bot: disable spray logo task on xash3d engine

fix: crash on aarch64 builds (ref #667)
nav: improved player avoidance
nav: improved handling of short path radii
conf: control min and max cvar values
build: probably fix i386 build when building with cmake (untested)
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jeefo 2025-01-31 19:32:24 +03:00
commit e820527703
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GPG key ID: D696786B81B667C8
12 changed files with 104 additions and 40 deletions

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@ -3149,7 +3149,7 @@ void Bot::checkSpawnConditions () {
// switch to knife if time to do this
if (m_checkKnifeSwitch && m_buyingFinished && m_spawnTime + rg (5.0f, 7.5f) < game.time ()) {
if (rg (1, 100) < 2 && cv_spraypaints) {
if (!game.is (GameFlags::Xash3D) && rg (1, 100) < 2 && cv_spraypaints) {
startTask (Task::Spraypaint, TaskPri::Spraypaint, kInvalidNodeIndex, game.time () + 1.0f, false);
}
@ -3204,7 +3204,7 @@ void Bot::checkSpawnConditions () {
void Bot::logic () {
// this function gets called each frame and is the core of all bot ai. from here all other subroutines are called
float movedDistance = 2.0f; // length of different vector (distance bot moved)
float movedDistance = kMinMovedDistance; // length of different vector (distance bot moved)
resetMovement ();

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@ -697,6 +697,27 @@ void Game::checkCvarsBounds () {
// notify about that
ctrl.msg ("Bogus value for cvar '%s', min is '%.1f' and max is '%.1f', and we're got '%s', value reverted to default '%.1f'.", var.name, var.min, var.max, str, var.initial);
continue;
}
/// prevent min/max problems
if (var.name.contains ("_max")) {
String minVar = String (var.name);
minVar.replace ("_max", "_min");
for (auto &mv : m_cvars) {
if (mv.name == minVar) {
const auto minValue = mv.self->as <float> ();
if (minValue > value) {
var.self->set (minValue);
mv.self->set (value);
// notify about that
ctrl.msg ("Bogus value for min/max cvar '%s' can't be higher than '%s'. Values swapped.", mv.name, var.name);
}
}
}
}
}

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@ -2541,7 +2541,7 @@ bool BotGraph::checkNodes (bool teleportPlayer, bool onlyPaths) {
}
// perform DFS instead of floyd-warshall, this shit speedup this process in a bit
const auto length = cr::min (static_cast <size_t> (kMaxNodes), m_paths.length ());
const auto length = cr::min (static_cast <size_t> (kMaxNodes), m_paths.length () + 1);
// ensure valid capacity
assert (length > 8 && length < static_cast <size_t> (kMaxNodes));

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@ -1233,12 +1233,13 @@ Bot::Bot (edict_t *bot, int difficulty, int personality, int team, int skin) {
// just to be sure
m_msgQueue.clear ();
// init path walker
m_pathWalk.init (graph.getMaxRouteLength ());
// init async planner
m_planner = cr::makeUnique <AStarAlgo> (graph.length ());
// init path walker
m_pathWalk.init (m_planner->getMaxLength ());
// init player models parts enumerator
m_hitboxEnumerator = cr::makeUnique <PlayerHitboxEnumerator> ();
@ -1291,7 +1292,9 @@ int BotManager::getAliveHumansCount () {
int count = 0;
for (const auto &client : util.getClients ()) {
if ((client.flags & ClientFlags::Alive) && !bots[client.ent] && !(client.ent->v.flags & FL_FAKECLIENT)) {
if ((client.flags & ClientFlags::Alive)
&& !bots[client.ent]
&& !(client.ent->v.flags & FL_FAKECLIENT)) {
++count;
}
}
@ -1299,24 +1302,28 @@ int BotManager::getAliveHumansCount () {
}
int BotManager::getPlayerPriority (edict_t *ent) {
constexpr auto kHighPriority = 512;
constexpr auto kHighPriority = 1024;
// always check for only our own bots
auto bot = bots[ent];
// if player just return high prio
if (!bot) {
return game.indexOfEntity (ent) + kHighPriority;
return game.indexOfEntity (ent) + kHighPriority * 2;
}
// give bots some priority
if (bot->m_hasC4 || bot->m_isVIP || bot->m_hasHostage || bot->m_healthValue < ent->v.health || (bot->m_currentTravelFlags & PathFlag::Jump)) {
if (bot->m_hasC4 || bot->m_isVIP || bot->m_hasHostage || (bot->m_currentTravelFlags & PathFlag::Jump)) {
return bot->entindex () + kHighPriority;
}
const auto task = bot->getCurrentTaskId ();
// higher priority if camping or hiding
if (task == Task::Camp || task == Task::Hide || task == Task::MoveToPosition) {
// higher priority if important task
if (task == Task::MoveToPosition
|| task == Task::SeekCover
|| task == Task::Camp
|| task == Task::Hide) {
return bot->entindex () + kHighPriority;
}
return bot->entindex ();
@ -1623,6 +1630,7 @@ void Bot::newRound () {
m_zoomCheckTime = 0.0f;
m_strafeSetTime = 0.0f;
m_dodgeStrafeDir = Dodge::None;
m_avoidAction = Dodge::None;
m_fightStyle = Fight::None;
m_lastFightStyleCheck = 0.0f;

View file

@ -486,7 +486,7 @@ void Bot::doPlayerAvoidance (const Vector &normal) {
const auto otherPrio = bots.getPlayerPriority (client.ent);
// give some priorities to bot avoidance
if (ownPrio > otherPrio) {
if (ownPrio < otherPrio) {
continue;
}
@ -495,7 +495,7 @@ void Bot::doPlayerAvoidance (const Vector &normal) {
const auto avoidPrio = bots.getPlayerPriority (m_hindrance);
// ignore because we're already avoiding someone better
if (avoidPrio > otherPrio) {
if (avoidPrio < otherPrio) {
continue;
}
}
@ -509,8 +509,17 @@ void Bot::doPlayerAvoidance (const Vector &normal) {
// found somebody?
if (game.isNullEntity (m_hindrance)) {
m_avoidAction = Dodge::None;
return;
}
else if (m_avoidAction != Dodge::None) {
if (m_avoidAction == Dodge::Left) {
setStrafeSpeed (normal, pev->maxspeed);
}
else if (m_avoidAction == Dodge::Right) {
setStrafeSpeed (normal, -pev->maxspeed);
}
}
const float interval = m_frameInterval * (!isDucking () && pev->velocity.lengthSq2d () > 0.0f ? 7.5f : 2.0f);
// use our movement angles, try to predict where we should be next frame
@ -526,16 +535,25 @@ void Bot::doPlayerAvoidance (const Vector &normal) {
const auto nextFrameDistanceSq = pev->origin.distanceSq (m_hindrance->v.origin + m_hindrance->v.velocity * interval);
// is player that near now or in future that we need to steer away?
if (movedDistanceSq <= cr::sqrf (64.0f) || (distanceSq <= cr::sqrf (72.0f) && nextFrameDistanceSq < distanceSq)) {
if (movedDistanceSq <= cr::sqrf (64.0f) || (distanceSq <= cr::sqrf (96.0f) && nextFrameDistanceSq < distanceSq)) {
const auto &dir = (pev->origin - m_hindrance->v.origin).normalize2d_apx ();
// to start strafing, we have to first figure out if the target is on the left side or right side
if ((dir | right.normalize2d_apx ()) > 0.0f) {
setStrafeSpeed (normal, pev->maxspeed);
}
else {
setStrafeSpeed (normal, -pev->maxspeed);
if (m_avoidAction == Dodge::None && m_path->radius > 16.0f && !isInNarrowPlace ()) {
if ((dir | right.normalize2d_apx ()) > 0.0f) {
m_avoidAction = Dodge::Left;
// start strafing
setStrafeSpeed (normal, pev->maxspeed);
}
else {
m_avoidAction = Dodge::Right;
// start strafing
setStrafeSpeed (normal, -pev->maxspeed);
}
}
m_isStuck = false;
if (distanceSq < cr::sqrf (96.0f)) {
if ((dir | forward.normalize2d_apx ()) < 0.0f) {
@ -545,6 +563,7 @@ void Bot::doPlayerAvoidance (const Vector &normal) {
m_moveSpeed = pev->maxspeed;
}
}
ignoreCollision ();
}
}
@ -557,7 +576,7 @@ void Bot::checkTerrain (float movedDistance, const Vector &dirNormal) {
// standing still, no need to check?
if (m_lastCollTime < game.time () && getCurrentTaskId () != Task::Attack) {
// didn't we move enough previously?
if (movedDistance < 2.0f && (m_prevSpeed > 20.0f || m_prevVelocity < m_moveSpeed / 2)) {
if (movedDistance < kMinMovedDistance && (m_prevSpeed > 20.0f || m_prevVelocity < m_moveSpeed / 2)) {
m_prevTime = game.time (); // then consider being stuck
m_isStuck = true;
@ -1241,7 +1260,7 @@ bool Bot::updateNavigation () {
}
float desiredDistanceSq = cr::sqrf (8.0f);
const float nodeDistanceSq = pev->origin.distanceSq (m_pathOrigin);
float nodeDistanceSq = pev->origin.distanceSq (m_pathOrigin);
// initialize the radius for a special node type, where the node is considered to be reached
if (m_pathFlags & NodeFlag::Lift) {
@ -1264,17 +1283,17 @@ bool Bot::updateNavigation () {
else if (m_path->number == cv_debug_goal.as <int> ()) {
desiredDistanceSq = 0.0f;
}
else if (isOccupiedNode (m_path->number)) {
desiredDistanceSq = cr::sqrf (148.0f);
}
else {
desiredDistanceSq = cr::max (cr::sqrf (m_path->radius), desiredDistanceSq);
}
bool pathHasFlags = false;
// check if node has a special travel flags, so they need to be reached more precisely
for (const auto &link : m_path->links) {
if (link.flags != 0) {
desiredDistanceSq = 0.0f;
pathHasFlags = true;
break;
}
}
@ -1284,6 +1303,12 @@ bool Bot::updateNavigation () {
desiredDistanceSq = 0.0f;
}
// always increase reachability distance for occupied nodes
if (isOccupiedNode (m_path->number, pathHasFlags)) {
desiredDistanceSq = cr::sqrf (96.0f);
nodeDistanceSq *= 0.5f;
}
// needs precise placement - check if we get past the point
if (desiredDistanceSq < cr::sqrf (20.0f) && nodeDistanceSq < cr::sqrf (30.0f)) {
const auto predictRangeSq = m_pathOrigin.distanceSq (pev->origin + pev->velocity * m_frameInterval);
@ -1297,12 +1322,13 @@ bool Bot::updateNavigation () {
// is sitting there, so the bot is unable to reach the node because of other player on it, and he starts to jumping and so on
// here we're clearing task memory data (important!), since task executor may restart goal with one from memory, so this process
// will go in cycle, and forcing bot to re-create new route.
if (m_pathWalk.hasNext () && m_pathWalk.next () == m_pathWalk.last () && isOccupiedNode (m_pathWalk.next (), true)) {
if (m_pathWalk.hasNext () && m_pathWalk.next () == m_pathWalk.last () && isOccupiedNode (m_pathWalk.next (), pathHasFlags)) {
getTask ()->data = kInvalidNodeIndex;
m_currentNodeIndex = kInvalidNodeIndex;
clearSearchNodes ();
return false;
m_currentNodeIndex = kInvalidNodeIndex;
m_chosenGoalIndex = kInvalidNodeIndex;
return true;
}
if (nodeDistanceSq <= desiredDistanceSq) {
@ -2591,8 +2617,12 @@ void Bot::setPathOrigin () {
constexpr int kMaxAlternatives = 5;
const float radius = m_path->radius;
auto setNonZeroPathOrigin = [&] () -> void {
m_pathOrigin += Vector { pev->angles.x, cr::wrapAngle (pev->angles.y + rg (-90.0f, 90.0f)), 0.0f }.forward () * rg (0.0f, radius);
};
// if node radius non zero vary origin a bit depending on the body angles
if (radius > 0.0f) {
if (radius > 16.0f) {
int nearestIndex = kInvalidNodeIndex;
if (!m_pathWalk.empty () && m_pathWalk.hasNext ()) {
@ -2619,9 +2649,12 @@ void Bot::setPathOrigin () {
}
if (nearestIndex == kInvalidNodeIndex) {
m_pathOrigin += Vector (pev->angles.x, cr::wrapAngle (pev->angles.y + rg (-90.0f, 90.0f)), 0.0f).forward () * rg (0.0f, radius);
setNonZeroPathOrigin ();
}
}
else if (radius > 0.0f) {
setNonZeroPathOrigin ();
}
if (isOnLadder ()) {
TraceResult tr {};
@ -3246,7 +3279,7 @@ bool Bot::isOccupiedNode (int index, bool needZeroVelocity) {
}
const auto distanceSq = client.origin.distanceSq (graph[index].origin);
if (distanceSq < cr::clamp (cr::sqrf (graph[index].radius) * 2.0f, cr::sqrf (90.0f), cr::sqrf (120.0f))) {
if (distanceSq < cr::clamp (cr::sqrf (graph[index].radius) * 2.0f, cr::sqrf (98.0f), cr::sqrf (120.0f))) {
return true;
}
auto bot = bots[client.ent];

View file

@ -106,16 +106,19 @@ bool BotSupport::isVisible (const Vector &origin, edict_t *ent) {
void BotSupport::decalTrace (entvars_t *pev, TraceResult *trace, int logotypeIndex) {
// this function draw spraypaint depending on the tracing results.
if (cr::fequal (trace->flFraction, 1.0f)) {
return;
}
auto logo = conf.getLogoName (logotypeIndex);
int entityIndex = -1, message = TE_DECAL;
int decalIndex = engfuncs.pfnDecalIndex (logo.chars ());
if (decalIndex < 0) {
if (decalIndex <= 0) {
decalIndex = engfuncs.pfnDecalIndex ("{lambda06");
}
if (cr::fequal (trace->flFraction, 1.0f)) {
if (decalIndex <= 0) {
return;
}

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@ -100,6 +100,7 @@ void Bot::normal_ () {
if (!(m_states & (Sense::SeeingEnemy | Sense::SuspectEnemy))
&& m_seeEnemyTime + 5.0f < game.time ()
&& !m_reloadState && m_timeLogoSpray < game.time ()
&& !game.is (GameFlags::Xash3D)
&& cv_spraypaints
&& rg.chance (50)
&& m_moveSpeed > getShiftSpeed ()