return this.bot_strategytime < time;
}
+void navigation_goalrating_timeout_extend_if_needed(entity this, float seconds)
+{
+ this.bot_strategytime = max(this.bot_strategytime, time + seconds);
+}
+
#define MAX_CHASE_DISTANCE 700
bool navigation_goalrating_timeout_can_be_anticipated(entity this)
{
// completely empty the goal stack, used when deciding where to go
void navigation_clearroute(entity this)
{
+ this.lastteleporttime = 0;
this.goalcurrent_prev = this.goalcurrent;
this.goalcurrent_distance_2d = FLOAT_MAX;
this.goalcurrent_distance_z = FLOAT_MAX;
vector pm2 = ent.origin + ent.maxs;
// do two scans, because box test is cheaper
- IL_EACH(g_waypoints, it != ent && it != except && !(it.wpflags & WAYPOINTFLAG_TELEPORT),
+ IL_EACH(g_waypoints, it != ent && it != except && !(it.wpflags & (WAYPOINTFLAG_TELEPORT | WAYPOINTFLAG_JUMP)),
{
if(boxesoverlap(pm1, pm2, it.absmin, it.absmax))
{
waypoint_clearlinks(ent); // initialize wpXXmincost fields
IL_EACH(g_waypoints, it != ent,
{
- if(walkfromwp && (it.wpflags & WAYPOINTFLAG_NORELINK))
+ if (walkfromwp && (it.wpflags & WPFLAGMASK_NORELINK))
continue;
set_tracewalk_dest(ent, it.origin, false);
// box check failed, try walk
IL_EACH(g_waypoints, it != ent,
{
- if(walkfromwp && (it.wpflags & WAYPOINTFLAG_NORELINK))
+ if (walkfromwp && (it.wpflags & WPFLAGMASK_NORELINK))
continue;
v = it.origin;
t += xydistance / autocvar_g_jetpack_maxspeed_side;
fuel = t * autocvar_g_jetpack_fuel * 0.8;
- LOG_DEBUG("jetpack ai: required fuel ", ftos(fuel), ", have ", ftos(GetResourceAmount(this, RESOURCE_FUEL)));
+ LOG_DEBUG("jetpack ai: required fuel ", ftos(fuel), ", have ", ftos(GetResource(this, RES_FUEL)));
// enough fuel ?
- if(GetResourceAmount(this, RESOURCE_FUEL) > fuel || (this.items & IT_UNLIMITED_WEAPON_AMMO))
+ if(GetResource(this, RES_FUEL) > fuel || (this.items & IT_UNLIMITED_WEAPON_AMMO))
{
// Estimate cost
// (as onground costs calculation is mostly based on distances, here we do the same establishing some relationship
next = this.goalstack01;
// if for some reason the bot is closer to the next goal, pop the current one
- if (!IS_MOVABLE(next) // already checked in the previous case
+ if (!IS_MOVABLE(next) && !(this.goalcurrent.wpflags & (WAYPOINTFLAG_TELEPORT | WAYPOINTFLAG_JUMP))
&& vlen2(this.goalcurrent.origin - next.origin) > vlen2(next.origin - this.origin)
&& checkpvs(this.origin + this.view_ofs, next))
{
if(this.goalcurrent.wpflags & WAYPOINTFLAG_TELEPORT)
{
+ if (!this.goalcurrent.wpisbox // warpzone
+ && vlen2(this.origin - this.goalstack01.origin) < vlen2(this.origin - this.goalcurrent.origin))
+ {
+ // immediately remove origin and destination waypoints
+ navigation_poproute(this);
+ ++removed_goals;
+ navigation_poproute(this);
+ ++removed_goals;
+ this.lastteleporttime = 0;
+ }
+
// make sure jumppad is really hit, don't rely on distance based checks
// as they may report a touch even if it didn't really happen
if(this.lastteleporttime > 0 && TELEPORT_USED(this, this.goalcurrent))
if (time - this.lastteleporttime < random() * max_delay)
return removed_goals;
}
+ else if (this.goalcurrent.wpisbox) // teleport
+ {
+ // immediately remove origin and destination waypoints
+ navigation_poproute(this);
+ ++removed_goals;
+ }
navigation_poproute(this);
this.lastteleporttime = 0;
++removed_goals;
}
- else
- return removed_goals;
+ return removed_goals;
}
else if (this.lastteleporttime > 0)
{
++removed_goals;
return removed_goals;
}
+ // reset of lastteleporttime can be overriden by a jumppad when it's set
+ // in more than one frame: make sure it's reset
+ this.lastteleporttime = 0;
}
// Loose goal touching check when running
if(vdist(wp.origin - this.origin, >, 50))
{
wp = NULL;
- IL_EACH(g_waypoints, !(it.wpflags & WAYPOINTFLAG_TELEPORT),
+ IL_EACH(g_waypoints, !(it.wpflags & (WAYPOINTFLAG_TELEPORT | WAYPOINTFLAG_JUMP)),
{
if(vdist(it.origin - this.origin, <, 50))
{
navigation_clearroute(this);
navigation_bestgoal = NULL;
navigation_markroutes(this, wp);
+ this.goalstack31 = wp; // temporarly save the really close waypoint
}
// ends a goal selection session (updates goal stack to the best goal)
if(this.aistatus & AI_STATUS_STUCK)
return;
+ entity wp = this.goalstack31; // save to wp as this.goalstack31 is set by navigation_routetogoal
+ this.goalstack31 = NULL;
+
navigation_routetogoal(this, navigation_bestgoal, this.origin);
- LOG_DEBUG("best goal ", this.goalcurrent.classname);
+ LOG_DEBUG("best goal ", navigation_bestgoal.classname);
+
+ if (wp && this.goalcurrent == wp)
+ navigation_poproute(this);
// If the bot got stuck then try to reach the farthest waypoint
- if (!this.goalentity && autocvar_bot_wander_enable)
+ if (!this.goalentity)
{
- if (!(this.aistatus & AI_STATUS_STUCK))
+ if (autocvar_bot_wander_enable && !(this.aistatus & AI_STATUS_STUCK))
{
LOG_DEBUG(this.netname, " cannot walk to any goal");
this.aistatus |= AI_STATUS_STUCK;
}
+ this.goalentity_shouldbefrozen = false;
}
- this.goalentity_shouldbefrozen = boolean(STAT(FROZEN, this.goalentity));
+ else
+ this.goalentity_shouldbefrozen = boolean(STAT(FROZEN, this.goalentity));
}
void botframe_updatedangerousobjects(float maxupdate)
{
// evaluate the next goal on the queue
float d = vlen2(this.origin - bot_waypoint_queue_goal.origin);
- LOG_DEBUG(this.netname, " evaluating ", bot_waypoint_queue_goal.classname, " with distance ", ftos(d));
+ LOG_DEBUG(this.netname, " evaluating ", bot_waypoint_queue_goal.classname, " with squared distance ", ftos(d));
set_tracewalk_dest(bot_waypoint_queue_goal, this.origin, false);
if (tracewalk(this, this.origin, STAT(PL_MIN, this), STAT(PL_MAX, this),
tracewalk_dest, tracewalk_dest_height, bot_navigation_movemode))