nav: fall controls are not good. (#656)
nav: fall controls are not good. nav: increased behavior rate in finding the best goal. nav: avoiding the door after hitting it. combat: if the enemy is using a sniper rifle, move. combat: enemy group functionality has been improved. combat: if we are doing a camping task, do not switch to a knife at close range. aim: slight changes to enemy prediction. --------- Co-authored-by: jeefo <dmitry@jeefo.net>
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9 changed files with 245 additions and 211 deletions
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@ -128,7 +128,7 @@ public:
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bool kickRandom (bool decQuota = true, Team fromTeam = Team::Unassigned);
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bool balancedKickRandom (bool decQuota);
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bool hasCustomCSDMSpawnEntities ();
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bool isLineBlockedBySmoke (const Vector &from, const Vector &to, float grenadeBloat = 1.0f);
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bool isLineBlockedBySmoke (const Vector &from, const Vector &to);
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bool isFrameSkipDisabled ();
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public:
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@ -237,6 +237,7 @@ private:
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float m_prevSpeed {}; // speed some frames before
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float m_prevVelocity {}; // velocity some frames before
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float m_timeDoorOpen {}; // time to next door open check
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float m_timeHitDoor {}; // specific time after hitting the door
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float m_lastChatTime {}; // time bot last chatted
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float m_timeLogoSpray {}; // time bot last spray logo
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float m_knifeAttackTime {}; // time to rush with knife (at the beginning of the round)
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@ -284,7 +285,6 @@ private:
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float m_playServerTime {}; // time bot spent in the game
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float m_changeViewTime {}; // timestamp to change look at while at freezetime
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float m_breakableTime {}; // breakable acquired time
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float m_stuckTimestamp {}; // last time was stuck
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float m_timeDebugUpdateTime {}; // time to update last debug timestamp
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float m_lastVictimTime {}; // time when bot killed an enemy
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float m_killsInterval {}; // interval between kills
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@ -437,7 +437,7 @@ private:
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bool isEnemyNoTarget (edict_t *enemy);
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bool isEnemyInDarkArea (edict_t *enemy);
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bool isFriendInLineOfFire (float distance);
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bool isGroupOfEnemies (const Vector &location, int numEnemies = 1, float radius = 256.0f);
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bool isGroupOfEnemies (const Vector &location);
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bool isPenetrableObstacle (const Vector &dest);
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bool isPenetrableObstacle1 (const Vector &dest, int penetratePower);
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bool isPenetrableObstacle2 (const Vector &dest, int penetratePower);
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@ -831,11 +831,6 @@ private:
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return m_weaponType == WeaponType::Sniper;
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}
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// returns true if bot is using a sniper rifle (awp)
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bool usesSniperAWP () const {
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return m_currentWeapon == Weapon::AWP;
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}
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// returns true if bot is using a rifle
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bool usesRifle () const {
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return usesZoomableRifle () || m_weaponType == WeaponType::Rifle;
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