fix: enemy selection when several shielded enemies are visible. (#451)

opt: minor optimizations in conditions (changed sequence of OR checks).
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spodlesniy 2023-05-30 12:47:28 +07:00 committed by GitHub
commit dd1adab3b6
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@ -262,10 +262,11 @@ bool Bot::lookupEnemies () {
// the old enemy is no longer visible or
if (game.isNullEntity (newEnemy)) {
auto set = game.getVisibilitySet (this, true); // setup potential visibility set from engine
// setup potential visibility set from engine
auto set = game.getVisibilitySet (this, true);
// ignore shielded enemies, while we have real one
edict_t *shieldEnemy = nullptr;
// ignore shielded enemies, while we have others
Array <edict_t *> shieldedEnemies {};
if (cv_attack_monsters.bool_ ()) {
// search the world for monsters...
@ -295,9 +296,10 @@ bool Bot::lookupEnemies () {
// search the world for players...
for (const auto &client : util.getClients ()) {
if (!(client.flags & ClientFlags::Used) || !(client.flags & ClientFlags::Alive) || client.team == m_team || client.ent == ent () || !client.ent) {
if (client.team == m_team || client.ent == ent() || !(client.flags & (ClientFlags::Used | ClientFlags::Alive)) || !client.ent) {
continue;
}
player = client.ent;
// check the engine PVS
@ -305,15 +307,17 @@ bool Bot::lookupEnemies () {
continue;
}
// extra skill player can see thru smoke... if beeing attacked
if ((player->v.button & (IN_ATTACK | IN_ATTACK2)) && m_viewDistance < m_maxViewDistance && m_difficulty == Difficulty::Expert) {
// extra skill player can see through smoke... if beeing attacked
if (m_difficulty == Difficulty::Expert && (player->v.button & (IN_ATTACK | IN_ATTACK2)) && m_viewDistance < m_maxViewDistance) {
nearestDistance = cr::sqrf (m_maxViewDistance);
}
// see if bot can see the player...
if (seesEnemy (player)) {
// low priority fo shielded enemies
if (isEnemyBehindShield (player)) {
shieldEnemy = player;
shieldedEnemies.push (player);
continue;
}
float distance = player->v.origin.distanceSq (pev->origin);
@ -330,9 +334,19 @@ bool Bot::lookupEnemies () {
}
}
m_enemyUpdateTime = game.time () + (usesKnife () ? 1.0f : 0.75f);
if (game.isNullEntity (newEnemy) && !game.isNullEntity (shieldEnemy)) {
newEnemy = shieldEnemy;
// If enemy is not selected yet then check visible shielded enemies
if (game.isNullEntity (newEnemy) && shieldedEnemies.length () > 0) {
nearestDistance = cr::sqrf (m_viewDistance);
for (const auto &shieldedEnemy : shieldedEnemies) {
float distance = shieldedEnemy->v.origin.distanceSq (pev->origin);
if (distance < nearestDistance) {
nearestDistance = distance;
newEnemy = shieldedEnemy;
}
}
}
}