]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/server/bot/default/havocbot/havocbot.qc
Bot AI: fix bots getting stuck in oblique warpzones (in the map hyperspace there...
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / bot / default / havocbot / havocbot.qc
index 33aabfc54c92749cdbaa3698b303e1d8d386d8df..28176464bb67f45f395112ff9b176c11b73ac236 100644 (file)
@@ -18,6 +18,7 @@
 #include <common/items/_mod.qh>
 #include <common/wepent.qh>
 
+#include <common/mapobjects/func/ladder.qh>
 #include <common/mapobjects/teleporters.qh>
 #include <common/mapobjects/trigger/jumppads.qh>
 
@@ -498,13 +499,13 @@ void havocbot_movetogoal(entity this)
                {
                        // Calculate brake distance in xy
                        float d = vlen(vec2(this.origin - (this.goalcurrent.absmin + this.goalcurrent.absmax) * 0.5));
-                       float v = vlen(vec2(this.velocity));
-                       float db = ((v ** 2) / (autocvar_g_jetpack_acceleration_side * 2)) + 100;
+                       float vel2 = vlen2(vec2(this.velocity));
+                       float db = (vel2 / (autocvar_g_jetpack_acceleration_side * 2)) + 100;
                        //LOG_INFOF("distance %d, velocity %d, brake at %d ", ceil(d), ceil(v), ceil(db));
                        if(d < db || d < 500)
                        {
                                // Brake
-                               if(v > maxspeed * 0.3)
+                               if (vel2 > (maxspeed * 0.3) ** 2)
                                {
                                        CS(this).movement_x = dir * v_forward * -maxspeed;
                                        return;
@@ -668,7 +669,8 @@ void havocbot_movetogoal(entity this)
 
                        return;
                }
-               else if(GetResourceAmount(this, RESOURCE_HEALTH) + GetResourceAmount(this, RESOURCE_ARMOR) > ROCKETJUMP_DAMAGE())
+               else if(!this.jumppadcount && !this.goalcurrent.wphardwired
+                       && GetResourceAmount(this, RESOURCE_HEALTH) + GetResourceAmount(this, RESOURCE_ARMOR) > ROCKETJUMP_DAMAGE())
                {
                        if(this.velocity.z < 0)
                        {
@@ -721,9 +723,10 @@ void havocbot_movetogoal(entity this)
                else
                        PHYS_INPUT_BUTTON_JUMP(this) = false;
                makevectors(this.v_angle.y * '0 1 0');
-               CS(this).movement_x = dir * v_forward * maxspeed;
-               CS(this).movement_y = dir * v_right * maxspeed;
-               CS(this).movement_z = dir * v_up * maxspeed;
+               vector v = dir * maxspeed;
+               CS(this).movement.x = v * v_forward;
+               CS(this).movement.y = v * v_right;
+               CS(this).movement.z = v * v_up;
        }
 
        // if there is nowhere to go, exit
@@ -776,7 +779,9 @@ void havocbot_movetogoal(entity this)
        {
                if (vdist(this.origin - this.goalcurrent_prev.origin, <, 50)
                        && navigation_goalrating_timeout_can_be_anticipated(this))
+               {
                        navigation_goalrating_timeout_force(this);
+               }
        }
 
        bool goalcurrent_can_be_removed = false;
@@ -860,27 +865,47 @@ void havocbot_movetogoal(entity this)
                // if bot used the jumppad, push towards jumppad origin until jumppad waypoint gets removed
                destorg = this.goalcurrent.origin;
        }
-       else if (this.goalcurrent.wpisbox && boxesoverlap(this.goalcurrent.absmin, this.goalcurrent.absmax, this.origin + eZ * this.mins.z, this.origin + eZ * this.maxs.z))
+       else if (this.goalcurrent.wpisbox)
        {
                // if bot is inside the teleport waypoint, head to teleport origin until teleport gets used
-               bunnyhop_forbidden = true;
-               destorg = this.goalcurrent.origin;
-               if(destorg.z > this.origin.z)
-                       PHYS_INPUT_BUTTON_JUMP(this) = true;
+               // do it even if bot is on a ledge above a teleport/jumppad so it doesn't get stuck
+               if (boxesoverlap(this.goalcurrent.absmin, this.goalcurrent.absmax, this.origin + eZ * this.mins.z, this.origin + eZ * this.maxs.z)
+                       || (this.absmin.z > destorg.z && destorg.x == this.origin.x && destorg.y == this.origin.y))
+               {
+                       bunnyhop_forbidden = true;
+                       destorg = this.goalcurrent.origin;
+                       if(destorg.z > this.origin.z)
+                               PHYS_INPUT_BUTTON_JUMP(this) = true;
+               }
        }
 
        diff = destorg - this.origin;
 
-       // 1. stop if too close to target player (even if frozen)
-       // 2. stop if the locked goal has been reached
-       if ((IS_PLAYER(this.goalcurrent) && vdist(diff, <, 80))
-               || (this.goalcurrent == this.goalentity && time < this.goalentity_lock_timeout && vdist(diff, <, 10)))
+       if (this.goalcurrent == this.goalentity && time < this.goalentity_lock_timeout && vdist(diff, <, 10))
        {
+               // stop if the locked goal has been reached
                destorg = this.origin;
-               diff = '0 0 0';
+               diff = dir = '0 0 0';
        }
-
-       dir = normalize(diff);
+       else if (IS_PLAYER(this.goalcurrent) || IS_MONSTER(this.goalcurrent))
+       {
+               if (vdist(diff, <, 80))
+               {
+                       // stop if too close to target player (even if frozen)
+                       destorg = this.origin;
+                       diff = dir = '0 0 0';
+               }
+               else
+               {
+                       // move destorg out of target players, otherwise bot will consider them
+                       // an obstacle that needs to be jumped (especially if frozen)
+                       dir = normalize(diff);
+                       destorg -= dir * PL_MAX_CONST.x * M_SQRT2;
+                       diff = destorg - this.origin;
+               }
+       }
+       else
+               dir = normalize(diff);
        flatdir = (diff.z == 0) ? dir : normalize(vec2(diff));
 
        //if (this.bot_dodgevector_time < time)
@@ -938,8 +963,16 @@ void havocbot_movetogoal(entity this)
                        {
                                if (vlen2(flat_diff) < vlen2(offset))
                                {
-                                       actual_destorg.x = destorg.x;
-                                       actual_destorg.y = destorg.y;
+                                       if (this.goalcurrent.wpflags & WAYPOINTFLAG_JUMP && this.goalstack01)
+                                       {
+                                               // oblique warpzones need a jump otherwise bots gets stuck
+                                               PHYS_INPUT_BUTTON_JUMP(this) = true;
+                                       }
+                                       else
+                                       {
+                                               actual_destorg.x = destorg.x;
+                                               actual_destorg.y = destorg.y;
+                                       }
                                }
                        }
                        else if (vdist(flat_diff, <, 32) && diff.z < -16) // destination is under the bot
@@ -1135,8 +1168,13 @@ void havocbot_movetogoal(entity this)
                }
                if (ladder_zdir)
                {
-                       dir.z = ladder_zdir * 1.3;
-                       dir = normalize(dir);
+                       if (vdist(flatdir, <, 15))
+                               dir = ladder_zdir * '0 0 1';
+                       else
+                       {
+                               dir.z = ladder_zdir * 1.3;
+                               dir = normalize(dir);
+                       }
                }
        }