bot: some tweaks for zombie mode (ref #664)
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e09d75f245
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6 changed files with 45 additions and 5 deletions
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@ -1722,7 +1722,11 @@ void Bot::overrideConditions () {
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}
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}
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else {
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if (distanceSq2d <= kReachEnemyWikKnifeDistanceSq && (m_states & Sense::SeeingEnemy) && tid == Task::MoveToPosition) {
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if (!m_isCreature
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&& distanceSq2d <= kReachEnemyWikKnifeDistanceSq
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&& (m_states & Sense::SeeingEnemy)
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&& tid == Task::MoveToPosition) {
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clearTask (Task::MoveToPosition); // remove any move tasks
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}
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}
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@ -1828,6 +1832,10 @@ void Bot::updatePredictedIndex () {
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}
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void Bot::refreshEnemyPredict () {
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if (m_isCreature) {
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return;
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}
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if (game.isNullEntity (m_enemy) && !game.isNullEntity (m_lastEnemy) && !m_lastEnemyOrigin.empty ()) {
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const auto distanceToLastEnemySq = m_lastEnemyOrigin.distanceSq (pev->origin);
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@ -2130,7 +2138,7 @@ void Bot::filterTasks () {
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}
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// zombie bots has more hunt desire
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if (m_isCreature && huntEnemyDesire > 25.0f) {
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if (m_isCreature && huntEnemyDesire > 16.0f) {
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huntEnemyDesire = TaskPri::Attack;
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}
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@ -2352,6 +2360,17 @@ bool Bot::reactOnEnemy () {
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return false;
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}
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// special case for creatures
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if (m_isCreature && !game.isNullEntity (m_enemy)) {
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m_isEnemyReachable = false;
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if (pev->origin.distanceSq (m_enemy->v.origin) < cr::sqrf (128.0f)) {
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m_navTimeset = game.time ();
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m_isEnemyReachable = true;
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}
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return m_isEnemyReachable;
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}
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if (m_enemyReachableTimer < game.time ()) {
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const auto lineDist = m_enemy->v.origin.distance (pev->origin);
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@ -3588,9 +3607,20 @@ void Bot::takeDamage (edict_t *inflictor, int damage, int armor, int bits) {
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m_lastDamageType = bits;
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if (m_isCreature) {
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if (util.isPlayer (inflictor) && game.isNullEntity (m_enemy)) {
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if (seesEnemy (inflictor)) {
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m_enemy = inflictor;
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m_enemyOrigin = inflictor->v.origin;
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}
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}
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return;
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}
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if (!game.is (GameFlags::CSDM)) {
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updatePracticeValue (damage);
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}
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m_lastDamageTimestamp = game.time ();
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if (util.isPlayer (inflictor) || (cv_attack_monsters && util.isMonster (inflictor))) {
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const auto inflictorTeam = game.getTeam (inflictor);
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@ -1243,7 +1243,9 @@ void Bot::fireWeapons () {
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}
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// use knife if near and good difficulty (l33t dude!)
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if (cv_stab_close_enemies && m_difficulty >= Difficulty::Normal
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if (!game.is (GameFlags::ZombieMod)
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&& cv_stab_close_enemies
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&& m_difficulty >= Difficulty::Normal
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&& m_healthValue > 80.0f
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&& !game.isNullEntity (m_enemy)
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&& distance < 100.0f
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@ -1456,6 +1456,7 @@ void Bot::newRound () {
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m_duckDefuse = false;
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m_duckDefuseCheckTime = 0.0f;
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m_timeDebugUpdateTime = 0.0f;
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m_lastDamageTimestamp = 0.0f;
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m_numFriendsLeft = 0;
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m_numEnemiesLeft = 0;
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@ -581,8 +581,14 @@ void Bot::checkTerrain (float movedDistance, const Vector &dirNormal) {
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&& m_lastCollTime < game.time ()
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&& tid != Task::Attack
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&& tid != Task::Camp) {
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// special case for creatures
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if (m_lastDamageTimestamp >= game.time () && m_isCreature) {
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m_lastCollTime = m_lastDamageTimestamp + 0.2f;
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m_firstCollideTime = 0.0f;
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}
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// didn't we move enough previously?
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if (movedDistance < kMinMovedDistance && m_prevSpeed > 20.0f) {
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else if (movedDistance < kMinMovedDistance && m_prevSpeed > 20.0f) {
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m_prevTime = game.time (); // then consider being stuck
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m_isStuck = true;
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@ -828,7 +828,7 @@ void Bot::moveToPos_ () {
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getTask ()->data = destIndex;
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ensureCurrentNodeIndex ();
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findPath (m_currentNodeIndex, destIndex, m_pathType);
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findPath (m_currentNodeIndex, destIndex, m_isCreature ? FindPath::Fast : m_pathType);
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}
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else {
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completeTask ();
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