWorldTime () + yb_timersound.GetFloat ();
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m_soundUpdateTime = GetWorldTime () + 0.25f;
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}
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else if (m_heardSoundTime < GetWorldTime ())
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m_states &= ~STATE_HEARING_ENEMY;
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@ -2021,7 +2018,7 @@ void Bot::SetConditions (void)
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// check if there are items needing to be used/collected
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if (m_itemCheckTime < GetWorldTime () || !IsEntityNull (m_pickupItem))
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{
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m_itemCheckTime = GetWorldTime () + yb_timerpickup.GetFloat ();
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m_itemCheckTime = GetWorldTime () + 0.4f;
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FindItem ();
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}
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@ -2103,7 +2100,7 @@ void Bot::SetConditions (void)
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if (g_bombPlanted || m_isStuck)
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ratio /= 3; // reduce the seek cover desire if bomb is planted
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else if (m_isVIP || m_isReloading)
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ratio *= 2; // triple the seek cover desire if bot is VIP or reloading
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ratio *= 3; // triple the seek cover desire if bot is VIP or reloading
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if (distance > 500.0)
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g_taskFilters[TASK_SEEKCOVER].desire = retreatLevel * ratio;
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@ -3632,9 +3629,11 @@ void Bot::RunTask (void)
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if (!IsEntityNull (m_enemy))
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{
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m_lastCollTime = GetWorldTime () + 0.5f;
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if (IsOnLadder ())
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{
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pev->button |= IN_DUCK;
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pev->button |= IN_JUMP;
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DeleteSearchNodes ();
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}
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CombatFight ();
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@ -5660,7 +5659,7 @@ void Bot::ResetDoubleJumpState (void)
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void Bot::DebugMsg (const char *format, ...)
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{
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if (yb_debug.GetInt () < 2)
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if (yb_debug.GetInt () <= 2)
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return;
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va_list ap;
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@ -5670,9 +5669,10 @@ void Bot::DebugMsg (const char *format, ...)
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vsprintf (buffer, format, ap);
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va_end (ap);
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ServerPrint ("%s: %s", STRING (pev->netname), buffer);
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if (yb_debug.GetInt () == 3 && !IsEntityNull (g_hostEntity) && g_hostEntity->v.iuser2 == IndexOfEntity (GetEntity ()))
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ServerPrint ("%s: %s", STRING (pev->netname), buffer);
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if (yb_debug.GetInt () >= 3)
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if (yb_debug.GetInt () > 3)
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AddLogEntry (false, LL_DEFAULT, "%s: %s", STRING (pev->netname), buffer);
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}
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@ -49,13 +49,12 @@ bool Bot::LookupEnemy (void)
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{
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// this function tries to find the best suitable enemy for the bot
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m_visibility = 0;
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// do not search for enemies while we're blinded, or shooting disabled by user
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if (m_blindTime > GetWorldTime () || yb_ignore_enemies.GetBool ())
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return false;
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// do not check for new enemy too fast
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#if 0
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if (!IsEntityNull (m_enemy) && m_enemyUpdateTime + 2.5f > GetWorldTime () && !(m_states & STATE_SUSPECT_ENEMY))
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{
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m_aimFlags |= AIM_ENEMY;
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@ -63,10 +62,11 @@ bool Bot::LookupEnemy (void)
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return true;
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}
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#endif
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edict_t *player, *newEnemy = NULL;
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float nearestDistance = m_viewDistance;
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// setup potentially visible set for this bot
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Vector potentialVisibility = EyePosition ();
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@ -76,10 +76,10 @@ bool Bot::LookupEnemy (void)
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byte *pvs = ENGINE_SET_PVS (reinterpret_cast <float *> (&potentialVisibility));
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// clear suspected flag
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if (m_seeEnemyTime + 4.0 < GetWorldTime ())
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if (m_seeEnemyTime + 3.0f < GetWorldTime ())
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m_states &= ~STATE_SUSPECT_ENEMY;
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if (!IsEntityNull (m_enemy))
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if (!IsEntityNull (m_enemy) && m_enemyUpdateTime > GetWorldTime ())
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{
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player = m_enemy;
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@ -91,7 +91,10 @@ bool Bot::LookupEnemy (void)
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// the old enemy is no longer visible or
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if (IsEntityNull (newEnemy))
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{
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m_enemyUpdateTime = GetWorldTime () + 0.25;
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m_enemyUpdateTime = GetWorldTime () + 0.5f;
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// ignore shielded enemies, while we have real one
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edict_t *shieldEnemy = NULL;
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// search the world for players...
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for (int i = 0; i < GetMaxClients (); i++)
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@ -124,6 +127,11 @@ bool Bot::LookupEnemy (void)
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// see if bot can see the player...
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if (m_blindRecognizeTime < GetWorldTime () && IsEnemyViewable (player))
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{
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if (IsEnemyProtectedByShield (player))
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{
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shieldEnemy = player;
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continue;
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}
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float distance = (player->v.origin - pev->origin).GetLength ();
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if (distance < nearestDistance)
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@ -137,12 +145,17 @@ bool Bot::LookupEnemy (void)
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}
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}
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}
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if (IsEntityNull (newEnemy) && !IsEntityNull (shieldEnemy))
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newEnemy = shieldEnemy;
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}
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if (IsValidPlayer (newEnemy))
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{
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g_botsCanPause = true;
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m_aimFlags |= AIM_ENEMY;
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m_states |= STATE_SEEING_ENEMY;
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if (newEnemy == m_enemy)
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{
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@ -164,7 +177,7 @@ bool Bot::LookupEnemy (void)
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m_targetEntity = NULL; // stop following when we see an enemy...
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if (Random.Long (0, 100) < m_difficulty * 25)
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m_enemySurpriseTime = GetWorldTime () + m_actualReactionTime / 3;
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m_enemySurpriseTime = GetWorldTime () + m_actualReactionTime * 0.5f;
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else
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m_enemySurpriseTime = GetWorldTime () + m_actualReactionTime;
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@ -212,11 +225,11 @@ bool Bot::LookupEnemy (void)
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m_enemy = NULL;
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// shoot at dying players if no new enemy to give some more human-like illusion
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if (m_seeEnemyTime + 0.1 > GetWorldTime ())
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if (m_seeEnemyTime + 0.1f > GetWorldTime ())
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{
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if (!UsesSniper ())
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{
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m_shootAtDeadTime = GetWorldTime () + 0.2;
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m_shootAtDeadTime = GetWorldTime () + 0.4f;
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m_actualReactionTime = 0.0;
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m_states |= STATE_SUSPECT_ENEMY;
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@ -237,7 +250,7 @@ bool Bot::LookupEnemy (void)
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// if no enemy visible check if last one shoot able through wall
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if (yb_shoots_thru_walls.GetBool () && m_difficulty >= 2 && IsShootableThruObstacle (newEnemy->v.origin))
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{
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m_seeEnemyTime = GetWorldTime () - 0.35f;
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m_seeEnemyTime = GetWorldTime ();
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m_states |= STATE_SUSPECT_ENEMY;
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m_aimFlags |= AIM_LAST_ENEMY;
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@ -293,7 +306,7 @@ const Vector &Bot::GetAimPosition (void)
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// now take in account different parts of enemy body
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if (m_visibility & (VISIBLE_HEAD | VISIBLE_BODY)) // visible head & body
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{
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int headshotFreq[5] = { 20, 40, 60, 90, 100 };
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int headshotFreq[5] = { 20, 40, 60, 80, 100 };
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// now check is our skill match to aim at head, else aim at enemy body
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if ((Random.Long (1, 100) < headshotFreq[m_difficulty]) || UsesPistol ())
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@ -316,7 +329,7 @@ const Vector &Bot::GetAimPosition (void)
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}
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m_lastEnemyOrigin = targetOrigin;
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}
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const Vector &velocity = UsesSniper () ? nullvec : (1.0f * m_frameInterval * m_enemy->v.velocity - 1.0 * m_frameInterval * pev->velocity).SkipZ ();
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const Vector &velocity = UsesSniper () ? nullvec : ((1.0f * m_frameInterval * m_enemy->v.velocity - 1.0 * m_frameInterval * pev->velocity) * m_frameInterval).SkipZ ();
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if (m_difficulty < 3 && randomize != nullvec)
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{
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@ -333,7 +346,7 @@ const Vector &Bot::GetAimPosition (void)
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m_enemyOrigin = divOffs * randomize + velocity;
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}
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else
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m_enemyOrigin = targetOrigin;
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m_enemyOrigin = targetOrigin + velocity;
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return m_enemyOrigin;
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}
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@ -389,7 +402,7 @@ float Bot::GetZOffset (float distance)
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return result;
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}
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bool Bot::IsFriendInLineOfFire (void)
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bool Bot::IsFriendInLineOfFire (float distance)
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{
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// bot can't hurt teammates, if friendly fire is not enabled...
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if (!mp_friendlyfire.GetBool () || yb_csdm_mode.GetInt () > 0)
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@ -409,9 +422,7 @@ bool Bot::IsFriendInLineOfFire (void)
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if (playerIndex >= 0 && playerIndex < GetMaxClients () && g_clients[playerIndex].team == m_team && (g_clients[playerIndex].flags & CF_ALIVE))
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return true;
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}
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return false;
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#if 0
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// search the world for players
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for (int i = 0; i < GetMaxClients (); i++)
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{
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@ -427,7 +438,6 @@ bool Bot::IsFriendInLineOfFire (void)
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return true;
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}
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return false;
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#endif
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}
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bool Bot::IsShootableThruObstacle (const Vector &dest)
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@ -591,7 +601,7 @@ void Bot::FireWeapon (void)
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// or if friend in line of fire, stop this too but do not update shoot time
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if (!IsEntityNull (m_enemy))
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{
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if (IsFriendInLineOfFire ())
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if (IsFriendInLineOfFire (distance))
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{
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m_fightStyle = 1;
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m_lastFightStyleCheck = GetWorldTime ();
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@ -663,6 +673,7 @@ void Bot::FireWeapon (void)
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}
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WeaponSelectEnd:
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// we want to fire weapon, don't reload now
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if (!m_isReloading)
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{
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@ -733,7 +744,7 @@ WeaponSelectEnd:
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m_navTimeset = GetWorldTime ();
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}
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}
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else if (UsesZoomableRifle () && m_zoomCheckTime < GetWorldTime () && m_difficulty <= 3) // else is the bot holding a zoomable rifle?
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else if (m_difficulty <= 3 && UsesZoomableRifle () && m_zoomCheckTime < GetWorldTime ()) // else is the bot holding a zoomable rifle?
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{
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if (distance > 800 && pev->fov >= 90) // should the bot switch to zoomed mode?
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pev->button |= IN_ATTACK2;
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@ -744,7 +755,7 @@ WeaponSelectEnd:
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m_zoomCheckTime = GetWorldTime ();
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}
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if (HasPrimaryWeapon () && GetAmmoInClip () <= 0)
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if (selectId != WEAPON_KNIFE && HasPrimaryWeapon () && GetAmmoInClip () <= 0)
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{
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if (GetAmmo () <= 0 && !(m_states &= ~(STATE_THROW_HE | STATE_THROW_FB | STATE_THROW_SG)))
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SelectPistol();
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@ -754,7 +765,6 @@ WeaponSelectEnd:
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return;
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}
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const float baseDelay = delay[chosenWeaponIndex].primaryBaseDelay;
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const float minDelay = delay[chosenWeaponIndex].primaryMinDelay[abs (m_difficulty - 4)];
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@ -766,7 +776,7 @@ WeaponSelectEnd:
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if (selectId == WEAPON_KNIFE)
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{
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if (distance < 64.0f)
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{
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{
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if (Random.Long (1, 100) < 15 || HasShield ())
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pev->button |= IN_ATTACK; // use primary attack
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else
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@ -775,8 +785,8 @@ WeaponSelectEnd:
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}
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else
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{
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LookupEnemy ();
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LookupEnemy ();
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if (selectTab[chosenWeaponIndex].primaryFireHold && m_ammo[g_weaponDefs[selectTab[selectIndex].id].ammo1] >= selectTab[selectIndex].minPrimaryAmmo) // if automatic weapon, just press attack
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pev->button |= IN_ATTACK;
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else // if not, toggle buttons
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@ -785,9 +795,7 @@ WeaponSelectEnd:
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pev->button |= IN_ATTACK;
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}
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}
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if (pev->button & IN_ATTACK)
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m_shootTime = GetWorldTime ();
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m_shootTime = GetWorldTime ();
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}
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else
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{
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@ -796,7 +804,10 @@ WeaponSelectEnd:
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// don't attack with knife over long distance
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if (selectId == WEAPON_KNIFE)
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{
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m_shootTime = GetWorldTime ();
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return;
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}
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if (selectTab[chosenWeaponIndex].primaryFireHold)
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{
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@ -853,7 +864,7 @@ void Bot::FocusEnemy (void)
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float distance = enemyOrigin.GetLength (); // how far away is the enemy scum?
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if (distance < 256.0f)
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if (distance < 128.0f)
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{
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if (m_currentWeapon == WEAPON_KNIFE)
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{
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@ -865,29 +876,25 @@ void Bot::FocusEnemy (void)
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}
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else
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{
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if (m_currentWeapon == WEAPON_KNIFE)
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m_wantsToFire = true;
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float dot = GetShootingConeDeviation (GetEntity (), &m_enemyOrigin);
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if (dot < 0.90f)
|
||||
m_wantsToFire = false;
|
||||
else
|
||||
{
|
||||
float dot = GetShootingConeDeviation (GetEntity (), &m_enemyOrigin);
|
||||
float enemyDot = GetShootingConeDeviation (m_enemy, &pev->origin);
|
||||
|
||||
if (dot < 0.90)
|
||||
m_wantsToFire = false;
|
||||
// enemy faces bot?
|
||||
if (enemyDot >= 0.90f)
|
||||
m_wantsToFire = true;
|
||||
else
|
||||
{
|
||||
float enemyDot = GetShootingConeDeviation (m_enemy, &pev->origin);
|
||||
|
||||
// enemy faces bot?
|
||||
if (enemyDot >= 0.90)
|
||||
if (dot > 0.99f)
|
||||
m_wantsToFire = true;
|
||||
else
|
||||
{
|
||||
if (dot > 0.99)
|
||||
m_wantsToFire = true;
|
||||
else
|
||||
m_wantsToFire = false;
|
||||
}
|
||||
m_wantsToFire = false;
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
|||
|
|
@ -1065,7 +1065,7 @@ bool Bot::DoWaypointNav (void)
|
|||
|
||||
edict_t *ent = NULL;
|
||||
|
||||
if (m_doorOpenAttempt > 2 && !IsEntityNull (ent = FIND_ENTITY_IN_SPHERE (ent, pev->origin, 100)))
|
||||
if (m_doorOpenAttempt > 2 && !IsEntityNull (ent = FIND_ENTITY_IN_SPHERE (ent, pev->origin, 256.0f)))
|
||||
{
|
||||
if (IsValidPlayer (ent) && IsAlive (ent) && m_team != GetTeam (ent) && GetWeaponPenetrationPower (m_currentWeapon) > 0)
|
||||
{
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue